Blood Mages: Difference between revisions
No edit summary |
|||
Line 99: | Line 99: | ||
Increases the amount of blood you can store (spiritpool). Identical to Spleisha and Splash. | Increases the amount of blood you can store (spiritpool). Identical to Spleisha and Splash. | ||
=Bloodpool= | ==Bloodpool== | ||
coming soon ;) | coming soon ;) | ||
==Tips== | |||
===Survivability tips=== | |||
# Train LOTS of histia. | |||
# Train enough Bloodblade so you don't need to be super low to be able to hit the stuff you want. | |||
# Put a hamstring on a creature to decrease it's speed and thus it's threatlevel. | |||
# Invest in a shieldstone and some Heen. Shieldstoning is much more efficient for Bloodmages than for the other subclasses so don't worry about the blood loss too much. | |||
# Invest in Posuhm, this will save you when things get nasty so you can get up, chain everyone and save the day. | |||
# Don't stay too close to snell borders, if something you didn't expect crosses the snell you're toast. | |||
# Time your swings so you're not close to the creature when it's about to swing next, it might turn your way. | |||
# If possible, always move back after you've swung. | |||
# Tell the healers where you're ring is set at the beginning of the hunt, so they know when to heal you. | |||
===Combat tips=== | |||
# A hamstring and hemo combo can be very useful to take down fast creatures. | |||
# If a creature is already low health and there are still people who need to tag/lastie switch to control mode (dot). | |||
# Junk can be very dangerous to you since you will most likely only have one swing and the bloodblade will lower your defense. Use every opportunity to clear junk with inferno you have. | |||
# Put a hemo on a high histia creature (i.e. Delta Toad) at the beginning of the fight to get the most out of your hemo. | |||
# Know your enemies. Keep an eye out which creature has hight histia, runs fast, ferals etc. so you know which skill to use on which. | |||
===Other tips=== | |||
# If there are multiple Bloodmages in your party, communicate about your bloodlevel and how much you need to pick up. | |||
# Know your hunting partners. It's great to know which other fighter needs a disable on a creature to hit or tag better, improving the overall group performance. |
Revision as of 16:07, 15 January 2015
How to become a Bloodmage
- Become a third circle Fighter
- Qualify for the Bloodlade
- Become proficient with the Bloodblade and gain insight into bloodmagic
- Join the Bloodmage subclass
Qualifying for the Bloodblade
In order to qualify for the bloodblade, you must practice fighting on low health. You should occasionally get the following message:
• You experiment with a new fighting style.
When you've qualified for the bloodblade (or Gossamer, or Fellblade) you will get the following message:
• You discover an important combat technique.
When you've qualified for the bloodblade you can aquire one from Nacerus (located in the savannah maha den) in exchange for a moonstone and a dagger.
Nacerus says, "I see you have mastered the skill needed to perform elementary blood magic."
Nacerus says, "I can fashion you a weapon which will allow you to use blood magic in combat."
Nacerus asks, "<name>, will you provide me a moonstone and a dagger?"
Becoming proficient with the Bloodblade
Once you have qualified for and purchased a bloodblade, you can begin training by using the /use /practice command. You will gain ranks in it whether you have it equipped or not. You can use the /use /reflect to see how proficient you are with the bloodblade. When you equip your bloodblade it will drain your health and you will gain atkus/darkus according to the amount of trained bloodmage ranks and the level of your health.
Gaining insight into bloodmagic
The most common way to gain insight is to use your Bloodblade, fight on low health and kill undine. Undine hut in NE field is a perfect location to gain insight.
When you have trained a significant amount of bloodblade ranks (around 60-80) you gain entry to the Nacerean Order (located in the savannah maha den) and the ability absorb creatures for the bloodpool. The bloodpool is located in w town under the cementary and in the savannah cave. The bloodpool will hunger for a certain creature, if you absorb it and bring it to the bloodpool you will gain insight into the bloodpool.
• You learn from your brief foray into butchery. <Completing the drag-a-creature quest for Vaun Gutturt>
• You gain insight into the nature of your bloodblade. <Using you bloodblade>
• You learn about the nature of life and death from the passing of the <undine monster>. <Killing undine>
• You gain insight from fighting on the edge of death. <Fighting on low health>
• You learn from working with the blood of the <blood dropping monster such as a T'rool>. <Collecting blood>
• You gain insight into the nature of the bloodpool. <Pleasing the bloodpool>
You will need at least 80 bloodblade ranks to become a Bloodmage.
Becoming a Bloodmage
Once you meet all the requirements will officially indulge you into the order.
Bloodmage items
Bloodblade
The bloodblade is used for most of the bloodmage abilities. Non Bloodmage Bloodbladers will have more use out of a non-infused bloodblade since it will give a regia bonus on low health. However you will need an infused bloodblade if you wish to use absorb creatures for the bloodpool. When you become a Bloodmadge your bloodblade will automatically become infused. The bloodblade has a control-mode. Activating this will turn the darkus bonus from the bloodblade ranks into a damage-over-time (dot) similar to hemo. The benefits of this are a lower blood consumption and a more group/lastie friendly way of tagging.
