Runepriest Changes (namely dps)
Posted: Fri Feb 12, 2021 1:56 pm
Runepriests haven't really been touched in a couple years, and there are a few changes that could add build diversity and generally improve the feel of the class.
Primary Changes
1. The middle tree master rune is not useful (-.25 second off build times).
Recommendation: Change the rune to a morale pump rune. Zealots have a self morale pump and destruction in general has more morale pumps than order. This would balance the factions more and replace a relatively useless ability
2. Grimnir's fury is lackluster (5 second cast AoE 30 foot Rez).
Recommendation: Replace with a unique Dps/Heal AoE ability. i.e. A 3 second channeled ability that does AoE damage and heals your group for half the damage. The other 2 trees have a dps/heal ability, and it is a unique AoE healing ability.
3. DPS Runepriests are missing a burst ability (like sear or fury of asuryan).
Recommendation: Change rune of fortune to be a 1 second cast ability (lower the damage to compensate, and give it a 5 second cooldown). It currently replaces Rune of Striking, but instead it could fill a gap RP's have.
Alternatively, lower the cooldown of rune granted abilities to 20 or so seconds. This would allow RP's to use the ability in a rotation and add more choice/diversity. (May affect other classes, debatable whether it should be lower cooldown for RP themself)
There are other quality of life changes that would be nice, like lowering the cooldown of breaking/harbinger, taking buffs off GCD out of combat, and/or making them uncleansable. But these 3 changes are the ones I think would most positively impact the game and RP's in general. It would increase build diversity, both in healing and dps, doesn't substantially change the nature of the trees (keeping them single target/longer duration effects/AoE rather than healing vs dps like the other healers), and breathes some life into RP players, which haven't had exciting developments in a very long time.
Ultimately these are the RP changes I think would most positively affect the game without making them overpowered. Let me know what you think!
Primary Changes
1. The middle tree master rune is not useful (-.25 second off build times).
Recommendation: Change the rune to a morale pump rune. Zealots have a self morale pump and destruction in general has more morale pumps than order. This would balance the factions more and replace a relatively useless ability
2. Grimnir's fury is lackluster (5 second cast AoE 30 foot Rez).
Recommendation: Replace with a unique Dps/Heal AoE ability. i.e. A 3 second channeled ability that does AoE damage and heals your group for half the damage. The other 2 trees have a dps/heal ability, and it is a unique AoE healing ability.
3. DPS Runepriests are missing a burst ability (like sear or fury of asuryan).
Recommendation: Change rune of fortune to be a 1 second cast ability (lower the damage to compensate, and give it a 5 second cooldown). It currently replaces Rune of Striking, but instead it could fill a gap RP's have.
Alternatively, lower the cooldown of rune granted abilities to 20 or so seconds. This would allow RP's to use the ability in a rotation and add more choice/diversity. (May affect other classes, debatable whether it should be lower cooldown for RP themself)
There are other quality of life changes that would be nice, like lowering the cooldown of breaking/harbinger, taking buffs off GCD out of combat, and/or making them uncleansable. But these 3 changes are the ones I think would most positively impact the game and RP's in general. It would increase build diversity, both in healing and dps, doesn't substantially change the nature of the trees (keeping them single target/longer duration effects/AoE rather than healing vs dps like the other healers), and breathes some life into RP players, which haven't had exciting developments in a very long time.
Ultimately these are the RP changes I think would most positively affect the game without making them overpowered. Let me know what you think!