• 69.5's Guide to Rocking a Rune-keeper

    DrTeeth's Guide to the Rune-keeper

    Before we begin.
    This guide is not meant to tell you how to play your game or character. I am neither all knowing nor know most the math that goes behind the scenes when it comes to button pushing. It is mearly meant to be a guide to show you what all you have in your bag of tricks and then to share how I use mine. The guide is not wholly complete, as I would like to get a little more involved with the Legendary Items and Legacies than I have so far and I would also like to go over the Mounted Combat skills too. I have been working on this for quite a while and wanted to get it posted before too many power outages finally kill the computer I wrote it on. So please look for updates.

    Overview

    The Rune-keeper is a caster class that, as a light armor wearer is very fragile but also packs a heavy punch to single targets with extremely high DPS output. The Rune-keeper is also a very tactful healer class and can switch from DPS to Healing in a relative short span of time with the right equipment on hand. The Rune-keeper uses an tiering attunement system to lean towards either DPS (Dagor-Battle), Healing (Nestad-Healing) or Steady (Thalas-Neutral) skills. Dwarfs and Elves are the two available races for the Rune-keeper class. Dwarves are usually a better call because of the bonuses you get with racial traits and some inheriant features of Dwarves. I run an Elf and I got no complaints.

    Skill types:

    - Lightning: These DPS skills deliver lightning (Tactical) damage and most are usable while moving.
    - Fire: These DPS skills deliver Fire damage over time (DOT).
    - Frost: These DPS skills deliver Frost damage and debuffs.
    - Healing: Skills that provide healing.
    - Steady: The skills which do not produce damage or heals, and pull your attunement toward Neutral.
    - Affinity: Skills which change depending on your elemental affinity.

    Skills Overview:
    Fury of Storm Skills (Lightning DPS)

    Attunes toward Battle.

    http://www.councilofthesecretfire.co.../rk/battle.jpg

    The Lightning line is the easiest and my recommendation while leveling up and during PvMP. Most of the skills are not inductions, are on a very short cool down timer and can be used while moving and deliver very high DPS as well as adequate self-heals. I am not dogging out the Fire or Healing specs, as they are awesome in their places, but they are made more for Fellowship or Raid circumstances since you will find a lot of long inductions in there that are pretty easily broken.

    Skills

    http://www.councilofthesecretfire.co...Spark-icon.png Scribe's Spark (lv. 1) - The first skill you are able to learn upon character creation. The 3 second cooldown is about the only downside to this hard-hitting damage skill whose damage can be further increased when you gain higher battle attunement and with use of Legendary Item legacies. With the Thunderous Words trait equipped, you will be given a 15% chance of applying a buff to yourself which will decrease the chance of your opponent to resist your attacks. +2% damage per battle attunement. At level 77 this skill is changed to Improved Scribe's Spark where it lowers the perceived threat of your target. Using this skill increases battle attunement by +1.

    http://www.councilofthesecretfire.co...ument-icon.png Ceaseless Argument (lv. 4) - Your best friend. This skill has no cooldown, a low power cost and still hits for a moderate amount of damage. You can further increase the damage dealt with Legendary Item legacies. With the Harsh Debate trait equipped, you will be given a 15% chance of applying a buff to yourself which will increase your Tactical Damage by 15% for 20 seconds. This skill increases your Finesse. Using this skill increases your battle attunement by +1.

    http://www.councilofthesecretfire.co...Words-icon.png Shocking Words (lv. 2) - This skill has a moderately long cooldown (20 seconds), but it deals a large amount of damage and has a 5% chance to Stun your opponent for 3 seconds (increased by 7% for each pip of battle attunement). This chance does increase with Battle Attunement. You can max out the chance to stun to 83% with the Shocking Words Legendary Item legacy. This skill requires 3 pips of battle attunement and increases battle attunement by +1.

    http://www.councilofthesecretfire.co...Storm-icon.png Essence of Storm (lv. 16) - This skill has a moderately long cooldown (8 seconds), but it can deal a huge amount of damage as it comes with a high chance to crit (+3% per pip of battle attunement) and does 100% damage on critical hit. This skill requires 3 pips of battle attunement and increases battle attunement by +1

    http://www.councilofthesecretfire.co...usion-icon.png Epic Conclusion (lv. 20) - This skill makes you a Sith Lord. It is the most damaging skill in the entire Rune-keeper's bag of tricks, and cannot be resisted. If used while having the Closing Remarks trait equipped and buffed by Thunderous Words and Harsh Debate self buffs, your damage will be increased by 50% for each buff. The two down sides are it has a very large cooldown and it applies a debuff on you that will increase the power cost of all skills by 50% for 10 seconds. But when you zap someone for 9000 damage, it's worth it. Sporting a 90 second cooldown, this skill requires 9 pips of battle attunement and increases battle attunement by +1

    http://www.councilofthesecretfire.co..._Bolt-icon.png Sustaining Bolt (lv. 30) - This skill deals moderate to high damage. It applies a self buff that will reduce power cost on all skills by 10% for 15 seconds. By traiting x4 in the Solitary Thunder trait line you will reduce the cooldown. At level 70 it turns into Improved Sustaining Bolt where it also will restore your power if used while at 9 pips of battle attunement. This skill requires 6 pips of battle attunement and increases battle attunement by +1.

