Shock of Saitha

Id be intersted in seeing a caster version of Crystalis. Maybe its out there and we havn't found it, but I don't really think the spires 2H is it.

Either way this is kind of off topic for this thread so lets get back to business!

My favorite of the suggestions I made is the giant fire nuke. A nuke that big might seem imba at first, but if you look at the cast time, mana, recharge, ratio it really isnt that great. It would do 2 main things IMO: Provide incentive to wear fire focus and do fire tomes, and encourage some interesting coordination between the wizard and enchanter - and things get even more fun with multiple wizards). I really cant think of any encounter where this would be overpowered.

I also really like lleocs idea - something new in the harvest line. How about this:

Forbidden Harvest
Mana cost: 1
Cast time: 5s
Recharge time: 600s
Effect: 1)Cast Spell: Ancient: Shiritri's Harvest
2)Cast Spell: Harvest
3)Add Self Buff: Heedless Mana
4)Increase mana by xxx? I'm more interested in other aspects of the spell but some additional mana could be added to make it upgrade the core of previous harvest spells

Heedless Mana:
Duration: 72s
Increase all damage by 2% (increasing by 2% per tick)
Damage self by 200 (increasing by 200 per tick)

You could also replace the Heedless Mana with an escape type effect as lleoc suggested. I put the harvest spells inside this one so we would just use 1 spell gem to burn all cooldowns, instead of now feeling obligated to dedicate a 3rd to harvests. The heedless mana could be beneficial clickable, or a detrimental (not clickable). Ofc the clickable version would be "better" for wizards, but I think I'd actually prefer the unclickable because it forces more coordination between players and makes the spell more situational (some fights its just not feasable to ask a cleric to shift off tank, or ae damage is too high for there to be a reasonable chance of survival.)
 
Ofc the clickable version would be "better" for wizards, but I think I'd actually prefer the unclickable because it forces more coordination between players and makes the spell more situational (some fights its just not feasable to ask a cleric to shift off tank, or ae damage is too high for there to be a reasonable chance of survival.)

But all wizards care about is their dps and chain nuking, so of course youre just going to use it whenever you want anyway.

I kind of like the idea of the fire nuke the most, personally. Either that, or an RRR upgrade. Both would be better than the current 5 mana nuke.
 
I kind of like the idea of the fire nuke the most, personally. Either that, or an RRR upgrade. Both would be better than the current 5 mana nuke.
I like the RRR upgrade better, but yes, current runic2 is a waste.
 
I am not a wizard but seems like runic 2 is worthless in the raid game .. any of these suggestions would be a good replacement. Our wizards can never seem to use all their mana so a no mana nuke is pointless
 
here is my new idea i just came up with this a nuke that hits for 200,000 damage but costs 20,000 mana give me feedback on this idea
 
What about this thread is trollworthy? I dont think my suggestions were OP.

Its just sucks that if i decide to try my runic 2 (exp) I'm not even sure if im actually being more efficent than just medding for more moon comets. Nearly every other class gets something new and interesting with some utility in the raid game.
 
here is my new idea i just came up with this a nuke that hits for 200,000 damage but costs 20,000 mana give me feedback on this idea

Combine that with an Single Target Enchanter buff that gives like 40K mana for 1 tick and you have a marriage made in heaven.

Faldeney - Okay now!
Dranic - uh...
Faldeney - Did you cast it?
Dranic - Yeah.
Faldeney - Crap, it's in my buff bar. Casting...
(Insufficient mana message.)
Faldeney - Ah man, can you cast it again?
Dranic - Sorry, already deleted from my spellbook, dude.
Faldeney - Hey Ryst, I wanna try a spell real quick...can you help me?

Okay, maybe not.
 
Except for SKs (boring upgrade), Pallies (who even knows what's up with that thing), Necros (boring upgrade), Enchanters (not properly functioning and/or undecided what it should actually do/not worth using), Rangers (not really workable as it is, as noted in another S&R thread), Bards (does it even exist yet? Last I knew, it didn't), Mages and Beastlords (boring upgrade, but at least constant-use), maybe Druids? (no idea what's up with that).

