Warriors Treated Special?

Gophurt

Gophurt

Pre-Searing Cadet

Join Date: Mar 2005

Orono Maine

I was thinking about the different runes that are available, and I was wondering, is there any good reason that warriors get 2 extra runes that don't effect a stat? Why not give runes to caster profs that legthen enchant duration or give them the absorption runes as well?

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by Gophurt
I was thinking about the different runes that are available, and I was wondering, is there any good reason that warriors get 2 extra runes that don't effect a stat? Why not give runes to caster profs that legthen enchant duration or give them the absorption runes as well?
What two extra runes? I only thought we got an extra one in the Absorpt. I'm aware of that one, at least. Vigor can be used by anyone. Otherwise, what other one?

<Tactics, Strength, Sword/Hammer/Axe Mastery> Nothing seems out of place..anyways

Why give casters absorpt? With their armor, it's not gunna make a whole lot of difference if they duck a couple damage. Now, with warriors, seeing as they rely on it, I can give that idea a thumbsup.

Now I agree casters SHOULD get something, maybe if not absorption like a minor/major/superior energy pool rune, effectively like adding +3, +5, +8, with same penalties, or something along those lines. Casters can already get enchantment lasts longer weapon mods, so giving them a rune like that would make no sense.

--The Shim

Sentao Nugra

Krytan Explorer

Join Date: Jul 2005

Crystal Lake, Illinois

Grenths Rejects [GR]

shim, he meant one + vigor. which is where you got confused. and i was having the same epiphany the other day bout this so...

/signed

Avair Strabain

Academy Page

Join Date: Jun 2005

/signed

Como Fort

Frost Gate Guardian

Join Date: Jun 2005

Reading, England

[mB] Mental Block

Mo/Me

/not signed

As a Caster myself, I wouldn't think of giving us anymore benefits than we already have. Warriors are the ones in the traps, in the meteor storms, in the melee, so they deserve that extra rune.

Deadlyjunk

Deadlyjunk

Banned

Join Date: Nov 2005

Fisherman's Haven

Endangered Species List [List]

W/E

Warriors are already the worst class by far... they deserve 3 points of damage reduction that nobody else has.

/not signed

Lun-Sei

Lun-Sei

Academy Page

Join Date: Nov 2005

Lumen et Tenebra

E/R

As I also have a warrior character, I can know that they -do- need that Absorption rune. Aren't warriors supposed to be the meat shields? That extra rune they got is just plain necessary.

/not signed

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by Sentao Nugra
shim, he meant one + vigor. which is where you got confused. and i was having the same epiphany the other day bout this so...

/signed
How can he mean we have two extra with a vigor rune that anyone can use? We only get one extra. I wasn't confused, I can guarantee.

No. /Notsigned.

--The Shim

Hannibel

Hannibel

Banned

Join Date: Oct 2005

Playboy Entertainment

/not signed


as was pointed out warriors are the meat shields, they have to attack from close up they have no primary ranged attacks on up close melee that's why they get the extra armor, and -dmg reduction for up close fights against other melee foes.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

/not signed. Warriors can only use skills from one of their weapon attributes, while caster classes can use skills from ALL of their spell attributes. That's an imbalance already.

BrandonIT

BrandonIT

Frost Gate Guardian

Join Date: May 2005

Dallas, TX

Tribal Instincts

R/E

Quote:
Originally Posted by Gophurt
Why not give runes to caster profs that legthen enchant duration or give them the absorption runes as well?
/signed. I want casters to have +Energy runes.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

ROFL

LOL you forgot that other professions can get Vigor too .

And -3 damage doesn't really make a difference. "O wow I got Sup absortion now I'll get owned by that ele in 3 seconds instead of 2"

Besides Casters have too mnay wand conbo things

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

/sign on more Rune types

make it like 10 different kinds...

Fungus Amongus

Fungus Amongus

Wilds Pathfinder

Join Date: Jul 2005

Fifteen Over Fifty [Rare] | [Rare] Alliance

Quote:
Originally Posted by actionjack
/sign on more Rune types

make it like 10 different kinds...
While we're at it, lets make runewords.

Seriously, let warriors have the absorption runes so they can tank to make up for their slightly less damage output. Casters will complain about warriors tanking until the warrior is taking hits for said caster.

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

Quote:
Originally Posted by Fungus Amongus
While we're at it, lets make runewords.

