An Alternative to Relic: Placid Focus

Grinkles

Developer
Staff member
The spell Relic: Placid Focus has been in-game for some time now, having originated as a replacement for a previous relic mana tap (the name of which escapes me...). However, this spell's usefulness is questionable.

As it shares its line with the Beastlord buff Spiritual Bliss, PF will overwrite Bliss when cast. On more than one occasion, I have cast it for my own benefit during downtime only to realize I just ate up a groupie's Bliss. This also means that PF is very often useless in raid situations, where a Beastlord will frequently be present. The fact that it can only be cast out of combat (which, looking at the benefits, is indeed justified) and the recast time of 40 seconds coupled with its short 3 minute duration only further limits an enchanter's incentive to keep the spell up.

Despite having tried to find practical application for this buff, I have failed. Never have I grouped with another enchanter and seen them make any point to utilize this spell and I don't blame them. In fact, just a couple days back when I cast it in a group, someone asked, "What's this placid focus thing?" It was a spell that was implemented "under the radar" and one that, to me, always felt a bit like a placeholder or afterthought of a spell. For a relic to serve no useful purpose is a shame, and for this reason I would suggest it be replaced with something else.

I suggest Relic: Placid Focus be replaced with a self-only illusion in the vein of Illusion: Werewolf. WW is the illusion of choice for the meleeing high-end enchanter as it is; it works very nicely in conjunction with the Cascading Bond tome line and is the only long-duration, self-only illusion to confer significant melee advantages (discounting Fire Elemental's DS). On the other hand, WW is a spell that even green-con (level 44) enchanters have access to. So, perhaps it might be replaced with something along these lines:

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Relic: Rabb's Rodential Masquerade
Mana cost: 180 (double that of Illusion: Werewolf)
Cast time: 6 seconds (double that of WW)
Recharge time: 12 seconds (double that of WW)
Duration: 360 ticks (1 hour, 36 minutes) (identical to WW)

Effects:
Illusion: Giant Rat (like WW, the Giant Rat is already a global model)
Increase ATK by 80 (WW parses at 66)
Increase Attack Speed by 45% (WW parses at 40%)
Increase STR by 40 (WW parses at 29)
Add Weapon Proc: Monster Summoning I (~level 30 rat pet, more or less a negligible novelty proc at perhaps the proc rate akin to that of Leader of the Pack recourse?)

Cast on You: You squeak with rodential fury.

Spell Description: Through arcane mimicry, you disguise yourself as the Newportian scourge, Rabb the Rat. Your rising battle-squeaks may rally local rats from the woodwork to join your cause.

(Are the Effects figures too high? low? missing something? If anything, such as the Attack Speed %, seem disproportionate, by all means use your imagination--or a reply--to balance them! :))

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The rationale is that this would replace PF with something immediately useful to the enchanter who dares to venture into melee. It would expand the enchanter's illusionry and would do so using a model that is already global. Additionally, it would be a spell very much tailored to Shards of Dalaya, as it draws on what might be the server's most iconic mob for its namesake. Such a buff would be highly situational, admittedly, and would likely have little place in a group in which Avatar of Destruction is already being rolled, but at a glance, this imagined spell does not appear overpowered to my eyes. It would simply serve as an upgrade to Illusion: Werewolf.

(From a lore-friendly perspective, the idea is that the high-end enchanter has mastered illusions to the point that he or she is able to imitate even the form of Rabb the Rat, a beast who preys exclusively on new adventurers. Given Rabb's legendary status among his kind, masquerading as him allows the enchanter to fool passing rats to join in a fight, thinking they are lending aid to Rabb himself.)

Such a change may be too lofty a thing to ask the developers to consider, but keep in mind that this is merely one idea for how this spell might be changed. If nothing else, I hope this can at least serve as a starting point for discussing a way to do something about the uselessness of Relic: Placid Focus. :)

PS: Apologies for the lengthy post! I hope I have placed it in the correct thread, as this is indeed a suggestion/request. If it belongs in Classes & Gear, please move it.
 
