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The Spirit Realm • View topic - House of Thule spells
Page 1 of 2

House of Thule spells

PostPosted: Tue Jul 20, 2010 1:38 pm
by Retron
Disclaimer: not in beta, not under any NDAs etc etc. These will become visible to all next time Live and/or Test is patched.

These are the very first draft, the spells only having gone into the dev server today. Don't be surprised if they change a bit before release but equally well don't expect massive changes with things like Unity - more often than not the first value that's appeared is the value when the spell goes live.

So, without further ado...

L86
Malosene - -90 / -95 / -100 to resists except disease and corruption
Breath of the Shiverback - disease DoT for 528/600/648 a tick
Spinechiller's Spear of Venom - poison nuke for 2675/3039/3283
Talisman of the Tiger - procs
Tiger Maw - DD proc for 508/656/765
Unity of the Soul - procs
Preeminent Foresight - 9/10/11% avoidance buff
Exigent Focusing - 1398/1597/1779 HPs and 139/159/169 overcap DEX/STR
Spirit of Valor - 83/98/105 overcap STA and 751/856/912 END pool boost
Mammoth's Force - increase damage mod by 9/10/11%

L87
Feralescense - exactly the same as Feralization
Lethargy - listlisness upgrade, procs an 859/tick HoT
Nargul's Malady - NEW - "fast acting" disease DoT for 2154/2448/2644 a tick
Qirik's Recourse/Persistence/Forbearance/Alleviation - NEW - one of those "multiple in one" spells. No details as to how it works yet.
Shakere's Drowse - PBAE slow, mini-Vie for 5492/6490/6988 as a recourse.
Wurt's Faithful - pet.

L88
Ancestral Covenant - canni, 840/958/1021 mana for 1559/1777/1893 HPs
Ascendant's Intervention - emergency group heal for (max) 10123/10984/11555 HPs
Bite of the Blightwolf - poison nuke for 4546/5163/5577 HPs
Halcyon Gust - HoT for 2102/2281/2399 HPs
Kralbor's Pandemic - NEW - Small disease DoT and some sort of debuff - 331/401/446 HPs/tick
Mending Counterbias - HoT recourse is 2102/2281/2399 /tick (probably more in reality, IIRC normal Counterbias is listed as 1600 ish but does more)
Qirik's Mending - heal for 5295/5829/6185 HPs

L89
Hex - magic DoT for 1267/1440/1555 a tick
Ice Floe - cold nuke for 2616/2973/3211 HPs
Nectar of Torment - nectar upgrade, starts at 1205/1369/1480 a tick
Undaleen's Venom - NEW - "fast acting" poison DoT for 2180/2477/2676 a tick
Wind of Malisene - Wind of Malis upgrade, 69/72/76 resist debuff

L90
Blood of Corbeth - group cure, 13/14/15 disease/poison counters
Frozen Gift - Frost Gift upgrade, cold nuke for 2548/2985/3127 damage
Pack of Wurt - mana free pack of Aina upgrade
Penumbra of Renewal - group HoT for 1681/1825/1920 HPs/tick
Reckless Mending - NEW - heals target for 7083/7686/8087, nukes yourself for 4923/5342/5620 damage
Spinechiller Blood - poison DoT for 958/1088/1175 HPs/tick
Splash of Glyphdust - upgrade to Runedust, same type of effects
Talisman of Soul's Unity - group Unity
Ward of Recovery - mini-Vie and HoT for 2527/2741/2884 a tick

There are also three placeholder spells, presumably in case any good ideas come up during development.

Things to note: BIG increase in personal DPS - two new fast DoTs and a mana-free wolf proc buff. A new heal which seems pretty useless (you don't really want to nuke yourself to heal another person). Some pretty pointless upgrades - Shakere's Drowse, group cure, Runedust, Feral-whatever and Winds of Malisene spring to mind.
It'll be interesting to see whether the improved avoidance and damage mods stay in. Last time they tried it, in TSS, they were pulled at the last minute due to some of the dev's dislike of percentage effects.

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 2:02 pm
by Kiiarra
All I can say is I hope we get more spell slots!

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 2:34 pm
by Tordail

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 2:41 pm
by Kiiarra

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 2:53 pm
by Retron

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 3:05 pm
by Kiiarra

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 3:58 pm
by Tordail

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 5:54 pm
by Jaybizzer

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 6:02 pm
by Brohg
Very Kunark-ey names in Spinechiller, Shiverback, Tiger. House of Thule refers to Iksar? They're all devoted to Cazic...

That's awfully tantalizing. I hope the expansion's zones are integrated with old Kunark, instead of all in a lump hanging out by themselves. That'd be excellent.

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 6:04 pm
by Brohg

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 6:11 pm
by Kiiarra

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 6:12 pm
by Kiiarra
Ack! Brohg beat me to it!

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 6:19 pm
by Kiiarra

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 6:21 pm
by Tordail

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 6:22 pm
by Tordail

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 7:06 pm
by Kiiarra

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 7:18 pm
by Jaybizzer
I didn't think about it that way. If they give it something like an 0.5 cast time it might be useful.

