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Yet another Hero Class idea. Runeguard (DPS/Support)
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Post by
Afoxi
Balance issues aside, I decided to try and create a new playstyle that is somewhat unique. The idea is not to create a "cool" class, but to create a new niche class that does not completely control fights, but pre-emptively tries to prepare for situations.
Also, I wanted a valid reason for a class to be able to use melee and ranged attacks with some balance, and be able to bring utility to groups.
Balance issues aside, I could not figure out how to give the class a pure healing role based on current mechanics, and I sure as hell did not want to give it a tanking one (we have enough already i think).
Once again, i'd like to remind everyone that this class is not balanced as presented here! These are just rough estimations!
I have not created talent trees becuase frankly, i don't have that much time. :p
You are welcome to use these ideas, and credit is welcome but not necessary.
If you somehow figure out how to use these mehanics to turn the Runeguard into a decent healer, please voice your opinion!
I'd love to hear it!
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Runeguard
Mail Armor, 2h weapons, Polearms, Bows, Guns.
Trees:
Sentinel - Focuses on the ability to fight in Mêlée and at Range, and creative applications on Runes.
Ward - Focuses on placing static Runes in the Environment.
Aegis - Focuses on placing Runes on living creatures.
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Resource - Uses a runic system not unlike the Death Knight. 10 total (generic) runes. Runes deactivate when placed, and cooldown only when triggered. Runic power is only gained when runes are triggered.
Sentinel:
Empowered Strike - 20rp - No CD - Instant - Deals % weapon damage +x.
Rune Blessed Shot - 20rp - 6 sec CD - 3 sec + ranged weapon speed - Fires a Powerful shot at a single target.
Runic Dance - 2 Rune - 1 min CD - Instant Activation - Gives an additional 40 runic power. For the next 30 seconds you gain 5% dodge and 5% parry, in addition to 10% melee damage and critical strike chance. At the end of the Duration, you lose 20% melee damage for 20 seconds.
Runic Barrage - 2 Rune - 1 min CD - Instant Activation - Gives an additional 40 runic power. For the next 30 seconds you gain 10% ranged haste and 10% ranged damage and ranged critical strike chance. At the end of the duration, you recieve a 20% hit chance penalty to your ranged attacks for 20 seconds.
Wards:
NOTE: Some wards have Power Crystals that encircle the wards. Power Crystals are invisible (until triggered) (except to the Runeguard and Party/Raid members) and unaffected by AoE unless mentioned otherwise. Destroying a crystal reduces the effect, or in some cases, disables the ward completely. Most wards last 2 minutes.
Entrapment Ward - 2 Rune - 1 second cast - 30 second CD when triggered - Places a trap runeward with a 15 yd radius that triggers as an enemy steps into it. For 10 seconds, all enemies within the ward are unable to move. 3 Crystals, 30% Runeguard HP. Destroy 1 to disable.
Barrier Ward - 3 rune - 1 second cast - 5 min CD once triggered - Places a 15yd radius ward that activates when an ally recieves damage that does more than 10% of her health in damage. For 30 seconds 100% of all damage recieved in this ward is absorb.
Barrier has 50k hp. 4 Crystals, 50% runeguard HP. Each crytsal destroyed reduces the damage absorb by 25% (flat) and reduces it's current HP by 20k. Crystals vulnerable to AoE once revealed.
Sanctuary Ward - 2 rune - 1 second cast - 20 sec CD once triggered - Places a 20yd radius ward that activates when an ally recieves a single blow that does 2,000 damage or more. Heals 5,000 HP to any ally that recieves non-periodic damage in the radius. 10 charges, 1 minute once triggered. 10% Runeguard HP, 3 crystals. For each crystal destroyed, Healing effectiveness is reduced by 33%.
Refractor Glyph - 1 rune - 1 second cast - 2 min CD - Caster shots fired into this Glyph randomly damage up to 6 targets within 20 yards for 25% weapon damage each. Damage done as Arcane damage. Lasts 45 seconds or 10 shots. 1,000 hp.
