> Forest of True Sight > Questions & Answers Reload this Page Major runes, are they worth it?
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Old Jun 08, 2005, 03:28 AM // 03:28   #1
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Default Major runes, are they worth it?

with the -50 health, isnt really worth implementing majors onto your armor? or is it better to go with minors instead? my character is a mesmer and i have a minor fast casting on the chest armor. i have a major fast casting rune, should i use it on the chest or sell it? btw, if i sell the major, how much does it cost? 1K?
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Old Jun 08, 2005, 04:11 AM // 04:11   #2
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It's worth it if you have any vigors to compensate or hale staff heads with fairly high health benefits, or wands with good health mods.
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Old Jun 08, 2005, 11:54 AM // 11:54   #3
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BTW since your chest has the highest probability to get hit, itswise to put vigors there...
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Old Jun 08, 2005, 11:59 AM // 11:59   #4
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Vigor is just health. Wouldn't it be more wise to put a superior absorption rune on the chest? Vigor is hp, it could go anywhere, like hands or feet.
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Old Jun 08, 2005, 01:32 PM // 13:32   #5
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Absorption is a warrior rune, and unless it's recently changed only primary warriors can use it. I have a mesmer, and if I were going to use a major rune fast casting is the last thing I would put in my armor. I think a major rune of domination / illusion / inspiration (depending on your build) would be more useful.
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Old Jun 08, 2005, 01:44 PM // 13:44   #6
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My bad...didnt read it very carefully
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Old Jun 08, 2005, 02:16 PM // 14:16   #7
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While you have to seriously take HPs into consideration, Fast Casting is at least always going to be useful. So you could at least somewhat reasonable use Fast Casting runes AND another line (Dom/Ill/Insp, whichever you like). You have enough armor pieces to do so.

At the least, every primary Mesmer should have a minor rune of Fast Casting (or better). There's no good reason not too, since you can't fill up your armor usefully with other runes.
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Old Jun 08, 2005, 02:25 PM // 14:25   #8
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personaly I dont thint the major runes are worth the price (both the gold price of the rune, since I cant seem to get major rune drops, or the price in hit points)
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Old Jun 08, 2005, 02:39 PM // 14:39   #9
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I've wondered this same thing myself. It seems to me that minor runes are the only ones worth using since they provide a benefit without a drawback. I just reached Lion's Arch yesterday and I know I have a lot to learn so maybe my view on this will change in time. For now though, the only runes greater than minor that I'm looking for are fury, vigor and absorption.
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Old Jun 08, 2005, 05:21 PM // 17:21   #10
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Here is rule of thumb as to runes
1) You should never put a major rune on armor, unless you are broke.
Reasoning: from minor to major, you lose 50hp, get 1 level of benefit. from minor to superior, you lose 75hp and get 2 levels (37.5hp each level)
2) You should only use superior rune on your skill with highest base levels
Reasoning: Suppose you have 12 lvl smite, 10 lvl divine and 10 level healing. put a superior smite on, then reduce smite by one level, you got 20 pts back, almost enough to +1 divine and +1 healing.
If you put a superior divine or healing, and reduce one level, you get 11 pts back.
3) Most ppl can only afford to put one superior rune on, hp wise.
4) conclusion from 3: most runes are effectively useless including fast cast, soul reaping, curse, inspiration, expertise etc. Not because they are bad, but because there is one other skill that deserves a higher priority.
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Old Jun 08, 2005, 05:31 PM // 17:31   #11
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listen to trackxyj the other guys dont even know that it doesnt matter where you put vigor or absorbtion runes they do the same thing.

i believe fast casting has diminishing returns above 12 unless your speeding up something like a res and then its only marginal.
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Old Jun 08, 2005, 05:53 PM // 17:53   #12
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Quote:
Originally Posted by trackxyj
4) conclusion from 3: most runes are effectively useless including fast cast, soul reaping, curse, inspiration, expertise etc. Not because they are bad, but because there is one other skill that deserves a higher priority.
I agree with almost all of these, with the seemingly obvious caveat that you should throw minor runes onto your armor whenever you can (leaving space for whatever Superior(s) you want, plus Superior Vigor).

While it's true that minor runes have only minor effects, you might as well use them. They are cheap and have no drawback.

In the particular cases of all the primary skills of Fast Casting, Energy Storage, Divine Favor, Soul Reaping, Expertise, and Strength, it's extremely likely that having +1 in that attribute will be helpful, if only a little, so you might as well have a minor rune of that attribute. Even if you are purely a smiting Monk, if you ever use even a single skill that targets an ally or yourself, +1 Divine Favor is useful.

