Ideally the class should try to recycle as many mechanics as possible, be a powerful defender and have its own ways of gaining xp.
Some glyph ideas:
- Glyph of Excruciating Pain : like the Glyph of Pain, but has an upper limit to its damage and the Runemaster gains xp from it. It affect NPC and can be casted in libraries.
- Glyph of The Sanctuarium : like the Excruciating Pain, but heals instead.
- Glyph of The Impenetrable Land : a 3x3 Glyph of Slowing that lasts 6 hours
- Glyph of The Barricate : grants 5 soak
- Glyph of Lacerating Wounds : lasts 5 minutes, grants +1 dam, the Runemaster gains xp from it
- Glyph of Concealment : lasts 12 hours, the SH icon is not visible unless you are in the same tile
- Glyph of Mass Invisibility : 10 minutes of invisibility for factionmates(!)
- Glyph of Silence : when this glyph is active, every action that requires mana has a 20% probability to fail(!!)
Q&A
Q: It would radically change the balance between tanks, hunters and defenders
A: Removing pets IS a pretty big change. Is it worth it? From what I hear about the pet code... maybe
Q: If glyphs work based on MO, having a MO different from that of your faction would be penalizing
A: This is not necessarily a bad thing, although gliphs based on faction policies would be nice