Seriously, let warriors have the absorption runes so they can tank to make up for their slightly less damage output. Casters will complain about warriors tanking until the warrior is taking hits for said caster.
Quoted for Truth. Casters easily outdamage warriors with spells and hexes, and yet they complain they don't have a rune to "duck damage". Like I stated, a caster ducking an extra 3 damage a hit isn't going to make a world of a difference, whereas a warrior relys on it with his 80-85 AL +physical, and a reduction based shield and a reduction rune make a warrior all that much better at mitigating. If we gave said rune to casters, even with 60-70AL, they would still be taking mass hits, and a -3 per would make no difference.

Though, Casters should still get some kind of rune themselves, so it would stop this hard feeling. Be creative and create a caster rune.

--The Shim

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

I would love to see special runes for each class. Be creative A.Net.

I don't think the Absorption rune is "imbalanced" but it is UNFAIR that warrior has one more rune. lol "Why does warrior have one more rune!!!" lol That's the feeling, you know.

ghezbora

Frost Gate Guardian

Join Date: Nov 2005

Texas

There Is No Cow Level [cow]

Quote:
Originally Posted by Jetdoc
/not signed. Warriors can only use skills from one of their weapon attributes, while caster classes can use skills from ALL of their spell attributes. That's an imbalance already.
This isn't really true. As a Warrior, you get your weapon line, strength, tactics, and your secondary, to mix and match to whatever degree you like. As a monk, I get Healing or Protection (one of the two 99% of the time, only when I'm the only monk do I use both) and DF, and I can put a few points into inspiration or blood (for OoB) sometimes if I like. 2-3 attributes either way, basically.

There are very few spells that are worth using with no or very few points in the attribute. So I wouldn't consider this an imbalance at all. Just because it is technically possible to use spells from all the lines doesn't mean it doesn't suck so hard that anyone would ever actually do it.

/signed

Although I think +energy runes should probably be like vigor, warriors should be able to use those too, so not a good example to address the OP issue of "warriors get an extra rune." Each class needs a special one, and that's harder. Maybe something like these:

Elementalist Rune of Stamina
Exhaustion reduced by 1/2/3 max energy penalty (i.e. each time you incur exhaustion it is only 9/8/7 energy)

Necromancer Rune of Vitality
Minions gain +1/2/3 health regeneration

Mesmer Rune of Recharge
Your mesmer spells recharge 5/10/15 percent faster

Monk Rune of Efficiency
Your monk spells cost 5/10/15 percent less energy

Ranger Rune of Accuracy
Your bows shoot 5/10/15 feet farther and your arrows move 5/10/15 percent faster

I thought these up in like 5 minutes just now so they may have horrible, horrible balance flaws I'm not imagining, but I think something along this train of thought would add to the game

Orbberius

Krytan Explorer

Join Date: Sep 2005

Warriors need all the help they can get from runes.

"unsigned"

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Quote:
Originally Posted by ghezbora
This isn't really true. As a Warrior, you get your weapon line, strength, tactics, and your secondary, to mix and match to whatever degree you like. As a monk, I get Healing or Protection (one of the two 99% of the time, only when I'm the only monk do I use both) and DF, and I can put a few points into inspiration or blood (for OoB) sometimes if I like. 2-3 attributes either way, basically.

There are very few spells that are worth using with no or very few points in the attribute. So I wouldn't consider this an imbalance at all. Just because it is technically possible to use spells from all the lines doesn't mean it doesn't suck so hard that anyone would ever actually do it.

/signed

Although I think +energy runes should probably be like vigor, warriors should be able to use those too, so not a good example to address the OP issue of "warriors get an extra rune." Each class needs a special one, and that's harder. Maybe something like these:

Elementalist Rune of Stamina
Exhaustion reduced by 1/2/3 max energy penalty (i.e. each time you incur exhaustion it is only 9/8/7 energy)

Necromancer Rune of Vitality
Minions gain +1/2/3 health regeneration

Mesmer Rune of Recharge
Your mesmer spells recharge 5/10/15 percent faster

Monk Rune of Efficiency
Your monk spells cost 5/10/15 percent less energy

Ranger Rune of Accuracy
Your bows shoot 5/10/15 feet farther and your arrows move 5/10/15 percent faster

I thought these up in like 5 minutes just now so they may have horrible, horrible balance flaws I'm not imagining, but I think something along this train of thought would add to the game
Sorry no offense but some of your rune suggestions are way too overpowering. Monk's spells cost less? A lot of spells already cost 5E. I don't think you can go any lower than that. That will make Monks way too powerful. I like new ideas but I think those runes will be way overpowering than Absorption.

But I like Elementalist's rune idea. -1 to -3 for Exhaustion but to get -3, the Ele will lose 75 health. That's a good trade off.