Re: House of Thule spells

PostPosted: Tue Jul 20, 2010 7:19 pm
by Brohg

Re: House of Thule spells

PostPosted: Wed Jul 21, 2010 2:48 pm
by Dobbs
3.8k on a crit is still fairly useless against anything UF. I was hoping for a 3-4 stage burst HoT. Low cast time, high mana, low to mid recast, and uses our heal focuses and AA's. Prob bump us even higher on the "OMG OP" list but would remain true to our HoTs remaining our main source of heals but give us the ability to heal our grp through the current and upcoming content. Since we aren't looking at much improvement in our ability to handle multiple "oh Shiza" congruently or even within a min. we need something. I know this has been hashed and rehashed elsewhere just tossing out the idea.

Re: House of Thule spells

PostPosted: Wed Jul 21, 2010 3:01 pm
by Retron
The spells file was updated again this evening (well, it's evening here in the UK!) but there was no change to any of the new shaman Thule spells. I'll post in this thread again when something changes in the spells file.

Re: House of Thule spells

PostPosted: Wed Jul 21, 2010 3:10 pm
by Dobbs

Re: House of Thule spells

PostPosted: Wed Jul 21, 2010 7:43 pm
by pagarbuk

Re: House of Thule spells

PostPosted: Wed Jul 21, 2010 10:56 pm
by Sordar-Cazic
I'm going to go out on a limb and guess that Reckless Mending is going to have a short cast time.

Edit: the new canni really, really needs a boost.

Re: House of Thule spells

PostPosted: Thu Jul 22, 2010 1:58 am
by Kumudil
Thank you very much Retron.

Pack of Wurt - mana free pack of Aina upgrade
Question .. the "Add Procc" still in same slot? Would have stacking issues with our activated aa.

Re: House of Thule spells

PostPosted: Thu Jul 22, 2010 2:39 am
by Brohg
More to the point, are these wolves archers so that they don't evaporate in ae ramp and get banned from raids for lag & push? What's that, 0% chance? Okay, don't care about this spell no matter how well it stacks then.

Re: House of Thule spells

PostPosted: Thu Jul 22, 2010 4:00 am
by riou

Re: House of Thule spells

PostPosted: Thu Jul 22, 2010 4:12 am
by riou

Re: House of Thule spells

PostPosted: Thu Jul 22, 2010 5:39 am
by Brohg
First look, I really like Reckless Mending. It casts faster than normal (not superfast, but faster than normal) and lands for 1.8k higher base than the normal heal. 1.8k higher base is a big deal; that's a 32% bigger heal than just the normal scaled-for-levels upgrade. Riskier than normal healing in raid situations, kinda, but as shaman we pretty much always have on the HoT we're casting for our group anyhow. We can have bear going. And the new Qirik's Recourse, if that works out how it appears it will. In non-raiding, it's, like, just plain better than a normal heal except for the cooldown timer, since the reflected damage is approximately meaningless.

Sigh, wtb 8 more spell gems. Maybe 12

Re: House of Thule spells

PostPosted: Thu Jul 22, 2010 7:18 am
by Ughbash

Re: House of Thule spells

PostPosted: Thu Jul 22, 2010 8:14 am
by Tordail

Re: House of Thule spells

PostPosted: Fri Jul 23, 2010 2:16 pm
by Retron

Re: House of Thule spells

PostPosted: Fri Jul 23, 2010 2:28 pm
by Tordail

Re: House of Thule spells

PostPosted: Fri Jul 23, 2010 2:52 pm
by Kaisung

Re: House of Thule spells

PostPosted: Fri Jul 23, 2010 6:11 pm
by Tordail
Oh! Thanks :oops:

Re: House of Thule spells

PostPosted: Sun Jul 25, 2010 10:43 am
by Kumudil
Same Disclaimer as Retron, likely same File, No beta no NDA

[26214/14337] Nargul's Malady Rk. II
Classes: SHM/87
Mana: 1028
Target: Single
Range: 200
Resist: Unresistable
Casting: 1,5s, Recast: 30s, Timer: 4
Duration: 12s (2 ticks)
1: Increase Disease Counter by 30
2: Decrease Current HP by 2448 per tick

(looks like solution for group-healing direct heal + some Heal-tics, possibly to avoid stacking issues made as a chain of spells casting others)
(those heal-tics seems to be coded like direct heals, so likely subjected to AA and worn foci of those getting the recourse)
[26217/14338] Qirik's Recourse Rk. II
Classes: SHM/87
Mana: 1825
Target: Caster Group
Range: 200, AE Range: 100
Beneficial: Blockable
Casting: 1s, Recast: 24s, Timer: 7
1: Increase Current HP by 5108
2: Cast: [Spell 26220]

[26220] Qirik's Persistence II
Target: Self
Beneficial: Blockable
Casting: 0s
Duration: 6s (1 ticks), Extend: Yes
1: Cast: [Spell 26226]
2: Cast on Fade: [Spell 26223]