Not that I am against arguments for change to whatever, just sayin'!

druid runics are awesome im sure faelus would agree. cant say anything about the others though
 
SKs - upgrade to a powerful spell
Pally - Not sure, cool idea, but probably needs some tweaking
Necro - Amazing spell. Might be "simple" but its a huge DPS boost for necros.
Enchanters - Good spell that gets used a lot
Ranger - ????
Bard - Used to be OP, then got changed to not work i think?
Mages/Bst - Yea maybe a boring upgrade but highly useful
Druid - not used often, but absolutely amazing AE DPS
Wizard - an upgrade to our weakest/most boring spell line that became totally trivial at about tier10 (remember this spell is gained through t11ish raiding)
 
here is my new idea i just came up with this a nuke that hits for 200,000 damage but costs 20,000 mana give me feedback on this idea

Hey I remember posting something like this in a non-troll once. Coincidentally I just had this sudden vision, remembering all the reasons I stopped smoking things that aren't tobacco. And I <3 this thread for it making me aware I'm not the only one who isn't fond of the enc runic 2 in its current state.


edit: Don't listen to zorlon, enc runic 2 completely negates all that hard work done in nerfing shaman slow and what better reason to take any even remotely not-super-vex idea and implement it.
 
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i was actually wondering if the shaman nerf had something to do with enchanter runic 2, to encourage the enc to initiate slow while shaman gets it done. ofc this doesnt make much sense as that would kinda fuck over everyone not in spires.

Slaar's idea actually could be made into something cool but obviously would need to be a mana cost that people will actually have. Something like 5000mana for 25,000 base damage with a 30 sec cast time might work? Although there are probably a few fights this would break. (It'd also become - if wizard(s) ult/primal we autowin, if no crit at all our dps is kinda fucked)
 
Cant find an exp group so I figured I'd post some new spell ideas (yes, our ruinc 2 is still useless)

Void Warp
Cast: 1s
Recast: 10min
Mana: 0
Effect 1)Cast Shiritri's Harvest
2)Cast Harvest
3)Mez/Invuln self for 6sec.
4)Basically do what rogue Escape does with invis lasting ~36sec.

I really like removing the fact that wizards currently devote 2 spellgems to manaregen 24/7. 1 sec cast lets it be an occasional "Oh shit i pulled agro on mega mean mob", but the 6 sec mez adds some of the casting downtime from the old harvests (could be upped to 12sec if that seemed more balanced). One big problem with wizards in 6man is that people love that a monk, rogue, or necro has a decent chance to allow wipe recovery. This could open that option for wizards. I said ~36 sec invis because I want time to find a safe spot or wait for mobs to roam back, but I wouldn't want this to be abused as a way for wizards to explore new areas or content skip.


This one could be a lot of fun!

Aura of the Arcanist
Mana: 1000
Cast time: 10s
Duration: 10min
(self buff)
Increase Attack by: 300
Increase Strength by: 200
Increase Dexterity by: 200
Increase Damage Shield by: 100
Add Weapon Proc: Jyll's Static Pulse (Proc rate such that it goes off ~10 times a minute)
Reduce all agro by 30%
Wizard takes 50% extra damage from all sources

Something fun for exp, would be pretty powerful in an pbae group. Could swap the proc to a single target for more general use, but I feel wizards (at the end game) have fairly good single target dps, but we've fallen behind a number of classes for pbae dps. The extra damage taken would make it dangerous if not unusable in many situations.
Note: Re-reading this it sounds pretty OP, that proc rate would need to apply to a hasted wizard that is only meeleing. Casting spells at the rate I do for an exp group results in 20-30% of the procs I'd get from pure meele.


I think this is a really cool idea if its actually workable:
Release Intensity:
Mana: 250
Cast time: 1s
Recast: 0s
Effect: This spell works with Intensify, only instead of increasing damage with each cast it would reduce the damage of intensify by the same amount a cast of Intensify increases the effect. Essentially what this would do is allow the wizard a high dps burst at the end of a long fight.
Intensify caps at ~10k and adds ~500 per cast. Lets say I get it up to 8k (which is a longer than most fights last, i dont remember it ever capping outside of sanctum white golem failures), I could then spam Release Intensity 10 times for a short high dps burst before its doing ~3k at which point I might as well switch over to RRR.


Something a little more main stream and probably more plausible:

Arcane Firestorm
Mana:800
Cast:7s
Recast:12s
(rain)
Fire damage: 700 (25resist mod)
Magic damage: 500 (50 resist mod)
Cold damage: 300 (25 resist mod)

Rains are always pretty situational. The efficiency here is less than mage archaic, but better than Tears of the Void, with some decent resist mods. Wizards have gained nothing for our AE damage since we hit 65 and got all our player bought spells. The total efficiency here is similar to wizard archaic, but due to ult/primals greatly favoring single target nukes (not to mention our familiar), this wont be any moon comet replacement, but a nice boost to our AE dps.
 
