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Old Jun 08, 2006, 08:28 AM // 08:28   #1
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Default {MERGED} New no-drawback runes for non warrior classes

I already posted this idea briefly in another thread but I think it should have a thread for itself also not to 'hijack' the threads of others.

What I'm thinking is that as the warrior has the abs runes with no penalty as they have to be in the front lines etc., other classes should have a no-penalty rune for other things. I've come up with ideas for the other professions but would like to see other people's ideas as well.

Rune of Exhaustion reduction (Elementalist):
Reduces energy loss due to exhaustion by 1/1.5/2

Rune of Evasion (Assassin)
You evade enemy attacks (chance 5%/10%/15%)

Rune of Concentration (Mesmer)
You cannot be interrupted (chance 5%/10%/15%)

Rune of Accuracy (Ranger)
Your bow attacks have (5%/10%/15%) of having + 5%/10%/15% armor penetration.

Rune of Life Control (Necro)
You sacrifice 2%/4%/6% less max hp when using health-sacrificing spells.

Rune of Ethereal Life (Ritualist)
Your spirits have +5/10/15% more HP

Rune of Divine Power (Monk)
Your healing range is increased by X/1.5X/2X feet (where X is a distance value yet to be seen)

These are still VERY theorical and I just wrote them how they came to my mind so don't jump at my throat. If you would like to suggest some improvements or something else you are most welcome to do so. I myself made all I could to try and not make any rune overpowered but if you think I did some colossal mistake please let us know because this helps preventing moronic threads in the future.

I am proposing that only ONE rune is added for each Non-warrior class, so don't come up with two runes of the same prof and want them both to be implemented. Choose.

Last edited by prism2525; Jun 08, 2006 at 08:31 AM // 08:31..
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Old Jun 08, 2006, 10:47 AM // 10:47   #2
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I am quite against anything that changes the penalty of exhaustion. The current system works quite well, and is quite fair.

The monk and necro runes pale in comparison to the ranger and maybe assassin runes. (but I like the idea)

But I like the idea, why does warriors get the only non penalty runes?


/signed for the idea, like you say, we need to work out the specifics
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Old Jun 08, 2006, 12:04 PM // 12:04   #3
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I'll go with the old, if it aint broke dont fix it route. The classes are balanced as is, leave them be Runes like this i think would completely upset the balance of the game and probably the balance of quite a few skills.

/not signed
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Old Jun 08, 2006, 11:48 PM // 23:48   #4
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Arrow More No-Drawback Class-Specific runes

--Warriors already have a no drawback rune all to themselves, and why? to compliment their job.Why should only one class get an extra "special" rune all to themselves? I mean if you are going to give one class its own special rune, then why not do the same for everyone? I'm not asking for something that completely unbalances everything, but I can't imagine why something simple that would complement the classes core job, would cause a big issue.

Ele - Exaushtion reducing runes
War - Absorption Runes (already implimented)
Necro - Saccur Reducing (eg. if spell says saccrafice 25% a super rune might reduce it to 12-15%)
Assassin- Shadow step increasing runes, or Static evasion runes(reduce the chance that they get hit)
Monk - rune to give1-3 maintained enchantments free(no degen)

Some of these may thought to unbbalance things(e.g. saccur rune)

--These are all just ideas that have been gathered.
I really do think that as earlier stated we need more diversity in no drawback runes that are class specific and "compliment classes' core job." Such as Absorbtion for Wars.

Gah sorry, I wanted my own thread but bleh, as long as they make some more

Last edited by Backwards Necro; Jun 09, 2006 at 12:33 AM // 00:33..
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Old Jun 09, 2006, 01:14 AM // 01:14   #5
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/signed

I'm not so sure about the runes you came up with, but I definately agree with the idea. I suppose I'm biased in my opinion here though, because frankly, I don't like warriors.
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Old Jun 09, 2006, 01:18 AM // 01:18   #6
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/signed
Its not fair only Warriors get a rune like this. although some are rather overpowered, im sure ANet can think of something
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Old Jun 09, 2006, 01:26 AM // 01:26   #7
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/Sign

Very nice idea, ill pass it along to friends, s'mon peeps lets get a petition going
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Old Jun 09, 2006, 02:38 AM // 02:38   #8
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if those runes get implemented a rebalace of many skill will be needed.

