A caster only rune
Ninjutsu Honor Code
It just came to my mind warriors have absorb runes wich are for them only now how about a rune for casters only. My idea for a caster only rune is a Rune of Barbs
Rune of barbs deals X damage to enemies that make physical contact with you (melee/arrows)
Minor 1 damage
Major 2 damage
Superior 3 damage
It might not be the best idea and not unbalancing anything what do you guys think?
Rune of barbs deals X damage to enemies that make physical contact with you (melee/arrows)
Minor 1 damage
Major 2 damage
Superior 3 damage
It might not be the best idea and not unbalancing anything what do you guys think?
bulletsmile
yes you are right, i think it's stupid that A-net have made extra special runes for warrior only (absortion runes). I think more like every class could have their own special rune, for example:
-Elementalist: X rune of Keeping ( every X. spell you cast costs no energy to cast)
-Necromancer: X rune of Transfer (u gain 1 energy every X. time you attack or cast a spell)
-Mesmer: X rune of Lasting (each hex you cast last X seconds longer)
-Ranger: X rune of Winds (every X. skill you use recharge 50% faster)
-Monk: X rune of The Holy (every X. healing/prot/divine/smite spell you cast have double effect)
-Elementalist: X rune of Keeping ( every X. spell you cast costs no energy to cast)
-Necromancer: X rune of Transfer (u gain 1 energy every X. time you attack or cast a spell)
-Mesmer: X rune of Lasting (each hex you cast last X seconds longer)
-Ranger: X rune of Winds (every X. skill you use recharge 50% faster)
-Monk: X rune of The Holy (every X. healing/prot/divine/smite spell you cast have double effect)
Harmony
I like this idea! Why should warriors have their own 'special' rune and the other classes get left out?!
/signed
/signed
Soul Shaker
Everyone else has no runes because you don't need it. The wars need to survive in melee, meaning taking -3 damage from attacks is helpful...
You should be standing out of the fray anyways.
You should be standing out of the fray anyways.
Harmony
True, but sometimes, depending on the situation or the group you are with, it is impossible to stay completely out of the fray. Besides, the runes bulletsmile 'created' would serve not to buff your character for close range, but to augment the skills specific for that class.
MinaDrakul
/signed
Soul, yes warriors are in the fray but who says that caster runes would be to lessen damage? The caster runes could give speed casting or give energy boosts. As others have said, why should the warriors get all the fun?
Soul, yes warriors are in the fray but who says that caster runes would be to lessen damage? The caster runes could give speed casting or give energy boosts. As others have said, why should the warriors get all the fun?
Tuoba Hturt Eht
If you want to give casters an extra rune, how about giving more warriors more energy regen?
Monks / Elementalist / Necromancers / Mesmers get 4 pips of energy regen
Warriors get 2 pips of energy regen
Why should casters get 4 pips of energy regen, rangers get 3 pips of energy regen, while warriors get left out?
Casters get 4 pips of energy regen, warriors only get 2 pips of energy regen.
Why should casters get all the fun?
Monks / Elementalist / Necromancers / Mesmers get 4 pips of energy regen
Warriors get 2 pips of energy regen
Why should casters get 4 pips of energy regen, rangers get 3 pips of energy regen, while warriors get left out?
Casters get 4 pips of energy regen, warriors only get 2 pips of energy regen.
Why should casters get all the fun?
MMSDome
/not signed
other casters are doing fine and the game is balanced right now. It would create easier farming with these runes for casters and warriors need more defense since they are in the middle of the (poop) storm
other casters are doing fine and the game is balanced right now. It would create easier farming with these runes for casters and warriors need more defense since they are in the middle of the (poop) storm
NatalieD
The potential for absorption runes is just a benefit of warrior armor, balanced against the higher energy and energy regen of other classes.
Soul Shaker
We can get a max of 28 energy while still using our designated equipment )sword, axe, hammer, shields) and no more than 2 pips of regen without skills.
