View Full Version : RUN Additions and Adjustments
Nightfox
05-02-2013, 04:16 PM
Came up with some ideas and decided to post them after the update to see what was in store. The adjustments to the job abilities were all solid, appreciate it SE. These are some suggestions, whether it is used or ignored depends on the devs. If my fellow players like these, don't forget to hit the "Like" button on the thread.
Job Abilities:
Effusion: Drive – Thrusts the blade straight at an enemy, consuming a rune to deal a piercing damage attack which goads an enemy into attacking you. (1 min)
Effusion: Swallow – Disperses runes radiated from the caster to damage enemies within range, damage varies with runes consumed. (3 min)
Effusion: Featherblow – Strikes an enemy and inflicts them with a negative status, status effect varies depending on the runes harbored. (3 min)
Effusion: Glazad – Holds a defensive position for a short duration (3 sec), Strikes, and deals damage to an enemy. If attacked while in this position, the damage will be negated and this abilities damage increased. (5 min)
Effusion: Incortata – Holds a defensive position for a short duration (3 sec), if attacked in this position, evades and counters. Damage varies depending on the runes harbored. (3 min)
Effusion: Cupee – Places an aura around the user, insures the next normal physical attack is parried and strikes back, dealing piercing elemental damage. Damage varies depending on runes harbored. (1 min)
Effusion: Fleche Triad – Can only be used when 3 runes are harbored. Consumes runes and delivers a fast three pronged attack that deals elemental damage, accumulating enmity with each successful strike. Damage varies on runes consumed. (3 min)
Ward: Extricate – Grants you and surrounding party member’s complete evasion from the next magic spell relative to the runes harbored. (5 min)
Ward: Insurance – Places a swirl of runes around the caster and nearby party members, halving magical and physical damage for a short duration. (5 min)
Ward: Riposte – Parries incoming normal attacks, consumes a rune each time an attack is parried. If hit by a special attack, halves the damage and consumes all runes. (5 min)
Rune Garner – Increases the amount of runes accrued when using the ability “Rune Enchantment”. (30 sec)
Parry Defense – Raises physical damage reduction by a random amount after successfully parrying an attack (~30%), but reduces substantially with each hit taken (-10%).
Recast: (5min)
Duration: (2 hrs)
** (damage reduction loss will not decrease past the gained amount from this ability when hit)
Guises (Job Ability):
Guises surround the user in an aura to empower them and/or party members with runic energies. These abilities effect varies depending on the amount of runes consumed when initiating them. All guises share the same ability timers and should be used depending on the present situation.
Guise: Obviate – Places an aura around the caster which allows the caster to occasionally anticipate special attacks depending on the amount of runes consumed. (5 min)
Duration: 5 min
1 rune: 3% chance of activation.
2 runes: 6% chance of activation.
3 runes: 10% chance of activation.
Guise: Manipulate - Places an aura around the caster which allows the caster to occasionally null enmity reduction upon being hit, depending on the amount of runes consumed. (5 min)
Duration: 5 min
1 rune: 3% chance of activation.
2 runes: 6% chance of activation.
3 runes: 10% chance of activation.
Guise: Minify - Places an aura around the caster which allows the caster to occasionally reduce physical damage by a significant amount (-20%), decreases over time.
Duration: 5 min
1 rune: 5% chance of activation.
2 runes: 15% chance of activation.
3 runes: 25% chance of activation.
** activation rate reduces by 1% every 10 sec.
** minimum of 5% activation rate
Guise: All for One - Places an aura surrounding party members which absorbs minor enmity from a random member at set intervals, depending on the amount of runes consumed. (5 min)
Duration: 5 min
1 rune: 1% enmity absorption every 10 sec.
2 runes: 2% enmity absorption every 10 sec.
3 runes: 3% enmity absorption every 10 sec.
Merits:
Group 1:
Rune Enchantment Damage
Increases elemental damage of physical attacks when a rune is harbored.
+1 per level.
Rune Enchantment Resistance
Increases elemental resistance of runes when harbored.
+1 per level.
Swordplay Effect
Enhances the bonus granted by swordplay.
Evasion and Accuracy +2 per level.
Effusion Recast
Lowers recast timers for effusion abilities.
-2 sec per level.
Ward Recast
Lowers recast timers for ward abilities.
-2 sec per level.
Group 2:
Rune Calibration (Job Trait)
Adds a “Magic Defense Bonus” to runes gained by the use of “Rune Enchantment”.
+1 Magic Defense Bonus per level.
