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
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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.
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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.
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Marty Silverblade
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Originally Posted by Gennadios
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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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