Random Runics Thoughts

Silosobi

Dalayan Pious Diety
I love trying to come up with new spells and do it pretty regularly in my head for fun. Since nobody will exp with me I figured I'd make up some new runic spells to replace stuff I think could use a change. What i write here isnt intended to say "you did it wrong, fix it", its just me putting my ideas down where others can comment. As a very active member of a very highend guild i do have a fair amount of experience with a lot of these spells.








Wizard: already posted tons about wizard since its my own class but ill post one more potential runic 2 replacement here for funzies:

Elemental Deconstruction:
1000 mana
1 sec cast
60 sec recast
4500 magic damage (100 resist adjust)
This is a less efficent nuke with a nice mod that allows wizards to do a quick burst of high damage, the recast and lower-efficency makes it something more situational. I'm thinking of those fights where the raid says "Quick drop him to next phase!!" as being the perfect use for this spell. It would also be a nice something to cast during curse, even allowing us to land two nukes if they are timed very well.

(i came up with this at first then realized it would only be marginally useful in the raid game)
Chaos Storm:
900 mana
8sec cast
DD: 2000 magic
AE: 1000 fire
Rain: 600 cold










Enchanter: I really like them as-is, but would it be OP to add a vex and/or large atk decrease to catatonia? The idea seems really cool, but its hard to know how useful it really is. I know zorlon sometimes yells "WOA I JUST SAVED THE RAID PRAISE ME" after casting this, but at other times the tank has actually died when it was on. I guess it would require some serious parsing to figure out if such a change was justified.



Mage: the runic 1 pet could use a big agro reduction, but otherwise is amazing. 2 I have not seen yet so i wont comment.



Necro: Amazing x2, why are you guys always so good? Can i do a 6man thing yet?



Druid: Vim is one of the most powerful spells in game imo, and 2 isnt as useful, but when it is used it makes me ashamed that the druid sustains better ae dps than me.



Cleric: Good spells, just the SB stacking issue with well. Would it be possible to make it heal the raid instead of group and maybe not use a buff spot?









Shaman: The runic 2 i think is pretty cool. Runic 1 used to be really cool but with druids becoming hot masters it kind of trivialized the shaman runic 1... so combining this with other recent changes I had an idea... what could it be

Venom for the Soul
750 mana
4 sec cast
lasts 30 seconds
100 Poison Adjust
650 Poison Damage per tic
Decrease attack speed by 55%
So... the shamen are bitching about their nerf. This is certainly a far less mana efficent way to slow a mob, but it would provide an alternative for those highly MR mobs while also allowing the shaman to do some half decent dps.







Paladin: 1 is great. 2 doesnt seem to work properly right now? My suggestion I think is in line with what the spell is actually supposed to do...

<use current name>
1000 mana
2 sec cast
last 60 sec
2 min recast
Apply a detrimental(unclickable) buff that does the following:
Silence
Some huge amount of haste or overhaste that approximately increases meele attacks by 50%
500Attack
200STR
200DEX
200CHA
Add Proc: Sanctify (consecrate would be fun, but way too OP probably. Cant have bango soloing all of HHK) Proc rate would be enough to average 5-7ish procs per cast?








Ranger: I dont think its a runic but rangers get a pet rune as an iksith spell? Pet buffs are not really what rangers do IMO... to make things worse from my understanding its not even worth using for pets as is... so heres my idea for a ranger spell

Predators Fury
500mana
1sec cast
5 min recast
30sec duration
250Attack
100all meele stats
250AC
+100% agro generation
So I always liked the idea of the tanking ranger. Obviously they shouldn't be comparable to a real tank, but the idea with this spell is that if the tank dies, the mob jumps the ranger often. Ranger can parry stance and throw this up to become a decent tank for a bit to allow time for the raid to finish off the monster.








Shadow Knight: 1 is simple but i like it a lot actually. 2... It might actually be really super powerful but ive always been kind of unsure if this spell line works at all. SKs can already outagro anyone on a single target so I think this is more of an AE thing? Either way, my thought was that if the spells do actually work, the previous spell in the line would be more than enough to keep mobs on the SK. So what fun thing could we add to the SK arsenal...

Curse of Blood
650mana
5sec cast
60sec duration
30sec recast
Places a curse on the target that causes all players damaging it to gain health equal to 10% of the damage dealt. This could help scrony casters not drain so much mana in a group heal fight. It also just seems really in line with the SKs we know and love.

or...

Defense Tap
250mana
1sec cast
15sec recast
Steals 10AC from target (stacking)
Target takes .3% more spell damage and SK takes .3% less spell damage (stacking)
I like this one more. Seems OP and could get tweaked but lets consider a fight at 5 minutes: If cast perfectly: 180AC stolen 6%spell damage. Neither of those effects seem too OP considering they are late in the fight and will have used a significant portion of the SKs cast time as well as 4500mana.

new lifetap?!overtime?!?!

Saitha's Crime
750mana
4sec cast
120sec recast
60sec duration
Tap 600hp per tic
Tap 75mana per tic
Give SKs some extra self healing/dps for raid/group. Would be super amazing for soloing too. Small manatap too that would negate the cost when fighting mobs with mana








Beastlord: I think they already get very good spells. Pet may be kind of "boring" but its a very needed and powerful upgrade.









