druid R2 since changed since change.

im not trying to get Runic 2 changed, this isnt the thread for it. im simply asking for a fix to its current broken form. Waldoff recongnizes its broken and he know's the fix and apparently its an easy 5 second fix according to him. im just asking that the current useless form is changed back into the intended "Not-as-useless" form.
 
The range went back to the way it was? The spell file must have been lost in the server transfer. I will reapply the range fix tonight for next patch.
 
The range went back to the way it was? The spell file must have been lost in the server transfer. I will reapply the range fix tonight for next patch.

idk if you fixed the "fix" i havent noticed any difference since the original range fix. but you said that you fixed the range on the spell itself or one of the components i don't remember which. but the Nuke and the KB still have stupid long range. The Dot and snare and stuff is perfect.
 
I know it's your brainchild Woldaff, but why does Cataclysm have to stay the same? It's just too hard to use the way it is. Is there anyway to at least reduce the knockback and drop the aggro a bit so it can be viably used outside of solo kiting?

Seriously, the spell is cool and all, but druids just need something else than a cool spell that is hard to use and is worthless in raids.
 
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Either it didn't get included in the patch that happened last night, or this spell still needs to be looked at. I was out of range to heal a tank in group with range 8 and the runic 2 was still landing on me.

All in all I like the idea of the spell, but as it currently is set there just aren't enough zones in the game where it is a viable spell.
 
Cataclysm was a too-cool-for-school spell way back when because it was broken/overpowered/whatever. Now it's "fixed/working as intended/broken/useless." Change it to something actually useful that actually allows druids a reasonable form of dps.

Posting my official opinion again: change Cataclysm to a quick nuke with some form of utility, like a small amount of spell dampening:

Runic: Shojar's Frozen Reckoning
550 Mana
0.5 second cast, 30 second cooldown
1250 cold direct damage
220 cold damage per tick for 4 ticks
3% dampening effect for 4 ticks (stacks for each druid that can cast it?)

Look. It's a DPS downgrade to Cataclysm. It allows druids to do some kind of damage in melee range or at long range, without destroying themselves/the world/everyone else's DPS and without wasting valuable heal casting time. It evens the playing field a little between stacking druids and stacking clerics in high end raids, at the expense of a good amount of mana. It can't be kept up all the time, so it could be strategically used for AE phases or what not.

Clerics got cool new spells (Zealot's Strike, etc) because "all they do is heal." Well, all druids really do is heal. Honestly, clerics have more raid utility than druids. Between Call of the Blessed, Purify, Divine Unbinding, clerics have a lot more opportunities to push buttons that aren't heals during raids. Druids cast Archaic once, and then heal the rest of the fight. On top of it, clerics actually do more damage during raids while healing. Please, give us something other than heals that we can use mana on in both group and raid situations. Cataclysm is usable in neither groups nor raids and only when kiting. No tier 12-13 druid really wants to have to kite to use their Runic 2. No tier 12-13 druid really wants a Runic 2 that they never get to use.

IF ALL ELSE FAILS, just give us Runic: Call of Tarhansar, because I would rather make it rain in every outdoor zone than have Cataclysm sitting useless in my spell book.

What do other druids outside of my guild think about a quick nuke spell like this instead of Cataclysm? I think the damage would need to be higher than this or the mana cost a bit lower, though.
 
I have only had my runic 2 for about a week now, and I like the idea of what it should do. In the limited situations where I have been able to use it I have enjoyed it, but the range issue had made it not worth the risk.

The quick nuke idea could work, and it would better fit the mele mode that the game seems to be pushing me into, but for a Runic 2 the damage seems too low and the mana cost too high.

For now I would just like to see this spell working as its intended and have a little time to test a working version of it. As it sits now it is nearly worthless as previously mentioned.
 
The patch last night was not a content patch. I have the spell file sitting ready to go in with the changes.
 
It is live. I almost destroyed all spells on accident while making it live but it is live.
 
Next time I'll exp I'll try using this spell again, but I am pretty sure I'd still rather have something like the idea I posted earlier.
 
I have been running a few tests on it, and so far I like it. Granted I didn't have a chance to see the pbae version, but all it does quite well. Also the reduction of the knock back has made my groups hate me a lot less, so thank you for that as well.

I thought I read somewhere that you were going to increase the damage of the magic portion of it up front, but that part seems to be doing about the same. I might be crazy, if so just ignore this part of the post.

Thanks again for the update, will keep testing and provide more feedback if something comes to me.
 
I have been running a few tests on it, and so far I like it. Granted I didn't have a chance to see the pbae version, but all it does quite well. Also the reduction of the knock back has made my groups hate me a lot less, so thank you for that as well.

I thought I read somewhere that you were going to increase the damage of the magic portion of it up front, but that part seems to be doing about the same. I might be crazy, if so just ignore this part of the post.

Thanks again for the update, will keep testing and provide more feedback if something comes to me.

Ah I see, when you used it in EF last night I was like oh god don't die/kill us all :)
 
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