Druid Runic 2

Radaere

Dalayan Elder
Well after the recent change the druid runic 2 is completely worthless. Except for outdoor zones when I am soloing, there is zero reason to cast this spell because it will hit me in any worthwhile indoor exp/raid zone due to lack of space. Furthermore, with the move towards priest regularly using melee attacks at the high end with crystalis/cella/verdict, there is rarely a time when I am not in melee range.

Either change the spell back to the way it was, tone down the damage if necessary and remove the knockback, or change it to something that will at least have some reason to be used.
 
Quick nuke upgrade (from Calefaction)?

0.5 second cast time
15 second recast
400 mana
1000 base damage cold nuke
600 base damage fire nuke with 300 base damage over time per tick for 4 ticks
 
hell radaere idk where you were soloing but when i went to EW orcs, i was SUPER FAR away from mobs i casted it and it still hit me. i loved my r2 because it gave me ther ability to ae kite. now i can't do shit with it. imo change it back to pbae and make it the 3 targets thing.
 
hell radaere idk where you were soloing but when i went to EW orcs, i was SUPER FAR away from mobs i casted it and it still hit me. i loved my r2 because it gave me ther ability to ae kite. now i can't do shit with it. imo change it back to pbae and make it the 3 targets thing.

It's radius is 50, twice that of Winter's Claim. I said the range was a problem, but you can still be 50 units away and cast a spell outdoors, easily. Indoors it is a lot more difficult.

Range being a problem or not, in its current form I won't ever use it again.
 
Quick nuke upgrade (from Calefaction)?

0.5 second cast time
15 second recast
400 mana
1000 base damage cold nuke
600 base damage fire nuke with 300 base damage over time per tick for 4 ticks

Up the mana cost to 500, recast to 30, and add a stacking 5% dampening effect.

A single druid cant stack the 5% dampening because it lasts 4 tics and takes 5 to refresh, but this would make druids stack a bit better since they could add 10 or 15% dampening effect.

The same principle could be applied to cataclysm, add 5% stacking dampening, set recast slightly higher than duration, but cataclysm doesnt work in a lot of 6man/raid content because the snare(and maybe other effects) causes immune mobs (like puddles, barriers, etc) start summoning and wipe the raid.
 
Quick nuke upgrade (from Calefaction)?

0.5 second cast time
15 second recast
400 mana
1000 base damage cold nuke
600 base damage fire nuke with 300 base damage over time per tick for 4 ticks

Yeah, it a shame this "line" of spells along with rains fizzle out before 55 while mostly useless dots go all the way to relics. Druids need a more defined dps niche and some tweaking/boosting to healing, not a situationally OP runic being turned into a suicide button.
 
This is a good point. I never bothered asking myself "why the heck is blizzard/pogonip/etc so good but ends well before 60 and the swarm line of dots is so terrible and taking up a relic spot?"

Makes 0 sense. Maybe they can roll up the changes needed to be done in this regard and to healing deficiency into one? Somehow.
 
This is a good point. I never bothered asking myself "why the heck is blizzard/pogonip/etc so good but ends well before 60 and the swarm line of dots is so terrible and taking up a relic spot?"
the original verant dev left at that time and the replacement was clueless.
this server mostly tracks verant's spell deving as of mid 2001-2.
 
If you can do okay damage and okay healing the universe collapses even if you can't do both things at the same time.
 
What about a Tome that gives the druid mitigation plus negative agro for any melee dmg that they take? I don't know about other people but I'm not sure there is a tank on the server that can keep things off me if I chain to many spells.
 
To be fair I did not post this in the right section kind of meant it as an idea for a tome. But silos Healers normally pull agro right around the start of a fight if you have a multipull or a hard hitting mob you will get agro for a round or 2 (even if you are double hotting before a pull) you still have to heal on incoming before agro is established. In my time I've done it to some of the best players on the server it just happens this would give us a cushion that we might not die when pulling agro.
 
It's not a bad tome idea, kind of an improvement on their damage-reduction AAs, but not sure how useful it would actually be at the high end where people get the tomes. It would need to be a large chunk of mitigation to actually make any difference, and then you run into balancing issues when the druid does lower tier stuff.

But if you pull healing aggro, your tank is bad, period. (Or he's a warrior with a scythe that missed his first round of attacks, but they still have ways of keeping aggro over healers just fine).
 
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