Dec 22, 2005, 06:30 PM // 18:30
|
#21
|
Wilds Pathfinder
Join Date: May 2005
Location: Chico, CA, USA
Guild: Dragon Fang
|
/not signed
I understand the want of another rune, but Warrors need the extra rune since they are the meat sheild.
|
|
|
Dec 22, 2005, 07:13 PM // 19:13
|
#22
|
Krytan Explorer
Join Date: Jun 2005
Profession: R/
|
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.
|
|
|
Dec 23, 2005, 12:50 AM // 00:50
|
#23
|
Frost Gate Guardian
Join Date: Nov 2005
Location: Texas
Guild: There Is No Cow Level [cow]
|
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.
|
|
|
Dec 23, 2005, 06:55 AM // 06:55
|
#24
|
Lion's Arch Merchant
Join Date: Dec 2005
Profession: N/
|
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.
|
|
|
Dec 23, 2005, 06:11 PM // 18:11
|
#25
|
Ascalonian Squire
|
/signed - I believe we should have a couple new runes. It would add better custimazation to the game.
|
|
|
Dec 23, 2005, 06:21 PM // 18:21
|
#26
|
Desert Nomad
Join Date: Aug 2005
Location: Behind you with a knife
Guild: Celebrity Gangsters [FamE]
Profession: Me/
|
/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.
|
|
|
Dec 23, 2005, 10:19 PM // 22:19
|
#27
|
Frost Gate Guardian
Join Date: Dec 2005
Guild: ALOA 2
Profession: Me/
|
Quote:
Originally Posted by Fye Duron
/not signed
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.
|
|
|
Dec 23, 2005, 10:46 PM // 22:46
|
#28
|
Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
|
/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.
|
|
|
Dec 24, 2005, 01:54 AM // 01:54
|
#29
|
Frost Gate Guardian
Join Date: Sep 2005
Guild: Brotherhood of Holy Light
Profession: R/Mo
|
/not signed
|
|
|
Dec 24, 2005, 04:30 AM // 04:30
|
#30
|
Frost Gate Guardian
Join Date: Aug 2005
Location: San Antonio, Texas
Guild: [Holy]
Profession: W/
|
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
|
|
|
Dec 24, 2005, 04:59 AM // 04:59
|
#31
|
Desert Nomad
Join Date: Jun 2005
Guild: Animal Factory [ZoO]
Profession: A/
|
/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.
|
|
|
Dec 24, 2005, 05:16 AM // 05:16
|
#32
|
Desert Nomad
Join Date: Aug 2005
Location: Behind you with a knife
Guild: Celebrity Gangsters [FamE]
Profession: Me/
|
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]
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 11:42 PM // 23:42.
|