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Condition Reduction Runes
2 pages • Page 2
Quote:
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Originally Posted by Bryant Again
Blind on chest. Pretty pissed since I paid 90k for that Absorbtion Rune way back when...*sigh*
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I think
* blind (Clarity rune also helps with Weakness which is the usual secondary effect of air elementalists)
* cripple (Restoration rune also helps with Bleeding...which means both effects of Cripslash)
* daze (Recovery rune also helps with Deep Wound, the other deadliest condition)
are the only runes warranting usage, considering other conditions are not as deadly.
Disease, Poison are going to be pretty re-apply-able (especially via Apply Poison, Tainted Flesh, etc.) making "Purity" pretty lame.
Burning is so short that the runes don't really matter because it will be reapplied constantly or not at all (Burning Arrow, Rodgort's Invocation, Mark of Rodgort, Immolate, Searing Flames are all pretty spammable and Incendiary Arrows applies it every hit) so 20% will not make much of a difference which is probably why they don't have a rune for it.
The thing is the only time you actually need runes are when cripple/blind is a problem which is most likely not in PvE (if your monks actually carry any condition removal). The exception to this is Cripshot and Blinding Surge mobs (undead in dungeons) since I haven't seen Harrier's Grasp being used much.
Daze is pretty rare as a lasting condition, save for spammed Concussion Shots with super-AI reflexes. Even if you have a -20% rune and -20% shield, it only takes a short time for you to die when mobbed while casting so it doesn't do much in terms of prolonging your life.
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In summary, I don't find that any condition rune is a must have in PvE provided you have condition removal on the team and possibly an LoD monk to wipe up HP degen from Poison/Bleeding/Disease.
Probably the best use is for a warrior with a shield's -20% blind duration inscription and -20% blind rune when in places with Blind spam mobs, however. Cripple runes are best left to PvP, I think since the only real sources of Cripple are Cripshot and Harrier's Grasp. (Grenth's Grasp is a possibility, but how often do you see mobs with it using attack skills regularly and intelligently?)
In PvP it is different since you cannot count on condition removal to always work (aka people d-shot and coordinate attacks more intelligently).
Thing is ...
If you are using runes to cope with conditions that criple your character, having them promptly removed is much better choice.
If conditions are not really damaging you, no need for that rune.
There is really little reason to run them unless you cant depend on monks doing their job.
If you are using runes to cope with conditions that criple your character, having them promptly removed is much better choice.
If conditions are not really damaging you, no need for that rune.
There is really little reason to run them unless you cant depend on monks doing their job.
I'd say the runes other than the anti-cripple one are probably not worth it in higher-end PvP, as others have pointed out, you have monks. But in PvP where you may or may not be able to rely on consistant condition removal (AB, CM, RA), the anti-blind or anti-cripple runes are pretty handy. I usually use the anti-blind one with an anti-blind shield on a paragon or warrior in those parts of PvP. In PvE, I don't use any of them because if I'm in any super-condition-heavy areas I'm probably using monk heros with Extinguish and Restore Condition, and the chances of them not being able to keep the party clean are slim (if they're failing that chances are we're probably dead <_<).
As for the insignia thing, different insignias have different uses. 15^50 is one of those "generic" insignias, for when you don't really have a build that would specifically benefit from one of the others. I tend to agree that the "while under 50%" one is pointless, though, along with the "while hexed". At least in PvP anyway. Think of them like skills. There are some skills that don't work well in some situations, but removing them from those situations altogether would discourage people from learning what skills are better. If they removed all but the "most popular" insignias in PvP then no one would learn -why- they're most popular.
As for the insignia thing, different insignias have different uses. 15^50 is one of those "generic" insignias, for when you don't really have a build that would specifically benefit from one of the others. I tend to agree that the "while under 50%" one is pointless, though, along with the "while hexed". At least in PvP anyway. Think of them like skills. There are some skills that don't work well in some situations, but removing them from those situations altogether would discourage people from learning what skills are better. If they removed all but the "most popular" insignias in PvP then no one would learn -why- they're most popular.
f
The condition shortening runes were never really useful for me. If a monk had shortens daze by 20% rune and became dazed for 10 seconds, they would only be spared for 2 seconds which in GvG time is enough to get wiped. If you were running and had a shortens crippled by 20% with the shield one, and became crippled for 10 seconds you'd be hobbling for 6 seconds which would be enough to get wiped if you were running a high lvl area, not counting knockdowns from a melee foe.
f
Quote:
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Originally Posted by Curse You
I always have a Clarity (Reduce Blind & Weakness) on my PvP ranger. I don't know how many times it has helped me.
I also put a Clarity on my PvE assassin. I don't like being blinded by stuff and getting my attack chain messed up. |
As a professional remover monk, i actually draw my stength from enemies stupid enough to use conditions on my party! It even goes so far that i let Margrid use a spirit of pestilence to make shure my party stays poisoned and dezeased all the time so i can mend , extinguish and restore away. If they don't use conditions, i cant heal jack 

I'll echo the use of certain runes under certain conditions. Basically only ever Blind, Cripple, and Dazed reductions are under consideration.
Poison + Bleeding + Weakness are all a bit underwhelming, though weakness can be nasty. Shaving off a few seconds doesn't matter enough.
Deep Wound and Cracked Armor are conditions used to hit for heavy, short-period damage, and the latter has no rune reducer. You'd need a very, very high amount of condition reduction to want the Deep Wound reducer, and it'd probably have to be enough for immunity to matter.
Poison + Bleeding + Weakness are all a bit underwhelming, though weakness can be nasty. Shaving off a few seconds doesn't matter enough.
Deep Wound and Cracked Armor are conditions used to hit for heavy, short-period damage, and the latter has no rune reducer. You'd need a very, very high amount of condition reduction to want the Deep Wound reducer, and it'd probably have to be enough for immunity to matter.
fenix
Major-General Awesome
Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#
W/
Joined Aug 2005
I use Clarity and Restoration runes on my Warrior, for shorter Blind AND Cripple, I also have shorter Blind and Cripple shields, so it shortens one of them even further. I suppose I don't really NEED the Cripple one, but it sure helps on maps like Burning, or when I need to chase down a target faster. The shorter Blind is something all Warriors should have though, there's no reason NOT to.
k
I use a blind rune and shield for my warrior. You pretty much have one role, pressure and maybe a lucky snare and spike. You're not worth much if they can just hobble away while you swing around blindly. You probably won't even land the cripslash in the first place. Weakness isn't as critical but can be nice to have.
Oh, even if you're pve only, tanzit's cheap as while looking pretty pimp. Stick one on Jora and you'll see. There's also a lot more blind bots if you play GWEN.
Oh, even if you're pve only, tanzit's cheap as while looking pretty pimp. Stick one on Jora and you'll see. There's also a lot more blind bots if you play GWEN.
