What new/changed Sigils/Runes do you guys like? - Page 2 — Guild Wars 2 Forums

What new/changed Sigils/Runes do you guys like?

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  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @Nightchrome.1085 said:

    @EnderzShadow.2506 said:

    @Nightchrome.1085 said:
    I tried Sanctuary with my condi poison healer soulbeast. You get a steady trickle of small barriers alongside your steady trick of small heals, but some of the passive heals don't proc the barrier. It's not OP, but it's still lots of extra healthbar at the expense of runes that would help your damage.

    Maybe it's late and I just cant remember, but what 'passive heals' does a Ranger get?

    Would a warhorn 5 Regen proc the shield?
    Does Druid staff 3 proc it?
    or Druid Avatar 3, 2, 1 and 4?
    What about blasting a water field?

    I know everyone hates bunkers, except the guy playing the bunker lol
    Makes me think I could make a bunker just for bunkers sake.
    Further testing needed!

    I'm using:
    Natural Healing in Beastmastery
    Signet of Renewal
    Predator's Cunning in Soulbeast (heal on apply poison) -> combine with Wilderness Training's Refined Toxins and Poison Master
    Oakheart Salve for regen on condis also optional

    Really, the bulk of it is all the sources of poison, using 2 daggers, vulture stance, sigil of blight etc.

    I found one thing that seemed like a bug to me...
    I made a druid and noticed that heals will shield in or out of combat,
    but staff 3 will only shield in combat.
    I cant think of a situation where you would want to heal with staff 3 to get shield before you even get hit,
    but why do 2 heals behave differently?

    Also, I did the math and its 21-22 percent shield generated from a heal.
    Maybe there is some math going on with healing power etc that changes any of that? I'm not sure, but its definitely more than 20 percent.

    The only thing that kind of bugs me about this...is why is there some kind of internal timer on how long the shield lasts and why dont I know what that is?
    If I can stack 45 seconds of regen I should get the benefit of the shield for the duration of the regen. Maybe it would be too op? I guess thats probably why. Just keep healing myself and regening myself before I ever go into combat...ok sorry about that I think i answered my own question.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Henry.5713Henry.5713 Member ✭✭✭✭

    The buffed Monk runes (stacking buff per boon applied) synergise well with the auto-boons from our spirits. Makes up for having to add concentration stats and thus losing healing power due to the the Sigil of Concentration nerf.

    Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something. ~ Robert Heinlein

  • @EnderzShadow.2506 said:

    @Maven.1690 said:
    Been running this with surprising effectiveness
    http://gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    unlimited fury and near always up quickness and when a rev joins the party 300% crit dmg.

    Maven, I took a look at your build and noticed you use Rage Runes.
    Curious if you see the previous convo between Dragonzhunter and Voltaicbore
    and what your thoughts are. (click on show previous quotes)

    @Dragonzhunter.8506 said:

    @voltaicbore.8012 said:

    @Dragonzhunter.8506 said:

    With Survival trait line + survival utilities and Moa Stance I have perma Fury, and this can be stacked till almost 2 minutes, so I don't know why are you using Rune of Rage :)

    I ran it more for the 5% buff than anything else.

    Then go with Scholar, Eagle , Infiltration, Pack, even Ogre, all these runes will give you more bonuses than Rage. You are a ranger, you get fury easy, so it is better to get more Power, Precision, Ferocity instead of Fury duration. Every decent build (for PVP and WvW) has enough fury, also in PVE.

    I will be the first to admit my build is not particularly well rounded for dueling or 1v multiple targets.
    I enjoy the rage the runes and sigils as it increases the durations of key buffs namely fury which gives both ferocity and crit chance. I have no need to buff crit chance with rune stats the only other stat that might be of use is more power but i find having 100% crit and 300% crit dmg and combined with quickness and one wolf pack allows rapid fire to be a blindingly effective and opressive skill taking down most targets in nearly 1 volley.
    This build is about deciding when to engage as you have enough mobility to disengage and run away but if you catch your target off guard its almost always an assured down. Not to mention with quickness and auto attack you can be one annoying pin sniper. Also note one can stack bloodlust counts with the great sword which also allows for increased power on average i run around with 3400 power 93+% crit and 296% crit dmg. Combined with on engage quickness and yes even party buffs makes you a devestating glass cannon.

  • Has anyone tried pairing runes of speed with Herald trait Rising Momentum? I wish there were an objective way of measuring speed! That looks crazy!

  • @Maven.1690 said:

    @EnderzShadow.2506 said:

    @Maven.1690 said:
    Been running this with surprising effectiveness
    http://gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    unlimited fury and near always up quickness and when a rev joins the party 300% crit dmg.