Compared to rangers: 3 pips of regen, 25 base energy, to 32 with class gear.(not to say this is unfair, their skills use more energy anyway)
Now...casters- (for purposes of this, the ele is excluded) 4 pips of regen, i think it would be...umm...base 30, +15 possible from a wand and off-hand, possible i think...75 or so with the +15 energy, regen -1 focus..as well as with the wand of the same type with a +3 unconditional (is that possible?)
Compared to rangers: 3 pips of regen, 25 base energy, to 32 with class gear.(not to say this is unfair, their skills use more energy anyway)
Now...casters- (for purposes of this, the ele is excluded) 4 pips of regen, i think it would be...umm...base 30, +15 possible from a wand and off-hand, possible i think...75 or so with the +15 energy, regen -1 focus..as well as with the wand of the same type with a +3 unconditional (is that possible?)
Mandy Memory
Your runes are overpowered.
How bout a rune that increases soulreaping radius by x'(necro), a rune randomly refills x energy when you cast at a 1% chance(ele), spells recharge x*4% faster at a 1% chance(mesmer), bows fire x*2' longer(ranger), and hex duration is shortened by x*3% (monk)
x= 1 for minor, 2 for major, 3 for superior
Of course I am an advocate of bringing back fury runes.
How bout a rune that increases soulreaping radius by x'(necro), a rune randomly refills x energy when you cast at a 1% chance(ele), spells recharge x*4% faster at a 1% chance(mesmer), bows fire x*2' longer(ranger), and hex duration is shortened by x*3% (monk)
x= 1 for minor, 2 for major, 3 for superior
Of course I am an advocate of bringing back fury runes.
Vengal
How about an Ele Rune of Focus: gives an x% chance to not be interrupted when casting a spell. Maybe some thing like 5%,10%,15% or 10%,20%,30%.
Rieselle
I think/hope that everyone will get many more runes, with videly varying effects. It's the height of boringness that pretty much choosing runes is a almost a no-brainer - sup vigor, sup absorb (for war), sup in attribute of your choice, and minors in the other attributes.
Choosing runes should be like choosing skills should be - a really tough decision with many tradeoffs and compromises. I think there should be a whole bunch of runes for everyone - elemental resistance runes, damage resistance runes, +1 energy regen runes, shorten poison runes, increased adren gain runes, casting time reduction runes, casting cost reduction runes, etc etc. Some of them should reduce your health like the superior attribute ones do, some should reduce your armor, damage, energy pool, etc etc.
In other words, the more variation and choice, the better.
Choosing runes should be like choosing skills should be - a really tough decision with many tradeoffs and compromises. I think there should be a whole bunch of runes for everyone - elemental resistance runes, damage resistance runes, +1 energy regen runes, shorten poison runes, increased adren gain runes, casting time reduction runes, casting cost reduction runes, etc etc. Some of them should reduce your health like the superior attribute ones do, some should reduce your armor, damage, energy pool, etc etc.
In other words, the more variation and choice, the better.
fallot
Profession specific runes are a good idea if they can be well balanced. It will give the primary profession a lot more importance.
/signed.
/signed.
FalconDance
There's an Elite called Warrior's Endurance for all you complaining about your lack of egy regen. For X seconds, you gain X energy with each hit (or somesuch), with the maximum not to exceed Y. It is very handy and really a no-brainer to use, even for a big meat shield .
M C H A M M E R
Quote:
Originally Posted by bulletsmile
yes you are right, i think it's stupid that A-net have made extra special runes for warrior only (absortion runes). I think more like every class could have their own special rune, for example:
-Elementalist: X rune of Keeping ( every X. spell you cast costs no energy to cast) -Necromancer: X rune of Transfer (u gain 1 energy every X. time you attack or cast a spell) -Mesmer: X rune of Lasting (each hex you cast last X seconds longer) -Ranger: X rune of Winds (every X. skill you use recharge 50% faster) -Monk: X rune of The Holy (every X. healing/prot/divine/smite spell you cast have double effect) |
HDS
/SIGNED
Farming would be soooo much easier then, imagine SoJ now deals 100 dmg instead of 50 & lasts for doubel the amoutn +20%
I would <3 that!
