
I wasn’t expecting to write Volume 4 of this column so soon, but the XP curve change bumped me up a couple of levels. Several quests later I found myself at Level 30. I figured this was a good time for an update.
As you may or may not know, Rune-keepers have seen a bit of a bump in their damage output. Some of this was specific to the class, but some of this is related to a change in melee/ranged DPS that left tactical damage alone. While I’m sure there are those with other classes that aren’t too pleased, as a Rune-keeper I’ve been pretty happy with the change. Are we overpowered now? I’m not quite sure, but as I was getting closer to 30 it was obvious that we were definitely underpowered. It was difficult to even take out a couple of enemies below my level simultaneously, which seemed kind of odd for a class with so many attack skills and even a couple of area of effect abilities.
Book 7 also saw the addition of two new Rune-keeper based items. Chisels are crafted by metalworkers and can be equipped in the Rune-keepers ranged item slot to give increased damage. Scholars can make consumable inlays and enamels that temporarility enhance a Rune-keeper’s abilities. I’ve not personally had a chance to try either of these out, but I’m looking forward to it. My Rune-keeper is a Scholar which winds up working out more than I had anticipated .… Buying a chisel a couple of times is one thing, but being able to make my own inlays and enamels seems very beneficial.
Another big change came to Ceaseless Argument. This is a lightning based spell that’s mostly notable for having no cooldown. Previously it required a few points of battle attunement to be accessible. It now requires no battle attunement whatsoever and is given to new Rune-keepers at a very early level. Ceaseless Argument does less damage than pretty much any other attack skill, but it’s definitely helpful in getting your battle attunement up quickly or for taking out super low level mobs for Deeds.
I usually start off with a longer induction attack (Fiery Ridicule, for example), hit my stronger attacks and then hit Ceaseless Argument while those cooldown. You can spam it like crazy if you want, but I’ve not really found this to be effective on enemies around my level … You still have to deal with Tactical resistance to these skills and the higher the level of the enemy, the more likely they are to resist the some of these attacks entirely.
I’ve also gained several new abilities since the last time I wrote a Rune-keeper Rumination update. Most of them are for The Middle Path, which had largely been ignored previously.
Wrath of Flame
Scathing Mockery: This is one of a handful of area of attack skills for the Rune-keeper. It requires a relatively high battle attunement, but it definitely comes in handy when surrounded by a crowd. Its 3 second induction generally means that your enemies have to be slowed down or focused on a friend, unfortunately. It also has a pretty cool animation.
The Middle Path
Calming Verse: This mostly skill has a slightly higher benefit for healers, but it’s not bad for attackers either. It lowers damage and healing threat by 10% and raises healing output by 10%.
Word of Exaltation: This skill greatly reduces your target’s incoming damage. This can be a huge help in Fellowships. The more healing attunement you have, the longer it lasts.
Abrupt Words: Although you can use Shocking Touch to stun an enemy, Abrupt Words is the first skill a Rune-keeper gains that specifically is made to interrupt inductions. Insanely helpful, particularly against enemies that heal themselves or others.
Distracting Words: The tooltip makes it sound like this skill causes enemies to lose some interest in you, but it doesn’t specifically specify how much threat you lose. It also lowers your target’s run speed by 50%, which can be useful for those enemies running at you from a distance or attempting to run away.
Words of Grace
Rousing Words: This skill is a huge help to those who are looking to focus on healing. While active, healing generates no threat. It also generates an additional two points of healing attunement.
I focus mostly on attacking since I tend to solo, so I’ve not put too many of these into real practice yet. Still, it is nice to see that I have some use in Fellowships, particularly now that my damage has gone up.
I’m also far less likely to annoy people now that the lightning skills have had their sound effects changed. Instead of long, obnoxious crackles, you just get a short *boom* for the quicker lightning attacks. It’s a heck of a lot less annoying.

I’ve been planning a post about my Rune Keeper (he’s 26 now) as well. I told my Kin last night that RKs aren’t fair
When they asked why, I told them that I can dps like a hunter now and also heal groups in instances. I have healed for two Great Barrows runs so far, the only deaths were due to accidental pulls of extra monsters. The thing about my RK that has taken some getting used to is remembering that once I get attuned to one side or the other, certain skills are not available. There have been several situations when I am blasting creatures for all I am worth, look up and see my health dropping.…and reflexively, yet futilely, try to heal myself. Therefore, I have decided to always carry plenty of athelas potions with me. Works out great.
Actually I had similar issues to what you mentioned Bravsirrobin until I learned what the “Middle Path” really meant. The gold colored attunments that are all in the middle path will push your attunment from wherever it is back to the middle so you can cast stuff in the other direction. So if I’m attuned 9 damage and need to get some heals off I can cast Distracting winds, armor of the storm and Self motivation and be back at 0 and start in the other direction.. its still not perfect due to having to cast 3 other spells which may be on cooldown due to use for there main affect. Also one of our Legendary deeds gets us Steady Hands which is 9 gold attunement so that one spell alone will reset you to 0 attunment no mater where your at.
“Also one of our Legendary deeds gets us Steady Hands which is 9 gold attunement”
Oh nice, I didn’t know about that. I was wondering if there were any skills that undid everything completely.
“Also one of our Legendary deeds gets us Steady Hands which is 9 gold attunement”
Cool! I was wondering the same thing.