this was from a prior post of mine, several of the suggestions have successfully been implemented. ive only included them again to show what i had suggested to round out RUN

rune fencers magical negation capabilities are decent, but they are FAR from being the best.
1A: RUNES
from a defensive stand point the Resistance gained should be slightly higher at 99, aproximately +50 per rune.
1B: Wards
The recast on these abilities are HORRENDOUS. the recasts for these abilities should be HALF of what it is now, with the same durations.


2: items that should be added to the Game or adjusted.

Job Abilities:

Runic Projection
Effusion
Level 10
Recast 60 Seconds
Target Monster
Range 16
Effect:
Consumes one rune: Deals Elemental damage to target matching rune consumed. Generates High levels of enmity.

Elemental Influx
Ward
Level 50
Recast 2:30
Duration 1:00 or one absorption
Target self
Absorbs the MP Utilized from incoming Magic matching your current dominant rune. expires after one activation.
Absorption mechanics: 1- 33% 2- 66% 3- 100%

Ethereal Bond
Job ability
Level 90
Recast 10 minutes
Duration 2 Minutes
Convert all incoming Physical damage to non-elemental magic damage.
incoming "Spell" damage is not subject to resistance while this effect is active.

Riposte
Job Ability
Level 40
Recast 5 Minutes
Duration 4 Minutes
Increases Attack speed and parry rate for every attack parried. effect resets upon taking "Spell" Damage

Runic Attunement
Job trait
Level 90
Runes grant a chance to absorb incoming elemental damage (5% chance per rune)

Sure Grip
Job trait
Level 30
Increases Store TP & Attack power when utilizing a two handed Weapon.
(+5 STP +5 Attack per level, level gained every 19 levels +20 to each total)


Runes
i feel the additional effect from runes utilizing a 2handed weapon are too weak. please increase them by 50%