That is a really good point. Yeah, Word of Diminishment is the a better choice than Word of Shielding in almost every case. I hadn't looked at it like that.
I think I will go with Binding then. Keeping BBEG's in zones is a good idea. And the Warden can only slow so much.
So I was wondering, Rune of Endless Fire is a great source of damage, especially if encountering undead, but what can I use the increased temporary hit points for now that I have chosen Rune of Diminishment and Rune of Binding?
The boost to Rune of Mending is enough for me. But at low levels I got some mileage out of healing with Flames of Purity also. 7 hit points of healing is the surge value for quite a few level 1-2 characters. That healing is outpaced very quickly though. I also usually use Shield of Sacrifice in the same encounter I use Rune of Endless fire. Up until Banner of Resolution, there isn't much that synergizes with it.
For the at-will powers, I started with Word of Diminishment and Word of Binding, but ended up never using Binding. Killing stuff always seems better than immobilizing stuff with negligeable damage. Immobilize is not a condition I'm willing to give up a load of damage for, especially when I have my various damage bonuses from Rune of Mending or Rune of Endless Fire, or Wrathful Hammer. I instead have Word of Shielding to use when I'm going mono-a-mono against something, it yields slightly better and quicker damage, though my standard at-will is Word of Diminishment for typical team work.
The boost to Rune of Mending is enough for me. But at low levels I got some mileage out of healing with Flames of Purity also. 7 hit points of healing is the surge value for quite a few level 1-2 characters. That healing is outpaced very quickly though. I also usually use Shield of Sacrifice in the same encounter I use Rune of Endless fire. Up until Banner of Resolution, there isn't much that synergizes with it.
For the at-will powers, I started with Word of Diminishment and Word of Binding, but ended up never using Binding. Killing stuff always seems better than immobilizing stuff with negligeable damage. Immobilize is not a condition I'm willing to give up a load of damage for, especially when I have my various damage bonuses from Rune of Mending or Rune of Endless Fire, or Wrathful Hammer. I instead have Word of Shielding to use when I'm going mono-a-mono against something, it yields slightly better and quicker damage, though my standard at-will is Word of Diminishment for typical team work.
That is nice to hear, was worried that I missed out on something spectacular. Would love to see a divine version of Runic Weapon. Battlerager Vigor Runepriest once per day? Yes please.
So you took Flames of Purity instead of Executioner's Call? How did that work out? It seems to me that Executioner's Call is much better overall, well, bared healing posibilities.
I took Rune of Binding because it synergizes quite well with the Wizards Flaming Sphere. However I am Wrathful so Rune of Shielding is really tempting. Even though Rune of Diminishment is almost better in every case. I think I will try out with Rune of Binding to see if the Wizard needs it. If it doesn't matter, I mean the Warden has a lot of control, I will switch it back to Rune of Shielding.
So you took Flames of Purity instead of Executioner's Call? How did that work out? It seems to me that Executioner's Call is much better overall, well, bared healing posibilities.
Flames of Purity is an AoE, and on just about every character I play, I like to have an AoE, and as a bonus it's ally friendly. It's a problem solver. It takes care of minions, swarms, targets I can't reach, invisible targets, works when I'm blind, etc, and it still gives a bonus to allies in the blast. Why settle for damaging 1 target, when you can take a shot at 2-3? Also I hate missing with encounter powers, this gives me 2-3 rolls at least, so I rarely feel like I wasted a turn when I use Flames of Purity.
The attack bonus on Executioner's Call is nice, but it's highly restricting that it works only against the target. Crazy stuff happens in combat, and the person you give the bonus to may not even be able to attack the target on his turn, or the target may not be there any more. Also I find it a bit odd as a single target encounter power that Executioner's Call is only 1[W]. If it was 2[W] it would be more tempting. As it is, there are no single target 2[W] level 1 encounter powers, so I go for the ally friendly AoE.
At level 3 I went for the other pseudo-multi-attack power, Symbol of Wrath Reversed, and for level 7, while Word of Befuddlement was very attractive, I went for the level 3 Word of the Blinding Shield. I'm quite happy with all these choices.
