Runes of Suppression  

Classes: Runemaster
Bladeturn (Chant) - A "bubble" that absorbs the damage of a single melee hit. Assassin critical strikes and attacks by very high level creatures will ignore a bladeturn bubble. This chant uses the caster's power.
Name Level Target Effect Duration Cast Time Damage Damage Type Range
Runic Guard 26Group Bladeturn 10 sec/pulse 4s 5.00 Cold 1250
Runic Barrier 34Group Bladeturn 8 sec/pulse 4s 5.00 Cold 1250
Runic Wall 44Group Bladeturn 6 sec/pulse 4s 5.00 Cold 1250
Bladeturn - A "bubble" that absorbs the damage of a single melee hit. Assassin critical strikes and attacks by very high level creatures will ignore a bladeturn bubble.
Name Level Target Power Effect Duration Cast Time Damage Damage Type Range
Runic Ward 2Self 8% Bladeturn Until Destroyed 4s 5.00 Cold
Runic Fend 10Realm 8% Bladeturn Until Destroyed 4s 5.00 Cold 1250
Runic Shield 16Group 12% Bladeturn Until Destroyed 4s 5.00 Cold 1250
Confusion - Target has a chance to switch targets that they are fighting. There is a smaller chance that they will actually attack one of their own allies.
Name Level Target Power Effect Duration Cast Time Damage Type Range
Hugin's Affliction 8Enemy 4 70% 1 min 2.0s Energy 1500
Hugin's Malison 12Enemy 6 85% 1 min 2.0s Energy 1500
Hugin's Curse 18Enemy 8 100% 1 min 2.0s Energy 1500
Hugin's Vex 24Enemy 12 15% 1 min 2.0s Energy 1500
Hugin's Damnation 28Enemy 13 30% 1 min 2.0s Energy 1500
Hugin's Vilification 35Enemy 17 45% 1 min 2.0s Energy 1500
Hugin's Malediction 45Enemy 23 60% 1 min 2.0s Energy 1500
Damage and Snare (AOE) - Target takes damage. Damage done is of the spell's given damage type. Target's movement speed is also slowed by the given percentage, which gives the caster more time before the target closes to melee range.
Name Level Target Power Effect Duration Cast Time Damage Damage Type Range Radius
Field of Suppression 7Enemy 6 Bonus: -35% 30s 3s 22.00 Energy 1500 350
Field of Slackening 14Enemy 11 Bonus: -35% 30s 3s 40.00 Energy 1500 350
Field of Entrapping 20Enemy 16 Bonus: -35% 30s 3s 56.00 Energy 1500 350
Field of Snaring 27Enemy 22 Bonus: -35% 30s 3s 78.00 Energy 1500 350
Field of Tangling 36Enemy 30 Bonus: -35% 30s 3s 102.00 Energy 1500 350
Field of Mazing 46Enemy 39 Bonus: -35% 30s 3s 130.00 Energy 1500 350
Damage and Snare - Target takes damage. Damage done is of the spell's given damage type. Target's movement speed is also slowed by the given percentage, which gives the caster more time before the target closes to melee range.
Name Level Target Power Effect Duration Cast Time Damage Damage Type Range
Minor Entrapping Rune 1Enemy 2 Bonus: -35% 30s 2.8s 5.00 Energy 1500
Lesser Entrapping Rune 5Enemy 4 Bonus: -35% 30s 2.8s 21.00 Energy 1500
Entrapping Rune 9Enemy 6 Bonus: -35% 30s 2.8s 37.00 Energy 1500
Lesser Tangling Rune 13Enemy 8 Bonus: -35% 30s 2.8s 49.00 Energy 1500
Tangling Rune 17Enemy 10 Bonus: -35% 30s 2.8s 64.00 Energy 1500
Lesser Snaring Rune 23Enemy 14 Bonus: -35% 30s 2.8s 85.00 Energy 1500
Snaring Rune 33Enemy 21 Bonus: -35% 30s 2.8s 120.00 Energy 1500
Lesser Rune of Mazing 41Enemy 26 Bonus: -35% 30s 2.8s 148.00 Energy 1500
Rune of Mazing 50Enemy 33 Bonus: -35% 30s 2.8s 179.00 Energy 1500
Nearsight - Target's effective range of all their ranged attacks (archery and magic) reduced.
Name Level Target Power Effect Duration Damage Type Range
Suppress Sight 11Enemy 5 -25% vision 2min Energy 2300
Suppress Vision 19Enemy 9 -35% vision 2min Energy 2300
Suppress View 25Enemy 12 -45% vision 2min Energy 2300
Diminish Sight 32Enemy 16 -55% vision 2min Energy 2300
Diminish Vision 40Enemy 20 -65% vision 2min Energy 2300
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Post Comment
# Feb 28 2004 at 11:39 PM Rating: Decent
Should i really train in all runecarving or should i spread it out into surpression and darkness?
spec skills
# Oct 22 2002 at 7:49 PM Rating: Default
my friend says that i should go 37 runecarving, 36 suppresion, and 15 darkness, would this work out good?
A hard road to travel
# May 10 2002 at 8:52 PM Rating: Default
Seems most of the time in the world of DAoC if an ability/spell of such good use, such as a 6 second chant bladeturn, then it Should be hard earned.

