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Old Dec 22, 2005, 06:30 PM // 18:30   #21
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/not signed

I understand the want of another rune, but Warrors need the extra rune since they are the meat sheild.
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Old Dec 22, 2005, 07:13 PM // 19:13   #22
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Quote:
Originally Posted by ghezbora
You seem to have missed a few points in my post, so I'll try to clarify.

1) these were really just to give a flavor of what sort of runes should be in the game. only the elementalist one is one that i really think is viable as-is. as i stated, i just thought of these in like 5 minutes.

2) for monk energy reduction, it's actually not overpowering because of the way GW truncates. a 15% reduction doesn't have any effect on a 5e spell. .15*5=.75, which truncates to 0, so 5-0=5. it works just like expertise. I'm just at a loss as to what else a monk would need besides some help with energy management...

3) the mesmer rune isn't increasing fast casting, it's faster recharge. i felt like that would go hand-in-hand with fast casting nicely.

4) +3 regen doesnt mean the minions have no degen. the minions have ever increasing degen, up to -10. so it just means they have less degen. vigor for minions is essentially the same, just increases minion duration/durability.

edit:
forgot to address rangers
5) yeah, for the ranger rune, i really couldn't think of anything to be honest, lol. adding range seemed like something that might be useful that isn't raising an attribute, so that's what i put i'd love to hear other suggestions though
Sorry I read it too quickly. lol I like reading new ideas. I do think it will be nice if every class has one "special" rune. As for Mesmer, faster recharge may be good.

I guess the reason who don't see "special runes" is that it's harder to balance the game through items than through skills. Faster recharge runes will need tons of testing to make sure they are not over powering on Mesmers. There's only a few skills in the game that can improve recharge and I guess it's easier to balance the game through those skills.


I think the Absorption rune was designed after they thought warriors need more to tank in PvE. They can simply design one absorption rune to make sure Warrior isn't "underpowered" due to their need for close combat. With the +3 absorption and huge physical resistance, warrior monsters can't do enough damage on warriors at all.
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Old Dec 23, 2005, 12:50 AM // 00:50   #23
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Quote:
Originally Posted by Fye Duron
Warrors need the extra rune since they are the meat sheild.
Um, explain why being the meat shield means they need an extra rune, please. By that same logic, the monks need an extra rune because they're the healer. And the eles need an extra rune because they're the artillery.

The fact that meat shield is the warrior's typical role, while true, does not imply they need an extra rune.

Perhaps you meant to say "Warriors need an extra rune since they're the weakest class anyway" -- note I'm not making this claim, I'm just trying to understand yours.
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Old Dec 23, 2005, 06:55 AM // 06:55   #24
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What about an Energy Regen rune? +1, +2, and +3 pips, with the usual -health problems, and I think it's a better solution than a simple flat +EP.
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Old Dec 23, 2005, 06:11 PM // 18:11   #25
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/signed - I believe we should have a couple new runes. It would add better custimazation to the game.
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Old Dec 23, 2005, 06:21 PM // 18:21   #26
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/signed, but I'm saying not giving absorbtion to everyone, but a rune that isn't associated with stats for other professions.

Extra Life Storage for monks
Extra Defense for mesmers
Greater Area of effect for elementalists
Life gaining with soul reaping for necros (since they don't have any skills and just get energy from soul reaping)
Arc shot rune for rangers, so they can shoot around obstacles (for instance, you couldn't shoot so that it disobeys the laws of physics, but like when you're shooting up at someone/thing and you can't get it over the wall or something, it'd be able to fly over the wall and come down.)

I think these aren't any more powerful than absorbtion, and their effects would only be very slightly noticeable.
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Old Dec 23, 2005, 10:19 PM // 22:19   #27
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Quote:
Originally Posted by Fye Duron
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I understand the want of another rune, but Warrors need the extra rune since they are the meat sheild.

Maybe what the warrior really needs are opening attacks like slamming your weapon against the ground so that a shockwave or some ground can hit the enemy.That way the warrior wont be in fighting close range for as long as normal. Or it would just offset the warriors purpose and make all the other classes unwanted.
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Old Dec 23, 2005, 10:46 PM // 22:46   #28
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/not signed

I don't think classes should get new runes, but I'd like to see new armor pieces that are unique (like the bloodstained boots) for all classes.

Elementalists: Increases Duration of AoE Spells / Increases range of AoE spells

Mesmers: Decrease Recharge Time of Mesmer Spells / Increase Duration of Hexes

Rangers: Decrease Casting Times for traps / Decrease Casting Times for Spirits

Monks: Decrease Casting Times for Ressuretion Spells.


Of course, you'd have to find a suitable place to put each of these things.
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Old Dec 24, 2005, 01:54 AM // 01:54   #29
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Old Dec 24, 2005, 04:30 AM // 04:30   #30
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warriors are usually the 1st people to go to combat, the ones who get there ass beat most of the time, and they need that dmg reduce to get the extra life duration so they can protect there team
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Old Dec 24, 2005, 04:59 AM // 04:59   #31
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/not signed
Seems like it would leave warriors at a disadvantage as far as runes go.

The elementalist already has 6 [i]usable[i] runes. Every other class has 5, the warrior has 5.
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Old Dec 24, 2005, 05:16 AM // 05:16   #32
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Quote:
Originally Posted by agent of ascalon
warriors are usually the 1st people to go to combat, the ones who get there ass beat most of the time, and they need that dmg reduce to get the extra life duration so they can protect there team
Yeah, right. Warriors are the meatshields taking all the damage. No one ever goes for the monks and mesmers first. [/endsarcasmtowardsf'nnoobs]
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