Ok, we all know that the blood magic line of necros is really lacking. It's damage is nearly useless in pve and rarely will you find decent builds for pvp. The only skills from blood magic that are really being used in pve are, orders, br, and bip. One of the problems is that it's all armor ignoring damage or life steal which could make unbalanced spikes and the sacrifice of some skills is too much. So here's a few suggestion for the blood magic line along with a few other skills.
[awaken the blood] This skill is like a terrible necro version of glyph of elemental power as it has a long recharge time and increase's sac by 50%. Functionally change to, (10e, 1c, 20r) "For 1...15 sec, you sacrifice 50% LESS (EDIT) health and have a +5 health regeneration. No effect while under another necromancer enchantment."
[barbed signet] Terrible casting time and recharge as it also sacrifices health. Reduce cast to 1 second and recharge to 15 seconds.
[blood drinker] Bad casting and a bad alternative to signet of agony to combine with angorodon's gaze. Reduce casting time to 1 sec or functionally change to (5e, 1c, 8r). "If target touched foe is bleeding, you steal 29...65 health."
[blood of the aggressor] Weak damage compared to its health sacrifice. Increase damage to 7...46 and if target foe was attacking, you sacrifice 2% hp instead.
[cultist's fervor] Way too much hp sac to gain back, damage from spamming skills isn't worth it. A vampiric spirit, agorodon's gaze, vampiric gaze, signet of agony spam is way more effective for damage with also plenty of heals. Fuctionally change to (5e, 1/4c, 20r) "Sacrifice 25% health. For 1...16 seconds, whenever you are wielding a vampiric weapon, your attacks steal 5...20 more health, but deals 20...5 less damage." Thought this could be a little interesting :P
[dark pact] Needs a superior blood magic rune to deal more damage that what hp is sacrificed. Increase damage 15-45, if target foe has more health than you, you sacrifice 5% hp instead.
[jaundiced gaze] Health sacrifice is too high to gain health. Change to sacrifice 5% hp if target foe has more hp.
[mark of subversion] Can be a great finisher on monks, but casting time and recharge are too long. Change to (15e, 1c, 20r)
[vampiric touch] [vampiric bite] Terrible skill for necros, good for rangers, makes no sense. Sacrifice 5% health (to combine with masochism and dark aura). Increase recharge to 8, increase stolen health to 29...80.
Ok I don't feel like going into a bunch of other skills but here are 3.
[enfeebling touch] Bad skill, bad damage, touch range, get my point? Functionally change to (10e, 3/4c, 8r). "Target touched foe suffers from weakness for 5...12 seconds. If target foe was already suffering from weakness, that foe is knocked down.
[weaken knees] Don't need to say anything here. Functionally change to (5e, 1c, 5r) "While target foe is suffering from weakness, that foe moves 50% slower and is knocked down when struck by an attack. Hex ends when foe is knocked down and weakness is cured."
Order of the Undeath. Ok ya it seems this skill is kinda pointless in pve now. For pve (not a big supporter of split but...) functionally change to (5e, 1c, 15r). All but 3 non-elite minions die. For 20 seconds, those minions deal +5...30 damage and attack 33% faster, but they are weakened and crippled when this skill is activated. (Please make verata's sacrifice useful again)
S
