Runes of Power: A Runepriest Handbook
Why I created this handbook when another one is already being made? Well the more handbooks the better right? Also I felt that the other book had done some of the starting setup, but had been entirely missing the most important part for some time. The most important part to me is the powers, feats and equipment that a heroic player starting a new character will want to get. As such this is where I will start, and I will finish with epic dest after I am done with everything else.
Why play a runepriest?
Runepriests excel at giving bonuses to their teammates. Their basic twice per encounter heal "Rune of Mending" gives a +2 damage or +1 AC to all allies in close burst 5, as well as healing the target. All of thier powers tend to be this way giving a lot of bonuses to a lot of teammates. They are not nearly as good in the "pure healing" aspect as most other leaders though.
One of the other nice things is that the runepriest gets to choose with every power if he wants more offense or more defense, and that changes throughout the course of the battle. Destruction can be very good if you spike it (have a lot of destructive powers and things going on at once). The reason is that every +to hit you do means any +damage you do during that time is more effective. Try to mix +to hit, and +damage stuff, being able to hit 100% of the time but with no damage, or doing tons of damage but always missing isn’t good.
This guide uses the following rating system:
Gold - Make sure you get this, there is nothing better.
Light blue - Quite good, maybe the best.
Blue - Above average, better then most.
Black - Average solid power.
Purple - Situational, occasionally useful.
Red - Do not get, other powers are always better.