Farming would be soooo much easier then, imagine SoJ now deals 100 dmg instead of 50 & lasts for doubel the amoutn +20%
I would <3 that!
Elena
HDS or an admin edit his posts its making this thread hard to read -.-'
on the topic i'm not to sure bout adding to each proffesion more runes
on the topic i'm not to sure bout adding to each proffesion more runes
David Lionmaster
Quote:
Originally Posted by Rieselle
I think/hope that everyone will get many more runes, with videly varying effects. It's the height of boringness that pretty much choosing runes is a almost a no-brainer - sup vigor, sup absorb (for war), sup in attribute of your choice, and minors in the other attributes.
Choosing runes should be like choosing skills should be - a really tough decision with many tradeoffs and compromises. I think there should be a whole bunch of runes for everyone - elemental resistance runes, damage resistance runes, +1 energy regen runes, shorten poison runes, increased adren gain runes, casting time reduction runes, casting cost reduction runes, etc etc. Some of them should reduce your health like the superior attribute ones do, some should reduce your armor, damage, energy pool, etc etc. In other words, the more variation and choice, the better. |
Mandy Memory
Every rune listed are vastly overpowered and will upset the balance between classes.
Think weak like absorption not strong like axe mastery
Think weak like absorption not strong like axe mastery
HDS
imagine, superior energy recovery
+3 energy regen... rofl + bip + usual 4 regen for casters = ultra energy man
+3 energy regen... rofl + bip + usual 4 regen for casters = ultra energy man
bulletsmile
Quote:
Originally Posted by Mandy Memory
Your runes are overpowered.
|
bulletsmile
Quote:
Originally Posted by Tuoba Hturt Eht
If you want to give casters an extra rune, how about giving more warriors more energy regen?
Monks / Elementalist / Necromancers / Mesmers get 4 pips of energy regen Warriors get 2 pips of energy regen Why should casters get 4 pips of energy regen, rangers get 3 pips of energy regen, while warriors get left out? Casters get 4 pips of energy regen, warriors only get 2 pips of energy regen. Why should casters get all the fun? |
Ristaron
Quote:
Originally Posted by MMSDome
/not signed
other casters are doing fine and the game is balanced right now. It would create easier farming with these runes for casters and warriors need more defense since they are in the middle of the (poop) storm |
Aside from that, you're also an advocate for overthrowing your guild leader, who took time and money more than you would ever do in order to make your guild... you therefore have bad judgement in the eyes of many, many people and your opinion carries no weight. Sorry.
And no, the game is not balanced, why do you think ANet is nerfing stuff?
Mandy Memory
Quote:
Originally Posted by bulletsmile
you know, i haven't said how strong my runes are, only a X. you know, the nercromancer superior could be 1 energy every 10 or 20.th time you attack, i don't think that is so overpowered against that warriors superior takes away 3 dmg all the time.
|
Quote:
Originally Posted by bulletsmile
yes you are right, i think it's stupid that A-net have made extra special runes for warrior only (absortion runes). I think more like every class could have their own special rune, for example:
-Elementalist: X rune of Keeping ( every X. spell you cast costs no energy to cast) -Necromancer: X rune of Transfer (u gain 1 energy every X. time you attack or cast a spell) -Mesmer: X rune of Lasting (each hex you cast last X seconds longer) -Ranger: X rune of Winds (every X. skill you use recharge 50% faster) -Monk: X rune of The Holy (every X. healing/prot/divine/smite spell you cast have double effect) |
A x*10% reduction in spell cost 1% of the time would be good though.
