PDA

View Full Version : Rune Fencer Spell List



Shibayama
03-28-2013, 08:35 AM
These are all the spells that RUN can use at launch by level:

Level 4: Barstone
Level 6: Barsleep
Level 8: Barwater
Level 9: Barpoison
Level 10: Shell
Level 11: Barparalyze
Level 12: Aquaveil, Baraero
Level 16: Barfire
Level 17: Barblind
Level 20: Barblizzard, Protect
Level 23: Regen
Level 24: Barthunder
Level 30: Shell II
Level 35: Blink
Level 38: Barvirus
Level 40: Protect II
Level 42: Barpetrify
Level 45: Flash, Blaze Spikes
Level 48: Regen II
Level 50: Shell III
Level 55: Stoneskin
Level 58: Foil
Level 60: Protect III
Level 62: Refresh
Level 65: Ice Spikes
Level 68: Phalanx
Level 70: Regen III, Shell IV
Level 76: Baramnesia
Level 80: Protect IV
Level 85: Shock Spikes
Level 90: Shell V
Level 99: Regen IV

Oddly no barsilence though.

Kojo
03-29-2013, 03:56 AM
I'm kinda disappointed that RUN gets no curative spells, for a tank job with access to white magic.

orakio
03-29-2013, 05:19 AM
White Magic =/= Healing magic necessarily.

I get why they didn't get it, way too much overlap with paladin already. You have /blu, /whm, /sch, /rdm as options if you want cure lines and also /dnc for tp based healing. Any of those combined with up to regen-4 and what appears to be some of the best inherent evasion+parry skill in the game should hopefully be a great start in the overall toughness of the job :)

Horadrim
03-29-2013, 10:26 PM
White Magic =/= Healing magic necessarily.

I get why they didn't get it, way too much overlap with paladin already. You have /blu, /whm, /sch, /rdm as options if you want cure lines and also /dnc for tp based healing. Any of those combined with up to regen-4 and what appears to be some of the best inherent evasion+parry skill in the game should hopefully be a great start in the overall toughness of the job :)

This. With their damage output potential, they should be able to hold enmity via damage and additional effects. People are concerned about their lack of defense, but it looks like they have among the highest AGI of any job (I'm guessing bar THF, RNG, and maybe COR). Their Parry + Evasion, plus having a spell that increases their parry effect and a JA that increases their evasion -- I imagine them being an incredibly potent damage and mitigation force in the hands of the right people. I'm excited to move forward with it, myself.

Kojo
03-29-2013, 11:00 PM
White Magic =/= Healing magic necessarily.

I get why they didn't get it, way too much overlap with paladin already. You have /blu, /whm, /sch, /rdm as options if you want cure lines and also /dnc for tp based healing. Any of those combined with up to regen-4 and what appears to be some of the best inherent evasion+parry skill in the game should hopefully be a great start in the overall toughness of the job :)

I never said White Magic was healing magic, I said I was disappointed it didn't get curative magic. It's really not a big deal, it's magic is focused on what it is supposed to do, defend against magic. I'm at lv 22 and love it so far, I am gonna have to collect some DT- and PDT- to make up for it's light armor use.

Delvish
03-29-2013, 11:26 PM
Honestly I'm glad it doesn't have cures, just the enhancing it does. This makes SAM an incredibly popular sub for the job with Seigan/third eye plus all the defensive abilities it already has. If it did have curative magic or other spells it would frequently use, Seigan would make those spells relatively unusable. So the job won't do well in a solo situation without /DNC, give it a healer in a duo situation and the combo will be far more potent than if the job could cure itself.

Kojo
03-30-2013, 12:27 AM
Honestly I'm glad it doesn't have cures, just the enhancing it does. This makes SAM an incredibly popular sub for the job with Seigan/third eye plus all the defensive abilities it already has. If it did have curative magic or other spells it would frequently use, Seigan would make those spells relatively unusable. So the job won't do well in a solo situation without /DNC, give it a healer in a duo situation and the combo will be far more potent than if the job could cure itself.

