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A Build for Every Rune Project

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  • Build name: Crowstorm Soulbeast
    Rune: Mad King Runes
    Game mode: Any

    http://gw2skills.net/editor/?vNAQNBhYD7kSFoVQshXwjXglXs4JYPrgAQCjpXtrub5j2Ubs9EpXNVA-jFSBQBb4BAAgjAAFuIAZU5He0NYSlg9Z/hEq+DA-w

    This build is a high burst damage build that I use in WvW and PvP mostly, but it works well in anything besides raids from my experience. It's somewhat simple to pull off the burst. Pre-cast Call of the Wild, and hit your Moa Stance right before the cast finishes to maximize your boon duration. Send your smokescale out to attack, which will by default start the smoke assault move. As soon as the attack is done, merge with your pet and use your smoke assault. Should be at 12 might now, and you can opt to use We Heal as One to max out your might. Now you can burst. Un-merge with your smoke scale, use One Wolf Pack, immediately followed by Hunter's Call. One Wolf Pack will deal a strike of damage for every 4 instances of damage the target takes PER SECOND. Between the crows on Mad King Runes, and the birds from Hunter's Call, you will proc a significant amount of damage. Your smokescale will ALSO proc it's own instances of damage if you un-merged before using One Wolf Pack. I don't recommend wasting Sick 'Em for this burst, it's better spent doing the greatsword burst, which is Maul->Hilt Bash->Maul->Worldly Impact. Also, by using black bear as your alternate pet, you have a pretty significant invincibility time if you merge with it. Helps to stay in the fray during meta events and such.

    Let me know what you think!

  • thehipone.6812thehipone.6812 Member ✭✭✭

    I failed miserably when I tried to fashion a one-shot axe build with Rune of the Daredevil (Guaranteed Crit on dodge). This looks a lot more stable and stacks the numbers better.
    I'd guess the Sigils in PvP would be Opportunity (Axe), Separation (Rifle), and Annulment/Revocation? Classic 2-1-1 in Defense?

    Yeah, those are the sigils for pvp. I'll usually try to adjust the build to what the other team looks like. I'll take shield trait in defense sometimes if theres a thief/deadeye to lol at their suicide, otherwise trait 2. Signet of might stays to make block-reliant classes cry, signet of fury usually goes for a stunbreak. No more peak performance, so you aren't constrained to a physical skill anymore. Sometimes I'll take signet of stamina if I expect tons of condi cancer. All depends on what the opposition looks like, but it is really good for killing guards.

  • thehipone.6812thehipone.6812 Member ✭✭✭

    Oola-mancer Necromancy and golemancy have long been destined to collide
    Rune: Golemancer
    Mode: PvE (for fun only)

    http://gw2skills.net/editor/?vRQQRBIhdu1JNiQLNYPNg1NAtb4IXogBQDsCzweJmCaZsGNLA-jBCBABB8EAIc/BGOIA5pfoS1fOTJIAnAAsU+BA-e

    It is a second-tier rune and you run into the problem that anything will be inferior to scholar, so I went with a bit of a theme build revolving around a decent hold-your-own fighter and squeezing a bit more out of the summon golem. Since the rune revolves around getting hit, the old punching bag necro seems like a good candidate, and the theme quote solidifies the class choice. Could have went reaper, but then it just gets close to usual build and loses flavor. Idea of build is to be able to fight and do fine damage on your own while enhancing the golem's damage (and yours) through lots of vulnerability on the target, which is quickly applied using Focus 4, Well of Suffering, Axe, Shroud 1 and traits. Vampiric presence gives a small buff to golem and signet of vampirism active gives damage buff as well. Blood is power applies just the right amount of bleeding to give you a way to control when the lesser vampirism trait proc from Blood Bond happens and also buffs up the golem with a bit of might. Assuming that the rune golem lasts the same duration as the elite skill one, you have about 70% uptime of a golem pal in an extended fight. Well of power is in there for a stunbreak and some condition management to make it a bit more user friendly.

    Must be Asura. Wear t2 cultural armor, wield things like Phase Scalpel, Flux matrix, Inquest or Glyphic weapons. Run with your trusty Mini Servitor Golem and have fun.

    Oh, and no need to send gold, doing this for the fun of it.

  • I miss GW1 :(

  • Kumouta.4985Kumouta.4985 Member ✭✭✭
    edited October 24, 2018

    rata sum has already been done but i believe this build makes even more use of it's buffs. It's for PvP gamemodes and you could use it in casual PvE or fracs if you want to.
    http://gw2skills.net/editor/?vRAQNAR3dnMbCN1gdbC+1A0bilpBL+DeCfhUngbQmSKlVACAA-jZRHQBmsMgL2fAAHEAB8EAC3FAAA
    This build explodes and kills minions to spread poison, weakness and chill to all nearby enemies, basically nerfing the enemy team. Good damage from regular attacks and the explosions too, the runes improve the condis and give a passive defence in the form of weakening and poisoning attackers, which is invaluable in this oneshot meta.

  • That pirate build where you yell "Yarr." On spot! I might end up doing that soon xD

  • Chrury.4627Chrury.4627 Member ✭✭✭
    edited October 20, 2018

    Had a slight distraction with Halloween but I have continued to update the spreadsheet. Thanks for the continued interest!

    Noice. If only Juvenile Raven was useful to tie the theme together. Alas, Versatile.

