A Build for Every Rune Project - Page 2 — Guild Wars 2 Forums

A Build for Every Rune Project

2>

Comments

  • 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.)

    "Face the facts. Then act on them. It's ...the only doctrine I have to offer you, & it's harder than you'd think, because I swear humans seem hardwired to do anything but. Face the facts. Don't pray, don't wish, ...FACE THE FACTS. THEN act." — Quellcrist Falconer

  • 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.

    X__________________________
    (Signature Required)

  • 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.

    X__________________________
    (Signature Required)

  • 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.

  • Chrury.4627Chrury.4627 Member ✭✭✭

    Hello again!

    I like this continuing project because it forces me to make interesting choices. And sometimes those choices lead me to play in a completely different way.
    Like this build:


    Build name: Fan the Hammer
    Rune: Rune of the Trapper
    Game-Mode: PvE (possible sPvP with modifications)
    Build Link: LINK

    So Rune of the Trapper is condi damage/duration, and its 6) bonus is gain stealth and superspeed when placing a trap. DH and Ranger can both benefit from this to escape/reposition but thief's stealth traits/skills and trap shape are better suited to use this for defense _and _offense.

    So here's the deal: the 6) bonus from Rune of the Trapper applies after the trap is 'armed', not when placed. Thief traps in particular have an obvious 1 second 'arm time' before they trigger. What this means then is even non-quickness autoattacks will bring you out of stealth without triggering the stealth pause or letting you do a stealth attack. The timing is obnoxious and prevents melee options in particular.

    The solution here is obvious. I just needed to turn GW2 into a 3rd-Person Shooter. :o

    Yep! Equip a pistol, turn off autocast on your 1 skill, and turn on action camera; we're gonna shoot some mobs. \o/

    Plays like this:
    Mark target -> Malicious Sneak Attack -> Body Shot + A couple clicked autos.
    Is it dead? - Yes? Cool.
    No. - use stolen skill -> lay a trap, wait for stealth -> Malicious Sneak Attack. Repeat.

    Feel free to look through the build to see how it all fits together. Malicious Intent, in particular, makes sure you always have Malice to apply Torment.
    One thing I didn't use was Thief's trap specific trait. The bonuses only trigger when the trap is tripped and the recharge reduction is covered by Payback. Also Panic Strike is really handy in this build.

    If you need a stunbreak, replace Trip Wire first. Shadow Meld is a powerful alternative to Dagger Storm.

    Builds for Runes project | Discussion | Archive

  • hugo.4705hugo.4705 Member ✭✭✭✭

    Hey nice thread! Gave me the envy to publish something, here are one for Engineer I made! Require Holosmith btw.

    Build name: Aetherblade Captain
    Rune: Superior rune of Infiltration
    Game-Mode: PvE
    Build Link: LINK

    How is it great for my engineer? It increase power and precision, stats where he is beery weak since the whole armor is mostly based on Toughness and Ferocity.
    80% of the equipment is Cavalier apart earings, a ring and the amulet which boost precision. What about those poor condition damages?
    Here come the sigils: One increase condition damages by 5%, the other increase critical chance by 7%. + The last rune increasing damages by 10% on half-health enemies.

    That way, you have an engineer, with an amazing armor of 3337, have a chance of 34% (almost half) to inflict critic, dealing important damages (202% for critic). Equipped with all the skills that can boost is damages and armor even more.

    +++Number ONE fan of I.N.Q.U.E.S.T, don't worry, I'm chaotic-neutral. I like baddies in general. +++

  • Chrury.4627Chrury.4627 Member ✭✭✭

    @hugo.4705 said:
    Hey nice thread! Gave me the envy to publish something, here are one for Engineer I made! Require Holosmith btw.

    Build name: Aetherblade Captain
    Rune: Superior rune of Infiltration
    Game-Mode: PvE
    Build Link: LINK

    How is it great for my engineer? It increase power and precision, stats where he is beery weak since the whole armor is mostly based on Toughness and Ferocity.
    80% of the equipment is Cavalier apart earings, a ring and the amulet which boost precision. What about those poor condition damages?
    Here come the sigils: One increase condition damages by 5%, the other increase critical chance by 7%. + The last rune increasing damages by 10% on half-health enemies.

    That way, you have an engineer, with an amazing armor of 3337, have a chance of 34% (almost half) to inflict critic, dealing important damages (202% for critic). Equipped with all the skills that can boost is damages and armor even more.

    Interesting. I'm not too disappointed that the 'vigor when stealth' bonus doesn't get used here as it's not great. (I might look into a stealth Bounder tho)
    Some observations:
    With Fury and Hematic Focus, you'll be sitting at 64% crit chance. And it looks like that would be basically all the time.
    With No Scope, you have 222% crit damage while you have fury. A bit better than you thought. :)

    I think you would be better served by taking Sigil of Force over Bursting. Your conditions are acting more to amplify your power damage than dealing damage themselves. For example: your Blade Burst hits for ~630 + ~200 bleed (over 8 seconds) per hit. With 5% condi damage that's ~630 + ~210. Compare to 5% power dmg at ~661 + ~200 bleed. On that one skill, Force over Bursting is a difference of 20 damage. This gap would only widen as you continue hitting things.

    In that vein, you could also consider replacing Incendiary Powder with Modified Ammunition. MA is a strong 'better with friends' trait but should give you at least 6%-8% bonus damage at all times with your build.