REally good idea and i was wanting to change pfocus for a loooong time. I never memed it because A) We had the SK recourse thing(In combat regen) B) Bliss or C) It pissed everyone off because of how often it had to be clicked. Also, a really cool idea that i support
 
I'm not sure where this would fit in the scheme of relic spells... Is it self only? If not, its a small atk/str buff that probably wouldnt stack with RBOW? Relics are attained from raiding and I just don't see how this fits into the raid game (even the pre raid game, you get way better haste)
 
GOG should be your illusion of choice for meleeing once you get 50% in true giant rank 1... unless they stack, which would make me feel sad for zorlon
 
GOG should be your illusion of choice for meleeing once you get 50% in true giant rank 1... unless they stack, which would make me feel sad for zorlon

Illusion: Werewolf
Duration: 360 ticks (1 hour, 36 minutes)
Slot 2: Increase ATK by 45 (L44) to 66 (L65)
Slot 3: Increase Attack Speed by 40%

Spell: Gift of the Giantkin
Duration: 4 ticks (24 seconds)
Mana cost: 350

Slot 2: Add Weapon Proc: Greater Tearing
Slot 5: Increase ATK by 699

Unless you're tier god and you're duo farming, op is doing it right I think. That's assuming it's overhaste and not spell haste, in which case he's doing it very very wrong. I don't have the tomes or a weapon to play with or I'd go verify it right now, because it looks like a self only (long duration) boon that I forgot existed years ago. And that's like waking up to realize your mattress has been stuffed with dollars the whole time.
 
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The thing is.. True Giant + GoG = an enchanter actually does half decent meele dps.

This werewolf spell is no better than GoE+RBOW as far as I can tell, and a caster with those buffs does very very little meele damage.
 
I dunno if you played since True Giant went in stral, but it makes zorlon do around 600 dps with GoG up.
 
I'm not sure where this would fit in the scheme of relic spells... Is it self only? If not, its a small atk/str buff that probably wouldnt stack with RBOW? Relics are attained from raiding and I just don't see how this fits into the raid game (even the pre raid game, you get way better haste)

Aye, it would be self-only to keep in line with the several other illusions whose benefits are designed to be confined to the enchanter, such as Fire Elemental (DS) or Drybone (Fire Resist). As stated in my original post, I pose this as a relic upgrade to Illusion: Werewolf, which is the best long-duration illusion for improved melee performance. If you wonder why any enchanter might be meleeing, do check out the description of Cascading Bond on the Tomes page. (And then afterward consider what this means for enchanter-usable weapons such as the Wand of Altered Mana!)

GOG should be your illusion of choice for meleeing once you get 50% in true giant rank 1... unless they stack, which would make me feel sad for zorlon

They do indeed stack, or at least appear to stack in the client. (My own in-game ATK goes from 545 unbuffed to 1485 with SB to an even 1600 with both SB and WW.) How many tissues will Zorlon need? ;)

Unless you're tier god and you're duo farming, op is doing it right I think. That's assuming it's overhaste and not spell haste, in which case he's doing it very very wrong. I don't have the tomes or a weapon to play with or I'd go verify it right now, because it looks like a self only (long duration) boon that I forgot existed years ago. And that's like waking up to realize your mattress has been stuffed with dollars the whole time.

To the best of my knowledge, WW's haste component is masked by a proper spell haste such as Empower or GOE. The bard song Warchant of the Tribes, for instance, has the line "Slot 1: Increase Attack Speed (Haste Above Cap) by 20%" to describe its overhaste, but WW's haste description simply reads as in my original post. Still, the illusion's ATK is significant enough to make it worth using in melee anyway.

Thanks all for the feedback so far! :)
 
I dunno if you played since True Giant went in stral, but it makes zorlon do around 600 dps with GoG up.