IMO not worth it.
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Old Jun 09, 2006, 02:43 AM // 02:43   #9
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Quote:
Originally Posted by Arkantos
/signed
Its not fair only Warriors get a rune like this. although some are rather overpowered, im sure ANet can think of something
It's only fair because Warriors are SO equipment dependant.
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Old Jun 09, 2006, 03:32 AM // 03:32   #10
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I generally like this idea and we have had ssome other discussions on it, here are the links (order goes Newest-Oldest threads.)

http://www.guildwarsguru.com/forum/s....php?t=3052356 Same topic as this one...

http://www.guildwarsguru.com/forum/s....php?t=3051505 Energy Runes?
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Old Jun 09, 2006, 04:08 AM // 04:08   #11
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I love the idea, and have stated it myself as well in the past.

I would like to mention though, these runes should be exclusive improvements which are not provided by any of the classes, or other classes attributes. Warrior absorbtion is not provided by any warrior attirbute nor any other classes attribute, likewise, Rangers "non-drawback" Exclusive rune should not cover improvements granted by any attribute.

The suggested Ranger runes are more powerful then Warriors Strength runes, which are part of their exclusive attribute, and have a penalty for its use, very unbalanced. And Ritualist can already use runes in Spawning power to increase the health of his spirits and the power of his skills, something more original should be added.

For Ritualist I would say a rune which absorbed damage on your spirits, simular to Warriors rune, but more powerful in the use of weak spirits, reducing the damage taken by spirits, in any fashion, by 2, 4 and 6 points, this would be a great rune.

For ranger I can't think of something, and since I'm sure you can, I won't concentrate too hard, but try not to make something that is clearly a rip of Warriors strength, and even stronger then Strength runes with no drawback.... perhaps a Pet Improving Rune.

Addressing Syi, there are plenty of classes who have it much worse then Warrior, Assassin easily does less damage per hit, and has less armor, yet he is a melee character, and those teleports are so sparce they don't make up for jack, shouldn't they have a better rune? All caster classes rely on their armor just as much for 2 points of energy regeneration, as well as extra energy from armor and weapons, how is that less equipment dependant?

Just because many other classes don't depend on their weapon for damage, doesn't mean they don't use weapons and off hands for energy and spell mods, as well as depend on their lesser armor for defense, and the energy restoration which balances their lack of armor for spell casting, every class deserves some class specific "non-penatly" runes, Warrior is rather blessed in the equipment department, because his equipment basicly does the job for him and his skills are only neccessary to improve his highest of continous damage and lowest of recieved damage.

Compared to Assassin, who has less continous damage, less armor, and overall less effeciency, they should get even better non-penalty runes, 5-15 percent evade rate might be neccessary to improve the class, as if these things are going to come any cheaper than Warrior Absorbtion runes at that.... On a Warrior with the highest armor rating in the game, 1-3 points of damage reduction can turn 7-8 damage attacks into 3-5 damage attacks, making continous damage purely in favor of warrior over any other class, say it isn't so.
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Old Jun 09, 2006, 04:18 AM // 04:18   #12
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Ranger runes I'd like to see:
Range: When you fire a bow, you fire 10/15/20 feet farther
Speed: When you fire a bow, you fire it 5/10/15% faster
Beastlord: Your pet's level cap is increased by 1/2/3
Trapper: Your traps recharge 5/10/15% faster
Prepper: Your preparations last 5/10/15% longer
Wily: Your stances last 10/15/20% longer
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Old Jun 09, 2006, 07:28 AM // 07:28   #13
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Quote:
Originally Posted by Syi
It's only fair because Warriors are SO equipment dependant.
I don't quite understand you point here. Sure, warriors must have the according weapon in order to attack and use many warrior skills but I don't understand how this makes them more dependant on equipment. A caster can easily launch spells even with his bare hands but no one is going to do that as wands/staffs have benefits (mods) just like the sword, axe and hammer. Casters aren't allowed three mods as far as I know.
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Old Jun 11, 2006, 08:11 PM // 20:11   #14
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Quote:
Originally Posted by prism2525
I don't quite understand you point here. Sure, warriors must have the according weapon in order to attack and use many warrior skills but I don't understand how this makes them more dependant on equipment. A caster can easily launch spells even with his bare hands but no one is going to do that as wands/staffs have benefits (mods) just like the sword, axe and hammer. Casters aren't allowed three mods as far as I know.
the thing is...is a warrior obiously has to get up close (no shit shurlock I know ) whilst other classes can attack from a fair distance, also most classes can disable warriors from a distance at will unlilke the warrior that can dissable skills when there used however they can either pick a sword skill which or an elite...take Blind for example warrior is screwed unless he/she has restore conditions, but if combo'd with the mesmer skill spirit shackles and for extra evilness soothing images warrior is no longer a threat.

there are many anti-warrior spells out there so I don't see why it needs it change just beacuse of warriors.
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Old Jun 11, 2006, 09:06 PM // 21:06   #15
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No-drawback runes are a terrible thing. They do nothing but add grind to the game.