Emblazonment (Job Ability)
Negates the next negative status effect for the user and nearby party member’s. (10 min)
Decrease recast time by 1 min per level.
Effusion: Transcendence (Job Ability)
Consumes all runes and deals an elemental damage attack that ignores target’s magic resistance. (10 min)
Decrease recast time by 1 min per level.
Ward: Syphon (Job Ability)
Increases MP for user and surrounding party member’s based on the next magic attack aimed at the caster, ability applied before damage resistance of the caster. (15 min)
Formula:
MP absorbed per person = ((Target Spell Damage / 3) / number of party members)
Decrease recast time by 1 min and 30 sec per level.
Equipment (additions):
Agasaya’s collar
Spells (adjust & additions):
Foil – Decreased spell cost.
30 MP
Barlight – RDM 27, RUN 26
Bardark – RDM 29, RUN 28
Barlightra – WHM 29
Bardarkra – WHM 33
We have an Inquartata trait. I'd also raise Foil duration to 1 minute, readjust Liement to a 45 sec duration, and add a Reprisal-type spell for parrying, I was using the name "Riposte" but the effect is more important than the name. We also need to be able to take a physical hit, maybe some Resist Physical Damage traits or something. I'm not suggesting this because I want RUN to be broken, I suggest it because I want RUN to be able to tank.
Lastly, after Monday's adjustments, I think the Rune resistances need to be raise more, if I couldn't negate a lv 47 NM's Enwater damage, with 3 Runes and a Bar-spell, I doubt I could take an HNM's nukes.
Babekeke
05-03-2013, 03:55 AM
readjust Liement to a 45 sec duration
I really don't understand what everyone's problem is with Liement duration. Mobs generally cast on a 20 second rotation, so there's no need to have it any longer than that for casting mobs. For TP moves, if you use it under 25% the TP moves will be flowing nice and fast anyway.
Either way, Liement is better being used once you know that a spell is coming for you. In this case, the only thing stopping you using Liement before it hits is that you're already casting something. In which case, save it for the next spell.
The only reason to have a longer duration on Liement is because people want easy mode. They can't be bothered to be poised ready to hit the macro as soon as they see a spell incoming.
Cljader1
05-03-2013, 07:28 AM
I really don't understand what everyone's problem is with Liement duration. Mobs generally cast on a 20 second rotation, so there's no need to have it any longer than that for casting mobs. For TP moves, if you use it under 25% the TP moves will be flowing nice and fast anyway.
Either way, Liement is better being used once you know that a spell is coming for you. In this case, the only thing stopping you using Liement before it hits is that you're already casting something. In which case, save it for the next spell.
The only reason to have a longer duration on Liement is because people want easy mode. They can't be bothered to be poised ready to hit the macro as soon as they see a spell incoming.
People want liement ward changed because its to short, the chat log is already cluttered with battle data, digging through that to see what a multi element caster is casting is problematic. Liement ward only last 8 seconds and not 10, and when you see the casting or tp animation from the mob it takes 3-5 seconds just to cycle through macros just to get it off, unless you are strictly camping your liement ward macro. This is a tank job, and you have to constantly apply and reapply buffs, theres no time to sit and babysit a liement ward. Not to mention it wipes the other two wards, there alot not to like about the way they implemented it.
Tsukino_Kaji
05-03-2013, 09:48 AM
Barlight
BardarkThese will be merits.
Barlightra – WHM 29
Bardarkra – WHM 33These wont exist.
Babekeke
05-03-2013, 02:46 PM
People want liement ward changed because its to short, the chat log is already cluttered with battle data, digging through that to see what a multi element caster is casting is problematic.
Chat Filters.
Liement ward only last 8 seconds and not 10, and when you see the casting or tp animation from the mob it takes 3-5 seconds just to cycle through macros just to get it off,
You need to make the macro more accessible then. It's not Liement Ward's fault that you can't hit your macro immediately.
unless you are strictly camping your liement ward macro. This is a tank job, and you have to constantly apply and reapply buffs, theres no time to sit and babysit a liement ward.
Aside from on a dispelga mob, this is not a big hinderance. Runes overwrite each other and only take a second to use, so you just re-apply them on an ad-hoc basis, or if you're riding Lunge timer, be sure to have 1 of the other wards up before you Lunge, then you spend 20 secs gradually re-applying them. They wear off after 5 mins, and lunge is only 3 mins so there's no other need to reapply them unless you have a pt of magic users that would really benefit from Gambit.