the life of a Runie up to 45 supression can and will be long and hard .. but if your server isnt doing very well with relic/keep scores .. just a few good supression runies WILL turn the tides.

Bladeturn chants are without a dought the most handy group spell in the game. If every group in a raid had a PBT(Pulsing Blade Turn) caster they would be nearly unstopable, even when the odds are aginst you with relics and number of invaiders.

PLEASE please take the time and make more supression runemasters. like i said its a long hard road. but you and your group members .. And your realm status will THANK YOU !

RE: A hard road to travel
# Sep 19 2002 at 4:31 PM Rating: Default
agreed. midgard definatly needs more supression runies. It doesnt seem like alot of people are using the supress site spell either wich they really should be. People need to stop thinking that the first blade turn is (good enuff) when it isnt. The usefulness of the later versions is much to great to be without.
# Mar 26 2002 at 6:18 PM Rating: Default
is it just me or does the damage on these spells really suck
RE: wtf?
# May 11 2002 at 3:53 AM Rating: Default
these spells are great for soloing, the buildin snare is awesome, not to mension the confusion lines, they really rock. I solo yellow and orange easier than ever now at 29 with some help from unlikely allies ;)
RE: wtf?
# Apr 15 2002 at 1:31 PM Rating: Default
Ya, my guess is that this spell line is not good for soloing...the level 45 BT, runic wall, ROCKS ASSES!
Hmm...what is the attack speed of a glacier giant? if its 7...or even 6.1 runic wall may be able to negate all its hits...if so, that means you can kill it, if you have a tank that can hit it, that is ;)
Surpression Line in General
# Mar 18 2002 at 1:09 AM Rating: Default
Maybe I'm not looking at the whole picture, but if I'm level 17 surpression (which I'm not) and I have to wait until level 23 for my new spell... well gee thats 6 levels using the same spell. Think that thats nice if you could solo but if you look at it, hitting yellow con mobs with a 65 DD over and over again at level 22, its going to take a lot of hits to bring it down, you'd probably have to kite it. I do think runic guard, pulsing BTs are good, but I don't think its worth giving up your soloing ability to do so, on Merlin (midgard) there are hardly any groups so I don't having a great group line will get you much of anywhere..

