My main was Rune Caster, and I am gonna explain what and why I would change from this class.
1st. I’d globally decrease the cast time of runes from 6 seconds to 2 seconds.
The reasoning is simple. Rune caster is somewhat of a wizard3 limited class, because of its high cast times, having also great compatibility with other classes such as Cryomancer. Having such big cast times punishes non-wizard3 builds. This change is in order to bring more variaty (and I know what you may be thinking; he just wants to make rune of giants far more overpowered in the upcoming future, sorry but, that’s no my intention, keep reading).
2nd. Reduce cooldowns on runes.
For example, i’d propose offensive runes like Rune of Destruction to 35 seconds and Rune of Justice to 24 seconds. Rune of Protection and Rune of Ice to 100% uptime to their current duration. (No, I don’t want to speak about rune of giants yet).
3rd. Implement a Rune Crafting system and Rune item requirement for skills.
This is the backlash i’d introduce for points 1 and 2, and also makes Rune Caster more “Unique” I guess. Reducing Casting Time in battle, but moving that time to Crafting before battle.
The system works right now in a way in which you buy Blank Runes from Rune Caster Master, and then you cast the rune. I would suggest a system were you still buy Blank Runes from Rune Caster Master, but then you Craft Spell Runes, which can be unleashed in battle. You actually write the rune. (pretty dope right).
So you buy a Blank Rune -> Make a Rune of Destruction out of it. Skill consumes 1 rune per cast.
4th. Rework Rune of Giants.
It’s simple, Nexon is doing work trying to “balance” rune of giants, but the point is, skill usage is gonna be broken as long as rune of giants gives you 100% uptime on huge defense statuses.
I suggest a Restoration Rune, a rune imbued with the power of life, able to restore a character to 100% HP/SP when fully mastered.
Skill: Rune of Restoration
Effect: Recovers 4/8/12/16/20% HP and SP every seconds for 5 seconds. Cooldown: 50 seconds (Same cooldown i’d consider to put on Rune of Ice and Rune of protection). (Imma keep going bois)
5th. Consider reworking Rune of Protection.
This one way more simple. I’d suggest lower effect duration but adding pain barrier effect / Reduced % DMG taken, something following this.
Pain barrier effect: 5/10/15/20/25 seconds
Cooldown: 50 seconds.
Damage taken reduction: 10/20/30/40/50% for 25 seconds
Cooldown 50 seconds.
After all this writting and reading. What would this make out of Rune Caster.
Rune Caster would become a more viable class for many builds, mostly cryomancer3 builds with no wizard3.
Rune Caster would also be able to have a role with other classes, such as Warlock’s Mastema holy property damage increase + Rune of Justice and being able to choose from a variety of useful runes.
It would also fit inside many other builds bringing self-buffing with Restoration and Protection and also some offensive skills.
Basically, all rune caster builds are right now about 5 points in Rune of Destruction, and then, depending if you are Cryomancer you go 5 points in Rune of Ice, and since Rune of Giants is situational and Rune of Protection is in a weak spot, you may aswell pump points ni Rune of Justice.
That is why I recommend modifing our actual Rune of Giants and Rune of Justice.
Hope you enjoyed the reading.
TL:DR; Rune caster -> craft skill specific runes (reduced Cast times and Cooldown). Rune of Giants becomes Rune of Restoration (Heals HP and SP instead of ridiculous hard to balance skill) and Rune of Protection with more personal utility. Rune of Ice 100% uptime for tryhard Cryomancers (who are never gonna match Pyromancers).