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<blockquote data-quote="ppaladin123" data-source="post: 5445918" data-attributes="member: 60923"><p>I love the flavor and I love the idea of switching between rune state auras when using abilities. </p><p></p><p>Problems:</p><p></p><p>1. The auras and powers provide many small, fiddly modifiers that quickly add up and are hard to keep track of effectively. They are also not of standard size; there are burst 5 modifiers for rune of mending and burst one auras for many daily powers, and then others that have no range limit. It is torture to try to calculate the attack and damage bonuses an ally has accumulated unless he is standing next to you. Honestly, this will take a bunch of errata to correct.</p><p></p><p>2. The runepriest only gets rune feats. These are generally awful unless you take every one. This means you are either locked in to a set feat progression with no room for much else (and your feats will be boring and ineffective until somewhere in mid-paragon level) or you are stuck trying to use generic feats to be effective. This can be easily fixed with a good selection of non-rune class feats.</p><p></p><p>3. The class has few ways to grant saving throws and is not particularly good at healing. As a secondary leader this is fine but as the primary leader you'll struggle to keep your team up and running. This can be fixed, again, with feats and with some more defensively oriented attack and utility powers.</p><p></p><p>4. The runepriest's at-wills do not scale at 21st level like with every other class. This is most probably a mistake but has mysteriously not been errated.</p><p></p><p>5. At least some people read the flavor and expected an intelligence-based class. There are few of those and a ton of strength-based classes. It would have been a nice way to further distinguish the runepriest from a strength-based cleric.</p><p></p><p>I still think the class can be fun and effective; it just needs support. If it is currently the least popular class, I doubt it is because people hate the flavor or the idea. They are just not willing to struggle with the fiddly modifiers, especially when the class has effectively been abandoned by WotC. I can be twice as effective as a leader by playing a warlord and with much less mental math.</p></blockquote><p></p>
[QUOTE="ppaladin123, post: 5445918, member: 60923"] I love the flavor and I love the idea of switching between rune state auras when using abilities. Problems: 1. The auras and powers provide many small, fiddly modifiers that quickly add up and are hard to keep track of effectively. They are also not of standard size; there are burst 5 modifiers for rune of mending and burst one auras for many daily powers, and then others that have no range limit. It is torture to try to calculate the attack and damage bonuses an ally has accumulated unless he is standing next to you. Honestly, this will take a bunch of errata to correct. 2. The runepriest only gets rune feats. These are generally awful unless you take every one. This means you are either locked in to a set feat progression with no room for much else (and your feats will be boring and ineffective until somewhere in mid-paragon level) or you are stuck trying to use generic feats to be effective. This can be easily fixed with a good selection of non-rune class feats. 3. The class has few ways to grant saving throws and is not particularly good at healing. As a secondary leader this is fine but as the primary leader you'll struggle to keep your team up and running. This can be fixed, again, with feats and with some more defensively oriented attack and utility powers. 4. The runepriest's at-wills do not scale at 21st level like with every other class. This is most probably a mistake but has mysteriously not been errated. 5. At least some people read the flavor and expected an intelligence-based class. There are few of those and a ton of strength-based classes. It would have been a nice way to further distinguish the runepriest from a strength-based cleric. I still think the class can be fun and effective; it just needs support. If it is currently the least popular class, I doubt it is because people hate the flavor or the idea. They are just not willing to struggle with the fiddly modifiers, especially when the class has effectively been abandoned by WotC. I can be twice as effective as a leader by playing a warlord and with much less mental math. [/QUOTE]
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