Runepriest in Action?


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How do you guys feel about the powers mainly helping allies you're adjacent too only? I feel that this class tries to keep you from flanking because most of the powers grant healing/buffs/debuffs to allies adjacent to you and my party loves to flank. That leads me to believe that this class isn't nearly as good as it seems to be.
 

I think you're right, but it's a bit fuzzy.

step1. Choose rune noted in the power
step2. Use power and apply the chosen rune's effects

The moment you choose the rune, you enter the rune state. When you enter a rune state, you may instead enter your PP rune state. It's a bit unclear if you would still get to apply the rune's effects. To give an example, here is how I'm interpreting it.

step1. Choose rune noted in the power (say Rune of Destruction)
step1.5. Instead of entering state of destruction, I enter state of vengeance.
step2. Use power and apply the chosen rune's effects (chosen rune is still Rune of Destruction).

I'm hoping this is the intended way.

According to the Runic Keyword, that is how it works, you choose the rune option, and then enter the rune state. And the PP abilities are a replacement for the rune state. -Any- time you enter a rune state, you get to choose that new state.

If you're hybrid/multiclassed, entering the rune state doesn't have an effect but the power's rune option does. With the PP, you can actually get an effect from the rune state without the Rune Master feature.
 

According to the Runic Keyword, that is how it works, you choose the rune option, and then enter the rune state. And the PP abilities are a replacement for the rune state. -Any- time you enter a rune state, you get to choose that new state.

I would suggest using the phrase "additional choice" instead of "replacement" in the previous sentence if it's truly "get to" and not "must"
 

I would suggest using the phrase "additional choice" instead of "replacement" in the previous sentence if it's truly "get to" and not "must"

They aren't an additional choice at that point, however... because at that point you don't normally HAVE a choice. (Accurately speaking: You've already -made- the choice.)

See, by that point you've already chosen a rune option for the power. Now you enter that rune state. There is no 'may' enter that rune state, you simply do, regardless of whether you wanted to keep your old rune state. Entering the new rune state is NOT optional, it is mandatory. Even if you chose the same rune option as you did the last time you used a Runic Power, you're still 'entering a rune state'.

However, the paragon paths allow you a replacement for the rune state you would have gone into. And as the paragon paths are quite explicit that they are optional, there's no need for me to mention that in discussion the rules situation where you are chosing to use them. What they don't do is replace your original rune option choice.
 


How do you guys feel about the powers mainly helping allies you're adjacent too only? I feel that this class tries to keep you from flanking because most of the powers grant healing/buffs/debuffs to allies adjacent to you and my party loves to flank. That leads me to believe that this class isn't nearly as good as it seems to be.

I think that the powers don't mainly only help allies you're adjacent to. I mean, you can pick a runestate and powers that do (mostly Protection), but the Destruction benefit is a bonus to all allied attacks against enemies adjacent to you, and most powers have at least an option to grant some buff to non-adj allies. Plenty of powers are buffs to allies adjacent to your target, so you're good to go.

So if your party loves flanking... just stay in the Destruction state most of the time, and put a little thought into power selection. There are still lots of options.
 


How do you guys feel about the powers mainly helping allies you're adjacent too only?

Back when all we had was PHB1, everybody flanked. Warlords handed Commander's Strikes to their flanking buddies, and everything was good. But if every class works fine with flanking, then it can become an uber-strategy that nothing can compete with. It's probably why the ardent's Ire Strike can bestow vulnerable all damage: you can't give the MBA to your flank buddy.

Which is why I like my Infernal Strategist resourceful-lord. Flanking forever!
 

I think that the powers don't mainly only help allies you're adjacent to. I mean, you can pick a runestate and powers that do (mostly Protection), but the Destruction benefit is a bonus to all allied attacks against enemies adjacent to you, and most powers have at least an option to grant some buff to non-adj allies. Plenty of powers are buffs to allies adjacent to your target, so you're good to go.

So if your party loves flanking... just stay in the Destruction state most of the time, and put a little thought into power selection. There are still lots of options.

Find other ways to get combat advantage? Flanking's one way, but there are many others.
 

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