Maybe no cures is a good thing, I'm still in the /WAR stages can't wait to be at /SAM levels. I suppose I need to play RUN with an open mind and learn the job rather than try to relate to and play by another job's abilities.

Horadrim
03-30-2013, 02:51 AM
Maybe no cures is a good thing, I'm still in the /WAR stages can't wait to be at /SAM levels. I suppose I need to play RUN with an open mind and learn the job rather than try to relate to and play by another job's abilities.

Really glad to hear you say that.

Most people don't seem to want to.

Kojo
03-30-2013, 04:22 AM
Part of my problem was I started when if you were a tank, you were PLD/WAR, or NIN/WAR with a SATA setup. I had a hard time accepting PLD/RDM and PLD/NIN in Ares's as a tank, but times have changed. I hope they fix the enmity issues, I haven't PT'd on RUN yet, but I've heard enmity has been tweaked a bit.

Zagen
04-11-2013, 02:09 AM
I figure I might as well just post my thoughts on some of RUN's spells here.

Bar Spells
Not much to say makes sense based on the idea of a magic tank in low man situations where the healer shouldn't be running into the fight, though why no Barsilence?

How about creating a few just for RUN like Barstun, Barterror, Bardeath, and Barzombie.

Blink and Stoneskin
Okay so we're supposed to use these to absorb/negate damage that kind of makes sense except for the fact that RUN doesn't get native Fast Cast.

Maybe the thought was that well enemy spells take long to cast, except at 10 seconds (Stoneskin) and 6 seconds (Blink) we aren't going to get those cast before most spells and even less when you factor in most mage enemies have native Fast Cast so at best they might help absorb Ancient Magic/2 maybe.

I'm sure now some are thinking RUN gets Fast Cast gear, and you're right but even then you aren't going to be casting these spells mid battle without the enemy being kept from attacking without native Fast Cast.

If you're with a WHM Stoneskin is completely useless.

Foil
Sounds great but why is it only 30 seconds? I guess a more important question is does "Special Attacks" equate to only monster's TP moves like we think. If it does then how many TP moves do you expect to be done within 30 seconds unless the monster is being zerged (which doesn't require a tank job)? If you don't want it to block that many moves then make it work like Migawari: Ichi extend the duration and have it wear off after 1 move.

Regens
Could these be changed to be a different buff? Otherwise I just don't see the point outside of soloing.

Camate
04-11-2013, 02:11 AM
Greetings!



Bar Spells
Not much to say makes sense based on the idea of a magic tank in low man situations where the healer shouldn't be running into the fight, though why no Barsilence?


This has actually been confirmed as a bug and will be corrected in the version update that is scheduled to take place near the end of the month. We apologize for this!

Losie
04-11-2013, 02:28 AM
I figure I might as well just post my thoughts on some of RUN's spells here.

Bar Spells
Not much to say makes sense based on the idea of a magic tank in low man situations where the healer shouldn't be running into the fight, though why no Barsilence?

How about creating a few just for RUN like Barstun, Barterror, Bardeath, and Barzombie.

Blink and Stoneskin
Okay so we're supposed to use these to absorb/negate damage that kind of makes sense except for the fact that RUN doesn't get native Fast Cast.

Maybe the thought was that well enemy spells take long to cast, except at 10 seconds (Stoneskin) and 6 seconds (Blink) we aren't going to get those cast before most spells and even less when you factor in most mage enemies have native Fast Cast so at best they might help absorb Ancient Magic/2 maybe.

I'm sure now some are thinking RUN gets Fast Cast gear, and you're right but even then you aren't going to be casting these spells mid battle without the enemy being kept from attacking without native Fast Cast.

If you're with a WHM Stoneskin is completely useless.

Foil
Sounds great but why is it only 30 seconds? I guess a more important question is does "Special Attacks" equate to only monster's TP moves like we think. If it does then how many TP moves do you expect to be done within 30 seconds unless the monster is being zerged (which doesn't require a tank job)? If you don't want it to block that many moves then make it work like Migawari: Ichi extend the duration and have it wear off after 1 move.

