Sep 21, 2007, 06:36 AM // 06:36
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#101
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Redfeather1975
Ensign brought up something I was going to post as well.
Superior runes for me mean extra attribute points to spread around.
If my build has certain break points that I just can't quite reach, I can use a sup rune on the attribute that is the highest and get a whack of attribute points to meet the rest of the builds requirements.
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You usually are better off with two majors if you want to spread atts.
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Sep 21, 2007, 07:56 AM // 07:56
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#102
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Desert Nomad
Join Date: Dec 2005
Location: Mt Vernon, Ohio
Guild: Band of the Hawk
Profession: W/Mo
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The more health you have around PvE monsters, the less likely they are to attack you. And the less health the more likely they are to come after you.
My great revelation came when Factions first came out, leveling up an Assassin. All the time, evil monsters were ganging up on me, and I was the favorite target of ranged casters! Then a friend suggested going all minor runes. I did and the difference was like night and day.
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Sep 21, 2007, 08:08 AM // 08:08
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#103
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Krytan Explorer
Join Date: Jan 2006
Profession: N/
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HP is overrated.
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Sep 21, 2007, 08:08 AM // 08:08
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#104
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Jungle Guide
Join Date: May 2005
Location: NC
Guild: DKL
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I'll just give the observation I have made during alliance battles. Playing as an Assassin, if I attack someone with a superior rune on, they are pretty much dead, and dead quick. Someone with a major or minor rune at least may get a spell off with like 20 health remaining.
With the ease of this game, I can't see anyone even needing a Superior Rune unless they are doing top end PvP, and I say that only because I don't know what they do. For all I know, they might not use them either.
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Sep 21, 2007, 08:15 AM // 08:15
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#105
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Quote:
Originally Posted by odly
HP is overrated.
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o ok.
Quote:
With the ease of this game, I can't see anyone even needing a Superior Rune unless they are doing top end PvP, and I say that only because I don't know what they do. For all I know, they might not use them either.
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They don't.
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Sep 21, 2007, 08:24 AM // 08:24
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#106
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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My PVE mesmers Signet of Illusions builds always have a +4 for illusion.
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Sep 21, 2007, 12:19 PM // 12:19
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#107
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Krytan Explorer
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I use superiors in PvE, because I don't have any reason not to. I know how to kite, when to retreat, etc. so why not be as usefull as possible? I even use superiors on my monk, tho he has a head piece with minor rune, if I play Hard Mode or something that isn't NM. But in PvP, it's minor runes all the way (expect on my ranger in AB, he needs both high expertise and marksmanship, while having descent wildreness survival )
Last edited by 6am3 Fana71c; Sep 21, 2007 at 12:21 PM // 12:21..
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Sep 21, 2007, 01:41 PM // 13:41
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#108
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Krytan Explorer
Join Date: Jan 2006
Profession: N/
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Health like energy should be managed.
If you start out in a fight with full health, then continuously loose health and hope to kill the other party right before your own health runs out, you're doing something wrong IMO. As simple as that.
Rather you should start out with a certain ammount, loose some, get some prot, get some healing and your health stops going down, and even starts to go up again *during* the fight. Then it goes down again and up again etc. Thats what monks, ritualists, paragons, self prot and self healing etc are for. If that 75HP made the difference between dying and staying alive, sure your better off with than without, but your team did 'manage' your health badly.
You should be at >75% full health after a fight, not at <75 health.
Each and all proffession has ways to help himself/others out defensively. The new PVE only skills have added a few more options for everyone as well. There are actually loads of ways any character can increase his own and his teams survivability on the battle field that have way more impact on your health than the pure HP you start with.
I'm not saying sup runes are better than minor ones. Most of the time it doesn't make one bit of differense one way or the other in PvE. I'm saying that in general you shouldn't need those +75hp so you can take a sup rune if you want. I hate the general tendency in these forums where people say that maxing your HP is the best if not the only thing to avoid death. In the end if you don't have the necessary defenses, then your health will start dropping, continue to drop and then you die. unless the foes die faster off course, which in PvE is usually the case anyway.
A good offense is the best defense, but that doesn't mean you cannot have both.
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Sep 21, 2007, 02:09 PM // 14:09
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#109
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by Avarre
The reason you do not use this logic is because the number of PvE monks that will preprot you with prot spirit can be counted on one hand.
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That's why you dont use PvE monks but bring heroes and manually prot spirit..
Btw, apart from the fact that spirit bond isn't very useful in PvE (You try to get all aggro one 1 or 2 people and it only triggers on 10 hits) prot spirit and spirit bond work together regardless of the amount of health you have. The ' 600hp monk' didn't in fact need 600hp.
In most PvE areas you can get by with prot spirit shield of absorption lod and dwaynas kiss as only heals and prots, you just got to use them well, something that has proven to be quite difficult for PvE monks..