    @thehipone.6812 said:
    Oola-mancer Necromancy and golemancy have long been destined to collide
    Rune: Golemancer
    Mode: PvE (for fun only)

    http://gw2skills.net/editor/?vRQQRBIhdu1JNiQLNYPNg1NAtb4IXogBQDsCzweJmCaZsGNLA-jBCBABB8EAIc/BGOIA5pfoS1fOTJIAnAAsU+BA-e

    It is a second-tier rune and you run into the problem that anything will be inferior to scholar, so I went with a bit of a theme build revolving around a decent hold-your-own fighter and squeezing a bit more out of the summon golem.

    Kudos for working in some lore theming. Looks like could be a fun minion-master alternative.
    I wonder if an Engi with Power Wrench could make better use of Summon 7-Series Golem. Or any of the racial elites for that matter. The trick might be figuring out how to support your summons.

    EDIT: Oh hey, had you considered working with Sigil of Frenzy? Particularly in a PvE environment; it could shave some time off the Golem recharge.

    Oh, and no need to send gold, doing this for the fun of it.

    Cool. Appreciated.

    @Kumouta.4985 said:
    rata sum has already been done but i believe this build makes even more use of it's buffs. It's for PvP gamemodes and you could use it in casual PvE or fracs if you want to.
    http://gw2skills.net/editor/?vRAQNAR3dnMbCN1gdbC+1A0bilpBj6EcDyUSpsCQAI+DeCfhA-jZRHQBA4gAEuLAgAeCAuY/BTWGAA
    This build explodes and kills minions to spread poison, weakness and chill to all nearby enemies, basically nerfing the enemy team. Good damage from regular attacks and the explosions too, the runes improve the condis and give a passive defence in the form of weakening and poisoning attackers, which is invaluable in this oneshot meta.

    Good to see an alternate to my Rata Sum build; the poison duration is wasted on Warrior, I'll admit. Here's hoping we get a power/weakness focused rune at some point.

    Builds for Runes project | Discussion | Archive

  • Chrury.4627Chrury.4627 Member ✭✭✭
    edited October 22, 2018

    Spreadsheet updated.

    Build name: Rampage as One
    Rune: Rune of the Ranger
    Mode: PvE

    Went old-school with this one.
    Concept is pet support for damage and to keep that #6 bonus up. Fortifying Bond is key.
    Might generation was initially pretty low so I added a pair of Sigils of Strength and Plate of Roasted Cactus. This passively keeps me at 8-12 stacks of Might; close enough for WHaO or SotP to cap it on demand.
    General fight entrance starts on WH5 - 4, building up might for a few seconds before swooping in with GS. Tiger burst with Maul AoO on F2 can easily hit 8k on most mobs and in group settings can hit 12k+. Feel free to Maul whenever, Tiger's regular attacks can handily keep up with GS damage.
    I took Empathic Bond for sharing my pet's conditions back to me and with Evasive Purity that was really all the condi removal I've needed in PvE. YMMV
    If you're confident in your skills, you can swap Wilderness Survival for Skirmishing. You lose personal sustain but with 2-2-3 you gain vigor, quickness, and improved fury. You'll just have to keep a closer eye on your pet's health.

    I'm going to play with this for a few days before converting the runes to Runes of the Soulbeast. I'll have to think on that one...

    Builds for Runes project | Discussion | Archive

  • Chrury.4627Chrury.4627 Member ✭✭✭
    edited November 5, 2018

    Got a little distracted with Halloween and such but I'm back at the build craft and hopefully some of ya'll are too!
    First, a progress report: the spreadsheet currently has builds for 32 of the 89 Runesets. 1/3 of the way there guys!
    Second, I got lucky with a Halloween drop and a bit of gambling so I am doubling the build bounty (for those who collect). Unique rune builds are now worth 10g and hitting a rune already claimed for a different game-mode is 5g.

    And here's a couple of mine:


    Build name: Signet Caster
    Rune: Rune of Durability
    Mode: sPvP

    A hybrid condi-support-tank with scepter/warhorn. Combos the Aegis from the rune (one block is surprisingly useful) with Written in Stone so you keep signet passives when you use the actives.
    Playstyle sits in earth by default and swaps attunements when you or your team needs healing or burst. Ignores Air for the most part.
    If you're confident in your timing; "Rebound" is an alternative to Glyph of Elementals.


    Build name: PoF Reveal Soulbeast
    Rune: Rune of the Soulbeast
    Mode: PvE

    Man, I hate this rune.
    I'm not even mad about the toughness. if it worked, I get where they're coming from. you lose your pet aggro management so a little extra toughness could help (theoretically)

    Soulbeast is the only class that can use both effects. This also means they can merge with Deadly pets and gain +200 condi damage.
    But at 7% power-to-condi, you would need ~2900 power base to have the same condi damage both merged and unmerged. And Ranger can't reach that level without food and full bloodlust. But if you have the power to do that, you don't have enough condi-damage to use the merged toughness.

    If it was 8-9% you could combine berserker and sinister and the math would work out. I could live with that. If it was 10%, you could even go straight Viper's. Then the toughness gained from condi would be ~176.. about as much as a stone signet passive. nice if it worked. Then you could have an optimal merge rotation where you fight unmerged for the bonus + pet doing damage and sharing stances and boons, merge for condi/utility burst, and unmerge for more damage.

