RuneTwisting

A Runepriest guide for Warhammer Online.

Showing posts with label rvr. Show all posts
Showing posts with label rvr. Show all posts

Thursday, 26 August 2010

Planned changes to Rune of Breaking/Harbinger Mechanic

We'll be making some changes in with next Tuesday's maintenance to RoB and HoD:

  • We'll be reducing the cooldown on both abilities. Now 20s cooldown.
  • Stats will now exchange on a 1:1 ratio.
  • Fixing an issue where HoD and RoB wouldnt persist through death
We're still looking into the issue where the vfx is bugging out.

We're going to continue to observe how the mechanic plays out in a live envinronment and will continue adjusting as needed moving forward.

Andy Belford

Quite a drastic change, should make the mechanic much more interesting to play with now! It's a very brave thing to do on the live version, it's a shame they didn't play around and adjust it on the test servers when they had the chance.

This should also make Conqueror/Invader sets much more viable for those levelling up.

Sunday, 8 August 2010

Gearing up your Runepriest

 As of the maintenance patch 31/8/10 Rune of Burning now transfers 100% of intelligence, magic power and magic crit to willpower, heal power and heal crit. This includes talismans and set bonuses. This makes the conqueror and invader sets viable as the stats become useful. We don't know if this change is going to be permanent yet as it seems like it is 'live' testing...

I can't speak for below tier 4, as these ranks flew by for me and I really can't remember but this guide should give you an idea of how to gear up for tier 4 as quickly as possible.

The goal of gearing up your runepriest, is to maximise your heal crit as soon as possible. When you get to around 25-30% heal crit, from gear, your proc rate for Restorative Burst becomes quite reliable and you will be proccing Blessing of Grungni regularly. Secondly you will want as much wounds as possible initially to keep you alive, and survive dungeon bosses (more on this later). From there you can work towards a high willpower/healpower build or high wounds, toughness, initiative or armour build for survival.

As soon as you get to T4, start joining in with organised guild oRvR warbands. This will allow you to quickly gain your Lesser and Greater wards without equipping the armour pieces. Don't forget to pick up the quests in the zone as they award you medallions which you will need. With the medallion/crest conversion rate being reduced in 1.3.5 it can see some large challenges for players starting T4 obtaining the Annihilator and Conquerer sets.


Buy the Annihilator Gloves/Boots (and Conq/Invader/Warlord gloves & boots and stick in your bank) from the AH. They usually go pretty cheaply: 1-2g each. You want to get to the 4 piece bonus for Annihilator ASAP for the 5% heal crit bonus. Ask guild leader for gold bags from zone locks. Ask in alliance if there are any gold bags for sale. If you are taking a keep ask politely for higher ranks to opt out. When you get the shoulder piece gem it with a +3% heal crit gem. Talisman for wounds until you have at least 6000 HP. 

Go to any City Sieges you can. Try and get your Invader Chestpiece (as this will give you the Greater Ward later on if you can't get your Conq), or the nice heal crit gem from Stage 1. Stage 2 will drop your Warlord and you might get a nice purple staff. In Stage 3 it is polite to opt out to allow the higher realm ranks their Sovereign gear. The purple weapon is rubbish for a runepriest in Stage 3 anyway. You may be able to get the purple gear, from stage 3, to flesh out your set, from guildies/alliance/AH as it is bind on equip. This is called Overlord's. Also check guild bank for Primeval gear to fill out gaps in your armour.

Keep working on your wards in oRvR. You should be able to complete your lesser ward quickly, and soon you will be able to get 4/5 Greater. The final greater ward needs you to obtain your Conqueror or Sentinel chestpiece. Don't spend crests/medallions on Conqueror or Invader gear, as the set bonuses and itemisation are poor for a healing runepriest.

When you are fully lesser warded, it's time to get a decent weapon. Get a group together for Bastion Stairs centre PQ. If you can get some guildlies who don't require the weapons it can take 15 minutes to complete the PQ and get the gold bag master looted to you. This will earn you Runestaff of the Bloodmoon (34 will, 27 tough, 25 wounds and +7% heal crit). You probably want to equip this with a willpower and a wounds talisman. This weapon could last you until you get your royal weapon from scenarios.

Check the AH for Darkpromise Runesash and also pick up the Warlord or Sovereign accessory if it's going cheap.