Prism Glyph - 1 rune - 1 second cast - 2 min CD - For 30 seconds, Party members only have to face this glyph in order to fire their shots. The glyph bounces all shots into whatever the gunman is firing at, as long as the target is within 20 yards of the glyph. Adds 20% arcane damage to each of the Caster's shot. Lasts 30 shots or 30 seconds. 1,000hp.
Surging Glyph - 1 Rune - 1 second cast - 2 min CD - All Party members deal an extra x aracane damage per weapon swing. Lasts 30 seconds or 30 swings. 1,000 hp.
Energizing Glyph - 1 Rune - 1 second cast - 1 min CD - Heals 1% hp for every second for 30 seconds to all party members. 1,000 hp.
Aegis: (Most of these runes have 1 charge, rp is given when the runes activate)
Guardian Rune - 1 Rune - 1 second cast - When the target recieves 1,000 damage or more, this rune generates a barrier that absorbs x damage or 15 seconds. Lasts 1 minute.
Revitalizing Rune - 1 Rune - 1 second cast - When the target is below 50% hp, this glyph activates and heals for x hp. Lasts 1 minute.
Incise Rune - 1 Rune - 1 second cast - Rune activates when the target deals a critical hit. Target gains an additional 10% spell/melee/ranged critical strike chance for 15 seconds.
Unstable Rune - 1 Rune - 1 second cast - 15 second cooldown once cast - Rune can only be cast on an enemy. When the target receives healing from someone else, this rune activates and explodes for x damage on the target. Lasts 2 minutes.
Wrecking Rune - 1 Rune - 1 second cast - 6 second CD once cast. When the target recieves a damaging critical hit, this rune explodes for an additional x damage. Lasts for 1 minute.
Post by
289682
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Post by
328647
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Post by
doublediamond410
I agree, this idea does have some potential.
I do like the idea of a healer that can place their own runes on the ground to heal the tank and party as they move through a fight (Grobbulus in particular comes to mind).
I'm not sure I like the idea of the melee / ranged combination. Not because the hunter
supposedly
does it already (any hunter that dps'es in melee gets laughed at) but because I'm not sure how necessary it is.
I could, however, see an idea in here where the Runemaster (my preferred name for the class) places a rune on an enemy target that allows him to either use particular melee abilities or cast certain spells from a distance (such as a Lightning Rune with a chance on hit to add weapon damage as additional nature damage (Runemaster's attacks only) *or* cast a number of lightning-related spells).
I say this because it irritates the hell out of me when a class has an enormous amounts of slightly different abilities that clutter up my action bar (paladins and shamans I'm looking at you!) whereas the warrior's stance-specific abilities clean it up quite nicely (and work effectively at making sure skills aren't used in an inappropriate way).
Post by
Toldu
I want to read this but it's too early for that many words. This post will remind me to come back once I'm more caffeinated.
Post by
228908
This post was from a user who has deleted their account.
Post by
ArgentSun
I want to read this but it's too
early
late
for that many words. This post will remind me to come back once I'm more caffeinated.
Adapted for me.
It looks like a nice idea. I and a friend of mine were working on class development (freestyle, not necessarily for WoW), and Runemaster/Runemage was one of the classes we came up with that turned out really well. The concept wasn't very different than what you have: The Runemaster would have a number of runes, based on his level - runes of Earth, Air, Fire and Water. Initially we had Life, Protection, Destruction, and Death as well, but those went away. Each spell of his would require a number of runes - so a Fireball would be 2x for example, whereas Blizzard might be 4x + 2x . Very much like the DKs now, but with larger variety and not runic power.
In addition, there are several ways a Runemaster could use his or her runes. Direct spells would be the most employed one. The RM could also decide to give up any number of his runes permanently (so if at my level I am able to memorize 5 runes of each element, I can decide to give up 2, let's say Fire, which will leave me with only 3 Fire. That means I can't cast spells that require 3+ Fire runes until my level allows me to learn more Fire runes) to gain a permanent bonus. To inscribe runes on his own skin. Fire runes could give protection against fire damage, and/or add fire damage. Water would have similar effect, but might deal with temperate endurance somehow. Earth would be physical damage reduction and strength. Air - speed. Stuff like that.
There were a few more details, which I need to look up to make sure I don't get them completely wrong. It might be worth to develop this class for the current WoW rune system and see how it goes...
Post by
235775
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