    As it is tho, the optimal way to play this rune is to stay merged with a deadly pet. Just like every other condi-soulbeast build aNetWhy D:

    So I threw my hands up and went in another direction. Sinister/Berserker, D/D, Shortbow, focus on evading + quickness and hitting lots of times. I really wanted to run Hyena with this build to get more allies for shared stances but it wasn't working. I had to go with {le sigh} meta pets.
    Play unmerged most of the time for the condi bonus, then merge with smokescale for power burst or lighting wyvern for even more CC. Smokescale is enough in most cases though. Alternate between casting stances while merged to unmerged and you're good. Range with shortbow when things get sticky.
    The build is merely ok, even after I got used to it. I hope someone can one-up me here. Or rune gets buffed.

    Builds for Runes project | Discussion | Archive

  • Illconceived Was Na.9781Illconceived Was Na.9781 Member ✭✭✭✭
    edited November 5, 2018

    I don't see the Mercy Scourge listed. It's become very popular for soft-carrying less-than-optimal raid/fractal teams.
    https://old.reddit.com/r/Guildwars2/comments/9exx8g/pbt_how_healer_scourge_helped_an_average_group_no/
    (links to the build, Mighty Teapot's video on it)

    I think it's a fun support build for people that traditionally don't like support.


    Adding the details in a more helpful way:
    Build: Mercy Scourge
    Rune: (Superior) Rune of Mercy
    Gamemode: PvE (raids & fractals & training; also relevant in open world zergs)
    Build Links:

    "With great power comes not-so-great utility bills."

  • Haleydawn.3764Haleydawn.3764 Member ✭✭✭✭
    edited November 13, 2018

    Build: Go-Go Power Reaper.
    Rune: Rune of the Trooper
    Gamemode: PvE/WvW
    Build Link

    I've been using this build since HoT came out tbh. It's great for Open World or a bit of WvW roaming, just flipping camps/sentry's, or 1v1/2 other roamers.
    I always gravitate to logging in on my Reaper because it's a lot of fun tbh.
    This build utilises the condition removal on shouts from the 6th Rune Bonus, and the extra toughness and vitality is a bit of 'padding' on the already huge Health/Life Force pool Necromancers have.
    If anyone wants to tweak this for their own use, that's fine by me! But I love this setup as is. ^^
    5g tyvm (if you want).

    Edit for Nov 13th Rune/Sigil patch:
    This build is still operational. We get an additional +125 Vitality on the 6th Rune Bonus, so a bit more beef to the Death Shroud.

    The above was written as part of an attempt to waste time.

  • DerJoker.9081DerJoker.9081 Member ✭✭✭
    edited November 5, 2018

    Build: Might-Makes-Right Spellbreaker
    Rune: Rune of Strength
    Gamemode: Pve/WvW
    Build Link: http://gw2skills.net/editor/?vJAQNAR4Yn8cAVeglCCeeAcigFjAL5Hs3OCGBgGQODfHXkTyA-jBCEABR8AAYS5HAXAgU2fIhDCwWKBd/IAko6PAA-e

    Its about getting might as often as you can and make the most of it with traits. Maintaining 25 stacks is really easy, and reapplying it with 25 stacks is good, because gaining might benefits you.

    Might:
    1. increased effectivenes (40 Power, instead of 30)
    2. +10 Healing Power for every stack of it
    3. Gain health (133 default) and Endurance (2)

    Also Burst skills restore endurance, using a healing skill and dodging gives Might and rezzing as well.

    Choosing the tactics line and going with shouts is not really required, but i like it to be somewhat supportive and heal allies etc. I use the build for running champs solo/dungeons solo etc, where the extra sustain and 25 Vulnerability is really nice.

    Hope this one makes the list, its really fun :)

    EDIT: How the hell do i get rid of the long url and put the link as hyperlink, like the previous poster did it? o.O

  • DerJoker.9081DerJoker.9081 Member ✭✭✭

    Another one, im using on my condi warrior

    Build: Burn-Baby,-Burn Berzerker
    Rune: Rune of Balthazar
    Gamemode: PvE
    Build Link: http://gw2skills.net/editor/?vJAQNAsfTnckCtki9dAOeAElilpAL5DcCKgvn2Xbt9YAGAGZA-jBSAABccIAA4MAI9DAIm9HCV9HxU+Ro+g2UCCA-e

    Im trying to cap on the two conditions warrior with berzerker specialization can dish out, Bleeding and Burning.
    With Burning capped at 100%/92% and Bleeding at 77%/67% (depends on the weapon set) im pretty happy with it.
    Burst is around 22-25 stacks burning single target and 15-18 AoE. Bleeding is always around 15.
    With the heal and Signet of Fury, the burst skills can be used multiple times in quick succession, so you will heal and heal and heal.

    Not as good sustain wise outside of the heal, but everything except champs are dead anyways after the first engage. Aoe dmg is also high, so multiple enemies dont make a difference :)

  • Chrury.4627Chrury.4627 Member ✭✭✭

    Spreadsheet updated.

    @Illconceived Was Na.9781 said:
    I don't see the Mercy Scourge listed. It's become very popular for soft-carrying less-than-optimal raid/fractal teams.
    https://old.reddit.com/r/Guildwars2/comments/9exx8g/pbt_how_healer_scourge_helped_an_average_group_no/
    (links to the build, Mighty Teapot's video on it)

    I think it's a fun support build for people that traditionally don't like support.