    http://www.councilofthesecretfire.co...agery-icon.png Vivid Imagery (lv. 56) - This skill applies a short ranged AoE 360 degrees around you which does lite to moderate damage and will daze 3 of the enemies inside it's range. With the Perfect Imagery trait equipped, you will gain deal more damage on use, stun for a longer period of time and increase your Chance to Crit by 30% for all your Fury of Storm skills for 15 seconds. You can also increase the number of targets the skill will effect through a Legendary Item legacy. This skill requires 6 pips of battle attunement and increases battle attunement by +1

    Solitary Thunder Traits:

    http://www.councilofthesecretfire.co...Words-icon.png Thunderous Words: On use of Scribe's Spark, 15% chance of applying a self buff that will increase your finesse for 20 seconds.

    http://www.councilofthesecretfire.co...ebate-icon.png Harsh Debate: On use of Ceaseless Argument, 15% chance of applying a self buff that will increase your tactical damage by 15% for 20 seconds.

    http://www.councilofthesecretfire.co...marks-icon.png Closing Remarks: On use of Epic Conclusion, increases crit chance by 15% and deals +15% extra damage for each Thunderous Word and/or Harsh Debate buffs currently active. The Epic Conclusion cooldown is also decreased to 60 seconds.

    http://www.councilofthesecretfire.co...Storm-icon.png Tale of the Storm: Grants the Charged Runes self buff which increases Chance to Crit by 10% and decreases Fury of Storm skill power cost by 10% for 15 seconds.

    http://www.councilofthesecretfire.co...storm-icon.png Winter-Storm: Each Chill of Winter skill will stack Winter-storms on you. At 5 stacks, the next Fury of Storm skill will automatically critically hit. Also reduces the cost of Chill of Winter Skills.

    http://www.councilofthesecretfire.co...ourse-icon.png Icy Discourse: Chilling Rhetoric applies the Charged Buff to you. The Charged buff is consumed to make your next Sustaining Bolt free or Essence of Storm deal +50% on critical hot.

    http://www.councilofthesecretfire.co...agedy-icon.png Master of Tragedy: Each use of a Fury of Storm skill stacks Master of Tragedy on you. At 5 stacks, your next writ is instant cast and has no cooldown.

    http://www.councilofthesecretfire.co...iples-icon.png Confounding Principles: Shocking Touch dazes for 5 more seconds and bypasses some of your target's tactical resistances.

    http://www.councilofthesecretfire.co...ourse-icon.png Icy Discourse: Changes the debuff of Chilling Rhetoric from 70% slow to 30% slow that will not break when damaged.

    Solitary Thunder Trait Set Bonuses
    2 Traits Equipped - Chilling Rhetoric usable at all Attunements and leaves a 30% slow on foe after taking damage.
    3 Traits Equipped - +25% Fury of Storm Critical Multiplier and +(level * 8) Critical Rating.
    4 Traits Equipped - Occasionally become Charged which makes Sustaining Bolt free and Essence of Storm deal 50% more damage on critical hit. Calming Verse grants +20% movement speed. +3% lightning and frost damage for each Solitary Thunder trait Equipped.

    Legendary Item Legacies (Lightning)

    These are my recommendations on which legacies offer the best bang for their buck and I have not listed them all. But play styles differ, so I will leave everyone to their own choices.

    http://www.councilofthesecretfire.co...rk/satchel.jpg Satchel

    Pool A:
    Scribe Spark Damage
    Shocking Word Stun Chance

    Pool B:
    Target Shocking Touch Resist Rating
    Ceaseless Argument Power Cost
    Chilling Rhetoric Cooldown

    http://www.councilofthesecretfire.co.../runestone.png Stone

    Pool A
    Fury of Storm Damage
    Battle Attuned Skill Power Cost

    Pool B
    Fury of Storm Critical Multiplier
    All Skills Resist Rating
    Chill of Winter Debuff Duration
    Vivid Imagery Targets

    Skill Overview:
    Wrath of Flame (Fire)

    Attunes toward Battle.

    http://www.councilofthesecretfire.co.../rk/battle.jpg

    Fire damage is, as I have mentioned, best saved for groups and raids and should not be used for soloing, leveling or PvMP as almost all of the skills are induction based and most have a fairly long induction. With the DoT that the Wrath of Flame induces, it is a fine match for a larger group that requires DPS and healing. The skills themselves use less power than the Fury of Storm line and stack on the opponant and can be tiered (Tier 1, Tier 2, Tier 3) to do more damage and apply conditional damage buffs.

