16 Healing Prayers > 15 Healing Prayers.
Nuff said for me...
Two majors or one superior?
2 pages • Page 2
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.
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.
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.
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.
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.
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.
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.
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.
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.
m
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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.
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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.
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.
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.
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.
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.
T
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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)
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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.
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V
