Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Jun 07, 2006, 01:14 AM // 01:14   #1
Frost Gate Guardian
 
Chaco Nautzi's Avatar
 
Join Date: Feb 2006
Guild: Dont Pwn Us Again [PLZ]
Profession: N/
Advertisement

Disable Ads
Default Energy Runes?

I was just thinking, there's Vigor runes to give you a small boost in health, why not have another type of rune to give you a small boost in Energy?
This is just a thought.

Submitted for your discression. Further ideas or criticism welcome.
Chaco Nautzi is offline   Reply With Quote
Old Jun 07, 2006, 01:33 AM // 01:33   #2
Jungle Guide
 
Lurid's Avatar
 
Join Date: Mar 2006
Profession: Mo/
Default

There was an idea like this floating around earlier. The general consensus was that it was overpowered. As most (including myself) would take energy over health, in most circumstances. For instance on a caster who would be well away from the front lines. Though i'm not sure, as alot of people consider it a "noob weapon" if it has +energy, even if you are using it on a caster.
Lurid is offline   Reply With Quote
Old Jun 07, 2006, 01:50 AM // 01:50   #3
Frost Gate Guardian
 
Join Date: Feb 2006
Location: Houston
Guild: N/A
Profession: R/Mo
Default

/signed
Ggraphix is offline   Reply With Quote
Old Jun 07, 2006, 01:51 AM // 01:51   #4
Desert Nomad
 
Sol_Vie's Avatar
 
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
Default

I've heard that in Beta there was just such a thing and that it was removed because it was too powerful. As much as I like the idea, it really is too powerful.
Sol_Vie is offline   Reply With Quote
Old Jun 07, 2006, 01:59 AM // 01:59   #5
Desert Nomad
 
BahamutKaiser's Avatar
 
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
Default

+5, +10, +15? Energy runes along with energy weapons would be enough for a Warrior to cop off spells pretty easily, and it would undermine the value of certain Primaries such as Energy Storage, which cost 1 attribute point for 3 energy.

I am more intersted in Exhaustion reducing runes, Warrior has absorbtion runes to himself, even though Assassin has to go into Melee combat to with less armor. I think a few more classes should have exclusive runes to help them compensate for serious neccessities which they should have. Elementist Exhaustion reducing runes, Some sort of Assassin only rune, either giving them some static evasion, or perhaps added damage. A monk rune of added energy regeneration might be good, they do have high energy requirement and have many maintenance skills.

The lack of energy is what keeps players from continously casting spells without significant energy management, nearly any player can run out of energy fast, and since that is a likely balance issue, I don't know if they can justify energy runes.

But please, some sort of Assassin rune!
BahamutKaiser is offline   Reply With Quote
Old Jun 07, 2006, 02:09 AM // 02:09   #6
GHP
Academy Page
 
Join Date: May 2006
Profession: Mo/Me
Default

Perhaps at the expense of health or energy regeneration, like the 15/-1 mod?
GHP is offline   Reply With Quote
Old Jun 07, 2006, 03:04 AM // 03:04   #7
Krytan Explorer
 
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
Default

I just think there should be more runes period. At the moment rune selection is pretty much a no-brainer most of the time. Sup Vigor, Sup Abs for warrs, then a Sup in the attribute line of choice and Minors in the rest.

There's no meaningful choices or hard decisions to make in which runes to use. At the very least, we should have more different types of runes that we would want, than we can equip at once.
Rieselle is offline   Reply With Quote
Old Jun 07, 2006, 05:25 AM // 05:25   #8
Frost Gate Guardian
 
Chaco Nautzi's Avatar
 
Join Date: Feb 2006
Guild: Dont Pwn Us Again [PLZ]
Profession: N/
Default

I didnt really think of it being more then +10 at Sup. But now that I think of it, Maybe Energy storage should be a more universal-class(excluding melee) thing? Or something, I just thought of it when I was connstantly running out of energy.
I dont really think that a war copping off two spells per what, one battle? Would be an issue They're regen is pretty slow. D:

I do think that perhaps an energy or health regen expense might compensate a little and keep away classes such as war (with only 2 energy regen) and even if it was health and war just used like mending they would still lose regen.

