View Full Version : Scrub's Classes 101 - Runepriest
Scrub
05-04-2007, 06:13 AM
I am creating this thread to hopefully clear up and educate people who either have chosen, or are debating on being, an Runepriest. All of the information in this thread could be changed at any time, and for all we know it may already have been. However, the information in this thread will give you a general idea on where the Runepriest class is heading so you will get a decently clear picture of what this class is capable of doing.
The Runepriest is the healer class for the Dwarf army, able to augment the power of a group and put up a decent fight on their own terms at the same time. Runepriests use the power of Dwarf runes to enhance their fighting abilities and those of their friends.
As you read you will notice a layout for actions, it is as follows:
Action Name
Description
Action Point Cost (AP)
RangeNow, with that being said, you are probably wonder what these Action Points are. Action Points determine the rate at which characters can use actions - skills, spells, etc. Action points recharge gradually over time, with a higher rate of recharge when your character is not involved in combat.
Tactics are the next area, and they are basically special traits your character develops to specialize in specific areas... whether it be gun damage, gun critical, grenade damage, etc. You can gain tactics by spending points you earn when you level up. You may change them when you are not in combat.
Last, but not least, there will be Morale abilities. These abilities are gained as you are in combat. As you attack and kill opponents your morale meter will slowly rise from 0% to 100%. There are 5 levels of Morale abilities, each at 20% increments.
The Basics
Can only be Dwarfs
Melee/Ranged Spells
Infuses himself and his allies with powerful Runes
A healing/buffing class
Seems to be difficult to kill
Light Armor (Cloth?)Alright, now that all of that is cleared up, let's continue on to their skills and abilities.
Actions - Tier 1
Rune of Striking
Damages your target.
90 AP
0-100 feet
Rune of Cleansing
Removes one negative effect from your target.
40 AP
0-150 feet
Rune of Binding
Roots your target, making them unable to move for 7 seconds. Any damage done may break the effect.
60 AP
0-100 feet
Rune of Mending
Heals your target (amount unknown).
100 AP
0-150 feet
Oath Rune of Healing
Heals your target every 5 seconds (amount unknown), and all heals on that target will be 20% more effective. The bearer of the rune can break it, instantly healing them but ending the effect.
80 AP
0-100 feet
Rune of Regeneration
Heals your target over 10 seconds (amount unknown).
90 AP
0-150 feet
Oath Rune of Fury
All of the target's offensive abilities have a 10% chance to cause additional damage. The bearer of the rune can break it, instantly dealing damage to all enemies within 30 feet, but ending the effect.
80 AP
0-100 feetTactics - Tier 1
Information Unknown
Morale - Tier 1
Healing Burst
Morale: 20%
Heals all allies within 30 feet for a large amount.
Dazzling Burst
Morale: 40%
All enemies within 30 feet have all of their stats reduced for 15 seconds.
Rune of Smiting
Morale: 60%
Range: 0-100 ft
Deals heavy damage to your target.
Thundering Burst
Morale: 80%
Damages all enemies within 45 feet of you.
Sapping Burst
Morale: 100%
Damages all enemies within 30 feet and slightly heals you.Upgrades - Tier 1
Information Unknown
Scrub
05-04-2007, 08:43 AM
Reserved 1.
Scrub
05-04-2007, 08:44 AM
Reserved 2.
Aenigma
05-04-2007, 03:52 PM
Very impressive! The runepriest has appealed to me from the start, and threads like this only make them more interesting.
Nice work on all you 101 threads BTW.
Snorri
05-05-2007, 10:11 AM
Oath runes sound very interesting indeed...
(Oath Rune of Healing, Oath Rune of Fury)
I have been longing for more Runepriest information, to get to know their class more.
So, like I have said before on the others: fantastic work Scrub!! :D :cool:
Terrific Info.
Warhost
06-03-2007, 06:45 PM
Very helpful information as always
mike-zim
06-13-2007, 07:04 AM
well i liked the sound of the runepriest but now i really want to be one. i hope for an email inviting me to closed beta. ;) never going to happen
LastHeretic
06-18-2007, 04:49 PM
woah woah.....cloth on a dwarf??
the softest armour i wana see on any dwarf is leather/mail. it just doesnt suit a dwarf to be wearing cloth : \ atleast not after tier 1 anyway
azhrarn
06-18-2007, 11:38 PM
As it says on the Rune Priest section of the WAR website:
Well armored in medium, rune-inscribed armorSo i doubt very much if there is only cloth between you and that enemy choppa. You may be wearing a robe on top of the armour, but you're not in just cloth. Expect light mail or leather.
