Warriors Treated Special?
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Originally Posted by Gophurt
I was thinking about the different runes that are available, and I was wondering, is there any good reason that warriors get 2 extra runes that don't effect a stat? Why not give runes to caster profs that legthen enchant duration or give them the absorption runes as well?
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<Tactics, Strength, Sword/Hammer/Axe Mastery> Nothing seems out of place..anyways
Why give casters absorpt? With their armor, it's not gunna make a whole lot of difference if they duck a couple damage. Now, with warriors, seeing as they rely on it, I can give that idea a thumbsup.
Now I agree casters SHOULD get something, maybe if not absorption like a minor/major/superior energy pool rune, effectively like adding +3, +5, +8, with same penalties, or something along those lines. Casters can already get enchantment lasts longer weapon mods, so giving them a rune like that would make no sense.
--The Shim
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Originally Posted by Sentao Nugra
shim, he meant one + vigor. which is where you got confused. and i was having the same epiphany the other day bout this so...
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No. /Notsigned.
--The Shim
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Originally Posted by actionjack
/sign on more Rune types
make it like 10 different kinds... |
Seriously, let warriors have the absorption runes so they can tank to make up for their slightly less damage output. Casters will complain about warriors tanking until the warrior is taking hits for said caster.
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Originally Posted by Fungus Amongus
While we're at it, lets make runewords.
Seriously, let warriors have the absorption runes so they can tank to make up for their slightly less damage output. Casters will complain about warriors tanking until the warrior is taking hits for said caster. |
Though, Casters should still get some kind of rune themselves, so it would stop this hard feeling. Be creative and create a caster rune.
--The Shim
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Originally Posted by Jetdoc
/not signed. Warriors can only use skills from one of their weapon attributes, while caster classes can use skills from ALL of their spell attributes. That's an imbalance already.
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There are very few spells that are worth using with no or very few points in the attribute. So I wouldn't consider this an imbalance at all. Just because it is technically possible to use spells from all the lines doesn't mean it doesn't suck so hard that anyone would ever actually do it.
/signed
Although I think +energy runes should probably be like vigor, warriors should be able to use those too, so not a good example to address the OP issue of "warriors get an extra rune." Each class needs a special one, and that's harder. Maybe something like these:
Elementalist Rune of Stamina
Exhaustion reduced by 1/2/3 max energy penalty (i.e. each time you incur exhaustion it is only 9/8/7 energy)
Necromancer Rune of Vitality
Minions gain +1/2/3 health regeneration
Mesmer Rune of Recharge
Your mesmer spells recharge 5/10/15 percent faster
Monk Rune of Efficiency
Your monk spells cost 5/10/15 percent less energy
Ranger Rune of Accuracy
Your bows shoot 5/10/15 feet farther and your arrows move 5/10/15 percent faster
I thought these up in like 5 minutes just now so they may have horrible, horrible balance flaws I'm not imagining, but I think something along this train of thought would add to the game

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Originally Posted by ghezbora
This isn't really true. As a Warrior, you get your weapon line, strength, tactics, and your secondary, to mix and match to whatever degree you like. As a monk, I get Healing or Protection (one of the two 99% of the time, only when I'm the only monk do I use both) and DF, and I can put a few points into inspiration or blood (for OoB) sometimes if I like. 2-3 attributes either way, basically.
There are very few spells that are worth using with no or very few points in the attribute. So I wouldn't consider this an imbalance at all. Just because it is technically possible to use spells from all the lines doesn't mean it doesn't suck so hard that anyone would ever actually do it. /signed Although I think +energy runes should probably be like vigor, warriors should be able to use those too, so not a good example to address the OP issue of "warriors get an extra rune." Each class needs a special one, and that's harder. Maybe something like these: Elementalist Rune of Stamina Exhaustion reduced by 1/2/3 max energy penalty (i.e. each time you incur exhaustion it is only 9/8/7 energy) Necromancer Rune of Vitality Minions gain +1/2/3 health regeneration Mesmer Rune of Recharge Your mesmer spells recharge 5/10/15 percent faster Monk Rune of Efficiency Your monk spells cost 5/10/15 percent less energy Ranger Rune of Accuracy Your bows shoot 5/10/15 feet farther and your arrows move 5/10/15 percent faster I thought these up in like 5 minutes just now so they may have horrible, horrible balance flaws I'm not imagining, but I think something along this train of thought would add to the game ![]() |
But I like Elementalist's rune idea. -1 to -3 for Exhaustion but to get -3, the Ele will lose 75 health. That's a good trade off.
As for Rangers... I am not sure if bow distance is a good idea. Long bow already has very long distance. Since I am a beast master, I actually don't mind if there are runes that improve pet. Something like +1 - +3 for pet's reaction speed. Their reaction is too slow right now. Without Call of Haste, it takes 2-3s for the pet to initial attacks and if the target is kiting, it's even worse. Maybe a rune can improve that aspect? I mean most beast masters don't need tons of runes anyway.
As for Monk, energy reduction will be too overpowering. A.Net's gotta be creative for this one.
Mesmer already has fast casting. Having rune to improve that will be too overpowering IMO.
Necro's idea is good but +3 regen means the minions have no degen. That defeats the purpose of some of Necro's death skills like Verata's Sacrifice. But maybe runes that can increase the max health of minions will be a good idea...much like Vigor rune for Minions.

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Originally Posted by jibikao
Sorry no offense but some of your rune suggestions are way too overpowering. Monk's spells cost less? A lot of spells already cost 5E. I don't think you can go any lower than that. That will make Monks way too powerful. I like new ideas but I think those runes will be way overpowering than Absorption.
But I like Elementalist's rune idea. -1 to -3 for Exhaustion but to get -3, the Ele will lose 75 health. That's a good trade off. As for Rangers... I am not sure if bow distance is a good idea. Long bow already has very long distance. Since I am a beast master, I actually don't mind if there are runes that improve pet. Something like +1 - +3 for pet's reaction speed. Their reaction is too slow right now. Without Call of Haste, it takes 2-3s for the pet to initial attacks and if the target is kiting, it's even worse. Maybe a rune can improve that aspect? I mean most beast masters don't need tons of runes anyway. As for Monk, energy reduction will be too overpowering. A.Net's gotta be creative for this one. Mesmer already has fast casting. Having rune to improve that will be too overpowering IMO. Necro's idea is good but +3 regen means the minions have no degen. That defeats the purpose of some of Necro's death skills like Verata's Sacrifice. But maybe runes that can increase the max health of minions will be a good idea...much like Vigor rune for Minions. ![]() |
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 

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