View Full Version : RUNE
pcwpcw
03-03-2008, 10:06 AM
Maybe they could replace one of our useless spell like mana drain, possession or puppetmaster with a new spell Rune? Like what the chanters get in eq1
chily
03-03-2008, 10:11 AM
<p>What was the effect of rune? 500 years ago? (EQ2 is 500 later then EQ1 btw)</p>
Alfgand
03-03-2008, 05:39 PM
<p>The rune series of spells for Enchanters in EQ1 was a damage ward that consumed a component, like a peridot, when casting the spell. It could be placed on a pet, self and others. A peridot would cost the <i>equivalent</i> in EQ2 money, maybe, 1 gp or 2. So casting them often could get expensive in EQ1.</p>
Grimlux
03-03-2008, 07:01 PM
<p>How funny you should create this post! I was driving home from classes today and mindlessy thinking of my coercer and what exactly would make the class (solo gameplay) complete. I began to think about the enchanters in EQ1. Yes, yes I know this is NOT EQ1, however EQ2 is fundamentally the product of EQ1 and therefore suggestions of what a class did then and now are completely relevant. (Wizards still have huge DD's, Paladins still tank, etc)</p><p><span style="color: #990000;"><b>RUNE!</b></span> Its brilliant, it's simple. Nothing major would have to change for the solo gameplayer as a coercer. (notice I said Solo'r) I have no experience raiding as a coercer as I am only level 63. Every coercer knows that our crappy charmed pet cannot hold aggro no matter if you put hate on it or not, most times I do not even bother. Most of the time, its safe to say that the mob hit's us atleast once or twice in every fight on average. If Coercer's are given a rune like spell, it could be made self only. (although if it was castable on others, I bet we'd be extremely valuable in raid and group settings) This rune could do either one or two things. Either make the rune like a ward and allows the caster to be hit for x amount of damage before the buff expires. or Make it like the Wizard/Warlock AA enhance shielding and mitigate x amount of damage. Casting a rune however, would make us more valuable.</p><p>One scenario would be your charm mob just cant keep aggro, your root breaks, the mob is on you. Rok mobs hit so hard to clothies, hell ROK mobs hit hard on any class. (Ive now leveled 2 toons in RoK so I feel like I can atleast have a valid argument as to why this would be helpful) Nonetheless, the mob runs at you and hits you once, your at 3/4 health. The mob hits you again, your at 1/4 health. If you get hit again your dead. Nevermind that, your charm broke and your dead now. The purpose of the rune is to buy you time to organize your fight. It can even be made so that it has a hefty power cost just like it did in EQ1. Since taking damage seems to be our only way of doing damage, a RUNE makes sense. If we can also buff a rune in group and raiding encounters by x amount, can you imagine the desirability of being in a MT group again?</p><p>Please give us a RUNE line!</p>
Bayler_x
03-03-2008, 07:27 PM
Be careful what you wish for.In EQ1, clerics and enchanters were expected to always have peridots on hand, and rune everyone all the time. They would go through a fortune every raid, or a decent chunk of cash ever group. Sometimes they'd be reimbursed, but sometimes not. Either way, it was a complication.In EQ2 - and many other games - classes who have to use disposable items to do their everyday jobs are often bitter about it. It's been an issue for EQ2 rangers from day 1, due to arrows. Assassins and rogues also have to pay for their poisons. You don't have to look very far to find complaints about that.A rune that you can use on other players would be really hard to balance, anyway. Assuming it didn't interfere with shaman wards, coercers would become the 4th healer in the main tank group. The runes would get eaten up before cleric reactives or druid regens, so you'd go through them at a fast rate, paying for every one, while the druids and clerics spend their free time trying to DPS.I'm new to being a coercer, so please forgive me if I don't see the class with as much clarity as you veterans. But I don't think a EQ1-style rune is what you're looking for.
pcwpcw
03-04-2008, 11:08 AM
In EQ1 rune could be used on anybody at the cost of one peridot.Put a longer recast timer on Rune, say 1.5-2mins and requiring a reagent for its cast . Also make Rune such that it can absorb Spell/Melee damage and also maybe negate spell effects like stun/stifle/daze/fear etc while it is up. Or maybe even remove that damage absorbtion and ma ke Rune a buff with a duration timer that prevents stun/stifle/daze/fear/mez/charm/power drains etc. That would make it different from the regular ward s that healers get. Given current circumstances Coercers are fast losing their role in MT grps. Rune would make it more favourable for this continuing role. It can be used whenever MT is really low on health, to help reduce health spikes, or in those difficult situations when the mob goes mad or uses special skills at certain points of fight. Yes this is EQ2 , but we all know that Coercers are the TRUE descendants of Enchanters 500 years before the cat aclysm. Rune is our heritage.
<p>If your looking for a reagent make it a thoughtstone rather than something that has to be bought, yes its not in keeping with the EQ1 rune reagent but it would give value to the stacks of thoughtstones we make and have almost no use for.</p>
Illine
03-04-2008, 01:53 PM
<p>Yeah an limited duration AE buff that would protect the group from CC (stun, stiffle, mezz, root ...).</p><p>I always found funny that the coercer was the CC master but could not protect himself or others from cc. Should be logical. It should be the same thing as the Dirge Anti_AE buf would not prevent damage, just CC ... could be cool and better than puppet master.</p><p>ANd using a thougtstone wouldn't be to difficult <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> ... I always have to delete the ones I have in my inventory.</p>
rvbarton
03-04-2008, 02:09 PM
<cite>Akilie@Venekor wrote:</cite><blockquote>A rune that you can use on other players would be really hard to balance, anyway. Assuming it didn't interfere with shaman wards, coercers would become the 4th healer in the main tank group. </blockquote>I play a shaman main, and a coercer for fun, and I remember in EQ1 when the Chanters had this. I'd love to see it instilled again. It wouldn't affect shaman's wards IMHO. If you are lucky enough to have a coercer in the MT group, then great, but usually not. It would be a simple benefit. It would however, help the caster group the coercer is grouped with in the raid situation. I can see Warlocks' & Wizards getting itchy trigger fingers knwing they have an uber ward on them.. It would also make Mystics more loved because they can rez them more. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
Rijacki
03-04-2008, 07:01 PM
<cite>Earar wrote:</cite><blockquote><p>Yeah an limited duration AE buff that would protect the group from CC (stun, stiffle, mezz, root ...).</p><p>I always found funny that the coercer was the CC master but could not protect himself or others from cc. Should be logical. It should be the same thing as the Dirge Anti_AE buf would not prevent damage, just CC ... could be cool and better than puppet master.</p><p>ANd using a thougtstone wouldn't be to difficult <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" /> ... I always have to delete the ones I have in my inventory.</p></blockquote>I like this idea, but even make it a single target - raid wide, limited duration buff requiring one or more thoughtstone for each casting. If it were a 30 sec duration with a 5 minute "immunity" (can't be recast on a person who recently had it) or even a 15 sec duration with a 1 minute recast, it would be a lot like several other class's achievement skills.Would it trivialise content? Only if it were allowed to be constant. Having an "immunity" or a longish re-cast would prevent a constant coverage. An immunity would prevent additional coercers creating a constant effect for any one target.Would it make coercers desired in raids? Oh immensely and a lot more effectively than anything to do with adding more power with so many power generating items in-game.Would it make a coercer desired in any group other than the MT group? it would give them a role outside of the MT group in those situations where a 3rd healer is wanted.While a damage ward of any type would be helpful in solo situations, it really wouldn't help in a group -and- a ward would give a coercer yet another way to lower his own damage potential, which is rather counterproductive.
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