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Old Jan 24, 2006, 07:36 PM // 19:36   #1
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Default Energy Runes

Sorry if some one posted this already, and the search is down.

We have runes for skills and healths so where are the ones for energy. Yes I know the armor, weapons and off hands give you a little boost. It would be nice if they included the minor, major, and superior energy runes.
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Old Jan 24, 2006, 07:56 PM // 19:56   #2
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They do, they're called runes of minor, major and superior energy storage :P.
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Old Jan 24, 2006, 08:27 PM // 20:27   #3
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Quote:
Originally Posted by Robster Lobster
They do, they're called runes of minor, major and superior energy storage :P.
I am talking about energy runes for other classes.
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Old Jan 24, 2006, 08:37 PM // 20:37   #4
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I agree, I would like this...but, I think it would unbalance the game like crazy...could you imagine a runner to droks with 40+ energy? >_>
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Old Jan 24, 2006, 08:44 PM // 20:44   #5
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Why should there be energy runes? "Because there are runes for other things" is not much of a reason.
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Old Jan 24, 2006, 09:29 PM // 21:29   #6
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Quote:
Originally Posted by Star Gazer
I agree, I would like this...but, I think it would unbalance the game like crazy...could you imagine a runner to droks with 40+ energy? >_>
It's hard to say if they would unbalance the game (there are far worse things that unbalance the game already low level characters with Dronkars armor and skills but this isn’t the topic for that). But it’s not running that I am thinking of there are skills that cost 25 energy just to cast, and then you have to wait to regain enough energy to cast another spell/skill/hex my current max is at 27 for my warrior. Rangers have a great interrupt Concussion Shot but at the cost of 25 energy it either drains you completely or leaves you with little energy not able to use another skill. Rune’s don’t have to be that much of a boost maybe 5,10, and 15.


Quote:
Originally Posted by NatalieD
Why should there be energy runes? "Because there are runes for other things" is not much of a reason.
No where in my post did I say that.
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Old Jan 24, 2006, 10:37 PM // 22:37   #7
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I don't think an ele exclusive area should become available to other classes. I mean, where's the Runes of Absorption for us ele's eh? And I wouldn't mind a bit of fast casting as well. Soul reaping could come in handy...
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Old Jan 24, 2006, 10:44 PM // 22:44   #8
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Agreed. I think Energy saving should remain to Elementalist. Plain an Simple.
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Old Jan 24, 2006, 11:08 PM // 23:08   #9
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Quote:

We have runes for skills and healths so where are the ones for energy. Yes I know the armor, weapons and off hands give you a little boost. It would be nice if they included the minor, major, and superior energy runes.
sigh.. can you think of a monk with like 60 enegy...talk about games last FOREVER...energy denial it will take 4 monks to take him down etc.
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Old Jan 24, 2006, 11:59 PM // 23:59   #10
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Maybe make it like-
Rune of Minor Energy = +2 energy
Rune of Major Energy = +4 energy -50hp
Rune of Superior Energy = +5 energy -75hp
I don't think +5 energy would unbalance anything, the -75hp is a pretty big tradeoff for one orison.
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Old Jan 25, 2006, 12:33 AM // 00:33   #11
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Quote:
Originally Posted by Zehnchu
No where in my post did I say that.
Quote:
Originally Posted by Zehnchu
We have runes for skills and healths so where are the ones for energy.
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Old Jan 25, 2006, 01:10 AM // 01:10   #12
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Quote:
Originally Posted by Inureface
Maybe make it like-
Rune of Minor Energy = +2 energy
Rune of Major Energy = +4 energy -50hp
Rune of Superior Energy = +5 energy -75hp
I don't think +5 energy would unbalance anything, the -75hp is a pretty big tradeoff for one orison.
I think a minor energy boost won't hurt too...
But will those Runes be stackble? (where you use all 3, you get +11 energy?)
If yes, than maybe need to lower that by 1 or 2...

How about a Energy Pip regen rune? something like
Rune of Energy Balancing = +1 pip of energy regen and -2 pip of HP regen

or energy related mods with conditions....like
Staffhead of Brain = +3 energy but exhaustion last 50% longer.