The only really weird situations might be a Warrior who doesn't fight in melee (?), or MAYBE a Ranger who somehow isn't using ANYTHING that benefits from Expertise. You'd almost have to be trying to, though.

I agree completely that using many major or superior runes (besides Vigor) is not likely to work out well.
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Old Jun 08, 2005, 06:05 PM // 18:05   #13
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I thought...(for skill runes, save vigor)
minor = +1
major = +3/-50
supr = +5/-75

If you would chose between one major and one supr rune to put on yourself...it would only make sense to put the supr rune on. that is also assuming that most people are at least wearing a minor vigor rune if not better and then have an item with a fort. upgrade as well so they are at least getting half of the lost HP back.

I would agree with what was said already in this thread, in that you will want to only use your best rune on your best skills, because the point or two that you could then take out of that skill, you could raise up your other skills and better off overall. Additionally, remember to do your two 15 point quests, as I have found a lot of people that have skipped them/forgot to do them.
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Old Jun 08, 2005, 06:33 PM // 18:33   #14
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Quote:
Originally Posted by CtrlAltDel
I thought...(for skill runes, save vigor)
minor = +1
major = +3/-50
supr = +5/-75

If you would chose between one major and one supr rune to put on yourself...it would only make sense to put the supr rune on. that is also assuming that most people are at least wearing a minor vigor rune if not better and then have an item with a fort. upgrade as well so they are at least getting half of the lost HP back.

I would agree with what was said already in this thread, in that you will want to only use your best rune on your best skills, because the point or two that you could then take out of that skill, you could raise up your other skills and better off overall. Additionally, remember to do your two 15 point quests, as I have found a lot of people that have skipped them/forgot to do them.
Major is +2/-50
Superior is +3/-75
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Old Jun 08, 2005, 06:34 PM // 18:34   #15
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*ahem* just so noone gets miss informed due to some of the prior posts
minor +1
major +2 -50hp
superior +3 -75hp

-rune benefits of the same time dont stack but the negative effects do
-helm +1 stacks with rune bonuses so you can get a max of +4 in one attribute
-location has no effect on rune benefits
-absorbtion from armor stacks with absorbtion runes i believe and you only need one piece of armor that absorbs to get the benefit on your whole body just like with the rune.

edit: bah someone beat me to it
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Old Jun 08, 2005, 06:36 PM // 18:36   #16
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Quote:
Originally Posted by CtrlAltDel
I thought...(for skill runes, save vigor)
minor = +1
major = +3/-50
supr = +5/-75

If you would chose between one major and one supr rune to put on yourself...it would only make sense to put the supr rune on. that is also assuming that most people are at least wearing a minor vigor rune if not better and then have an item with a fort. upgrade as well so they are at least getting half of the lost HP back.

I would agree with what was said already in this thread, in that you will want to only use your best rune on your best skills, because the point or two that you could then take out of that skill, you could raise up your other skills and better off overall. Additionally, remember to do your two 15 point quests, as I have found a lot of people that have skipped them/forgot to do them.

With the exception of vigor, absorption, and fury, Runes are the following
minor = +1
major = +2/-50hp
supr = +3/-75hp

http://www.guildwarsguru.com/rune-listing-id29.php

The max (without spells like Awaken the Blood) you can have is 16 (12 from attribute points + 3 from Supr Rune + 1 from head armor).

Last edited by mr_boo; Jun 08, 2005 at 06:47 PM // 18:47..
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Old Jun 08, 2005, 06:44 PM // 18:44   #17
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Quote:
Originally Posted by mr_boo
With the exception of vigor, absorption, and fury, Runes are the following
minor = +1
major = +3/-50hp
supr = +3/-75hp

http://www.guildwarsguru.com/rune-listing-id29.php

The max (without spells like Awaken the Blood) you can have is 16 (12 from attribute points + 3 from Supr Rune + 1 from head armor).
This is incorrect the others above you had it right.

minor = +1
major = +2/-50hp
supr = +3/-75hp

the website you cited shows this to be true
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Old Jun 08, 2005, 06:47 PM // 18:47   #18
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Quote:
Originally Posted by Lament Messon
This is incorrect the others above you had it right.

minor = +1
major = +2/-50hp
supr = +3/-75hp

the website you cited shows this to be true

Sorry had a typo...edited and fixed!
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