Well, since we are tossing around ideas, I would like to add my two cents.
Things I think are realistic to ask to be changed:
- Fast skills, specifically Scribe a new Ending and Steady Hands (this one has been mentioned before) to be usable on the move.
Having to stand still to cast these really breaks the flow of combat, and quite often the second my character stops moving and I press
the button for either of these skills, I get a nice notification telling me "You cannot do that while moving" closely followed by a notification of my untimely demise.
- The Writ of Health applied by Rousing Words to properly tier down. I've been told this is a bug, but I would still like to draw attention on fixing this.
- Sustaining Bolt's heal doesn't seem to scale with Attunement. I think it would be nice if this heal is a little more reliable with high attunement,
though I don't exactly think it needs a buff.
- Along with more morale on the Fates Entwined stone could the tooltip be updated to show how much damage it redirects (In a percentage, preferably)?
- Can we also have up to 5 targets on Nothing Truly Ends like the minstrel one?
Things I would like to see happen:
- The Frost Armour random proc to be moved to Prelude to Hope, where it would activate when Writ of Health is active on the target, just like the power heal used to do before HD.
This makes it more like The Fates Entwined used to be, without going back to "press the button and forget it for the rest if the fight".
- Writ of Lightning removed from the skills that proc Concession and Rebuttal. C&R adds an effect to all the attunement consumers, and having a prime attunement builder in there
makes this skill a bit weird. If I were to want to use it just for the damage reduction, I wouldn't be able to use my prime builder and do damage in the meantime.
(apart from that, I love the idea of this new skill as it allows a lot of creativity in rotations)
If Ceaseless Argument is to be reworked to be more viable again this point can probably be ignored.
- Increasing the damage reduction and cooldown on Rune-sign of Winter.
Right now this skill seems like one of the "click whenever off cooldown" skills we were trying to get rid off over the last couple years, and feels a bit underwhelming.
Increasing the damage reduction (to for instance, 25%) makes it feel a bit more like Glorious Foreshadowing, which is a bit missed.
Things that I would find amazing but are probably way too much to ask:
- Making That Which Does Not Kill Us the AOE ground targeted spell on a 40s cooldown, and returning Essay to a longer cooldown skill for emergencies.
To reiterate, That Which Does Not Kill Us gave the group a 20s duration, 20% damage increase (ofcourse this number can be tweaked for shorter cooldown and thus more uptime, but is actually roughly equal to Anthem of War when legacied).
If a player was hit during that 20s window, the first hit would be completely negated (this can be changed to reducing a high percentage of damage if a full negate is breaking mechanics)
and the player would recieve a decent heal over time. Preferably, the damage reduction and heal could trigger when damage exceeds a certain percentage of the player's maximum Morale.
The reason for this is that it will turn the Rune-keeper back to having to play more pro-actively instead of reactively, and at the same time gives us a damage buff for the group which I'm really missing since old TWDNKU as well as Fall to our Wrath are gone without a replacement.
New TWDNKU would require both the RK to time it correctly, and if used as a damage buff, makes the group very aware of positioning since getting hit by a stray AOE would result in losing your rather significant damage buff.
Even though the HD version of Essay of Exaltation is really strong and it has many, many uses, in my opinion it strays too far from the idea of predicting where damage is coming from and having damage reductions in place before it happens.
Perhaps both skills could exist as a longer and shorter cooldown version, which are swapped in place by a trait.
Example: Essay is as it is and TWDNKU has a long (say, 3 minute) cooldown, and putting a trait point in "Fierce Rune-keeper" changes the cooldown of TWDNKU to 40s, and Essay to 3 min. (Yes, the name is horrible and is just a placeholder)
Another option would be that a trait removes Essay and replaces it with TWDNKU instead. Either way, with a trait the player can choose if they want the safe raidshield or rather the more difficult skill which will provide more utility for the group in the long run.
- The return in some form of Do Not Fall To X. I can see where Their Weapons Shall Not Harm Us might enable groups to ignore boss mechanics, but
with Rise of Isengard Do Not Fall To X was already changed to absorbing a set amount of damage instead of fully negating an effect, and I don't see why (with proper scaling) the skill could have been so game-breaking that it had to be removed. Damage reduction through skills like Do Not Fall To X were in a large part defining for the distinctive playstyle of the healing Rune-keeper, and with the removal it and other reliable damage reducing skills this distinctive playstyle is largely gone.
However, with compelling arguments I will probably be able to accept the removal of this skill. ;-)
Well, that turned out to be a bit more than two cents.
Even if you don't use anything in this post, I would like to thank you for at least discussing classes with us
Characters: Tindillin (100 Rank 7 Rune-keeper), Arnillion (95 Rank 4 Hunter) on Evernight