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==Overview==
==Overview==
The Blood Mage puts her [[Life]] on the line in exchange for power. The Blood Mage must take [[Sanguimancy]] as her first skill, causing skills to have a life cost on top of mana cost, but also causing killed monsters to drop orbs of blood that recover and grant temporary extra life. From there on, she gains access to passives that grant offensive bonuses that scale with her life pool and additional sources of life and recovery.
The Blood Mage puts her [[Life]] on the line in exchange for power. The Blood Mage must take [[Sanguimancy]] as her first skill, causing skills to have a life cost on top of mana cost, but also causing killed monsters to drop [[Life Remnants]] that recover life which can [[Overflow]]. From there on, she gains access to passives that grant powerful bonuses to [[Critical Hit]]s and life-based defenses and recovery, the ability to have elemental damage to scale [[Bleeding]], [[curse]]s that reserve enemy life, and turning life flask charges into a source of damage.


==Passive skills==
==Passive skills==
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! Skill !! class="unsortable" | Modifiers !! Prerequisite !! Preceding Passive
! Skill !! class="unsortable" | Modifiers !! Prerequisite !! Preceding Passive
|-
|-
| [[Sanguimancy]] || Grants Skill: [[Life Remnants]]<br>Skills gain a Base Life Cost equal to Base Mana Cost || {{n/a}} || [[Life (ascendancy passive skill)|Life]]
| [[Sanguimancy]] || Grants Skill: [[Life Remnants]]<br>Skills gain a Base Life Cost equal to Base Mana Cost<br>This Passive Skill is free to allocate || {{n/a}} || {{n/a}}
|-
|-
| [[Vitality Siphon]] || 10% of Spell Damage Leeched as Life || [[Sanguimancy]] || [[Life Leech (ascendancy passive skill)|Life Leech]]
| [[Sunder the Flesh]] || Base Critical Hit Chance for Spells is 15% || [[Sanguimancy]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]]
|-
|-
| [[Between the Cracks]] || Critical Hits ignore Monster Armour || [[Sanguimancy]] || ???
| [[Gore Spike]] || 1% increased Critical Damage Bonus per 50 Life || [[Sunder the Flesh]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]]
|-
|-
| [[Open Sores]] || Your Curses have infinite Duration || [[Sanguimancy]] || [[Curse Effect (ascendancy passive skill)|Curse Effect]]
| [[Vitality Siphon]] || 10% of Spell Damage Leeched as Life || [[Sanguimancy]] || [[Life Leech (ascendancy passive skill)|Life Leech]]
|-
|-
| [[Blood Barbs]] || Bleeding you inflict on Cursed target is Aggravated<br>Elemental Damage also Contributes to Bleeding Magnitude || [[Sanguimancy]] || [[Bleed on Critical Chance (ascendancy passive skill)|Bleed on Critical Chance]]
| [[Blood Barbs]] || Bleeding you inflict on Cursed target is Aggravated<br>Elemental Damage also Contributes to Bleeding Magnitude || [[Sanguimancy]] || [[Bleed on Critical Chance (ascendancy passive skill)|Bleed on Critical Chance]]
|-
|-
| [[Gore Spike]] || 1% increased Critical Damage Bonus per 40 Life || [[Sanguimancy]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]]
| [[Sanguine Tides]] || 50% less Life Recovery from Flasks<br>Gain 1 Life Flask Charge per 4% Life spent<br>On Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumed<br>Gain 1% of damage as Physical damage for 3 seconds per Charge consumed this way || [[Sanguimancy]] || [[Critical Chance (ascendancy passive skill)|Critical Chance]]
|-
|-
| [[Sunder the Flesh]] || Base Critical Hit Chance for Spells is 15% || [[Gore Spike]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]]
| [[Whispers of the Flesh]] || Enemies you Curse have at least 15% of Life Reserved || [[Sanguimancy]] || [[Curse Effect (ascendancy passive skill)|Curse Effect]]
|-
|-
| [[Grasping Wounds]] || 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead || [[Sanguimancy]] || [[Life (ascendancy passive skill)|Life]]
| [[Grasping Wounds]] || 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead || [[Sanguimancy]] || [[Life (ascendancy passive skill)|Life]]
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==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.3.0|
* The small Life Passive Skill prior to [[Sanguimancy]] has been removed.
* The Sanguimancy Notable Passive Skill is now free to allocate.
* The [[Gore Spike]] Passive Skill now grants 1% increased Critical Damage Bonus per 50 Life (previously 40), and has swapped locations with the [[Sunder the Flesh]] Notable Passive Skill.
* The Between the Cracks Notable Passive Skill has been renamed to [[Sanguine Tides]], and no longer provides Critical Hits ignore Monster Armour. Instead, it now provides Gain 1 Life Flask Charge per 4% Life spent, and 50% less Life Recovery from Flasks. It also now has when your Life Flask reaches full Charges, 40% of its Charges are consumed, and Gain 1% of Damage as Physical Damage for 3 seconds per Charge consumed this way.
* The Open Sores Notable Passive Skill has been renamed to [[Whispers of the Flesh]], and no longer grants Your Curses have Infinite Duration. Instead, it now grants Enemies affected by your Curses have at least 15% of Life Reserved.
}}
{{Version history table row|0.2.0|
{{Version history table row|0.2.0|
* The Blood Barbs Ascendancy Passive Skill no longer provides 10% of Damage gained as extra Physical Damage. It now causes Bleeding you inflict on Cursed targets to be Aggravated.
* Added a new [[Between the Cracks]] Ascendancy Passive Skill that causes Critical Hits to ignore Monster Armour. Requires [[Sanguimancy]].
* Added a new Between the Cracks Ascendancy Passive Skill that causes Critical Hits to ignore Monster Armour. Requires Sanguimancy.
}}
}}
{{Version history table row|0.1.0|
{{Version history table row|0.1.0|

