So in reference to this post i made earlier (A Realization about "minion classes" and suggestions) i felt i should devote an entire post to expanding on the idea’s i briefly covered there.
First and foremost: it is my belief that the developers intend for runemasters to be a minion oriented class (reasons stated in the other post) and so this concept will proceed with that in mind.
Philosophy: The Runemaster knows the best defense is a good offense, but a little bit of preparation never hurts. he keeps careful watch over the battlefield in search of the best locations to set up his offense to route and overwhelm enemies.
Mastery bonus passive: Runemasters have an extra resource called “runic power” that goes up to 100, runic power is used for a multitude of runic skills.
Skills
Runic Elemental (the one we already know the name of): Channel to summon a runic elemental, using 10 runic power every .5 seconds. runic elementals gain increased health, damage, protections, duration and threat generation based on how much runic power they consumed.
(Possible talents)
Runic elemental consumes 20 runic power, but can no longer be channeled.
Elemental supplements half of it’s channel cost with mana, but is less powerful.
Elemental gains damage reflect and taunts enemies.
Elemental becomes fire, ice, or lightning elemental, dealing elemental damage with it’s attacks.
Rune of Potency: Place a rune on the ground at a target location, increasing the damage of all allies within it by 25%, and mana generation by 50%, may only have 2, costs 100 mana and 15 runic power to cast. (spell only consumes mana for non runemasters, but has a duration)
(Possible talents)
Rune costs less mana and/or runic power, but has a (shorter*) duration.
Rune increases runic power regeneration/ further increases mana regen.
Rune now attaches to allies, but has a smaller area.
Rune halts the duration of elementals while they are within it.
Rune applies ignite, shock, or chill to enemies within it each second.
Runic Armor: Equip a suit of magic armor to yourself or an ally, granting 50% increased elemental protections and reducing damage taken by 20%. costs 15 runic power.
(possible talents)
Armor is more effective on elementals.
Armor grants an elemental damage aura.
Armor grants vitality instead of elemental protections.
Armor uses mana instead of runic power, but has a duration and you are limited to 1.
Armor converts damage taken into mana.
Rune of fortitude: Summon a rune at your feet that grants ward every second to allies within it. costs 15 runic power, may only have 2.
(Possible Talents)
Rune grants 50% increased ward retention while within it’s area.
Rune grants more ward to minions.
Rune increases health regeneration.
Rune stuns and slows enemies that pass through it.
Rune covers a massive area, but is less effective.
Rune Weapon Animate a runic sword at the target location for 15 seconds, dealing damage to enemies that pass by. Runic elementals can pick up one runic weapon at a time to augment their own attacks. Costs 10 runic power and some mana. (only mana for non runemasters, but with a shorter duration.)
(possible talents)
weapon becomes a spinning axe with a larger area and attack speed than swords, grants elementals a whirlwind attack.
Weapon becomes a bow, attack enemies from a much larger range, grants elementals arrow barrage.
Weapon becomes a hammer with increased stun rate, grants elementals increased stun rate and stun immunity.
Weapons return 2 mana and 1 runic power each time they deal damage, up to once every .2 seconds.
Rune weapon now summons 2 daggers at once, with reduced range, grants elementals the ability to dual wield with increased attack speed.
Rune of Hurt (temp name): Summon a rune at the target location for 8 seconds which deals adaptive spell damage to all enemies within it each second. Costs 15 runic power (or 50 mana), may have 3.
(possible talents)
Rune absorbs the mages fireballs, lightning blasts, and other direct damage spells to immediately do their damage to all enemies within its area.
(requiring the above) Rune grows larger when it absorbs one of the mages other spells, up to 200% increased size (after 10 spells)
Rune reduces elemental resistances of enemies within it.
Rune attaches to enemies.
Rune has no cost and lasts forever, but you may only have 1.
(doesn’t work with the above) Rune becomes a channeled ability, dealing significantly more damage.
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Mastery specific possible passives (high tier passives):
Gain protections based on unspent runic power.
increased maximum runic power by 50.
Being hit has a chance to cast a random rune at your feet.
Enemies standing within 2 or more runes take increased damage.
Allies move faster within runes.
Enemies within runes instantly die below a certain health threshold.