You can now do the city instances, Sigmar's Crypts and Warpblade Tunnels, to work on your Sentinel gear. Unfortunatly this set requires 5 pieces to get to the heal crit bonus, which makes it time consuming to grind. If you are lucky you might compliment your Annilator gear. I skipped this step and went straight to Lost Vale for my Darkpromise Gear.

Lost Vale is doable with 4/5 Greater Wards. The key thing to remember is to keep bosses detaunted throughout the fight so you don't get fragged by their abilities. The same is true for Tomb of the Vulture Lord, I did up to boss 6 with only 4/5, but it was with a strong group and required some strong play from myself. You should aim to get 3 pieces of Darkpromise gear, the belt from the AH counts, to get the heal crit bonus. Ideally you will pick up the clogs, as they have a 3% heal crit bonus. If you are lucky and get the whole set quickly it is a good one to wear, and allow you to mix it with Warlord when you get that. Otherwise 4 piece Darkpromise with 2 piece Annhilator nets you decent bonuses. At this point you should be quite competitive in T4. You may also be lucky and get the Runestaff of the Greatbeard from LV.

Working on your jewellry I would advise getting the Land of the Dead accessory sets which require Silver Ankhs and Golden Scarabs. You can do the Airship PQ to try and get your Conqueror chest (for the last Greater ward) and also get a  Silver Ankh. Another way of gathering ankhs is from the LOTD kill quest or by completing the LOTD quest line. If you are fully lesser warded you can do Tombs to obtain them whilst also obtaining some nice pocket items which absorb magic or melee damage. Alternatively, if you join a TOVL group, you can get the 14 or so ankhs you require from a few bosses. If no-one else needs the ankhs have the bags from bosses masterlooted to you. Gaining these accessories is a strong boost to your healing power.


From Darkpromise, the next upgrade is your Warlord gear, keep going to city sieges and try to win stage 2. Save up your medallions by not buying Conqueror/Invader (except chest if you need it for the greater ward). Mixing this with Darkpromise 4:3 will get you 5% heal crit, 150 willpower, and 78 wounds from bonuses. Try and keep the Darkpromise Clogs and the Warlord Runecuffs as they both have nice heal crit. You might wish to stay will a full Darkpromise set as the Warlord set doesn't feature a heal crit bonus and the 6 piece bonus is poor.

From here on it's end game gear you are looking at. Try to get your Glyph set and Tyrant gear from Tomb of the Vulture Lord. Start working on your Sovereign set. Grind scenarios to get your RvR weapon. I did not buy any of the lower weapons, and went straight for the Royal Weapon by buying the trophys as soon as possible. I did not get my weapon untill RR77 and I did mostly scenarios during this time. That said I did a lot of levelling during the 100% renown bonus from the EU merger. Without this I would have gotten the crests just before 76. I would suggest sacrificing the warlord weapon as although it's very nice, its a lot of extra scenarios to grind. If you do get your weapon early you will have something nice to look forward to when you hit RR75.

To sum up your progression should probably go along these lines:
  1. Annhilator and Runestaff of the Bloodmoon, with Overlord/Primeval or Sentinel mix.
  2. Annhilator and Darkpromise mix with LOTD accessories.
  3. Darkpromise and Warlord mix with TOVL Glyphs.
  4. DP/Tyrant/Warlord/Sovereign mix (depending on what you can get your hands on). Royal scenario weapon. TOVL Glyphs.
You can see a summary of all the Runepriest sets at WarDB here.

With the changes in 1.3.6 using some Invader/Conqueror gear may be beneficial due to the conversion of int and magic crit. With only a 50% conversion you will have to look individually at any changes you make to your set as they are likely to be only marginal improvements.

Monday, 12 July 2010

UPDATE - Sovereign Changes - Healers 1.3.6

23/7/10 - Updated with changes to DPS set from PTS.
18/7/10 - Updated with a changes to DPS set.
We've been discussing your feedback and thoughts internally, and we now have a few adjustments ready to show you.  Just as with all things which are still in development, please remember that these are still subject to change!
Magic Healer (Rune Priest, Shaman, Archmage, Zealot)

(Primary) Healing Set

Wil - 232
Tou - 134
Wou - 116
Ini - 106
Spi - 294
Cor - 289
Ele - 289
6% heal crit chance
40 heal power
4 AP/s
4% reduced chance to be crit
2% reduced armor penetration

3 piece - 85 Wil
4 piece - 85 Wou
5 piece - 5% Heal Crit
6 piece - On Heal: 10% chance to increase heal power by 130 for 10s.
7 piece - On Heal: 10% chance to gain 60 Action Points over 3 seconds.
8 piece - 2m cooldown - For the next 10 seconds, your group can not be critically hit.


