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Rune Mage's Nerf Feedback
#1
Smoke tiles were awful strong, I agree. But now Rune Mage kind of ran out of options to evade an enemy if you're playing its squishier, mage-er counterpart.

Can the removed levels of Smoking Rune be appended elsewhere on the Hit-Evade formula? Something that I think the class could use is the following:


Quote:Haste Rune

Resonate: All allies in range gain +2 Move and (1 + Rune Level) * (2 + Rank) Evade for 1 round.
Engrave: Target ally gains +Rank move and (15 * Rank) Evade until your next turn.

Linked Runes that deal damage have Great Accuracy.


Buffing your Evade is not as bad as reducing the enemy's Hit, I say. This would also make Nulled Runes be more precious to keep around.
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