    Adding the details in a more helpful way:
    Build: Mercy Scourge
    Rune: (Superior) Rune of Mercy
    Gamemode: PvE (raids & fractals & training; also relevant in open world zergs)
    Build Links:

    Ah, thanks. I had heard rumor of this necro support but couldn't track down the source. d(^_^)

    @Haleydawn.3764 said:
    Build: Go-Go Power Reaper.
    Rune: Rune of the Trooper
    Gamemode: PvE/WvW
    Build Link

    Yep, that looks effective all right. Possibly even a First Order Optimal strat by the way you're describing it. Do you swap any skills around depending on content?

    @DerJoker.9081 said:
    Build: Might-Makes-Right Spellbreaker
    Rune: Rune of Strength
    Gamemode: Pve/WvW
    Build Link: http://gw2skills.net/editor/?vJAQNAR4Yn8cAVeglCCeeAcigFjAL5Hs3OCGBgGQODfHXkTyA-jBCEABR8AAYS5HAXAgU2fIhDCwWKBd/IAko6PAA-e

    Its about getting might as often as you can and make the most of it with traits. Maintaining 25 stacks is really easy, and reapplying it with 25 stacks is good, because gaining might benefits you.

    This is the sort of build I was looking for when starting the thread. I love how many things plug into might here.

    @DerJoker.9081 said:
    Another one, im using on my condi warrior

    Build: Burn-Baby,-Burn Berzerker
    Rune: Rune of Balthazar
    Gamemode: PvE
    Build Link: http://gw2skills.net/editor/?vJAQNAsfTnckCtki9dAOeAElilpAL5DcCKgvn2Xbt9YAGAGZA-jBSAABccIAA4MAI9DAIm9HCV9HxU+Ro+g2UCCA-e

    Hey, that's pretty close to the meta Condi Bannerslave or Condi War DPS with some PvE allowances. I can vouch for it's effectiveness.

    EDIT: How the hell do i get rid of the long url and put the link as hyperlink, like the previous poster did it? o.O

    Easiest way is to highlight a word and click the link/url button at the top of the comment box. Input the Url there and the forum will format it for you.

    Builds for Runes project | Discussion | Archive

  • @Chrury.4627 said:
    Ah, thanks. I had heard rumor of this necro support but couldn't track down the source. d(^_^)

    It's been around for a while. Raiders used to make fun of it (heck, some still do). MightyTeapot just popularized it as a way to help non-elite teams that struggled. (And it turns out to be fun for a lot of people. I know several "DPS or bust" folks, and they all are willing to play this.)

    "With great power comes not-so-great utility bills."

  • http://gw2skills.net/editor/?vFAQFAWnMMAdOglMAuMAcYiFJAzdxOZzsCLgAQFs4J0EOCA-jlCEABEcBAcXHQN7P0kyhtUCykSmnUC5vKFJquCAPAgAAHArveA48zP/8zPvmffzDIFg5CtA-w
    playing with this in wvw. working on removing some precision to put on power or fero since its already high with almost perm fury. good to roam and in zerg. fun to perm blind/immob people. Mostly using lyssa for the 5condi convert. rebound casts fast. can spam superspeed to get away, good vigor uptime

  • Haleydawn.3764Haleydawn.3764 Member ✭✭✭✭

    @Chrury.4627
    Yep, that looks effective all right. Possibly even a First Order Optimal strat by the way you're describing it. Do you swap any skills around depending on content?

    Any of the utilities can be swapped out and still be effective. But for the most part I leave it as is. The Greatsword trait can also be changed to Decimate Defenses if you don’t necessarily want the passive regen, or don’t use Greatsword much.

    The above was written as part of an attempt to waste time.

  • DerJoker.9081DerJoker.9081 Member ✭✭✭

    Hey, that's pretty close to the meta Condi Bannerslave or Condi War DPS with some PvE allowances. I can vouch for it's effectiveness.

    Ah i didnt knew that, sorry for doubling it U
    up :)

  • Chrury.4627Chrury.4627 Member ✭✭✭

    So, uh, given the Rune and Sigil rework that's coming next week; Let's put this project on hold for at least a fortnight. I'll review the builds we have after the update to see how much changes.

    Builds for Runes project | Discussion | Archive

  • Ardid.7203Ardid.7203 Member ✭✭✭✭

    Yes, please don't abandon this thread. This will be really interesting next week!

  • Rysdude.3824Rysdude.3824 Member ✭✭✭✭

    @Ardid.7203 said:
    Yes, please don't abandon this thread. This will be really interesting next week!

    I love reading these and seeing the creativity as well.

  • Durzlla.6295Durzlla.6295 Member ✭✭✭

    I was wondering how this thread was gonna take the bombshell Anet dropped yesterday lol.

    Hopefully most of the existing builds don’t need to be reworked too much.

    "But my children sing to me. Listen. They sing dark, delicious notes about power and family. As their mother, I have to grant them their wish."

  • Jski.6180Jski.6180 Member ✭✭✭✭

    I love the ideal but we do not know what the runes are going to look like till the 13 nov.

  • Chrury.4627Chrury.4627 Member ✭✭✭
    edited November 15, 2018

    Patch day! And I am...unenthused. :/
    Of the 89 rune sets in the game, 75 or thereabouts received changes. In general, the affected runes have been buffed. Tanky builds look to be tankier and damage runes look to be more damaging.

    Here's the rundown of the runes we've collected builds for thus far.


