Since the release of this hidden class, i found it unfortunate that his rôle was limited to a combination with Cryoomancer and Prychokino around the use of a single skill of these three classes (Rune of Ice / Ice Wall / Psychic Pressure). Or in complement to the Thaumaturge, Linker and Enchanter around the Rune of Giant skill wich didn’t bring much (the use of the jump + basic attack being qhuickly pretty boring). The class ended up having no flavor and his skills being too slow and constraining in comparison with other wizard classes, but it wasn’t dramatic since this class occupied only one rank of the ten available at the end. In re:Build the players are forced to take three classes and in this case, Rune Caster becomes really useless, even more by losing Rune of Ice wich becomes a simple weak ice attack, and with the transfer of the three support classes that with the Rune Caster composed the only viable basic attack wizard (the only reason to use Rune of Giant) to the Scout tree, left Rune Caster with almots nothing. Quite sad.
I’m totally agree with the conclusion of Umbriel. I think focusing the gameplay of this class around the risk and reward, with long charging but very effective and powerful skills is a good idea. Also, making this class more static, but to compensate the fact that the character is rooted when charging his skills, allowing him to reach almots the entire screen with large sized skills, would make Rune Caster a class very different from the others wizard class.
I will try to suggest ways to modify this class, trying to avoid making it too powerfull but at least a little more attractive and easily combinable and strategic.
Rune of Rock [15lvl] [40sec] [Cast: 6sec] Installation / Offensive / Buff
Menhir duration [5+lvl sec => 20sec] [Width: Five installations on a medium size area. One in the center, in front of the caster, the other four equidistant from the one in the center.] [High damage when the installations appear]
Five menhirs come out of the ground, hit, repel and knock down the monsters in the collision area.
Cinq menhirs sortent du sol, blessent, repoussent et font tomber les monstres présents dans la zone d’impact.
Menhirs can take several hits before being destroyed and grant to the the Rune Caster while he’s near a menhir a [20xlvl => 300] block bonus (halved for the allies).
Increases the power of Rune Caster Earth property skills by [10+2xlvl => 40%] while he is in themenhirs area of effect.
Attribute : Increases the Rune Caster’s resistance to Earth element by 20% while he stand in the area of effect.
Rune of Ice [15lvl] [30sec] [Cast: 4sec] Magic circle / Offensive
Circle duration [10sec] [Width: Medium sized circle around the caster] [Low damages but occuring every second]
A frozen lake is formed on the ground and hits every second the monsters while inflicts the slow and chill alteration as lons as they stay on the circle. At each hit, monsters have 25% chance of being frozen for 2sec.
Increases the power of Rune Caster Ice property skills by [10+2xlvl => 40%] while he’s on the frozen lake.
If menhirs are installed when Rune of Ice is casted, they become covered with ice. Monsters who hit the iced menhirs have 50% chance of being frozen for 4sec. These installations react the same way as Ice Wall, producing ice shards when attacked.
Attribute : Increases the Rune Caster’s resistance to Ice element by 20% while he stand in the area of effect.
Rune of Justice [15lvl] [10sec] [Cast: 2sec] Beam / Offensive
Damage [2sec] [Width: Tight and long axis un front of the caster] [Low damage but repeated and could be amplified]
Fires a ray of light with 10% chance to blind per hit during 4sec.
This laser can interact with several installations such as Rune of Rock, Fire Ball, Evil Spirit, Ice Wall, Fire Wall, Hallucination, Blink, etc. wich modifies the element of Rune of Justice as well as its shape and range and increases a little its power.
Rune of Giants [10lvl] [30sec] [Cast: 4sec] Magic Circle / Buff
Circle duration [10sec] [Width: Medium sized circle in front of the caster]
Increases the size of the magic circles by [1+lvl/20 => 1.5] for the Rune Caster (max x1,2 for the allies).
Increases the duration of the magic circles and installations in the area by [1+lvl/2sec => 6sec] (max 3sec for the allies).
Increases the size of monsters entering the area as well as their collision / damage box by 1.2.
Attribute : Concentrates the effect of the rune on one monster doubling its size and the range of its attacks, but reducing its resistance to magic attacks by 50%.
Attribute : Concentrates the effect of the rune on one summon making it 1.5x bigger and increasing ils physical power by 30%.
Rune of Protection [10lvl] [30sec] [Cast: 2sec] Aura / Buff
Buff duration [10+5xlvl sec => 60sec] [Width: Tight area around the caster]
Decreases physical and magical damage recieved by [20+3xlvl% => 50%] while a skill is casted or a stance maintained (max 30% for the allies).
Increases by [5xlvl => 50] the HP of the installations around the caster.
Attribute : Increases resistance to the 8 elements by 10%.
Rune of Destruction [5lvl] [50sec] [Cast: 6sec] Wide Area / Offensive
Instant damage [Width: Very large area taking almost the entire screen] [Very high damage]
A wave of destruction is emitted from the caster that hits everything in his path and causes heavy damage to the installations surrounding. enemy
If installations are destroyed by the wave, an explosion occurs around the installations causing
Attribute : Increases the Rune Caster’s resistance to Dark element by 20% for 10sec after Rune of Destruction activation.
Attribute : Don’t destroy the installations of the allies.
Attribute : Don’t destroy the installations of the Rune Caster.
Just my small contribution, hoping that IMC decides to enrich this class with new concepts (and do the same for many other classes, such as Featherfoot, Chronomancer, Appraiser, Dragoon, Kabbalist, Pardoner, Monk, Enchanter and Squire <= The ones, i think, who need a little love). But the developers are on the right path.