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?
A caster only rune
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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)
-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)
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?
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?
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?)
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?)
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.
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.
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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.
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.
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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) |
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Quote:
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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. |

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