I didnt think about it being more powerful, either. Though it could create "Touch Warriors" I geuss. I more just wanted it to give casters (Monks,Necros, Mesmers) a bit of a boost so they dont completely drain their energy during extremely tough times 'gang bangs' and such.


I also, however, think it would be nice to add some more runes to the game, then from that arises antoher question:But what would we need to add?(exhaustion was mentioned)

Last edited by Chaco Nautzi; Jun 07, 2006 at 06:34 AM // 06:34..
Chaco Nautzi is offline   Reply With Quote
Old Jun 07, 2006, 07:01 AM // 07:01   #9
Jungle Guide
 
Lurid's Avatar
 
Join Date: Mar 2006
Profession: Mo/
Default

Quote:
Originally Posted by BahamutKaiser
Warrior has absorbtion runes to himself, even though Assassin has to go into Melee combat to with less armor. I think a few more classes should have exclusive runes to help them compensate for serious neccessities which they should have. Elementist Exhaustion reducing runes, Some sort of Assassin only rune, either giving them some static evasion, or perhaps added damage. A monk rune of added energy regeneration might be good, they do have high energy requirement and have many maintenance skills.
/agree

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. Something like this would require some thought in order to keep a balance, and as such i'm reluctant to start naming off ideas, as mine are not balanced, lol.
Lurid is offline   Reply With Quote
Old Jun 07, 2006, 12:00 PM // 12:00   #10
Banned
 
!!! aa !!!!'s Avatar
 
Join Date: Jun 2006
Guild: Aeser Mages [AM]
Profession: W/Mo
Default

why dont you think of balance before you post?
/notsigned
!!! aa !!!! is offline   Reply With Quote
Old Jun 07, 2006, 12:08 PM // 12:08   #11
Forge Runner
 
prism2525's Avatar
 
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
Default

I agree for the exhaustion-reducing rune. Should be an ele rune and all that.

But what ticks me off is that wars have a major/superior rune that gives no drawback (ie. absorption). Why can't the other classes (all of them) have a no-drawback rune too? Absorption isn't one of the war's attributes (and thank god it isn't too), so there might be something similar with the other 7 classes. Like the assasin would have a rune that gives 5,10, and 15% chance to avoid attacks as they usually hide in shadows.

With warrior having the advantage of the Absorption rune It can be a bit unbalanced.
prism2525 is offline   Reply With Quote
Old Jun 07, 2006, 12:15 PM // 12:15   #12
Banned
 
Stupid Shizno's Avatar
 
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
Default

On the lines of the exclussive runes, which i tottaly agree:

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 - I guess increasing the shadow step area


I cant really think of the other ways runes could help other classes, rangers and mesmers dont really have any need I can think of, their weakness isnt as noted.

But along with the vigor runes, I think their should be an energy rune that adds 1 energy regen.
Stupid Shizno is offline   Reply With Quote
Old Jun 07, 2006, 04:16 PM // 16:16   #13
Academy Page
 
Tetram The Troll's Avatar
 
Join Date: Feb 2006
Guild: Exxxcited French [TriK]
Default

/notsigned

Energy runes would be useless ... 15 mana more or 15 mana less, if you're not able to manage your mana, it won't be easier...
Tetram The Troll is offline   Reply With Quote
Old Jun 07, 2006, 04:34 PM // 16:34   #14
Krytan Explorer
 
master_of_puppets's Avatar
 
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
Default

/notsigned

Health is not the same as energy. Runes for extra energy would be overpowered.
Though the point some people made about the absorption rune is kinda true. I've never liked the idea of one class having an extra rune with no drawback.
master_of_puppets is offline   Reply With Quote
Old Jun 07, 2006, 04:39 PM // 16:39   #15
Frost Gate Guardian
 
Chaco Nautzi's Avatar
 
Join Date: Feb 2006
Guild: Dont Pwn Us Again [PLZ]
Profession: N/
Default

Quote:
Originally Posted by Death3D
On the lines of the exclussive runes, which i tottaly agree:

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 - I guess increasing the shadow step area


I cant really think of the other ways runes could help other classes, rangers and mesmers dont really have any need I can think of, their weakness isnt as noted.

