My guild mate has been playing a runepriest I will see if he will write a review and I will paste it here
If someone had came up to me in 1980 when I was on my Atari 2600 and said we will be playing games with thousands of people at the same time.I guess my response would have been,"but I only have 2 joysticks"
I only played one to level 11 so far, but he seems fairly analogous to my Zealot (13). There's a variety of direct heals, heal over time, buffs, and some direct damage nukes and damage-over-time spells. This guy (and his pairing on destro side, Zealot) is definitely the traditional healer/support for all the people interested in the 'purist' role. He can hold his own though, soloing PVE has never been an issue for me with RP or Zealot, but again I'm not that far into the beta since I just joined with the rest of the CEs.
The healing capacity scales with levels and you will make a noticeable differnce in PVP and PQs right from the start of the game. It's also possible to "win" first place loot on PQs just from healing, and you can get renown points in PVP from healing as well. From my experience with RP they're implemented very well in a way that the traditional healers should quite enjoy. The other healers (warrior priests, shaman, etc.) seem to be more hybrid just from what I have read; I haven't played them so they might appeal more to others that are looking for more hybrid healer style.
That's my first impression as someone who always plays the traditional healer, hope it helps and maybe we'll get someone else with more experience to talk about it more.
The runepriest is probably one of the most balanced classes in the game going right now. I have played the class at all levels and rr and i love the class and its abilities . But you must go into knowing you are a healer and that is what you are there for . You can do some damage but nothing like say a shaman from destruction. it is a very good class. Just be prepared to be the number one target in any type of rvr, skirmish, other then mabey the bright wizard.
ok found this on another forum,hope it all fits in...
Runepriests Guide
Noun of WAR Stratics
Updated 8/19/08
Beta Patch 3.3
Runepriests, being the “defensive healer” of Order is capable of dishing out astonishing amounts of healing both to single targets as well as whole groups. Without a mechanic holding back their healing, the Runepriest can heal allies without the fear of maintaining a mechanic to be efficient. One of the biggest strengths to Runepriests is the ability to distribute buffs that fortify stats and resistances, master runes are arguably the strongest group buffs in the game. With smart play and tactics, Runepriests are able to keep themselves as well as their group alive and strong.
Pros
• Most reliable healer on Order
• Does not require mechanic to heal efficiently
• Offers valuable buffs to group members
• Master of maintaining HP of group members/warband
• Capable of a self resurrecting rune at end-game.
• At higher levels able to resurrect whole groups as well as do damage while healing at the same time.
Cons
• Robes offer little defense
• Low damage capabilities
• Often the first target of RvR
Playing as a Runepriest
As a Runepriest the main priority is healing, it’s what we do best and what we do better than any other class on Order. The ideal position to be in as a Runepriest is behind the front line and ahead of the ranged dps, allowing you to be in range of any ally that may need healing. Not only will you have to watch health bars, but what buff each member of your group needs. Being the lifeline of RvR equates to being one of the first targets enemies will look for, being able to act quickly can be the difference between failure and success.
The most important stats to Runepriests are:
1. Willpower – Increases your chance to disrupt attacks and increases healing dealt to allies.
Higher willpower equates to more powerful heals. Willpower will also increase survival because it increases chances of disrupting attacks. At level 32 with 574 willpower I have a 14.8% chance to disrupt spells casted on me.
2. Intelligence – Increases Magic Damage and reduces your opponents chance to block or disrupt attacks.
Even as a healer you’ll occasionally throw out nukes and DoTs (especially Rune of Immolation). A high intelligence not only increases your spell damage but also decreases your target’s chances of disrupting your attack.
3. Toughness – Reduces damage dealt to you by opponents.
Because Runepriests wear robes that offer little defense, toughness plays an important role. Obviously the higher your toughness is, the less damage will be done to you. At higher levels the Runepriest has really powerful tactics that allow increases in armor level.
Restores x health, then continues to restore 441 health over 9 seconds.
Rune of Shielding
Path of Valaya
40 AP – Instant Cast – 100ft Range – 2s Cooldown
Target absorbs up to x damage over 10 seconds. When the effect fades, the target recovers x health.
Rune of Restoration
Path of Grungni
50 AP – 3s Cast – 150ft Range – No Cooldown
Restores x health. This is a fragile spell and will always be set back by a large amount if you are damaged while casting it.
Rune of Serenity
Path of Grimnir
45 AP – 1s Cast – 150ft Range – 10s Cooldown
Heals target for x life over 9 seconds, and will then bounce to and heal other allies within 30 feet of the previous target. Effect will not hit the same taret more than once, and will heal up to 6 people.
Rune of Life
Core Ability
20 AP – 3s Cast – 100ft Range – 6s Cooldown
Resurrect target friendly dead player and restore 20% of their health.
Blessing of Valaya
Path of Grimnir
70 AP – 3.0s Cast – 150ft Range – No Cooldown
Heals all group members for x health.
Protection of the Ancients
Path of Grimnir
40 AP – Instant Cast – 100 ft Range – 3m Cooldown
Increases target group member’s Wounds by x for 60 seconds. Heals target for value of HP increase.
Oath Rune of Sanctuary
Core Ability
25 AP – Instant Cast – 100ft Range – 10m Cooldown
Increases targeted group member’s Toughness by x for 1 hour. The rune holder will then be able to resurrect themselves with 20% health if killed within the next 10 minutes. Doing so will remove the Oath Rune.
Buffing
Oath Rune of Iron
Path of Valaya
25 AP – Instant Cast – 100ft Range – No Cooldown
Increases targeted group member’s Initiative and Willpower by x for 1 hour. The rune holder may activate it to inflict x Elemental damage over 9 seconds.
Oath Rune of Power
Path of Grungni
25 AP – Instant Cast – 100ft Range – No Cooldown
Increases target group member’s Strength and Intelligence by x for 1 hour. The rune holder may activate it to inflict x Elemental damage to a target.
Oath Rune of Warding
Path of Grimnir
25 AP – Instant Cast – 100ft Range – No Cooldown
Increases targeted group member’s Resists by x for 1 hour. The rune holder may activate it to inflict x Elemental damage over 9 seconds to all targets within 30 feet.
Debuff
Rune of Preservation
Core Ability
20 AP – Instant Cast – 100ft Range – 15s Cooldown
Detaunts targets attack power by 50% for 15 seconds. If you attack anyone that you have Detaunted, the effect with immediately end.
Rune of Sundering
Core Ability
45 AP – Instant Cast – No Range – 60s Cooldown
Knockbacks targets within 30 feet of you. Monsters will be knocked down.
Damaging
Rune of Striking
Path of Grungni
25 AP – 2s Cast – 100ft Range – No Cooldown
Deals x Elemental damage.