Just my thought

I've solod most of my levels, because there just arn't any groups my level, I look for a group and the groups currently assembled window is empty or the people are too high or too low... so I see no point.
#Anonymous, Posted: Jul 10 2002 at 4:37 PM, Rating: Sub-Default, (Expand Post) This list on allakhazams is NOT the complete list of spells. Go here:
RE: Surpression Line in General
# Apr 26 2002 at 6:52 PM Rating: Default
you do have the runecarving spells. You can hit it with snare, run a bit knock it with bolt hit it with the mark line and snare and run back again. Bolt mark snare. keep doing it till you got a dead orange ;)
wrong skill level listed
# Mar 09 2002 at 1:10 PM Rating: Default
Runic Shield is listed as a level 18, it should be level 16.
RE: wrong skill level listed
# Mar 14 2002 at 6:07 AM Rating: Default
Runic shield is correctly listed as level 18.
RE: wrong skill level listed
# Mar 16 2002 at 7:05 PM Rating: Default
Runic shield is incorrectly listed as level 18. It should be level 16.
RE: wrong skill level listed
# Mar 22 2002 at 11:01 AM Rating: Default
I just have to say that on the Prydwen server in Europe I got my group fend at level 18.
RE: wrong skill level listed
# Mar 24 2002 at 2:38 PM Rating: Default
in us sever its level 16
RE: wrong skill level listed
# Apr 03 2002 at 3:23 PM Rating: Default
yes, they changed this a couple months ago. it used to be level 18, they changed it to level 16 about a week after i got suppression to 18 ;/
RE: wrong skill level listed
# May 24 2002 at 1:54 AM Rating: Default
|ffs it's @ lvl 16!!|
fend question
# Feb 24 2002 at 7:24 PM Rating: Default
When fighting weres in skona, my tank noticed that the fend spells don't always absorb, they only have a chance to absorb. We were fighing a red (never has been a problem before) and he died because my fends only absorbed about 1/4 of the hits, 3/4 of the time the fend just got destroyed and the wolf hit through. Anyone know if this is due to mob color and we just never noticed before, something only some mobs can do (and if so, which ones), or is it that on mobs past level 35 fend just doesn't work well anymore?
RE: fend question
# Feb 25 2002 at 1:59 PM Rating: Default
it's something along the lines of, if the mob cons higher than yellow to the caster of the fend there's a chance that the blow will penetrate
RE: fend question
# Feb 26 2002 at 10:01 PM Rating: Default
Not to flame but if you are going to help someone be sure that you are telling them the truth....

Fend is based off of spec level. Meaning you have 10 points into the spec. and fight a level 11 mob he has a percentage to hit...not sure of the percentage. Now on the other hand, if you fight a lvl 9 mob with 10 points into this spec. then the mob has a very very minimal chance to break it, if at all.
RE: fend question
# Mar 26 2002 at 2:30 AM Rating: Default
I just got my runic fend spell... I'm lvl 29... I was plvling some low 20s people in yggdra with the spell... the mobs conned gray green to me... and yellow/orange to them... they never got hit once... however ... when my groups take purps and I fend... the mob hits through about 25% to 40% of the time...

If the spell worked off of current lvl of suppression(in my case it's 10) then my spell wouldn't be worth **** in my groups...

I think that caster lvl has more to do with it than suppression spec lvl... otherwise... it's TOTALLY stupid to spec in more than one thing because we only get 1x spec points... at lvl 30 we could have 27 rune and 10 suppression and the suppression would probably NEVER work...

RE: fend question
# Feb 28 2002 at 7:35 AM Rating: Default
Could it be that some mobs have a double swing attack and that 1 swing takes out the fend and the next one hit?
RE: fend question
# Mar 07 2002 at 8:32 AM Rating: Default
yes...I've seen that happen many times
RE: fend question
# Apr 03 2002 at 3:33 PM Rating: Default
i don't think it has to do with caster or spec level. i believe it has to do with the character the mob (or player) is attacking. often in rvr i'd cast single fend on much higher level players, even those not in my group, which they said was invaluable against archers (which would've been purp to me at the time). i've also chain cast the lvl 10 fend, while spec'd only to 10, on a friend that conned purp to me while he successfully battled a mob that conned red to him. however, mobs that were purple or higher would sometimes penetrate the magical barrier...or whatever.
RE: fend question
# Apr 18 2002 at 5:07 PM Rating: Decent
41 Rm with 39 Supression here..Trust me, its caster lvl v/s attaker lvl.
RE: fend question
# Apr 26 2002 at 12:43 AM Rating: Default
Hum, how can u tell? When u are 41 and your supp is at 39, it has been quite the same level and specc all way long :)
RE: fend question
# Nov 01 2002 at 6:56 PM Rating: Decent
Check out this site about it.
confusion spells
# Feb 23 2002 at 8:05 PM Rating: Default
Can somone explain the attack allies part of the confusion spells to me? I have a level 29 full suppression runemaster and I have never seen a mob attack another mob after being confused with hugin's damnation (30% attack ally). I tried pulling with it in such a way that the confused mob has to pass a lot of other mobs; and casting it on several mobs at the same time (both on mobs that were in group and mobs that weren't in group). Not once did I see a mob attack anything but me (or players grouped with me)

