More specality runes
Goonter
So whats up, you think the other classes will get specality runes like warriors do in coming expansions?
Im trying to think how such a thing would happen and this is what Ive dreamed up.
Elementist
Rune of Power - Adds energy to energy pool.
Minor - 5
Major - 8
Superior - 10
Necromancer
Rune of Blood - Adds health to health bar.
Minor - 10
Major - 20
Superior - 25
Monk
Rune of Chi - Decreases recasting time. (will not reduce recast of spells with one second or less)
Minor - 12%
Major - 18%
Superior - 20%
Mesmer
Rune of Guile - Decreases casting time.
Minor - 20%
Major - 25%
Superior - 30%
Ranger
Rune of Agility - Adds evasion while casting Traps, Prepartions and Rituals. (does not stack with stances)
Minor - 20%
Major - 25%
Superior - 33%
Im trying to think how such a thing would happen and this is what Ive dreamed up.
Elementist
Rune of Power - Adds energy to energy pool.
Minor - 5
Major - 8
Superior - 10
Necromancer
Rune of Blood - Adds health to health bar.
Minor - 10
Major - 20
Superior - 25
Monk
Rune of Chi - Decreases recasting time. (will not reduce recast of spells with one second or less)
Minor - 12%
Major - 18%
Superior - 20%
Mesmer
Rune of Guile - Decreases casting time.
Minor - 20%
Major - 25%
Superior - 30%
Ranger
Rune of Agility - Adds evasion while casting Traps, Prepartions and Rituals. (does not stack with stances)
Minor - 20%
Major - 25%
Superior - 33%
wolver1ne
I think these are some good ideas actually.
Halmyr
Dont think the mesmer need smaller casting tome doh.
judge1121
maybe receiving energy while they are casting
thirtypercent
the specifications might not be fair but i like the idea
NatalieD
It seems unnecessary to me. The extra rune is just part of what warriors get in exchange for being stuck with two measly pips of energy.
Hannibel
it'd leave out the consept of warriors being tanks, adding health to necros? and energy, if your able to add mana to one class just for the hell of it your going to have to implement runes that add mana and life aswell, there's already vigor runes, maybe more specific like, add +20,40,80 life to minions
judge1121
Quote:
Originally Posted by NatalieD
It seems unnecessary to me. The extra rune is just part of what warriors get in exchange for being stuck with two measly pips of energy.
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Goonter
Quote:
Originally Posted by Hannibel
it'd leave out the consept of warriors being tanks, adding health to necros? and energy, if your able to add mana to one class just for the hell of it your going to have to implement runes that add mana and life aswell, there's already vigor runes, maybe more specific like, add +20,40,80 life to minions
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Necros sacrifice health for a number of spells.
Thier health pool is part mana pool too for them.
And health doesnt make you a tank, high armor does.
Warriors have high armor, shields, armor increasing skills and absorbtion runes.
If health did make you a tank, necros would be tanks with Demonic Flesh up.
Quote:
Originally Posted by NatalieD
It seems unnecessary to me. The extra rune is just part of what warriors get in exchange for being stuck with two measly pips of energy.
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Quote:
Originally Posted by thirtypercent
the specifications might not be fair but i like the idea
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I tryed to come up with something pertinent to each profession.
Hannibel
if there going to add less recharge time then they would have to add in more then those runes, for warrior less adreneline for each class that's basically what adreneline is it's a recharge but for warriors, rune of blood, vigor runes aren't enough? rune of blood if it adds health then major and superior would have to have a penelty -life then instead of you gaining health your loosing more then what you get, 10 energy is a lot there's a reason why elementalist have energy storage that's a specific attribute for there class because there spells cost a lot of energy
Goonter
ummm...I probably shouldnt keep this up, but..
You in love with the warrior class?
Im sure you already know but Ill remind you, Warriors have a good number of skills that have a recast time. Some of them require energy and not adrenaline.
How much health do absorption runes penalize for?
Maybe 10 energy is too much. Like I said, I didnt test it. I just sort of threw it up there.
How about:
Rune of Stamina - Reduces exhaustion
Minor - 2
Major - 3
Superior - 4
Quote:
Originally Posted by Hannibel
if there going to add less recharge time then they would have to add in more then those runes, for warrior less adreneline for each class that's basically what adreneline is it's a recharge but for warriors
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Im sure you already know but Ill remind you, Warriors have a good number of skills that have a recast time. Some of them require energy and not adrenaline.