Rune of Immolation
Path of Valaya
30 AP – Instant Cast – 100ft Range – No Cooldown
Deals x Elemental damage over 15 seconds.
Rune of Fire
Path of Grungni
40 AP – Instant Cast – 100ft Range – 5s Cooldown
Deals x Elemental damage.
Rune of Might
Path of Grimnir
45 AP – 2s Cast – No Range – No Cooldown
Deals x Elemental damage to all targets within 30 feet of you.
Rune of Cleansing
Core Ability
40 AP – Instant Cast – 100ft Range – 30s Cooldown
Dispels one Enchantment from target. Deals x Elemental damage if successful.
Rune of Cleaving
Path of Grimnir
30 AP – Instant Cast – No Range – 10s Cooldown
Deals x Elemental damage over 9 seconds to targets 65 feet in front of you.
Spellbinding Rune
Path of Valaya
30 AP – 1s Cast – 100ft Range – 30s Cooldown
Silences and wounds target for x Elemental damage over 5 seconds.
Your target suffers x damage over 9 seconds, and you are healed for a half of the damage dealt.
Focused Mind
Rank 2 Morale – Instant Cast – No Range – 60s Cooldown
For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back.
Rampaging Siphon
Rank 2 Morale – Instant Cast – No Range – 60s Cooldown
Deals x damage to all enemies within 30 feet and heals your entire group for the full amount of the damage dealt.
Divine Protection
Rank 3 Morale – Instant Cast – No Range – 60s Cooldown
Everyone in your group is surrounded by a protective shield, which will absorb a large amount of damage from melee abilities.
Rune of Rebirth
Rank 3 Morale – Instant Cast – No Range – 60s Cooldown
Self Heal for x then an additional x health over 9 seconds.
Alter Fate
Rank 4 Morale – Instant Cast – No Range – 60s Cooldown
Tactics
Ancestral Inheritance
1 Slot Career Tactic
Increase your Armor by x.
Blessing of Grungi
1 Slot Career Tactic
Critical heals will Bless your target for 10 seconds, increasing the power of any heals used on them by 25%
Cleansing Vitality
1 Slot Career Tactic
Rune of Cleansing will not heal the defensive target for x over x if an effect was successfully removed.
Discipline
1 Slot Career Tactic
Increase your Willpower by x.
Divine Fury
1 Slot Career Tactic
You deal 25% more damage, but all of your healing becomes 20% less effective.
Potent Runes
1 Slot Career Tactic
Rune of Striking and Rune of Immolation are now undefendable.
Regenerative Shielding
1 Slot Career Tactic
Each tick of Rune of Regeneration has 25% chance to increase target’s armor by x for 10 seconds.
Restorative Burst
1 Slot Career Tactic
Any time one of your direct healing effects critically heals an ally, you will regain 40 Action Points over 3 seconds.
Stoutness of Stone
1 Slot Career Tactic
You recover from Stuns and Knockdowns 50% quicker. You will still gain immunity based on the original duration.
Stubbornness
1 Slot Career Tactic
Increases your Corporeal resistance by x.
Subtlety
1 Slot Career Tactic
All of your heals will cause enemy monsters to hate you 25% less than normal.
On Your Feet!
1 Slot Career Tactic
Rune of Life, Rune of Sanctuary and Grimnir’s Fury will heal the target for x health over 5 seconds and will restore 70 AP when the target is resurrected.
Sundering Motion
1 Slot Career Tactic
Rune of Sundering’s cooldown is reduced to 20 seconds and will now apply a 40% movement reduction for 10 seconds to all those hit.
Thick-Skulled
1 Slot Career Tactic
Removes chance to be setback while casting Grungi’s Gift, Rune of Mending, and Rune of Serenity.
Increases crit chance of Rune of Fire, Grungni’s Gift, and Rune of Striking by 15%.
Master Rune of Fury
Buff
25 AP – 2s Cast – 100ft Range – 60s Cooldown
Inscribes a master rune into the ground for 60 seconds. Groupmates within the 65 feet of the Rune of Fury have a 20% Chance to gain 50 AP whenever they activate an ability. You may only have one Master rune active at a time.
Ancestor’s Blessing
1 Slot Career Tactic
Healing abilities have a 25% chance to also increase the target’s AP by 50.
Rune of Fortune
Damaging
30 AP – 2S Cast – 100ft Range – No Cooldown
Deals x Elemental damage to your target and heals your Defensive target for the damage dealt.
Rune of Nullification
1 Slot Career Tactic
Critical attacks place a debuff on your target that reduces all incoming healing by 100%
Rune of Binding
Debuff
40 AP – Instant Cast – 100ft Range – 20s Cooldown
Stuns and wounds target for x Elemental damage over 3 seconds.
Rune of Ending
Damaging
Rank 4 Morale – Instant Cast – No Range – 60s Cooldown
Deals x damage to all enemies within 30ft and then heals group members for all damage dealt.
Path of Valaya
Immolating Grasp
1 Slot Career Tactic
Each tick of Rune of Immolation has a 25% chance to drain 30 Action Points from target and snare them by 0% for 5 seconds
Master Rune of Speed
30 AP – 2s Cast – No Range – 60s Cooldown
Inscribes a master rune into the ground for 60 seconds. Groupmates within 65 feet of the Rune of Speed have their buildup times reduced by .25 seconds. You may only have one Master rune active at a time.
Earth’s Shielding
1 Slot Career Tactic
Each attack against an active Rune of Shielding will randomly debuff one of the attacker’s stats by x for 10 seconds.
Channeled. Deals x Elemental damage over 6 seconds. 100% chance to be setback while casting.
Efficient Runecarving
1 Slot Career Tactic
Each tick of Rune of Mending has 20% chance to make next Rune of Immolation free, and each tick of Rune of Immolation has a 20% chance to make Rune of Mending instant cast.
Rune of Fate
30 AP – Instant Cast – 100ft Range – 30s Cooldown
Deals x Elemental damage over 24 seconds and heals your defensive target for the amount of damage dealt.
Valaya’s Shield
Rank 4 Morale – Instant Cast – No Range – 60s Cooldown
Heals groupmembers x health over 15 seconds and gives 375 Action Points over 15 seconds.
Path of Grimnir
Extended Battle
1 Slot Career Tactic
Increases area of effect of Rune of Cleaving and Rune of Battle by 50%.
Master Rune of Adamant
30 AP – 2s Cast – No Range – 60s Cooldown
Inscribes a Master rune into the ground for 60 seconds. Heals Groupmates within 65 feet of the Rune of Adamant for x health every 3 seconds for 60 seconds. You may only have one Master rune active at a time.
