Dreiko Shadrack
Member
|
My take on blood mage is that fireball does need to change into a support improved skill, to counteract that both reflex boost and energy shield also improve with support I suggest that energy shield be replaced with blood shield. I also thought of a rather involved idea that expands upon the theme of Blood Magic. Now it has been said that the evolved classes may or may not get new ultimate skills, the following assumes that this will come to pass. New blood mage ultimate called "Blood Pact" that unlike other ultimates is actually a passive that does many things at once: 1- Removes all energy 2- Increases Health pool (percentage based, rounds) 3- All skills cost Hp 4- adds a damage and cost multiplier It does all of these things at the start of the battle and progresses as such: Level 1: 20% Increase in hp pool, 10% increase in damage done, skills cost 85% Requires: focus level 1 Level 2: 25% increase in hp pool, 12% increase in damage done, skills cost 87% Requires: focus level 2 Level 3: 30% increase in hp pool, 14% increase in damage done, skills cost 89% Requires: focus level 2 Level 4: 35% increase in hp pool, 16% increase in damage done, skills cost 91% Requires: focus level 2 Level 5: 40% increase in hp pool, 18% increase in damage done, skills cost 93% Requires: focus level 3 Level 6: 45% increase in hp pool, 20% increase in damage done, skills cost 95% Requires: focus level 3 Level 7: 50% increase in hp pool, 22% increase in damage done, skills cost 97% Requires: focus level 3 Level 8: 55% increase in hp pool, 24% increase in damage done, skills cost 99% Requires: focus level 4 Level 9: 60% increase in hp pool, 26% increase in damage done, skills cost 100% (so the same as they do now) Requires: focus level 4 Level 10: 68% increase in hp pool, 30% increase in damage done, skills cost 105% Requires: focus level 5 This passive doesn't improve with anything, naturally. Let's throw some numbers as examples: A 70 damage level 10 fireball with level 1 Blood Pact will cost 28 hp and do 77 damage A 70 damage level 10 fireball with level 10 Blood Pact will cost 35 hp and do 91 damage with level 1 blood pact and a 140 base hp pool you get a 168 hp pool with level 10 blood pact and a 95 base hp pool you get a 160 hp pool Here's also some quirks of blood pact, Reflex boost will no longer offer its energy regain because you don't have an energy pool during the fight, field medic is going to be much less useful because you'll be spending hp to regain hp (even if it DOES receive the "damage" multiplier), the increase in hp pool since it's only happening inside the fight will not affect agility. Bots, guns and strikes only receive a third the of the damage multiplier. edit: Deadly Aim and Blood Lust do not receive the power boost. All numbers are most likely placeholders, they're just my initial figures. Thoughts?
< Message edited by Dreiko Shadrack -- 8/8/2012 19:01:22 >
|