[26226] Qirik's Alleviation II
Target: Self
Beneficial: Blockable
Casting: 0s
1: Increase Current HP by 2850

[26223] Qirik's Forbearance II
Target: Self
Beneficial: Blockable
Casting: 0s
Duration: 6s (1 ticks), Extend: Yes
1: Cast: [Spell 26226]
2: Cast on Fade: [Spell 26226]


[26250/14339] Kralbor's Pandemic Rk. II (mainly disease debuff)
Classes: SHM/88
Mana: 852
Target: Single
Range: 200
Resist: Disease -37
Casting: 3s, Recast: 1,5s
Duration: 00:01:24 (14 ticks)
1: Increase Disease Counter by 21
2: Decrease Current HP by 401 per tick
6: Decrease Disease Resist by 37



[26265/14317] Hex Rk. II
Classes: SHM/89
Mana: 1082
Target: Single
Range: 200
Resist: Magic -15
Casting: 3s, Recast: 6s
Duration: 30s (5 ticks)
1: Increase Curse Counter by 30
2: Decrease Current HP by 1440 per tick


[26274/14340] Undaleen's Venom Rk. II
Classes: SHM/89
Mana: 1040
Target: Single
Range: 200
Resist: Unresistable
Casting: 1,5s, Recast: 30s, Timer: 7
Duration: 12s (2 ticks)
1: Increase Poison Counter by 30
2: Decrease Current HP by 2477 per tick


[26286/14331] Pack of Wurt Rk. II
Classes: SHM/90
Mana: 1
Target: Self
Beneficial: Blockable
Casting: 3s, Recast: 1,5s
Duration: 00:20:30 (205 ticks), Extend: Yes
1: Add Spell Proc: [Spell 26289] Chance: 20%
2: Limit Type: Detrimental
3: Limit Effect: Current HP
6: Limit Type: Exclude Procs
7: Limit Max Level: 100 (lose 0% per level)
8: Limit Min Mana Cost: 10
10: Decrease Current Mana by 270 per tick (manadrain 270 mana/tic :evil: )


[26295/14341] Reckless Mending Rk. II
Classes: SHM/90
Mana: 2051
Target: Single
Range: 200
Beneficial: Blockable
Casting: 3s, Recast: 12s
Recourse: [Spell 26298]
1: Increase Current HP by 7686

[26298] Reckless Mending Recourse II
Target: Self
Resist: Unresistable
Casting: 0s
1: Decrease Current HP by 5342



Qirik's Recourse Rk. II + Undaleen's Venom Rk. II same timer, so a mechanic for "stance".
When real second priest closeby you can chose to launch second fastdot, otherwhise you shall think about it.
Easy way to make an option to either focus on healing or dpsing. Nice way to give a possibillity to stack better.

Re: House of Thule spells

PostPosted: Sun Jul 25, 2010 12:02 pm
by Tordail
Initial thoughts:
I am not happy with a heal that effectively nukes us.
I am not happy with any sort of a mana drain.
What the hell is a Wurt?

Re: House of Thule spells

PostPosted: Sun Jul 25, 2010 12:35 pm
by Sordar-Cazic
Wtf is up with reckless mending? 2k mana? That simply HAS to change. Everything else is looking pretty cool to me.

Re: House of Thule spells

PostPosted: Sun Jul 25, 2010 2:54 pm
by Kinadorm
If Pack of Wurt is going to have a mana drain then just drop it for something else. Maybe an aura.

Group cures are good but can they go ahead and set the cast time to something normal instead of making us buy AA's to fix it. Same deal with the AI upgrade.

Canni spell is not even a 100mana increase. That needs some adjusting.

What about a new debuff that increases poison/disease damage.

Re: House of Thule spells

PostPosted: Mon Jul 26, 2010 12:59 am
by Kiiarra
I am extremely happy with our new group heal, no complaint there (I do hope there are no stacking issues.)

However, I am distressed to see that new Pack does in fact have a mana drain. Ugh! I second having it completely removed, how worthless. For a few days I was all excited about the prospect of that spell.

My biggest concern is with Reckless Mending. I can deal with 2k mana cost, even if it is over the top. What I do not like is the 3 second cast time - this is obviously supposed to be an "oh s*%t" heal, so why is the cast time not quicker? With focus/buffs will it end up <2 seconds? I'm honestly too tired to do the math right now. If it is not I would hope that gets changed to be more in line with druid's Adrenline heals. Considering the disgusting mana cost and the nature of the spell being hazardous to yourself (and thus your group) it had better at least be fast.

Also agree with Canni being very weak.

I sincerely hope some of these issues are addressed before the new expansion rolls out. :(

Re: House of Thule spells

PostPosted: Mon Jul 26, 2010 5:43 am
by Brohg
With raid focus and cle buff haste, Reckless Mending will have a casting time of two seconds flat, compared to 2.2 seconds for our main heal.