    Skills:

    http://www.councilofthesecretfire.co...icule-icon.png Fiery Ridicule (lv. 1) - The first fire skill you get coming out of the box. To start with it has a moderately long induction time (1.5 seconds), so I only used it early on to pull a mob. Moderate Fire DoT for 6 seconds. With the Conflagration of Runes trait equipped, you can increase the DoT the skill deals as well as the damage of any already active Fire DoT that are on the target. This skill requires no attunement and will increase battle attunement by +1.

    http://www.councilofthesecretfire.co..._Fire-icon.png Writ of Fire (lv. 22) - Has a short induction. Moderate Fire DoT damage for 20 seconds. With the Writ of Blazing Fire trait equipped, the cooldown is reduced by 2 seconds and the DoT will tier down vice dispelling at the end of the skill duration. Once applied the skill should be tiered up and kept tiered up to gain benefit from Essence of Flame skill. This skill has an induction of .8 seconds and a cooldown of 5 seconds. This skill requires 3 pips of battle-attunement and increases battle-attunement by +1.

    http://www.councilofthesecretfire.co...ckery-icon.png Scathing Mockery (lv. 28) - The only AoE DoT skill a Rune-keeper possesses has a moderate induction (3 seconds) and can deal (low) DoT to up to 5 targets at once for 30 seconds. I recommend you deleting this skill from your UI when soloing and just write it off as bad pie. The damage is not much to talk about and if you aggro 5 targets at once to you are going to regret it. The skill is upgraded at level 72 to Improved Scathing Mockery where it also adds a Writ of Fire DoT on the targets. Induction lasts for 3 seconds and the cooldown is 20 seconds. This skill requires 6 pips of battle-attunement and increases battle-attunement by +1.

    http://www.councilofthesecretfire.co...Flame-icon.png Essence of Flame (lv. 36) - High DoT damage. For every Writ of Fire active on the target it will increase that damage by 20%. With 3 of the Cleansing Fire traits equipped, it will decrease the induction required. Induction lasts 2 seconds and has a cooldown of 15 seconds. Cooldown is 60 seconds. This skill requires 9 pips of battle-attunement and increases battle-attunement by +1.

    http://www.councilofthesecretfire.co...Wrath-icon.png Smouldering Wrath (lv. 40) - Deals a lot of damage every one second for eight seconds and cannot be interrupted, but has a high power cost. When the Scathing Retort trait equipped, the targets Fire mitigation is reduced. This skill requires 9 pips of battle-attunement and increases battle-attunement by +1.

    http://www.councilofthesecretfire.co..._Fire-icon.png Essay of Fire (lv. 50) - Does a large Fire Damage and then applies a Fire DoT for seconds. It applies a tier 3 Writ of Fire on the target and reduces your Power Cost by 50% if used at 6 or more battle attunement. Is updated at level 66 to Improved Essay of Fire where is also eliminated induction of next fire skill. Induction lasts 6 seconds and cooldown is 60 seconds.

    http://www.councilofthesecretfire.co...Winds-icon.png Distracting/Mystifying Flame (lv. 60) - Applies a DoT of moderate Fire damage and reduces accumulated threat over time. In Moria, the epic book quests updates the Distracting Flame to Mystifying Flame and adds additional threat reduction and increased damage. This skill requires 6 pips of battle-attunement and increases battle-attunement by +1.

    Cleansing Fires Traits:

    http://www.councilofthesecretfire.co...Runes-icon.png Conflagration of Runes: Adds a 10% Fire DoT damage to Fiery Ridicule for each additional Wrath of Flame effect burning your foes and now effects up to three targets.

    http://www.councilofthesecretfire.co..._Fire-icon.png Writ of Blazing Fire: The cooldown for Writ of Fire is reduced by 2 seconds and the DoT will tier down vice disspelling at the end of the skill duration.

    http://www.councilofthesecretfire.co...etort-icon.png Scathing Retort: Smouldering Wrath applies additional effects based on other Wrath of Flame skills applied to your target. Also reduces cooldown.
    -15 seconds to Smouldering Wrath cooldown.

    Mystifying Flame applied to foe will reduce their tactical mitigation.

    Writ of Fire applied to foe will add +5% Smouldeing Wrath damage per tier.

    Fiery Ridicule applied to foe will allow you to regain all your power.

    http://www.councilofthesecretfire.co..._Rage-icon.png Tale of Rage: Applies a self buff that increases fire damage by 3%. It can be stacked up to 5 times at each fire skill used for a 15% increase total.

    http://www.councilofthesecretfire.co...-burn-icon.png Frost Burn: Hitting a target with Writ of Cold after Writ of Fire will increase the Writ of Fire duration and reduce the Writ of Cold cooldown by 2 seconds.

    http://www.councilofthesecretfire.co...dence-icon.png Overflowing Confidence: Places Motivated self buff that reduces all power costs by 20% for 20 seconds. It also applies a small heal on yourself.

    http://www.councilofthesecretfire.co...Flame-icon.png Linnod of Flame: Essence of flame now effects 3 targets and you get -1 second on induction of Scathing Mockery.

    http://www.councilofthesecretfire.co...ation-icon.png Master of Connotation: Each use of Wrath of Flame skill stacks the Master of Connotation buff on you. At 5 stacks your next writ is instant cast and heals you.