Thanks in advance
Slandor (LV29 Suppression Runemaster on Avalon)
RE: confusion spells
# Aug 27 2002 at 4:33 AM Rating: Decent
I often use this spell for fun in spind on the svarts. I found that it works best if you 'drag' the confused mob thru a few others. Target one that has to run past some friends to get to you. I have had the entire svart room in a big brawl and all I had to do was confuse a couple then run from mob to mob till all involved then I moved away and they kept at it. If you stay away you will rarely be targetted.
fending w other spec
# Feb 14 2002 at 2:32 AM Rating: Default
Is going to 26 worth it for runic guard? If you still plan on speccing in something else would it be better to just go to 18 for runic shield? That saves a lot of points, what real benefits are there for having guard instead of shield?
RE: fending w other spec
# Mar 02 2002 at 12:39 PM Rating: Default
Guard is a one time cast that refreshes every 10 seconds...fend would need to be recasted, and if that is the case, you're better off casting the single target (10th level) runic shield on the tank taking agro. Refreshing bubble is VERY handy...minimal power drain on refresh too.

37 Suppression(100%)
Muphasa (Kay)
perfect build?
# Feb 04 2002 at 1:44 PM Rating: Default

I don't know if this is the best build or not, but currently I have 12 in darkness, 18 in suppression, and the rest in runecarving (lvl 43 runemaster). I am able to solo yellows with ease or oranges with a bit higher difficulty. In groups, I find that my DDs land a LOT more often on reds and purples after I have landed a Ravenbolt (resist debuff in the darkness line), and the DDs do 10% more dmg after as well. I rarely need to use the group fend spell unless the puller is on crack and the healer forgets how to mez. So Im still using the single target fend more often than not in group situations, though the group fend is still used on botched pulls. The huggins curse spell (confusion) is nice for getting mobs off of me (especially during pops on keep raids) or off the healer, this is best used in larger groups coupled with the group fend spell. In fact, I did red jotuns with a group of 4 tanks and myself with no healer using this strat. Killing was non stop and mana use was low.
changing spec...
# Feb 04 2002 at 5:01 AM Rating: Default
I am currently lv 19 and want runic guard, go figure. Well, I've only put 8 spec points into supression so far and if I keep going, when will I be able to get it? My char will have points too spread out (currently: rc 13 d 10 s 8 i think) but I'm not willing to start over again. Figure I'll get sup to 26 and finish with runecarving.

Scrolnik 19
# Jan 30 2002 at 11:53 PM Rating: Default
the perfect class is at 26 suppreassion and the rest in runecarving (46 or 47)

-Morgan le Fay runemaster
# Jan 26 2002 at 10:16 PM Rating: Default
I just want to know if you go only 26 suppression how much dmg do you do in RvR if you dump the rest into R.C. And how well do spells land later on?
# Jan 24 2002 at 7:15 AM Rating: Default
Never heard of ya Ragic, though i'm a 41 Runemaster as well on Iseult. Should meet up sometime.

Anyways this is what i've done with my Runemaster.... full suppression. I have 41 points in suppression and haven't stopped loving it since lvl 26. Fend Chant = laziness? Umm... no fend chant = saves lives. Oh and I can group fend/runic fend while its going off so double the coverage with healer on back up for when the mob double hits. People rarely die in my groups, its just a fact. Oh... and as far as I can tell my Snare DD's do the same dmg as your guys do, i'm hitting the brokens for 100 + (without ravenbolt mind you and 2 lvls lower) and hitting oranges in RvR for 240 ish. I guess the big difference s yours have a slight better range and mine make them run slower... guess which I like better.

