Weekly Update: 10/4/2018 - Blood Mage and Shaman Changes (Part 4 of 8)
Part 4 of the 8-day seroes on detailed class changes. Today I'm covering the Blood Mage and the Shaman, and again any old spell changes are going to be striked through and any new changes are going to be bold.
The Blood Mage hasn't changed too much, given that his idea before lines up with how I want him to actually be. I took away Hemorrhage's damage component since I felt it was too similar to Bleed Out, and now made it a risk-reward ability with increased Spell Damage Dealt at the cost of Maximum Health. To counter this Health loss, Bleed Out grants bonus Maximum Health when it Kills, and he gets some natural tankiness from Augmentation (which was originally the opposite, granting Damage Dealt a chance to switch).
Soul Tap: +0.35% Missing Health Heal per turn per level Profuce Bleeding: +0.03% Spell Damage Dealt per 1% Missing Health per level
Health Fountain: +20 bonus Maximum Health per level Divine Absorption: +1% Divine Damage Dealt returns as Health per level
The Shaman also hasn't changed much, since his whole idea was a slow-burning Healer. His idea is that he's relatively weak in the early game, but can get extremely powerful in the late game. Mass Heal is a strong healing spell on its own when it's upgraded, but his new Passives allow it to really shine. Also he's still the only unit with a Reviving Active Spell, so that has immense value all in its own.
Deeper Energy: Grants either +12 Maximum Mana, +1 Intelligence, or +0.2% +0.25% Mana Regen per level
Spirit's Blessing: +1% Chance for a Spell Cast to be Free per level +1% Healing Dealt also Restores you per level
Blood Mage
The Blood Mage hasn't changed too much, given that his idea before lines up with how I want him to actually be. I took away Hemorrhage's damage component since I felt it was too similar to Bleed Out, and now made it a risk-reward ability with increased Spell Damage Dealt at the cost of Maximum Health. To counter this Health loss, Bleed Out grants bonus Maximum Health when it Kills, and he gets some natural tankiness from Augmentation (which was originally the opposite, granting Damage Dealt a chance to switch).
Actives
Infusion
- Deals Spell Damage to each Enemy equal to 15% of their Maximum Health, healing you by 35% of the Damage Dealt (deals half Damage to Bosses)
- Cost: 50% Health (50 minimum); Cooldown: 6 Turns
- Upgrade: +10% Maximum Health Damage
- Upgrade: If the Blood Mage goes below 25% Health after Cast he Regenerates by 35% of his Maximum Health over 3 turns +15% Health Cost but permanently reduces each Enemy's Maximum Health by the Damage Dealt
- Spends 35% 25% Health to deal Spell Damage equal to 150% 200% of the Health Spent
- Cost: 35% 25% Health (35 25 minimum); Cooldown: 4 2 Turns
- Upgrade: Additionally Cleanses the Blood Mage of all Negative Status Effects (except Blood Boil) +50% Health Multiplier
- Upgrade: -1 Turn Cooldown Permanently increases your Maximum Health by 20 if this Kills the Target
- You take Spell Damage Divine Damage equal to 50% of your Maximum Health over 6 5 turns, but each Enemy takes Divine Damage equal to 65% of their Maximum Health over 6 5 turns
- Cost: 50% Mana (50 minimum); Cooldown: 6 5 Turns
- Upgrade: -15% Self Damage Multiplier
- Upgrade: +15% Enemy Damage Multiplier
- Deals 110% Spell Damage plus bonus Damage equal to 20% of the Blood Mage's Maximum Mana Lose a permanent 10% Maximum Health to gain a permanent 5% Spell Damage Dealt
- Cost: 25% Health 10% Maximum Health (25 5 minimum); Cooldown: 2 0 Turns
- Upgrade: +10% Initial Damage +2.5% Spell Damage Increase
- Upgrade: +15% Maximum Mana Damage Additionally grants +5% Spellsteal per use
Passives
Augmentation
- 35% of Divine Damage Dealt converts to Health Attack Damage Taken is reduced by 35%
- Upgrade: 50% Chance to convert Attack Damage Dealt to Spell Damage Additionally grants a 50% chance to convert Spell Damage Taken to Attack Damage
- Upgrade: 25% Chance to convert Spell Damage Dealt to Divine Damage Additionally grants a 25% chance to convert Divine Damage Taken to Spell Damage
- All Health Costs are reduced by 20% 15%
- Upgrade: +15% +10% Health Cost Reduction
- Upgrade: 20% Chance to Heal on Spell Cast If you go below 50% Health on Cast, you gain 10% Health Regen for 3 turns
Infinites
Instability: +1% Chance to Heal on Spell Cast Cast Health Spells for free per levelSoul Tap: +0.35% Missing Health Heal per turn per level Profuce Bleeding: +0.03% Spell Damage Dealt per 1% Missing Health per level
Health Fountain: +20 bonus Maximum Health per level Divine Absorption: +1% Divine Damage Dealt returns as Health per level
Shaman
The Shaman also hasn't changed much, since his whole idea was a slow-burning Healer. His idea is that he's relatively weak in the early game, but can get extremely powerful in the late game. Mass Heal is a strong healing spell on its own when it's upgraded, but his new Passives allow it to really shine. Also he's still the only unit with a Reviving Active Spell, so that has immense value all in its own.