Last edited by actionjack; Jan 25, 2006 at 01:17 AM // 01:17..
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Old Jan 25, 2006, 01:16 AM // 01:16   #13
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Why don't we just have +Armor Runes and +Damage Runes
Energy is the Elementalist's primary which differs them from other classes, making an equivalent for all other classes takes away their primary.
Besides who cares if a Warrior has -3 damage, it doesn't change the entire battle
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Old Jan 25, 2006, 01:30 AM // 01:30   #14
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Quote:
Originally Posted by Zehnchu
But it’s not running that I am thinking of there are skills that cost 25 energy just to cast, and then you have to wait to regain enough energy to cast another spell/skill/hex my current max is at 27 for my warrior. Rangers have a great interrupt Concussion Shot but at the cost of 25 energy it either drains you completely or leaves you with little energy not able to use another skill.
There's a reason those skills cost 25 energy: they're powerful enough that it was decided that a very high energy cost was needed to offset their power. You're not supposed to be able to cast 25-energy spells with any frequency while playing a Warrior. If you want an energy boost, bring a staff or something in your second weapon slot. Of course that has its drawbacks too, but again, that's the way it's supposed to be.
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Old Jan 25, 2006, 01:58 AM // 01:58   #15
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That monk with 60 energy is going to be down by at least 125 health (assuming sup energy and major monk rune). 150 health if he wants a sup monk rune too. that's a pretty big dip.

I like the 5-10-15 progression idea for these.


I would just like more runes in general.

(Durations on these are so people don't switch to a normal rune armor so they don't feel the negative effects. The effects are just like if you were walking through lava. It lasts for a duration and is renewed if you're still standing in it. Same things for these runes. If you still have the runed item equiped when the duration is up, then the duration renews itself.)

rune of fast attack
10% faster attack speed - conditions and hexes last 33% longer on you for 2 minutes.

rune of fast walk
10% faster walking speed - For 2 minutes, any skills and spells which reduce your speed reduce it to AT LEAST 75% instead of the speed dictated by the skill or spell.

rune of fury
melee and wand/staff attacks do 10% more damage - you have a 10% chance of missing for 30 seconds.


I'm sure we could come up with a lot more. But can you IMAGINE how diverse and much more tactical this could make things? give us options!!!!
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Old Jan 25, 2006, 02:09 AM // 02:09   #16
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Quote:
Originally Posted by actionjack
I think a minor energy boost won't hurt too...
But will those Runes be stackble?
Why obviously yes! Just like all the other runes are stackable. *rolleyes*

More runes in general: yes.

Energy runes: god no.

Energy belongs on casters. That's why they're casters. If you're a warrior, and you're having trouble playing effectively with a 25e skill in your bar, take the hint and get that crap out of your bar!
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Old Jan 25, 2006, 03:55 AM // 03:55   #17
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Quote:
Originally Posted by fiery
sigh.. can you think of a monk with like 60 enegy...talk about games last FOREVER...energy denial it will take 4 monks to take him down etc.
My monks current energy level is at 67.

Well it was just a thought, there was some good feeb back while others well not sure why they posted if they didn't have anything worth to add to a discussion.
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Old Jan 25, 2006, 04:06 AM // 04:06   #18
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Quote:
Originally Posted by Zehnchu
My monks current energy level is at 67.

Well it was just a thought, there was some good feeb back while others well not sure why they posted if they didn't have anything worth to add to a discussion.
Why add anything serious to a worthless suggestion?
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Old Jan 25, 2006, 04:25 AM // 04:25   #19
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there is no good reason for health runes in the game either, except as a gold sink/goal to play for. every player will get a superior vigor rune sooner or later. energy runes could work the same way without unbalancing the game:
let players start with 5 or 10 energy less than they have now, a superior energy rune will boost the energy to the current level.
the only effect it would have would be that players without the rune would have an added disadvantage to established players in pvp, and some builds would have to decide if they want the extra energy from the rune or an attribute point from another rune.
and 55hp monks would have less energy
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Old Jan 25, 2006, 04:37 AM // 04:37   #20
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Quote:
Originally Posted by Talon one
there is no good reason for health runes in the game either, except as a gold sink/goal to play for. every player will get a superior vigor rune sooner or later. energy runes could work the same way...

the only effect it would have would be that players without the rune would have an added disadvantage to established players in pvp
And you see these as desirable?
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