(Secondary) Offensive Set

Int - 232
Tou - 134
Wou - 116
Ini - 106
Spi - 294
Cor - 289
Ele - 289
6% magic crit chance
40 magic power
4 AP/s
4% disrupt strikethrough
2% reduced armor penetration

3 piece - 85 Int
4 piece - 85 Wou
5 piece - 5% Magic Crit
6 piece - On Hit: 10% chance to increase magic power by 130 for 10s.
7 piece - On Hit: 10% chance to increase target's chance to be critically hit by 7% 10% for 10s. (Updated PTS 23-7-10)
8 piece - 2m cooldown - Your group's abilities cost no Action Points for 10 seconds.
NateL.

They've brought back the AP regen albeit in a slightly revised form which should keep most people happy and they are obviously keen to put some kind of crit reduction on our sets. I think I prefer the new 8 piece ability over the previous version as we can fire and forget about it. Be interesting to see if it's on or off the GCD.

As for the offensive stats, reduction in build up times offensivly isn't all that great for a Runepriest. The Grimnir's line is all instacast except Rune of Battle (which has a 2m cooldown). Not sure how it would work with Rune of Burning. So that just leaves Rune of Fortune and Striking... Maybe if they worked it into a group reduction of build up times similar to the tanks' abilities and our healing set?

Group action points reduced will be a nice little bonus, especially if you co-ordinate it with DPS casters using focussed mind!

Sunday, 11 July 2010

Howling for Blood - Amazing Rewards!

Gaarawarr always give such nice Weekend Warfront rundowns, this weeks Howling for Blood is no different.

Below you can see the amazing 'Celebratory Horn' you get for completing 20 runs of the scenario and /howling away at your friends and enemies.




Did you catch it? You may want to play it again!

Friday, 9 July 2010

Sovereign Changes - Healers 1.3.6

18/7/10 - Updated with current changes.

Stick up a big post, and another important piece of news will follow soon after, it's always the way!

Without further ado, the proposed set, annotated with the changes from current and tyrant (without glyphs).
(Primary) Healing Set

Wil - 232             (+25, +96)
Tou - 134            (+56, +74)
Wou - 116          (+20, +61)
Ini - 106              (+98, +96)
Spi - 294             (0, +235)
Cor - 289            (0, +68)
Ele - 289             (0, +242)
6% heal crit chance      (+2, +3)
40 heal power                (+17, +40)
4 AP/s                            (+1, +4)
4% reduced chance to be crit    (0, +1)
2% reduced armor penetration  (0, +2)
Hit points/4s - 0                (0, -12)
Magic Power - 0               (0, -27)
Morale per Sec - 0            (-3, 0)
Reduced change to be disrupted 0 (-2, 0)

Int - 0                                           (-157, -80)
3 piece - 85 Wil             (0, +9)
4 piece - 85 Wou           (+85, +9)
5 piece - 5% Heal Crit   (0, 0)
6 piece - On Heal: 10% chance to increase heal power by 130 for 10s.
7 piece - On Heal: 10% chance to gain 60 Action Points over 3 seconds.
8 piece - 2m cooldown - For the next 10 seconds, your group can not be critically hit.
Source.
Image courtsey of Gaarawaar Gabs.

Compared to old Sovereign we lose 29 Toughness overall, 3 morale per second but gain in most stats, especially initiative and wounds. Lose Martyr (10% chance on hit to heal group for 192/9s  affected by willpower so heals for more),  Vivacious (10% on heal to regain 50AP), and Empowered Runes (+25% Heal Crit for 10s, 2min cooldown).

Lowering Int will mean that Stagger/Silence etc will be even harder to stick on enemies. 

The big hit for some will be the loss of Vivacious, some Sovereign Runepriests reported that they were able to play without slotting in Restorative Burst freeing up a tactic slot. With Restorative Burst it allows for some great sustained casting. There are already some, on the forums, calling for Vivacious to be returned to the 7 piece bonus slot .