Bard: 1 used to be way OP now its less OP but still good. 2 used to be way OP now I think it doesn't work? Or drains all your mana super fast? I'll make a new runic 2 for funzies, although the current one could probably be tweaked to be something useful and balanced.

Unbearable Voices
350mana per tic
Unresistable
drains 500 mana from target (doesn't tap/feed bard)
Reduces all target resists by 100
Too expensive to sustain for significant durations, but would be very useful for landing inital debuffs and/or quickly draining a mobs mana.











Theres my ideas. I posted numbers because i like them and they are to some degree necessary for telling a spells effects, but im sure my numbers for many of these spells would need some tweaking for balance. Also I'm not saying I think everything should be changed to my ideas I just like thinking about and talking about new spells.

If anyone has their own spell ideas (even if its not necessarily runic tweak/replacement) feel free to post them here. Or comment about the ones I made up? Are they good/bad ideas? What should be changed to make them better?
 
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although I think your numbers are pretty crazy for the ranger spell, I really like the idea in concept.
 
I have not gotten my runic two yet but I can tell you and this pains me to say it since I know runic 2 has been changed like 4x already for shadowknights (despite noone having it) that having a new veil upgrade is pretty meh. Its not going to be a large upgrade and its A LOT of effort to achieve it, I feel it would be alot better off as almost anything.

I feel shadowknights personally lack in the mitigation/self healing ability as in enough to justify having even a new lifetap upgrade. Maybe a new lifetap over time or something to give me a real reason to have affliction enhancement(which shadowknights have no reason to use)
 
I like the shaman idea too, but the numbers are a bit crazy.
750 base dmg per tick with a -200 resist adjust would be the most powerful DoT in the game, even if it is quite damage inefficient, when you chop off 250 from the mana cost you're saving from casting slow, it makes it look pretty good. Maybe just reduce the mana cost a bit and make it do the same damage as the relic dot, I think 550 or 500?
Edit: maybe make it a disease DoT, and have it last a long time? It'd be in line with disease slows that already exist, and you could have it have a more useful duration. Also, it'd be nice to have a good disease DoT, I don't really find I ever use black plague =/
 
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As a Mage I have no problems with the runic pet having too much aggro. Indeed if I could have something that gave it a large aggro boost (so that it would maintain aggro on multiple targets when I am soloing) then that would be most welcome.

Now if you were to come up with something to replace the completely hopeless waste of space that is the Gruplok Rod, now you would be talking.

Woops - I guess I am talking about the wrong pet here.
However - its abilty to grab and maintain aggro is extremely useful when soloing and NOT something I would like to see being diminished.
 
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Yeah numbers would need a lot of tweaking. I'm pretty good with wizard numbers, but attack and AC and stuff im bad at.\

I'm referring to the swarm pet that chains wizard archaic and can randomly turn mobs that do very bad things when they get turned
 
The pet will chain cast both the wizard and mage archiacs until it runs out of mana, which is a good amount of casts later but not infinite.

Agro isn't such a big problem if you know your tanks, SK: cast right away, War: cast about 8% of the way through the fight, Paladin: at LEAST 12% of the way if the mob has any kind of MR. Also resists, if the mob has high FR or CR you can cut his dps by a decent amount and can cast at any time.

I normally follow this but every now and then I like to keep the dps and tanks on their toes :)
 
Enchanter: I really like them as-is, but would it be OP to add a vex and/or large atk decrease to catatonia? The idea seems really cool, but its hard to know how useful it really is. I guess it would require some serious parsing to figure out if such a change was justified.
I was hoping to see some creative ground up new concept for a spell here. The thing is all you're really doing when you use it that way (and its pretty much the only useful way to use it) is making up for a slip up in healing. I mean sure it was a somewhat new form of utility given to enchanters, and that aspect I really like in theory, except vex can be used in the exact same situations to do the exact same thing. Not so great a fan of super vex.

I know zorlon sometimes yells "WOA I JUST SAVED THE RAID PRAISE ME" after casting this
I told zorlon that when he uses it like that he would be saving the raid, because it was the only way to rationalize its existence in my head without a resulting cancer forming. That is phenomenal though. If zorlon were cleric he'd be on perma mute.
 
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Well ill start it

random potentially OP spell
Clone:
1000mana
30sec cast time
Unresistable and acts as a charm in terms of immunities.
Creates an exact duplicate of target mob up to level 65 to serve as the enchanters pet
For the duration of this spell the enchanter loses 100 mana per tic.

so I'm not sure how I feel about this placid focus, so here is my idea
Focused Mind:
250 mana
5s cast
60s duration
120s recast
targets ONE group only
Overcap in and out of combat 50mana/20stamina regeneration
Makes enchanters more stackable, also makes them more exp desirable
 
I dont know about that. I guess on occasion you need a med break, but I realy dont remember medding much at any tier. For exp you usually pick a zone and pull mobs suck that you never/rarely have a med break. In raids as Zorlon said the biggest med break is after a wipe, when this cant get cast. Its a cool idea but even at t4/5ish when you get this you will have like ~50FT from spells/gear (JB/WON/lceas, and ~10FT?) Plus the meditative trance which Is maybe another 20-30? So another 20mana/tic helps but isnt that significant. 50 Might be a better number for only out of combat regen to be a more obvious effect? Also is there a reason the spell duration couldnt be raised significantly so that an enchanter could SB this after JB making subsequent wipe recoveries faster.
 
