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  • 15 hours 33 min ago : Go figure.. 5 minutes after I put a raid of creeps together the freeps go away
  • 17 hours 55 min ago : Looks like Scooby has a freep raid out
  • 3 days 17 hours ago : Lug is blue

Runekeepers

Overview

Runekeepers are a hybrid class that have strong capabilities in DPS, healing, and debuffs.  They are unique in that they can choose to either heal, or to DPS and debuff.  They cannot adequately do both at once.

  • As healers their primary method is by heals over time (HOTs) with few direct heals.  The recipient of heals will recieve stronger and stronger HOTs as the runekeeper stacks their skills, increasing their 'tier' or effectiveness.  In addition to HOTs, the Runekeeper also has damage reduction bubbles and preventative skills for poisons, wounds, and death.  The Runekeeper also has a fast out of combat ranged rez skill.
  • DPS/debuff runekeepers concentrate on either spammable lightening skills that can be used on the move (they are masters of kiting) or inducted fire DOTs which can stack considerably.  Their single target DPS is lower than hunters and comparable to single target champions and captains.  Their debuffs are AoE and affect attack speed, skill recharge, healing received, and power cost of skills.  They also have an AoE frost circle which prevents evades.

Tactics

  • Runekeepers about the least amount of morale of the freep classes.  Combine this with only light armor and they are quick kills if concentrated on.  Their races are either elf or dwarf so their defensive skills vs that of a hobbit or man are sub-par.
  • Disarming a Runekeeper disables ALL of their skills.  Silencing them removes only the high end skills.
  • A Runekeeper is completely based on what their attunement is.  If it's healing, they can't DPS.  If it's DPS, they can't heal.  It takes at least 3 seconds for them to shift over with an induction (legendary skill) or about 10 seconds of spamming neutralizing skills.  This will reset their attunement to zero
  • As they increase in attunement one way or another, they get more and more powerful.  Make them get out of combat if possible to drop their attunement (max attunement is 10, and out of combat they drop roughly one attunement per second).  This will disable many of their skills until they rebuild back up to a certain attunement.
  • Runekeepers have two mezes and 2 slows.  Shocking touch is a melee ranged mez that will last anywhere from 10-20 seconds when traited (random) with a recharge of 20 seconds.  Vivid imagery is a 3 target AoE mez around the RK (easily increasable by legacies) that will last 10-20 seconds when traited (random) with a 3 minute cooldown.  Distracting Wind is a 5 target AoE 50% slow that lasts 10 seconds with a long recharge.  Chilling Rhetoric is a single target 70% slow that is reduced to 30% (traited, else removed completely) when the target is hit on a 90 second cooldown.
  • Runekeeper DPS revolves around criticals, without criticals they'll be doing only 100-150 damage on average but can spike up to 2k with devstating criticals.  Many valued legacies's increase lightening crit damage substantially.
  • Watch the buff bar of the Runekeeper and its fellows.  Green shields with blue backgrounds will remove the first poison applied.  Red shields remove the first wound applied.  Blue shields on blue backgrounds will mean that the freep will be able to immediately rez on death.  Poison and Wounds protections can be reapplied every 48 seconds (traited) to the RK's fellowship with a minute long duratoin.  The rez protection lasts only 30 seconds.
  • If the RK bubbles someone, look closely for the Writ of Health buff (brown dot in a green background).  The bubble will last 3 seconds (assuming fully healing attuned RK) + 3 seconds per tier of the Writ of Health.  If there is no Writ of Health, stay on target as the bubble will soon be gone.  The bubble also is only a 50% damage reduction, traited to 70%.