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Vanguard:Saga of Heroes>>Classes & Skills>>Adventuring Classes

Protective Fighters Offensive Fighters Healers Arcane Casters
Warrior
Paladin
Dread Knight
Inquisitor*
Ranger
Rogue
Bard
Monk
Berserker*
Sorcerer
Druid
Psionicist
Necromancer

  *These classes are unavailable at launch.

Class overview
Blood Mage - Speculated to use lifetaps and "sacrifices"
Little detail is known about the Blood Mage and their healing and other abilities. The current speculation is that they use their "blood" (i.e. health) to heal others and have magic lifetaps to replenish their own. They appear to have the ability to convert health into mana ("cannibalize") and can absorb a fraction of damage directed at their defensive target.
Relative detail
Abbreviation: BMG
Sphere: Adventuring
Archetype: Healer
Allowed Races: Thestran/ High Elf/ Qaliathari/ Dark Elf/ Gnome /Goblin/ Half Elf/ Kojani
Gear: Staff, Dagger, Light armor, Focus items
Talents: Lifetap, deadly magic, Blood Unions
Blood Mage Spells and Skills
Check here for full details.
Blood Union
Blood Mages use blood union that they establish with their offensive targets. While an opponent is targeted, a counter on the target window increments based on spells cast on the target. (Beginning at 0, and capping at 5.) As the counter increases, the Blood Mage's damage spells and heals power up. Some spells are only usable when the counter reaches a certain point.
You will lose all Blood Union ranks when you switch your offensive target.
Stances
The Blood Mage has three stances, called focuses.

Unfocused
This stance allows the blood mage to use all spells at their normal level. This is the starting focus.
Sanguine Focus
This form allows you to fortify yourself as you focus on healing others. This allows your heals to become more effective and you take less damage. Heals used on you, however, are much less effective and your damage is decreased greatly.
* Adds a stacking hit point regen
* Heals you cast are increased by 25% effectiveness
* Your mitigation is increased by 15%
* Your outgoing damage is reduced by 50%
* Heals cast on you are reduced by 50%
Focus of Gelenia
This form allows you to slowly trade your health for more power. As you lose health you gain increased damage, immunity to poison and disease and you gain an extra blood union with your opponent.
* You lose 5% of your health every 5 seconds
* All poison and disease counters are removed every 5 seconds
* Add 25% Damage
* You gain 1 Blood Union Point every 5 seconds
Spells

Blood mages are able to keep their allies alive through a variety of spells and abilities.

Healing

Blood Mages have two targeted direct heals, one heal over time, one group heal and various buffs that will be integral in performing your task as a healer.

Blood Gift

"The Blood Mage uses her blood to heal an ally, other than herself, for a large amount of health. Heals for an extra 2% per level of Blood Union."

This is the Blood Mage's primary direct heal. Blood Gift can heal quite a large amount of damage, but every cast costs the Blood Mage health as well as energy (the Blood Mage can actually kill herself by using this spell). Blood Gift also has a long casting time, making it less than ideal for those times when a quick heal is more important than a powerful one.

Infuse Health

"Infuses a moderate amount of health into the Blood Mage's defensive target. Heals for an extra 2% per level of Blood Union."

This is the Blood Mage's secondary direct heal. Infuse Health is far less energy efficient than Blood Gift, however it's short casting time and ability to be used on the Blood Mage herself make it an important addition to the Blood Mage's arsenal. Infuse Health does not cost health to cast (unlike Blood Gift).

Scarring Pact

This spell bonds you with a single ally, allowing you to split incoming damage amongst each other.

- The ally who is hit takes 85% of the incoming damage - You take 125% of the remaining damage

Blood Union and Rituals


Blood mages have discovered the true power that lies within blood. Since a blood mage’s own blood source is finite, he reaches out to his enemies and forms a parasitic union between his own blood and theirs. Once he has established this blood union he can siphon power from it and use it to augment his spells. The blood mage can also use this power to cast spells called Rituals. Rituals are spells that consume both mana and the power created by the blood union.
Some rituals require a specific level of union and others are simply more powerful if used while a blood union is in place, but all rituals deplete the blood union once used.

Blood Union also affects spells that aren’t rituals, though only rituals require Blood Union in order to cast.

This ritual shields your allies from damage by using the power from your blood union to block incoming attacks. The shield will stay up as long as it still has hit points.

- This ritual will remove all of your Blood Union Points - Adds a 200 hit point rune - Rune hit points increase by 200 per level of Blood Union

This ritual summons negative energy from the blood union you have forced upon your opponent to damage them.

- Deals a large amount of arcane damage - Requires at least Blood Union 4 - Removes 4 Blood Union Points
Flesh Mender's Ritual

This ritual heals an ally, other then yourself for health over 20 seconds. Only useable from Blood Union 3 or greater. Reduces Blood Union by 3 1 second refresh. Instant Cast time.

- rank 1 - 1147 to 1207 Health. - rank 2 level 20 - 2094 to 2202 Health. - rank 3 level 30 - 3100 to 3260 Health. - rank 4 level 40 - 4253 to 4471 Health. - rank 5 level 50 - 5563 to 5849 Health.

Life Transferring


The blood mage will have many tools at his disposal to transfer the various energies of himself and his opponents.

