Non-attribute related runes for other classes than Warrior

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Spoony
Spoony
Krytan Explorer
#1
The title speaks for itself.

I actually really don't know what kind of runes should those be for other proffessions. One thing im sure of, those runes shouldnt be attribute related, same as sup absorb.


But i'd give myself a try, though:P

Warrior has absorb, so we'll skip him.

Elementalist

Elements Might

Minor - Your damage caused by your elementalist spells are improved by 5%.
Major - - l l - by 10%
Superior - - l l - by 15%

Monk

Attunement to Dwayna

Minor - Your enchantments last 5% longer.
Major - Your enchantments last 10% longer
Superior - Your enchantments last 15% longer.

Mesmer

Arcane Recovery

Minor - Recharge on spells 5% faster.
Major - Recharge on spells 10% faster.
Superior - Recharge on spells 15% faster.

Ranger

Attunement to Nature.

Minor - Your preperations and stances last 10% longer, and your spirits have 4% more hp.
Major - 20/20/8
Sup - 30/30/12

Necromancer

Hex Mastery.

Minor - 5% longer hexes.
Major - 10% longer hexes.
Superior - 15% longer hexes.


Assassin

Assassin Agility.

Minor - +3% chance to make a double strike.
Major - +6% chance to make a double strike.
Superior - +9% chance to make a double strike.


Ritualist

Ritualist's Insight.

Minor - Lengthen Weapon Spells and "Ashes" Spells, by 5%
Major - - l l - 10%
Superior - - l l - 15%



Edit nr 1: Made a lil mess around here, and try to balance the runes we've got at the moment, so they'll be more acceptable.


That would be it. It was just an attempt, so feel free to correct me. I don't mind a discussion, but i'd like at least 1 person to focus on this thread and make a long reply, with which, that person would place balancing ideas for this, or else that could help, and make all of us get to a compromise

If you feel you like this idea, just take a minute and write /signed, below.:P
R
Renegade ++RIP++
Krytan Explorer
#2
would change the necromancers sup rune to 15% seeing that enchantments are topped off at 15% and there isn't even a hexupgrade on the weapons possible.

for the rest signed though
frickett
frickett
Krytan Explorer
#3
Sounds like a good idea,
/signed
Hell Raiser
Hell Raiser
Forge Runner
#4
Nice idea, only thing I would lower is the Mesmer recovery (like 1:5 2:10 3:15) and since your whole point was not to base them on attributes, I would say change the ritualist one with channeling. I also agree with lowering max hex increase.
/mostlysigned
C
Cjlr
Wilds Pathfinder
#5
I saw the title and immediately thought: Energy runes. Like Vigour runes, but for energy. Although, they would still cause health decrease. Like, Minor Energy = +5 energy. Major Energy = +10 energy, -50 health. Superior Energy = +25 energy, -100 health. I didn't bother balancing the numbers, but something along those lines.
lightblade
lightblade
Forge Runner
#6
/signed

Great Idea, but you're right...they are way WAY overpowered

Warrior's 3 damage absorb is almost like nothing at all. So all your % based runes should give a maximum of 5% increase.
Phoenix Avenger
Phoenix Avenger
Frost Gate Guardian
#7
Quote:
Originally Posted by Cjlr
I saw the title and immediately thought: Energy runes. Like Vigour runes, but for energy. Although, they would still cause health decrease. Like, Minor Energy = +5 energy. Major Energy = +10 energy, -50 health. Superior Energy = +25 energy, -100 health. I didn't bother balancing the numbers, but something along those lines.
I thought the same thing and I hope GW addes energy runes.
Lasher Dragon
Lasher Dragon
Draconic Rage Incarnate
#8
I still don't understand why only warriors can use absorption. Who doesn't want to take less damage?
/old whine

Some of the ideas seem a bit overpowered (Necro & Mesmer), but I have always been a fan of more options for your characters.
Undivine
Undivine
of Brackenwood
#9
How about the Ritualist runes increase the range of a rit's spirits?
Quajai
Quajai
Ascalonian Squire
#10
Hmm. I like the more runes ideas. Both for each profession it's like another primary special ability. The energy runes sound good too. But you know with more runes we will be asking for more pieces of armor (or weapons) to put them on. I still like it.
Tarun
Tarun
Technician's Corner Moderator
#11
I'd love to see you be able to slap minor runes of your secondary profession onto your armor.
LifeInfusion
LifeInfusion
Grotto Attendant
#12
I say they drop runes of absorption from the game just like they dropped the adrenaline runes very long ago.

It doesn't make sense to have all these runes that don't even correspond to attributes.