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So ive talked to a ton of wizards and pondered this endlessly.

Really I think the best solution all around is:

Move our current runic 2 to the murk spot. Ive already explained pretty thoroughly why this should happen.

Make our runic spell a RRR upgrade. Basically you cant give us much more DPS since we are already usually #1 if we spam RRR, but its kind of lame that we keep a level 62 spell memmed all the time. Also wizards have no reason to have a fire focus for 90% of content, so make it fire.

Lava touch
1 sec cast
0 sec recast
400 mana
1650 damage
-30 fire resist adjust

This is a runic 2, which for many classes is an amazingly powerful spell that greatly increases power and/or utility.

As a RRR upgrade it would provide:
~5% more dps
~15% more efficiency (still way worse than mc/relic fire)
a moderate resist adjust to make it land a bit better
a reason to keep fire focus on outside of pbae or cold immune fights
 
given the huge amount of mana that wizards have at the runic2 tier, doesn't a spell that trades mana efficiency for dps kind of outclass even the archaic in a large number of situations? I guess what I'm asking is, is mana or time the limiting factor for the amount of damage wizards with 9k+ mana can do on tier 12* fights? Obviously I don't really know, but if time is the limiting factor rather than mana, then the higher dps, lower efficiency option will be just-plain-better, which might be a bit contrary to what I take to be the spirit of runic vs archaic balance.

*edit: I guess it would also make sense that an RRR upgrade would be even more advantageous for lower tier fights, but that's not really a big deal I guess. Also, I think your reasoning about adding a useful fire based spell is right-on.
 
Here is a question: Do wizards need more damage spells.
 
What about a self buff, that becomes a reactive proc, kind of like a ds, but it casts a nuke instead? IDK values or proc rates, but that'd be new and exciting right?
 
Here is a question: Do wizards need more damage spells.

Here is an answer: Yes. Without the uneven boost from Aura of Destruction, we are lagging behind.

There's some tweaking to do with this idea, but it's the first one I support as an idea.
 
Does time or mana limit a runic 2 wizard more?

This is kind of a bad question because you are always finding a balance between the two. I know I've stated plenty of times how mana isn't an issue for a wizard at our tier, and this is true on 90% of current fights (although new fights seem to be getting longer and more intense), but RRR burns mana about twice as fast as MC, provides far less Arcane Echo benefit, and when you have to balance in concussions is only questionably better dps. In effect I'd say I heavily utilize RRR on 10% of fights, and other than that its a way to up my parse a tad and get killshots for the last 5% of a fight.

Is this in line with the spirit of Runics (as compared to archaics)?

I think it very much is. Runics are intended to be situational spells. This spell would basically fill that role that RRR did in that 10% of fights. The advantages it has over RRR are not enough to justify using it on many, if any, fights where Moon Comet was the spell of choice. Moon Comet will remain our staple. It has vastly superior efficiency, and when you account for the spell gem cooldown between casting spells, RRR isn't actually that much higher DPS.

Is RRR upgrade better for lower tier fights?

I'm not exactly sure of the question. For an on-tier wizard it would be worse since wizards have very serious mana problems until somewhere in the t9-11 range. If you mean a t12+ wizard going back and killing lower tier content... well of course. Everyone doing that is spending as much mana as possible to dump as much healing/dps/etc as they can because when you are overtiered mana just isn't going to be a problem.

Do wizards need more damage spells?

Reading over this post, there are a number of ideas I threw out to add a bit of utility to the wizard class, but I think in the end wizards just are not intended to be utility. We can port, snare, root, evac, and thats about it. We have less survivability than any other class, and less utility than most of them. What we get in return is a high dps capability. Whether or not that is really lacking overall is questionable (With AoD we melt faces, without we are beaten by a number of classes), but this spell really wouldn't add much to that.

Just to re-state the murk spell situation a bit for newcomers who don't want to read the entire thread, the current wizard murk spell is effectively useless. A couple of wizards have come up with theoretical uses as a joke, but we all know that this spell really adds nothing to our class. Our current runic 2 is an improved 5 mana nuke (it actually becomes 0 mana). If the 0 mana nuke was moved to the murk spell spot, it could be acquired by lower tier wizards who have serious mana (and overall dps) problems in the raid game and have to utilize 5 mana nukes for a bit of extra dps and to gain full utility of Arcane Echo. This would then open up the Runic 2 to be made into something more useful to a wizard tiered high enough to get it.
 
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