You Use your blood to heal an Ally, other then yourself, for 489 to 515. Heals for an extra 2% per level of Blood Union. 11hp/54 energy Cast Time: 3.0 seconds

- rank 2 21HP/108 Energy --809 to 850 health to ally. - rank 3 level 22 --1346 to 1416 health to ally. - rank 4 level 30 --1843 to 1937 health to ally. - rank 5 level 38 --2396 to 2518 health to ally. - rank 6 level 46 --3008 to 3162 health to ally.

 

This spell steals health from your opponent and returns 130% of it to your defensive target. Increases the returned portion by 10% per level of Blood Union. Increases your Blood Union by 1. Cast Time: 2.0 Seconds

- rank 1 40 Energy -Steals 107 to 117 Health. - rank 2 level 18 -Steals 117 to 191 Health. - rank 3 level 26 -Steals 253 to 271 Health. - rank 4 level 34 -Steals 336 to 358 Health. - rank 5 level 42 -Steals 424 to 450 Health. - rank 6 level 50 -Steals 518 to 548 Health.

This spell transfers your endurance to your health.

- You lose 50% of your current endurance - You are healed for 200% of the drained endurance

This spell transfers your health to energy.

- You lose 20% of your current health - You gain 100% back as energy

Symbioses


Not only is the blood mage arcane, but he is also studied in the knowledge of his fellows beings. The blood mage can perform experiments on living tissue in order to make symbiotic creatures to live on himself or his allies. When you have a symbiote attached to you, you gain whatever abilities the corresponding symbiote grants. (You can cast these abilities as if they were granted to you by your class trainer, for a period of time)

The process of creating a symbiote is somewhat disturbing. It requires a fresh organ and a vial of your own blood. Once these two things are combined, depending on the organ, you will receive a symbiote.

Blood Mages are Arcane Scientists. With a Vial of their own blood, a fresh organ and a little energy, the Blood Mage can construct symbiotic beings. These beings can be attached to allies and opponents alike, creating various affects. As your Blood Mage grows in power you will be able to create many more Symbiotes. Refer to your ability page under crafting and assembly to find what Symbiotes you can create.

Harvests an organ out of a living body. Harvests different organs based on what your opponent has been affected by.

Works in conjunction with Union of Blood, Constrict, Exploding Cyst and Blood Letting Ritual.

Attaches a controlling symbiote to an opponent forcing them to obey your commands for 15 seconds. Repeated symbiote uses will be ignored completely. Draconic, undead, construct, and elemental targets are immune to suggestion. Expends 1 Animation Symbiote.

Attaches a symbiote to an ally, cleansing their body of poison and disease over 15 minutes. Expends 1 Cleansing Symbiote.

- Level 18,28,38,48

Attaches a played symbiote to an ally, transforming their skin into spiky playes that reflect 1 damage upon their attackers for 1 hour. Expends 1 Played Symbiote.

This spell attaches a Conducive Symbiote on you. This symbiote lives on you and grants you an ability to use.

- Requires a Conducive Symbiote - Ability Granted - Conducive Blood - You may only have one symbiote attached to you at a time.

This ability allows your heals to be more effective on any ally that is affected.

- Heals are 10% more effective on a target for 60 seconds

Spell Casting Focuses


On top of the other tools in the blood mages arsenal, he also has spell casting focuses to use. These are spell casting forms that allow him to focus on different areas of combat, depending on his situation.

This form allows you to slowly trade your health for greater power. As you lose health you gain increased damage, immunity to poison and disease and you gain extra blood union with your opponent.

- You lose 5% of your health every 5 seconds - All poison and disease counters are removed every 5 seconds - Add 25% Damage - You gain 1 Blood Union Point every 5 seconds

This form incresess All healing done to targets and Gives an increse in Health Regen as well as reducing that amount of damge you take but also cuts the damage you do in half as well as reducing incoming healing

- Adds a stacking hit point regen - Heals you cst are incresed by 25% effectiveness - Your mitigation is incresed by 15% - Your outgoing damage is reduced by 50% - Heals cast on you are reduced by 50%

Buffs

Bloodmage buffs seem to be centered around augmenting the stats related to you and your allies Health. Which is only fitting considering we deal with the blood and therefore health of our targets.

Fills your defensive target with life, granting them with additional Vitality stat for 1 hour

Augments the skin of an ally, granting them with constitution and physical resistance for 1 hour.

Accelerates the activity in the mind of an ally, increasing intelligence and wisdom for 1 hour.

Grafts blood and flesh onto your defensive target, granting them with and additonal health bonus for 1 hour.

A self buff that increases your armor class. lasts 1 hour.

Official Sources
"The Blood Mage is still a pretty closely guarded secret. I can say that he will be able to use his own life and the life of enemies to heal and buff his allies. He will be the most arcane flavoured of our healers, so unlike the Shaman, Cleric and Disciple he will be a very poor melee combatant. He will make up for this with powerful direct damage spells." - Talisker

Here's one feature that we haven't talked about too much yet, that I think is going to be interesting on raids. The blood mage has the ability to establish blood pacts between players. A "solo" blood pact makes it so that whenever the target of the pact takes damage, a percentage of that damage is redirected (and modified up or down in quantity) to the bloodmage, who takes it instead. A "group" blood pact does the same sort of thing, however, when a group member takes damage, they share it with everyone else in the same group. Now, the bit that makes it really interesting is that the damage from a "solo" pact can trigger a "group" pact. So you could have a bloodmage in a group put a solo pact on the main tank (in another group), and also establish a group pact with his group. Every time the main tank takes damage, some of it goes to the blood mage, who takes some of it, and redistributes the rest of it to his group. JerrithOctober 2006
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