The Runemaster Class: Suggestion Edit
"Runemasters are monk-like arcane spellcaster & melee fighters who empower themselves with magical energies by inscribing runes onto their bodies. The runemaster is a free spirit, more at home in the wild than in the city. The runemaster is a mystic who sees the power of ley lines. Moreover, those who study runes understand that these are not simply symbols of power - they are the power. The runemaster seeks to become one with the land, but not in the fashion of druids. Rather, the runemaster desires to become a microcosm of the land, seeking to overlay his body with runes in the same fashion that the land itself is overlaid with patterns of ley lines.
He merges brute strength with arcane magic, covering his body with mystic tattoos and often imbuing them with magical energies to increase his skill in hand-to-hand combat. While a runemaster shuns armor, this is more to prevent hindrances to inscribing his runes than to demonstrate his subtlety and finesse with unarmed strikes. Quite to the contrary, a runemaster prefers to get in the face of his enemies. Using little trickery or subterfuge, the runemaster takes down foes with toe-to-toe, all-out assaults, hammering them with tattooed fists and feet brimming with arcane power. Runic magic is considered primitive yet complex by most other races. The Dwarves have taken to it with deft skill, while the Tauren study it more slowly.
The Runemaster plays like a powerful melee rogue with blunt, straightforward damage, good support spells, and a few debuffs. They are support characters who can substantially increase the power of a group as well as add good damage and support while fighting. Depending on your spec and gear, a Runemaster can perform the role of a rogue with heavy hitting melee, become an adequate healer and support class, or double a group’s power with their powerful runes and sigils.
- Rune Points
- Fist Weapons (Dual Wield at 10)
- Emblems (similar to Librams, Totems, and Idols)
- Runemasters must use specific reagents to use their Rune Mastery spells. These reagents differ with rank. Example: Glowing Ink (Rank 1), Radiant Ink (Rank 2), Enchanted Ink (Rank 3)… etc. Sigils and War Paint do not require inks.
- Runemasters can only use Fist Weapons and Staves. Since these weapons are so rare, Runemasters start with an ability called “War Paint”. This increases your unarmed damage by X to Y and lasts for 1 hour. The War Paint ability will increase in strength over time and with talents. Equipping a weapon will deactivate War Paint, and it cannot be cast while equipped with a weapon.
- Runemasters must learn to use and sustain runes over to course of their training. This is managed by "Rune Points". As you level and grow, the number of rune points you have access to increases, eventually capping at 15 (20 with talents). Every time you cast a rune or sigil, one point is consumed. To regain this point, a rune or sigil must be deactivated.
- Runemasters can only use cloth armor. However, their primary stats are virtually nonexistent on cloth armor. To work around this, Runemasters may "Sanctify" leather armor into a piece of cloth, cutting its armor value, but otherwise retaining its stats and value.
- Emblems are the Runemaster’s relic. As with the other classes, they augment particular abilities or spells. Example: Emblem of Fury – Increases the damage of your Mighty Strike ability by X.
- Shatter is one of the class-defining skills of a Runemaster. When used, it breaks any damage absorbing ability, including Power Word: Shield, Mana shield, Ice barrier and is unaffected by Cheat Death.
- Can attack well while unarmed. Repair bills are slightly cheaper.
- Elementally versatile.
- Lower mana usage to enable multiple attacks and support skills.
- Naturally high defenses to offset cloth armor.
- Low Aggro generation.
- Cloth armor still leaves the player vulnerable.
- Healing is initially weak, only for emergencies.
- As with other primary melee classes, melee range must be maintained.
- Fist weapons are the only truly usable weapons. No maces, swords or axes.
Ability Schools Edit
Brawling Abilities Edit
This tree is designed to increase the Runemaster’s melee capabilities, from damage to survivability.
- Mighty Blow- Adds X to Y additional physical damage to your next melee attack
- Deceptive Strike- Your next melee attack does no damage, but lowers your threat to the target
- Flash Thrust- Instantly strike the enemy for X to Y damage, interrupts and casting and/or channeling
- Grand Swing- Adds a knockdown effect to your next melee hit, stunning the target for X seconds, and hitting up to Y nearby enemies for Z damage.
- Spirit Strike – Adds X to Y additional arcane damage to your next melee attack.
- Reckless Charge- Jumps forward 5 yards (15 with talents), knocking down up to 3 enemies at once for 3 seconds. Contact with a fourth enemy will deal X damage, but stop forward movement.
- Blinding Jab- Blinds your enemy for X seconds, causing them wander at Y% of base move speed
- Defiance- Decreases all damage taken by X for Y seconds
- Shatter- Destroys any damage-absorbing shield on the target. 3 minute cooldown.
Brawling Talents Edit
The Brawling talent tree excels at melee combat. It improves your melee abilities and your overall performance in close combat. There are also two new strikes: Focused Strike and Brawler’s Strike that sufficiently increase your damage output. The primary function of this tree would be for PvP combat and levelling. This tree provides strong damage and decent survivability despite the player's naturally low armor.
