Mystical linguists and masters of true names, Rune-keepers can heal in one battle and hurl destructive magic in the next using an innovative attunement system. Unleash the Fury of the Storm and call down lightning upon the enemy! Reveal the Favoured of the Valar and heal your fellowship.
In lore terms, the Rune-keeper marks the game's first true "magic user." The Lore-master class had his or her powers explained as the harnessing of the traditional powers of nature -- calling down lightning, using water to make foes stick in the mud, or throwing a fireball made from a chemical concoction. In short, the class is more of a combat chemist than a true magician. The Rune-keeper, on the other hand, actually taps into the primal physics-altering powers of creation. It's the same kind of power (though to a far, far lesser degree) as that tapped into by powerful elves like Galadriel (who serves as the model for the class).
In pure game dynamics, Steefel says that the Runekeeper will be "...a third light armor class that offers viable healing or DPS alternatives." True to the game's "hybrid class" design philosophy, the Rune-keeper is being tuned to not take the thunder away from the primary healing class (Minstrel) and focuses its DPS capabilities on nuking, particularly by the application of powerful, stackable damage-over-time effects. Players will manage their role via a new "Attunement Meter" that can be geared to provide bonuses to healing abilities at the detriment of damage powers and vice-versa, depending on the current role the Runekeeper is being asked to fulfill.
Skills[]
Riders of Rohan[]
Focuses heavily on ranged damage, controlling the enemy, and healing allies.
- Resolution: In the end, everything is resolve; though some may not like the final result.
- Rohirrim: Applies a healing effect to the target and their war-steed. If Fixation is present on the target a secondary Heal-over-Time effect is applied to surrounding friendly targets. (Fixation is removed from the target.)
- Riddermark: Applies fair damage to the target. If Fixation is present on the target the target is halted and cannot move for a short time (Fixation is removed from the target.)
- Red Dawn: Applies a healing effect to the target and their war-steed. If Fixation is present on the target adds a potent short-term fire based DoT. (Fixation is removed from the target.)
Removes all attunement.