Rune of Destruction can be quite nice, the problem is that you need alot of enemies in a small area to make it effective. As far as i know it works like this :
- Every enemy in the target area is hit by the main damage thats shown on the tooltip.
- Every enemy hit has a chance to deal follow-up damage to another (or multiple?) randomly chosen nearby enemy which, if i remember, is roughly about half the damage of the main hit.
In short : It seems to work like magicmissile, but as a aoe instead of a single target projectile, with some random factor for if and who recieves additional hits.
Against a single target it only deals its main damage hit, so against bosses for example its rather bad, because there is no other target to trigger the follow-up damage…
If i had to make changes to Rune of Destruction i’d probably
-lower its cooldown to ~45 seconds
-make it 2 overheat
-reduce casting time to 3 seconds
-remove the random part so every target always deals splash damage
-make it deal double damage against boss monsters.
Rune of Justice
The mechanics of it are quite ok. What i dislike is the low damage, cooldown and casting time. What i would like to see is
-doubling its damage modifier
-reducing cooldown to 30 seconds
-reducing casting time to 2 seconds
For Rune of Ice :
I don’t really like how this skill can’t be kept up at all times, since essentially that means while for a short amount of time you do great damage, the rest of the time you’re still hitting like a wet noodle.
I’d say reduce the damage modifier from +150% water damage to +100% water damage, increase its duration to 30*skillevel seconds so at max level it has a longer duration than cooldown and make it work with stationary skills like Frost Cloud and Hail, but with those skills it gets only half the bonus (+50% damage).
That way it can be used by more builds (with Elemenes for example), can be kept up permanently but is slightly weaker than before per hit. Fair tradeoff for alot more usability, i’d say.
Rune of Protection
What i would like to see is reducing
-casting time to 1 second (no reason why this buff should take 4 seconds to cast) -adding a party-wide effect similar to Priests “Revive” (if your hp goes down to 0 you lose the buff but refill some of your hp) That would make Rune Casters more wanted in parties, especially those who have cleric but the cleric didn’t get priest in his build.
With Rune of Giants i’d say at least allow the use of all buff- and support skills (like Thaumas skills, Linker skills, Chono skills, etc).