Concussive Runes
1 Slot Career Tactic
Attacks in the path of Grimnir have a 25% chance to detaunt your target, reducing their damage towards you by 50% for 15 seconds.
Rune of Battle
50 AP – 2s Cast – 150ft Range – 60s Cooldown
Buffs an ally with a pulsing area of effect that deals x Elemental damage every 3 seconds to all enemies within 20 feet for 15 seconds.
Ancestor’s Echo
1 Slot Career Tactic
Heals have a 25% chance to create a shield on your target that can absorb up to x damage over 10 seconds.
Grimnir’s Fury
40 AP – 5s Cast – No Range – 3m Cooldown
Ressurects groupmembers within radius. Heals them to 50% health and increases damage of resurrected friendlies by 20% for 10 seconds.
Rune of Skewering
Rank 4 Morale – Instant Cast – No Range – 60s Cooldown
Deals x damage to all targets 65 feet in front of you.
Soloing as a Runepriest is generally slow, probably the slowest out of all the classes in the game. We give up damage for survivability. Early on in levels it will probably be hard, but once you get Ancestral Inheritance a lot of damage is mitigated by pure armor levels. The single best tactic when it comes to soloing as a Runepriest is Divine Fury (25% more damage for 20% less healing efficiency), not only will your spells do more damage but critical damage will increase by a substantial amount. Oath Rune of Power should be on you at all times, it increases intelligence thus giving your spells more damage; it can also be activated to cause damage to a single target. The three spells you’ll be using most when it comes to soloing is Rune of Striking, Rune of Immolation, and Rune of Fire.
Generally I open up with Rune of Striking and immediately follow up with Immolation and Fire. I’ll start to spam Striking until Fire is off cooldown and keep Immolation up as necessary. If I find that the mobs are hitting me hard I’ll throw on Rune of Regeneration so that I won’t have to heal myself after every fight.
If you plan on soloing a lot, I would look into Rune of Burning (Path of Valaya). Offers amazing dps for an offensive Runepriest skill, only downside to it is that it’s channeling. As of this patch the setback was not working properly and allowed continuous casting. I’m not sure how valuable this will be in the future when setback if fixed.
Grouping
Not much changes for the Runepriest in terms of damage capabilities here. Your dps is going to stay pretty much the same, but the good thing is you’re not going to be expected to dish out amazing damage. Unless the group is AoEing or fighting mobs a lot higher than everyone’s level, healing is going to be minimal, but still needed. The tactics I use when grouping are Ancestral Inheritance, Regenerative Shielding, and Discipline. If I find that tanks are keeping mobs off me but more healing is needed I’ll swap Ancestral Inheritance for Blessing of Grungi or another healing specific tactic if specced into the tree.
An ideal group will consist of a tank, and off-tank, a main healer, a secondary healer, and two dps. Give the main and off-tank Oath Rune of Warding, Melee/Magic Ranged dps Oath Rune of Power, other Runepriests should receive Oath Rune of Iron and ask Archmages and Warrior Priests their preference; I give ranged dps (non-magical) the choice between Oath Power and Oath Warding (strength and intelligence don’t affect their ranged damage). Throw a Rune of Shielding onto the tank right before they pull monster(s), follow it up with a Rune of Regeneration and keep an eye on the rest of the group’s hp. If more than one person starts to get damaged, cast Rune of Serenity and then Rune of Regeneration on whoever has aggro. Rune of Regeneration is an instant cast with no cooldown and it’s safe to throw it on multiple people if necessary. Runepriests generally fill the role of the main healer in a group because they don’t have to deal damage to heal effectively, let your focus be more healing and less damaging. Use judgment to decide between using Grungni’s Gift, Rune of Mending, and Rune of Restoration to recover health. Grungni’s is best used for quick and small heals, while Rune of Mending can bring someone out of any immediate danger. Rune of Restoration can be used to bring someone’s HP back from “the dead”, but be careful of the 3s cast time—make sure that your secondary healer is doing their job of relieving some of the pressure off of you before you even think of casting this.
You’ll find that Archmages and Warrior Priests take over the job of applying HoTs very effectively. What I’ve noticed is that the HP of the group will generally be at a standstill, but it’s still nice to have Rune of Regeneration on the tank and whoever is taking damage because of Regenerative Shielding (25% chance to increase armor on each tick). I’ll throw Rune of Serenity into the mix every chance I get. Because PQ contribution gets competitive in groups, you’re usually going to have a hard time finding someone to heal before their HP is maxed through HoTs. Patch 3.3 changed Grungni’s Gift from a 1s cast to an instant and it allows for heals before HoT ticks, phenomenal if you’re trying to get contribution.
If I’m still having trouble with PQ contribution I’ll switch my focus to a dps role. The group will still look to you for the brunt of the healing so it’s a good idea to keep an eye on the HP meters. The trend of groups usually shifts to pulling multiple mobs at the same time, allowing for use of Rune of Might. Rune of Might does pretty good dps and it has a cast time but no cooldown; it hits everything within a 30 foot radius. Use Rune of Cleaving, make sure that it hits every mob in the AoE radius. Instead of using Oath Rune of Iron, switch it out for Warding (can be activated for AoE DoT) and activate it whenever a pull is made. The Rank 2 Morale ability Rampaging Siphon is also very useful as it deals AoE damage in a 30 foot radius and heals your group for all damage dealt, use it wisely as it can save your group if need be.
First rule of thumb: keep your group buffed at all times; tanks with either Oath Rune of Power or Warding, melee and magic dps should have Oath Rune of Power, other Runepriests should be buffed with Iron, WP and AM the choice between Power and Iron, and ranged dps (that do not use magic) whatever their preference is. Your favorite tactics will most likely be Ancestral Inheritance, Regenerative Shielding, and Discipline; these tactics give you survivability, and most importantly, healing power.
Master Runes are amazing AoE group buffs, they are all indestructible and have a 2s cast time. I try to drop a master rune before every fight, and if I’m capable I’ll cast one in the middle of battle making sure that the rune is within range of my groupmembers. Each of the three Master Runes is useful in their own way. Master Rune of Fury recovers AP, Speed decreases buildup times (cast time), and Adamant has an AoE group heal every three seconds.
Healing
As a Runepriest your main job is healing, everything comes second. As with PvE, use judgment when it comes to deciding which heal to use. Your best friend will be Rune of Regeneration, I cast this every chance I get; if someone is losing HP, has lost HP, or is about to lose HP, I cast Rune of Regeneration. Another useful skill is Rune of Serenity; it covers a lot of ground jumping from one ally to another. While Serenity doesn’t heal much, not everyone is going to be getting hit at the same time for similar amounts of damage. The combination of Regeneration and Serenity is effective, especially with the Regenerative Shielding tactic.