The other set bonuses seem like nice passive abilities, +130 heal power for 10s, and -10% chance for target to be crit for 10s should all help out.

The change from Empowered Runes, +25% Heal Crit ability to +75% Crit Heal Amount is hard to compare. We lose the additional Blessing of Grungni and Restorative Bursts from the proc. However I think the increased crit heal amount, on average, increase our healing more than +Heal Crit. Unfortunatly with only a 10s duration (or 8.5s if it's on GCD) you might be unlucky and not crit at all during that period. I will try and do some numerical analysis and post it up later. Also I hope it doesn't cause a global cooldown, 10s abilities seem so short when you have to wait to cast that first spell.

Group uncrittable for 10s is a very nice little ability, and also good to save yourself from Witch Elves and Sorcs! Whilst the 60AP over 3s isn't as good as an instant 50AP regen, most Runepriests shouldn't have many AP issues at all wearing this set.

Compared to Tyrant, large stat increases, but lose additional 50 AP pool and Heirophants Grace. There are however hints that Hierophants Grace might be nerfed, "I mentioned in the Tank Archetype thread that we're looking at the "Undefendable" effects for 1.3.6 - likewise, we're looking at Heirophant's Grace as well." NateL

 And for those that are interested, the DPS spec!
(Secondary) Offensive Set

Int - 232
Tou - 134
Wou - 116
Ini - 106
Spi - 294
Cor - 289
Ele - 289
6% magic crit chance
40 magic power
4 AP/s
4% disrupt strikethrough
2% reduced armor penetration

3 piece - 85 Int
4 piece - 85 Wou
5 piece - 5% Magic Crit
6 piece - On Hit: 10% chance to increase magic power by 130 for 10s.
7 piece - On Hit: 10% chance to increase target's chance to be critically hit by 10% for 10s.
8 piece - 2m cooldown - Your group's abilities cost no Action Points for 10 seconds.

Thursday, 8 July 2010

Setting up your UI to heal with click casting

One of the most fundamental improvements to my healing was when I moved over to click casting with my mouse instead of my keyboard.

The advantages are the reduction of just a button click, but with the amount of healing going out those button clicks soon add up. That first heal lands fractionally quicker allowing you to save more lives.

When I first started in Warhammer I went straight to Squared. You can set it up to take all your spells with different combinations of CTRL, ALT, SHIFT and your left mouse button. Unfortunatly there's not the same functionality as in WoW where you can also use keybinds when your mouse is hovering over your unitframes. I've added a few extra addons to enhance Squared:
  • SquaredHDIndicator shows you when your target has a heal debuff. Purple 25%, Black 50% and Orange is an outgoing debuff. 
  • SquaredHOTIndicators allows you to view what length of HOT you have on your target. This allows you to see when you have Rune of Regeneration up (default green) and Rune of Serenity (default yellow).
  • LibRange & RangeFadingSquared featured in my previous post. This improves the fading functionality of Squared when your group members are out of range. Remember to untick 'Enable range/LOS fade' under Misc Options when installing this.
I've also changed the style of Squared from the default as seen on the right to the one below. Choose and adjust to suit yourself, there are other examples on the Squared website here.You can easily adjust to this functionality by opening the Squared configuration, going to Import/Export and pasting in this code:

icon-offset-x:n:-19|color-hpbars:b:true|direction-member:s:down|leaderbordercolor:t:156,156,189|hot-color2:t:255,0,0|color-hpnames:b:true|boxheight:n:30|colorgroup-msupp:t:110,255,178|bordersize:n:3|hot-color1:t:0,255,0|groupbordercolor:t:100,100,150|spacing-member:n:6|icon-alpha:n:1|texture-border:s:squared_border_1|boxwidth:n:85|colorgroup-hpdead:t:40,0,0|hd-color1:t:190,0,128|colorgroup-rmdps:t:251,227,60|testmode:b:true|hd-color2:t:0,0,0|text-position-level:s:top|hd-color3:t:255,128,64|texture-background:s:squared_bar_3|hot-color4:t:255,255,255|colorgroup-tank:t:218,218,255|bordercolor:t:0,0,0|hp-low:n:20|meep:n:2|update-freq:n:0.3|rangefading:b:false|icon-position:s:left|fgcolor:t:0,188,0|color-classbars:b:true|colorgroup-rsupp:t:189,255,0|text-position-hp:s:bottom|hot-color3:t:255,255,0|direction-group:s:right|text-align-top:s:bottomleft|status-buff:s:none|spacing-column:n:160|color-hpborders:b:true|texture-offline:s:tint_square|icon-scale:n:0.8|text-align-bottom:s:rightcenter|namelength:n:10|colorgroup-rpdps:t:233,194,0|text-align-center:s:bottom|status-hot:s:topright|columnsize:n:4|spacing-group:n:25|text-font-top:s:font_clear_tiny|texture-foreground:s:squared_bar_6|status-debuff:s:bottomleft|direction-fill:s:right