    Power

    • Chronomancer - unchanged
    • Citadel - Bomb replaced with artillery barrage and fury duration. No more rune proced fury. Explosion Man still works (self-fury is no problem) but the artillery barrage hits do not count as explosions like the bomb did. Boo.
    • Daredevil - unchanged
    • Lynx - unchanged
    • Mad King - unchanged
    • Pack - Traded swiftness duration for general boon duration and now pulses boons every 20 seconds. Still usable {EDIT} only gives boons on entering combat. Rune is significantly weaker in long engagements.
    • Privateer - More Might duration but "Yarr!" might be on the same cooldown as the parrot. The Pirate Captain still works and is still on theme! /o/
    • Scholar - Min-maxed builds with this rune will play the same as before but will do less damage. Expect the power meta runes to shift.
    • Strength - Traded Might when hit for +5% extra duration. Builds are fine.
    • Vampirism - Boooo! Hissssss Terrible changes. uhg. uhk! Get it away from me! Seriously tho, the changes remove the life steal procs for +10% health and killing something heals you for a minimum of 1,200? In theory, this could be great for surviving lots of mobs in open world but without the lifesteal; Vets and Champions will take noticeably longer to kill and will be more dangerous (no rune benefit until you kill something). Rune of Scavenging also lost lifesteal so there's no longer a lifesteal themed rune. Feelsbadman.

    Precision

    • Ranger - unchanged
    • Rata Sum - Currently bugged? The gamma field is currently a non-damaging, non-applying poison field that doesn't apply might. I think Explosive Minions will work fine with the rune after a bugfix but No Fun Allowed will need to be archived in search of a new rune.

    Ferocity

    • Evasion - Rune has lost all of its flavor. Now it's just Swiftness duration and gain swiftness on evade. It did gain +125 Ferocity tho. This version of Dagger Dancer Daredevil will be archived.
    • Golemancer - Straight buffed. Oola-mancer will hit harder and now has reliable upkeep on the Golem. Very nice.

    Condi Damage

    • Adventurer - Buffed
    • Balthazar - Gained +5% burning duration and +10% health at the cost of quickness when low and burn on heal. Burn-Baby-Burnzerker will deal less burning (the heal is part of the rotation like the meta condi-bannerslave) but is otherwise ok.
    • Krait - Gained +5% bleed duration, loses bleed when hit chance, and a lower cooldown of 6) bonus. Doesn't change SB-SB-SB but the build might be min/maxed soon.
    • Nightmare - Minor buff to condi and fear duration.
    • Renegade - unchanged
    • Scavenging - lost all lifesteal in exchange for Vit and +20% poison duration. Kinda weird and not as fun but possibly useful for a high health condi class? Blood Scourge has moved to Sanctuary runes.
    • Soulbeast - unchanged... for some reason.
    • Tormenting - +5% buff for torment duration. Malicious Shadow Duelist looks like it'll play about the same. A class with more consistent torment application might love the new sustain.

    Healing Power

    • Monk - Still meta
    • Water - Still strong alt to Monk

    Vitality

    • Exuberance - unchanged
    • Ice - Ice Nova moved from when hit to on Elite skill (10 sec ICD). Chilling Reaper looks ok but will only have 1/4 the Ice Nova procs.
    • Lich - Straight buff like Golemancer. More condition damage and reliable upkeep of minion. The Minion Master build stays for now but a condition damage variation would really tie the rune together.
    • Trooper - straight buffed. now more tanky
    • Wurm - unchanged

    Toughness

    • Durability - Minor difference with less RNG.
    • Mercy - I want to call this a quality-of-life buff. Some minor extra healing power will help res speed and a 20% damage reduction means you won't steal aggro from the tanks when a dps gets downed. Again.
    • Resistance - minor buff. My build is safe! /o/

    And the rest

    • Divinity - unchanged
    • Leadership - Loses 5% boon duration. I hear the meta is shifting here.
    • Revenant - Straight stat buff. nice
    • Weaver - The Lemur is safe! Just a hair more random.

    With that I think we can start this up again! I just hope that squishing all the unique effects into the 6) bonus doesn't hamper the buildcraft.
    Let me know if you want to move your build or if a listed one is using a different rune now (particularly meta builds).

    Builds for Runes project | Discussion | Archive

  • DeanBB.4268DeanBB.4268 Member ✭✭✭

    Note that the bonuses that proc on entering combat will only proc once for an entire combat, which does change things. For example, Rune of the Pack, you only get those boons once at the beginning of combat. They won't be reapplied.

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  • Chrury.4627Chrury.4627 Member ✭✭✭

    @DeanBB.4268 said:
    Note that the bonuses that proc on entering combat will only proc once for an entire combat, which does change things. For example, Rune of the Pack, you only get those boons once at the beginning of combat. They won't be reapplied.

    Just did a quick test and you are absolutely correct. Lame.
    That puts those rune bonuses to the level of untraited Opening Strike. Only noticeably useful in a number of short encounters. And we all know how finicky GW2 can be about triggering 'out-of-combat'.
    IMO, all the 'entering combat' effects should be 'while in combat'. Just adjust the cooldowns appropriately.

    Builds for Runes project | Discussion | Archive

  • DeanBB.4268DeanBB.4268 Member ✭✭✭

    Yup, agreed.

    I know Anet was trying to make all/most rune sets useful, but a lot of fun was stripped out as a result.

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  • babazhook.6805babazhook.6805 Member ✭✭✭✭

    @saerni.2584 said:
    @Chrury.4627

    I don’t have gameplay footage but I might record a match and post it later.

    The torment is enough in concert with incidental bleed, power damage and the other primary damage of poison.

