Two majors or one superior?

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

So, the health penalty of major runes has been lowered to -35, so you can get two majors for the same 'cost' as one superior.

So, are you guys fitting new runes into your armors, or do you stay with your minors/superiors?

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

Being a classic D&D min-maxer, I will most likely stay with my superior runes.

Charqus

Krytan Explorer

Join Date: Nov 2005

Mo/

runes dont stack do they? so a sup will give +3 and 2 majors will be +2 pressumably?

Damien

Damien

Academy Page

Join Date: Sep 2005

A fairyland with roots in history

Me/N

Think I will stay with the minor/superior rune fit, mostly because old habits, but I might try out a minor/major/major fit if I play a build that would profit from it

Sir Skullcrasher

Sir Skullcrasher

Furnace Stoker

Join Date: Jun 2005

California

15 over 50 [Rare]

W/Mo

But if the runes don't stack, why should you put two major when you can put in the superior to get the same result?

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

You can now get +2 +2 for the same health penalty as +3 +1. I believe thats what was intended to be said.

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

He's not talking about stacking runes, he's talking about +2 to two attributes as opposed to +3 to one and +1 to another.

Charqus

Krytan Explorer

Join Date: Nov 2005

Mo/

Quote:
Originally Posted by Lasher Dragon
He's not talking about stacking runes, he's talking about +2 to two attributes as opposed to +3 to one and +1 to another.
ooooh thanks for clearin that up for me

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Quote:
Originally Posted by Charqus
ooooh thanks for clearin that up for me
Hey! I was first.

heh heh

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Unless you run a pure dual attribute mix build that leans equally on both skills, I think that (at least in PvP) should go with the Superior/Minor rune structure. This is especially true if you are a warrior/ranger/assassin primary.

Malachi The Fallen

Malachi The Fallen

Ascalonian Squire

Join Date: Sep 2005

N/Me

I'd say it strictly depends on the skills you use, and how much that +1 attribute bonus would affect them.

Usually more points in 1 attribute gives dimnishing results on skills.

Vlad Mortuus

Ascalonian Squire

Join Date: Feb 2006

St Marys, Ontario, Canada

CyberGameZone

N/Mo

Am I really the only person who uses dual superiors on many caster characters? My mesmer, necro and ele all have a superior of fastcasting, X Attribute, Soul Reapong, X Attribute, and Energy Storage, Fire Magic(respectively of course)

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

Nope Vlad I do too. As a matter of fact I ran with a 3-superior rune ranger build for a loooong time.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

This is one of the best updates in a long time. I will defiantly make new use of new Major Runes. For starts my Assassin gets a Major Rune of Dagger Mastery. That -75 is too much for a class that gets hit with armor drawbacks.

Arcador

Arcador

Wilds Pathfinder

Join Date: Jul 2005

--

R/N

Depends on the build. With this -35 I got an cool build that will get +1 with no cost compared to before the update.

TheMosesPHD

TheMosesPHD

Jungle Guide

Join Date: Feb 2006

Oregon

Mo Mo Patty Blinks [MoMo]

R/

It depends on the build but there are certainly many builds that could benifit from the double major alternative. I think a bonder would be good with this because you can get your divine favor higher than you usually wouldn't previously so that blessed signet gives more energy. Also I think the triple Major rune option wouldn't be that bad now that it's only 35. Before it just became habit to use rune-sets that other people did I used to always use a Sup Healing and a Major Divine. I didn't have any problem with having 405 health and now it'll be 420 health so it's not as bad. Woo!

Oh and if you think the Sup/Major combo is reasonable the triple major O.o combo seems reasonable too at 425 health.

zelira

Elite Guru

Join Date: Jan 2006

Me/

Probably stick with the sup runes already on my head pieces. Whatever I'm supposed to be doing in the group, I usually have that attribute set to 16. I also go with 2x sup runes (just borrow a piece of armor from the 55 set).

Markaedw

Markaedw

Desert Nomad

Join Date: Nov 2005

N/

I can definitely see the advatage for a monk major healing, divine and/or protection, which is why they are all sold out

TheOneMephisto

TheOneMephisto

Forge Runner

Join Date: Nov 2005

It's especially useful if you want to hit certain breakpoints and still get the most effeciency out of your attribute points.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

1 superior, and 1 major + helm

Vahn Roi

Vahn Roi

Forge Runner

Join Date: Apr 2006

[HiDE]

16 Healing Prayers > 15 Healing Prayers.

Nuff said for me...