Awendela
06-28-2007, 09:28 AM
helpful summary, will keep my eye on this topic ;)
Renraku
07-10-2007, 10:59 PM
Thanks for putting this together, I was wondering how the runes worked. I prefer classes like healers or priest. Controlling the situation and keeping my comrades alive is challenging and fun.
woah woah.....cloth on a dwarf??
the softest armour i wana see on any dwarf is leather/mail. it just doesnt suit a dwarf to be wearing cloth : \ atleast not after tier 1 anyway
They will be wearing medium armor, most likely something similar to leather, since they are a 'healing class'. Cloth is for the caster classes. =)
Dagnar Steelhammer
07-25-2007, 11:22 AM
This thread is really helpful. I'm trying to pick between hammerer and runepriest. Really the only thing that sets the runepriest off for me is the lack of offense. I know they are primarily healing and support but from what i understand all classes heals and such increase with combat. Is this not true for the runepriest?
Soulsmith
07-27-2007, 03:37 AM
hmmm this si really interesting information. Im just wondering though, are they like shamans? Do they have to hurt to build up their version of mana to heal better? cos if its just healing thats quite lame.
Hiddenblade
08-02-2007, 12:19 PM
Very nice info, well done. Stuff like this makes me want to be a runepriest even more.
Spikenog
08-06-2007, 05:55 PM
Great work on these threads Scrub! Really looking forward the runepriest once the game launches (or by some miracle I get into beta), thanks for the info. :D
Skozat
08-13-2007, 08:04 AM
Just wanted to say that I love your 101 threads Scrub. Good job.
pippin
09-08-2007, 03:01 PM
man scrub these are really nice and helpful (keep 'em coming!!)
evsky
09-09-2007, 04:36 AM
Hi, does anyone have any info on what other weapons Runepriests may be able to weild or is it just strictly Rune staffs?
I think i hear something about them crafting rune weapons to use.
Any info??
Konrad Siegesruf
09-09-2007, 05:05 AM
Runestaves, possibly with hammerheads 8)
Varking
09-15-2007, 09:18 AM
I just wanted to say thank you for doing these threads, because they make the information easy to read and all in one place.
Salka Valka
10-15-2007, 07:10 AM
I dont know if this is new to anybody or even if its true, but ill just paste this stuff i stole from a russian forum. Hope this is no nda stuff or some tt stuff hehe.
Healer Tactics
Infinite Knowledge, Increases your Intelligence by +1 per level.
Devotion, Increases your Willpower by +1 per level.
Infusion Of Power, You will regain 5 action points every second.
Subtlety, All of your attacks will cause your enemy to hate you 5% less than normal. This has no effect on enemy players.
Restorative Burst, Any time you critically heal an ally, you will regain 75 action points.
Aggressive Focus, You deal 5% more damage, but all of your heals are 5% less effective.
Reabsorption, Any time an enemy disrupts your attacks, you will regain 50 action points.
Desperation, Your heals will become 20% more effective if your target is critically wounded.
Healer Morale
Steal Life, Your target suffers high damage over 9 seconds, and you are healed for a portion of the damage dealt. (Rank 1)
Doom And Darkness, For the next 7 seconds, your target regains action points 50% more slowly, and their normal morale gain will stop. (Rank 2)
Rampaging Siphon, Deals high damage to all enemies within 30 feet, and heals your entire group for a portion of the damage dealt. (Rank 3)
Wind Of Death, All enemies within 30 feet suffer very high damage over 9 seconds. Anyone afflicted by this effect will have all of their stats (except Wounds) reduced. (Rank 4)
Subtlety, For the next 10 seconds, none of your attacks will make the enemy hate you more. This will not affect enemy players. (Rank 1)
Focused Mind, For the next 7 seconds, you will ignore any silencing, disarming, interrupting, or disorienting effects, and your abilities can not be set back as you are building them up. (Rank 2)
Divine Protection, Everyone in your group is surrounded by a protective shield, which will absorb a large amount of damage from melee abilities. (Rank 3)
Alter Fate, Resurrects all allies within 30 feet. Anyone who is brought back from the dead will also be healed for a large amount over 9 seconds. (Rank 4)
Dwarf
Dwarf Tactics
Stoutness Of Stone, Increases your Toughness by +1 per level.
