Which runes are recommended on a hero's head piece armor?
Warrior: Strength or Weapon Mastery?
Necro: I'm thinking Curses for a Curses build and Death Magic for a MM build.
Mesmer: Fast Casting, or Dom/Illu/Insp?
Ranger: Expertise or Marksmanship?
Elementalist: Energy Storage, or Air/Fire/Water/Earth?
Monk: Divine Favor, or Heal/Prot/Smite?
Assassin: Critical Strikes, or Dagger Mastery?
Ritualist: This could go any of the four, depending on the build.
Paragon: Leadership, Command, or Spear Mastery?
Dervish: Mysticism for the Forms, or Scythe Mastery?
What do you say?
Which runes on heros?
Malganis
Ensign
Whatever you would put there if you were running the same bar the hero is; usually weapon mastery or the attribute the bulk of their spells are from.
You can salvage runes from hero armor 100% of the time, so moving runes around on a hero to change their spec costs you a wholly trivial amount of gold.
You can salvage runes from hero armor 100% of the time, so moving runes around on a hero to change their spec costs you a wholly trivial amount of gold.
Gennadios
It really depends on whether you're rplanning to run a specific build on a hero, or just runeing them for an all purpose/one size fits all setup.
Warriors I go strength. Mostly because when I'm forced to run a Warr, I usually go spear builds to keep them out of Melee.
Necros you've got. Give a specific build to each one and specialize their runes.
Mesmers: Dom/Illusion
Ranger: Same deal as the warrior, when I'm forced to run one I have them SoS, so I'd go Expertise.
Ele: I run Energy Storage, it's vital if you're running an ER healer ele, and the rest of the time I alternate between fire and earth magic and a few less points in fire/earth don't translate into much less damage.
Monk: Have one set for Prot. and one set for Heals.
Sin: You'll never be forced to use one in missions, don't bother.
Rit: Inferior to the necro in every build except Communing, so I'd rune that.
Paragon: Leadership, their damage is so average that spears aren't worth it, and command, meh.
Derv: /N Orders Healer is the only worthwhile build, so mysticism for the few times they have to be run.
Warriors I go strength. Mostly because when I'm forced to run a Warr, I usually go spear builds to keep them out of Melee.
Necros you've got. Give a specific build to each one and specialize their runes.
Mesmers: Dom/Illusion
Ranger: Same deal as the warrior, when I'm forced to run one I have them SoS, so I'd go Expertise.
Ele: I run Energy Storage, it's vital if you're running an ER healer ele, and the rest of the time I alternate between fire and earth magic and a few less points in fire/earth don't translate into much less damage.
Monk: Have one set for Prot. and one set for Heals.
Sin: You'll never be forced to use one in missions, don't bother.
Rit: Inferior to the necro in every build except Communing, so I'd rune that.
Paragon: Leadership, their damage is so average that spears aren't worth it, and command, meh.
Derv: /N Orders Healer is the only worthwhile build, so mysticism for the few times they have to be run.
Marty Silverblade
Quote:
Originally Posted by Gennadios
Quote:
Rit: Inferior to the necro in every build except Communing, so I'd rune that.
Not true. There is a difference in damage in channeling bars as well. Splinter at 12 will produce 492 damage (assuming it hits 3 targets), while Splinter at 14/16 will produce 705/795 damage. This is on top of bigger spirit damage as well, not to mention the ability to run any utility needed (an N/Rt can't run smites, for example). Quote:
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