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1 year ago ::
Dec 09, 2011 - 1:36PM
#121
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I feel like each of the other options you list gives up more to get more, though, which I feel violates the "almost always better" aspect of sky-blue. The picks you mention offer much tougher judgment calls - if nothing else, each one of these drops down to a single encounter heal, and are unlikely to pick up significant healing powers from their hybrid class to make up for it. A serene runepriest/swarm druid is probably the best example of the tradeoffs inherent in these options - obscenely tough, but suffers significant constraint on the use of their runepriest powers in Beast Form. It needs its hybrid talent to grab Swarm Form's DR so it can't have Rune Mastery, and it basically can't ever hit with a Runepriest attack due to crappy Strength so it's pretty much a waste to try to grab an alternative runestate. You're even a sub-par Druid, losing 2 at-wills (1 through hybridizing and losing the bonus at-will feature, 1 through having to take a Runepriest at-will that you can't use in Beast Form and don't have the stats to make effective) 1 encounter, and 1 daily (some of which you can probably find as non-Strength rolls, but your choice is pretty limited). Being obscenely tough may make you the last person standing, but many parties would benefit from their controller more fully embodying that role than being nigh unkillable. Awesome tank chassis (although still probably an off-defender due to lack of multimarking)... but nothing like a Runepriest.
Edit: Avenger comment withdrawn. Amazing striker, durable, probably a better Hammer of Vengeance than a pure Runepriest. However, would have to be seen as mainly filling a striker role with some splashed off-leader options. My point is, if you want to play a runepriest for the things that a runepriest is good at (frontline leader), odds are you'd almost always benefit from hybridizing with Battle Cleric. For the most part, you're like a runepriest, only better, at least for the first 15 levels of your life. Only when you start using runestates that end do you start to feel any less rune-y, and if you do so you're probably picking up Channel Divinity for a whole lot of extra awesome (Healer's Mercy may be hard on your DPR but it's amazing for your party's health, and the hybrid can downgrade a move to a minor to launch Healer's Mercy, Rune of Mending, and Healing Word all in the same round). Given that you'll want the crit range for Rune of Battle you might as well get an early start in Paragon crit-fishing with a Jagged Greataxe with Gambler's Word, which does nice things for your damage output and healing power.
TL:DR - For some trying to hold down the Leader slot in their party as a Runepriest, I think there's a good case to be made that hybrid Serene / Battle Cleric is sky-blue.
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1 year ago ::
Dec 11, 2011 - 7:18AM
#122
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While I'm making a case for upgrading the rank of Leader hybrids in the Wiki:
I'd also make a similar argument for hybridizing Warlord / Serene Runepriest. Full AC through serene's light armor +wisdom, additional THP durability always nice for a frontline leader, taking Rune Mastery as your Hybrid Talent bumps the value of your granted attacks against adjacent enemies significantly, and Fight On keeps you at healing parity with a non-hybrid Runepriest (actually, better, as you can get your 3rd encounter heal at 11 instead of 16). Stats line up even better than with Cleric, as only some cleric powers are Str/Weapon and there's a ton of Warlord options.
Specific Builds:
You might even still grab MC cleric (and Divine Healer: Battle Cleric's Lore), Tactical Warpriest, and play some silly HBO games with Warpriest's Mark and Commander's Strike/Warborn Fury. "You swing at my striker friend, he hits you back as my OA, then shifts away to nullify your attack." "You try to shift away, my friend hits you on my OA then shifts into the space you were going to shift into." Alternatively, use a trident / pick and you get even more flexibility about who attacks through Ninth Legion Student and Direct the Strike, trade crappy weapon selection for much lower MAD... as well as some really over the top OA punishment options through Ninth Legion Commander. Potentially nice Catch-22 on a Goliath forcing a choice between mark violation punishment of (Ninth Legion Commander power or Direct the Strike at +1 to hit and ideally Mark of Diminishment damage bonus) and Serene Runepriest THP + any of (Stone's Endurance/Vengeance is Mine/Warlord's Gambit/Sleeping Dragon Lure).
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1 year ago ::
Feb 05, 2012 - 1:22PM
#123
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Date Joined:
Jan 14, 2009
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I was just creating a Runepriest and noticed Words of Bravery. I have mixed feelings about it. Great effect: the saving throw granting is awesome and it's nice to actually have a good protection ability when it seems that destruction usually wins out. But the close burst 1 that hits allies? What the heck? This is a leader power! Why does it let you hit your allies? To me, this would make it dark blue instead of sky blue. Thoughts?
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1 year ago ::
Feb 05, 2012 - 2:16PM
#124
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Yes.
Especially since protection want people adjacent.
guides
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my builds
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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.
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1 year ago ::
Apr 14, 2012 - 12:56AM
#125
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This question probably belongs in the Rules section, but here goes:
Can a hybrid Runepriest enter a rune state if he/she does not take the Rune Master hybrid talent option?
The way the hybrid class appears to be written, it looks like both the ability to enter rune states and the extra benefit of Rune Master are tied together for hybrids. Is there a consensus in the community?
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1 year ago ::
Apr 14, 2012 - 2:29AM
#126
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Can a hybrid Runepriest enter a rune state if he/she does not take the Rune Master hybrid talent option?
Yes. You don't even need to be a runepriest at all as long as you have access to a power with the 'runic' keyword. Entering a rune state is an ability granted by the 'runic' keyword (see RC page 119). It does not depend on any of the runepriest's class features. A half-elf who takes a runepriest at-will as his/her dilettante power can enter one of that power's rune states, for example, without even multiclassing into runepriest.
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1 year ago ::
Apr 14, 2012 - 2:37AM
#127
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Can a hybrid Runepriest enter a rune state if he/she does not take the Rune Master hybrid talent option?
Yes. You don't even need to be a runepriest at all as long as you have access to a power with the 'runic' keyword. Entering a rune state is an ability granted by the 'runic' keyword (see RC page 119). It does not depend on any of the runepriest's class features. A half-elf who takes a runepriest at-will as his/her dilettante power can enter one of that power's rune states, for example, without even multiclassing into runepriest.
Aha...keys off runic. I thought there was something I was missing. Thank you.
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12 months ago ::
Jun 12, 2012 - 3:26PM
#128
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Date Joined:
Jun 12, 2012
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Just wanted to bump the thread with additional resources where besides PHB3 where runepriest options would be. Thank you!
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12 months ago ::
Jun 13, 2012 - 12:31AM
#129
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Just wanted to bump the thread with additional resources where besides PHB3 where runepriest options would be. Thank you!
Dragon 404 had a new build type, the "Serene Blade." There was another Dragon article with some rare items. I do not believe there has been any other additional material.
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12 months ago ::
Jun 21, 2012 - 6:27AM
#130
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Any thoughts of the rating on Rune of Divine Providence? I'm going to take it at 9 because I like the 3W damage and having another sustainable zone daily (already took cage of light and enduring dawn). It also works well with the close quarters that my runepriest and our party defender usually work.
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