I plan on taking suppression to 50 since I got the orm staff, will put the rest of points into runecarving. that should give me aroun 20 RC and with the staff give me 26 to make it above half so my dmg isn't random with the main line bolt.

Just letting everyone know that Suppression line is completely awesome, don't let people tell you you can't blast as hard. You don't get bolts and AE's but your DD is just plain better than Darkness OR Runecarving.

41 Runemaster Iseult
- The Disavowed -
RE: Hmm
# Mar 18 2002 at 3:24 AM Rating: Default
Suppression spec is very useful, none the less 240 dmg on orange con is pathetic in RvR. That is 4 spells to kill a caster, even a lurikeen caster. A full suppresion spec runy is not an offensive runy, your duties will be fending, and negating sight. The negate sight spell is missing from the above list, but it is under suppresion, you get the first one at lvl 11, which halves the range of casters and archers, very effective spell. Another thing do not expect to get decent damage out of your bolt with 26 RC spec, you will do damage but nowhere near the damage of an RC runy.


Rial - Tristan

RE: Hmm
# Jul 16 2002 at 10:16 PM Rating: Default
I a full supp runie too and if the bazooka mages cant see then my 9mm will win al the time.
RE: Hmm
# Feb 22 2002 at 3:53 AM Rating: Default
Im full suppresion also, lvl 31 now, the fend chants rock.., our nukes do just as much and now we get aoes with latest mythic patch, who needs bolts anyway
RE: Hmm
# Feb 08 2002 at 3:35 AM Rating: Default
I'm with you Buto. I'm a 30 runie, and have spent every point in suppression. My groups never die either with runic guard up and running. Like a healer, I sit back and watch the battle progress, sending sporadic nukes against the mobs that look like they might be getting the better of our tanks (rarely happens though). I soloed the better part of all 30 levels (quickly) and only slowed in xp when I started grouping. The group is much safer though (but that's a whole different topic). The most frustrating thing is when you find a great camp spot of yellows and oranges, and a GROUP of midgardians your level come to kill the same mobs....flattering but annoying.

Suppression all the way baby!!!

I dont have runes of suppresion
# Jan 23 2002 at 7:14 PM Rating: Default
I did not get the runes of suppresion or the runes of darkness spec lines what is wrong?
RE: I dont have runes of suppresion
# Jan 26 2002 at 9:34 AM Rating: Default
you need to train in darkness and suppresion with your jordheim trainer, either that or get darknessa nd suppression to 5
oh PLZ
# Jan 22 2002 at 1:01 PM Rating: Default

Sigh, yet another incorrect analysis of runemaster effectiveness. "shot for shot"? who cares? its all about dps. i get off 2 DDs in the same time it takes the tanks to swing that silly 2 handed weapon. vs zerks or warriors, unless they get a combo to work, i do more dmg in the fight, and vs skalds and thanes its not even a contest. And before you cry "resist", take another look at that runes of darkness line. ravenbolt. this website doesnt describe it accurately, it does not just lower the resist to darkness spells. it lowers the resist to all spells. and it increases the dmg done by DD spells by upto 15%. Example: vs a reincarnated orm (red con) I DD for 170. Vs a nearby hagbui (orange con) I DD for 205. Vs a lesser hagbui (yellow or blue con) I DD for upto 240 to 250. Thats using the DD in the runecarving line, not the darkness line. Vs a purple con like a broken jotun, once ravenbolt sticks i dex/str debuff it then nuke it for 100. the fact that im even hitting the thing is proof that ravenbolt is worth it. I have 12 in Darkness, 18 in Supression (for the group fend before they lowered the lvl), and the rest in runecarving. The blinking group fend spell is just pure laziness. And the recycle rate isnt effective in situations where its needed. Youll be casting the single fend spell to save people more oftne than not. supress sight is great vs archers and mages in those big battle stand offs. The range is huge. Its also a great way to pull a mob without getting any aggro for the group. Confusion, it has one use. To save someones *** (usually your own) when a mob sticks to them and wont let go. Chain casting fend works vs some mobs, but others are just too nasty. Confuse it and the problem is solved. Confusion coupled with a group fend spell can actually save healer mana. true people in a group dont like it, but that is what /stick is for. Also heres a little secret, shhhhh, if you pull a mob to a bunch of people then confuse it, it will atk them as well even though they arent grouped with you. So no more than 18 in suppression. 16 if you dont want the confuse spell. This will leave you with enough pts to get to 47 in runecarving (which is the last spell in that line) with pts left over to take it upto 49 if they ever add siege spells.

