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The Spirit Realm • View topic - Splash of Runedust

Splash of Runedust

Spell, Spell Quest, Aura, Totem and AA discussion.

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Splash of Runedust

Postby Maccuul » Mon Jun 14, 2010 2:16 pm

Could one of the CL look into getting this spell fixed to something a bit more useful?

The snare when it does happen isnt even enough to stop newbie zone mobs from running, we have better options to ae slow, and darn if I detect a noticeable parse difference on the debuff.

Frankly I find True North more useful than Splash as it stands now. It doesnt do anything well or even remotely reliably.
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Re: Splash of Runedust

Postby Retron » Mon Jun 14, 2010 3:03 pm

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Re: Splash of Runedust

Postby Ughbash » Mon Jun 14, 2010 3:36 pm

I think it would be more useful and more likley to be used if it was not a free targetting spell.

Though honestly I would rather see 3 seprate spells not a random chance of one of three.
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Re: Splash of Runedust

Postby Brohg » Mon Jun 14, 2010 6:31 pm

I find it unusable against group mobs due to the 30s cooldown and only 1/3 shot to work at all (slowing & snaring count as total whiffs). The ac debuff is strong enough to justify breaking the spell out against raid targets, but just like Uhgbash, I wish I could just cast the damned spell instead of throwing the splash every 30s and hoping.
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Re: Splash of Runedust

Postby Kumudil » Tue Jun 15, 2010 1:39 am

[22554/14236] Splash of Runedust Rk. II
Classes: SHM/85
Mana: 1744
Target: Target Ring AE
Range: 150, AE Range: 35
Resist: Unresistable
Casting: 3s, Recast: 30s
AE Waves: 2
Max Targets: 5
2: Increase Melee Delay by 40% (no duration shown on this effect)
3: Cast: Runedust Slow II Chance: 30%
4: Cast: Runedust Immotility II Chance: 30%
5: Cast: Runedust Etching II Chance: 40%

spellparsers show it as this.
3,4,5 I see happen occassionaly, but the slow from 2 I never have seen as far as I remember. The spellparser shows this without a triggerchance, so this slow-component should happen always. On the other Hand there is no duration shown for it, so thats maybe the problem.

If we compare it with the procc of Listlessness we see its of same effect but stronger. So it should be always on the mobs.

[19488] Listlessness Trigger
Target: Single
Range: 100
Resist: Disease -50
Casting: 0s, Recast: 1.5s
Duration: 18s (3 ticks)
Recourse: Listless Health Chance
2: Increase Melee Delay by 25%
3: Increase Disease Counter by 16


I am with Brohg here about this random stuff. I would rather like it to be something like the following:

[22554/14236] Splash of Runedust Rk. II
Classes: SHM/85
Mana: 1744
Target: Target Ring AE
Range: 150, AE Range: 35
Resist: Unresistable
Casting: 3s, Recast: 30s
Duration: 60s (10 ticks) .. same as Runedust Etching
AE Waves: 2
Max Targets: 5
2: Increase Melee Delay by 40%
5: Cast: Runedust Etching II Chance: 100%



or even better looking at our pbae it could be a complement of it:

[19458/14219] Grezan's Drowse Rk. II
Classes: SHM/82
Mana: 500
Target: Caster PB
Range: 100, AE Range: 50
Resist: Magic -130
Casting: 1.25s, Recast: 30s, Timer: 2
Duration: 18s (3 ticks)
Recourse: Grezan's Recourse
8: Decrease Melee Haste by 50%

would combine fine with something like:

[22554/14236] Splash of Runedust Rk. II
Classes: SHM/85
Mana: 1744 (one shot only not 2 waves, so maybe could be as well lowered a little in manause)
Target: Caster PB
Range: 100, AE Range: 50
Resist: Magic -130
Casting: 1.25s, Recast: 30s, Timer: 5 (whatever timer here but different to grezan)
Duration: 60s (10 ticks) .. same as Runedust Etching
2: Increase Melee Delay by 40%
5: Cast: Runedust Etching II Chance: 100%
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Re: Splash of Runedust

Postby Retron » Tue Jun 15, 2010 10:58 am

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Re: Splash of Runedust

Postby Sowslow » Tue Jun 15, 2010 1:05 pm

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Re: Splash of Runedust

Postby Retron » Tue Jun 15, 2010 2:38 pm

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Re: Splash of Runedust

Postby Sowslow » Tue Jun 15, 2010 3:27 pm

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Re: Splash of Runedust

Postby Sordar-Cazic » Tue Jun 15, 2010 9:55 pm

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Re: Splash of Runedust

Postby Maccuul » Wed Jun 16, 2010 5:57 am

I would love to see a parse of when the ac debuff becomes more useful than me throwing out another DoT in a group situation...
With a 1 in 3 chance I am betting me tossing a DoT (or heck a nuke) out is far more reliable dps than praying for the ac debuff to appear.

Maybe the AC debuff is useful on raids but its totally unreliable as it stands now.
With a 1 minute duration your pretty much casting it every time it refreshes to have any hope of keeping it on a raid target as well.
So I just see it as a 1 min burst to dps if you happen to get lucky.

Still more reliable in group for somebody to use a proc snare when you dont have a snare class available than casting runedust and its weak snare.
I tested it in Field of Bone. It may say 30% but it barely slows them down at all when they run if you are even lucky enough for it to proc.
That is newbie mobs without the insane run speeds most of the higher level mobs seem to have these days.
Again with a 1 min duration you have to get lucky at exactly the right moment as the mob begins to flee.
Personally I use my sap encrusted brach for this situation or if I have to use it Rusty Oil Spitter.

The slow might be useful if it ever lands but its not a stacking slow (IE Tigir/Turgur/Balance etc) so if you have a slowable mob it bounces.
You would have to use Drowse for the slow to be effective.
Not to mention your back to reliabity issues and you are better off with Lassitude memmed not only does it stack its more aggro for the tank.
The only benefit I really see to this is the resist adjustment... but its still just a shot in the dark.

Maybe it is not a top priority but the darn thing needs some help.
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