You may wish to read the whole article before you set the keybinds in this section:
  • Click - Grungni's Gift
  • CTRL + Click - Rune of Regeneration (if you use a lot of RoR you may wish to move this to an ALT click to work your thumb instead of your little finger).
  • SHIFT + Click - Rune of Cleansing
  • ALT + Click - Rune of Shielding
  • ALT + SHIFT + Click - Rune of Serenity
  • CTRL + ALT + Click - Protection of the Ancestor's
  • Z - Rune of Restoration
  • SHIFT + CTRL - Rune of Mending (again I never cast this and thus it is on an awkward key combination)
  • Blessing of Valaya, for those of you are interested, is bound to a nice spammable C key
The main issue I had with using a vanilla Squared is whenever someone was out of LOS or out of range it would self-cast the spell. Often in the heat of battle I would have fired off two Grungni's Gifts on myself before I realised they weren't landing on their intended target. Back then, at 30AP a pop it wasn't doing much for my AP pool! The only way I found to get round this was to install NerfedButtons and bind all my heals through NBSquared. Instead of the first cast instantly landing on click, that first click selects my target. I lose a bit of efficiency as I have to double tap my target for the first heal but I thought this a small price to pay for not crippling my AP. If anyone knows another way to prevent War self-casting in these situations please let me know.

You can load up the NerfedButtons ui with /nb ui. Drag your spells from your abilities menu (shortcut key V) and save. Make sure you have choose addon 'NBSquared' and type in n for a normal mouse click; s for shift click; sa for shift alt; sac for shift alt control; etc.

Now there's no need to do any fancy-pants checking using NerfedButtons, you can if you want to but it's beyond the scope of this guide. One little addition I have enjoyed is to add Rune Of Life to the cast list with Rune of Cleansing on shift click. This just gives you the ability to shift-click on a dead player in battle to rez them.

I'd like to go on to bind Divine Favour to a cast but I've run out of key combinations. Maybe I should replace Rune of Mending...

I hope this helps anyone who hasn't yet moved over to this way of casting, although I'm sure the majority already have. There are a couple of other mods that allow you to do this: Enemy and HealGrid. If you can't get Squared how you like it, try out either of these two mods! Finally if you're not convinced, here's a short example video showing you how you can stay mobile and heal at the same time:



Wednesday, 16 June 2010

More detail on 1.3.6 DPS changes for the Runepriest

Runepriests & Zealots:
One of our long-time concerns regarding the Runepriest and Zealot careers is that they ultimately become more limited than other Healer-archetype careers. This is because the other healing careers have their Mastery paths sorted by role - people who play those careers make a decision about the role they want to play, then specialize in the corresponding Mastery path and gear up appropriately. Runepriests and Zealot, however, have their Mastery paths sorted by delivery vehicle ("direct", "over time", and "area", essentially) and then have both offensive and defensive abilities together in each Mastery.  Since there's obviously no such thing as "gearing for direct", though, Runepriests and Zealots then have to decide again whether they want to be offensive or defensive and then gear appropriately - the net result being that even within their chosen Mastery, half of their abilities are ineffective.

We want to maintain the general setup of the Runepriest and Zealot Mastery paths, but we also want to address this issue.  In order to do both of these, we will be adding a new ability to the Runepriest, and changing the functionality of Harbinger of Doom for the Zealot.  All Runepriests will now start with an ability named Rune of Breaking, which can be toggled on and off:

  • While toggled off, the Runepriest is affected by the Rune of Balance.  This causes all Intelligence, Magic Power, and Magic Crit stats on items to be negated, and instead converted into Willpower, Healing Power, and Healing Crit bonuses.  We're currently planning on these stats converting at a 2:1 ratio - in other words, a total of +100 Intelligence from gear would instead be turned into +50 Willpower while this ability is toggled off.
  • While toggled on, the Runepriest is affected by the Rune of Breaking.  This works the same way but in the opposite direction:  Willpower, Healing Power, and Healing Crit stats on gear are negated and instead converted into Intelligence, Magic Power, and Magic Crit, also at a 2:1 ratio.
  • Rune of Breaking may be toggled on and then back off at any time; doing so is instant and costs no Action Points.  However, once it is toggled off, there is a 30 second cooldown before it may be toggled back on again.