I've talked to him about it, and about how and when he uses it, and my understanding is the only time it sees any use whatsoever is when he's duo farming with zorlon tanking. All other times, assuming you're guilded and play with guildies and all that, you're better off hitting someone else with gog.

Anyways, I just logged into to see if this is overhaste or not, and can't tell at all eyeballing it. Can't parse if I can't hit, so that doesn't do me much good either, though I could count misses but I don't care enough to do that honestly. You both miss the point entirely though, if this is overhaste, it's in line with the awesomeness of gog, but permanently on the enc. AKA not dropping 300+ mana every 4 tics to do that dps.

All that said, if it isn't overhaste, I vote to make this thread be about first making it overhaste.
 
I've talked to him about it, and about how and when he uses it, and my understanding is the only time it sees any use whatsoever is when he's duo farming with zorlon tanking. All other times, assuming you're guilded and play with guildies and all that, you're better off hitting someone else with gog.

Well now that the bonus damage from GoG shows up in the enchanters combat log rather than just making the hits in the melee's log bigger, it's pretty easy to see how much DPS it adds, and it's nowhere near 600. AoD isn't that high either, at least on any parse I've seen since the change. This is pretty off-topic though, sorry.
 
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Oh, I'm dumb I forgot true giant only affects giantkin. Doh. Well nevermind then! For some reason I thought the benefits would just universally go across all combat based illusions. I don't know about and can't seem to find this cascading bond tome on the wiki, so I can't really contribute much else to this thread.
 
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Well now that the bonus damage from GoG shows up in the enchanters combat log rather than just making the hits in the melee's log bigger, it's pretty easy to see how much DPS it adds, and it's nowhere near 600. AoD isn't that high either, at least on any parse I've seen since the change. This is pretty off-topic though, sorry.

Yea he said 2-300 (total, not added) or something when I was talking to him about it, though I never really ever believe anyone when they give me dps numbers. Contextually, I don't know why he would exaggerate in that case though.
 
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Soo.. okay.

Yes, we are talking about a Self-only buff right here.

Werewolf+Empower = 100% spell haste.. thats the only way I do any form of dps melee (its actually really pathetic and less than spamming relic nuke, unless i get procs off) my weapon is 1.75 ratio and casts rend.. I've been parsed in Kaesora at around 150-250 melee dps (closer to 150).. less than a druid frog pet. I have cascading bond 2, codex 3, and 48% haste. It's very disappointing. A Druid frog pet will steal melee agro from me even if I use misery of the swamp. It dosen't tank nearly as well, however.

I love the idea of this change, but it would need to stack with empower or GoE AND somatic bond.. just like werewolf does, or it will be useless. I dont like the idea of rat form.. no thank you. Turn me into one of those little black constructs or one of those sanctum golems, now that would be cool. The way to really make this work would be to have the spell grant 100% haste, and large boost to strength agility and dexterity.

Slot 1: Illusion Were Wolf
Slot 2: Increase ATK by 45 (L44) to 66 (L65)
Slot 3: Increase Attack Speed by 40%
Slot 6: Increase STR by 23 (L44) to 29 (L57)
+
Empower:
Slot 1: Increase Attack Speed by 60%
Slot 2: Increase AGI by 57
Slot 3: Increase Armor Class by Expression error: Unexpected ( operator
Slot 4: Increase Stamina Regeneration by 10


You would need to combine those two buffs, maybe add a nice lifetap proc or magic based nuke.
It would need to stack with somatic bond obviously. Not only would this open up room for another buff, and possibly make true-giant viable on raids, (if you think I have 5 buffslots for Rbow, werewolf, empower, Somatic bond and CoTP on raids you are CRAZY) Why not put all those buffs together in one big bad "Melee mode" type spell. Making the illusion not have the guards attack me every time I go to town and forget to click the buff would be a nice perk too.

