OnlineDM
Adventurer
There's an 11th-level Seeker in my Friday night game, and she seems to do a pretty good job with control. She has a couple of daily zones that gave monsters headaches (especially when she worked with the hybrid Wizard who dropped more zones...). I do think that the Hunter is largely an improved version of the Seeker, as long as you don't mind losing the dailies.
I don't have any suggestions for improving the Runepriest without making it unrecognizable as a Runepriest. His schtick is the rune states, and they're the problem because they're so fiddly and hard to remember. I suppose you could try to simplify the rune states somewhat; either everyone adjacent gets resist 2 all or everyone adjacent gets +1 to all attacks (an aura 1 on the runepriest). Simplify the bonuses that come with Rune of Mending; something static would be great instead of something that exists for a turn but only if you were within a certain distance of the runepriest when the power was used... it's just too fiddly.
I don't have any suggestions for improving the Runepriest without making it unrecognizable as a Runepriest. His schtick is the rune states, and they're the problem because they're so fiddly and hard to remember. I suppose you could try to simplify the rune states somewhat; either everyone adjacent gets resist 2 all or everyone adjacent gets +1 to all attacks (an aura 1 on the runepriest). Simplify the bonuses that come with Rune of Mending; something static would be great instead of something that exists for a turn but only if you were within a certain distance of the runepriest when the power was used... it's just too fiddly.