    Cleansing Fires Trait Set Bonus
    2 Traits Equipped - Fiery Ridicule usable at all attunements and it's induction is not knocked back by damage.
    3 Traits Equipped - +(Level * 12) Finesse Rating. Self Motivation is now instant cast.
    4 Traits Equipped - -4.5 seconds on Essay of Fire Induction. Calming Verse makes induction no longer knocked back from damage. +3% fire and frost damage for each Cleansing Fire trait equipped.

    Legendary Item Legacies (Fire)

    http://www.councilofthesecretfire.co...rk/satchel.jpg Satchel

    Pool A:
    Writ of Fire Damage Increase
    Essence of Flame Damage Increase
    Distracting Winds Cooldown

    Pool B:
    Frozen Eiplogue Cooldown
    Do Not Fall This Day

    http://www.councilofthesecretfire.co.../runestone.png Stone

    Pool A:
    Fire Skill Damage Increase
    Fire Skill DoT Increase
    Battle Attuned Skill Power Cost

    Pool B:
    All Skills Resist Rating
    Distracting Flame Cooldown
    Chill of Winter Debuff Duration


    Skill Overview:
    Chill of Winter (Frost)

    Attunes toward Battle

    http://www.councilofthesecretfire.co.../rk/battle.jpg

    Frost skills focus on the debuffing of your opponent. There is no Legendary Trait tree for Chill of Winter, so most of the skills are used in conjunction with Lightning, Fire or Healing skills as utility debuffs.

    Skills:

    http://www.councilofthesecretfire.co...toric-icon.png Chilling Rhetoric (lv 6) - The first frost skill you will learn. A induction that takes about a half a second to complete, and a 30 second cooldown, it applies a slow debuff (50%) on your target for 10 seconds or until broken by damage as well as a small frost damage. With the Icy Discourse trait equipped, you will will slow the target by 30%, but damage will not break it. Both the Chilling Rhetoric Cooldown and Chill of WInter Debuff Duration Legendary Item legacies will effect this skill. This skill requires no attunement and increases battle-attunement by +1.

    http://www.councilofthesecretfire.co..._Cold-icon.png Writ of Cold (lv. 12) - Places All Skill Induction Duration Increased and Attack Duration Increased debuffs on target. It can be Tiered (Tier 1, Tier 2, Tier 3) on up to 3 targets, with the defuffs growing in strength at each tier. Writ of Cold uses a good amount of power per cast and is turned off when attuned to healing. This skill's induction is .8 seconds and has a 5 second cooldown. This skill requires 3 pips of battle-attunement and increases battle-attunement by +1.

    http://www.councilofthesecretfire.co...inter-icon.png Essence of Winter (lv.24) - This skill is an AoE debuff that can be placed on up to 3 targets. The debuff is they receive 30% less healing and their skills cost 100% more power. The induction for this skill is 1.5 seconds with a 20 second cooldown. This skill requires 6 pips of battle-attunement and increases battle-attunement by +1.

    http://www.councilofthesecretfire.co...logue-icon.png Frozen Epilogue (lv. 32) - This instant cast skill deals moderate to high AoE damage at a 180 degree arc in front of you that can hit up to 5 targets. It also applies a Tier 3 Writ of Cold and Essence of Winter debuff to each target. The legendary Item legacy Frozen Epilogue Cooldown will decrease the cooldown time. This skill requires 9 pips of battle-attunement and increases battle-attunement by +1.

    http://www.councilofthesecretfire.co...Words-icon.png Flurry of Words (lv. 38) - This induction applies a Frost DoT on the target and reduces it's evade chance. It has a 2 second induction and a 60 second cooldown. This skill requires 3 pips of battle-attunement and increases battle-attunement by +1.

    Chill of Winter Traits:

    From Solitary Thunder Line:

    http://www.councilofthesecretfire.co...storm-icon.png Winter-storm: Each Chill of Winter skill will stack Winter-storms on you. At 5 stacks, the next Fury of Storm skill will automatically critically hit. Also reduces the cost of Chill of Winter Skills.

    http://www.councilofthesecretfire.co...ourse-icon.png Icy Discourse: Changes the debuff of Chilling Rhetoric from 70% slow to 30% slow that will not break when damaged.

    From Cleansing Fire Line:

    http://www.councilofthesecretfire.co...-burn-icon.png Frost Burn: Hitting a target with Writ of Cold after Writ of Fire will increase the Writ of Fire duration and reduce the Writ of Cold cooldown by 2 seconds.

    Legendary Item Legacies (Frost)

    http://www.councilofthesecretfire.co...rk/satchel.jpg Satchel

    Pool B
    Chilling Rhetoric Cooldown
    Frozen Epilogue Cooldown

    http://www.councilofthesecretfire.co.../runestone.png Stone

    Pool B
    Chill of Winter Damage Increase
    Chill of Winter Debuff Duration


    Skill Overview:
    Words of Grace (Healing)

    Attunes toward Healing.

    http://www.councilofthesecretfire.co...rk/healing.jpg


    A Healing Rune-keeper differs from a Minstrel in that they use Heals over Time (HoT) vice large single boosts and most of the healing is single target vice group based. The HoT also have the disadvantage of causing aggro to the Rune-keeper vice the character they healed. As you use your Healing skills, you will build Healing Attunement which will make available larger, more substantial healing skills.