You’ll find the Rune of Mending is the best method of direct healing, being a mixture of Grungni’s Gift, Rune of Regeneration, and Rune of Restoration, this rune is more valuable than gold. Use it to heal whatever you can: if they are coming out of battle the HoT attached to the spell will help phenomenally, if they are in battle it will keep them alive. Grungni’s Gift is a lot more useful now that it’s an instant cast, quick heals here and there are always needed. I find myself spamming Grungni’s and an occasional Mending when someone is about to die, hoping that the quick heals and critical heals will keep them up long enough for backup or another healer to come into play.
Rune of Restoration is very tricky in RvR, it has the highest setback out of the Runepriests’ spells and enemy players are unpredictable. The 3s cast time is an eternity in RvR, the dps of Witch Elves and Sorcerers as well as tanks is incredibly fast and often too much for one healer to handle. Be positive that you’re not being targeted while casting Restoration and never cast it with a group of Destruction running towards you; you’ll find that they will be giving you wedgies as soon as the you’re done casting. Before using this skill, I usually check the ally’s buff bar to see if I have another healer giving me time to cast. Often Rune of Restoration seems like it’s doing absolutely nothing because the time it takes to cast allows the enemy to do more damage than it heals, keeps them up but leaves you with no time to do anything else. If used at the right moment and with backup heals, it can bring someone hanging onto life to near full HP.
Blessing of Valaya is also in the same boat as Rune of Restoration, it has the huge 3s cast time. The difference between the two is that Valaya heals your whole group, and I will take more of a risk casting this. It doesn’t heal individuals for huge amounts, so don’t cast it hoping to clear out danger. The best time to cast this is if more than two members of your group are being damaged, it takes a little pressure off allowing you to hop onto anyone who is under immediate attack. The awesome part of Blessing of Valaya is that your group doesn’t have to be in LoS to receive the heal.
Survivability
In general Runepriests have great survivability, high armor through tactics and the ability to heal ourselves with a powerful detaunt and an AoE knockback makes us an annoying target. Despite all of that, we’re often the first target and we have to rely on other classes to keep us alive. I always try to keep Rune of Preservation on someone at all times, usually Witch Elves or Marauders but I’m quick to change detaunt targets onto anyone who is damaging me. If I find that there are multiple people hitting me at once, I’ll position myself so that Rune of Sundering will knock them all back and run towards the nearest ally. Sundering will be your best friend or your last mistake, make positive that you’re hitting at least one person with the knockback. Rune of Sundering is also one of the best offensive abilities the Runepriest has. As an AoE knockback, you can run into a crowd of Destruction and split their forces allowing your melees to pick them off easier. I’ve been able to time and aim my knockbacks so that enemy players fly off ridges or into lava; it’s a great strategic tool that can create both offensive and defensive opportunities.
If you’re getting targeted, cast Rune of Regeneration on yourself, not only does it heal but if you have Regenerative Shielding on your tactic bar you have a chance of gaining a high bonus to armor. Use Grungni’s Gift as necessary, since it’s instant you can cast it while you run. Take advantage of objects on the battleground, anything that breaks LoS from ranged classes helps dramatically. Don’t run blindly around, if you’re in a pug locate allies and hope they have the logic to throw you a bone. If a group of ally melees are running in to help you, use collision—they will block and slow down anyone who is trying to get to you.
Renown
Farming renown on a healer is pretty easy. As long as you’re doing your job (healing), you’re going to gain a decent amount of renown. It’s important to know that you can’t just sit back and heal anyone and everyone, as a Runepriest you’re meant to be close to the front lines. If you’re healing someone who is not actively in battle or who has not recently been in battle, you won’t always receive renown.
Throw HoTs (Rune of Regeneration and/or Rune of Mending) onto players who are safely running away from the battle; focus your main heals on players who are actually taking damage. Use Rune of Mending and Grungni’s Gift everywhere, save your Rune of Restoration for when it’s really needed but don’t be afraid of casting it. The more healing you do, the more renown you’re going to receive. Depending what you’re specced into you’ll be better as a pure defensive or offensive. Rune of Fate is amazing in the Valaya tree for defense-minded healers whereas Rune of Battle can pump out crazy dps for offensively specced Runepriests.
You will still get renown for dealing damage, and it is viable. Throw out Rune of Immolation and Fire (there are some tactics that can improve both) whenever you can or feel like, they are instant casts and are annoying to heal through. I generally don’t use Rune of Striking in RvR unless I know I have the time to cast and we outnumber Destruction by a large amount. It’s important to know that any other class who is held in the right hands will always be able to outdamage a Runepriest.
No matter what your spec is, the main classes you’ll be supporting are melee dps, they tend to be right up on the offensive line taking huge amounts of burst damage. Because you’ll most likely be closer to the front than the back you won’t be able to see most of your ranged dps all the time. Get used to shifting your camera angle forwards and backward to watch the hp of any ally who might be taking damage. As long as you tag someone with a heal, you’ll get a share of their renown whenever they or their group kills someone. If you’re aiming to be top in renown gained, stick to healing…not only is it necessary but it is actually fun and it benefits the team a lot more than a Runepriest who focuses on dpsing.
If someone had came up to me in 1980 when I was on my Atari 2600 and said we will be playing games with thousands of people at the same time.I guess my response would have been,"but I only have 2 joysticks"
Not sure if I should just go the easy mode this time and choose a damagedealer or fall back into my supportstyle choosing a healer or tank again. Of course it attracts to just throw an AoE spell into the enemies masses.
While exploring a PvP zone I was jumped by an equal lvl Black Orc (11). He couldn't kill me and I would have killed him if I had a snare or knockdown in my arsenal. As I wore him down I'd let him get me down to a third just to get him excited before I healed my self to full. (I' wish I could have seen his face when I did this) Anyway I wore him down and he had to run. I couldn't follow him into his camp though.
Still, if there was another enemy player I would have had to run and I'd probably get snared and die. Tank CC is huge in getting a kill.
Comments
bump
Ok, I think, we have the most underpopulated class
They are the most kick ass amazing healer on Order IMO. I love them, but i play destro. So i really hate them.
My guild mate has been playing a runepriest I will see if he will write a review and I will paste it here
If someone had came up to me in 1980 when I was on my Atari 2600 and said we will be playing games with thousands of people at the same time.I guess my response would have been,"but I only have 2 joysticks"
http://www.mmorpg.com/discussion2.cfm/thread/235780/page/8
I only played one to level 11 so far, but he seems fairly analogous to my Zealot (13). There's a variety of direct heals, heal over time, buffs, and some direct damage nukes and damage-over-time spells. This guy (and his pairing on destro side, Zealot) is definitely the traditional healer/support for all the people interested in the 'purist' role. He can hold his own though, soloing PVE has never been an issue for me with RP or Zealot, but again I'm not that far into the beta since I just joined with the rest of the CEs.