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

I prefer one Superior Rune, as I like to use all Minor Runes and then have a Superior Rune on my head piece to go along with my highest attribute. Perhaps if I used multple sets of armor, or more varried attributes in any of my builds, my ideals would be different.

For example, I think my Warrior's setup would be a good example of this. With the way its setup, only having minor attribute linked runes, I can switch between builds and running merely by changing my head piece, attribute allocation, and skills. This is especially useful for running, as I for one dislike having anything attribute linked that is higher than a Minor Rune.

Shadowfox1125

Shadowfox1125

Forge Runner

Join Date: Mar 2005

PST

W/

This update really changes things but I guess now Major runes are worth a little more than before..

But I'm used to one superior.. but maybe someone will come up with some game-changing build(like 55mo) with the health reduction --reduction.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Necro> 2 majors
Mesmer> 2 majors
Monk> 2 majors
Ranger> 2 majors
Warrior> 1 sup (only because of henge helm)
Assassin> 2 majors or 1 sup (very flexible class)
Ele> 1 sup
Ritualist> 2 majors

For most classes hitting 16 is not worth it so why use a sup rune. Use 2 majors and hit another break point in another attribute and gain +5 hp. Hitting break points is more important than adding 2-3 dmg to your skills. Overall 2 majors + 1 minor comes out to +5 attribute lvls while 1 sup + 1 minor is only 4. Still more importantly is the break points.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

I wonder why it took so long ANET to implement this change. People have been suggesting this at least 6 months ago.

Some breakpoints are good at +3/+2/-, but many are still optimal with +4/+1/-. Rangers were one of the initial observed benificiaries with the hp cost of major runes being reduced.

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

Twicky - Monks could just as easily go for a single superior as they could for two majors. I mean, in a two major setup, they would replace their minor divine, with a major divine. Then put the other major on the head. Though if you were running a majority of healing spells, for example, then the superior head would be almost as effective. Without having to re-buy two more overly priced runes.

Cash

Cash

Wilds Pathfinder

Join Date: Dec 2005

Bound By Wild Desire [Wild]

another thing to point out now for casters is that using a hale staff head instead of a insightful one pretty much cancels out a major rune now. for example my mesmer could still use sup dom + mask to get to 16, but use a hale staff of fortitude and be able to use a major rune somewhere else with only -5 health overall. is it worth it? dunno yet (just got on and read about the update so i havent tried anything), but since some classes (mes and necro especially) have great energy management skills, the -5 energy shouldnt be a big deal.

thumbs up to ANET though for realizing how major runes were pretty much worthless and unused. whether this turns out to be a game-changing addition or not, at least it gives us the possibility for new builds that definately werent worth the health loss before.

Dj Tano

Dj Tano

Lion's Arch Merchant

Join Date: Mar 2006

Omfg if you think of it now, if you wouldve invested into a lot of monk runes needed for 55 you could sell them now for hundreds of k since they dont get sold on the market anymore...

mrmojo

Academy Page

Join Date: Sep 2005

LLJK

W/Mo

It might be useful but if people wanted to use a major before, 15 less hp wouldn't have stopped them.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by Lurid
Twicky - Monks could just as easily go for a single superior as they could for two majors. I mean, in a two major setup, they would replace their minor divine, with a major divine. Then put the other major on the head. Though if you were running a majority of healing spells, for example, then the superior head would be almost as effective. Without having to re-buy two more overly priced runes.
Divine favor add more of an increase in healing that pumping healing attribute. Most healing spells increase by 2 healing between break points. Spreading 2 majors over healing and divine will give you more healing while having to spend less attribute points. With a 2 major set up you can have 2/2/2. 2 major runes, head peice and minor rune. I'd rather go that route instead of 3/2 or 4/1

Hit the break points then pump the attribute points you saved into your secondary attributes for more energy management. I don't think a 10 heal difference is going make that much effect but that 2-3 extra energy will.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Tbh i think casters are better running at lvl16 of there main stat. Its there ONLY method of damage or healing in a monks case. A ranger, warrior or assassin can still deal out plenty of damage with slightly lower weapon stat. Meteor Shower or Spiteful Spirit can only get noticably better.