    The equation for healing is as follows:

    HEAL = ((Base * RK Outgoing Healing) + RK Tactical Healing Rating) * Incoming Healing Rating * Critical Multiplier.

    BASE = The basic heal number given to the skill. It can be increased with legacies.
    OUTGOING HEALING = Capped at 50%^. If your Tactical Mastery is somewhere just above 27500, you will be able to hit the Max OGH% (50%)
    RATING = Tactical Healing Rating.
    INCOMING HEALING RATING is dependant on the person you are healing. It is their stat.
    CRITICAL MULTIPLIER = If a critical hit is acheived, this is the Critical Percentage that will be factored in.
    ^ This does not include the percentages to outgoing healing that are given by item/armor stats. You can go over Max% using those.

    Skills:

    http://www.councilofthesecretfire.co..._Hope-icon.png Prelude to Hope (lv. 1) - Your out-of-the-box heal. It delivers a small single target HoT. You can use a Legendary Item legacy to increase the HoT pulses to last for an entire minute. Using this skill increases healing attunement by +1.

    http://www.councilofthesecretfire.co...ation-icon.png Rune of Restoration (lv. 4) - Your pet rock. It almost matches the heals of Prelude to Hope in HoT. It will act as a small group HoT for all in your group/raid. As a pet, it draws aggro from you which is absolutely helpful while soloing. You can also name it, which is kinda cool. Mine is named PouncNPwny after my PvMP Tribe. The induction is 1.5 seconds and the cooldown is 15 seconds. Having two Bennediction of Peace traits slotted allows you to use the Rune of Restoration at any attunement and increases healing attunement by +1.

    http://www.councilofthesecretfire.co...Verse-icon.png Mending Verse (lv. 10) - Larger HoT that will stack with any other HoT, including itself (3 stacks), at a relatively low power cost. This skill has a 2 second induction but has no cooldown. This skill increases healing attunement by +1.

    http://www.councilofthesecretfire.co...ealth-icon.png Writ of Health (lv. 12) This skill will apply a HoT that can be applied up to three times on each target, with a 20% increase in healing each time applied. If Writ of Well Being trait is slotted, the HoT will tier down vice disspell which can lead to it healing you for over a minute. There is a .8 second induction for this heal but the cooldown is 5 seconds. A Legendary Item Legacy will increase the heal output. This skill increases healing attunement by +1.

    http://www.councilofthesecretfire.co...Words-icon.png Rousing Words (lv. 14) - The only group heal (not counting your pet) a Rune-keeper has. It group heals every second for 6-7 seconds and draws no threat. With the Rune of Endurance trait equipped, it heals for 30% more while the Rune of Restoration is active. This skill requires healing attunement of 3 pips and increases healing attunement by +1.

    http://www.councilofthesecretfire.co..._Ages-icon.png Epic for the Ages (lv. 18) - This skill delivers a very large burst Heal to a single target with a very long induction. The induction for this skill is 2.5 seconds and the cooldown is 15 minutes. This skill requires a healing attunement of 6 and increases healing attunement by +1.

    http://www.councilofthesecretfire.co...ation-icon.png Essay of Exaltation (lv. 42) - This skill applies a large HoT as well as Words of Exaltation on all Fellowship members and has a 10 minute cooldown. This skill requires a healing attunement of 9 and increases healing attunement by +1.

    http://www.councilofthesecretfire.co...rait)-icon.png That Which Does Not Kill Us (lv. 45 Legendary Class Quest Skill) - This skill applies a lite to moderate HoT which over time turns into a moderate to heavy HoT as soon as the player takes any damage. This skill increases healing attunement by +1.

    Support Skills

    http://www.councilofthesecretfire.co...ation-icon.png Word of Exaltation (lv. 28) - The target will take 40% less damage for 3 seconds plus 2 additional seconds for each healing attunement pips. With the Author of Exaltation trait equipped, Word of Exaltation will last an additional 5 seconds and mitigate 10% damage. The Legendary Item legacy will lessen it's cooldown.

    http://www.councilofthesecretfire.co...wined-icon.png Our/All Fates Entwined (lv. 28/54) - A toggle skill that transfers 10% of total damage done to the whole Fellowship to the Rune-keeper and make the Rune-keeper immune to interrupts or induction breaks. The upgraded version allows you to resist 10% of all incoming damage. This skill works at healing attunement of 6 pips and increases healing attunement by +1.

    http://www.councilofthesecretfire.co...owing-icon.png Glorious Foreshadowing (lv. 58) - This skills allows it's target to receive 5% more healing from all sources. This skill is only usable with the Legendary Trait Wonderous Foreshadowing equipped. There is a Legendary Item legacy that lessens the cooldown. There is no induction and the cooldown is 3 minutes. This skill requires a healing attunement of 6 and increases healing attunement by +1.

    http://www.councilofthesecretfire.co...s_Day-icon.png Do/Shall Not Fall This Day (lv. 50/62) - Do Not Fall This Day allows the Rune-keeper to revive a fallen player. The Shall Not Fall This Day version also adds a damage reduction bonus. This skill increases neutral attunement by +6.

    http://www.councilofthesecretfire.co..._Ends-icon.png Nothing Truly Ends (lv. 20) - The Rune-keeper out-of-combat revive skill. This skill has a 5 second induction.


