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New Runes
#1
Drawing from my post in this thread, I believe Rune Magician is lacking in variety when it comes to offense, and ally-affecting utility. As a result, the class feels predictable and has a lower skill ceiling than it could. Because of how abundant skill points are for the class already, I think a few new runes could greatly benefit Rune Magician.

Chimera Rune:
Engrave: Attempts to inflict Poison LV X for 3 rounds.
Resonate: Enemies in effective range (+1) have their Poison LV increased by 5 and the duration increased by 1.
Trigger: Covers tiles in effective range in Acid Pools for 3 rounds. Enemies in those tiles may be inflicted with Poison for 3 rounds.

Burning Rune:
Engrave: Attempts to inflict Burn LV X for 3 rounds.
Resonate: Deals X Fire magic damage to all enemies in effective range (+1), which ignores armor. At Rune level 2 or higher, destroys Ice Sheets in effective range.
Trigger: Covers tiles in effective range in Cinders for 3 rounds. Enemies in those tiles may be inflicted with Burn for 3 rounds.

Healing Rune:
Engrave: Target Ally gains Regeneration X for 3 rounds.
Resonate: Heals allies in effective range (+1) for X. [Does not stack with other Healing Runes?]
Trigger: Allies in effective range are healed for X.

Cleansing Rune:
Trigger: Allies in effective range have the duration of negative statuses reduced by X.

Warp Rune:
Engrave: Target Ally is teleported to the location of the nearest friendly Warp Rune, if one exists.
Resonate: Transports all runes in effective range (+1) to the nearest OTHER Warp Rune, unless a Null Rune is linked to it. Runes that cannot maintain their current positions relative to the destination Warp Rune will not be transported.
Trigger: Randomly teleport enemies in effective range up to (Rune Level * X ) tiles away from their current positions.
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#2
SL1, Take me home... to the Tannis...where I belong....

SIGROGANAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.

JAMMER MAMA.

Take me home... take me home...

All things aside. Sure. Whatever. This is cool. I see no problems with this for now. Maybe looking into more exact values for the variables would be good. So y'know. Yeah, whatever.
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#3
Some more runes would help breathe variety into the class, and fill out skill points for destiny because Destiny Rune Mage ironically runs out of skills to spend points into.

I have a couple of ideas that could probably fit, if you don't mind my adding them at all.

Fulgar Rune:
Engrave: Lowers the target's crit evade by x for 3 rounds
Resonate: Deals x lightning damage to a random target in the rune's range.
Trigger: Inflicts interference for x rounds

Draft Rune:
Engrave: Inflicts lingering damage lv X for 3 rounds
Resonate: Creates Air Shafts in rune's effective range (+1) for x rounds.
Trigger: Pushes all enemy units x tiles, if an enemy is airborne this effect ignores pushing immunity.
[Image: zo2BdSr.pngp]
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