A caster only rune

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Ninjutsu Honor Code
Ninjutsu Honor Code
Frost Gate Guardian
#1
It just came to my mind warriors have absorb runes wich are for them only now how about a rune for casters only. My idea for a caster only rune is a Rune of Barbs
Rune of barbs deals X damage to enemies that make physical contact with you (melee/arrows)

Minor 1 damage
Major 2 damage
Superior 3 damage

It might not be the best idea and not unbalancing anything what do you guys think?
bulletsmile
bulletsmile
Krytan Explorer
#2
yes you are right, i think it's stupid that A-net have made extra special runes for warrior only (absortion runes). I think more like every class could have their own special rune, for example:

-Elementalist: X rune of Keeping ( every X. spell you cast costs no energy to cast)
-Necromancer: X rune of Transfer (u gain 1 energy every X. time you attack or cast a spell)
-Mesmer: X rune of Lasting (each hex you cast last X seconds longer)
-Ranger: X rune of Winds (every X. skill you use recharge 50% faster)
-Monk: X rune of The Holy (every X. healing/prot/divine/smite spell you cast have double effect)
Harmony
Harmony
Frost Gate Guardian
#3
I like this idea! Why should warriors have their own 'special' rune and the other classes get left out?!

/signed
Soul Shaker
Soul Shaker
Krytan Explorer
#4
Everyone else has no runes because you don't need it. The wars need to survive in melee, meaning taking -3 damage from attacks is helpful...

You should be standing out of the fray anyways.
Harmony
Harmony
Frost Gate Guardian
#5
True, but sometimes, depending on the situation or the group you are with, it is impossible to stay completely out of the fray. Besides, the runes bulletsmile 'created' would serve not to buff your character for close range, but to augment the skills specific for that class.
MinaDrakul
MinaDrakul
Academy Page
#6
/signed

Soul, yes warriors are in the fray but who says that caster runes would be to lessen damage? The caster runes could give speed casting or give energy boosts. As others have said, why should the warriors get all the fun?
Tuoba Hturt Eht
Tuoba Hturt Eht
Jungle Guide
#7
If you want to give casters an extra rune, how about giving more warriors more energy regen?

Monks / Elementalist / Necromancers / Mesmers get 4 pips of energy regen

Warriors get 2 pips of energy regen

Why should casters get 4 pips of energy regen, rangers get 3 pips of energy regen, while warriors get left out?

Casters get 4 pips of energy regen, warriors only get 2 pips of energy regen.
Why should casters get all the fun?
MMSDome
MMSDome
Raged Out
#8
/not signed

other casters are doing fine and the game is balanced right now. It would create easier farming with these runes for casters and warriors need more defense since they are in the middle of the (poop) storm
NatalieD
NatalieD
Desert Nomad
#9
The potential for absorption runes is just a benefit of warrior armor, balanced against the higher energy and energy regen of other classes.
Soul Shaker
Soul Shaker
Krytan Explorer
#10
We can get a max of 28 energy while still using our designated equipment )sword, axe, hammer, shields) and no more than 2 pips of regen without skills.

Compared to rangers: 3 pips of regen, 25 base energy, to 32 with class gear.(not to say this is unfair, their skills use more energy anyway)

Now...casters- (for purposes of this, the ele is excluded) 4 pips of regen, i think it would be...umm...base 30, +15 possible from a wand and off-hand, possible i think...75 or so with the +15 energy, regen -1 focus..as well as with the wand of the same type with a +3 unconditional (is that possible?)
Mandy Memory
Mandy Memory
Desert Nomad
#11
Your runes are overpowered.
How bout a rune that increases soulreaping radius by x'(necro), a rune randomly refills x energy when you cast at a 1% chance(ele), spells recharge x*4% faster at a 1% chance(mesmer), bows fire x*2' longer(ranger), and hex duration is shortened by x*3% (monk)

x= 1 for minor, 2 for major, 3 for superior


Of course I am an advocate of bringing back fury runes.
V
Vengal
Ascalonian Squire
#12
How about an Ele Rune of Focus: gives an x% chance to not be interrupted when casting a spell. Maybe some thing like 5%,10%,15% or 10%,20%,30%.
R
Rieselle
Krytan Explorer
#13
I think/hope that everyone will get many more runes, with videly varying effects. It's the height of boringness that pretty much choosing runes is a almost a no-brainer - sup vigor, sup absorb (for war), sup in attribute of your choice, and minors in the other attributes.

Choosing runes should be like choosing skills should be - a really tough decision with many tradeoffs and compromises. I think there should be a whole bunch of runes for everyone - elemental resistance runes, damage resistance runes, +1 energy regen runes, shorten poison runes, increased adren gain runes, casting time reduction runes, casting cost reduction runes, etc etc. Some of them should reduce your health like the superior attribute ones do, some should reduce your armor, damage, energy pool, etc etc.

In other words, the more variation and choice, the better.
f
fallot
I'm the king
#14
Profession specific runes are a good idea if they can be well balanced. It will give the primary profession a lot more importance.

/signed.
FalconDance
FalconDance
Jungle Guide
#15
There's an Elite called Warrior's Endurance for all you complaining about your lack of egy regen. For X seconds, you gain X energy with each hit (or somesuch), with the maximum not to exceed Y. It is very handy and really a no-brainer to use, even for a big meat shield .
M C H A M M E R
M C H A M M E R
Wilds Pathfinder
#16
Quote:
Originally Posted by bulletsmile
yes you are right, i think it's stupid that A-net have made extra special runes for warrior only (absortion runes). I think more like every class could have their own special rune, for example:

-Elementalist: X rune of Keeping ( every X. spell you cast costs no energy to cast)
-Necromancer: X rune of Transfer (u gain 1 energy every X. time you attack or cast a spell)
-Mesmer: X rune of Lasting (each hex you cast last X seconds longer)
-Ranger: X rune of Winds (every X. skill you use recharge 50% faster)
-Monk: X rune of The Holy (every X. healing/prot/divine/smite spell you cast have double effect)
the monk and ranger are way overpowered in my opinion...imagine combining that ranger rune with sepants quickness and quickening zephyr...they would have instant recharge...or a smite monk team going in and spiking signet of judgement...or balth aura...
H
HDS
Frost Gate Guardian
#17
/SIGNED

Farming would be soooo much easier then, imagine SoJ now deals 100 dmg instead of 50 & lasts for doubel the amoutn +20%

I would <3 that!
Elena
Elena
Desert Nomad
#18
HDS or an admin edit his posts its making this thread hard to read -.-'

on the topic i'm not to sure bout adding to each proffesion more runes
D
David Lionmaster
Frost Gate Guardian
#19
Quote:
Originally Posted by Rieselle
I think/hope that everyone will get many more runes, with videly varying effects. It's the height of boringness that pretty much choosing runes is a almost a no-brainer - sup vigor, sup absorb (for war), sup in attribute of your choice, and minors in the other attributes.

Choosing runes should be like choosing skills should be - a really tough decision with many tradeoffs and compromises. I think there should be a whole bunch of runes for everyone - elemental resistance runes, damage resistance runes, +1 energy regen runes, shorten poison runes, increased adren gain runes, casting time reduction runes, casting cost reduction runes, etc etc. Some of them should reduce your health like the superior attribute ones do, some should reduce your armor, damage, energy pool, etc etc.

In other words, the more variation and choice, the better.
i agree, i would like to have some more variety with rues.
Mandy Memory
Mandy Memory
Desert Nomad
#20
Every rune listed are vastly overpowered and will upset the balance between classes.

Think weak like absorption not strong like axe mastery