    Benediction of Peace Traits

    http://www.councilofthesecretfire.co...Prose-icon.png Memorable Prose - Mending Verse will increases Physical and Tactical Mastery for 15 seconds and it's power cost is reduced by 5%.

    http://www.councilofthesecretfire.co...being-icon.png Writ of Well Being - Writ of Health will tier down vice dispel and it;s cooldown is decreased.

    http://www.councilofthesecretfire.co...ation-icon.png Author of Exaltation - Word of Exaltation will grant immunity to critical hits and lasts 5 seconds longer.

    http://www.councilofthesecretfire.co...ative-icon.png Fellowship Narrative - Epic for the Ages will also heal your whole fellowship for a lesser amount. This healing will increase by 10% for every Writ of Health on the main target on Epic for the Ages.

    http://www.councilofthesecretfire.co...rance-icon.png Rune of Endurance - Rousing Words heals for 30% more while the Rune of Restoration is active, also adding a 30% bonus to Rune of Restoration HoT.

    http://www.councilofthesecretfire.co..._Word-icon.png The Prophetic Word - All Visions and Foretelling skills recover 20% faster and your defeat removal skill will return your allies with 25% more health and power.

    http://www.councilofthesecretfire.co...Peace-icon.png Linnod of Peace - Increases Incoming Healing Modifier by +5%, Evade Chance by +5% and in-combat Moral Regen increases by +10%.

    http://www.councilofthesecretfire.co...usion-icon.png Master of Allusion - Each use of Words of Grace skill stacks the master of Allusion on you which at 5 stacks, your next Writ is instant cast at no power cost.

    Benedictions of Peace Trait Set Bonus
    2 Traits Equipped - Rune of Restoration usable at all attunements and heals 20% more.
    3 Traits Equipped - -10% Threat Generation. +2 Mending Verse Pulse Count.
    4 Traits Equipped - Their Weapons Shall Not Harm Us protects from both fear and disease. Calming Verse makes Mending Verse instant cast. +3% healing and frost damage for each Benedictions of Peace trait equipped.

    Legendary Item Legacies (Heal)

    http://www.councilofthesecretfire.co...rk/satchel.jpg Satchel

    Pool A
    Writ of Health Healing
    Pulses Prelude to Hope

    Pool B
    Mending Verse Healing
    Word of Exaltation
    Do Not Fall This Day Cooldown
    Epic for the Ages Cooldown

    http://www.councilofthesecretfire.co.../runestone.png Stone

    Pool A
    Healing Done
    Healing Over Time
    Healing Attuned Skill Power Cost

    Pool B
    Glorious Foreshadowing Duration
    Chill of Winter Debuff Duration

    Skill Overview
    Affinity Based Skills

    There are a number of skills that change depending on which type of Stone you have equipped, which determines your elemental affinity.

    http://www.councilofthesecretfire.co...Storm-icon.png Fall To…
    Fall to Storm (lv. 8) - A non agroing, single target debuff that applies a 20% chance for the target to take additional damage from any lightning-based attack. It also lowers tactical resist rating. It will increase nutral attunement by +1.

    Fall to Flame - Same as Fall to Storm except with fire-based attacks.
    Fall to Winter - Same as Fall to Storm except with frost-based attacks.

    http://www.councilofthesecretfire.co...Storm-icon.png Armour of the…
    Armour of the Storm (lv. 10) - Increased lightning defense and adds a reactive buff that has a 30% chance of stunning attackers when taking damage from them. Increases neutral attunement by +3.

    Armour of the Flame - Same as Armour of the Storm except applies a fire Dot every 2 seconds for 6 seconds.
    Armour of the Winter - Same as Armour of the Storm except target receives run speed and attack speed debuffs.

    http://www.councilofthesecretfire.co...Storm-icon.png Do Not Fall To…
    Do Not Fall to Storm (lv. 46) - Prevents the next lightning-damage attack from harming the recipient. Increases Neutral attunement by +1.

    Do Not Fall to Flame - Same as Do Not Fall to Storm except with effects fire-damage.
    Do Not Fall to Winter - Same as Do Not Fall to Storm except with effects frost-damage.