Stubbornness, Increases your Corporeal resistance.
Earthen Protection, Any Corporeal healing spells become 5% more effective on you, and you take 5% less damage from Corporeal attacks.
Ancestral Inheritance, Increases your Armor.
Unyielding Purpose, Any effects which reduce your run speed are 25% less effective against you.
Dwarf Morale
Grudge-Born Fury, A melee attack that deals high magical damage.
Request Strafing Run, Deals heavy damage to all enemies in front of you, up to 65 feet away.
Unleash The Reckoning, Your entire group deals 20% more damage for 10 seconds.
Retribution, All enemies within 30 feet are afflicted by the Rune of Retribution for 10 seconds, which will deal damage to them every time they use an ability.
Quaff Ale, A protective aura surrounds you, and will absorb damage for a few moments.
Mountain Spirit, Increases armor and all resistances for your entire group, for 15 seconds.
Grungni's Cleansing, Removes all hostile effects from your entire group.
Firmly Grounded, Increases your chance to disrupt enemy spells by 75% for 10 seconds.
Runepriest
Runepriest Abilities
Rune of Mending, Heals your target for a moderate amount.
Rune Of Striking, A basic magical attack that damages your target.
Oath Rune Of Fury, All of the target's offensive abilities gain a 10% chance to cause additional damage. The bearer of the rune gains the ability to damage all enemies around themselves.
Oath Rune of Sanctuary, Your target's armor is increased by 20%. The bearer of the rune gains the ability to protect themselves with a magical barrier which will absorb some damage. A player can only hold a single Oath Rune at a time.
Rune of Immolation, Your target begins to Burn, taking damage over 10 seconds.
Rune of Regeneration, Heals your target over 10 seconds.
Rune of Binding, Roots your target, making them unable to move for 7 seconds. Any damage done may break the effect.
Rune Of Life, Resurrects your target.
Master Rune of Adamant, Carve a rune on the ground which lasts for 2 minutes. Increases Strength and Toughness for all groupmates who stay within 65 feet of that spot.You may only use one Master Rune at a time.
Blessing of Valaya, Slightly heals your entire group.
Rune Of Cleansing, Removes one negative effect from your target.
Spell-Eater Rune, Damages your target and Silences them for 5 seconds, making them unable to use magic.Only usable after you disrupt an enemy's magic.
Oath Rune of Fortune, Your target regains 5 more Action Points per second. The bearer of the rune gains the ability to instantly restore some of their Action Points. A player can only hold a single Oath Rune at a time.
Master Rune of Spellbinding, Carve a rune on the ground which lasts for 2 minutes. Increases all resistances for all groupmates who stay within 65 feet of that spot.
Rune of Restoration, Greatly heals your target.
Rune of Sundering, Deals damage to all enemies in front of you, and knocks them away.
Master Rune of Smiting, Carve a rune on the ground which lasts for 2 minutes. Increases Intelligence and Willpower for all groupmates who stay within 65 feet of that spot.
Oath Rune Of Rebirth, Increases your target's Wounds. The bearer of the rune can break it while dead, instantly resurrecting themselves but ending the effect.You may only have one Oath Rune of Rebirth active at a time, and a player can only hold a single Oath Rune at a time.
Grimnir's Fury, A powerful rune strikes the ground, damaging all enemies within 30 feet of that spot. For the next 15 seconds, any enemies within that area will be damaged and snared, reducing their runspeed by 40% while they remain in the area.
Runepriest Tactics
Runic Artisan, The passive bonuses of your Oath Runes are 5% more effective.
Soften Metal, Immolate will greatly reduce the target's Armor.
Steady Hand, Your magical attacks cost 10% fewer action points.
Efficient Runecrafting, Your healing abilities cost 10% fewer action points.
Master Runecrafter, Your Master Runes cost 25% fewer action points.
Hastened Mending, You can cast Blessing of Valaya 1 second faster.
Inspiring Restoration, Any time you resurrect a player, your entire group will gain 10 seconds worth of morale.
I'll Not Be Quiet, You have a 25% chance to ignore the effects of any attacks that set you back or interrupt you while casting.
Runic Empowerment, Your Master Runes are 10% more effective.