Key Talents: Outburst (Tier 3), Might of Ages (Tier 4), Focused Strike (Tier 5), Brawler’s Strike (Tier 7)
Spirituality Abilities Edit
This tree focuses on debuffs, regeneration, and minor healing.
- Meditate(Channeled)- Increases your spirit by X%. Lasts Y seconds
- Spirit Word: Nullify- Decreases all damage dealt by the target by X based on your spirit. Lasts Y seconds. Only one Spirit Word may be active per Runemaster at a time.
- Spirit Word: Agitate- Increases physical damage taken by the target by X based on your spirit. Lasts Y seconds. Only one Spirit Word may be active per Runemaster at a time.
- Spirit Word: Frailty- Decreases the target’s attack speed by X% based on your spirit. Lasts Y seconds. Only one Spirit Word may be active per Runemaster at a time.
- Spirit Word: Consume- Drains X mana from the target over Y seconds based on your spirit. Only one Spirit Word may be active per Runemaster at a time.
- Allay- Increases the target’s health regeneration by X. Lasts Y seconds. While Allay is active, the target takes Z less physical damage.
- Dispel- Increases the target’s mana regeneration by X. Lasts Y seconds. While Dispel is active, the target takes Z less magical damage.
- Mindwarp- Does X to Y shadow damage and silences the opponent for Z seconds, causes a high amount of threat.
- Pacify- Pacifies the target for X seconds. While Pacified, the target cannot act, and has increased health and mana regeneration. Any damage dealt will awaken the target.
- Lifegrasp- Heals the target for X to Y.
- Sanctification- Sanctifies a piece of leather armor, converting it to cloth and decreasing its armor value by X%. 1 day cooldown
Spirituality Talents Edit
The Spirituality tree centers around the stat Spirit (as it should). Spirit is a big part of many of the talents. This talent tree is very PvE centered, but some abilities, such as Point of Focus are also very helpful for PvP. Also, Breath of Life gives the Runemaster a very effective battle res. In addition, Lifegrasp, the Runemasters’ only true healing spell, can be made very effective with Spiritual Healing. This tree is designed around allowing the player to provide moderate output while maximizing the use of support spells and abilities.
Key Talents: Point of Focus (Tier 3), Improved Meditate (Tier 4), Circle of Focus (Tier 5), Breath of Life (Tier 7), Epiphany (Tier 8), Nirvana (Tier 9)
Rune Mastery Abilities Edit
This tree uses runes and sigils to buff allies.
- War Paint(Self Cast)- Increases damage dealt by X to Y. Lasts 1 hour. War Paint cannot be used while the Runemaster is wielding a weapon.
- Rune of Fury- Increases the target’s attack speed and casting speed by X. Lasts Y minutes. Stacks up to 3 times. Requires reagent (rank dependant). Runes cannot be cast in battle. Costs 1 sustaining point.
- Rune of Insight- Increases the target’s spirit by X%. Lasts Y minutes. Stacks up to 3 times. Requires reagent (rank dependant). Runes cannot be cast in battle. Costs 1 sustaining point.
- Rune of Intensity- Increases the target’s melee and spell critical strike rating by X. The target may only have one type of rune from each Runemaster at a time. Lasts Y minutes. Stacks up to 3 times. Requires reagent (rank dependant). Runes cannot be cast in battle. Costs 1 sustaining point.
- Rune of Provocation- Increases threat caused by the target by X%. Lasts Y minutes. Stacks up to 3 times. Requires reagent (rank dependant). Runes cannot be cast in battle. Costs 1 sustaining point.
- Rune of Constitution- Increases the targets resistance to curses, diseases, poisons, and fear effects by X%. Lasts Y minutes. Stacks up to 3 times. Requires reagent (rank dependant). Runes cannot be cast in battle. Costs 1 sustaining point.
- Sigil of Fortification- Places a sigil on the ground, decreasing all damage taken by all nearby group members by X. Lasts Y seconds. Only one sigil may be active at a time, sigil effects do not stack. Costs 1 sustaining point.
- Sigil of Evocation- Places a sigil on the ground, increasing all nearby group members’ spell damage by X and healing by Y. Lasts Z seconds. Only one sigil may be active at a time, sigil effects do not stack. Costs 1 sustaining point.
- Sigil of Renewal- Places a sigil on the ground, increasing all nearby group members’ health regeneration by X and mana regeneration by Y. Lasts Z seconds. Only one sigil may be active at a time, sigil effects do not stack. Costs 1 sustaining point.
Rune Mastery Talents Edit
The Rune Mastery talent tree makes the Runemaster a buff machine. Runes will be more effective, will stack more, and there will be more of them at one time. The new rune and sigil introduced in this tree are both powerful in their own regard. This tree is designed to be both a viable main tree, with points in Brawling or Spirituality, or as a suitable sub-tree for the other two that excels in all aspects of the game.
Key Talents: Rune of Restoration (Tier 3), Consume Runes (Tier 5), Master Sustainer (Tier 5), Fists of Enlightenment (Tier 6), Sigil of Eternity (Tier 7), Rune of the Titans (Tier 9)