-Necro: They already have something similar to this, its called soul reaping...might i suggest a skill that just improves that?
Quote:
Originally Posted by Mandy Memory
increases soulreaping radius by x'(necro)
x= 1 for minor, 2 for major, 3 for superior |
-Ranger: This is either too good, or pointless. Try something that messes with expertise at a 1, 2, or 3% chance where your expertise reduction is 150% for a minimum of 1 energy.
-Monk: LOL do I even need to say anything?
Quote:
Originally Posted by Mandy Memory
hex duration is shortened by x*3% (monk)
x= 1 for minor, 2 for major, 3 for superior |
So yes, even without seeing the numbers, your skills are overpowered or redundant.
Ristaron
They're also just ideas and templates. Stop being so closed-minded and look at the bigger picture. Warriors get that extra rune and nobody else does, therefore even if new runes are redundant or pointless, they will still be there and everything will be even.
Mandy Memory
But they arent there now and everything is even.
Warriors are the most easily countered class in the game, and absorption only matters against other warriors.
Therefore an ele rune should make you take 3 less damage from the 4 elements, mesmer should make you take 3 less chaos damage, necro should make you take 3 less dark damage, ranger should make you take 3 less damage from arrows (because there is a piercing axe), and monk should make you take 3 less damage from holy.
Now that would be fair
From another thread (isnt search amazing?)
Warriors are the most easily countered class in the game, and absorption only matters against other warriors.
Therefore an ele rune should make you take 3 less damage from the 4 elements, mesmer should make you take 3 less chaos damage, necro should make you take 3 less dark damage, ranger should make you take 3 less damage from arrows (because there is a piercing axe), and monk should make you take 3 less damage from holy.
Now that would be fair
From another thread (isnt search amazing?)
Quote:
Originally Posted by Ensign
Make runes general whenever possible. 30 general runes gives each player more choices than 100 class specific runes, by a fair margin.
General absorption runes. +armor runes. +armor vs. physical. +armor vs. elemental. +armor vs. fire. +energy. +energy when you get hit. +energy when you use skills. +health when using skills. reduces hex duration. reduces condition duration. magic absorption. physical absorption. reduced skill costs. Plus class and attribute specific ones. Just make a slew of runes, generally useful ones, and make people choose their five. Peace, -CxE |
Quote:
Originally Posted by kunt0r
I've always had this idea for runes:
There should be runes for every skill, well most, ie: Inferno Rune: Add +10 dmg to Inferno, but take +15 dmg from Inferno Life Siphon Rune: Add +3 seconds to effect, but +5 seconds are added when it's used against you. This would allow for further customization of armour. ATM there's 7 (?) rune spots, but most classes only have 5-7 ruins availble, everyone's just going to use them all and put no thought into it. Either that, or Anet's holding back on some more runes untill retail. |
Lasher Dragon
For rangers, I'd like to see a rune of Archery, which allows you to fire a bow faster.
Minor - 5% increased attack speed
Major - 10% increase
Superior - 15% increase
Minor - 5% increased attack speed
Major - 10% increase
Superior - 15% increase
Mandy Memory
Quote:
Originally Posted by Lasher Dragon
For rangers, I'd like to see a rune of Archery, which allows you to fire a bow faster.
Minor - 5% increased attack speed Major - 10% increase Superior - 15% increase |
Up to a ~10% increase would make it faster, but also keep it slow enough to remain somewhat balanced. I would think a rune makes arrows travel that amount faster would be cooler though.
Also, what about rangers that dont use bows?
Edit: my mistake, I meant ranger.
Grimm
Quote:
Originally Posted by Mandy Memory
Also, what about archers that dont use bows?
|
audioaxes
/not signed
SaintGreg
/not signed
The game is balanced the way it is now theres no reason to add more runes that complicate things further.
The game is balanced the way it is now theres no reason to add more runes that complicate things further.