Bloodstone Ring
The Bloodstone Ring can be bought for 2,600c from Sargasti Avantis. After you've completed training with Unrastin (12 ranks) you gain the ability to block healing when you're at desired health. You also gain the passive ability to see "sparkles" around the monster with the highest health nearby. The Bloodstone Ring is also used for feigning
Bloodshroud
The Bloudshroud is a bloodred shroud with no special abilities. It costs 6,660c.
Bloodmage abilities
Bloodblade abilities
Debuffs
The strenght of the debuff depends on the combined ranks of Cryptus and Disabla. The duration of the debuff is always the same and cannot be increased by training more Cryptus and Disabla.
Disable
A disabling wound will lower the creature's defense.
Cripple
A crippling wound will lower the creature's offense.
Hamstring
A hamstring will slow the creature down.
Hemo
A hemorrhaging wound will do damage over time. The strenght of the hemorrhaging wound depends on your training with Aneurus. The duration of the hemorrhaging wound is always the same and cannot be increased by training more Aneurus.
Inferno
The inferno ability is used to damage large groups of enemies. The inferno is initiated on a killing blow on a creature. The amount of damage you do to the surrounding creature is roughly 50% of the damage you did on the creature you killed off (i.e. killing a 10 histia creature will do 5 histia worth of damage to the surrounding creatures). The inferno blow will do extra damage than a regular blow, this amount of extra damage depends on your Dantus ranks. The radius of the inferno also depends on your Dantus ranks. If you have completed training with Unrastin, preparing the inferno will also indicate which creature you are sure to slay with the inferno blow.
Bloodstone abilities
Healing Blocking
You can set your ring to block healing at desired health.
Feigning
The ability to feign can be very useful in tight situations. When you feign you will appear fallen to the enemies around you so they won't attack you. However you can still sustain damage from incoming rocks and lighting bolts. When you have sustained damage enough by rocks and or lighting that would have killed you if you didn't feign you won't be able to get up. After a while you will start to lose control over your lifeforce and you spirit will start to drain. If you run out of spirit you won't be able to get up. There will be a short delay between pressing the command and actually feigning, during this delay you will lie down and most of your balance will be gone, leaving you vulnerable. Training Posuhm will increase the time untill you lose control over your lifeforce and decrease the delay time between pressing the command and actually feigning. To get up you either say your magic word or unequip your Bloodstone Ring.
Bloodmage trainers
Ability trainers
Aneurus
Training Aneurus will increase the damage done by the hemorrhaging wound.
Cryptus and Disabla
Training with either Cryptus or Disable will increase the effect of the debuffs. The reason there are two seperate trainers is that there used to be only 2 debuffs; cripple and disable. Those were trained induvidually. When hamstring was added they were added up.
Dantus
Training Dantus will increase the strenght of the inferno blow as well as increase the ranger of effect.
Posuhm
Training Posuhm will increase the duration of the feign as well as reduce the delay before the feign.
Unrastin
Capped trainer to unlock the abilities of the bloodstone ring.
Core trainers
Anemia
Anemia trains a mix of Histia and Regia, while training negative Troilus.
Stedfustus
Stedfustus trains a mix of Histia, Regia and Troilus.
Crato
Increases the amount of blood you can store (spiritpool). Identical to Spleisha and Splash.
Bloodpool
coming soon ;)
Tips
Survivability tips
- Train LOTS of histia.
- Train enough Bloodblade so you don't need to be super low to be able to hit the stuff you want.
- Put a hamstring on a creature to decrease it's speed and thus it's threatlevel.
- Invest in a shieldstone and some Heen. Shieldstoning is much more efficient for Bloodmages than for the other subclasses so don't worry about the blood loss too much.
- Invest in Posuhm, this will save you when things get nasty so you can get up, chain everyone and save the day.
- Don't stay too close to snell borders, if something you didn't expect crosses the snell you're toast.
- Time your swings so you're not close to the creature when it's about to swing next, it might turn your way.
- If possible, always move back after you've swung.
- Tell the healers where you're ring is set at the beginning of the hunt, so they know when to heal you.
Combat tips
- A hamstring and hemo combo can be very useful to take down fast creatures.
- If a creature is already low health and there are still people who need to tag/lastie switch to control mode (dot).
- Junk can be very dangerous to you since you will most likely only have one swing and the bloodblade will lower your defense. Use every opportunity to clear junk with inferno you have.
- Put a hemo on a high histia creature (i.e. Delta Toad) at the beginning of the fight to get the most out of your hemo.
- Know your enemies. Keep an eye out which creature has hight histia, runs fast, ferals etc. so you know which skill to use on which.
Other tips
- If there are multiple Bloodmages in your party, communicate about your bloodlevel and how much you need to pick up.
- Know your hunting partners. It's great to know which other fighter needs a disable on a creature to hit or tag better, improving the overall group performance.