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Old Jul 19, 2005, 02:52 PM // 14:52   #1
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Default Superior Rune question

I just obtained a Sup Vigor rune for my E/Mo. Typically do most (good) players now obtain a superior fire/x/y/z rune for added damage and use the Superior Vigor to neutralize the HP loss or is it best to deal slightly less damage but have the padded HPs?

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Old Jul 19, 2005, 03:03 PM // 15:03   #2
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Personally, I just used minor runes and used my Sup vigor to boost my HP.

I found that a lot of the time I am the last person standing. It works well for me beacuse I have been able to survive, run, and then come back and rez a monk. I have completed several missions that way.


Sorena Mascar.
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Old Jul 19, 2005, 03:18 PM // 15:18   #3
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Quote:
Originally Posted by Sorena Mascar
Personally, I just used minor runes and used my Sup vigor to boost my HP.
These don't stack you know? unless this is not what you wanted to say.
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Old Jul 19, 2005, 03:35 PM // 15:35   #4
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I think he meant Superior Vigor + Minor Fire for example not Superior Vigor + Minor Vigor (At least I hope). Yeah 2 of the same don't stack.
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Old Jul 19, 2005, 03:35 PM // 15:35   #5
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I use minor runes of expertise, marksmenship, etc
And I use my sup vigor for added HP.

The question was should you take the added HP or use a Sup rune for added skill and use the sup vigor to counter the -HP.


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Old Jul 19, 2005, 03:41 PM // 15:41   #6
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I do use superior runes (Hammer Mastery) because +3 affects most of my hammer skills by boosting its damage/knockdown time/etc. and it's very useful despite the HP loss. Many elementalists use superior runes of fire and I would suggest it if you are a hardcore damage-person.
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Old Jul 19, 2005, 04:09 PM // 16:09   #7
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It's usually not worth it, except for specialized builds. Take a warrior for example, increasing Swordsmanship would only increase the normal attack damage by a little bit (due to diminishing returns on the effect of attributes to your attack), and some skills such as Severe Artery do not have any real increase in effectiveness since at level 12 the bleeding duration is already more than enough since you are unlikely to stop hitting the guy until he dies. Some of the same ideas hold for a Ranger's bow, etc.

However, there are some ways to make it work. If you get up to level 16 Healing Prayers with a Monk, you might find that you can heal yourself enough to make up for the loss HP. Or with an Elementalists, having level 16 spells can be strong enough to wipe out the enemy before they can do too much damage to you (or if you have a skilled tank that actually knows how to keep all the enemies hitting him). In situations that are less than ideal, that -75hp penalty can be suicidal.

Personally, I don't think of a Superior Vigor as an offset for for the hp penalty. It should be assumed that everybody will have it on their best setup (if you don't have it yet, then it's basically like not having the best possible armor you can buy/craft, because the best possible armor you can have is a Droknar or higher set along with a Superior Vigor, also Superior Absorption if you are a Warrior). Actually, if you look at the runes and the number of pieces of armor (5), there are certain things that each class should always have. For example, a Warrior should have a Superior Vigor, Superior Absorption, a Tactics, a Strength, and one for the type of weapon he uses (obviously he should not be using 2 different weapon types). Good players usually do not treat the Vigor as an offset, because they are assumed to have it already, along with the ideal set of minors, and then they have to see if the -75hp is worth the extra two attributes (since the minor has no penalty). You have to test it out with your build (these type of questions are usually build specific and area specific, because if you are fighting stuff that are weak to fire, obviously it's worth it because each extra damage is actually many extra points of damage) to see how it works.
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