Opinions on Attunement Rune Usage.
Darkpower Alchemist
I have recently started making adjustments to current Tyrian/Canthan armor with Runes Of Attunement.
Realizing their usefulness and implementing them has seemed to go in different directions.
Elementalists seem to be well suited for them in the way I use my eles. Armor usually has Minor Energy Storage,Major/Superior Vigor and the headpiece of choice sports the sup rune of the element or Superior energy storage.
Monks,on the other hand, are the exact opposite,since most monks use all their attributes in a build of choice. Div Fav,Healing and Protection, at the least.
Warriors have similar problems, since Strength,Tactics,Vigor, and Absorbtion are all in use by nearly any warrior worth his/her salt.
I am looking more into how others have used these new runes of attunement to their benefit. Ideas and usage are always welcome.
Realizing their usefulness and implementing them has seemed to go in different directions.
Elementalists seem to be well suited for them in the way I use my eles. Armor usually has Minor Energy Storage,Major/Superior Vigor and the headpiece of choice sports the sup rune of the element or Superior energy storage.
Monks,on the other hand, are the exact opposite,since most monks use all their attributes in a build of choice. Div Fav,Healing and Protection, at the least.
Warriors have similar problems, since Strength,Tactics,Vigor, and Absorbtion are all in use by nearly any warrior worth his/her salt.
I am looking more into how others have used these new runes of attunement to their benefit. Ideas and usage are always welcome.
The Great Al
I dont think the best monks go healing AND protection. I use a major vigor (too cheap to get a superior), headgear plus sup for whatever element I'm using...and I had a major energy, but now I go minor + rune of attune
Actually, I think that Elems have just as bad a problem, because a lot of times elems will go more than one element
Actually, I think that Elems have just as bad a problem, because a lot of times elems will go more than one element
Racthoh
Attunement > smiting rune on my monks.
Akhilleus
i prefer te condition runes...
on casters reducing dazed and deep wound (1 rune) and reducing crippled and bleeding (another rune) is a great bonus.
on casters reducing dazed and deep wound (1 rune) and reducing crippled and bleeding (another rune) is a great bonus.
Spellforge
works ok on my necro
head - whatever main attribute I use - say death for MM
boots - vigor
arms - soul reaping
that leaves me 2 more slots for the attunement runes
head - whatever main attribute I use - say death for MM
boots - vigor
arms - soul reaping
that leaves me 2 more slots for the attunement runes
Skuld
Prot with GoH, healing touch etc is very common. I really don't think your ele needs any more energy, you've got energy storage after all! Use the health runes instead.
dgb
Quote:
Originally Posted by The Great Al
I dont think the best monks go healing AND protection.
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Cherno
I am starting to make the changes, but just focusing on the one character I am playing at the moment.
My general setup is to put a superior of whatever attribute I am working in on my headpiece, vigor on my chest, nothing leg and glove and and either a rune for my secondary attribute on the boots. This could be superior down to minor depending on how important that secondary attribute is or how badly I need that character to have health (Backline casters usually get a superior)
On my heroes I treat it a bit differently. No superiors for them. The only one to get a vigor rune is Koss or other fighter. All the rest I have been giving a minor of their skilled attribue on the headgear then radiant and attunement on every other piece. Sin gets armor reduction and attunement (or vitae).
I've given koss the uncommon runes of condition reduction on each of his other pieces and 1 sup absorption.
My general setup is to put a superior of whatever attribute I am working in on my headpiece, vigor on my chest, nothing leg and glove and and either a rune for my secondary attribute on the boots. This could be superior down to minor depending on how important that secondary attribute is or how badly I need that character to have health (Backline casters usually get a superior)
On my heroes I treat it a bit differently. No superiors for them. The only one to get a vigor rune is Koss or other fighter. All the rest I have been giving a minor of their skilled attribue on the headgear then radiant and attunement on every other piece. Sin gets armor reduction and attunement (or vitae).