    Skill Overview
    Steady Skills

    Attunes toward Neutral

    http://www.councilofthesecretfire.co...rk/neutral.jpg

    Steady skills are your utility skills. They can be used to daze your opponents, replenish your power, overcome or skip or clear debuffs and corruptions from yourself or your fellowship and do other needful things. The really important thing they do is they return your attunement toward neutral, which comes in handy when you need to switch from DPS to Healing or vice-versa.

    http://www.councilofthesecretfire.co...Touch-icon.png Shocking Touch (lv. 8) - A short ranged attack that Dazes your opponent for 5-10 seconds. Can be broken on damage. With the Confounding Principles trait equipped, you can increase the Daze duration and bypass the target's tactical resistance. Ther is a 20 second cooldown with this skill. The skill increases neutral attunement by +3.

    http://www.councilofthesecretfire.co...ation-icon.png Self Motivation (lv. 14) - Restores power to the Rune-keeper. Includes a 1.5 second induction and a 2 minute cooldown. With Overflowing Confidence trait equipped, the Motivated buff can appear which reduces all skill power costs by 20%. This skill increases neutral attunement by +4.

    http://www.councilofthesecretfire.co...Verse-icon.png Calming Verse - Reduces threat generation from healing and damage skills for 30 seconds. With Linnod of Subiltity trait equipped, the duration of threat mitigation is increased and increases damage. With Linnod of Peace also traited, the skill becomes instant cast and further reduces threat and increases healing. This skill increases neutral attunement by +3.

    http://www.councilofthesecretfire.co...Winds-icon.png Distracting Winds (lv. 22) - An instant cast AoE that lowers threat on up to 5 targets within 5 meters of the Rune-keeper. It also applies a -50% run speed debuff. This skill increases neutral attunement by +3.

    http://www.councilofthesecretfire.co..._Word-icon.png Improved/Final Word (lv. 30/52) - A quick shout that interrupts an enemies induction. At lv. 52 it is increased to Improved Final Word, which will also remove up to three corruptions. This skill increases neutral attunement by +1.

    http://www.councilofthesecretfire.co...rm_Us-icon.png Their Weapons Shall Not Harm (lv. 44) - Prevents the next wound or poison corruption from harming the recipient. Once the wound has been evaded, the effect ends. This skill increases neutral attunement by +3.

    http://www.councilofthesecretfire.co...rait)-icon.png Steady Hands - This skill wipes all attunements and sets the attunement to neutral. It also makes the Rune-keeper immune to Silence and has no power cost for the skills used for 15 seconds.

    http://www.councilofthesecretfire.co...nding-icon.png Scribe a New Ending (lv. 62) - Cures Wounds, Poisons, Fear and Disease. Adds 2 pips of Healing Attunement.

    Legendary Traits

    Martial Training: Increases stats as follows:
    Level * 7.5 = Armour Value
    Level * 20 = Critical Defense
    Level * 8.4 = Max Morale
    Level * 6.2 = Max Power
    Level * 1.4 = In-Combat Power Regen

    You Shall Fall to Our Wrath: Debuffs your target as follows:
    Fall to Flame = reduces Block, Parry, Evade and Resistance.
    Fall t Winter = increases incoming critical hit chance.
    Fall to Storm = increase incoming damage.

    Steady Hands: Earns skill Steady Hands which will refocus all your attunement from one side of the attunement bar to the other. Requires 9 pips of either Health or Battle Attunement.

    That Which Does Not Kill Us: Earns skill That Which Does Not Kill Us which adds the following to the fellowship: Requires 9 pips of Healing Attunement and increases Healing Attunement by +1.
    +20% damage
    On any damage negate 100% damage (1 time only)
    One strong Morale heal
    HoT for 20 seconds.

    Perfect Imagery: Increases crit chance by 30% for all Fury of Storm skills, increases the Stun chance and times and damage (+5% lightning damage) for Vivid Imagery.

    Wondrous Foreshadowing: Allows activation of the Skill Wonderous Foreshadowing which reduces cooldown to a minute, increases outgoing healing by 50^ and reduces the damage your allies take by 40%.

    Mystifying Flame: Additional threat reduction and increase damage (+5% Fire Skill Damage) as well as reducing their tactical resistance.

    Stats:

    The following stats are my recommended Rune-keeper stats that you should focus on leveling up and equipping. Remember that I usually focus on Lightning DPS, so that is how I am leaning here. I will add my recommended Stats for Fire and Healing specs at a later date.
    Will: No cap. Increases Tactical Mastery (damage output & healing output), tactical Mitigation & Reststance rating.
    1 Point of Will = 2 point increase of Tactical Mitigation
    1 point of Will = 2 point increase of Resistance
    1 point of Will = 10 point increase of Physical Mastery
    1 point of Will = 10 point increase of Tactical Mastery

    Fate: No cap. Increases Critical Chance, Critical Multiplier and Increases In Combat Power Regen.
    1 point of Fate = 2.5 point increase of Critical Rating.
    1 point of Fate = 1.5 point increase of In Combat Moral Regan (ICMR)
    1 point of fate = 1.71 point increase of In Combat Power Regan (ICPR)
    1 point of Fate = 24 point increase of Out of Combat Power Regan (OCPR)

    Equation for ICPR

    (FATE * 1.71) +240

    Vitality: No Cap. Increases Moral.
    1 Point of Vitality = 3 point increase of Moral
    1 point of Vitality = 2 point increase of Resistance Rating
    1 point of Vitality = 2 point increase of Physical Mitigation
    1 point of Vitality = 4 point increase of tactical Mitigation
    1 point of Vitality = 7.2 point increase of Out of Combat Moral Regan (OCMR)

    Critical Rating (CR): The chance that your attack will present a critical damage return. CR is capped at 30%. Directed to players traited for Lightning DPS. The higher your Critical Chance is the more damage you will do in a shorter time.