    Skate venom isn’t as strong as spider venom in a spike but the advantages of venoms are outweighed by the flexibility that Mercy provides.

    Binding Shadow and Shadowsteps are extremely good in their own way so Mercy is what would be dropped for a small increase in damage but a larger loss in sustain and overall utility.

    My build very similar to yours albeit mine a WvW build only and I dropped potent poison in favor of Improv and use the skale venom .While true the Potent Poison can provide higher overall ticks, i find the flexibility of improv more helpful in WvW roaming specifically when coming up against someone with high cleanses. The major reason I prefer torment is that it punishes movement on par of the enemy which exactly what I want. It also adds Vuln which not all bad and he recent added heal per torment add is real useful.

    I tried both though and both are fine.

  • @Chrury.4627 said:

    Runes

    You know them. They tie your build together, boost your stats, and/or give you a nifty bonus effect. At least in theory.
    There are currently 88 superior runes in the game. Of those, only 6 (Scholar, Renegade, Monk, Leadership, Krait, Water) see widespread, meta use. And for good reason! Those 6 are numerically best in slot for their respective roles.

    I know this isn't something that can be changed and this post isn't about changing the meta. Instead, I'd like to spark the theorycraft discussion: How would we best use these 82 other runes?

    The Project

    I propose a discussion and exploration on runes. Let's work backwards. Instead of making a build and finding the best rune to complement it; Let's start with the rune and build around what it best supports.
    To that end, I have created a Google sheet: Builds for Runes LINK .
    I fancy myself a bit of a theorycrafter but I know my limits. I'm only intimately familiar with 3 or 4 of the classes and I've never even touched Necro, Mes, or Rev. I'm going to need your help to discover the full potential of these runes.

    The Caveat

    We could simply copy/paste a meta build onto almost any rune and the build would work. That's not the point here.
    We're looking for builds that maximize what stats or theme a particular rune is trying to support.
    For example, Rune of the Citadel is Power focused, Fury bonus, and summons a bomb. And if that's doesn't sound engi enough; the bomb it summons counts as an explosion for related traits. Sounds like a build brewing to me! (I have played with this build. It's currently clunky but fun to explode all the time.)

    I know that a number of runes are just kinda boring. And we'll get similar builds for a few just based on stats and such. But let's do our best and talk about 'em. Why is Rune of X boring or not effective? Would a small change make it better in this niche?

    Also, this is a project for full rune-sets. You could min/max more with combinations but there's no way to account for all the possibilities. o.o

    The Format

    Build Name/Class
    Rune Name
    Gamemode
    Build Link (Suggestion: type "LINK", highlight that text, then click the link button and paste URL there. Make a text link instead of showing the whole URL)
    Comments: What works? What's lacking with the rune to make this really cool or effective?
    

    The Bounty

    5G per unique build. 2G if a rune already has a build in a different gamemode.
    I'm going to be filling out eight or ten of these myself (including the meta 6) in the next few days and will continue as I have time. So I could eventually fill it out myself. But that's a lot of work and not fun.
    I'm not GW2 rich but I'm willing/able to give out 5G per unique rune build. Just add "5G plz" at the end of your post. Let's see what you got! I'll try to update the spreadsheet daily.

    Recap

    • Builds for Runes LINK
    • Find a rune that doesn't have a build yet and get thinking.
    • Post build here. Discuss
    • Profit! If you want.

    FBI OPEN UP !

  • Chrury.4627Chrury.4627 Member ✭✭✭

    @The Light In The Darkness.1892 said:
    FBI OPEN UP !

    Uh... is the thread getting swatted? :/
    Thanks for the reminder though. I've updated the first post to mention the game update and the higher build bounty.

    Builds for Runes project | Discussion | Archive

  • DerJoker.9081DerJoker.9081 Member ✭✭✭
    edited November 25, 2018

    Got another one:
    Class: Ranger
    Buildname: Ferocious Beast
    Rune: Rune of Rage
    Build: http://gw2skills.net/editor/?vNAQNAsXRnUqAVsgd8CmsActgl8Aj5gVwCeLBgCQDI/9Wf7vlI93A-jxBBABYp8LP9NA8EAOTJYlq/EwpAwo9HWHMA4u7urxu7u7u7KFwYLjA-e

    Ranger has quite good access to dmg modifiers and ferocity buffs, especially with soulbeast.
    Also ranger has a lot of interactions with fury, so many, i couldnt really choose a traitline to go with :) Ranger has the option of gaining fury with signets and survival skills, but they (especially signets) are not as offensive orientated as they used to before, so i choose not to take survival or signets to get fury.
    But because Marksmanships Remorseless synergizes so well with Fury, theres not really a way around it.
    Soulbeast provides fury and ferocity when merged, it is also kind of a must have.
    but the last traitline can be switched, i went for Skimirshing and Vicious Quarry to further improve on ferocity, but beastmastery with "Two-Handed-Training" works great too. Honed Axes would also be viable in that traitline, further increasing ferocity.

    Rune of Rage give +5% dmg with Fury, Soulbeast gives +7% dmg with fury, +5 % dmg from "Farsighted" and sigil of force, the dmg-modifiers add up with fury :)
    The ferocity bonusses Rune of Rage gives complements the extra ferocity from merging with a ferocious pet and "Vicious Quarry", making those "Mauls" and "Worldly Impact" numbers really really big.
    With full Berzerker Gear and Fury the build has circa 80% crit chance, so i tried to get those numbers up with Accuracy Sigill and precise infusions.