Regens
Could these be changed to be a different buff? Otherwise I just don't see the point outside of soloing.

Regarding Foil - it's a neat idea, and I like the double entendre is cute, but.. For it's fairly high MP cost I don't know that it's very worthwhile.

For one, it's hard to anticipate WHEN a monster will use it's TP when above 20% or whatever it is when they just start spamming, and furthermore, when I have used it just before a monster's TP attack, I haven't really seen any big benefit.. which makes the large mana cost and awkward duration even less appealing.

As for regen, though, I'd actually argue they're fairly useful, especially since we get the higher tier regens. A nice bit of self-healing that pulls some MP usage away from the healer and let's the RUN put some of their MP to use on something other than bar spells and refresh.

Zagen
04-11-2013, 02:36 AM
As for regen, though, I'd actually argue they're fairly useful, especially since we get the higher tier regens. A nice bit of self-healing that pulls some MP usage away from the healer and let's the RUN put some of their MP to use on something other than bar spells and refresh.
How are they helpful outside of soloing though? I mean wouldn't you have a WHM that not only matches the tier but beats it with gear (obviously the gear part could change) or a SCH who trumps it completely with Regen V?

Edit: Don't get me wrong I like them for soloing at least as they allow me to focus on other things besides curing myself on easier targets.

Kojo
04-11-2013, 03:04 AM
Greetings!



This has actually been confirmed as a bug and will be corrected in the version update that is scheduled to take place near the end of the month. We apologize for this!

To make it up to us, could you squeeze some more details out for next update? :D

tyrantsyn
04-11-2013, 05:57 AM
I'm not here to down play the native fast cast idea, but aquaveil if your friend if trying to get these kinds of buffs up. RUN can cast native according to the list and if you have any one in party whose /sch and able to cast it, they should be throwing it at you as well.

Zagen
04-11-2013, 06:13 AM
I'm not here to down play the native fast cast idea, but aquaveil if your friend if trying to get these kinds of buffs up. RUN can cast native according to the list and if you have any one in party whose /sch and able to cast it, they should be throwing it at you as well.
There are times I agree on Aquaviel being viable, there are times it is not. Who knows maybe they will get native Fast Cast or AF/Relic/Emp armor that gives good amounts of it. Definitely not ready to write the job off so we shall see :)

I would overlap Aquaviel for when it's not so viable to make it more viable but doing so essentially ruins my chances of keeping hate.

Horadrim
04-12-2013, 05:03 AM
There are times I agree on Aquaviel being viable, there are times it is not. Who knows maybe they will get native Fast Cast or AF/Relic/Emp armor that gives good amounts of it. Definitely not ready to write the job off so we shall see :)

I would overlap Aquaviel for when it's not so viable to make it more viable but doing so essentially ruins my chances of keeping hate.

Fast Cast will very likely be on A/R/E. Enhances Aquaveil is likely as well, or maybe Aquaveil II?

The biggest, and probably only real issue, for RUN tanking right now is physical damage. Everything else can be worked on within realm of gear, I feel, in a properly balanced party. Case-in-point, I feel like trying to tank guys like Dragua who specialize in elemental damage and effects -- but without a way to mitigate physical damage better I don't see it as a real option.

I think RUN really needs its cooldowns softened and waste to mitigate physical damage before anything else.

That's just my opinion though. I'm hoping the Set bonus for Empy+2 is "Converts physical damage into non-elemental magic damage" with a 50% conversion rate.

Delvish
04-12-2013, 08:36 PM
Fast Cast will very likely be on A/R/E. Enhances Aquaveil is likely as well, or maybe Aquaveil II?

The biggest, and probably only real issue, for RUN tanking right now is physical damage. Everything else can be worked on within realm of gear, I feel, in a properly balanced party. Case-in-point, I feel like trying to tank guys like Dragua who specialize in elemental damage and effects -- but without a way to mitigate physical damage better I don't see it as a real option.