The healing capacity scales with levels and you will make a noticeable differnce in PVP and PQs right from the start of the game. It's also possible to "win" first place loot on PQs just from healing, and you can get renown points in PVP from healing as well. From my experience with RP they're implemented very well in a way that the traditional healers should quite enjoy. The other healers (warrior priests, shaman, etc.) seem to be more hybrid just from what I have read; I haven't played them so they might appeal more to others that are looking for more hybrid healer style.
That's my first impression as someone who always plays the traditional healer, hope it helps and maybe we'll get someone else with more experience to talk about it more.
The runepriest is probably one of the most balanced classes in the game going right now. I have played the class at all levels and rr and i love the class and its abilities . But you must go into knowing you are a healer and that is what you are there for . You can do some damage but nothing like say a shaman from destruction. it is a very good class. Just be prepared to be the number one target in any type of rvr, skirmish, other then mabey the bright wizard.
ok found this on another forum,hope it all fits in...
Noun of WAR Stratics
Updated 8/19/08
Beta Patch 3.3
Runepriests, being the “defensive healer” of Order is capable of dishing out astonishing amounts of healing both to single targets as well as whole groups. Without a mechanic holding back their healing, the Runepriest can heal allies without the fear of maintaining a mechanic to be efficient. One of the biggest strengths to Runepriests is the ability to distribute buffs that fortify stats and resistances, master runes are arguably the strongest group buffs in the game. With smart play and tactics, Runepriests are able to keep themselves as well as their group alive and strong.
Pros
• Most reliable healer on Order
• Does not require mechanic to heal efficiently
• Offers valuable buffs to group members
• Master of maintaining HP of group members/warband
• Capable of a self resurrecting rune at end-game.
• At higher levels able to resurrect whole groups as well as do damage while healing at the same time.
Cons
• Robes offer little defense
• Low damage capabilities
• Often the first target of RvR
Playing as a Runepriest
As a Runepriest the main priority is healing, it’s what we do best and what we do better than any other class on Order. The ideal position to be in as a Runepriest is behind the front line and ahead of the ranged dps, allowing you to be in range of any ally that may need healing. Not only will you have to watch health bars, but what buff each member of your group needs. Being the lifeline of RvR equates to being one of the first targets enemies will look for, being able to act quickly can be the difference between failure and success.
The most important stats to Runepriests are:
1. Willpower – Increases your chance to disrupt attacks and increases healing dealt to allies.
Higher willpower equates to more powerful heals. Willpower will also increase survival because it increases chances of disrupting attacks. At level 32 with 574 willpower I have a 14.8% chance to disrupt spells casted on me.
2. Intelligence – Increases Magic Damage and reduces your opponents chance to block or disrupt attacks.
Even as a healer you’ll occasionally throw out nukes and DoTs (especially Rune of Immolation). A high intelligence not only increases your spell damage but also decreases your target’s chances of disrupting your attack.
3. Toughness – Reduces damage dealt to you by opponents.
Because Runepriests wear robes that offer little defense, toughness plays an important role. Obviously the higher your toughness is, the less damage will be done to you. At higher levels the Runepriest has really powerful tactics that allow increases in armor level.
Things to Know
Coming soon.
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Healing
Grungni’s Gift
Path of Grungni
25 AP – Instant Cast – 150ft Range – No Cooldown
Heals x to defensive target.
Rune of Regeneration
Core Ability
30 AP – Instant Cast – 150ft Range – No Cooldown
Heals for x life over 15 seconds.
Rune of Mending
Path of Valaya
60 AP – 1s Cast – 150ft Range – No Cooldown
Restores x health, then continues to restore 441 health over 9 seconds.
Rune of Shielding
Path of Valaya
40 AP – Instant Cast – 100ft Range – 2s Cooldown
Target absorbs up to x damage over 10 seconds. When the effect fades, the target recovers x health.
Rune of Restoration
Path of Grungni
50 AP – 3s Cast – 150ft Range – No Cooldown
Restores x health. This is a fragile spell and will always be set back by a large amount if you are damaged while casting it.
Rune of Serenity
Path of Grimnir
45 AP – 1s Cast – 150ft Range – 10s Cooldown
Heals target for x life over 9 seconds, and will then bounce to and heal other allies within 30 feet of the previous target. Effect will not hit the same taret more than once, and will heal up to 6 people.
Rune of Life
Core Ability
20 AP – 3s Cast – 100ft Range – 6s Cooldown
Resurrect target friendly dead player and restore 20% of their health.
Blessing of Valaya
Path of Grimnir
70 AP – 3.0s Cast – 150ft Range – No Cooldown
Heals all group members for x health.
Protection of the Ancients
Path of Grimnir
40 AP – Instant Cast – 100 ft Range – 3m Cooldown
Increases target group member’s Wounds by x for 60 seconds. Heals target for value of HP increase.
Oath Rune of Sanctuary
Core Ability
25 AP – Instant Cast – 100ft Range – 10m Cooldown
Increases targeted group member’s Toughness by x for 1 hour. The rune holder will then be able to resurrect themselves with 20% health if killed within the next 10 minutes. Doing so will remove the Oath Rune.
Buffing
Oath Rune of Iron
Path of Valaya
25 AP – Instant Cast – 100ft Range – No Cooldown
Increases targeted group member’s Initiative and Willpower by x for 1 hour. The rune holder may activate it to inflict x Elemental damage over 9 seconds.
Oath Rune of Power
Path of Grungni
25 AP – Instant Cast – 100ft Range – No Cooldown
Increases target group member’s Strength and Intelligence by x for 1 hour. The rune holder may activate it to inflict x Elemental damage to a target.
Oath Rune of Warding
Path of Grimnir
25 AP – Instant Cast – 100ft Range – No Cooldown
Increases targeted group member’s Resists by x for 1 hour. The rune holder may activate it to inflict x Elemental damage over 9 seconds to all targets within 30 feet.
Debuff
Rune of Preservation
Core Ability
20 AP – Instant Cast – 100ft Range – 15s Cooldown
Detaunts targets attack power by 50% for 15 seconds. If you attack anyone that you have Detaunted, the effect with immediately end.
Rune of Sundering
Core Ability
45 AP – Instant Cast – No Range – 60s Cooldown
Knockbacks targets within 30 feet of you. Monsters will be knocked down.
Damaging
Rune of Striking
Path of Grungni
25 AP – 2s Cast – 100ft Range – No Cooldown
Deals x Elemental damage.
