Feedback talk:User/RedTeaCat/Increasing Blood Magic Utility

I like some of these, I dislike others, but I think the principle (i.e. giving Blood Magic some strong skills, but not ones which simply do loads of unprottable damage) is sound. Personally I would also suggest moving Enfeebling Blood to Blood Magic (1. it makes thematic sense, 2. It's a powerful skill which Blood Magic would benefit from and 3. Curses still has Enfeeble) as well as maybe Insidious Parastie and/or Poisoned Heart (though the latter could use a buff anyway). Remember that Curses boasts 50 skills whereas Blood Magic has only 40, so it's not an unreasonable suggestion. I would also buff Mark of Subversion to 20 recharge or something since at the moment it's similar ut inferior to Shame, a popular and powerful skill and in a less favourable line. 86.27.179.159 12:35, 16 October 2009 (UTC)

Oi! Stop stalking me! Dark Morphon 15:22, 18 October 2009 (UTC)
 * kk, sry i've removed it o.o" ||| if Mark of Subversion became 20 recharge and they'd be 6~7 mesmers carring this spam it one by one on healers...it seems inferior to Shame due to shame is a bit overpowered.-- TeaCat._. [[Image:User RedTeaCat TeaCat.jpg|27px]] 16:04, 18 October 2009 (UTC)
 * It really is not a good idea to have skills steal life from allies... their going to get abused in RA/AB as griefer skills -Talamare-   feedback  16:05, 18 October 2009 (UTC)
 * MoS can afford to be very slightly OP (or at least as powerful as Shame) since it's in such a poor line. OK, there might be an issue with MoS AND Shame on the same bar, though without significant Blood Magic points, MoS isn't that powerful outside of spikes (since iirc it doesn't make the spell recharge). Still, it could use a minor buff at least (maybe Shame and Diversion need minor nerfs too then, w/e).
 * Also, I agree that Blood Bond needs a buff, but I would suggest maybe making it a maintained enchantment (but not like Mending). Izzy said it wasn't easily possible to make an enchantment have a health maintenance, but maybe something like:
 * 5 1  1  8.
 * Enchantment Spell. For up to seconds, while you maintain this Enchantment, you gain +1 Energy regeneration but have -3 Health degeneration, and target other ally gains + Health regeneration.
 * This would let you cancel it in case your own health dropped too low. Just a thought. 188.74.101.228 19:36, 2 November 2009 (UTC)