Rune Priest, Part 2: Master Runes

Hardcore Theories and Math

You Have Been Warned

Short and sweet. I’m writing from work and I shouldn’t be, but thoughts and ideas have been nagging at me all day.

I am not delving much into Master Rune of Adamant, because the effect is clear-cut and more of a PvE idea in my opinion. But, here goes.

Master Rune of Adamant: Unbelievable for morale-gains. However, it is low and dependable, passive and quite… boring. I do not believe this will be critical or game breaking in any way in RvR

Master Rune of Fury: Chance to restore 30 AP on activation. it is bugged, it does NOT restore the 50 listed as of the last time I used it.
Advantages: Applies to melee classes and benefits instant abilities. More overall beneficial to a group. Helps with AP conservation for your healers*

Master Rune of Speed: -.25 cast time. This is ACTUALLY -25% build-up time. Thats right. So right now, a 3 second cast becomes 2.25. A 2.5 second cast (after 1.06) becomes 1.875 (assume 1.9).
Advantages: AP conservation gained from Master Rune of Fury becomes somewhat moot when you crunch the actual numbers. Master Rune of Speed is HIGHLY underrated, HIGHLY underused.

Allow me to explain.

Master Rune of Fury & AP: 25% chance to restore 30 AP. Let us say, -8 AP from every ability.
Master Rune of Speed & AP: Let us say that you’re looking purely into AP conservation. Let us assume for the sake of argument that you gain AP every 1 second of no globals. At 2.25, this could be said to give 25 AP (one tick) 75%  of the time. That is ~19 AP on every spellcast, assuming you wait the (nearly) extra second to get your tick(s) in.

The cast time? What of it? as of 1.04 you can cast nearly 14 large heals in the span of the duration of the rune. TWO heals will compensate for the time spent (1.5 master rune cast with global with .75 saved per cast)

Not to mention, that is FOUR large heals MORE than you would otherwise deliver in the same span.

Let us break it down:


Fury: Eventual AP proc gains while you mash your keyboard into oblivion.

Speed: The obvious capability to deliver heals substantially faster (.75sec in current version, .61 sec version 1.06).
*AP regeneration naturally through improved cast times.
*Reduces odds of pushback by ending spellcast sooner than otherwise.
*Allows you to be moving to more advantageous positions more often.

This does not even touch on the fact that it affects non-healers, or HOW it affects non healers. (obviously the above reasons for healers)

Give it an honest chance is all I ask. If you are honest with yourself and give it a worthy test-drive, I guarantee you will be pleased with the results.

Try it. And that time you just barely save your friend…
Chalk one more up to Master Rune of Speed!


2 Responses to “Rune Priest, Part 2: Master Runes”

  1. […] searches that leads here is regarding Master Runes for leveling. Now, since I have a post regarding Master Runes in RvR and especially at Tier 4, I suppose it makes sense to hit on master runes in solo PvE and sub Tier […]

  2. As of 12/10/08, Master Rune of Speed is actually reducing the cast time by .25 seconds, and not 25%. I am not sure if they messed it up again, or if the tooltip was the intended effect all along.

    As of 12/10/08, I would go with master Rune of Fury.

    .25 seconds off of Restoration is a whole different story from 25% which at one point was .75, and pre 1.1a was .61sec

    With around a third of the previous effectiveness, I would much rather benefit a wider array of people with Master rune of Fury. So, until they change it back to 25% (if ever), Fury it is!!

    I still dont believe in Adamant as it cannot have ANY impact in ANY way outside of simply hotting those in your group… but ap regeneration to your group provides a much more sweeping effect.

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