I've given koss the uncommon runes of condition reduction on each of his other pieces and 1 sup absorption.
madman420
Honestly, if you don't know how to manage your energy, the two extra energy isn't going to help. If you do know how to manage energy, you don't need the two extra.
Gigashadow
If your energy is coming back in big chunks, like Mantra of Recall, then having a large enough energy buffer to absorb it is nice.
Skuld
Then get a 15/-1 item.
generik
Quote:
Originally Posted by The Great Al
I dont think the best monks go healing AND protection. I use a major vigor (too cheap to get a superior), headgear plus sup for whatever element I'm using...and I had a major energy, but now I go minor + rune of attune
Actually, I think that Elems have just as bad a problem, because a lot of times elems will go more than one element |
Saphatorael
I prefer the Vitae runes... a good monk doesn't need alot of energy anyways, as long as he/she knows how to manage it.
I myself play WoH alot, with my Saintly 15k and I'm usually wielding a Scar Eater. I only have 40 Energy, but it's enough to last a long time if my healing is effective enough. Oh, and I play boonprot with 45 energy. Still plenty to get the job done decently.
Same for Elementalists.. I'd prefer more hp, energy storage gives plenty of energy
Assassins may be an exception to that rule, since they could use all the energy they could have in case a chain goes awry... but being in the frontline a bit of hp could still be useful, so I haven't really decided on that yet
I'm getting an attunement rune for my mesmer, that's for sure.
A Ranger has free play i suppose... vitae runes aren't really needed since you're often ignored, and expertise already helps alot on the energy costs... for this prof I think it's more of a personal preference and dependant on the build)
Now that i think of it... it's basically all just depending on what you play, how you want to play it, and how good you are.
I myself learned a few tricks of the trade for certain professions (but I'm still totally crap in my own eyes ), so I'll just use the runes to support my weaknesses.
I myself play WoH alot, with my Saintly 15k and I'm usually wielding a Scar Eater. I only have 40 Energy, but it's enough to last a long time if my healing is effective enough. Oh, and I play boonprot with 45 energy. Still plenty to get the job done decently.
Same for Elementalists.. I'd prefer more hp, energy storage gives plenty of energy
Assassins may be an exception to that rule, since they could use all the energy they could have in case a chain goes awry... but being in the frontline a bit of hp could still be useful, so I haven't really decided on that yet
I'm getting an attunement rune for my mesmer, that's for sure.
A Ranger has free play i suppose... vitae runes aren't really needed since you're often ignored, and expertise already helps alot on the energy costs... for this prof I think it's more of a personal preference and dependant on the build)
Now that i think of it... it's basically all just depending on what you play, how you want to play it, and how good you are.
I myself learned a few tricks of the trade for certain professions (but I'm still totally crap in my own eyes ), so I'll just use the runes to support my weaknesses.
Lag Hell
my use for attunement runes is completely useless
i use them for kd/as warr cos i got bored of the common 15k glad female armour, so i put 3 into 15k ascalon armour and kd/as with that xD
i use them for kd/as warr cos i got bored of the common 15k glad female armour, so i put 3 into 15k ascalon armour and kd/as with that xD
Amity and Truth
I basically boosted my new dervish with radiant insignias and attunement runes. Mostly for the reason though that i was a bit pissed about the energy cost of Melandrus Avatar. A single point of Death Penalty and you can't use it anymore (25 base energy pool, 25 energy cost for Melandrus - sucks big time).
On my monk i've just replaced the smiting rune and on my ele i've replaced the minor fire rune (i allways go Water/Lightning. I just don't like Fire Eles).
On my monk i've just replaced the smiting rune and on my ele i've replaced the minor fire rune (i allways go Water/Lightning. I just don't like Fire Eles).