As for Rangers... I am not sure if bow distance is a good idea. Long bow already has very long distance. Since I am a beast master, I actually don't mind if there are runes that improve pet. Something like +1 - +3 for pet's reaction speed. Their reaction is too slow right now. Without Call of Haste, it takes 2-3s for the pet to initial attacks and if the target is kiting, it's even worse. Maybe a rune can improve that aspect? I mean most beast masters don't need tons of runes anyway.

As for Monk, energy reduction will be too overpowering. A.Net's gotta be creative for this one.

Mesmer already has fast casting. Having rune to improve that will be too overpowering IMO.

Necro's idea is good but +3 regen means the minions have no degen. That defeats the purpose of some of Necro's death skills like Verata's Sacrifice. But maybe runes that can increase the max health of minions will be a good idea...much like Vigor rune for Minions.

ghezbora

Frost Gate Guardian

Join Date: Nov 2005

Texas

There Is No Cow Level [cow]

Quote:
Originally Posted by jibikao
Sorry no offense but some of your rune suggestions are way too overpowering. Monk's spells cost less? A lot of spells already cost 5E. I don't think you can go any lower than that. That will make Monks way too powerful. I like new ideas but I think those runes will be way overpowering than Absorption.

But I like Elementalist's rune idea. -1 to -3 for Exhaustion but to get -3, the Ele will lose 75 health. That's a good trade off.

As for Rangers... I am not sure if bow distance is a good idea. Long bow already has very long distance. Since I am a beast master, I actually don't mind if there are runes that improve pet. Something like +1 - +3 for pet's reaction speed. Their reaction is too slow right now. Without Call of Haste, it takes 2-3s for the pet to initial attacks and if the target is kiting, it's even worse. Maybe a rune can improve that aspect? I mean most beast masters don't need tons of runes anyway.

As for Monk, energy reduction will be too overpowering. A.Net's gotta be creative for this one.

Mesmer already has fast casting. Having rune to improve that will be too overpowering IMO.

Necro's idea is good but +3 regen means the minions have no degen. That defeats the purpose of some of Necro's death skills like Verata's Sacrifice. But maybe runes that can increase the max health of minions will be a good idea...much like Vigor rune for Minions.
You seem to have missed a few points in my post, so I'll try to clarify.

1) these were really just to give a flavor of what sort of runes should be in the game. only the elementalist one is one that i really think is viable as-is. as i stated, i just thought of these in like 5 minutes.

2) for monk energy reduction, it's actually not overpowering because of the way GW truncates. a 15% reduction doesn't have any effect on a 5e spell. .15*5=.75, which truncates to 0, so 5-0=5. it works just like expertise. I'm just at a loss as to what else a monk would need besides some help with energy management...

3) the mesmer rune isn't increasing fast casting, it's faster recharge. i felt like that would go hand-in-hand with fast casting nicely.

4) +3 regen doesnt mean the minions have no degen. the minions have ever increasing degen, up to -10. so it just means they have less degen. vigor for minions is essentially the same, just increases minion duration/durability.

edit:
forgot to address rangers
5) yeah, for the ranger rune, i really couldn't think of anything to be honest, lol. adding range seemed like something that might be useful that isn't raising an attribute, so that's what i put i'd love to hear other suggestions though

Fye Duron

Fye Duron

Wilds Pathfinder

Join Date: May 2005

Chico, CA, USA

Dragon Fang

/not signed

I understand the want of another rune, but Warrors need the extra rune since they are the meat sheild.

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Quote:
Originally Posted by ghezbora
You seem to have missed a few points in my post, so I'll try to clarify.

1) these were really just to give a flavor of what sort of runes should be in the game. only the elementalist one is one that i really think is viable as-is. as i stated, i just thought of these in like 5 minutes.

2) for monk energy reduction, it's actually not overpowering because of the way GW truncates. a 15% reduction doesn't have any effect on a 5e spell. .15*5=.75, which truncates to 0, so 5-0=5. it works just like expertise. I'm just at a loss as to what else a monk would need besides some help with energy management...

3) the mesmer rune isn't increasing fast casting, it's faster recharge. i felt like that would go hand-in-hand with fast casting nicely.

4) +3 regen doesnt mean the minions have no degen. the minions have ever increasing degen, up to -10. so it just means they have less degen. vigor for minions is essentially the same, just increases minion duration/durability.

edit:
forgot to address rangers
5) yeah, for the ranger rune, i really couldn't think of anything to be honest, lol. adding range seemed like something that might be useful that isn't raising an attribute, so that's what i put i'd love to hear other suggestions though
Sorry I read it too quickly. lol I like reading new ideas. I do think it will be nice if every class has one "special" rune. As for Mesmer, faster recharge may be good.