Stoneskin is a waste of MP if fighting something in a party as you'll be getting cureskin anyway usually. Aquaveil is about the only thing that you'll be casting that will get in the way of using liement efficiently, unless /NIN and casting utsu: ichi.
Not to mention it wipes the other two wards, there alot not to like about the way they implemented it.
The other 2 wards can now be full-timed and some. 1 min of overlap on their timers in any 5 min period so you can easily time Liement during the overlap period so you have the next ward ready to use immediately.
Nightfox
05-04-2013, 06:56 AM
Kojo
We have an Inquartata trait. I'd also raise Foil duration to 1 minute, readjust Liement to a 45 sec duration, and add a Reprisal-type spell for parrying, I was using the name "Riposte" but the effect is more important than the name. We also need to be able to take a physical hit, maybe some Resist Physical Damage traits or something. I'm not suggesting this because I want RUN to be broken, I suggest it because I want RUN to be able to tank.
Lastly, after Monday's adjustments, I think the Rune resistances need to be raise more, if I couldn't negate a lv 47 NM's Enwater damage, with 3 Runes and a Bar-spell, I doubt I could take an HNM's nukes.
Incortata and Inquartata are two different methods of fencing I believe, I'm not very knowledgeable in fencing though so I could be wrong. As for foil, I personally would not mind it being a 1 min duration, but I also think it would be too powerful, you could potentially keep the spell up at all times given the MP. A reprisal type spell for parrying as you suggested sounds like a pretty solid idea to me. The physical tanking of RUN is indeed horrible, thats why I aimed some of my suggestions to physical damage reduction and parrying through abilities. I wouldn't mind a job trait with straight physical damage reduction, but I don't think it will happen probably. I'll talk about my experience with the liement ability below.
Babekeke
I really don't understand what everyone's problem is with Liement duration. Mobs generally cast on a 20 second rotation, so there's no need to have it any longer than that for casting mobs. For TP moves, if you use it under 25% the TP moves will be flowing nice and fast anyway.
Either way, Liement is better being used once you know that a spell is coming for you. In this case, the only thing stopping you using Liement before it hits is that you're already casting something. In which case, save it for the next spell.
The only reason to have a longer duration on Liement is because people want easy mode. They can't be bothered to be poised ready to hit the macro as soon as they see a spell incoming.
I'll talk about my liement experience below.
Tsukino_Kaji
These will be merits.
These wont exist.
We all know Barlight and Bardark are overdue, if they are made as merits, that will be fine. It would make more sense to implement them as spells learned right after Barthunder. I personally don't see why they were not made spells from the beginning, it's just light and dark elements. WHM should get -ra versions of these bar spells as well.
The liement adjustment for RUN was pretty good overall in my opinion. We got reduced recast but short duration in return, personally I don't mind it. It keeps you on your toes and you have to use it tactically to prevent it from being wasted. However, tanking a few magic mobs with a party or friends I've noticed that it can also be a bad thing. There were multiple times when the enemy was casting a spell towards me and I would activate liement only for the spell to be stunned by a teammate, thus rendering the ability useless. This is no ones fault and I'm glad they stunned the spell like they should, but with a longer duration, there would be a possibility that the ability would not be wasted. To me, there is no real right or wrong to liement the way it is now. Shorter duration for more awareness, or more duration for more leeway, they both have their pros and cons.
Babekeke
05-04-2013, 07:34 PM
OK, I can see where Liement could be bad, like in your example above, but as it is now, it's brilliant for example on Arch Ultima when it does Citadel Buster. From previous experience (before update) CB did ~500 damage to all party members with once for all or with Valiance active, so Liement is still better.
CB has a 30 sec countdown, which is even enough time to get 3 runes up, if you either just got dispelled, or if you had used Lunge, or just had 3 of a different element up, and still hit Liement.
Nightfox
05-06-2013, 04:55 AM
OK, I can see where Liement could be bad, like in your example above, but as it is now, it's brilliant for example on Arch Ultima when it does Citadel Buster. From previous experience (before update) CB did ~500 damage to all party members with once for all or with Valiance active, so Liement is still better.
CB has a 30 sec countdown, which is even enough time to get 3 runes up, if you either just got dispelled, or if you had used Lunge, or just had 3 of a different element up, and still hit Liement.