Ancestor's Gift, Rune of Restoration will now also give 5 seconds worth of morale to your target.
Ancestor's Wrath, Any of your magical attacks have a 25% chance to not cost any action points.
Healing Resonance, Your healing abilities have a 25% chance to also heal the target for an additional amount over 9 seconds.
Runic Expansion, Your Master Runes have a 25% larger radius.
Sundered Motion, Rune of Sundering will now snare anyone that it strikes, reducing their run speed by 60% for 5 seconds.
Imposing Blasts, Any time you critically hit with a magical attack, your enemy will lose 5 seconds worth of morale.
Ancestor's Blessing, Your healing abilities have a 25% chance to also grant 50 action points to the target.
Runepriest Morale
Rune Of Insanity, Your target takes high damage, and loses 200 action points.
Rune Of Spite, For the next 10 seconds, everyone in your group has a 50% chance to become healed after they take any damage.
Dazzling Burst, All enemies within 30 feet have all of their stats (except Wounds) reduced for 7 seconds.
Rune Of Courage, Your entire group regains health and action points over 15 seconds.
Voevoda
10-15-2007, 01:22 PM
Thanks a lot Salka Valka. I have been waiting so long for the Runepriest info, and bam there it is! If you don't mind, can you please post the name of the Prussian site or just PM it to me. I can read Russian.
Loekii
10-16-2007, 08:56 AM
As it says on the Rune Priest section of the WAR website:
Well armored in medium, rune-inscribed armorSo i doubt very much if there is only cloth between you and that enemy choppa. You may be wearing a robe on top of the armour, but you're not in just cloth. Expect light mail or leather.
I would hope that means 'medium METAL' -- chainmail as opposed to leather.
Dwarfs are sturdy folk, melee focused, and brave. Even their system - Grudge - is based upon getting into the thick of it, rather than simply sitting back and hiding in back lines.
I hope they ditch the 'robes' and go with something more along the lines of chain and tunics.
In my opinion, they should be Battle-Clerics, not Mages.
Well, if you take a look at artwork and screenshots featuring engineers, you'll notice that their armour has a pretty leathery look - and in the description it's called light armour. That hints towards metal armour underneath the robes of a rune priest - the shoulderpads definitely look like metal to me.
Raith
10-22-2007, 12:31 PM
Great thread! I hope Runepriest will be as fun as they are looking to be.
When I see medium armor, i'm thinking leather mostly...maybe some light mail in the art work, but mostly leather covered by cloth on the outside. I'd like to see less in the "robes" department and more options with pants, capes, hoods, helmets and glvoes.
Just things to mix up the look so we don't look like a generic priest. Rune inscribed armor gives me some hope as a description.
The rune spells also look pretty good. Nice mix of offensive and defensive abilities. Can't wait to play this class!
harkan
10-23-2007, 06:01 AM
while i love this info, i adore it actually it feels like leaked beta info and thats illgale on this site i think.
Voevoda
10-30-2007, 03:17 PM
It was probably gathered by someone who attended a games convention and played a premade runepriest character. That's who most already known skills found its way on this site. No one is breaking the law!
dutch_gamer
10-31-2007, 05:37 PM
Great thread! I hope Runepriest will be as fun as they are looking to be.
When I see medium armor, i'm thinking leather mostly...maybe some light mail in the art work, but mostly leather covered by cloth on the outside. I'd like to see less in the "robes" department and more options with pants, capes, hoods, helmets and glvoes.
Just things to mix up the look so we don't look like a generic priest. Rune inscribed armor gives me some hope as a description.
The rune spells also look pretty good. Nice mix of offensive and defensive abilities. Can't wait to play this class!
It seems that medium armor in this game isn't leather but chainmail mostly. Warhammer tends to call leather light armor and cloth is seen as no armor.
The Bright Wizard Look
# Effectively unarmored, wearing elaborate and often enchanted robes and regalia.
Zealot Look
# Essentially unarmored, in heavy robes and other ritual vestments and regalia
Another good example is the Choppa who wears light to moderate armor, which looks like leather and some chainmail as well. The Magus wears light armor, but they also seem to have some pieces made out of plate (shoulder and helmet).
Just wanted to show that medium armor is called light armor.