I guess the reason who don't see "special runes" is that it's harder to balance the game through items than through skills. Faster recharge runes will need tons of testing to make sure they are not over powering on Mesmers. There's only a few skills in the game that can improve recharge and I guess it's easier to balance the game through those skills.


I think the Absorption rune was designed after they thought warriors need more to tank in PvE. They can simply design one absorption rune to make sure Warrior isn't "underpowered" due to their need for close combat. With the +3 absorption and huge physical resistance, warrior monsters can't do enough damage on warriors at all.

ghezbora

Frost Gate Guardian

Join Date: Nov 2005

Texas

There Is No Cow Level [cow]

Quote:
Originally Posted by Fye Duron
Warrors need the extra rune since they are the meat sheild.
Um, explain why being the meat shield means they need an extra rune, please. By that same logic, the monks need an extra rune because they're the healer. And the eles need an extra rune because they're the artillery.

The fact that meat shield is the warrior's typical role, while true, does not imply they need an extra rune.

Perhaps you meant to say "Warriors need an extra rune since they're the weakest class anyway" -- note I'm not making this claim, I'm just trying to understand yours.

nunix

nunix

Lion's Arch Merchant

Join Date: Dec 2005

N/

What about an Energy Regen rune? +1, +2, and +3 pips, with the usual -health problems, and I think it's a better solution than a simple flat +EP.

necromesmer

Ascalonian Squire

Join Date: Apr 2005

/signed - I believe we should have a couple new runes. It would add better custimazation to the game.

Kai Nui

Kai Nui

Desert Nomad

Join Date: Aug 2005

Behind you with a knife

Celebrity Gangsters [FamE]

Me/

/signed, but I'm saying not giving absorbtion to everyone, but a rune that isn't associated with stats for other professions.

Extra Life Storage for monks
Extra Defense for mesmers
Greater Area of effect for elementalists
Life gaining with soul reaping for necros (since they don't have any skills and just get energy from soul reaping)
Arc shot rune for rangers, so they can shoot around obstacles (for instance, you couldn't shoot so that it disobeys the laws of physics, but like when you're shooting up at someone/thing and you can't get it over the wall or something, it'd be able to fly over the wall and come down.)

I think these aren't any more powerful than absorbtion, and their effects would only be very slightly noticeable.

Super_Nerd0

Frost Gate Guardian

Join Date: Dec 2005

ALOA 2

Me/

Quote:
Originally Posted by Fye Duron
/not signed

I understand the want of another rune, but Warrors need the extra rune since they are the meat sheild.

Maybe what the warrior really needs are opening attacks like slamming your weapon against the ground so that a shockwave or some ground can hit the enemy.That way the warrior wont be in fighting close range for as long as normal. Or it would just offset the warriors purpose and make all the other classes unwanted.

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

/not signed

I don't think classes should get new runes, but I'd like to see new armor pieces that are unique (like the bloodstained boots) for all classes.

Elementalists: Increases Duration of AoE Spells / Increases range of AoE spells

Mesmers: Decrease Recharge Time of Mesmer Spells / Increase Duration of Hexes

Rangers: Decrease Casting Times for traps / Decrease Casting Times for Spirits

Monks: Decrease Casting Times for Ressuretion Spells.


Of course, you'd have to find a suitable place to put each of these things.

William Sunrider

Frost Gate Guardian

Join Date: Sep 2005

Brotherhood of Holy Light

R/Mo

/not signed

agent of ascalon

agent of ascalon

Frost Gate Guardian

Join Date: Aug 2005

San Antonio, Texas

[Holy]

W/

warriors are usually the 1st people to go to combat, the ones who get there ass beat most of the time, and they need that dmg reduce to get the extra life duration so they can protect there team

Sagius Truthbarron

Sagius Truthbarron

Desert Nomad

Join Date: Jun 2005

Animal Factory [ZoO]

A/

/not signed
Seems like it would leave warriors at a disadvantage as far as runes go.

The elementalist already has 6 [i]usable[i] runes. Every other class has 5, the warrior has 5.

Kai Nui

Kai Nui

Desert Nomad

Join Date: Aug 2005

Behind you with a knife

Celebrity Gangsters [FamE]

Me/

Quote:
Originally Posted by agent of ascalon
warriors are usually the 1st people to go to combat, the ones who get there ass beat most of the time, and they need that dmg reduce to get the extra life duration so they can protect there team
Yeah, right. Warriors are the meatshields taking all the damage. No one ever goes for the monks and mesmers first. [/endsarcasmtowardsf'nnoobs]