With runes, what you get out of them is their additional powers.
With the Runemaster's power that adds an extra surge for the price of exhausting the card, this means you can usually activate most runes .
Sure, pierce 2 is good, but the Stun from the geomancer's stasis rune is great too. the Teleportation rune's ability can be a great boon. Magma blast with both Burn and Blast is great.
The trick is what your players are doign as a group. Different runes give the group different synergy. IF your magic user is just straight up attacking, like a ranged warrior, that's fine, if it works for them. But it might not work for all quests, and that's when the players are going to realize that's why the different runes are...different.
Arcane bolt is good. Any Blue/Red weapon is great in act one, especially one with range. Most of the other runes are more utility based, and that one is definitely a kicker. I wouldn't say it's overpowered, but its for sure one of the strongest starting mage weapons.
The immolation rune worked out pretty well for me though. Arcane bolt can be really good on someone like Quellen as Runemster, who can just keep overloading the hell out of it.
FYI, Carbini, arcane bolt is Blue/Yelow with surge: +1 range and Surge: Pierce 2. Not blue/red. But Immolation IS blue/red and has automatic Pierce 1. So I'd say Immolation is better than Arcane Bolt.
Edited by Alarmed, 20 August 2014 - 07:00 AM.