Following some good art of what to expect for the Runepriest:
http://static3.filefront.com/images/personal/k/Kilrogg00/103956/xmelqkqrjq.jpg
Just in case you want to see more art of the armor of other careers:
http://gallery.filefront.com/Kilrogg00/103956////////1/1
Gorrr
10-31-2007, 07:26 PM
nice...
it's gonna be hard beating dwarf teams with smart rune healers... oh well i lll probably be on chaos vs empire lands anyways =P
Gretha
11-01-2007, 05:11 AM
This Runepriest armor doesn't look that bad.
Makes the Priest/Engineer decision even tougher :confused:
Wait a moment
Alter Fate, Resurrects all allies within 30 feet. Anyone who is brought back from the dead will also be healed for a large amount over 9 seconds. (Rank 4)
is it confirmed?
I can aleady hear the greenskins cursing :twisted:
Spiky Yellowteef
11-06-2007, 09:26 AM
This Runepriest armor doesn't look that bad.
[/b]is it confirmed?
I can aleady hear the greenskins cursing :twisted:
That skill and all of the Healer tactics and morale looks like Zealot skills and tactics. We know that the Zealot has a Subtlety tactic according WAR-recourse.
Feigro
11-06-2007, 09:34 AM
is it confirmed?
I can aleady hear the greenskins cursing :twisted:
That skill and all of the Healer tactics and morale looks like Zealot skills and tactics. We know that the Zealot has a Subtlety tactic according WAR-recourse.
Such is the nature of the "Healer" category. They're archetype based in such that all Healers have access to them. Just as all Dwarfs have access to those "Dwarf" Morale abilities. The combat system podcast (http://mythicmktg.fileburst.com/war/us/media/flash/2007-09_pp_CombatSystem.html) specifies this for Morale abilities, though it wouldn't (doesn't) surprise me that there are such Racial/Archetypal categories for Tactics as well.
Oh and Gretha, technically, nothing is confirmed. ;)
Eldrik
11-06-2007, 09:40 AM
I was originally going to play RP but ive been converted to Shaman. But I have to say the RP looked pretty cool in that mock Altdorf Siege in the newsletter. The one I saw looked like a standard bearer, cept with the flag on his back! Very cool. I will enjoy taking that as a trophy! *Cackles, then disappears after an explosion of green smoke.*
I also doubt that Alter Fate is an instant cast, I can picture it now. "Rise my fellow warriors of the Karak a Karaz!" *Begins casting*... *Interupted by the cheeky Shaman Eldrik Legbita*... *Orc Choppas finish the job*...
Dastion
11-11-2007, 05:22 PM
Wow, I've seen some of the info for runepriests but I didn't know anything about the higher tier abilities or tactics.. it looks freaking amazing. It's good to see that they will have a knockback. I seem to remember seeing one on war-resource.com called "Away with you" that knocked everyone around you away (but that was a morale ability).
And yes, everyone has 3 types of tactics and morale abilities. Career Specific, Race Specific, and Archetype Specific, so things should be fairly balanced since all of the "big" things are in the archetype specific morale and tactics. I wish we had more information about them though. This is the first Mythic game/xpac that I haven't been on the beta side of, so it kills me to not be the one holding all the secrets, lol.
I love all of the 25% chance abilities that you can tack(tic) onto your heals. Giving someone morale while healing them will be huge.
Runepriests seem to be very much the "opposite" of Zealots in some ways. Runepriests have specific buffs and ground based group buffs, while Zealots have buffs and ground based debuffs... and of course each has their "flare" that makes them different. The Runepriest's trigger abilities off of his buff (a triggerable rez!? Wow!), while the Zealot has his Harbinger stuff.
Radiohead316
11-13-2007, 08:14 AM
Where did you get this info Dastion? I didn't know anything that specific was released.
Dastion
11-15-2007, 10:06 PM
Where did you get this info Dastion? I didn't know anything that specific was released.
Read the entire thread, the bit i was obviously referencing to (i.e. NOT my own info) is on the second page where someone posted a ton of Runepriest abilities from a russian forum :-)
But, I'm not in beta if that is what you were getting at, and if i was I wouldn't even be commenting on any abilities even if other people posted them.
Gorrr
04-28-2008, 09:47 PM
I dont know if this is new to anybody or even if its true, but ill just paste this stuff i stole from a russian forum. Hope this is no nda stuff or some tt stuff hehe.