Marth Reynolds
the atunement runes seem to be very handy for assasins anywhay, most use a combo of dagger/crit/shadow so still leaves 2 spots open .
btw amity you can keep a +10 energy staff with you when you have a little DP to be able to cast melandru's avatar, or even those +20 energy staffs when health is above 50%.
but it is rather unhandy imo
btw amity you can keep a +10 energy staff with you when you have a little DP to be able to cast melandru's avatar, or even those +20 energy staffs when health is above 50%.
but it is rather unhandy imo
|pyro|
I only use it on my ele coz I have a fire stone with sup fire magic, and earth stone with sup earth magic, one vigor rune and minor energy storage, other is attunment runes, I cant seem to use them on other chars,
Amity and Truth
Quote:
Originally Posted by Marth Reynolds
btw amity you can keep a +10 energy staff with you when you have a little DP to be able to cast melandru's avatar, or even those +20 energy staffs when health is above 50%.
but it is rather unhandy imo |
This way i could cast Melandrus Avatar but my whole offense power was still not useable so i was degraded to being a mere meatshield. As useful as your average stance tank. Most, if not all Dervish Attacks are energy reliant and boosting your energy into the negatives by Itemswapping doesn't help your offense at all :/
Yes, enchantments give energy back but that was even more hassle to time them right to just end after i casted melandrus.
ValaOfTheFens
Attunement runes are good for when you don't want to put anymore attribute runes on your armor and you still have one or two pieces of armor with no runes. I have a RoA on my Necro's Scar Pattern and then I got the rune that reduces Poison and Disease time. I'm enjoying the new runes alot. My A/W is only at 15 so she needs more health and the RoVitae is pretty sweet for her. I'll likely make an investment and buy her a RoMajor Vigor pretty soon but RoVitae are good for now. Now poorer players can be better protected!! GG ANet.
Cacheelma
*Wonders why an elementalist with 80+ Energy would want to use Rune of Attunement for (gasps) 2 more energy...*
I'd rather use the Vitae for +10 health instead. I mean come on, 79 energy vs. 81 Energy doesn't really help me much.
I'd rather use the Vitae for +10 health instead. I mean come on, 79 energy vs. 81 Energy doesn't really help me much.
The Great Al
Quote:
Originally Posted by Cacheelma
*Wonders why an elementalist with 80+ Energy would want to use Rune of Attunement for (gasps) 2 more energy...*
I'd rather use the Vitae for +10 health instead. I mean come on, 79 energy vs. 81 Energy doesn't really help me much. |
Amity and Truth
Meh... the runes of attunement are a more efficient increase when you've got a lower base energy. (40->42 = 5% increase, whereas 88->90 = 2.2% increase). Not by much. But it's noticeable. Besides, the classes with less energy have more low energy spells. Elementalists are pumped with 15+ energy spells.
KamikazeChicken
Attunement is a waste of a rune.
Mr Jazzy
attunement is a good rune for rangers, since that 2 extra energy is really useful when combiend with expertise, u could really squeeze alot of skils out of 2 extra energy.
Spader
/Agree with attument on a ranger
Maybe a monk or element would want a rune of recovery. recovery from dazed and deep wound up 20% if i got it right.
True daze is fairly rare in pve but 3 second flare is beyond nuts.
Maybe a monk or element would want a rune of recovery. recovery from dazed and deep wound up 20% if i got it right.
True daze is fairly rare in pve but 3 second flare is beyond nuts.
Gigashadow
Quote:
Originally Posted by Skuld
Then get a 15/-1 item.
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Ensign
I have sold my Runes of Attunement to the rune trader for gold, which I could spend on useful gear.
Peace,
-CxE
Peace,
-CxE
dgb
Quote:
Originally Posted by The Great Al
you could say that about anything. 79 vs 81 doesnt help much..so then 79 vs 77 doesnt help much, 77 vs 75 doesnt help much...etc....