    Critical % = CR / ((1190/3) * Target Level + Critical Rating)

    To find out how much critical rating you need to reach a certain percentage:

    CR = ((1190/3) * Target Level * %) / (1- % CR)

    Devastating critical damage: CR also affects your chance to land a Devastating Critical hit.

    CR = (1330 * Enemy's Level * DC%) / (1 - DC%)

    To find out how much devastating critical rating you need to reach a certain devastating percentage:

    [color="orange]DC% = Critical Rating / (1330 * Target Level + Critical Rating)

    Note: Auto attacks resulting in a DC will produce about 1.25 times the weapon's damage rating. A skilled attack will result in 1.5 times the weapon's damage rating. Devastating Critical damage resulting from auto attack will produce about 1.5 times the weapon's damage rating and Devastating damage from a skilled attack will produce about 2 times the weapon's damage rating. [/COLOR]

    Tactical Mastery: Also known as Tactical Offensive Rating (TOR). TOR determines how much damage your tactical attacks produce. TOR is capped at 50%. Rune-keepers can increase their TOR with Will and item enhancements (armor, jewelry). The equation to convert Tactical Mastery into a percentage is almost the same as the Critical Rating equation:

    TOR% = Tactical Offence Rating / ((1190/3) * Target Level + Tactical Offence Rating)

    To find out how much tactical offense rating (TOR) you need to reach a certain percentage:

    TOR = ((1190/3) * Enemy's Level * %) / (1 - %)

    Finesse:
    Finesse is a ratings based stat that will directly reduce the Resistance and Block/Parry/Evade ratings of your opponent. Which means you will have a better chance to hit them and do more damage when you do.
    Finesse is converted to a percentage and then that percentage is applied to the target's B/P/E. Finesse uses the same ratings to percentage conversion as B/P/E.
    3rd Age Level 81-85 = Max at Rank 8 @ +750 Finesse
    2nd Age Level 81-85 = Max at Rank 7 @ +750 Finesse
    1st Age Level 81-85 = Max at Rank 6 @ +750 Finesse

    [size="4"]Virtues[size]
    Virtues are a matter of current role and taste. As a Rune-Keeper that usually only runs with a Lightning Spec loaded, I try to increase my Tactical Mastery as much as possible, so Will is my friend. Fate is also good for Critical Rating and both In-Combat Moral and Power Regen. So using Idealism, Empath, Confidence and Wisdom are musts for me and add a great Resistance Rating bonus too. I also like to have as much moral as possible, so I throw in Zeal for a little Physical Mitigation and Armour as well. I am sure if you run a Fellowship healing Rune-Keeprer, you would want to tweek this to gain some ICPR.

    Idealism +48 Fate, +1379 Resistance Rating, +12 Will
    Empathy +720 Armour Value, +24 Fate, +828 Resistance Rating
    Confidence +2760 Resistance rating, +24 Will, +43.2 In-Combar Power Regen
    Wisdom +48 Will, +64.8 In-Combat Power Regen, +828 Resistance Rating
    Zeal - =440 Max Morale, +518.4 Physical Mitigation, +240 Armour Value
    Bottom line is that everyone has their own reasons for using the traits they use. You'll never hear me arguing one way or the other because the bonuses you get from a maxed out Virtue is less than what you would get from a lv. 85 armor piece or jewelry for the most part, so it is kinda moot anyways.

    Class Tools
    The class tool can be slotted in the Ranged Weapon slot in the Rune-keeper character panel. They come in the form of Chisels and Rifflers and offer a number of upgrades. Chisels and Rifflers are not mandatory, but do offer great perks.

    Chisels - These come in General, Lightning and Fire varieties and are level specific. Some of them will "charge" which means you get a % of increased Tactical Damage buff for an allotted amount of time. Some of the stats you can expect are (but not limited to) as follows:
    Increased Tactical Mastery Rating
    Increased Finness Rating
    Fiery Ridicule induction becomes harder to break

    Rifflers - These are for healing/debuff specs. and include (but are not limited to) the following stats:
    Increased Tactical Mastery Rating
    Increased Healing Rating
    40% Chance Prelude to Hope to remove speed debuff
    Reduced Threat Generation

    Chisels and Rifflers are crafted by Metalsmiths.

    Inlays, Enamels & Parchments

    Inlays are consumables and afford instant uses. They reduce the power cost for a few seconds and make the next induction after they are applied unbreakable. Most Inlays have a long cooldown so they are almost unusable until you get into the higher levels.

    Enamels are consumables and afford instant uses. They instantly increase the Rune-keepers attunement by +3. They work from the middle of the attunement bar (neutral) out to the far edge of the current attunement and never work from the attunement toward nuetral.

    Both Inlays and Enamels are crafted by Scholars.

    Parchments come in Dagor (battle attuned) or Nestad (healing attuned) varieties. Dagor parchments the Rune-keeper to penetrate their target's resistances and remove the attunement requirement of Scathing Mockery. Nestad parchments increase outgoing healing rating and remove the attunement requirement for Epic for the Ages.

    Parchments are crafted by Woodworkers.
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