So blood powers are coming back according to latest Wowhead news.
Guessing that these will come back as uniques just like the rings did. I am going to guess we will get 7 minors and 3 majors for 10 new items total.
Here is the list and why.
Minor Blood Powers:
Anticipation = Your Ultimate Skills gain 20% Cooldown Reduction. Your Ultimate Skills gain 12% increased damage for each nearby enemy affected by your Damage Over Time effects.
We already have tons of ultimate CD reduction with flickerstep.
Coven’s Fangs = Your Conjuration, Companion, Minion, and Bat Familiar attacks deal 52% increased damage to Crowd Controlled enemies.
Just more damage isnt good enough to make the cut.
Domination = You deal 24% increased damage to enemies who are Stunned, Immobilized, Frozen, or Feared. If they’re also Injured and not an Elite, they’re instantly killed.
This was horribly bugged executing players and isnt coming back.
Feed the Coven = Lucky Hit: Conjuration, Companion, Minion, and Bat Familiar attacks have up to a 60% chance to restore 10 Primary Resource to you and increase your Damage by 10% for 4 seconds.
Can easily see this making the cut.
Hectic = For every 5 Basic Skills you cast, one of your active Cooldowns is reduced by 2 seconds.
More cooldown is a very hard yes to make as CD is one of the things that can really break builds into being op.
Hemomancy = Your attacks deal 80% of your Maximum Life as Physical damage to nearby enemies. This can only occur once every 4 seconds. You heal for 1% of your Maximum Life for each enemy damaged this way.
Loved this for leveling so much.
Infection = Hitting enemies with direct damage infects them with Pox. Inflicting Pox 8 times on an enemy expunges their infection, dealing 70% Poison damage.
I like this. Especially for mage and that 4th Tal stack.
Jagged Spikes = Thorns have a 10% chance to deal 300% increased damage and Chill enemies for 8%. 1 Ferocity 1 Divinity
Thorns wants some love too.
Prey Weak = You deal 16% increased damage to Vulnerable enemies. Enemies are Vulnerable while affected by a Vampiric Curse from your other Vampiric Powers. 2 Ferocity
Cant as synergy isnt there.
Rampart = After not moving for 3 seconds, you gain a Barrier for 40% of your Maximum Life for 6 seconds. This effect can occur once every 20 seconds.
Just plain bad.
Ravenous = Lucky Hit: Up to a 20% chance to increase your Attack Speed by 40% of your Total Movement Speed for 6 seconds.
: This can and should make a return in a balanced way.
Resilience = You gain 1% Damage Reduction for each 2% Life you are missing.
Too powerful a damage resistance to leave in the game permanently.
Sanguine Brace = When you kill an enemy, Fortify for 6% of your Base Life. While you have more Fortify than half of your Maximum Life, you gain 8% Critical Strike Chance.
One of my favs. Lets heroes that dont have access to fortify gain it.
Terror = When struck, you have a 14% chance to Fear nearby enemies and Slow them by 80% for 2 seconds. You are guaranteed to Critically Strike enemies who are feared.
Garbage Poo. Its hard to hit enemies running away from you.
Undying = Casting Skills heals you for 3% Life. Double this bonus while below 50% life.
My fav healing one.
Major Vampiric Powers:
Accursed Touch = Lucky Hit: Up to a 44% chance to inflict Vampiric Curse on enemies. Enemies with the Vampiric Curse have a 15% chance to spread it to other surrounding enemies.
Accursed Souls deal 200% increased damage 6 Divinity
Too hard and too much text to get on a unique.
Bathe in Blood = While Channeling a Skill, you form a pool of blood beneath you. While channeling a skill in a pool, your Channeled Skills deal 40% increased damage and you gain 30% Damage Reduction. A pool can only form once every 8 seconds.
A staple for any channel build.
Blood Boil = When your Core Skills Overpower an enemy, you spawn 3 Volatile Blood Drops. Collecting a Volatile Blood Drop causes it to explode, dealing 60% Physical damage around you. Every 20 seconds, your next Skill is guaranteed to Overpower
More overpower synergy is a no go.
Call Familiar = Casting a Mastery, Weapon Mastery, Macabre, Wrath, or Imbuement Skill calls a bat ally to attack nearby enemies, dealing 80% Physical damage with a 30% chance to Stun.
Already have a summon type one.
Flowing Veins = You deal 60% increased Damage Over Time to enemies that are moving or affected by a Vampiric Curse.
Can be redone just for necros.
Metamorphosis = When you Evade you turn into a cloud of bats, becoming Unstoppable for 4 seconds. Enemies along your path take 160% Physical damage and are inflicted with Vampiric Curse.
Too iconic not to make a return in a complete redesign removing vampiric curse.
Moonrise = Hitting an enemy with a Basic Skill grants you 4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining 160% Basic Skill damage and 15% Movement Speed for 10 seconds
Too hard to fit into a unique.
What you think? Too many? Will they just add 5 or so? Will they all be amulets so you can only use 1? Aspects that only go on uniques? New aspects for rares?
Say skumthing!