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Sep 21, 2007, 02:24 PM // 14:24
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#110
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Quote:
Originally Posted by wilebill
My great revelation came when Factions first came out, leveling up an Assassin. All the time, evil monsters were ganging up on me, and I was the favorite target of ranged casters! Then a friend suggested going all minor runes. I did and the difference was like night and day.
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That's what many pro-minors seem to forget here.
Health is an easy way to cheat AI, to make it attack highly armored characters and leave alone the softies.
Worst, pro-minors seem to forget that you can switch to your minor set when you want, especially if you have a PvP ready character. When things tend to go wild, you just switch end of story.
And sorry for yesitsrob, but 480 or 600 Hp doesn't make any difference against thorn wolfs/Aatxes. They hit for 300-400, so either you're dead in two hits or you're dead in two hits. At this rate of damage, 75 HP won't make any difference. What will make difference is your ability to block/prot/blind/weakness them before they can tear you apart.
Bah, people play like they want.
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Sep 21, 2007, 03:27 PM // 15:27
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#111
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Wilds Pathfinder
Join Date: Nov 2005
Location: Australia
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I don't go under 75 hp enough to justify not using a superior in all cases except for DoA and some hard mode zones.
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Sep 21, 2007, 03:31 PM // 15:31
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#112
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Lion's Arch Merchant
Join Date: Aug 2007
Guild: Modified Soul Society
Profession: Mo/R
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I have a question that's sort of related to this topic...
Why is there a health penalty for Superior Runes in the first place? Is ANet so fearful of having some kind of "l33t" super-build that gives you a whopping 10-15% more damage/healing on skills? What the heck would it affect by removing all health penalty from all runes? Just unlock all Superiors automatically for PvP and wouldn't everybody be on the same table?
I guess that I'm just really surprised that Guild Wars implemented such a confusing rune system, because it only encourages min-maxing more than ever. I can understand that ANet wants to keep things level. But at the same time, this makes it probably the only RPG that I know where people actually feel extreme disappointment when they get a rare.
That is, many rare, Superior Runes are often less valuable (and even trash) compared to common, Minor Runes of the same attribute. For instance, I'd say that for half of the professions, getting a Superior Rune in your profession's primary attribute is only useful in gimmick builds and that's it.
Warriors don't benefit as much from high strength as they do from tactics skills (other than Sentinel Armor, which is NOT the "uber-l33t" armor for warriors). Elementalists would do better with high damage versus high energy storage. Monks should just put their points in healing/protection (or heck, smiting) versus divine favor. Necromancers aren't going to make soul reaping their highest stat; what good is awesome energy management if you're not killing anything.
The only changes that I would see is that suddenly the market would shift and commons would be really cheap, major runes would actually be used, and superiors suddenly command high prices. Well, shouldn't it be that way in the first place? Why should rare and uncommon items be less useful (and have lower value) than common items?
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Sep 21, 2007, 04:30 PM // 16:30
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#113
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Krytan Explorer
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Quote:
Originally Posted by Coraline Jones
I have a question that's sort of related to this topic...
Why is there a health penalty for Superior Runes in the first place? Is ANet so fearful of having some kind of "l33t" super-build that gives you a whopping 10-15% more damage/healing on skills? What the heck would it affect by removing all health penalty from all runes? Just unlock all Superiors automatically for PvP and wouldn't everybody be on the same table?
I guess that I'm just really surprised that Guild Wars implemented such a confusing rune system, because it only encourages min-maxing more than ever. I can understand that ANet wants to keep things level. But at the same time, this makes it probably the only RPG that I know where people actually feel extreme disappointment when they get a rare.
That is, many rare, Superior Runes are often less valuable (and even trash) compared to common, Minor Runes of the same attribute. For instance, I'd say that for half of the professions, getting a Superior Rune in your profession's primary attribute is only useful in gimmick builds and that's it.
Warriors don't benefit as much from high strength as they do from tactics skills (other than Sentinel Armor, which is NOT the "uber-l33t" armor for warriors). Elementalists would do better with high damage versus high energy storage. Monks should just put their points in healing/protection (or heck, smiting) versus divine favor. Necromancers aren't going to make soul reaping their highest stat; what good is awesome energy management if you're not killing anything.
The only changes that I would see is that suddenly the market would shift and commons would be really cheap, major runes would actually be used, and superiors suddenly command high prices. Well, shouldn't it be that way in the first place? Why should rare and uncommon items be less useful (and have lower value) than common items?
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Sep 21, 2007, 04:32 PM // 16:32
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#114
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Wilds Pathfinder
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Quote:
Originally Posted by Coraline Jones
Monks should just put their points in healing/protection (or heck, smiting) versus divine favor.
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lolwut.
12 chars
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Sep 21, 2007, 05:25 PM // 17:25
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#115
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by Coraline Jones
That is, many rare, Superior Runes are often less valuable (and even trash) compared to common, Minor Runes of the same attribute. For instance, I'd say that for half of the professions, getting a Superior Rune in your profession's primary attribute is only useful in gimmick builds and that's it.
