Shielding Runes are like Regeneration Infusions: you will often use them BEFORE you've taken more than 50% of your lifebar in damage, in anticipation of taking damage.Davion Fuxa wrote:Following this route, I'd have to question what the main strategic difference between a Shielding Rune and Healing Rune would be. I'm not against the move but I think more would have to be done to make these runes distinct and useful.
Healing Runes are more like Wild Infusions: you use them when you are currently in trouble, due to lifebar depletion or a status condition (respectively).
Currently Healing Infusions are inferior healing when compared to the total value healed by a Regen Infusion. If you have time to rest off the cooldown, the Regen Infusion is strictly better, but tactically the Healing Infusion can save you from dying to a 2nd application of spike damage -- if the first was enough to kill you, of course, having a healing inscription won't help at all.
Moving the Healing effect to Runes does nothing to disrupt this relation, but it does mean Antimagic characters are slightly more vulnerable to being put in a bad place by spike damage, since they can't use a Teleport Rune to escape. They'd remain heavily rewarded for using Regen Infusions (because Fungus rewards regeneration).