You say nerf I say compromise. As it is now it's pretty useless unless you are /run, and with /run you lose out on the benefits of other sub jobs and the higher enspell damage. The way I suggested you would start with 60, which is twice the damage of harboring 2 runes, and a +30% in hit rate. Which then would go up 1 damage and 0.5% hit rate with every hit to max of 110 damage and +55% hit rate after 50 hits. Honestly I don't even care though. If they made it so enlight and endark didn't decay and had the same damage it wouldn't matter. Pld and drk both need the help anyway. I just don't think SE would go for it unless it came with some sort of adjustment, and I think it would be better than them just making it something like half potency and doesn't move at all.