Warriors don't benefit as much from high strength as they do from tactics skills (other than Sentinel Armor, which is NOT the "uber-l33t" armor for warriors). Elementalists would do better with high damage versus high energy storage. Monks should just put their points in healing/protection (or heck, smiting) versus divine favor. Necromancers aren't going to make soul reaping their highest stat; what good is awesome energy management if you're not killing anything.
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Sep 21, 2007, 05:31 PM // 17:31
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#116
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by Coraline Jones
I have a question that's sort of related to this topic...
Why is there a health penalty for Superior Runes in the first place? Is ANet so fearful of having some kind of "l33t" super-build that gives you a whopping 10-15% more damage/healing on skills? What the heck would it affect by removing all health penalty from all runes? Just unlock all Superiors automatically for PvP and wouldn't everybody be on the same table?
I guess that I'm just really surprised that Guild Wars implemented such a confusing rune system, because it only encourages min-maxing more than ever. I can understand that ANet wants to keep things level. But at the same time, this makes it probably the only RPG that I know where people actually feel extreme disappointment when they get a rare.
That is, many rare, Superior Runes are often less valuable (and even trash) compared to common, Minor Runes of the same attribute. For instance, I'd say that for half of the professions, getting a Superior Rune in your profession's primary attribute is only useful in gimmick builds and that's it.
Warriors don't benefit as much from high strength as they do from tactics skills (other than Sentinel Armor, which is NOT the "uber-l33t" armor for warriors). Elementalists would do better with high damage versus high energy storage. Monks should just put their points in healing/protection (or heck, smiting) versus divine favor. Necromancers aren't going to make soul reaping their highest stat; what good is awesome energy management if you're not killing anything.
The only changes that I would see is that suddenly the market would shift and commons would be really cheap, major runes would actually be used, and superiors suddenly command high prices. Well, shouldn't it be that way in the first place? Why should rare and uncommon items be less useful (and have lower value) than common items?
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Sep 21, 2007, 05:40 PM // 17:40
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#117
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Quote:
Originally Posted by Dr Strangelove
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I laughed, just a little
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Sep 21, 2007, 05:49 PM // 17:49
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#118
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Coraline Jones
I have a question that's sort of related to this topic...
Why is there a health penalty for Superior Runes in the first place? Is ANet so fearful of having some kind of "l33t" super-build that gives you a whopping 10-15% more damage/healing on skills? What the heck would it affect by removing all health penalty from all runes? Just unlock all Superiors automatically for PvP and wouldn't everybody be on the same table?
I guess that I'm just really surprised that Guild Wars implemented such a confusing rune system, because it only encourages min-maxing more than ever. I can understand that ANet wants to keep things level. But at the same time, this makes it probably the only RPG that I know where people actually feel extreme disappointment when they get a rare.
That is, many rare, Superior Runes are often less valuable (and even trash) compared to common, Minor Runes of the same attribute. For instance, I'd say that for half of the professions, getting a Superior Rune in your profession's primary attribute is only useful in gimmick builds and that's it.
Warriors don't benefit as much from high strength as they do from tactics skills (other than Sentinel Armor, which is NOT the "uber-l33t" armor for warriors). Elementalists would do better with high damage versus high energy storage. Monks should just put their points in healing/protection (or heck, smiting) versus divine favor. Necromancers aren't going to make soul reaping their highest stat; what good is awesome energy management if you're not killing anything.
The only changes that I would see is that suddenly the market would shift and commons would be really cheap, major runes would actually be used, and superiors suddenly command high prices. Well, shouldn't it be that way in the first place? Why should rare and uncommon items be less useful (and have lower value) than common items?
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Sep 21, 2007, 06:08 PM // 18:08
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#119
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Lion's Arch Merchant
Join Date: May 2006
Guild: Err7
Profession: Me/
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Well, this thread has been nicely derailed by (admittedly hillarious) picture spam, but I'll go ahead and try to get a post in. Ensign pretty well covered the technical analysis, so I'll just go with my personal experience.
On most of my characters, I prefer minor runes, because it improves my survival rate, and I rarely find it any more difficult to push through PvE enemies with 14 in my offensive attributes. The main exception to this is obviously my Minion Master. As the math pretty clearly shows, those two extra attribute points make a world of difference to her effectiveness.
I'm also currently wearing a Superior Illusion on my Mesmer, who is greatly enjoying how Signet of Illusion allows me to bypass the silly title grind stuff while throwing around Mursaat summons and Vanguard assassinations. Having two fairly powerful level 21 minions on demand while still throwing around some of the better illusion spells while they do their thing has been very effective for me.
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Sep 21, 2007, 06:38 PM // 18:38
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#120
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Quote:
Bah, people play like they want.
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Sure, then threads stating how imbalanced Chromatic Drakes and how hard GWEN is will continue to be created.
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