Rune of Immolation
Path of Valaya
30 AP – Instant Cast – 100ft Range – No Cooldown
Deals x Elemental damage over 15 seconds.
Rune of Fire
Path of Grungni
40 AP – Instant Cast – 100ft Range – 5s Cooldown
Deals x Elemental damage.
Rune of Might
Path of Grimnir
45 AP – 2s Cast – No Range – No Cooldown
Deals x Elemental damage to all targets within 30 feet of you.
Rune of Cleansing
Core Ability
40 AP – Instant Cast – 100ft Range – 30s Cooldown
Dispels one Enchantment from target. Deals x Elemental damage if successful.
Rune of Cleaving
Path of Grimnir
30 AP – Instant Cast – No Range – 10s Cooldown
Deals x Elemental damage over 9 seconds to targets 65 feet in front of you.
Spellbinding Rune
Path of Valaya
30 AP – 1s Cast – 100ft Range – 30s Cooldown
Silences and wounds target for x Elemental damage over 5 seconds.
Morale
Divine Favor
Core Ability
Rank 1 Morale – Instant Cast – 150ft Range – 60s Cooldown
A strong heal that will restore 1440 health to your target.
Rune of Insanity
Rank 1 Morale – Instant Cast – 100ft Range – 60s Cooldown
Deal x damage to target. Lower target’s AP by 200.
Steal Life
Rank 1 Morale – Instant Cast – 100ft Range – 60s Cooldown
Your target suffers x damage over 9 seconds, and you are healed for a half of the damage dealt.
Focused Mind
Rank 2 Morale – Instant Cast – No Range – 60s Cooldown
For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back.
Rampaging Siphon
Rank 2 Morale – Instant Cast – No Range – 60s Cooldown
Deals x damage to all enemies within 30 feet and heals your entire group for the full amount of the damage dealt.
Divine Protection
Rank 3 Morale – Instant Cast – No Range – 60s Cooldown
Everyone in your group is surrounded by a protective shield, which will absorb a large amount of damage from melee abilities.
Rune of Rebirth
Rank 3 Morale – Instant Cast – No Range – 60s Cooldown
Self Heal for x then an additional x health over 9 seconds.
Alter Fate
Rank 4 Morale – Instant Cast – No Range – 60s Cooldown
Tactics
Ancestral Inheritance
1 Slot Career Tactic
Increase your Armor by x.
Blessing of Grungi
1 Slot Career Tactic
Critical heals will Bless your target for 10 seconds, increasing the power of any heals used on them by 25%
Cleansing Vitality
1 Slot Career Tactic
Rune of Cleansing will not heal the defensive target for x over x if an effect was successfully removed.
Discipline
1 Slot Career Tactic
Increase your Willpower by x.
Divine Fury
1 Slot Career Tactic
You deal 25% more damage, but all of your healing becomes 20% less effective.
Potent Runes
1 Slot Career Tactic
Rune of Striking and Rune of Immolation are now undefendable.
Regenerative Shielding
1 Slot Career Tactic
Each tick of Rune of Regeneration has 25% chance to increase target’s armor by x for 10 seconds.
Restorative Burst
1 Slot Career Tactic
Any time one of your direct healing effects critically heals an ally, you will regain 40 Action Points over 3 seconds.
Stoutness of Stone
1 Slot Career Tactic
You recover from Stuns and Knockdowns 50% quicker. You will still gain immunity based on the original duration.
Stubbornness
1 Slot Career Tactic
Increases your Corporeal resistance by x.
Subtlety
1 Slot Career Tactic
All of your heals will cause enemy monsters to hate you 25% less than normal.
On Your Feet!
1 Slot Career Tactic
Rune of Life, Rune of Sanctuary and Grimnir’s Fury will heal the target for x health over 5 seconds and will restore 70 AP when the target is resurrected.
Sundering Motion
1 Slot Career Tactic
Rune of Sundering’s cooldown is reduced to 20 seconds and will now apply a 40% movement reduction for 10 seconds to all those hit.
Thick-Skulled
1 Slot Career Tactic
Removes chance to be setback while casting Grungi’s Gift, Rune of Mending, and Rune of Serenity.
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Path of Grungni
Runic Blast
1 Slot Career Tactic
Increases crit chance of Rune of Fire, Grungni’s Gift, and Rune of Striking by 15%.
Master Rune of Fury
Buff
25 AP – 2s Cast – 100ft Range – 60s Cooldown
Inscribes a master rune into the ground for 60 seconds. Groupmates within the 65 feet of the Rune of Fury have a 20% Chance to gain 50 AP whenever they activate an ability. You may only have one Master rune active at a time.
Ancestor’s Blessing
1 Slot Career Tactic
Healing abilities have a 25% chance to also increase the target’s AP by 50.
Rune of Fortune
Damaging
30 AP – 2S Cast – 100ft Range – No Cooldown
Deals x Elemental damage to your target and heals your Defensive target for the damage dealt.
Rune of Nullification
1 Slot Career Tactic
Critical attacks place a debuff on your target that reduces all incoming healing by 100%
Rune of Binding
Debuff
40 AP – Instant Cast – 100ft Range – 20s Cooldown
Stuns and wounds target for x Elemental damage over 3 seconds.
Rune of Ending
Damaging
Rank 4 Morale – Instant Cast – No Range – 60s Cooldown
Deals x damage to all enemies within 30ft and then heals group members for all damage dealt.
Path of Valaya
Immolating Grasp
1 Slot Career Tactic
Each tick of Rune of Immolation has a 25% chance to drain 30 Action Points from target and snare them by 0% for 5 seconds
Master Rune of Speed
30 AP – 2s Cast – No Range – 60s Cooldown
Inscribes a master rune into the ground for 60 seconds. Groupmates within 65 feet of the Rune of Speed have their buildup times reduced by .25 seconds. You may only have one Master rune active at a time.
Earth’s Shielding
1 Slot Career Tactic
Each attack against an active Rune of Shielding will randomly debuff one of the attacker’s stats by x for 10 seconds.
Rune of Burning
10 AP/sec – Instant Cast – 100ft Range – 11s Cooldown
Channeled. Deals x Elemental damage over 6 seconds. 100% chance to be setback while casting.
Efficient Runecarving
1 Slot Career Tactic
Each tick of Rune of Mending has 20% chance to make next Rune of Immolation free, and each tick of Rune of Immolation has a 20% chance to make Rune of Mending instant cast.
Rune of Fate
30 AP – Instant Cast – 100ft Range – 30s Cooldown
Deals x Elemental damage over 24 seconds and heals your defensive target for the amount of damage dealt.
Valaya’s Shield
Rank 4 Morale – Instant Cast – No Range – 60s Cooldown
Heals groupmembers x health over 15 seconds and gives 375 Action Points over 15 seconds.
