Silosobi
Dalayan Pious Diety
Runic: Shock of Saitha
So when Faelus got his runic 2 last night and complained of its low usefulness I thought about how rarely I actually load my own runic 2
The wizard runic 2 is an upgrade to our 5 mana nuke line of spells. Before everyone goes off about how useful 5mana nukes are and says they wish they had an upgrade, let me remind you that this spell is only acquired through raiding t11+. As wizards rise in the tiers we gain more mana and more FT, yet our spell mana costs remain essentially the same (mana con and casting speed focuses kind of balance eachother out). For 5mana nukes to be useful in a raid you must be fighting a boss that lives long enough that you will run out of mana chain casting concussion and nukes.
At t11+ not only does your wizardly mana pool last much longer, but fights actually tend to get shorter. Of the ~25 raid encounters I do with some regularity there are 2 that I actually might use my runic2 on and even here its nothing amazing.
The usefulness of this spell in exp groups is debatable. It depends on how long you have between each pull to figure out whether you are better off casting 5mana nukes or just medding up for more moon comets. It seems to me that the only iksith spell acquired through raiding should maybe be useful in the raid game.
My suggestion is this: swap the runic2 and murk spells. This gets the 5mana nuke to players at a tier where it will be much more useful. The murk spell is currently broken, and even if it were not broken, it would still be totally useless in its current state.
Ill throw a few ideas out here for the runic 2:
Keeping with the same idea from the murk spell but actually making it useful:
Arcane Acuity:
Mana cost: 100
Cast time: 1s
Resist type: Self Buff
Recharge time: 300s
Duration: 30s
Effect: The next direct damage spell you cast will be an unresistable critical blast. (Only works for 1 nuke)
(Thoughts: this is the most similar to the current state of the spell. Reducing mana and adding the crit effect would make it actually useful. If I understood correctly trying to bypass counterspell/reflect is what was breaking the spell before. Its a cool idea, but if these effects need to be removed to make it workable for now that is fine by me)
Arcane Acuity:
Mana cost: 500
Cast time: 10s
Resist type: Self Buff
Recharge time: 12h
Duration: 30s
Effect: The next direct damage spell you cast will be an unresistable primal blast. (Only works for 1 nuke)
(Thoughts: this would be a very powerful spell only useable once per raid day. If it was deemed unbalanced it could be reduced down to ultimate)
Some entirely new ideas:
Lightning Blink
Mana cost: 500
Cast time: .5s
Resist type: Magic -25
Recharge time: none
Effect: 1750 base direct damage
(Thoughts: at this tier, RRR has actually become used in the raid game. An upgrade to this level 62 spell would be pretty cool)
Ignite Soul
Mana cost: 1800
Cast time: 12s
Resist type: Fire -100
Recharge time: 60s
Effect: 8800 base direct damage
(Thoughts: wizards get to finally see bigger numbers which is all we ever really wanted. It is slightly less efficient than moon comet, but the resist resist mod and arcane echo effects would make it worth casting frequently. This would make fire focus and tomes more desirable as right now you simply don't use fire on 95% of fights. I also like the idea of having to coordinate with the enchanter a bit to make sure this lands during curse. This would be way too powerful if combined with Arcane Acuity #2, so I'm certainly not suggesting they both get put in game)
So when Faelus got his runic 2 last night and complained of its low usefulness I thought about how rarely I actually load my own runic 2
The wizard runic 2 is an upgrade to our 5 mana nuke line of spells. Before everyone goes off about how useful 5mana nukes are and says they wish they had an upgrade, let me remind you that this spell is only acquired through raiding t11+. As wizards rise in the tiers we gain more mana and more FT, yet our spell mana costs remain essentially the same (mana con and casting speed focuses kind of balance eachother out). For 5mana nukes to be useful in a raid you must be fighting a boss that lives long enough that you will run out of mana chain casting concussion and nukes.
At t11+ not only does your wizardly mana pool last much longer, but fights actually tend to get shorter. Of the ~25 raid encounters I do with some regularity there are 2 that I actually might use my runic2 on and even here its nothing amazing.
The usefulness of this spell in exp groups is debatable. It depends on how long you have between each pull to figure out whether you are better off casting 5mana nukes or just medding up for more moon comets. It seems to me that the only iksith spell acquired through raiding should maybe be useful in the raid game.
My suggestion is this: swap the runic2 and murk spells. This gets the 5mana nuke to players at a tier where it will be much more useful. The murk spell is currently broken, and even if it were not broken, it would still be totally useless in its current state.
Ill throw a few ideas out here for the runic 2:
Keeping with the same idea from the murk spell but actually making it useful:
Arcane Acuity:
Mana cost: 100
Cast time: 1s
Resist type: Self Buff
Recharge time: 300s
Duration: 30s
Effect: The next direct damage spell you cast will be an unresistable critical blast. (Only works for 1 nuke)
(Thoughts: this is the most similar to the current state of the spell. Reducing mana and adding the crit effect would make it actually useful. If I understood correctly trying to bypass counterspell/reflect is what was breaking the spell before. Its a cool idea, but if these effects need to be removed to make it workable for now that is fine by me)
Arcane Acuity:
Mana cost: 500
Cast time: 10s
Resist type: Self Buff
Recharge time: 12h
Duration: 30s
Effect: The next direct damage spell you cast will be an unresistable primal blast. (Only works for 1 nuke)
(Thoughts: this would be a very powerful spell only useable once per raid day. If it was deemed unbalanced it could be reduced down to ultimate)
Some entirely new ideas:
Lightning Blink
Mana cost: 500
Cast time: .5s
Resist type: Magic -25
Recharge time: none
Effect: 1750 base direct damage
(Thoughts: at this tier, RRR has actually become used in the raid game. An upgrade to this level 62 spell would be pretty cool)
Ignite Soul
Mana cost: 1800
Cast time: 12s
Resist type: Fire -100
Recharge time: 60s
Effect: 8800 base direct damage
(Thoughts: wizards get to finally see bigger numbers which is all we ever really wanted. It is slightly less efficient than moon comet, but the resist resist mod and arcane echo effects would make it worth casting frequently. This would make fire focus and tomes more desirable as right now you simply don't use fire on 95% of fights. I also like the idea of having to coordinate with the enchanter a bit to make sure this lands during curse. This would be way too powerful if combined with Arcane Acuity #2, so I'm certainly not suggesting they both get put in game)
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