Actives
Death Hex
- The Target takes Spell Damage Divine Damage equal to 65% 100% of their Maximum Health over 10 6 turns
- Cost: 35% Mana (50 minimum) 100 Mana; Cooldown: 10 7 Turns
- Upgrade: +35% +50% Maximum Health Damage
- Upgrade: 50% Chance to deal Divine Damage each turn instead of Spell Damag Each turn the Target gains a 0.5% chance to be Instantly Killed per 1% of their Missing Health
- Increases the Duration of all Debuffs the Target has by 3 turns
- Cost: 100 Mana; Cooldown: 5 Turns
- Upgrade: Additionally reduces the Target's Debuff Resistance by 50% for 5 turns
- Upgrade: Additionally reduces the Duration of all Buffs the Target has by 2 turns
- Increases the Duration of all Enemy Debuffs by 2 turns
- Cost: 25% Mana (25 minimum), Cooldown: 5 Turns
- Upgrade: +1 Turn Duration
- Upgrade: Additionally reduces the Duration of all Enemy Buffs by 2 turns
- Heals all Allies by 15% of their Missing Health
- Cost: 100 Mana 20% Mana (10 minimum), Cooldown: 5 4 Turns
- Upgrade: +10% Missing Health Heal
- Upgrade: Additionally Restores 20% of each Allies' Missing Mana (half effective for the Shaman) Additionally Heals by a bonus 10% Maximum Health if an Ally is below 25% Health
- Revives an Ally with 20% Health , with an additional 20% Heal over 2 turns (additional Heal only applies on Dead Allies)
- Cost: 50% Mana (100 minimum) 200 Mana, Cooldown: 8 5 Turns
- Upgrade: +15% Revive
- Upgrade: +25% Initial Heal, but reduces the Ally's Mana by 100 (if the Ally has less than 100 Mana this does not activate) Additionally grants the Ally Damage Immunity for 1 turn
Passives
Channel Healing- Heals gain a 20% chance to additionally Heal by 20% of the Target's Maximum Health
- Upgrade: +15% Chance
- Upgrade: +25% bonus Healing Dealt
- Healing Buffs the Target for 2 turns, dealing Spell Damage equal to 10% of the Source's Maximum Health when Damaged
- Upgrade: +5% Maximum Health Damage
- Upgrade: +1 Turn Duration
- Heals additionally increase the Target's Maximum Health by 20% for 4 turns
- Upgrade: +15% Maximum Health
- Upgrade: Additionally grants +5% Health and Mana Regen for the duration
- Adds a stack of Chant (up to 5) onto you per turn, increasing Healing Dealt by 10% per stack and removing all stacks on Heal
- Upgrade: +5% Healing Dealt per stack
- Upgrade: Additionally Restores by 10% of the Healing Dealt per stack
Infinites
Heal Amplify: +1% Chance to double Healing Dealt per level
Vengeful Spirits: +1.5% Damage Reflection when below 50% Health per levelDeeper Energy: Grants either +12 Maximum Mana, +1 Intelligence, or +0.2% +0.25% Mana Regen per level
Spirit's Blessing: +1% Chance for a Spell Cast to be Free per level +1% Healing Dealt also Restores you per level