Path of Grimnir
Extended Battle
1 Slot Career Tactic
Increases area of effect of Rune of Cleaving and Rune of Battle by 50%.
Master Rune of Adamant
30 AP – 2s Cast – No Range – 60s Cooldown
Inscribes a Master rune into the ground for 60 seconds. Heals Groupmates within 65 feet of the Rune of Adamant for x health every 3 seconds for 60 seconds. You may only have one Master rune active at a time.
Concussive Runes
1 Slot Career Tactic
Attacks in the path of Grimnir have a 25% chance to detaunt your target, reducing their damage towards you by 50% for 15 seconds.
Rune of Battle
50 AP – 2s Cast – 150ft Range – 60s Cooldown
Buffs an ally with a pulsing area of effect that deals x Elemental damage every 3 seconds to all enemies within 20 feet for 15 seconds.
Ancestor’s Echo
1 Slot Career Tactic
Heals have a 25% chance to create a shield on your target that can absorb up to x damage over 10 seconds.
Grimnir’s Fury
40 AP – 5s Cast – No Range – 3m Cooldown
Ressurects groupmembers within radius. Heals them to 50% health and increases damage of resurrected friendlies by 20% for 10 seconds.
Rune of Skewering
Rank 4 Morale – Instant Cast – No Range – 60s Cooldown
Deals x damage to all targets 65 feet in front of you.
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Soloing
Soloing as a Runepriest is generally slow, probably the slowest out of all the classes in the game. We give up damage for survivability. Early on in levels it will probably be hard, but once you get Ancestral Inheritance a lot of damage is mitigated by pure armor levels. The single best tactic when it comes to soloing as a Runepriest is Divine Fury (25% more damage for 20% less healing efficiency), not only will your spells do more damage but critical damage will increase by a substantial amount. Oath Rune of Power should be on you at all times, it increases intelligence thus giving your spells more damage; it can also be activated to cause damage to a single target. The three spells you’ll be using most when it comes to soloing is Rune of Striking, Rune of Immolation, and Rune of Fire.
Generally I open up with Rune of Striking and immediately follow up with Immolation and Fire. I’ll start to spam Striking until Fire is off cooldown and keep Immolation up as necessary. If I find that the mobs are hitting me hard I’ll throw on Rune of Regeneration so that I won’t have to heal myself after every fight.
If you plan on soloing a lot, I would look into Rune of Burning (Path of Valaya). Offers amazing dps for an offensive Runepriest skill, only downside to it is that it’s channeling. As of this patch the setback was not working properly and allowed continuous casting. I’m not sure how valuable this will be in the future when setback if fixed.
Grouping
Not much changes for the Runepriest in terms of damage capabilities here. Your dps is going to stay pretty much the same, but the good thing is you’re not going to be expected to dish out amazing damage. Unless the group is AoEing or fighting mobs a lot higher than everyone’s level, healing is going to be minimal, but still needed. The tactics I use when grouping are Ancestral Inheritance, Regenerative Shielding, and Discipline. If I find that tanks are keeping mobs off me but more healing is needed I’ll swap Ancestral Inheritance for Blessing of Grungi or another healing specific tactic if specced into the tree.
An ideal group will consist of a tank, and off-tank, a main healer, a secondary healer, and two dps. Give the main and off-tank Oath Rune of Warding, Melee/Magic Ranged dps Oath Rune of Power, other Runepriests should receive Oath Rune of Iron and ask Archmages and Warrior Priests their preference; I give ranged dps (non-magical) the choice between Oath Power and Oath Warding (strength and intelligence don’t affect their ranged damage). Throw a Rune of Shielding onto the tank right before they pull monster(s), follow it up with a Rune of Regeneration and keep an eye on the rest of the group’s hp. If more than one person starts to get damaged, cast Rune of Serenity and then Rune of Regeneration on whoever has aggro. Rune of Regeneration is an instant cast with no cooldown and it’s safe to throw it on multiple people if necessary. Runepriests generally fill the role of the main healer in a group because they don’t have to deal damage to heal effectively, let your focus be more healing and less damaging. Use judgment to decide between using Grungni’s Gift, Rune of Mending, and Rune of Restoration to recover health. Grungni’s is best used for quick and small heals, while Rune of Mending can bring someone out of any immediate danger. Rune of Restoration can be used to bring someone’s HP back from “the dead”, but be careful of the 3s cast time—make sure that your secondary healer is doing their job of relieving some of the pressure off of you before you even think of casting this.
You’ll find that Archmages and Warrior Priests take over the job of applying HoTs very effectively. What I’ve noticed is that the HP of the group will generally be at a standstill, but it’s still nice to have Rune of Regeneration on the tank and whoever is taking damage because of Regenerative Shielding (25% chance to increase armor on each tick). I’ll throw Rune of Serenity into the mix every chance I get. Because PQ contribution gets competitive in groups, you’re usually going to have a hard time finding someone to heal before their HP is maxed through HoTs. Patch 3.3 changed Grungni’s Gift from a 1s cast to an instant and it allows for heals before HoT ticks, phenomenal if you’re trying to get contribution.
If I’m still having trouble with PQ contribution I’ll switch my focus to a dps role. The group will still look to you for the brunt of the healing so it’s a good idea to keep an eye on the HP meters. The trend of groups usually shifts to pulling multiple mobs at the same time, allowing for use of Rune of Might. Rune of Might does pretty good dps and it has a cast time but no cooldown; it hits everything within a 30 foot radius. Use Rune of Cleaving, make sure that it hits every mob in the AoE radius. Instead of using Oath Rune of Iron, switch it out for Warding (can be activated for AoE DoT) and activate it whenever a pull is made. The Rank 2 Morale ability Rampaging Siphon is also very useful as it deals AoE damage in a 30 foot radius and heals your group for all damage dealt, use it wisely as it can save your group if need be.
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Buffs
First rule of thumb: keep your group buffed at all times; tanks with either Oath Rune of Power or Warding, melee and magic dps should have Oath Rune of Power, other Runepriests should be buffed with Iron, WP and AM the choice between Power and Iron, and ranged dps (that do not use magic) whatever their preference is. Your favorite tactics will most likely be Ancestral Inheritance, Regenerative Shielding, and Discipline; these tactics give you survivability, and most importantly, healing power.
Master Runes are amazing AoE group buffs, they are all indestructible and have a 2s cast time. I try to drop a master rune before every fight, and if I’m capable I’ll cast one in the middle of battle making sure that the rune is within range of my groupmembers. Each of the three Master Runes is useful in their own way. Master Rune of Fury recovers AP, Speed decreases buildup times (cast time), and Adamant has an AoE group heal every three seconds.
