Merit predictions:
Tier 1:
1) Enhance Rune effects - +2 resistance per merit level
2) Increase Lunge potency - +3 MAB per merit level
3) Decrease Lunge recast - 6 seconds per merit level
4) Decrease Swordplay recast - 10 seconds per merit level
5) Decrease Pflug recast - 10 seconds per merit level
Tier 2:
1) Defensive Stance - Increase Parrying, Evasion, and Resistance until severe damage.
2) Offensive Stance - Decrease Parrying, Evasion, and resistance in exchange for 10% JA Haste (exclusive with #1)
3) Enhancing Magic Trait - Increase duration of Enhancing Magic by 10% per merit level. Stacks additively with Embolden, allowing you to restore the original duration of spells.
4) Valiance Enhancing Trait - enhances the potency of Valiance somehow.
Even with a huge lunge number even if 1 rune boosted it by 1k dmg that would be like 5dps lol. As far as the rest it remains to see how powerful that will be. The element dmg reduction is nice... but aegis still better. More -dt on mob is awesome but how much of that do we do let alone single element 1 min nuke zergs? Resist we shall see. Juat doesn't sound like mythic lvl actual usefulness. Then again a lot of mythics are meh on their abilities and are just useful for their am3
Wouldn't mind a merit ability that enhanced Attack/Defense/whatever based on the number of runes harbored. 5/10/15 percent each or something
What I'd like to see, but I doubt it will happen, is a debuff attached to Lunge where the potency/debuff depends on the elements and number of runes consumed. Like an AF piece that causes Lunge to gain those properties.
They don't necessarily have to be overpowering or stack with existing options and could have like 30-60 second duration. It would just add a bit of extra utility for RUN.
And, so far, what role do you think RUN can have in group play? I see RUN on a DD party on NMs that deal too much AoE elemental damage, so that their elemental protection relieves a good amount of stress to the WHMs, while contributing a decent amount of damage themselves.
What I don't see RUN doing now is... Tanking. Their elemental defense may be good (it is), but they are too far from PLD to withstand normal mobs hits with ease... Much less NM caliber hits. And, considering their evasive capabilities aren't that good either, I see them as support/DD rather than tanks.
Did SE bother to announce what they intended RUN to be? I think wiki once called it a tank but now I believe it's listed as a "Fighter". I have actually spent countless hours trying to figure out what SE intended RUN to be, or if they put any thought into it what soever.
I don't think it would be hugely infringing on DRK's capabilities anyway. They would still have Desperate Blows which would make a larger difference between the two jobs DD wise.
I believe it was introduced at fanfest to be a new main tank job along with PLD and NIN, only specializing in defense against magic. The writeup on the Adoulin site also states that "Just as with paladin and ninja, they excel in keeping their comrades safe, particularly with respect to magical damage from the elements."
I don't think the intended role as a tank has ever been ambiguous. 'course, what SE intends isn't always how things pan out.
SE is still SE right?
rune fencer's merits are gonna be "enhance (rune)", one for each element. see: smn, blm, rdm, nin
DRK has heavy gear (which is geared more towards STR for Resolution than light gear), attack bonus, 25% haste and attack on Last Resort, and Ragnarok/OAT Magian GSD. Giving even a 25% attack bonus to a hypothetical ability won't infringe on DRK's DD applications.
Well RUN can equip Crobaci so that's not really a huge deal in the long run.
But RUN would need pretty substantial boosts all around before DRKs would remotely care. You only have to look as far as Ragna WAR for the proof really. RUN isn't going to match a WAR in DD traits and WAR needs Mighty Strikes to be ahead of a DRK when they're both using greatswords.
At least we get epic skirmish one. But yeah we are seriously missing DD buffs. Att in particular since we are on thf gear and such and using a ws with an att penalty. Along with the buff with runes I'd love if it gave secondary stat instead. Like fire att, ice mab, earth def etc like the same ones on elemental magians. Of course amounts will vary depending on stat. 20 att per rune would be reasonable 20 mab not as much. But try to balance it so most might have a situational purpose to give the rune usage a degree of flexibility kinda like blu spell setting.