    In the end, 250% crit dmg, perma fury and permanently 24% more dmg without Vulnerability makes this build hit hard :)

    I run it with longbow from time to time, as it increases the dmg-modifier from "Farsighted" from 5 to 10%, but i think its a dmg loss, compared to other full melee weaponsets.

  • Chrury.4627Chrury.4627 Member ✭✭✭

    @DerJoker.9081 said:
    Got another one:
    Class: Ranger
    Buildname: Ferocious Beast
    Rune: Rune of Rage
    Build: LINK

    You gain an additional 10% crit chance with Fury from Vicious Quarry, so you are actually sitting at 97% when the boon is up. You could cap your crit chance by wearing Assassin's head, gloves, and chest but I think that's splitting hairs. You're effectively critting all the time.
    Which makes me wonder a bit on how much value you're getting out of Remorseless. Sure, your OS is 25% more powerful but how often are you proccing that? WI should always be a OS crit in this setup; does that feel like enough for open world?

    I've been theorycrafting sometime similar but with Ogre Runes and Valk gear (has a 'pet' while merged, tough to kill, rare but hard crits). So I feel your pain with the fury sources. Haven't quite got it yet.

    Builds for Runes project | Discussion | Archive

  • DerJoker.9081DerJoker.9081 Member ✭✭✭
    edited November 26, 2018

    @Chrury.4627 said:

    @DerJoker.9081 said:
    Got another one:
    Class: Ranger
    Buildname: Ferocious Beast
    Rune: Rune of Rage
    Build: LINK

    You gain an additional 10% crit chance with Fury from Vicious Quarry, so you are actually sitting at 97% when the boon is up. You could cap your crit chance by wearing Assassin's head, gloves, and chest but I think that's splitting hairs. You're effectively critting all the time.
    Which makes me wonder a bit on how much value you're getting out of Remorseless. Sure, your OS is 25% more powerful but how often are you proccing that? WI should always be a OS crit in this setup; does that feel like enough for open world?

    I've been theorycrafting sometime similar but with Ogre Runes and Valk gear (has a 'pet' while merged, tough to kill, rare but hard crits). So I feel your pain with the fury sources. Haven't quite got it yet.

    Using your heal gives opening strike again and whenever you are under 75% health you can reapply fury quite nicely.
    True, totally forgot about the extra 10%, ty

    Combining heals with maul or getting hit with WI etc can get some nice OS's I found.

    Maybe beastmasteries two handed training is better with OS :/ :)
    Good to have options though : D

    EDIT: pre patch was better with Opening Strikes :/

  • I've been playing around with Superior Runes of Speed on my warrior. Let me say, perma super speed is kind of nice...

    Build: Speed Spellbreaker
    Rune: Superior Runes of Speed
    Gamemode: PVE, Fractals, Dungeon
    Build Link: LINK

    Use Signet of Rage and Bladestorm to maintain swiftness. Warrior's Sprint gives a damage boost with swiftness on, Bowl of Seaweed Salad gives a damage boost while moving while also generating swiftness on kill. Sustain through Might Makes Right, and Sun and Moon Style healing you. This one is a CC variant.

    Warrior's Sprint from Discipline is part of what makes this so mobile. Not tested in PvP or WvW, but the mobility increase should be very handy.

    Build: Speed Berserker
    Rune: Superior Runes of Speed
    Gamemode: PVE, Fractals, Dungeon
    Build Link: LINK

    This one uses Berserk mode as a damage boost, but also generates swiftness through berserk mode and bursts. More of an active high risk high reward variant

    Build: Speed Warrior
    Rune: Superior Runes of Speed
    Gamemode: PVE, Fractals, Dungeon
    Build Link: LINK

    Lastly the core warrior variant. I purposefully added in the rifle, because with perma pseudo superspeed you can stay safely out of danger while harrying a foe.

  • Chrury.4627Chrury.4627 Member ✭✭✭

    @Lan Deathrider.5910 said:
    I've been playing around with Superior Runes of Speed on my warrior. Let me say, perma super speed is kind of nice...

    Build: Speed Spellbreaker
    Rune: Superior Runes of Speed
    Gamemode: PVE, Fractals, Dungeon
    Build Link: LINK

    Use Signet of Rage and Bladestorm to maintain swiftness. Warrior's Sprint gives a damage boost with swiftness on, Bowl of Seaweed Salad gives a damage boost while moving while also generating swiftness on kill. Sustain through Might Makes Right, and Sun and Moon Style healing you. This one is a CC variant.

    Warrior's Sprint from Discipline is part of what makes this so mobile. Not tested in PvP or WvW, but the mobility increase should be very handy.

    Build: Speed Berserker
    Rune: Superior Runes of Speed
    Gamemode: PVE, Fractals, Dungeon
    Build Link: LINK

    This one uses Berserk mode as a damage boost, but also generates swiftness through berserk mode and bursts. More of an active high risk high reward variant

    Build: Speed Warrior
    Rune: Superior Runes of Speed
    Gamemode: PVE, Fractals, Dungeon
    Build Link: LINK

    Lastly the core warrior variant. I purposefully added in the rifle, because with perma pseudo superspeed you can stay safely out of danger while harrying a foe.

    I had been hearing about this new Rune of Speed and was wondering when we'd see a build pop up here.
    I've linked the Core build on the spreadsheet (bounty headed your way soon) because rifle kiting. That's how I play most action games; burst in melee then run in circles with ranged attacks. :)

    You could probably swap Sigil of Accuracy for Sigil of Agility if one of the builds isn't quite perma swiftness. Then again for PvE, fight length might be short enough to not matter (38 seconds from Signet lol).