In regards to bard spells...

There were two things that always bugged me about my bard. 1) How lack luster bard jolt is. 2) How long it takes to get mana back as a bard (really not a qualm with the spells as much as the mana pool). Well I guess with the addition of runics 3) Both bard runics are ass.

Bard jolt should really be a bellow type spell. Short recast, costs a bit of mana. When you are trying to slow, it becomes hard to jolt; having to twist chant to keep the slow from falling off leaves little time if any to drop chant to jolt.

In regards to mana.. my bard has something like 7.9k mana. With clickies/buffs it takes me ~25 or so minutes to run out of mana if I am doing something where I am single target nuking. If I am ae nuking 5-10 minutes tops. On average if I am oom it takes me 10+ minutes to get to full mana. Bards meditate being capped at 150 is awful. I'd still be okay with the bard class tomes being + meditate tomes.

As for runics:

If bard runic 1 had about 1/4th it's mana cost, and half the recharge time, it does now it'd be passable. I can think of one situation ever where I thought it was useful and it consequently has been nerfed TWICE because of that, into it's current useless state.

The bard runic 2 looked cool before I got it, and was fun when it was broken. Last I checked it was just awful; it'd drain my entire mana pool in < 1 minute and the rune/hot portion was just not worth it. With most of the relic songs now being useful and the addition of song of the murk there is little reason to have more beneficial songs anyway, there are more than enough to go around now.

Really bards need more detrimental spells (the lower level chants boosted up to the levels of the highest level non relic with bigger resist debuffs, better jolt, a single target ac debuff) so there is a larger variety of songs for multiple bards, right now it's relic/denons/two crappy debuffs no one cares about.


Really; songs that spend copious amounts of mana are bad and dumb because of my forementioned point of bard mana takes far too long to regen.
 
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In regards to bard spells...

There were two things that always bugged me about my bard. 1) How lack luster bard jolt is. 2) How long it takes to get mana back as a bard (really not a qualm with the spells as much as the mana pool). Well I guess with the addition of runics 3) Both bard runics are ass.

Bard jolt should really be a bellow type spell. Short recast, costs a bit of mana. When you are trying to slow, it becomes hard to jolt; having to twist chant to keep the slow from falling off leaves little time if any to drop chant to jolt.

In regards to mana.. my bard has something like 7.9k mana. With clickies/buffs it takes me ~25 or so minutes to run out of mana if I am doing something where I am single target nuking. If I am ae nuking 5-10 minutes tops. On average if I am oom it takes me 10+ minutes to get to full mana. Bards meditate being capped at 150 is awful. I'd still be okay with the bard class tomes being + meditate tomes.

As for runics:

If bard runic 1 had about 1/4th it's mana cost, and half the recharge time, it does now it'd be passable. I can think of one situation ever where I thought it was useful and it consequently has been nerfed TWICE because of that, into it's current useless state.

The bard runic 2 looked cool before I got it, and was fun when it was broken. Last I checked it was just awful; it'd drain my entire mana pool in < 1 minute and the rune/hot portion was just not worth it. With most of the relic songs now being useful and the addition of song of the murk there is little reason to have more beneficial songs anyway, there are more than enough to go around now.

Really bards need more detrimental spells (the lower level chants boosted up to the levels of the highest level non relic with bigger resist debuffs, better jolt, a single target ac debuff) so there is a larger variety of songs for multiple bards, right now it's relic/denons/two crappy debuffs no one cares about.


Really; songs that spend copious amounts of mana are bad and dumb because of my forementioned point of bard mana takes far too long to regen.


same ^^
 
There are still some situations where the bard runic 1 is pretty amazing.

eg: lower tier groups in BQ that cant tank 3 pulls, the bard charm can effectively take two of the mobs out of combat (make them fight eachother) while doing pretty significant damage to each).

Its also really really good for one certain dubious fight but that is really just that fight being bad and unrelated to the song.

I totally agree with the meditation thing. It just seems dumb that after a wipe we do a mana check and everyone says full... except the bard who is at ~70 and we just have to go with the bard not having full mana to spend since itd be silly to make the entire raid wait another 3-4min for just bard mana.

a bard thing:

Soothing Lullaby
400mana
3 sec cast
30 sec recast
reduce agro by 1000
reduce all damage output from mob by 2% for 12sec


Heres another wizard idea since your mention of jolts made me remember how frustrating wizard jolt/concussion is. We literally spend about 1/3 or 1/4 of a fight casting concussion if the tank is not a SK.

Storm of Apathy
350mana (200 magic resist adjust)
4sec cast
(acts as a rain)
Reduce agro by 1500 per wave
 
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