As a representative of the church of Dol Dorn, my character is invited to Morgrave University, where House Tharashk is showing "the larges Khyber Shard ever discovered". In the midst of the show an elemental powered airship crashes the side of the tower, splitting the tower vertically into two pieces. After most of the guests have plummeted to their death's, encounter starts. I begin in a part of the tower that will break away from the main tower quickly. Inside the stable part of the tower aberrations start pouring out from the, now burning, Elemental Craft.
After a few successful jumps I finally get to where the battle is. An elderly aristocrat woman is hanging on to her life, while two monsters are toying with her, slashing at her hands with their crooked blades.
I jump in a and smash the lesser monster with Word of Diminishment Protection, giving the woman a significant advantage, and slay the minion outright. The big creature attacks me afterwards, deals minimum damage and move away. I help the woman up, and charge the big monster, evoking my wrathful hammer feature to deal a decent amount of damage. (Wrathful hammer helped me a lot against these guys, they were tough, but they dealt very little damage)
I see a potential ally to my left who is trying to help another hapless victim from falling over the ledge. I Smash the big one with Word of Binding to make sure he doesn't interfere. The monster attacks me, DM rolls 1, everybody cheers, and my newly found companion swoops in to deliver a Sneak Attack, killing his ass.
We afterwards enter the fray with two other potential alles, killing one more big one, their leader, and a few more small ones. Here I rolls a few 1's... so apart from popping out 2 Runes of Mending on the Morgrave University Guardsman, help very little with the last couple of mobs.
The Runepriest excelled in the first encounter. Decent damage made sure we could get rid of the mobs quickly and help our allies quick, Word of Binding is great for making sure the Rogue can get into flanking position and Word of Diminishment, in this fight, showed potential, but that was all.
From the floow above us, where the Elemental Craft has lodged itself, a giant mound of mutated flesh wielding a huge spiked club jumps down.
I get into position as quick as possible and smashes it with Runes of Endless Fire. This is clearly a solo, so it just needs to be on its ass quick. The Guardsman (our Fighter) moves into my adjacent square and marks the monstrosity. From here on out I smash it with Word of Diminishment (protection) while he bashes it with normal attacks. Potentially removing 5 points of damage from all of the creatures attacks was priceless.
Rune of Endless Fire helped a little with the damage... however, the best part was the DM let the +4 healing bonus apply to Rune of Mending (does it do that) which made keeping the Fighter alive while rogue started working on the backside of the creature so much easier. The Wizard's Flaming Sphere dealt a considerable amount of damage to the beast while lodging it in a perfect setup of sneak attack from the Rogue.
As the creature died it exploded into 12 worms (minions). I plasted 7 of them with Flames of Purity before they had a chance to act. The Flaming Sphere took out 2. The Fighter Cleaved 2 and the Rogue stabbed 1.
End of Encounter. In this encounter Word of Diminishment rocked! The Solo monster had 3 attacks each round. Potentially taking away 15 points of damage each round ensured the survival of the Fighter. With that setup I hardly had use for Rune of Mending.
I am really looking forward to playing this character again. Runestate is an awesome mechanic that gives you a lot more flexibility and tactical freedom. Having played a Battlemind I have learned to enjoy having the choice of augmenting my powers, but I prefer the Runepriest, because I dont have to worry about Points or anything. I can just change tactic on the whim.
I suppose my next Feat choice will be Shield of the Fallen. I am also considering Mark of Warding.
I had been thinking about going the entire Rune fat tree. But investing so many feats into the this seems over the top.
Rune of Endless Fire helped a little with the damage... however, the best part was the DM let the +4 healing bonus apply to Rune of Mending (does it do that)
Yes it does. It also adds to your Flames of Purity.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
Hammer of Vengeance paragon path, rune state of vengeance + wicked strike is doing some pretty disgusting damage for my Runepriest|Fighter build at early paragon. A plate wearing leader/striker with defender-esque AC, striker+ NAD's, a jagged executioners axe, the added sruvivability of battlerager vigor and nearly all the flexibility of a wrathful runepriest.