Im a lvl 43 runemaster and I get invited into high lvl groups all the time. and not jsut those 8 man item hunting groups, im talking about the 3 man or 4 man exp groups. And im doing way more than just fending. Now if you want to push it, try a 2 man group, tank/runey. The tank can atk anything that is orange to him or lower, the runey fends him till the mob is at half life then nukes it to death. This conserves the runemasters mana loss, so his med time is more or less the time it takes the tank to get his end back.

Im not much of a pvp expert. only 10k rps. but it seems you should never try to solo. AoE is fine in BIG battles, i doubt how effective mez is in those situations cuz everyone is atking everything. But in single group skirmish mode, the mez can be more effective so yeah, hold off on AE. For atking keeps, run upto the door while the tanks are hitting hit. Hit your f8 till you target a pc inside and use your AoE. just be sure to back off or they will get an archer on you with /assist and then youre dead. If you can manage to target a bowman on teh wall, confuse it. othersie, hang back and use your DD on the pops. if one comes at you, quickcast confuse.

Ragic, lvl 43 Runemaster, Isuelt
Notes on Runies
# Jan 16 2002 at 8:58 PM Rating: Default
I have a level 39 Runie on an RP server. Here's a few opinions I have about them to anyone thats interested.

Runecarving : Useful for the additional bolt spell (when solo'ing, having two bolts is good). AoE is also useful but mostly during Keep defense. It breaks Mez's and currently that is a major factor that determines success in RvR. So it's usefulness is rather limited outside of defending keeps.

Suppression : My favorite. All runies should take advantage of the fend spells. It's what makes us useful in a group. Blinking fends (level 26 and up) do not go away after casting. Think of it like a skald/bard song. There is a duration but it's several hours long. However you cannot have your speed buff up at the same time. It's one or the other. Debuffs help in a group but not enough to make anyone invite a runie in place of any other class. Root line is like a halfassed mez. But it comes in handy so I'm not complaining. Confusion is good but not too useful in a group as most group members don't like the randomness of it. Confusion's usefulness in RvR is also limited as it (very rarely) causes the invader to attack something else but you. Since you die in basically one hit (as a mage you are a creampuff) its not as reliable as casting it on a mob. Speed debuff line comes in handy occasionally in solo but during RvR you need to do as much damage as possible because you usually only get to pull one spell off before dying. Suppress sight : haven't tested it to much degree.

Darkness : I don't have much experience in this group (neither have I ever seen anyone spec in this line as well) but here's what I know of it : Every runie gets a darkness DD (prefer'ed DD as it has the lowest casting time) every so many levels. If you spec in Darkness you just get an extra one in between. They don't do much more damage than what you would get automatically. Damage Add line, useful but they are the weakest damage add of all the classes. They are overwritten by Thane buffs and Skald songs. Plus they require constant recasting as they don't last very long.

With all the versatile spells available to runies they do seem (in everyone's opinion I've spoken to not just my own) they are a relatively weak class. Not the weakest but one of the classes that doesn't do anything as well as another class. Shot for shot we do not do as much damage as any other class (tho the general consensus thinks runies should be nukers). It appears runies are more like jack-of-all-trades. If you can't find the right person to get the job done, you find a runie to do a halfassed job of it. Overall we are not as weak as some unfortunate classes but expect to have difficulty finding a group nonetheless.