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Count to Potato
I use my rune of attunements on the casters that dont use other runes that are more important, energy the least of my problems
Phoenix Arrows
Monk: Sup Divine, Sup Vig, Minor Prot, Minor Heal, Vitae
Ranger: Sup Marks, Sup Vig, Minor Expertise, Minor Beast, Attunement
Warrior: Sup (Weapon), Sup Vig, Sup Abs, Minor Tactics, Minor Strength
Assassin: Sup Dag, Sup Vig, Minor Crit, Minor Shadow, Vitae
Elementalist: Sup (Element), Sup Vig, Minor Energy, Vitae, Vitae
Not sure bout Paragon/Dervish or the other professions.
Ranger: Sup Marks, Sup Vig, Minor Expertise, Minor Beast, Attunement
Warrior: Sup (Weapon), Sup Vig, Sup Abs, Minor Tactics, Minor Strength
Assassin: Sup Dag, Sup Vig, Minor Crit, Minor Shadow, Vitae
Elementalist: Sup (Element), Sup Vig, Minor Energy, Vitae, Vitae
Not sure bout Paragon/Dervish or the other professions.
Lynxius
Quote:
Originally Posted by madman420
Honestly, if you don't know how to manage your energy, the two extra energy isn't going to help. If you do know how to manage energy, you don't need the two extra.
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This about answers the threads question, but seeing as you asked for opinions, i guess it comes down to personal preference.
SerenitySilverstar
Quote:
Originally Posted by Amity and Truth
Meh... the runes of attunement are a more efficient increase when you've got a lower base energy. (40->42 = 5% increase, whereas 88->90 = 2.2% increase). Not by much. But it's noticeable. Besides, the classes with less energy have more low energy spells. Elementalists are pumped with 15+ energy spells.
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Ulivious The Reaper
Quote:
Originally Posted by Ensign
I have sold my Runes of Attunement to the rune trader for gold, which I could spend on useful gear.
Peace, -CxE |
Zolderick
Can you put the new insignias on old FoW armour?
ArTy
While an extra +4 energy or +20hp seems slightly useful, I put on the status runes on my 2 spare Ele armor slots instead.
Rune of Purity (Reduce poison/disease 20%)
Rune of Restoration (Reduce bleed/cripp 20%)
Poison totally owns my Ele
(So its Sup/Helm,Vigor,Purity,Restoration,MinorES)
Rune of Purity (Reduce poison/disease 20%)
Rune of Restoration (Reduce bleed/cripp 20%)
Poison totally owns my Ele
(So its Sup/Helm,Vigor,Purity,Restoration,MinorES)
arcanemacabre
Quote:
Originally Posted by ArTy
While an extra +4 energy or +20hp seems slightly useful, I put on the status runes on my 2 spare Ele armor slots instead.
Rune of Purity (Reduce poison/disease 20%) Rune of Restoration (Reduce bleed/cripp 20%) Poison totally owns my Ele (So its Sup/Helm,Vigor,Purity,Restoration,MinorES) |
Skuld
That was fixed in the last update. Immunity from blind ftw d:
Cirian
Quote:
Originally Posted by Skuld
That was fixed in the last update. Immunity from blind ftw d:
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Jetdoc
Attunement runes are useful for:
1. Warriors. +2 energy is basically a 10% increase in your very limited energy supply. Sacrificing 1 point in Strength is worth that additional boon, IMO.
2. Ritualists. When you're carrying an item, your energy pool is woefully low (unless you're using Mighty was Vorizun). Yes, there are skills that can make up for that deficit, but having that little bit of flexibility really helps.
1. Warriors. +2 energy is basically a 10% increase in your very limited energy supply. Sacrificing 1 point in Strength is worth that additional boon, IMO.
2. Ritualists. When you're carrying an item, your energy pool is woefully low (unless you're using Mighty was Vorizun). Yes, there are skills that can make up for that deficit, but having that little bit of flexibility really helps.
GranDeWun
I had no rune on my ranger's gloves, and +2 (with expertise) is enough to fire an extra 5 e skill, so it was a nice boost. And these runes are fairly cheap...
+2 on my warrior instead of absorbtion is nice in PvE; not sure about PvP yet.
+2 on my warrior instead of absorbtion is nice in PvE; not sure about PvP yet.