I've been playing RUN since a couple weeks past the release of Seeker's of Adoulin. A job that felt as if it had no hope has improved dramatically over the year. Though there is still very minimal use for RUN in a party setting, I still try to find more uses. Content that I've found the most satisfying for RUN are reives, including wildkeepers. With good gear and merits they can tank quite well, until hate caps of course, as with any tanking job. I've tried to bring my RUN to delve or High Tier Battlefields with little success on group invites to try it out. I hope to try it out with a low man linkshell party in the future. My gear is not the best, but it is still high enough to be able to experiment.
My main set is:
Aettir
Tzacab Grip
Honed tathlum
Futhark bandeau +1
Twilight torque
Ethereal earring
Spellbreaker earring
Runeist coat +1
Runeist mitons +1
Dark ring (physical damage -4%, magical damage -4%)
Dark ring (physical damage -4%, magical damage -4%)
Evasionist's cape
Flume belt
Runeist trousers +1
Futhark boots +1
There is room for improvement obviously, but that is for another topic. Having tanked for a while, there is still a plethora of problems i face. This includes hate, damage, and physical survivability. RUN's magical defense capabilities are very impressive, i have no problems with it as it should be. Against anything that deals heavy physical damage and/or high level, it is very weak. I have capped skills in everything for RUN and merits in greatsword, evasion, parrying, STR, DEX, AGI, Rune Enchantment/Vallation effect 5/5, Inspiration 5/5, battuta 4/5, and Rayke 1/5. For job points so far I only have Rune Effects 2/10 and elemental sforzo effect 1/10. I'm still improving my RUN quite a bit but i feel there needs to be major upgrades aside from just gear and merits still.
- Hate system still needs to be revamped quite a bit
As with each tank job in the game, this is the leading factor in tanking problems. There have been posts that adjustments will be made, so until then i can only wait.
- "Battuta" is an amazing job ability, lower recast or higher duration is critical.
This ability changes things dramatically, such as when hit by wildkeeper reive weakness abilities or low on HP. I've been saved countless times by it, at least until it wears off.
- More higher tiers of the job trait "Inquartata".
Parrying needs to be more heavily enphasized on RUN, it is crucial to survivability on anything physical.
- New Effusions
More runic abilities to deal magical damage, gain/keep hate, and/or aid in dehibilitating enemies would be helpful.
- New Wards
More runic abilities to ward physical damage, gain/keep hate, increase parrying, and/or defend against high damage abilities would be helpful.
- New Abilities geared towards keeping hate and increasing parrying and/or evasion.
Parrying and evasion are the keys to tanking for rune, it would be helpful having abilities to aid in this. An ability with a 5m recast and 2hr duration which assists in increased job performance would be nice, such as velocity shot for ranger, but increasing in parrying and evasion.
- New ability or trait for increasing physical resistance.
Physical survivability is still the fall of any RUN, even small increases to physical defending capabilities can help.
- New spells
Spells to defend against physical damage, shave damage off light and dark based spells, and/or aid in holding hate on enemies would be helpful.
And finally....
- Allow "Valiance" to double duration on surrounding party members and have dramatically increased range.
I feel very strongly about this. Having this ability reach party members including mages on the back lines can increase RUN's favorability in parties. To be able to ward off heavy magical damage and grant fast cast if merited would be very helpful to everyone in the party.
I would like to see RUN used more in current content and hope this thread will be at least read by the developers in time to consider adjustments for the september update, thanks for your time.
- Nightfox