The general idea of runes is to alter armor so that it adds attribute levels. The absorption rune doesn't fit in with any of the others. PLUS it doesn't have a downside.



EDIT:
Quote:
Originally Posted by lightblade
Warrior's 3 damage absorb is almost like nothing at all. So all your % based runes should give a maximum of 5% increase.
Um yea they do a lot. Have you ever played a warrior? If you take 1's ,2's, and 3's often, a superior absorption could effectively make you take no damage at all. That makes it overpowered compared to all the other runes, especially since the typical warrior player has knight's boots (-2 damage), and shield reduction (-2 or -3 damage).

Might I remind you that it has no penalty whatsover, in the form of energy, health, health regen, energy regen, armor level, or damage decrease.

In thermodynamics, you "can't get something from nothing" which is why I think this rune should carry a penalty that scales with the rune level.
l
lishi
Forge Runner
#13
Quote:
Originally Posted by LifeInfusion
I say they drop runes of absorption from the game just like they dropped the adrenaline runes very long ago.

It doesn't make sense to have all these runes that don't even correspond to attributes.

The general idea of runes is to alter armor so that it adds attribute levels. The absorption rune doesn't fit in with any of the others. PLUS it doesn't have a downside.



EDIT:


Um yea they do a lot. Have you ever played a warrior? If you take 1's ,2's, and 3's often, a superior absorption could effectively make you take no damage at all. That makes it overpowered compared to all the other runes, especially since the typical warrior player has knight's boots (-2 damage), and shield reduction (-2 or -3 damage).

Might I remind you that it has no penalty whatsover, in the form of energy, health, health regen, energy regen, armor level, or damage decrease.

In thermodynamics, you "can't get something from nothing" which is why I think this rune should carry a penalty that scales with the rune level.
well most of bonus rune dont give so much advantage.

superior vigor increase about 5% of hp level.

That mean a balaced superior energy rune should give less then 1 energy for a warrior (15 the base energy without armor)

1 energy for a caster( a naked caster have 20 energy ...)

no +25 like someone suggested
NatalieD
NatalieD
Desert Nomad
#14
More runes that include downsides, maybe. But please, no more runes that are just must-haves for anyone who wants to be competitive. That's just a pointless addition of grind and another hoop to jump through for people who want to PVP with an RP character.

(If it were up to me, I'd remove Vigor and Absorption runes and just give everyone +50 health and warriors -3 damage automatically. But that's another thread.)
Mandy Memory
Mandy Memory
Desert Nomad
#15
Im not so sure about these particular ideas...because I would never be anything but a Mesmer...


But I would love to see hundreds of runes....I mean come on, everyone has the same set up currently....
f
fb2000
Desert Nomad
#16
Quote:
Originally Posted by Mandy Memory
I mean come on, everyone has the same set up currently....
some people dye their armors differently


and i dont think this is a good idea. a very huge argument is that pvp would be ruined with those..

also see people complaining about how warriors have it easy on them.. go play with a warrior and youll see that its not so easy to play with (might be just me, its just that from mesmer, warrior, monk, ranger, its hardest for me to play with warrior..)
LifeInfusion
LifeInfusion
Grotto Attendant
#17
Quote:
Originally Posted by Mandy Memory
But I would love to see hundreds of runes....I mean come on, everyone has the same set up currently....
Maybe because the runes are not what count so much, but skills and attribute level?

Adding hundreds of runes unrelated to attributes would making unlocking runes more of a chore than it already is.

The skill system is the drive for the game, not the runes.
R
Renegade ++RIP++
Krytan Explorer
#18
Quote:
Originally Posted by LifeInfusion
Maybe because the runes are not what count so much, but skills and attribute level?

Adding hundreds of runes unrelated to attributes would making unlocking runes more of a chore than it already is.

The skill system is the drive for the game, not the runes.
no the skill system is not the drive of the game, the multitude of options is, which a diverse number of runes would only highten more. On top of that for build x or y you don't need all runes you only need the ones you were planning to use. Besides not like you can add 100 runes to your armor...
BrotherGilburt
BrotherGilburt
Wilds Pathfinder
#19
There should deffinatly be more non-attibute related runes for classes. Maybe not these, but there deffinatly should be some.

Brother Gilburt
LifeInfusion
LifeInfusion
Grotto Attendant
#20
Quote:
Originally Posted by Renegade ++RIP++
no the skill system is not the drive of the game, the multitude of options is, which a diverse number of runes would only highten more. On top of that for build x or y you don't need all runes you only need the ones you were planning to use. Besides not like you can add 100 runes to your armor...
Once you take the skills away, you have a bunch of people wanding and shooting/stabbing each other.

Runes and armor boost potency of your skills or your survivability.