Quote:
rune of blood, vigor runes aren't enough? rune of blood if it adds health then major and superior would have to have a penelty -life then instead of you gaining health your loosing more then what you get, |
Quote:
10 energy is a lot there's a reason why elementalist have energy storage that's a specific attribute for there class because there spells cost a lot of energy |
How about:
Rune of Stamina - Reduces exhaustion
Minor - 2
Major - 3
Superior - 4
Hannibel
no i'm not in love with warriors, but your trying to add in runes that aren't needed, but when it comes to warriors there the only class with 6 runes and it seems like your making introducing the fact that if warriors have a rune of absorption every other class should have another rune aswell, your trying to add in too much for every other class if you added these runes to these other classes they would have more of an edge against warriors,the runes your trying to add in don't correspond to every skill for there class,
Hannibel
there's reasons why certain skills have penelties on them, exhuastion, easily intirrupted, longer casting time, longer recharge time, because there good enough to be elite skills but instead of making them elite skills you put a penelty on them or flaw and you make them normal skills
Goonter
I bet you if absorption runes never exsisted, there would be debate as to whether they were needed.
Thanks for braking down "reasons why certain skills have penelties on them", thats hard to conceptualize sometimes.
Anyhow, its cool. Your opinion is your own. And maybe your insights can help to improve my daft suggestions.
Thanks for braking down "reasons why certain skills have penelties on them", thats hard to conceptualize sometimes.
Anyhow, its cool. Your opinion is your own. And maybe your insights can help to improve my daft suggestions.
SaintGreg
I like the idea alot, but the bonuses would have to be pretty tiny like the warriors. But either way I don't think it matters, classes are already specialized there is no reason to make them even better at what they are already good at, especially considering that in pvp everyone gets these bonuses anyways...
kendaki
I could see this being quite useful. Though maybe instead of an energy boost to the Elementalist make it a general rune much like the vigor runes. Give them maybe an elemental absourbtion rune so that the damage recieved by elemental types are reduced.
On a side note other things I'd like to see for the different classes are specialty optional armor peices. Like the warrior getting the gloves that increase knock down or the necromancer getting the boots that increase casting speeds of spells that effect courpses. Sorry for getting off topic there this idea just seemed to tie into that a little bit so i thought i'd mention it
On a side note other things I'd like to see for the different classes are specialty optional armor peices. Like the warrior getting the gloves that increase knock down or the necromancer getting the boots that increase casting speeds of spells that effect courpses. Sorry for getting off topic there this idea just seemed to tie into that a little bit so i thought i'd mention it
The Hand Of Death
The necro rune should be more geared to the abilities of the necro not toward its health. Maybe skills that target corpses are cast faster like the boots or the necro sacrafises 20% life when they sacrafise. Instead of 10% life it is 8%, which would help with a lot of things.
superbinnie
I like this idea, and I like it a lot. Superior Absorbtion isn't that big of a deal, but then again that no-penalty rune does seem a little unfair. Personally, I suspect Absorption was a bone thrown to the dogs when developers realized how limited they were making warriors, and they would have been better off just linking Adrenaline to Strength.
Deadlyjunk
Quote:
Originally Posted by Goonter
Elementist
Rune of Power - Adds energy to energy pool. Minor - 5 Major - 8 Superior - 10 |
Minor - 3
Major - 6
Superior - 9
Catchy isn't it?
Quote:
Originally Posted by Goonter
Necromancer
Rune of Blood - Adds health to health bar. Minor - 10 Major - 20 Superior - 25 |
Another existing idea...
Quote:
Originally Posted by Goonter
Mesmer
Rune of Guile - Decreases casting time. Minor - 20% Major - 25% Superior - 30% |
Quote:
Originally Posted by Goonter
Ranger
Rune of Agility - Adds evasion while casting Traps, Prepartions and Rituals. (does not stack with stances) Minor - 20% Major - 25% Superior - 33% |
Goonter
Hot Damn DeadlyJunk. I even admitted that my suggestions where dreamed up and not balanced and you still mustered up the emotion to flame a post that renders no impact on the working game, unless the developers implement ideas from the community without testing them first.
I can do sarcasm too - Your input helps.
The first question of the post says it all. The answer is yes or no.
I choose yes and to help illustate, I crapped out some possablities. That is all.
I can do sarcasm too - Your input helps.
The first question of the post says it all. The answer is yes or no.
I choose yes and to help illustate, I crapped out some possablities. That is all.