But along with the vigor runes, I think their should be an energy rune that adds 1 energy regen.

Maybe a rune that increases attack speed for Ranger or Assassin? Since an assassin usually gets the job done quick. Or even an attack range rune for ranger...even though they already have a wider one than other classes.

Or for assassin as friend has suggested, "Assassin needs a static evasion rune...like they have a higher chance to be missed" with it on maybe go 5%, 10%, 15% or go as high as the enchantment mods.

I like the regen, but then we would get on to the topic of it being to powerful again. D:

Last edited by Chaco Nautzi; Jun 07, 2006 at 06:29 PM // 18:29..
Chaco Nautzi is offline   Reply With Quote
Old Jun 07, 2006, 05:43 PM // 17:43   #16
Imp
Krytan Explorer
 
Imp's Avatar
 
Join Date: Apr 2005
Guild: Novum Igneus [NI]
Profession: Rt/
Default

Quote:
Originally Posted by prism2525
I agree for the exhaustion-reducing rune. Should be an ele rune and all that.

But what ticks me off is that wars have a major/superior rune that gives no drawback (ie. absorption). Why can't the other classes (all of them) have a no-drawback rune too? Absorption isn't one of the war's attributes (and thank god it isn't too), so there might be something similar with the other 7 classes. Like the assasin would have a rune that gives 5,10, and 15% chance to avoid attacks as they usually hide in shadows.

With warrior having the advantage of the Absorption rune It can be a bit unbalanced.
thats because the war is supposed to be in the front lines. Also if you think about it, you can use fire, water, and earth if you wanted. Wars are limited to their weapon skill.
Imp is offline   Reply With Quote
Old Jun 07, 2006, 07:28 PM // 19:28   #17
Krytan Explorer
 
Join Date: Jun 2005
Guild: Fun Loving Gamers
Profession: R/Mo
Default

/unsigned. To overpowered
Pillz_veritas is offline   Reply With Quote
Old Jun 07, 2006, 07:49 PM // 19:49   #18
Forge Runner
 
Dougal Kronik's Avatar
 
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
Default

/signed if the energy bonuses were toned down a bit for each level of rune.

/signed for more runes overall to give more diversity in character builds.
Dougal Kronik is offline   Reply With Quote
Old Jun 07, 2006, 07:56 PM // 19:56   #19
Frost Gate Guardian
 
Xx Invictus xX's Avatar
 
Join Date: Aug 2005
Location: Canada
Guild: MLV
Profession: W/
Default

how woud +5 +10 +15 be overpowered?

why arent we all complaining that eles are overpowered cuz of enery storage

+15 is one spell thats not gonna overpower much... its helpful though...

this would be great for warriors though... and give some more variation in builds...

and i can see how class specific skills can be overpowered like expertise and touch skills seem to be a problem for people... but when energy runes are available to everyone... how does it over power anything?... just cuz lightsabres can cut thru ur steel sword... if lightsabres are available to everyone i see no problem... light sabres FTW
/signed


edit: dougal kronik --> didnt read urs lol... diversity in builds thats what i meant very good point

Last edited by Xx Invictus xX; Jun 07, 2006 at 09:27 PM // 21:27..
Xx Invictus xX is offline   Reply With Quote
Old Jun 07, 2006, 10:05 PM // 22:05   #20
Just Plain Fluffy
 
Ensign's Avatar
 
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
Default

Energy runes would go something like +3/+4/+5 for minor/major/superior. They'd go on virtually every character due to lack of alternatives. Those wouldn't be anything special though, I don't see any reason why they couldn't make these.

Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
Ensign is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:08 PM // 18:08.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("