    Side-note: Your Spellbreaker link is just the Berserker link again.

    Builds for Runes project | Discussion | Archive

  • My apologies. That is what I get for having multiple tabs open while a baby is sleeping on one arm. Here is the link to the Berserker build: LINK

    I made this a power build, but there is no reason not to run Condi. As to your point, I tried for a more active play style in these builds, so long as you are using your bursts and killing things you should have swiftness up. However, if that is not enough then you can use a warhorn on one of the weapon sets. This brings some very nice condition cleanse as well.

    As for speed runes, for those that have not noticed yet, they raise your movement speed due to swiftness from 30% to 99%, so 1% less than superspeed on an easier to maintain buff. Warriors in particular can maintain swiftness with great ease. This is good not just for moving around, but for getting out of AoE without having to dodge it as well as keeping an opponent from escaping. I have not taken this into WvW, but I expect that a warrior with speed runes would be bothersome for some people to fight against.

    I'll post a Guardian build a bit later with scrapper runes ;) I have to say I like the idea of this project, it appeals to the theorycrafter in me.

  • Build: Never say Die Guardian
    Rune: Superior runes of the Scrapper
    Game Mode: PVE, Dungeons, Fractals
    Build Link: LINK

    So GW2skills doesn't have slaying potions or fractal potions, but this build would make use of them. Outside of fractals you have damage reduction as follows:
    Scrapper Runes: 7% while within 600 units
    Light Aura (F1 spam): 10%
    Signet of Judgement: 10%
    Slaying Potion: 10%
    Food: 10%
    Hunter's Fortification: 10%
    protection: 33%
    Total: 90% reduced damage

    In fractals use Large Mist Defensive Potions: 25%. I do not know if this counts as a potion effect, so if it stacks with slaying potions then the total is 115%, otherwise it is 105%. This also assumes these all stack additively, some modifiers could stack manipulicatively. Even if that is the case, you have one tough Guardian here that spams burning and has high +damage modifiers from Retribution.

    Yes, there is some overcap here, but some of the modifiers are situational, so the buffer keeps the damage reduction high if a few conditions are not met.

  • Chrury.4627Chrury.4627 Member ✭✭✭

    @Lan Deathrider.5910 said:
    Build: Never say Die Guardian
    Rune: Superior runes of the Scrapper
    Game Mode: PVE, Dungeons, Fractals
    Build Link: LINK

    I like this. I get some flak for my tastes in buildcraft but sometimes staying alive is a sound strategy.
    And to be fair, I don't think anyone would use Scrapper runes otherwise. >_> Maybe PvP, rarely.

    Yes, there is some overcap here, but some of the modifiers are situational, so the buffer keeps the damage reduction high if a few conditions are not met.

    Mist potions would stack with your buffs there as it's an effect. Also gives bonus toughness.
    Light Aura is specifically for reduced condi damage but that's fine. I think you'd still be capped in Fractals with -15% condi damage to boot.

    Now I really want to see a screenshot of "Mai Trin hits you for 0 damage." or something. :#

    Builds for Runes project | Discussion | Archive

  • Chrury.4627Chrury.4627 Member ✭✭✭

    Build: No-Crit Crazy Hands
    Rune: Rune of the Warrior
    Game-mode: PvE
    Build Link: LINK

    Annoyingly, the 6th bonus for Rune of the Warrior only really works on War. The few 'on weapon swap' traits on other classes have a recharge of 9 seconds; making the 8 second swap from the rune not line up properly. Luckily, Warrior's 'on swap' traits account for both Fast Hands and this rune and have a mere 4 second recharge. I took all of them.

    After that, I leaned into the stats on the rune and went Valkyrie. But hey, Full Counter and Eviscerate always crit! Keep your effects up by interrupting and casting your signets and keep swapping those weapons!

    The boon output on this build is low so I would run Natural Healing if you need more burst heal. The signets are all pretty viable and can be slotted in as needed.

    Builds for Runes project | Discussion | Archive

  • Jimbru.6014Jimbru.6014 Member ✭✭✭
    edited December 10, 2018

    Build Name: Vital Guardian
    Rune: Wurm
    Type: PvE Open World

    http://gw2skills.net/editor/?vVUQNAR7dl0AhqgYrQwQIQQEHxDVOFfxYsGANQ9aLh8NSB-jxRBQB5T3TCV/hRKBVy+DiU5HAeSBP4iKAA-e

    This is the build my guardian rocks through the PoF open world and story. It's a tanky variation of the "standard" core Radiance GS build. Marauder weapons and armor + Valkyrie accessories + Wurm runes = over 21K HP. The Precision balances out with Retaliation and Fury to over 80% crit, and the Wurm runes turn a chunk of all that Vitality into extra Ferocity, so I still have plenty of critical burst. Second weapons are scepter/focus for range. I'm using the healing signet because it gives both a large shot of instant healing and casual condition clearance, but I really wish we had a skill like the Ranger's Heal as One, or Warrior's Mending. Anyway, this build pairs much better durability with the GS burst that we all love.

    I have found that adding more durability to my other toons has made them more enjoyable as well. Maybe it's just because I'm an old school MMO player who has never fully adapted to this "active defense" thing, but it's so nice to not be instantly downed just because a champ mob looked at me.

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