Table of Contents
I. Blood Mage Basic Information
II. Blood Mage Key Abilities
III. Blood Mage Stats
IV. Blood Mage Player Use (Raid and PvP)
V. Ragnaros' Thought on the Spec
I. Blood Mage Basic Information:
Blood Mages are separate from the WC3 Blood Mages (being just slightly changed Mages and are more of a traditional sense of the Blood Mage (similar to the portrayal in Dragon Age). They can be seen as a mixture of a Warlock, a Shadow Priest, and a Mage, and focus on Empowerment Abilities, Vampiric Abilities, and using their Health as a resource along with their Mana, each changing based on their resource acquirement between Blood Charge or Mana Charge.
II. Blood Mage Key Abilities
Blood Charge/Mana Siphon:
Bar with 100 points total, 50 on each side (similar to the Moonkin resource bar). Each side, when maxed, grants a buff that lasts until the bar returns to the middle (caused by casting the opposite set of spells). This allows for stacking on one side. Each Blood Ability increases the charge to that side by 10. Each Mana ability increases the Charge to that side by 5.
Empowers your Blood Abilities, boosting their Damage by 5%, however they now use your own blood for their empowerment, causing a loss of 3% HP per spell cast for Blood spells. Blood Abilities casted also move your resource closer to Blood Empowerment buff, increasing damage by a further 10% (15% total), however, 3.5% HP per cast is now lost.
Aura Gained - Magical Replenishment - Mana regeneration is increased by 50%, allies gain 1% Mana per second when within 10 yards of you.
Blood Siphon - 8000 Mana initially, 2k per tick - Deals damage (x% of current SP) and also heals you for 10% of the damage done, and restores 5% of your Mana per tick. Channeled over 6 seconds on target, increased by Haste.
Shadow Flames - 18000 Mana - Damage over time effect, places shadowed flames on the target dealing x% of your SP over 18 seconds.
Hemorrhage - 20000 Mana - 12sec CD - Target hemorrhage's blood, healing friendly targets within 5 yards for 3% of damage done, Damage over time, dealing x% of your SP over 12 seconds.
Blood Bolt - 8000 Mana - 3 second cast, deals damage (x% of current SP) that is increased by 50% for each player DoT on the target currently.
Siphoning Pool - 25000 Mana - Area of Effect attack, deals x% of SP damage to all enemies within it per second, also returns HP over 5% of damage done per tick. Lasts 8 seconds.
Empowers your Mana abilities, increasing their healing by 5%, and your damage taken is reduced by 10%, however damage done is lowered by 5% and Mana regeneration lowered by 50%. Mana abilities also cause your resource bar to move closer to Mana Empowerment, increasing healing by a further 5% (10% total), Mana Regeneration lowered by only 25% for the duration of Mana Charge.
Aura Gained - Blood Replenishment - All allies including yourself within 10 yards regenerate 1% health per second.
Mana Siphon - 12000 Mana initially, 3k per tick - Deals damage (x% of current SP) and regenerates Mana for 10% of the damage done. Channeled over 6 seconds, increased by Haste.
Cauterizing Flow - 20000 Mana - Heals friendly target over 10 seconds for x% of your current SP. Instant cast.
Shadow Bloom - 1.5 Second Cast - 25000 Mana - When cast on an enemy, deals a quick burst of shadow damage equal to x% of your current SP. When cast on a friendly target, heals them for x% of your current SP, increased by a further x% if they have cauterizing flow already on them.
Abilities that are shared:
Blood Jump - 10% of your HP - Takes 10% of your current HP and transfers it to the 3 closest friendly targets, each gaining 10% of your HP.
Grasping Shadows - 25000 Mana - 10 yard radius spell, slowing all enemies within by 60%.
Thickened Blood - 30000 Mana - When casted on a friendly target, they gain a 30% damage reduction for the next 10 seconds.
Mana Shield - Damage taken reduces your Mana instead of your Health up to a maximum of x% of your HP (and also increased by x% of your SP).
Transfusion - Swap your current HP with the friendly target, if their HP exceeds yours, you stay at 100% of your normal HP - 2min CD
Blood Affinity - Automatically gain Blood Empowerment. CD shared with Mana Affinity - 5min CD
Mana Affinity - Automatically gain Mana Empowerment. CD shared with Blood Affinity - 5min CD
Magical Absorption - Increases Mana Regeneration by 100% for the next 20 seconds - 2m CD
Blood Radiance - Heal all friendly targets within 40 yards by x% over the next 6 seconds of the channel - 4min CD
Massive Hemorrhaging - All damage you deal is now increased by 30% for the next 15 seconds. Your spells no longer cost health for the duration of this - 1.5min CD
Blood Pact - You may resurrect up to 3 friendly nearby targets at the cost of your own life - 10min CD
Bloodbath - During Mana Empowerment, your Blood Spells each heal an extra 5% life to yourself.
Sadistic Personality - If the enemy is below 20% HP, your damage increases by 10%.
Resourceful - If your Mana is reduced to 0, you now use Health instead of Mana at a 1:1 ratio.
Lingering Spirit - If you die, your current aura still applies to allies within 10 yards for the next 15 seconds.
III. Blood Mage Stats
Mastery - Increases the damage done by your Blood Spells by x%, increases amount healed by your healing spells by x%.
Haste - Decreases timers of Dots, and CD of Hemorrhage by x%.
Crit - Nothing different.
IV. Blood Mage Player Use
The Blood Mage is a mix of damage dealing with healing utility. With the ability to flow into a different style throughout the fight, they can provide extra healing during more painful phases, and more damage during burn phases. They would not be the type to top charts, offering more survivability to your raid than the typical DPS, however due to the passive Sadistic Personality talent, they can provide a great damage boost to the burn phases of the fight. Blood Pact can allow up to 3 resurrections for the cost of the Blood Mages life, which could be raid saving if 3 healers were down, or 3 high end DPS you needed.
Player versus Player:
The Blood Mage would find it hard to be able to use both sides of the spec to its advantage in the middle of PvP, however can be adept if given the time, allowing burst of players, good utility with abilities such as Transfusion, or a good healing backup if they can get Mana Affinity off. Both Affinity cooldowns would be the most dangerous spells, turning a healer into a damage dealer in a GCD, or vice versa, allowing the fight to change its normal flow.
V. Ragnaros' Thoughts on this Spec
Being fairly tired as I wrote this, I might have left out an ability I wanted there, or worded what I meant differently and made it confusing. If you have any questions or suggestions, please ask. I believe this would be a great introduction in as a 4th spec for the class, however obviously our current talent choices do not currently reflect how to affect this class (I may add this in later). This would be the first true spec in the game to allow DPS or Healing on the fly (Moonkins being a close second).
Blood Mages work in a combination of healing and damage dealing, with raid utility. Could work as 4th spec.