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<blockquote data-quote="Psikus" data-source="post: 5446186" data-attributes="member: 66049"><p>Like:</p><p>- <strong>Its depth and complexity</strong>. I'd say the Rpriest is tied with the shaman as the most complex class in the game. You effectively have twice as many powers as normal (since each one has two distinct options), and you have to balance these effects with the rune state you want to have each turn, and manage positioning carefully to make the most of your auras. Granted, there are millions of forgettable, tiny bonuses to track, and it's definitely not for the weak of heart, but if you are looking for something tactically challenging, this is the class for you.</p><p>- <strong>How it deviates from other classes in its role</strong>. The leader role is, perhaps, the most homogenous in the game, as all healing words are pretty much the same. Runepriests carve out their niche by getting relatively weak healing (which is a risky proposition!) and no ranged capabilities whatsoever, but compensate with impressive survivability and respectable damage (plus their characteristic lot of small modifiers). On the other hand, I can see players accustomed to traditional leaders dismissing the Rpriest for its poor healing, but overall I think its a solid class capable of performing very well.</p><p></p><p></p><p>Dislike:</p><p>- <strong>Ability scores</strong>. For a class as original as this one, the combination of role, power source, and ability scores can easily lead a player to think of it as a strength cleric ripoff. It's a shame, because it really has a lot to offer. Perhaps Strength wasn't the best of choices.</p><p>- <strong>Rune feats</strong>. Most of them are terrible, and the ones that could be decent suffer from the lack of quality of the rest. Overall, I think the base design is too limiting - they should think about printing rune feats that don't scale with number, or that scale at a different rate (say, +1 for each 2 or 3 runic feats).</p><p>- <strong>No non-rune feats</strong>. Meaning that there are no interesting class feats that you can just take on their own.</p><p>-<strong> Lack of options</strong>. Last time I looked, Runepriest have the dubious honor of being the class with the least powers, feats and paragon paths in the game. You could argue that essentials subclasses are even worse, but at least those were intended to be straightforward and easy to play. For a class aimed at advanced players, having so few build options is a major disincentive.</p></blockquote><p></p>
[QUOTE="Psikus, post: 5446186, member: 66049"] Like: - [B]Its depth and complexity[/B]. I'd say the Rpriest is tied with the shaman as the most complex class in the game. You effectively have twice as many powers as normal (since each one has two distinct options), and you have to balance these effects with the rune state you want to have each turn, and manage positioning carefully to make the most of your auras. Granted, there are millions of forgettable, tiny bonuses to track, and it's definitely not for the weak of heart, but if you are looking for something tactically challenging, this is the class for you. - [B]How it deviates from other classes in its role[/B]. The leader role is, perhaps, the most homogenous in the game, as all healing words are pretty much the same. Runepriests carve out their niche by getting relatively weak healing (which is a risky proposition!) and no ranged capabilities whatsoever, but compensate with impressive survivability and respectable damage (plus their characteristic lot of small modifiers). On the other hand, I can see players accustomed to traditional leaders dismissing the Rpriest for its poor healing, but overall I think its a solid class capable of performing very well. Dislike: - [B]Ability scores[/B]. For a class as original as this one, the combination of role, power source, and ability scores can easily lead a player to think of it as a strength cleric ripoff. It's a shame, because it really has a lot to offer. Perhaps Strength wasn't the best of choices. - [B]Rune feats[/B]. Most of them are terrible, and the ones that could be decent suffer from the lack of quality of the rest. Overall, I think the base design is too limiting - they should think about printing rune feats that don't scale with number, or that scale at a different rate (say, +1 for each 2 or 3 runic feats). - [B]No non-rune feats[/B]. Meaning that there are no interesting class feats that you can just take on their own. -[B] Lack of options[/B]. Last time I looked, Runepriest have the dubious honor of being the class with the least powers, feats and paragon paths in the game. You could argue that essentials subclasses are even worse, but at least those were intended to be straightforward and easy to play. For a class aimed at advanced players, having so few build options is a major disincentive. [/QUOTE]
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