I think RUN really needs its cooldowns softened and waste to mitigate physical damage before anything else.

That's just my opinion though. I'm hoping the Set bonus for Empy+2 is "Converts physical damage into non-elemental magic damage" with a 50% conversion rate.

PLD's speciality is physical damage mitigation and its magic side is very limited outside of specialized gear and precious few abilities. RUN is the polar opposite in the tanking realm in that it is superb at magic damage reduction while leaving itself somewhat vulnerable to physical attacks without its also precious few abilities and specialized gear. It is possible we'll see some conversion gear or -(P/M)DT gear in A/R/E, but it won't be everything.

Your Empy set bonus idea is a nice touch though, however you should know well the activation rate on all empy gear is a sadly depressing < 10%.

Horadrim
04-13-2013, 12:11 AM
PLD's speciality is physical damage mitigation and its magic side is very limited outside of specialized gear and precious few abilities. RUN is the polar opposite in the tanking realm in that it is superb at magic damage reduction while leaving itself somewhat vulnerable to physical attacks without its also precious few abilities and specialized gear. It is possible we'll see some conversion gear or -(P/M)DT gear in A/R/E, but it won't be everything.

Your Empy set bonus idea is a nice touch though, however you should know well the activation rate on all empy gear is a sadly depressing < 10%.

I'm well aware of what PLD specializes in.

However, Paladin can reduce incoming magic damage by more than 50%. I don't want to see RUN super tanking mobs in Reives, but I do want them to be the main target of something bigger than a T mob without getting stomped into the ground. "Low man" tanking is not real tanking -- half of the DD's in the game can do it. If we're going to call RUN a tank, it needs to be able to handle big mobs like NIN and (with some modifications so this isn't a Ochain only option) PLD can.

The point isn't to make RUN a comparable PDT tank, it is to allow them to actually tank. Being able to reduce forth coming Magic damage is nice, but it is something RUN can do without being the primary focus of a mob. To be a tank, it actually has to be able to hold the mob's attention as well as not die in the process and doing that against any order of worthwhile target (i.e. a target that a MNK or SAM couldn't do it again equally well)

RUN needs to be able to take physical hits as well as magic hits. Its specialty and focus is to reduce magic, but it still needs to be able to eat hits from power NMs before it can be considered a tank in any real sense. Being able to reduce PDT by 50% without having to have a set completely dedicated to the task (PLD's Ochain/+2 converts and absorbs "damage" not specifically physical damage, and Aegis is -45% magic damage) -- RUN, in order to be able to tank even single targets of any amount of importance, needs comparable gear.

As such, reduction of Physical damage (be it converted to Magic damage which they can reduce with All for One/Shell V/Some new ability or improved parry/evasion-style mitigation options) is important to RUN's future as a tank.

EDIT:

PLD's +2 has about 15% activation, but Ochain activates on every Block and has a ridiculously high rate that can easily be capped at 100% depending on the target in question. I'd say even against the strongest mobs we see in Adoulin right now it is at least 70-80% block rate.

Zagen
04-13-2013, 12:26 AM
PLD's +2 has about 15% activation
Do you have a link to tests showing 15%? Everything I've seen thus far is a 5% activation at 5/5 which is consistent with other Emp set bonuses that have activation rates.

Demon6324236
04-13-2013, 01:12 AM
I was sure it was 10%, 2% per piece.

Horadrim
04-13-2013, 05:31 AM
Do you have a link to tests showing 15%? Everything I've seen thus far is a 5% activation at 5/5 which is consistent with other Emp set bonuses that have activation rates.

It's probably 10%, I recall reading something about it being 15% but usually it is 2% per piece. The 5% you're thinking of for Creed+2 is the AMOUNT of damage absorbed, I think.

Babekeke
04-14-2013, 05:26 AM
I had a browse through BG Wiki and picked up what Fast Cast gear I could find:

RUN equipable Fast Cast gear (http://www.ffxiah.com/item-sets/296655)

30% Fast Cast, plus Siegel Sash for -38% total casting time for enhancing magic. Still leaves Stoneskin over 6 seconds to cast though.