Healer Tactics
Infinite Knowledge, Increases your Intelligence by +1 per level.
Devotion, Increases your Willpower by +1 per level.
Infusion Of Power, You will regain 5 action points every second.
Subtlety, All of your attacks will cause your enemy to hate you 5% less than normal. This has no effect on enemy players.
Restorative Burst, Any time you critically heal an ally, you will regain 75 action points.
Aggressive Focus, You deal 5% more damage, but all of your heals are 5% less effective.
Reabsorption, Any time an enemy disrupts your attacks, you will regain 50 action points.
Desperation, Your heals will become 20% more effective if your target is critically wounded.
Healer Morale
Steal Life, Your target suffers high damage over 9 seconds, and you are healed for a portion of the damage dealt. (Rank 1)
Doom And Darkness, For the next 7 seconds, your target regains action points 50% more slowly, and their normal morale gain will stop. (Rank 2)
Rampaging Siphon, Deals high damage to all enemies within 30 feet, and heals your entire group for a portion of the damage dealt. (Rank 3)
Wind Of Death, All enemies within 30 feet suffer very high damage over 9 seconds. Anyone afflicted by this effect will have all of their stats (except Wounds) reduced. (Rank 4)
Subtlety, For the next 10 seconds, none of your attacks will make the enemy hate you more. This will not affect enemy players. (Rank 1)
Focused Mind, For the next 7 seconds, you will ignore any silencing, disarming, interrupting, or disorienting effects, and your abilities can not be set back as you are building them up. (Rank 2)
Divine Protection, Everyone in your group is surrounded by a protective shield, which will absorb a large amount of damage from melee abilities. (Rank 3)
Alter Fate, Resurrects all allies within 30 feet. Anyone who is brought back from the dead will also be healed for a large amount over 9 seconds. (Rank 4)
Dwarf
Dwarf Tactics
Stoutness Of Stone, Increases your Toughness by +1 per level.
Stubbornness, Increases your Corporeal resistance.
Earthen Protection, Any Corporeal healing spells become 5% more effective on you, and you take 5% less damage from Corporeal attacks.
Ancestral Inheritance, Increases your Armor.
Unyielding Purpose, Any effects which reduce your run speed are 25% less effective against you.
Dwarf Morale
Grudge-Born Fury, A melee attack that deals high magical damage.
Request Strafing Run, Deals heavy damage to all enemies in front of you, up to 65 feet away.
Unleash The Reckoning, Your entire group deals 20% more damage for 10 seconds.
Retribution, All enemies within 30 feet are afflicted by the Rune of Retribution for 10 seconds, which will deal damage to them every time they use an ability.
Quaff Ale, A protective aura surrounds you, and will absorb damage for a few moments.
Mountain Spirit, Increases armor and all resistances for your entire group, for 15 seconds.
Grungni's Cleansing, Removes all hostile effects from your entire group.
Firmly Grounded, Increases your chance to disrupt enemy spells by 75% for 10 seconds.
Runepriest
Runepriest Abilities
Rune of Mending, Heals your target for a moderate amount.
Rune Of Striking, A basic magical attack that damages your target.
Oath Rune Of Fury, All of the target's offensive abilities gain a 10% chance to cause additional damage. The bearer of the rune gains the ability to damage all enemies around themselves.
Oath Rune of Sanctuary, Your target's armor is increased by 20%. The bearer of the rune gains the ability to protect themselves with a magical barrier which will absorb some damage. A player can only hold a single Oath Rune at a time.
Rune of Immolation, Your target begins to Burn, taking damage over 10 seconds.
Rune of Regeneration, Heals your target over 10 seconds.
Rune of Binding, Roots your target, making them unable to move for 7 seconds. Any damage done may break the effect.
Rune Of Life, Resurrects your target.
Master Rune of Adamant, Carve a rune on the ground which lasts for 2 minutes. Increases Strength and Toughness for all groupmates who stay within 65 feet of that spot.You may only use one Master Rune at a time.
Blessing of Valaya, Slightly heals your entire group.
Rune Of Cleansing, Removes one negative effect from your target.
Spell-Eater Rune, Damages your target and Silences them for 5 seconds, making them unable to use magic.Only usable after you disrupt an enemy's magic.
Oath Rune of Fortune, Your target regains 5 more Action Points per second. The bearer of the rune gains the ability to instantly restore some of their Action Points. A player can only hold a single Oath Rune at a time.