    Experimental Turrets looks like an unusual choice if you're only running Supply Drop. Do you feel you're getting the use out of the shields and the boons?
    You could consider Mecha Legs as an alternative. Movement speed is nice on melee builds and the reduced duration on movement conditions would mean you're more likely to cleanse 2 damaging condis when you heal. Just a thought.

    Builds for Runes project | Discussion | Archive

  • hugo.4705hugo.4705 Member ✭✭✭✭
    edited December 31, 2018

    @Chrury.4627 thx for your analysis was helpful, I use experimental turrets to give some little boons to my allies as a small support, if I'm lucky they have some might and fury. Sigil of force is surely a better choice indeed.

    +++Number ONE fan of I.N.Q.U.E.S.T, don't worry, I'm chaotic-neutral. I like baddies in general. +++

  • Chrury.4627Chrury.4627 Member ✭✭✭
    edited January 17, 2019

    New Year, New builds!


    Do you hate being CCed? Do you like fire? Does 25 stacks of Might give you a warm fuzzy feeling? Do you like the option to trade damage for not dying?
    Introducing!

    The Juggernaut
    Rune: Rune of the Engineer
    Mode: General PvE/metas

    The 6) bonus on Engineer runes only really lends itself to Engi for maximum uptime. I considered a Conjure build on Ele but there wasn't enough synergy for my taste. I wonder if Firebrand tomes get the bonus as well...

    Anyhoo, the playstyle is: camp flamethrower. As such, your actual weapons can be whatever you like. On the off-chance that you're overwhelmed; hammer or shield are good to have as backups.

    The main synergies are: Flamethrower, Juggernaut, Backpack Regenerator, Compounding Chemicals, Mass Momentum, and Final Salvo Kinetic Stabilizers. That combination gives you 12-13 Might OOC (easy 25 with Sigil of Strength and Flame Jet), Stability, ~180 hp/sec, and +10% damage. You have a 50-95% crit chance depending on range and fury. And Iron Blooded means that you will always have at least -4% incoming damage; usually -6% to -10%.

    For variations, swap out Elixer B first. Usually a condi cleanse or extra CC. And if you're still having trouble surviving, swap out Final Salvo Kinetic Stabilizers for Adaptive Armor.

    And that's it! It's not fast but it won't get 1-shot anytime soon. :)

    Builds for Runes project | Discussion | Archive

  • DerJoker.9081DerJoker.9081 Member ✭✭✭

    "No boon for you"
    Rune: Aristocracy Runes
    Mode: PvP

    This build is similar to the Power Reaper that got a lot of play last season.
    After its proc dmg in the Spite was reduced, it lost a bit of its strength. BUT with the Rune update, the former Noble Rune is now the Aristocracy Rune .

    Its 6th effect is the one i based the build on:
    (6): +20% Might duration; gain 5 stacks of might for 4 seconds after inflicting weakness on a foe. (Cooldown: 1 Second)

    Power Reaper needed Soulreaping to generate enough lifeforce to use Onslaught. Soul reapings ferocity buffs and utility areawesome as well for Onslaught Reaper.

    But with Aristocracy Runes 6th effect having only 1s internal cooldown, it is possible to generate Life-Force with Blighters Boon. Everytime you inflict weakness, you gain lifeforce, might etc.
    With atm´s builds, you can corrupt might on almost every class, allowing you to drop Soulreaping for Curses, which will add some more procced pressure when entering shroud and more ways to deal with condis.
    It also boosts your crit chance and your bleeding stacks.

    With the amount of weakness you can put out, with corrupts and as necro in general, 25 might 5 seconds after the fight started is guaranteed, as well as tons of debuffing conditions and loads of vuln, thanks to support FB´s :)

    I really do enjoy playing it, because it adds so much more condis and ways to outplay your opponent, for example chainCCing that warrior that just used rampage and is wondering why he gets feared every second, etc etc.

    I sometimes change the stunbreak for worm, if the enemy team has a powermesmer or rev, but thats up to what you prefer.

    In generelly, dropping Soulreaping does not change how much of a sitting duck reapers generally are :), but it increases your pressure against boonheavy classes (holo, boonbeast, fb, coreguard) a lot.

  • Chrury.4627Chrury.4627 Member ✭✭✭
    edited January 19, 2019

    @DerJoker.9081 said:
    "No boon for you"
    Rune: Aristocracy Runes
    Mode: PvP

    I love how much work the rune is doing in there. It's like a key that unlocks the build's potential or a rug that ties the room together. So good.

    Builds for Runes project | Discussion | Archive

  • Firepawnch.1325Firepawnch.1325 Member
    edited January 19, 2019

    I know there's already a build in the PvE slot for this rune but I still want to throw mine into the ring.
    Rune: Krait
    Build: Maximum Overbleed
    http://gw2skills.net/editor/?vFAQJAsYnUMA9NgF5Cu4CM5iFNArYN2BzB3/5A9ieIAsAOgA-jxRAQBoS9HFpnQBnQAA8gA6x+D3UJYIV+RKgJFWB-e
    Personal PVE build I came up with while trying to make an earth-based Elementalist work. It focuses on bleeding as much as possible while also holding onto the tankiness you'd expect from something like a rock. I haven't tried it in PvP or WvW but I'm sure it could be effective in either to an extent. It definitely works well in PvE, though.

2>
©2010–2018 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns, Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.