Healing
As a Runepriest your main job is healing, everything comes second. As with PvE, use judgment when it comes to deciding which heal to use. Your best friend will be Rune of Regeneration, I cast this every chance I get; if someone is losing HP, has lost HP, or is about to lose HP, I cast Rune of Regeneration. Another useful skill is Rune of Serenity; it covers a lot of ground jumping from one ally to another. While Serenity doesn’t heal much, not everyone is going to be getting hit at the same time for similar amounts of damage. The combination of Regeneration and Serenity is effective, especially with the Regenerative Shielding tactic.
You’ll find the Rune of Mending is the best method of direct healing, being a mixture of Grungni’s Gift, Rune of Regeneration, and Rune of Restoration, this rune is more valuable than gold. Use it to heal whatever you can: if they are coming out of battle the HoT attached to the spell will help phenomenally, if they are in battle it will keep them alive. Grungni’s Gift is a lot more useful now that it’s an instant cast, quick heals here and there are always needed. I find myself spamming Grungni’s and an occasional Mending when someone is about to die, hoping that the quick heals and critical heals will keep them up long enough for backup or another healer to come into play.
Rune of Restoration is very tricky in RvR, it has the highest setback out of the Runepriests’ spells and enemy players are unpredictable. The 3s cast time is an eternity in RvR, the dps of Witch Elves and Sorcerers as well as tanks is incredibly fast and often too much for one healer to handle. Be positive that you’re not being targeted while casting Restoration and never cast it with a group of Destruction running towards you; you’ll find that they will be giving you wedgies as soon as the you’re done casting. Before using this skill, I usually check the ally’s buff bar to see if I have another healer giving me time to cast. Often Rune of Restoration seems like it’s doing absolutely nothing because the time it takes to cast allows the enemy to do more damage than it heals, keeps them up but leaves you with no time to do anything else. If used at the right moment and with backup heals, it can bring someone hanging onto life to near full HP.
Blessing of Valaya is also in the same boat as Rune of Restoration, it has the huge 3s cast time. The difference between the two is that Valaya heals your whole group, and I will take more of a risk casting this. It doesn’t heal individuals for huge amounts, so don’t cast it hoping to clear out danger. The best time to cast this is if more than two members of your group are being damaged, it takes a little pressure off allowing you to hop onto anyone who is under immediate attack. The awesome part of Blessing of Valaya is that your group doesn’t have to be in LoS to receive the heal.
Survivability
In general Runepriests have great survivability, high armor through tactics and the ability to heal ourselves with a powerful detaunt and an AoE knockback makes us an annoying target. Despite all of that, we’re often the first target and we have to rely on other classes to keep us alive. I always try to keep Rune of Preservation on someone at all times, usually Witch Elves or Marauders but I’m quick to change detaunt targets onto anyone who is damaging me. If I find that there are multiple people hitting me at once, I’ll position myself so that Rune of Sundering will knock them all back and run towards the nearest ally. Sundering will be your best friend or your last mistake, make positive that you’re hitting at least one person with the knockback. Rune of Sundering is also one of the best offensive abilities the Runepriest has. As an AoE knockback, you can run into a crowd of Destruction and split their forces allowing your melees to pick them off easier. I’ve been able to time and aim my knockbacks so that enemy players fly off ridges or into lava; it’s a great strategic tool that can create both offensive and defensive opportunities.
If you’re getting targeted, cast Rune of Regeneration on yourself, not only does it heal but if you have Regenerative Shielding on your tactic bar you have a chance of gaining a high bonus to armor. Use Grungni’s Gift as necessary, since it’s instant you can cast it while you run. Take advantage of objects on the battleground, anything that breaks LoS from ranged classes helps dramatically. Don’t run blindly around, if you’re in a pug locate allies and hope they have the logic to throw you a bone. If a group of ally melees are running in to help you, use collision—they will block and slow down anyone who is trying to get to you.
Renown
Farming renown on a healer is pretty easy. As long as you’re doing your job (healing), you’re going to gain a decent amount of renown. It’s important to know that you can’t just sit back and heal anyone and everyone, as a Runepriest you’re meant to be close to the front lines. If you’re healing someone who is not actively in battle or who has not recently been in battle, you won’t always receive renown.
Throw HoTs (Rune of Regeneration and/or Rune of Mending) onto players who are safely running away from the battle; focus your main heals on players who are actually taking damage. Use Rune of Mending and Grungni’s Gift everywhere, save your Rune of Restoration for when it’s really needed but don’t be afraid of casting it. The more healing you do, the more renown you’re going to receive. Depending what you’re specced into you’ll be better as a pure defensive or offensive. Rune of Fate is amazing in the Valaya tree for defense-minded healers whereas Rune of Battle can pump out crazy dps for offensively specced Runepriests.
You will still get renown for dealing damage, and it is viable. Throw out Rune of Immolation and Fire (there are some tactics that can improve both) whenever you can or feel like, they are instant casts and are annoying to heal through. I generally don’t use Rune of Striking in RvR unless I know I have the time to cast and we outnumber Destruction by a large amount. It’s important to know that any other class who is held in the right hands will always be able to outdamage a Runepriest.
No matter what your spec is, the main classes you’ll be supporting are melee dps, they tend to be right up on the offensive line taking huge amounts of burst damage. Because you’ll most likely be closer to the front than the back you won’t be able to see most of your ranged dps all the time. Get used to shifting your camera angle forwards and backward to watch the hp of any ally who might be taking damage. As long as you tag someone with a heal, you’ll get a share of their renown whenever they or their group kills someone. If you’re aiming to be top in renown gained, stick to healing…not only is it necessary but it is actually fun and it benefits the team a lot more than a Runepriest who focuses on dpsing.
Noun
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If someone had came up to me in 1980 when I was on my Atari 2600 and said we will be playing games with thousands of people at the same time.I guess my response would have been,"but I only have 2 joysticks"
http://www.mmorpg.com/discussion2.cfm/thread/235780/page/8
many thanks, daylight and the others.
Not sure if I should just go the easy mode this time and choose a damagedealer or fall back into my supportstyle choosing a healer or tank again.
Of course it attracts to just throw an AoE spell into the enemies masses.
Great write up Noun.
One personal story.
While exploring a PvP zone I was jumped by an equal lvl Black Orc (11). He couldn't kill me and I would have killed him if I had a snare or knockdown in my arsenal. As I wore him down I'd let him get me down to a third just to get him excited before I healed my self to full. (I' wish I could have seen his face when I did this) Anyway I wore him down and he had to run. I couldn't follow him into his camp though.
Still, if there was another enemy player I would have had to run and I'd probably get snared and die. Tank CC is huge in getting a kill.