Wake of Tranquility spell

Cambrai

Dalayan Adventurer
I've been playing around with my pacify spells lately and notice that this spell does not have any duration to it (unlike Pacify). I'm not sure what a pacify spell with a instant duration does but doesn't seem like anything on the mobs I've tried it on. Does anyone know if it's working? It would make sense if it would have a 2 minute duration since it just an aoe version of the single target Pacify.
 
Target aoe spells will hit the one you target and up to 2 others in range that you have aggro on. Considering the purpose of wake of tranquility, it cannot work under this model. Perhaps it should be changed to a pbaoe with a huge area.
 
Spell: Pacify
From SoDWiki

Classes: CLR(39) PAL(51) ENC(39)
Spell Category: Utility Detrimental (Calm)
Mana cost: 100 Range: 200 Spell skill: Alteration
Cast time: 3 seconds AE radius: 0 Resist type: Magic
Recharge time: 6 seconds AE duration: 0 Resist adjust: -50
Duration: 20 ticks (2 minutes) Target type: Single Restrictions: None
Reagents:
Not specified
Push back: 0 Auto Cast:
Not specified
Spell Type: Beneficial, Group Only
Effects (from parser):

Slot 1: Decrease Aggro Radius by 40%
Slot 2: Decrease Social Radius by 40%
Slot 3: Pacify

So, if Wake is supposed to be the group version of this, it has no AE duration, and no actual duration. Comparing it to Wind of Tashani (first spell I thought of that was AE & similar, it seems only the duration is missing. Tash group spells are also Targeted AE.
 
It's not so much a duration issue so much as an issue of AE spells only hitting targets that you have aggro on. Pacify spells obviously only do anything on targets that you do not have aggro on, so an AE pacify can't work.

I guess what's needed is an exception to the AE-aggro mechanic for this spell. And I guess it could use a duration as well.
 
Pacify spells are a huge crapshoot outside of Harmony anyway. It is like incredibly situational splitting, except replacing any inkling of skill with a random number generator and a 5 minute/rebuff penalty when the dice don't fall your way. Even worse is the feeling of failing a pacify, pulling everything you didn't want to pull, and winning anyway.

Isn't this the same exact situation that led to changing mana regen during DF and no costs/cast time on buffs?---just completely pointless downtime. Make them unresistable, remove the agro chance on resist, or remove them entirely.

More on topic; Wake of Tranquility is completely broken and does literally nothing. Replace with Bristlebane's Bundle for great justice.
 
An aoe -aggro spell would be pretty cool for clerics. Perhaps wake should be -aggro.

If you are interested, I will have your babies. 500 of them.

Kidding aside, this would make this spell worth using. Useful after an AE mez with enchanters also.
 
I was originally hoping to have a ranged aoe pacify to help out pulling the terrors in the terror cave (especially the big mess by the first named) if we don't have a paly in the group. I actually use pacify quite a bit in eflow and other zones. It helps speed things up for me if I end up being the puller and tank. If due to game mechanics the spell won't be able to work, I fully support changing Wake into something useful.
 
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