Thank you for your consideration of this change, I love the idea and would be ecstatic to see it go live.
 
Oh, I'm dumb I forgot true giant only affects giantkin. Doh. Well nevermind then! For some reason I thought the benefits would just universally go across all combat based illusions. I don't know about and can't seem to find this cascading bond tome on the wiki, so I can't really contribute much else to this thread.

See my above post (#9). The tome is still incorrectly listed as "True-Giant" rather than "Cascading Bond" on the wiki. (I'll probably fix that later.) Maybe that is what tripped you up.

EDIT: No time to read your post in detail now Blink (I'm on my way out the door but will later, promise!), but I picked Giant Rat as an illusion basis because it is already a global model. Constructs are not. I have a list of global models that I will post later if you like. Maybe you'd prefer Unicorn (also global)? Lol.
 
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I had an idea for a Enchanter Relic but I am really unsure how I feel about it.

The Enchanter casts it on player Y and for 30 seconds player Y's spells cost 1 mana while the Enchanter gets 3-4x the mana per spell drained from their manapools.

~500 mana cast with 20 second recast.




Basically it is an oh shit spell that helps in a group situation more so than a raid one since manafying one healer can make or break a group more than raid. Enchanters really do not need too much more power but this might hit a niche.

That being said I have the feeling there are unintended consequences of it that my brain is not wrapped around quite yet.
 
So.. the enchanter plays mana battery for the cleric, instead of the necro? Nifty sounding, but seems allot of room for abuse.
 
Ok, so there's a lot of confusion in this thread and I'll try to clear up what I can now that I kind of understand what's being discussed.

Werewolf+Empower = 100% spell haste.. .
First, I'll just point out that's not how spell haste works. If wereworlf is spell haste (and atm I'm under the impression that it is) then the haste components do not stack. The haste components don't keep the buffs from stacking, but the haste components do not themselves stack with each other (the highest haste is what sticks). If however, it's overhaste, like boon of the garou is, then the haste components would overlap. In that case, then I don't believe the math works out where you would just add those numbers, but it's been too long for me to remember and explain how they do work.

Second, every enchanter posting so far appears to be under the impression that true-giant (somatic bond or cascading bond or whatever the tome is now) would give you the accuracy bonuses while in illusions other than giantkin. I don't believe this is the case. My understanding is that only works if you are giantkinned. Maybe I'm wrong. You could (should, like in this thread) make the case that the bonuses it gives should go to all combat illusions however and change this if I'm right about this.
 
Ok, so there's a lot of confusion in this thread and I'll try to clear up what I can now that I kind of understand what's being discussed.


First, I'll just point out that's not how spell haste works. If wereworlf is spell haste (and atm I'm under the impression that it is) then the haste components do not stack. The haste components don't keep the buffs from stacking, but the haste components do not themselves stack with each other (the highest haste is what sticks). If however, it's overhaste, like boon of the garou is, then the haste components would overlap. In that case, then I don't believe the math works out where you would just add those numbers, but it's been too long for me to remember and explain how they do work.

Second, every enchanter posting so far appears to be under the impression that true-giant (somatic bond or cascading bond or whatever the tome is now) would give you the accuracy bonuses while in illusions other than giantkin. I don't believe this is the case. My understanding is that only works if you are giantkinned. Maybe I'm wrong. You could (should, like in this thread) make the case that the bonuses it gives should go to all combat illusions however and change this if I'm right about this.

You need to stop posting, because you obviously have NO idea what you're talking about. First, Werewolf stacks with GoG. Second, the haste DEFINATLY stacks.
 
I never said gog and werewolf don't stack (though I guess I was implying it), but that's noteworthy that they do.

And as far as the haste goes I'll try wording this differently: if werewolf is spell haste, the haste is not cumulative with emp or goe. Spell haste does not work that way. If it is in fact giving you additional haste that you are noticing through parses or whatever, then it's not spell haste, that would mean it's overhaste.
 
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