Hero rune configurations...

Baratus

Baratus

Lion's Arch Merchant

Join Date: Jul 2005

Elizabethtown, NC

Deathkings of The Dark Citadel

D/Me

I've been looking into decking out Koss since he is my main tank while playing alone, even though I wind up stealing aggro half the time! Anyway, he has all knight's insignias on his armor, and I plopped a spare superior rune of absorbtion on his chest-piece. The thing is, his armor already has +20 versus physical, putting it at 100AL, plus the -3 on all pieces except his chest, which gets -6. Would it be wise with his AL of 100, to swap out the knight's insignias for the one that reduces elemental damage? I mean we have our fair share of melee, but we see about that many elemental foes as well.

After that's said and done, he currently has a purple sword, 11-15, +11% while above 50%, and requires 5 in swordsmanship. I am probably going to change him to an axe-warrior in the future for the higher damage and the ability to hurt multiple foes. What rune configuration would suit him best for both sword and axe builds? I am leaving all of my heroes as plain, single-classes. I say that so I don't get replies with a ton of mixed-class skills. I want Koss to be a pure warrior.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Stonefist if you give him any skills for knockdowns. Survivor for the rest. Of, if you want to make him into a proper wammo, give him Radiant so he can spam Healing Breeze more often.

Lyssa Mac

Ascalonian Squire

Join Date: Aug 2007

First off, the superior absorption rune is global - it gives the damage reduction against physical wherever he's hit. Insignia wise, either elemental damage reduction or survivor for the plus health.

In terms of runes, you will want a different set up depending on whether you go sword or axe. If you change your mind, you can always salvage the rune off the hero with an expert salvage kit and you won't damage the armour or lose the mods.

As he's a hero, +1 to sword or axe on the headpiece (minor rune). This will give an extra +1 as the headpiece will match the effect of the wep rune. (I'm sure there's a better way to explain it but it's late for me and my wording gets messy). As well as the sword or axe rune, you'll want a vigor rune if you've got one lying around and a minor strength rune too. If you have a shield with a tactics requirement, you may want a minor tactics rune too.

Baratus

Baratus

Lion's Arch Merchant

Join Date: Jul 2005

Elizabethtown, NC

Deathkings of The Dark Citadel

D/Me

So go with the elemental protection insignias, keep the superior absorption on the chest-piece, and use a major weapon-type rune? My player-class warrior/monk has armor from before the time of insignias and such, and has the same thing as knight's insignias all over it, but he has a major vigor, major swords, and minor others. I won't do anything to his armor since it's classic armor.

Still, seems I need to do this guy the same way as my hero, only with elemental resistance instead of damage reduction.

Oh, and does the superior absorption rune stack with the knight's insignias?

farmerfez

farmerfez

Krytan Explorer

Join Date: Mar 2006

You should know

W/

wait...your a warrior with a warrior hero?

Baratus

Baratus

Lion's Arch Merchant

Join Date: Jul 2005

Elizabethtown, NC

Deathkings of The Dark Citadel

D/Me

No, I play a dervish. I have a warrior.

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

Survivor Insignia

I know I'm repeating myself but... melee heroes are bad.

kthxbye

Baratus

Baratus

Lion's Arch Merchant

Join Date: Jul 2005

Elizabethtown, NC

Deathkings of The Dark Citadel

D/Me

So what makes them bad? My only problem is that since the update, if you set him to attack, he runs miles away on his own trying to attack everything. When he is defensive he does quite well and follows orders.

-Lotus-

Jungle Guide

Join Date: May 2008

Quote:
Originally Posted by me from another thread
Its not that heroes cant play melee. they do fine once they are in melee and have a target. the problem is that their targeting and pathing AI is so bad that they never seem to pick a target and attack them. they just kinda play tag with the entire mob. the pathing AI is terrible for heroes attempting to play melee, they cant pick a target to save their life. Its much better to let heroes stick to ranged roles they cant mess up.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by Baratus
So what makes them bad? My only problem is that since the update, if you set him to attack, he runs miles away on his own trying to attack everything. He must be on "Attack" to do that right? I wouldn't have them on Attack because they're too prone to OVER aggro that way.

The only Melee hero I regularly use is a Dervish because EDA is nice and they're a good platform for a Splinter-Rage Rit.