Why the Seren Spells WILL NOT create a full support role at ANY current bosses
I've seen this misconception ALOT around the community lately, with people wanting a support role and thinking that the upcoming Seren Spells that will be released in August will provide that kind of role for current bosses and very specifically Raids. I'm now going to burst that bubble and go through the COMBAT SPELLS that have been confirmed they will be adding to the Ancient Magick spell-book and explain exactly why they won't offer a full support role.
DISCLAIMER: By full support role I mean a player whose job will be to use these spells to provide heals and other benefits for other roles at various boss fights. So instead of focusing on DPS or tanking, they will use these spells.
SECOND DISCLAIMER: I'm not saying these spells won't be useful at current bosses/Raids. I'm just saying they're not useful (OP) enough to make it worth losing a DPS/Tank for these spells.
THIRD DISCLAIMER: I’m not saying a support role is a bad thing at bosses, just saying that these spells aren’t going to create one for current bosses. Future bosses is a different story.
All these were taken from this thread on the RSOF: http://services.runescape.com/m=forum/forums.ws?16,17,677,65618472
check it out there are a shitton of cool skilling spells on there that have no bearing on this conversation
A channelled spell, the caster must remain motionless whilst casting this spell, lasts about 30 seconds. Protects anyone stood within the shield from up to 50% of any damage they receive. Benefits of the spell drop by 50% for every new shield dome effect you've been under recently, meaning that you should use them at the right time rather than chain them together. Stacks with other forms of damage reduction. This also comes with This also comes with a 5% accuracy reduction (for shooting through a bubble).
This spell is going to be AMAZING for tanks. It's essentially going to be Reflect (the ability) that lasts for 30 seconds. Obviously it will stop adrenaline gain due to being channeled so it might be best to use it when you know you can use another defensive Threshold right after. Base Tanks at Durzag and Yakamaru will benefit greatly from this, and so will minion tanks. Hell even Bomb/Base tanks at Vorago could make some damn good use of this one. BUT is it worth it for ANY team at ANY boss to sacrifice a DPS/Person who could do another useful role just so he can stop attacking and protect himself from damage? Especially when this spell will have diminishing returns. No.
Wards a player meaning you will take the next attack they would receive. Currently lasts about 6 seconds, roughly. You no longer teleport to them. The damage you take is reduced by 5%.
Useful for something like KK or Phase 2 of Durzag (or not as I can see Chargers popping this ALOT) where you will need to be saving players from high damage attacks. But this would really just be a spell that EVERY mager uses (considering that the only reason for ANYONE using magic to be on the Normal spellbook will be debuffs after these spells come out) rather than a designated support role.
Restores a little bit of familiar HP and familiar special attack energy each tick. Not as efficient as restore potions, but works over all familiars in the area. Also has a chance to save a familiar scroll.
Eh... just... eh. Might be nice for Yakamaru once they fix the bug that kills familars extend the bug to legendary pets. This one is just meh anywhere, never mind it being useful in team bosses. It will be quite good for Slayer/Kiln/Araxxor though :)
Allows anyone to store HP in the totem (hurting that player) so that someone else can claim that health when they need it. The amount of health taken will only be enough to restore the player to full health. The idea is to allow a couple of support roles who bring the food/healing effects, and allowing their allies to take the offensive stuff.
If this works like Heal Other on Lunars ATM (meaning the damage is blocked by Barricade) then it will just fill in for the Ranged Healer role at Yakamaru, and serve to replace that spell for HV at KK. Considering we already have a healer role this might just make it a little easier. OR if they make it so that Barricade does not block the damage this will instantly be a really shit alternative. Though it will mean that Mage players can take over the heal role at Yakamaru (as honestly any DPS player should be using Ranged due to Yakamaru's weakness). So at best this will just change up an already functional role at Yakamaru.
Creates a totem that an ally can click on to immediately teleport to, so that they can escape damage. Does not put surge or barricade on cooldown.
This will obviously make dodging Sand and Sharknado attacks at Yakamaru smoother (as you could use a Totem to get out, and then Surge right back in). This will also be an absolute Godsend on P4 Rago as well as TS rotations, and really a handy tool for Bomb and Base tanks after they take Bleeds. Hell once someone at Durzag has used Devotion and Barricade on P2 they can use this to quickly get out so the next person can Voke. But like the Intercept spell this is something that EVERYONE should be using as opposed to one designated role.
Opal dart - An offensive air based spell. Less damaging than the other ancient magic spells, but with a secondary effect that allows totems to stay around longer.
Sapphire dart - An offensive water based spell. Less damaging than other ancient magic spells, but with a secondary effect that buffs totems making their effects more powerful on the next tick.
Emerald dart - An offensive earth based spell. Less damaging than other ancient magic spells, but with a secondary effect that gives the caster damage reduction. Stacks for up to 5% damage reduction. This stacks with other forms of damage reduction.
Ruby dart - An offensive fire based spell. Less damaging than other ancient magic spells, but with a secondary effect that gives allies (but not the caster) a damage boost to all attack styles. Stacks up to 3% damage boost and stacks with other forms of damage boosting. To obtain this buff you must be within 2 tiles of the caster.
All of these are fairly useful, especially for tanks and anyone using the other spells. I can see tanks using the last two, as all DPS players will be using normal Ancient Magick Spells (as their effects are going to be working with abilities with this update). So... these would be part of a support role IF said support role was fully provided here.
That's basically the gist of it. Support roles are a fun and interesting aspect that could be added to PVM in future bosses, but that would require a boss that is VERY different than any current bosses we have. Seren spells are... a small start to having the ability to provide one, but ALOT more is needed both from required spells AND suitable bosses