Master Rune of Spellbinding, Carve a rune on the ground which lasts for 2 minutes. Increases all resistances for all groupmates who stay within 65 feet of that spot.
Rune of Restoration, Greatly heals your target.
Rune of Sundering, Deals damage to all enemies in front of you, and knocks them away.
Master Rune of Smiting, Carve a rune on the ground which lasts for 2 minutes. Increases Intelligence and Willpower for all groupmates who stay within 65 feet of that spot.
Oath Rune Of Rebirth, Increases your target's Wounds. The bearer of the rune can break it while dead, instantly resurrecting themselves but ending the effect.You may only have one Oath Rune of Rebirth active at a time, and a player can only hold a single Oath Rune at a time.
Grimnir's Fury, A powerful rune strikes the ground, damaging all enemies within 30 feet of that spot. For the next 15 seconds, any enemies within that area will be damaged and snared, reducing their runspeed by 40% while they remain in the area.
Runepriest Tactics
Runic Artisan, The passive bonuses of your Oath Runes are 5% more effective.
Soften Metal, Immolate will greatly reduce the target's Armor.
Steady Hand, Your magical attacks cost 10% fewer action points.
Efficient Runecrafting, Your healing abilities cost 10% fewer action points.
Master Runecrafter, Your Master Runes cost 25% fewer action points.
Hastened Mending, You can cast Blessing of Valaya 1 second faster.
Inspiring Restoration, Any time you resurrect a player, your entire group will gain 10 seconds worth of morale.
I'll Not Be Quiet, You have a 25% chance to ignore the effects of any attacks that set you back or interrupt you while casting.
Runic Empowerment, Your Master Runes are 10% more effective.
Ancestor's Gift, Rune of Restoration will now also give 5 seconds worth of morale to your target.
Ancestor's Wrath, Any of your magical attacks have a 25% chance to not cost any action points.
Healing Resonance, Your healing abilities have a 25% chance to also heal the target for an additional amount over 9 seconds.
Runic Expansion, Your Master Runes have a 25% larger radius.
Sundered Motion, Rune of Sundering will now snare anyone that it strikes, reducing their run speed by 60% for 5 seconds.
Imposing Blasts, Any time you critically hit with a magical attack, your enemy will lose 5 seconds worth of morale.
Ancestor's Blessing, Your healing abilities have a 25% chance to also grant 50 action points to the target.
Runepriest Morale
Rune Of Insanity, Your target takes high damage, and loses 200 action points.
Rune Of Spite, For the next 10 seconds, everyone in your group has a 50% chance to become healed after they take any damage.
Dazzling Burst, All enemies within 30 feet have all of their stats (except Wounds) reduced for 7 seconds.
Rune Of Courage, Your entire group regains health and action points over 15 seconds.
Some of this stuff is already known, but some might be sneaked in from Beta... but if yer not in beta, there is nothing for you to worry about - you didn't sign the contract.
Seeing how it's a russian forum, supposedly.... as a russian myself, i can tell ya that the chances of this being sneaked in from closed beta breaking NDA are pretty good...
Or maybe it's all made up stuff based on already known things.
Dunhill
04-29-2008, 02:50 PM
Some of this stuff is already known, but some might be sneaked in from Beta... but if yer not in beta, there is nothing for you to worry about - you didn't sign the contract.
Seeing how it's a russian forum, supposedly.... as a russian myself, i can tell ya that the chances of this being sneaked in from closed beta breaking NDA are pretty good...
Or maybe it's all made up stuff based on already known things.
This is thread necromancy, btw. The thread died last year.
Foul Being
05-12-2008, 08:49 AM
Like i said before: I'd like to have a rp cover my back (oath runes rule!) but playing one isnt alot of fun until your level 30+ (pve going uber slow?)
BileBoy
05-13-2008, 11:17 AM
Like i said before: I'd like to have a rp cover my back (oath runes rule!) but playing one isnt alot of fun until your level 30+ (pve going uber slow?)
Yes, but you can get XP from pvp! With that, if RP's suck at soloing PvE, then I know what I'm doin!! :-P
seirios
05-15-2008, 07:41 PM
i'd love to roll a runepriest, but the sight of those giant neon-light runes flashing every time i cast a spell gets to my nerves. its not like their spell graphics(which are cool), rune's apearence just sux...
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