Feb 24, 2008, 01:17 AM // 01:17
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#24
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Quote:
Originally Posted by Cosmic Error
I'm sure the same applies for Life Transfer, but I've never even been hexed with it.
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LT ends when the caster dies.
Anyho... Blood Magic needs a total rework to be any good.
In its current state - based around prot-ignoring life-stealing damage, with some support stuff - if you buff Blood up to be anywhere near the league of a Mind Blast ele or Splinter/Rage Rit in terms of damage, you will end up with lame, degenerate bloodspikes all over the place. And degenerate spikes are bad and should stay dead.
And the way that seems most feasible is to make blood a support line rather than a damage-dealing line. More Order of Pain, more Blood Ritual, and more Blood Bond type stuff; and less Shadow Strike. Then you can buff LT as much as you want if the rest of the line can't kill jack.
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