Blood on the pretender is useless. Always. One guy bloodhunting won't produce any slaves, and if you are successfully bloodhunting enough to cast blood spells you already have enough blood slaves to empower and boost to cast the higher level blood spells. Blood on a pretender solves exactly zero of the problems a potential blood nation might face. If your nation is totally bloodless, you might put b1 on a pretender so he can forge sanguine rods for you and you can start a blood economy from nothing a little faster, but that seems like a big way to waste pretender time and points.Korwin wrote: And this is the reason to go into blood, to diversify with the unique blood summons. (you might need help from your pretender).
As for the research/gold comparison, you're forgetting: warlock apprentices, warlocks, and anointed are all cap-only. Every single one of them. That means every turn recruiting a warlock apprentice (B1) is a turn you did not recruit an anointed (F4E1H3). Gold/research comparisons are what you do when you look at recruit everywhere mages, because the number of mages you can get is a function of gold and forts, and forts are also a function of gold, so gold is the driving factor for recruit everywheres. But when you look at cap-only units, it's just a function of time. If you have a genuinely awesome cap-only dude, every turn not recruiting them makes you die a little inside.
EA Abysia should probably recruit a handful of warlocks or warlock apprentices to get their blood economy going, but mostly use indies with sanguine rods to do the rest of the work, and empower up as needed. From their non-caps, they recruit F3H2 battlemages. Not a lot of diversity, but enough to spam fire spells; fireball, fire cloud, falling fires.