That is a quote from under the Runic keyword. ^.^ Grats on proving you didn't read the material in question.
Also all your, nonsensical, objections to this working (or to Runepriests working in general) are 1.) Based on the fact that you can't read the rules and 2.) Have been dealt with multiple times in this thread. I encourage you to read it.
There ya go. The last page or so kinda sums it up but you can go through it all for a more detailed discussion.
That would be good for people to read. I've given my take on the build and its lack of Rune Mastery. It needs that Feat or it does not work. Vengeance "Aura" cannot be activated unless you have the Rune Mastery class feature from the Runepriest hybrid options (exact name is most likely off on that one.)
I feel that more examples of how YOU think Rune Powers work is in order, not just you saying arguements are "nonsensical." I play a runepriest hybrid in my game, and I spent a good bit of time reading the class description and the glossary explanation. They're different. If you disagree you need to give a simple explanation of how powers work if you are NOT a runepriest and use them.
What happens if a Half Elf uses a Runepriest Power? Does he not get any riders on the powers? Does he enter a Rune State for the encounter? According to your reading of the rules a Half Elf could enter Rune States because he used a Rune Power, and thus gain a Rune State of a PP. I'm pretty sure thats not correct by the Glossary definition of Runic Powers, yet if you read from the Class section its vaguely implied that could be how it works.
There ya go. The last page or so kinda sums it up but you can go through it all for a more detailed discussion.
That would be good for people to read. I've given my take on the build and its lack of Rune Mastery. It needs that Feat or it does not work. Vengeance "Aura" cannot be activated unless you have the Rune Mastery class feature from the Runepriest hybrid options (exact name is most likely off on that one.)
I feel that more examples of how YOU think Rune Powers work is in order, not just you saying arguements are "nonsensical." I play a runepriest hybrid in my game, and I spent a good bit of time reading the class description and the glossary explanation. They're different. If you disagree you need to give a simple explanation of how powers work if you are NOT a runepriest and use them.
What happens if a Half Elf uses a Runepriest Power? Does he not get any riders on the powers? Does he enter a Rune State for the encounter? According to your reading of the rules a Half Elf could enter Rune States because he used a Rune Power, and thus gain a Rune State of a PP. I'm pretty sure thats not correct by the Glossary definition of Runic Powers, yet if you read from the Class section its vaguely implied that could be how it works.
I will tell you how I think they work. I will also tell you how I know they work and how the PHB says they work and how CharOp knows they work.
For everyone following along at home, please turn to pg 217 of the PHB 3. We will be discussing the section in the "Runic" keyword. For today's lesson, we will use the example provided to us from the class of the Half-Elf.
Now, said Half-Elf (named Jim) wants to use a runic power that he selected with his racial power. What should Jim do? That's right class, he should turn to pg 217 of his PHB 3 and read the rules. What happens to Jim?
1. Jim decides to use a runic power 2. Jim must choose first choose one of the runes in the power 3. Jim then uses the power 4. Jim then applies the chosen runic effect from the power 5. Jim then enters a runic state associated with the chosen rune 6. Jim stays in this runic state until he enters a new one or the encounter ends
I don't know how you think it works but it is exceptionally clear RAW. In fact, this is one of the most clear things I have had the pleasure of discussing here. The rules give you an honest to god step by step process of casting a runic power. What more do you want?
Also, before you say anything about what the Runepriest class says, don't. It doesn't matter. Jim was not a runepriest in any way. Any discription under the runepriest is invalid and you go by the rules presented for ALL classes which appears in the glossary. It can also be found in the compendium if one were so inclined.
I'd like to see a str/con runepriest|warlock variant with eldritch strike. Double attacks and sliding dudes into zones sounds neat.
That could be a fun combo.
Could probably get a nice str/con warforged runepriest|battlemind / hammer of vengence. Lightning rush, get hit, attack with a runepriest power (+Con), buff your allies, and get a free attack again (+Con).
Edit: Actually, i'm going to do that. I'll post the build in a bit.
Edit2: NM, they are both immediate actions don't work.
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.
If you need to sack some of the durability of the build, you can further optimize it as a striker, but it can do some gnarly executioner's axe crit fishing...
@ 16 it looks like this unmodded:
-1 STR vs AC attack, 1[W]+STR+CON+CON (PP feature) - triggering off an ally successfully hitting.
Under ideal conditions it becomes:
-1 STR vs AC attack, 1[W]+STR+CON+CON (PP feature) +CON (Wrathful Hammer)
Not bad for an immediate action that is relatively easy to trigger. In terms of at-will optimization, it's a pretty decent combo even if eats the OA combat challenge may provide.
Hmmm... Do you really have to be Hybrid Runepriest for this to work?
Half-Elf Avenger Hammer of Vengence.
Grab Adept Dilettante and Versitle Master at 11 to grab the mc and use Word of Exchange at-will using your wisdom. Grab Two-Weapon Opening using a rending Double Axe.
If your not hybrid, you loose a possible second wis to damage defense, a heals, at-will sliding allies (which helps ensure your second attack), and some nice team enabling dailies.
But a half-elf would do more damage, at lest by himself. Probably depends on the team to figure out if the runepriest is generating more total.
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.
The avenger/runepriest wouldn't be gaining oath benefit when using the a runepriest at-will. However, a half elf avenger that picks this power up could use his Oath of Emnity while using the runepriest at-will. The only wierd thing abou a build like this is, you actually do less damage on turns you don't use an at-will. So avengers can use controllery powers and not give up any damage.
The avenger/runepriest wouldn't be gaining oath benefit when using the a runepriest at-will. However, a half elf avenger that picks this power up could use his Oath of Emnity while using the runepriest at-will. The only wierd thing abou a build like this is, you actually do less damage on turns you don't use an at-will. So avengers can use controllery powers and not give up any damage.
It's a possibility, but you loose the Wis bonus to damage when missed, the encounter heal (which set's up your runestate, so you can use an avenger power, heal, and still get the free attack), as well as some choice runepriest powers.
Overall, it would boost your damage/mobility, though not neccicaraly the team's total damage/mobility, and certainly not the teams survival.
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.