Not to mention that Athos Chapeau aside, the rest of the gear offers nothing else useful for RUN. Athos Chapeau has MAB +4% which you could use in a lunge macro. But for your 38% it's 9 inv slots, and not everyone can afford that. Especially if you want to pimp a lunge set too.

Horadrim
04-16-2013, 12:05 AM
I had a browse through BG Wiki and picked up what Fast Cast gear I could find:

RUN equipable Fast Cast gear (http://www.ffxiah.com/item-sets/296655)

30% Fast Cast, plus Siegel Sash for -38% total casting time for enhancing magic. Still leaves Stoneskin over 6 seconds to cast though.

Not to mention that Athos Chapeau aside, the rest of the gear offers nothing else useful for RUN. Athos Chapeau has MAB +4% which you could use in a lunge macro. But for your 38% it's 9 inv slots, and not everyone can afford that. Especially if you want to pimp a lunge set too.

An Every Man's (http://www.ffxiah.com/item-sets/296884) version of the above, dropping Athros/Thaumos for people who might not be able to do VW or NNI (they do exist. Frankly despite doing VW on WHM i fucking hate that content and I haven't suffered capping my Enhancing to try NNI with SCH). You forgot Vivid Strap+1, btw. I don't think you lose TP for swapping grips.

EDIT:

Here's my take on a -PDT build, pretty simple (http://www.ffxiah.com/item-sets/295516). Sacrifices some -PDT (ears and feet) for DA, haste, and Store TP. Looking at -6 MDT/PDT on each ring if you're lucky. Wiglen's because you should be able to reduce magic damage enough that the +6% doesn't matter much and the natural 6/tic regen is a hard thing to scoff at. Again, its more an Every Man's build -- taken from the point of view that anyone can farm gil, but not everyone has access to end game.

Zagen
04-16-2013, 12:56 AM
An Every Man's (http://www.ffxiah.com/item-sets/296884) version of the above, dropping Athros/Thaumos for people who might not be able to do VW or NNI (they do exist. Frankly despite doing VW on WHM i fucking hate that content and I haven't suffered capping my Enhancing to try NNI with SCH). You forgot Vivid Strap+1, btw. I don't think you lose TP for swapping grips.

Teal Set doesn't get a partial set bonus (unless I missed that change) so those pieces are useless. Earthcry Earring is also pointless in a "Fast Cast" set, Vivid Strap +1 while not pointless, you're giving up a lot by using that over a DD related group like Rose Strap (if STP needed), or Pole/Duplus Grips.




Here's my take on a -PDT build, pretty simple (http://www.ffxiah.com/item-sets/295516). Sacrifices some -PDT (ears and feet) for DA, haste, and Store TP. Looking at -6 MDT/PDT on each ring if you're lucky. Wiglen's because you should be able to reduce magic damage enough that the +6% doesn't matter much and the natural 6/tic regen is a hard thing to scoff at. Again, its more an Every Man's build -- taken from the point of view that anyone can farm gil, but not everyone has access to end game.
I took a look at your set and it honestly looks like a PDT swap set, which is fine except you have some oddities in it for that such as Brachyura Earring and Brutal Earring.

As to it being a hybrid set of sorts you're giving up a lot of haste in an effort to try and cap PDT. With the gear chosen in that set you'd lose much less by making a PDT ToTM Great Sword freeing up 13% PDT This is what I have so far as my Hybrid PDT/MDT/Haste Set (http://www.ffxiah.com/item-sets/296378), for those not wanting to check on FFXIAH for whatever reason here's the gear:

Tenebreuse PDT Path (-13% PDT)
Rose Strap
Hagneia Stone
Ocelomeh Headpiece
Twilight Torque
Ghillie Earring +1
Brutal Earring
Thaumas Coat
Dux Finger Gauntlets +1
Rajas Ring
Dark Ring (-6% MDT/PDT)
Mollusca Mantle
Twilight Belt
Thaumas Kecks
Thurandaut Boots

Offers:
Haste: 26%
X-Hit: 8 (non /SAM)
PDT: -35%
MDT: -16%~ (for -40%~ with Shell V)

If you drop it to a 9 hit you can do another Dark Ring (-6% PDT) and 2x Darkness Earring (-2% PDT augments each) for another -10% PDT possible without giving up any haste.