For Zealots, Harbinger of Doom will be changed to provide this same functionality.  It will become a starting abilities, and can be toggled on or off.  While toggled off, the Zealot is the Harbinger of Change (and has the same offensive gear stats converted into the same healing stats), and while toggled on, the Zealot is the Harbinger of Doom (and likewise, has healing gear stats converted into offensive stats).  Additionally, all of the Zealot's tactics which currently affect Harbinger of Doom will be redesigned to be appropriate for this new system, and the Runepriest will also gain some tactics which affect Rune of Breaking as well. 
Nate Levy
Lead Designer
Warhammer Online: Age of Reckoning
WarhammerOnline Forums.

"The new effect will probably just be called 'Rune of Anger' and give a character glow effect... Hope they at least remember to flip heal crit to magic crit as well!"

Not a huge suprise in functionality of the ability, you can see my original estimate wasn't too far off the mark.

One suprising development is the improvements to our healing that it will bring. Any int, magic crit, magic power will convert into the heal equivalent. We all have some base int, and most sets also add a certain amount of int so it should be a boost to our willpower. It should be a lot easier to hit the willpower cap with the changes and be able to spend points in more survivability, some old items may need to be re-evaluated in light of this change. Conqueror and Invader have magic crit and int set bonuses making them slightly more viable,

I'm not sure that the ratio will stay at 2:1, I think I would prefer magic/heal crit to be a 1:1 ratio as that doesn't develop naturally with our character. Intelligence could then be slightly lower preventing everyone from having capping willpower too easily.

I have a number of concerns with these changes though:
  • In healing mode, we will be able to contribute little or no damage due to negating our base int, and vice-versa for DPS mode and healing. I don't think it should negate (all) willpower/int. For example one could convert willpower to intelligence in the ratio of 2:1. Then half effectiveness of willpower in Rune of Breaking mode.
  • DOT/HOTs are calculated each tick, so if you DOT/HOT someone and then change stance the damage/healing will drop. This really reduces effectivenesss of stance dancing, something that could be a fun and advanced way to play the class.
  • Can't change tactics in combat to meet your DPS/Healing needs.
  • Still have broken/worthless tactics. 
  • Could trigger the Global Cooldown.
  • Still don't have a mechanism to reduce enemy resists to our damage.
  • Balance issues if weapon DPS does affect our magic/heal power and comes in on the same patch. Could we really become flavour of the month?! 
One way to overcome 2-3 of these issues is to have tactics with 2 features - a balance and a breaking side. e.g. Blessing of Grungni - Under Rune of Breaking critical hits will reduce resistance to elemental damage by 150. Under Rune of Balance critical heals increase incoming healing by 25%. Another way would to be able to choose a tactic set to go with each Rune.

Interesting anyway and should give us more options. Time will tell...

Tuesday, 4 May 2010

The Beginnings...

I've been playing MMOs since Dark Age of Camelot, back on Prydwen. Initially starting out as an infiltrator I moved on to a cleric.

When World of Warhammer arrived, I signed up to the US servers and levelled up the first 60 priest on the server. With the EU release I moved over creating a warrior, but then fell back to being a priest. I've had 3 different max level priests in WoW over the years as I stopped playing for one reason or another and started over. 

I've had server firsts in Naxxaramus and in the Burning Crusade sunwell, and have always enjoyed a healing role in PVE and PVP. I like to feel I play to the top of my game and have enjoyed all the theorycrafting websites available for WoW.

I recently moved to Warhammer Online to try something new, Runepriest seemed to be the most like my playstyle and I'm enjoying levelling up so far. Unfortunatly there just isn't the information out there to support play to the level I want. I've struggled to find the details I need to configure my UI and to prioritise my healing efficiently so I hope this blog will result in a guide/faq to other Runepriests out there.

Aezelbeth
Karak-Azgal EU