Atm 2 of my casters (namely necro and monk) run 2 Sup runes. My monk always runs a sup prot or healing and i usually tack a divine favour onto it. My necro will run the stat i need and a sup soul reaping (because i messed up a bit mainly). I think in light of this i'll drop a Major Soul Reaping in definatly, although the Divine Favour is part of my 55gear (i dont think i've actually used it beyond leveling myself in Elona), so i may just stick with either a minor or sup when i need it.

Edit: Twicky, Divine Favour doesn't add more to healing than a Healing Prayers would. For a start your not taking into account things like Heal Party, which have nothing to do with Divine Favour, nor WoH or Other which do alot more than 3 at the next level. Only Healing Touch would benefit more from this. The only skill i can think of that may heal less is Dwaynas Kiss, but once you throw a hex/enchantment in there you see the difference. Unless your going as a boon prot, then you can use a sup+tat to get the most from boon then go to a major prot+divine, in which case the difference can be subtantial. Same goes for prot, since not all things that hit RoF do max, and the 2% difference on Guardian is tiny. Not sure if it makes a difference to Aegis either.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

In any case the more I can add to my energy gain the better. Healing spells increase by 3-4 per point. DF increases at +3 and +4 at break points. I'd still take 2-3 energy over maybe 10 healing. In the end the energy gain would allow me to cast more therefor adding more to my healing ability over time.

This will also be a good set up for smiting monks. Even though they are rather rare smiting is make a small come back with air of enchantment. 2 smite, 2 prot, 2 divine would be much more optimal than 3/2 or 4/1.

I would use 2 majors when I'm going into 3 attributes of my primary like most every mesmer and ranger does. Warriors I'd go with the 3/2 or 4/1 because of the HoD helm decreasing my weapon to 15 max.

If its 2 attribute lines of the primary I'd go with 3/2 or 4/1. Maybe even risk 4/3 if you can use the +hp armor to offset the life loss. If its 3 attribute lines of the primary definatly go with 2/2/2.

jimmy_logic

jimmy_logic

Wilds Pathfinder

Join Date: Sep 2005

R/

Twicky can you explain how the new major runes would benefit a ranger? I don't see the maths you used sorry must be the early in the morning brain drain.

TadaceAce

Wilds Pathfinder

Join Date: Jul 2005

Quote:
Originally Posted by Vlad Mortuus
Am I really the only person who uses dual superiors on many caster characters? My mesmer, necro and ele all have a superior of fastcasting, X Attribute, Soul Reapong, X Attribute, and Energy Storage, Fire Magic(respectively of course)
Yes that is pretty stupid... 380 life ftw

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by jimmy_logic
Twicky can you explain how the new major runes would benefit a ranger? I don't see the maths you used sorry must be the early in the morning brain drain.
Most rangers use expertise, mark, and wilderness. Most of the time they are kept pretty even with expertise around 13-14. With the major set up you can do a 2/2/2 or a 3/2/1 attribute points spread. That will allow you reduce the mark and wilderness by 1 giving you more attribute points to spread into other attributes. After you add 1 more point into expertise to bring it to the 13-14 lvl you need you will have more points compared to the 4/1 sup combo. That means more points for your 2nd class. Usually being mesmer for more energy.

jimmy_logic

jimmy_logic

Wilds Pathfinder

Join Date: Sep 2005

R/

Thats what I was thinking but I think I got confused somehow. Running Sup/Maj/Min right now 450 Hp with +30Hp Bow Grip. Am liking the new Major Runes.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

My current builds are designed around Min/Sup, I'd have to rework them to use Majors. *shrug*

Maybe in the future.

semantic

semantic

Lion's Arch Merchant

Join Date: Feb 2005

confession: I never use Sup runes. Like ever. But I'm rarely doing anything really specialized in a tightly knit 8-man setup.

So yeah, I basically just got 16 attrib points and 5 health back (for ~120g I think). Been a good day.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

2 Major builds work nice its now something else to try.

Vlad Mortuus

Ascalonian Squire

Join Date: Feb 2006

St Marys, Ontario, Canada

CyberGameZone

N/Mo

Quote:
Originally Posted by TadaceAce
Yes that is pretty stupid... 380 life ftw
Since I'm not the tank, what does it matter? I hardly take damage as it is, playing a character that stands back at all times to do casting.