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Old May 16, 2005, 06:19 PM // 18:19   #1
Draconic Rage Incarnate
 
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Default More Runes!!!

Does it annoy anyone else that Warriors get 2 extra runes compared to everyone else? The Fury and Absorption runes to be specific. I think Absorption should be available to all classes. I also think each class should get another rune to balance out the Fury runes. As a ranger, I'd like Runes that allow me to fire a bow faster, or maybe increase the range, or something.
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Old May 16, 2005, 06:29 PM // 18:29   #2
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Well... think about it. Warrior has many disadvantages as well... for one thing, all of the specified weapons are closed range, where as ANY other class has range. Whats the solution for this? Maybe reduction in damage. I'm sure theres a logical explanation for this though, or else ARENA wouldn't have implemented it.
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Old May 16, 2005, 06:33 PM // 18:33   #3
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Yeah, It is kind of unfair, but 1-2 runes out of place doesnt mean much- you can only have 5 at one time, right ?(1 on each piece of armour). The absorption should be avaliable to all classes, everyone needs extra defence. As for an extra rune for all classes....
Necromancer:Minion rune: all summoned minions have +50 more hp.
Monk:Rune of Lifebringing: Res spells cast 33% faster
Elementalist: Great Energy rune: all spells that cost over 20mp to cast last 5 seconds longer (meteor etc)
Ranger:Rune of Quickness: All preperations cast 10% faster
Mesmer:Rune of Lasting curse: All hex spells last 1 second longer
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Old May 16, 2005, 08:22 PM // 20:22   #4
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Comparing your suggestions with the extra warrior runes might give a good indication of why only warriors have the extra runes – fury and absorption are just generally useful for warriors who rely on adrenaline for skills and have a tendency to wade into melee and take damage. None of the runes you propose satisfy the condition of having a likewise relatively broad application for the classes you target with them.
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Old May 16, 2005, 09:55 PM // 21:55   #5
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Quote:
Originally Posted by Tomo
Yeah, It is kind of unfair, but 1-2 runes out of place doesnt mean much- you can only have 5 at one time, right ?(1 on each piece of armour). The absorption should be avaliable to all classes, everyone needs extra defence. As for an extra rune for all classes....
Necromancer:Minion rune: all summoned minions have +50 more hp.
Monk:Rune of Lifebringing: Res spells cast 33% faster
Elementalist: Great Energy rune: all spells that cost over 20mp to cast last 5 seconds longer (meteor etc)
Ranger:Rune of Quickness: All preperations cast 10% faster
Mesmer:Rune of Lasting curse: All hex spells last 1 second longer
Wow, your monk rune really screws monks who excel at keeping their team alive.

[ ]
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Old May 17, 2005, 01:36 AM // 01:36   #6
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In general, Monks shouldn't be rezzing at all, that's for W/Mo to do. The Elementalist rune you suggested is mucho overpowered, since Meteor Shower, for example, would be getting a boost 50-100% in duration. While the Ranger rune you suggested is nearly useless, since you only use one preparation at a time, with casting times 2-3 seconds, still being 1.8-2.7 seconds.
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Old May 31, 2005, 03:46 PM // 15:46   #7
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Yeah but as I was talking about in another thread it seems the fury rune is very rare.
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Old May 31, 2005, 05:48 PM // 17:48   #8
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I want more runes, perhaps, armor adding runes... mana adding runes... mana regen runes (Subtract 10 mana-or more- same way focus items do)
... I personaly think absorbtion runes could be used for all classes, and just have them less effective for monks/elementalists... i like more options, more differentiality on our characters...

--Have to add this--
I also would like to see graphics change on the weapons if you have either electric, earth, cold, fire dmg on it... i really like cool effects on games... not to mention it would add more "Special" looks while in battles... more of a thing to go "ooo, aahhh, ooo, ahhh"
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