Mandy Memory
Quote:
Originally Posted by SaintGreg
/not signed
The game is balanced the way it is now theres no reason to add more runes that complicate things further. |
Having to pick between runes?
Not everyone using the same runes?
If you dont agree it should not be because there is no reason, as there are many, it should be because you do not like the idea.
antialias02
New runes PERIOD would be cool. Even runes of Energy..
Minor +1 Energy
Major +2 Energy
Superior +3 Energy
or something like that.
Minor +1 Energy
Major +2 Energy
Superior +3 Energy
or something like that.
Mandy Memory
If that would be available to every class make it +2, 4, and 6 energy. 3 energy wouldnt make the rune worth it.
Moa Bird Cultist
Hmmmm, then how about this: Rune of Command - can be applied to any class and enhances the a.i of pets, from the minor acting as a small buff to their reaction time, right up to the superior rune which gives your animal companion a.i comparable to that of an ordinary henchman.
Rune of Minor Command: Grants a small bonus (+1, non-stacking,) in communication skills with your Animal Companion.
Rune of Major Command: Grants a large bonus (+2, non-stacking, maybe -50 health,) in communication skills with your Animal Companion.
Rune of Superior Command: Grants a symbiotic (+3, non-stacking, maybe -75 health,) level of communication with your Animal Companion.
It would work silmilarly to absorbsion in that the maximum 'level' would be 5, (achieved through wearing a piece of beastmaster armour as a ranger with an inherrent +2, instead of an elemental bonus or extra energy,) although classes other than ranger primary would be capable of 'level' 3 at best.
To illustrate the effect it would have, here is a chart indicating the effect command would have:
0 Command: Ordinary pet A.I.
1 Command: Improved call target reaction time.
2 Command: Reactions slightly slower than normal henchman A.I.
3 Command: Comparable to normal henchman A.I.
4 Command: Somewhere between ordinary Henchmen and Zaishen.
5 Command: Equivalent to Zaishen A.I.
There could also be skills such as 'Call of Command' - for xx seconds + 1...2 command level, which would work well with this.
Well it's just an idea, feel free to pick holes in it. All yours.
Rune of Minor Command: Grants a small bonus (+1, non-stacking,) in communication skills with your Animal Companion.
Rune of Major Command: Grants a large bonus (+2, non-stacking, maybe -50 health,) in communication skills with your Animal Companion.
Rune of Superior Command: Grants a symbiotic (+3, non-stacking, maybe -75 health,) level of communication with your Animal Companion.
It would work silmilarly to absorbsion in that the maximum 'level' would be 5, (achieved through wearing a piece of beastmaster armour as a ranger with an inherrent +2, instead of an elemental bonus or extra energy,) although classes other than ranger primary would be capable of 'level' 3 at best.
To illustrate the effect it would have, here is a chart indicating the effect command would have:
0 Command: Ordinary pet A.I.
1 Command: Improved call target reaction time.
2 Command: Reactions slightly slower than normal henchman A.I.
3 Command: Comparable to normal henchman A.I.
4 Command: Somewhere between ordinary Henchmen and Zaishen.
5 Command: Equivalent to Zaishen A.I.
There could also be skills such as 'Call of Command' - for xx seconds + 1...2 command level, which would work well with this.
Well it's just an idea, feel free to pick holes in it. All yours.
DC_Ross_Dark
fair enough we have an extra rune, thus the high price.
Nevin
Warriors have an absorption rune, because unlike other classes they can go Strength, Tactics, and only 1 weapon mastery. Thats 3 runes, then vigor thats 4, and then they have one free slot.. So thats where Absorption comes in.
Ken Dei
"Signet of Massive Dissapproval"
I play as a W/Mo and a Me/N.....NO!
I play as a W/Mo and a Me/N.....NO!
Mandy Memory
There should really be a lot of runes. Ones to shorten conditions, hexes, etc. Pretty much a rune for everything. Then people will have to choose.