/notsigned because we have too many of those runes already.
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Old Jun 11, 2006, 09:50 PM // 21:50   #16
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/signed

but only if it really adds something new and refreshing to the game and doesn't require a major skill rebalance after that.

Quote:
Originally Posted by BahamutKaiser
I love the idea, and have stated it myself as well in the past.

I would like to mention though, these runes should be exclusive improvements which are not provided by any of the classes, or other classes attributes. Warrior absorbtion is not provided by any warrior attirbute nor any other classes attribute, likewise, Rangers "non-drawback" Exclusive rune should not cover improvements granted by any attribute.
Like BahamutKaiser says, i agree that they should be unique, and not just expand the (primary) attribute of a class.
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Old Jun 12, 2006, 12:27 AM // 00:27   #17
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/not signed .. would bring unbalance problems sooner or later

if runes should be added i d more for a rune that increases exp gain or gold coins drop
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Old Jun 12, 2006, 12:42 AM // 00:42   #18
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Even if a non-penalty rune is only for warrior because he is weapon dependant and melee, Assassin still falls under those same pretenses. Assassin, with weaker weapons, weaker armor, is basicly a paper warrior, if we are to say Warrior deserves non-penalty runes because of the drawbacks in melee combat and counters, then we certainly need to give Assassin an even better non-penalty rune.

And Ranger is also Weapon dependant to a degree, the primary function and weapon of a ranger is a bow, and although it is ranged, it is still subject to blindness and physical damage counters, as if there arn't even more common energy and casting counters then there are adrenaline counters. Even Warrior has energy, but of 8 classes, only one uses adrenaline, most people counter spells, attacks, skill use and energy before they consider using adrenaline counters, Adrenaline counters are not any more stiffling then energy counters.

The effectiveness of Absorbtion runes is rather significant, when you shave off 2 or 3 points of damage from a class who already takes the least damage from nearly any attack, expecially physical, most small attacks amount to nothing, physical attacks can nearly be overlooked. Assassin has less armor overall by a small portion, but his circumstancial armor is clearly a third as effective as Warriors extra 20 armor vs physical, the small reduction in condition durations can be helpful, but in no way overtack the effect of a condition, shaving off maybe 2 or 5 seconds from 1 or 2 conditions. And this overlooks the use of a shield with a sword or Axe, which is another 16 armor, or something close, giving Warrior a supreme advantage in armor, an Assassins 2 daggers rarely pull of double attacks on a chance basis if you invest points in dagger mastery, their actual damage per hit though is basicly the same as a sword. Assassins armor does have another 2 energy regeneration and 5 energy to it, so it isn't unbalanced, but for an Assassin to engage in melee combat is nearly as dangerous as a ranger or Elementist, they are truely paper warriors. Non-penalty runes aside, Assassins realy should have more effective survival and healing skills to compensate for their lack of defense, but overall, since they are melee combat, Assassin deserves non-penalty runes just as much as Warrior.

Even compared to Ranger, who has 5 less armor then Assassin, and 30 armor vs all elements and perhaps 15 more to a particular one, Ranger is way more survivable. With better healing skills, ranged attack advantage and safty, and reduction in a damage type that is likely to hit him at range, Ranger has much more survivability.

And since people have such a hard time accepting Beast Mastery, it wouldn't be so bad if there were some Pet Oriented Ranger runes, If they are worried about the output a ranger can deal, they can simply make them defensive or health runes for pets.

The use of non-penalty runes and how effective they should be on casters is much more speculative, but when it comes to Assassin, you talking about a class who needs something, deserves something, more than Warrior.

Last edited by BahamutKaiser; Jun 12, 2006 at 12:50 AM // 00:50..
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Old Jun 12, 2006, 02:30 AM // 02:30   #19
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The ritualist rune needs tweeking... Some are pure channeling magic and would have no need for that. I'll post some ideas for better runes.

Rune of Accuracy (Ranger)
Your arrows fire 50%/100%/200% faster.

Rune of Energy (Elemantist)
You gain +3/+5/+8 Energy

Rune of Concentration (Ritualist)
You have a 5%/10%/15% chance of not being interrupted while casting spells.

Rune of Disorientation (Mesmer)
All of your spells have a 2%/3%/5% chance of causing dazed for 5 seconds.
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Old Jun 12, 2006, 02:35 AM // 02:35   #20
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/not signed

Its balanced, leave it.
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