Some advice. Don't plan on taking any one spec line up to 50. Its a waste of skill points as it doesn't give you much in return for the cost. Thats a big mistake for any class imho. Fact is, you won't even notice a difference from 46-50 with the exception of getting new spells (just -slightly- better than the ones before). Also for any new runies out there don't pass up Suppression. Get it to level 10 asap so you can be more useful in groups. If you plan on getting the blinking fends then go straight for 26 (without spending any points elsewhere). Since you aren't very useful in RvR at level 26 you don't really need the other damage lines yet. But you can become very useful in a group with blinking fend. Primarily runies are not damage dealers in groups. We usually get relagated to playing a defensive role by debuffing and fending with the occasional DD if needed. Our damage output vs. time is terrible compared to every other class. As we do about the same damage as a tank (factoring resistances) but have a penalty of casting time and mana cost (regenerates very slow compared to endurance).

Staves : the extra levels listed does not increase damage output (confirmed). It only decreases the amount of mana used in casting that line. It does not affect resistance either. As of 1/14/02. I don't know whats up with the numbers above but it seems like they are damage vs. yellow con? I know I do the same damage with my staff equipped (level 42) than without.

I hope this long-winded post is helpful to any new runies out there. Don't get me wrong I may have made them out to appear weak but they are still fun as a challenge (plus we might get more spells in the future as we have quite a few large gaps in our spec lines).
RE: Notes on Runies
# Mar 18 2002 at 3:30 AM Rating: Default
eh not quite is all i got to say, anyone reading this do please check the camelot herald for leading RP players. RPs are divided between archers AND runemasters. Runemaster is the most powerful caster in game hands down. And a runemasters damage output is waaaaaaaay higher then any other midgard class. Only a full bow spec hunter can compete with a runemaster in dmg, all others are very far behind.


Rial - Tristan
Hugin Line
# Jan 01 2002 at 4:15 PM Rating: Default
Confusion is hilarious! LOL It turns the target into a 5 year old on a Halloween candy high .. wheeeeeeeeeeeeeeee LMAO The group healer is usually not amused tho unless u cast it to get agro off him/her specifically in xp groups. ;)

Imagine charming a creature and having no control over it and then casting fear on it .. ROFL .. I am assuming it randomly cycles the hate list, not really sure, but when u watch something hit with this spell, it is totally spastic and very unpredictable.

This is very fun in RvR at higher levels. Nothing is funnier than watching an archer turn and point his arrow at his cleric, or a rogue now unstealthed can't stop himself from stabbing aimlessly at a nearby purple tank.

Have fun :)
RE: Hugin Line
# Jan 12 2002 at 9:07 PM Rating: Default
heheeh i totally agree, i still remember first time i fired it off, the mob reminded me of a bad pinball in a mad pinballmachine :D
Runic Shields
# Jan 01 2002 at 3:50 PM Rating: Default
Runic Ward - self only buff that absorbs first melee and drops.

Runic Fend - Target only and also drops after the first melee is repelled. However, I have chain casted it on tanks/healers alike to save. No agro results from RFing during battle either; completely defensive maneuver. Additionally, I have taken an arrow with no dmg that drops my RF. Must rebuff in a hurry to block another arrow prolly on the way. (hehe I have buffed guards at our fastes as well with this and the enemies wondered why they kept missin the guards.) ;) LOL Loki made me do it. ;)

Runic Shield - buffs the entire group in one cast and drops individually as it absorbs the first melee. Must re-cast to give the buff to entire group again.

Runic Guard - buffs group and refreshes itself every 10 seconds; very sweet. :) and it only gets better :)
RE: Runic Shields
# Jan 12 2002 at 9:10 PM Rating: Default
confusion + massive runicshield is very nice :) healers don't like it (doh, they don't have anything to do, heh)

Loonie Runie, merlin
Specs - How they work
# Jan 01 2002 at 3:29 PM Rating: Default
Once level 5 and have chosen Runemaster path, 3 specs will be available to you:

1. Runecarving has a specific sub-line:
a. (Runes of Destruction)
2. Suppression has a specific sub-line:
b. (Runes of Suppression)
3. Darkness has a specific sub-line:
c. (Runes of Darkness)

The main 3 specs of RC, Supp, and Darkness all reveal new spells as your character levels regardless of where you spec.