Latest revision as of 20:04, 29 August 2025

Blood Mage
Your search for power took you on a journey inwards.
Official artwork of the Blood Mage.

Blood Mage is an Ascendancy class for the Witch.

Overview

The Blood Mage puts her Life on the line in exchange for power. The Blood Mage must take Sanguimancy as her first skill, causing skills to have a life cost on top of mana cost, but also causing killed monsters to drop Life Remnants that recover life which can Overflow. From there on, she gains access to passives that grant powerful bonuses to Critical Hits and life-based defenses and recovery, the ability to have elemental damage to scale Bleeding, curses that reserve enemy life, and turning life flask charges into a source of damage.

Passive skills

Minor skills

This class has the following minor passive skills:

Lua error: Error: Table passive_skills not found..

Notable skills

This class has the following notable passive skills:

Skill Modifiers Prerequisite Preceding Passive
Sanguimancy Grants Skill: Life Remnants
Skills gain a Base Life Cost equal to Base Mana Cost
This Passive Skill is free to allocate
Sunder the Flesh Base Critical Hit Chance for Spells is 15% Sanguimancy Spell Critical Chance
Gore Spike 1% increased Critical Damage Bonus per 50 Life Sunder the Flesh Spell Critical Chance
Vitality Siphon 10% of Spell Damage Leeched as Life Sanguimancy Life Leech
Blood Barbs Bleeding you inflict on Cursed target is Aggravated
Elemental Damage also Contributes to Bleeding Magnitude
Sanguimancy Bleed on Critical Chance
Sanguine Tides 50% less Life Recovery from Flasks
Gain 1 Life Flask Charge per 4% Life spent
On Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumed
Gain 1% of damage as Physical damage for 3 seconds per Charge consumed this way
Sanguimancy Critical Chance
Whispers of the Flesh Enemies you Curse have at least 15% of Life Reserved Sanguimancy Curse Effect
Grasping Wounds 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead Sanguimancy Life
Crimson Power Gain Energy Shield from equipped Body Armour as extra maximum Life Grasping Wounds Life

Version history

Version Changes
0.3.0
  • The small Life Passive Skill prior to Sanguimancy has been removed.
  • The Sanguimancy Notable Passive Skill is now free to allocate.
  • The Gore Spike Passive Skill now grants 1% increased Critical Damage Bonus per 50 Life (previously 40), and has swapped locations with the Sunder the Flesh Notable Passive Skill.
  • The Between the Cracks Notable Passive Skill has been renamed to Sanguine Tides, and no longer provides Critical Hits ignore Monster Armour. Instead, it now provides Gain 1 Life Flask Charge per 4% Life spent, and 50% less Life Recovery from Flasks. It also now has when your Life Flask reaches full Charges, 40% of its Charges are consumed, and Gain 1% of Damage as Physical Damage for 3 seconds per Charge consumed this way.
  • The Open Sores Notable Passive Skill has been renamed to Whispers of the Flesh, and no longer grants Your Curses have Infinite Duration. Instead, it now grants Enemies affected by your Curses have at least 15% of Life Reserved.
0.2.0
0.1.0
  • Introduced to the game.