Indeed, the liement ability itself is amazing. Especially if its used before something as damaging as Citadel Buster as you said. I solo'd Megamaw Mikey -- Even though this is in abyssea -- by keeping up Shell V, Phalanx, foil, barstone, 3 Flabra, and valiance. Once my hp would drop pretty low, i would put on liement right before a damaging spell like Stone V and my hp would just shoot right up to full or close to it. I've been reading that some people were taking a bunch of damage from his spells, but the most I've been hit for was around 350 damage I believe, the elemental resistance on RUN is amazing. What i want to try next is being hit by meteor o.o
Babekeke
05-07-2013, 02:31 PM
Indeed, the liement ability itself is amazing. Especially if its used before something as damaging as Citadel Buster as you said. I solo'd Megamaw Mikey -- Even though this is in abyssea -- by keeping up Shell V, Phalanx, foil, barstone, 3 Flabra, and valiance. Once my hp would drop pretty low, i would put on liement right before a damaging spell like Stone V and my hp would just shoot right up to full or close to it. I've been reading that some people were taking a bunch of damage from his spells, but the most I've been hit for was around 350 damage I believe, the elemental resistance on RUN is amazing. What i want to try next is being hit by meteor o.o
I was also thinking about how RUN might stand up to AV... keep wind resist runes up, use wind resist wards, and one for all meteor. (you're aware that runes will do nothing for meteor as it has no element, right?)
Demon6324236
05-07-2013, 04:48 PM
I was also thinking about how RUN might stand up to AV... keep wind resist runes up, use wind resist wards, and one for all meteor. (you're aware that runes will do nothing for meteor as it has no element, right?)So far as I recall the mob version of it is dark based.
Nightfox
05-08-2013, 07:26 AM
Babekeke
I was also thinking about how RUN might stand up to AV... keep wind resist runes up, use wind resist wards, and one for all meteor. (you're aware that runes will do nothing for meteor as it has no element, right?)
Demon6324236
So far as I recall the mob version of it is dark based.
Thought the enemy versions of meteor were dark based as well. Just the player character version is non-elemental?
Tsukino_Kaji
05-09-2013, 02:52 AM
I've never seen any solid evidence that the mob version is dark.
Babekeke
05-10-2013, 03:21 AM
I might just do a NW apollyon run on RUN to confirm it once and for all
Nightfox
05-10-2013, 01:50 PM
I might just do a NW apollyon run on RUN to confirm it once and for all
Cool, if anything, could at least save a "One for All" to stop some damage, lol.
Nightfox
05-10-2013, 11:47 PM
Does anyone have any comments as to my suggested abilities? Or any ideas themselves? We know the physical capabilities of RUN are poor, it definetly needs some improvement if the job is going to tank any enemies that don't just use magic primarily.
Babekeke
05-11-2013, 12:40 AM
I'm quite surprised that we didn't get Perfect Parry. But then I'm also surprised that THF hasn't had Perfect Evade either so maybe no perfect parry isn't so surprising. (based around the same idea as perfect counter).
IMO Perfect Parry would be quite sufficient to give RUN the edge that it needs in taking phys damage. Especially with the extra parrying skill and traits that it has, and a not-too-shabby evasion, combined with Swordplay (which will no doubt feature boosts with AF gear and merits in the next update).
PP would give the needed guaranteed opportunity to recast a buff, be it a native buff, or utsusemi: ichi when /nin for example. Alternatively, since parry can proc on TP moves.... ^^ (this is most likely the reason that neither THF nor RUN has had these JAs).
Delvish
05-15-2013, 10:12 PM
I'm quite surprised that we didn't get Perfect Parry. But then I'm also surprised that THF hasn't had Perfect Evade either so maybe no perfect parry isn't so surprising. (based around the same idea as perfect counter).
IMO Perfect Parry would be quite sufficient to give RUN the edge that it needs in taking phys damage. Especially with the extra parrying skill and traits that it has, and a not-too-shabby evasion, combined with Swordplay (which will no doubt feature boosts with AF gear and merits in the next update).
PP would give the needed guaranteed opportunity to recast a buff, be it a native buff, or utsusemi: ichi when /nin for example. Alternatively, since parry can proc on TP moves.... ^^ (this is most likely the reason that neither THF nor RUN has had these JAs).
I'm equally surprised RUN did not get the highest tier of Tactical Parry either. That crown still belongs to DNC at tier IV, yet receives its first tier at lvl 40 long before any of the others do.
Zuidar
05-19-2013, 02:08 AM
I'm kinda hoping for RUN's Enhancing Magic category to be expanded a bit with new spells like barlight/bardark and add a few more existing spells such as haste. I mean, for them to have a RDM spell such a refresh, and then up to Regen 4, I surprised that RUN was even able to learn Refresh. I'm just thinking since they're "Practitioners of Enhancing Magic", you'd think haste would of also been added to it as well.