Options to cap PDT:

If you give up the leg slot for Dux Cuisses +1 you're at -50% PDT while still sitting at 20% Haste.
If you give up the body slot for Dux Scale Mail +1 you're at -50% PDT while still sitting at 22% Haste.


I haven't done the math to see if the 3% QA/TA/DA would beat out the 2% Haste but there's 2 options. Also keep in mind you can gain 1%~ haste from using the Ocelomeh Headpiece +1 or 2%~ from Zelus Tiara. Also Thurandaut Tabard is an alternative as well as an option for another 1%~ Haste if going with the Dux Cuisses +1.

Edit: As to the MDB lost in your set it can easily be replaced in a MDT/MDB swap set as the only time you'd full time a MDT/MDB set would be for a chainspell happy monster.

Horadrim
04-16-2013, 10:37 PM
Teal Set doesn't get a partial set bonus (unless I missed that change) so those pieces are useless. Earthcry Earring is also pointless in a "Fast Cast" set, Vivid Strap +1 while not pointless, you're giving up a lot by using that over a DD related group like Rose Strap (if STP needed), or Pole/Duplus Grips.




I took a look at your set and it honestly looks like a PDT swap set, which is fine except you have some oddities in it for that such as Brachyura Earring and Brutal Earring.

As to it being a hybrid set of sorts you're giving up a lot of haste in an effort to try and cap PDT. With the gear chosen in that set you'd lose much less by making a PDT ToTM Great Sword freeing up 13% PDT This is what I have so far as my Hybrid PDT/MDT/Haste Set (http://www.ffxiah.com/item-sets/296378), for those not wanting to check on FFXIAH for whatever reason here's the gear:

Tenebreuse PDT Path (-13% PDT)
Rose Strap
Hagneia Stone
Ocelomeh Headpiece
Twilight Torque
Ghillie Earring +1
Brutal Earring
Thaumas Coat
Dux Finger Gauntlets +1
Rajas Ring
Dark Ring (-6% MDT/PDT)
Mollusca Mantle
Twilight Belt
Thaumas Kecks
Thurandaut Boots

Offers:
Haste: 26%
X-Hit: 8 (non /SAM)
PDT: -35%
MDT: -16%~ (for -40%~ with Shell V)

If you drop it to a 9 hit you can do another Dark Ring (-6% PDT) and 2x Darkness Earring (-2% PDT augments each) for another -10% PDT possible without giving up any haste.

Options to cap PDT:

If you give up the leg slot for Dux Cuisses +1 you're at -50% PDT while still sitting at 20% Haste.
If you give up the body slot for Dux Scale Mail +1 you're at -50% PDT while still sitting at 22% Haste.


I haven't done the math to see if the 3% QA/TA/DA would beat out the 2% Haste but there's 2 options. Also keep in mind you can gain 1%~ haste from using the Ocelomeh Headpiece +1 or 2%~ from Zelus Tiara. Also Thurandaut Tabard is an alternative as well as an option for another 1%~ Haste if going with the Dux Cuisses +1.

Edit: As to the MDB lost in your set it can easily be replaced in a MDT/MDB swap set as the only time you'd full time a MDT/MDB set would be for a chainspell happy monster.

Yeah, haven't done too much research as I don't really feel like a PDT set is fully necessary until post AF1~3 and merits (so we know exactly how SE expects us to tank). Good suggestions though.

I just full time my damage gear, personally -- but then I haven't been playing RUN much in favor of COR and now a little bit of GEO while waiting for AF.

I should really look into putting a proper set together -- and I forgot that teal doesn't get partial bonus. (Which is asinine, I don't think I've ever wore a full set of that gear.)