As you train each of the 3 main spec lines to level 5, the specific corresponding sub-line of spells will become available. So RC 5, Supp 5; and Dark 5 will open all 3 sub-lines to you. On the other hand, if you trained RC 10, Supp 4, and Dark 2 -- you will only have Runes of Destruction available.

A runie with RC 18; Supp 10; and Darkness 5 .. has spells under the sub-line of Runes of Destruction to level 18; Runes of Suppression to level 10; and Runes of Darkness to level 5. Continued training in a main spec, reveals additional spells ONLY in its corresponding sub-line.

My personal opinion is to choose 2 only to advance. I chose runecarving as my primary and suppression as my secondary. If points spread too thin, it is called 'gimping your character' or weakening it possibly to a point where some feel it is difficult to find groups, solo or RvR. :(

However, it is not necessary to only spec one line to be very effective or powerful. If one line is 1/3 higher than the rest there is a bonus given. However, the staff you carry will help add levels to your current specs to maximize your spell damage. THAT is why the dmg numbers above are deceiving. These are BASE / minimum damage numbers only.

To illustrate, a level 25 runie who is specced in Runecarving to 18 and Suppression to 10 and Darkness to 5 and carries a staff that adds 19 levels to each spec will cast/land spells with a higher dmg calc (maxed in some specs). Runecarving [18 (+19)= +25] is taken to the max dmg calc which is your level of 25. Suppression [10 (+19) = +25] is also maxed to level 25. Darkness [5 (+19) = 24] which is very close to max dmg calc. This is why a level 5 spell can hit a lvl 26 monster and do decent dmg. The staff you choose can make a huge difference on your effectiveness with spells and how much power you suck up casting.

So many of you who are wondering about why the dd numbers seems low; look at your staff and see how many levels it is adding to your dmg calc. :)
New Spell??
# Dec 26 2001 at 11:06 AM Rating: Default
I just got to 12 spec in suppression, and got a spell not on the list called suppress sight. The animation looks similar to the mez for healers, but i cannot figure out what it does. Anyone know about this spell?
Confused RuneMaster
# Dec 18 2001 at 9:21 AM Rating: Default
Is it true that u need one point in supression to open up the runes of supression line?
RE: Confused RuneMaster
# Dec 19 2001 at 4:42 AM Rating: Decent
You need a minimum of 5 points in suppresion to open up the runes of suppression list. It works like this for any specialization list that isn't the class defining one (e.g. Runecarving for Runemasters)
RE: Confused RuneMaster
# Dec 20 2001 at 11:18 AM Rating: Default
Oic...... k thanks for telling me.
I really apprecitate it.
Runes of Supression here I come
sanity check
# Dec 17 2001 at 12:49 AM Rating: Default
"Confusion (hugin's line in suppression) so he chose the furthest mob away and tagged him. Lo and Behold to his great surprise this mob started runnin across the bridge athim....butnot before....he hit every single mob on the way over to him and staggering around in between."

Will this work with Hugins's Curse or does it need to be Hugin's Vex or higher?

Ragic, 38RM, Isuelt
RvR Powerhouse?
# Dec 16 2001 at 12:12 AM Rating: Default
If you go 50 points into supression wouldn't you and your group be invincible in RvR? Throw on your Runic Wall and cast rune of mazing and strength debuffs on all of the tanks/meat shields. Maybe even root a couple of em for the hell of it.

1st question: Does the 65% movement rate count towards attack rate as well? If so the healer in you group won't be kept very busy unless the opposing team has lots of mages.

2nd question: how long does runic wall last? I think I read 60 seconds somewhere..

Still not sure whether to go 50 carving or 50 supression but I'm leaning towards supression at the moment.
Confused RuneMaster
# Dec 15 2001 at 10:32 AM Rating: Default
I want to train in Runecarving and Runes Of Supression. But how come the runemaster trainer only lets me train in darkness, runecarving and runes of destruction??
How do I train in runes of supression if its not even there???
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