Nightfox
05-19-2013, 02:26 AM
I'm kinda hoping for RUN's Enhancing Magic category to be expanded a bit with new spells like barlight/bardark and add a few more existing spells such as haste. I mean, for them to have a RDM spell such a refresh, and then up to Regen 4, I surprised that RUN was even able to learn Refresh. I'm just thinking since they're "Practitioners of Enhancing Magic", you'd think haste would of also been added to it as well.
Yeah, I believe that Barlight and Bardark are a MUST, they should be added sometime soon. As for haste, I definetly would love having the spell on RUN, might be too "powerful" though. Maybe even adding new spells to boost RUN's current physical and magical defending capabilities, spell with effects like:
O -- Raises the caster's Magic Evasion.
O -- Raises the caster's Magic Defense
O -- Raises the caster's chance to parry attacks.
(Some of these were suggested by others im sure)
Similar to how rdm was given temper, an amazing self targeting spell. Would be nice to see one for RUN that lasts for a while, like 3-5 min or so.
Volarione
05-19-2013, 02:51 AM
Yeah, I believe that Barlight and Bardark are a MUST, they should be added sometime soon. As for haste, I definetly would love having the spell on RUN, might be too "powerful" though.
I sub whm so I have haste, and though its nice its nowhere near as game changing as all that
Heimdall
05-22-2013, 08:48 AM
Just a couple simple observations after playing the job and soloing various nms. First off run needs a native shield skill and more options of shields to use. I find myself using single handed weapons specifically sword over 2 handed ones like
gs. Sanguine blade becomes very handy for healing self and merit ws is now good for dmg. Also it could use a better way to cure itself than just regen. Either have cure spells or maybe let it absorb runes as a form of cure the strength based on the number of runes active. Finally the recast on runes are just to long for how they suppose to be used. having switch between runes and get multiple ones up with anything over a 3 second recast is problematic and leave a big hole in the jobs abilitys.
Oh and add it to Avalon breastplate it is liek the perfect body armor for it. The jib can wear the blue version of it carapace(sp) breastplate so why not the red?
Volarione
05-22-2013, 11:45 AM
Either have cure spells or maybe let it absorb runes as a form of cure the strength based on the number of runes active. Finally the recast on runes are just to long for how they suppose to be used. having switch between runes and get multiple ones up with anything over a 3 second recast is problematic and leave a big hole in the jobs abilitys.
I agree with the first part, but I have no problem recasting runes, the ten second timer between casts just doesnt bother me. I would love an ability that would let me consume wards to heal myself but I wouldnt put them on in a way that you can heal others. (but thats just me) and any kind of shield would be greatly appreciated I HATE the glass jaw effect we have going.
Babekeke
06-01-2013, 01:17 AM
Finally tested Meteor from Kaiser Behemoth in NW apollyon. 3 x Lux up, Liement after it Meteor'd (waited a few secs due to small duration of Liement now) and it hit me for 0, not absorbed (I had Stoneskin up).
Therefore, Meteor from mobs is not dark-based.
saevel
06-01-2013, 05:56 AM
Finally tested Meteor from Kaiser Behemoth in NW apollyon. 3 x Lux up, Liement after it Meteor'd (waited a few secs due to small duration of Liement now) and it hit me for 0, not absorbed (I had Stoneskin up).
Therefore, Meteor from mobs is not dark-based.
Could of told you that <.<
Monster Meteor is non-elemental damage.
Babekeke
06-01-2013, 04:52 PM
Then where were you 2 pages ago Sav? ;p
Nightfox
06-02-2013, 12:32 AM
Finally tested Meteor from Kaiser Behemoth in NW apollyon. 3 x Lux up, Liement after it Meteor'd (waited a few secs due to small duration of Liement now) and it hit me for 0, not absorbed (I had Stoneskin up).
Therefore, Meteor from mobs is not dark-based.
Nice, that clears that up then. Hope that dosen't bite RUN later if there's a new mob that RUN can especially tank but will have trouble with meteor. Though RUN tanking is still far from being accepted D: in any adoulin content at least.
Babekeke
06-02-2013, 01:47 AM
Ironically, Divagitating Jagil casts Meteor during it's dark phase....
Nightfox
06-02-2013, 11:33 AM
Ironically, Divagitating Jagil casts Meteor during it's dark phase....
Lol yea, noticed that too when I read up on him one day.