    Maven, I took a look at your build and noticed you use Rage Runes.
    Curious if you see the previous convo between Dragonzhunter and Voltaicbore
    and what your thoughts are. (click on show previous quotes)

    @Dragonzhunter.8506 said:

    @voltaicbore.8012 said:

    @Dragonzhunter.8506 said:

    With Survival trait line + survival utilities and Moa Stance I have perma Fury, and this can be stacked till almost 2 minutes, so I don't know why are you using Rune of Rage :)

    I ran it more for the 5% buff than anything else.

    Then go with Scholar, Eagle , Infiltration, Pack, even Ogre, all these runes will give you more bonuses than Rage. You are a ranger, you get fury easy, so it is better to get more Power, Precision, Ferocity instead of Fury duration. Every decent build (for PVP and WvW) has enough fury, also in PVE.

    I will be the first to admit my build is not particularly well rounded for dueling or 1v multiple targets.
    I enjoy the rage the runes and sigils as it increases the durations of key buffs namely fury which gives both ferocity and crit chance. I have no need to buff crit chance with rune stats the only other stat that might be of use is more power but i find having 100% crit and 300% crit dmg and combined with quickness and one wolf pack allows rapid fire to be a blindingly effective and opressive skill taking down most targets in nearly 1 volley.
    This build is about deciding when to engage as you have enough mobility to disengage and run away but if you catch your target off guard its almost always an assured down. Not to mention with quickness and auto attack you can be one annoying pin sniper. Also note one can stack bloodlust counts with the great sword which also allows for increased power on average i run around with 3400 power 93+% crit and 296% crit dmg. Combined with on engage quickness and yes even party buffs makes you a devestating glass cannon.

    Can you show us your build please ... so we can properly see why or what runes fit better? Thank you!

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @Dragonzhunter.8506 said:

    @Maven.1690 said:

    @EnderzShadow.2506 said:

    @Maven.1690 said:
    Been running this with surprising effectiveness
    http://gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    unlimited fury and near always up quickness and when a rev joins the party 300% crit dmg.

    Maven, I took a look at your build and noticed you use Rage Runes.
    Curious if you see the previous convo between Dragonzhunter and Voltaicbore
    and what your thoughts are. (click on show previous quotes)

    @Dragonzhunter.8506 said:

    @voltaicbore.8012 said:

    @Dragonzhunter.8506 said:

    With Survival trait line + survival utilities and Moa Stance I have perma Fury, and this can be stacked till almost 2 minutes, so I don't know why are you using Rune of Rage :)

    I ran it more for the 5% buff than anything else.

    Then go with Scholar, Eagle , Infiltration, Pack, even Ogre, all these runes will give you more bonuses than Rage. You are a ranger, you get fury easy, so it is better to get more Power, Precision, Ferocity instead of Fury duration. Every decent build (for PVP and WvW) has enough fury, also in PVE.

    I will be the first to admit my build is not particularly well rounded for dueling or 1v multiple targets.
    I enjoy the rage the runes and sigils as it increases the durations of key buffs namely fury which gives both ferocity and crit chance. I have no need to buff crit chance with rune stats the only other stat that might be of use is more power but i find having 100% crit and 300% crit dmg and combined with quickness and one wolf pack allows rapid fire to be a blindingly effective and opressive skill taking down most targets in nearly 1 volley.
    This build is about deciding when to engage as you have enough mobility to disengage and run away but if you catch your target off guard its almost always an assured down. Not to mention with quickness and auto attack you can be one annoying pin sniper. Also note one can stack bloodlust counts with the great sword which also allows for increased power on average i run around with 3400 power 93+% crit and 296% crit dmg. Combined with on engage quickness and yes even party buffs makes you a devestating glass cannon.

    Can you show us your build please ... so we can properly see why or what runes fit better? Thank you!

    Here it is, was on page 1

    http://en.gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @Moira Shalaar.5620 said:
    Has anyone tried pairing runes of speed with Herald trait Rising Momentum? I wish there were an objective way of measuring speed! That looks crazy!

    I'm not familar with herald and this is a Ranger post, buuuuuuuuut why not :P

    so I had to gw2 wiki Rising Momentum,
    "Gain increased movement speed for each point of upkeep currently in use.
    Rising Momentum.png Rising Momentum: 5% Movement Speed"

    So, if I am to understand correctly, for each point of Revenant Energy, you get a extra Stack of 5% movement speed?

    The fastest thing I've seen in game, is super speed which is what, 66 percent and for a very short time , something like Quickening Zephyr or
    40 percent movement speed from sicem.

    I HIGHLY DOUBT that there is going to be anything faster than the 66 percent as that seems to have been the cap long before this recent patch and addition of
    the Superior Rune of Speed.

    BUT, what do I know?
    I don't play Revenant
    and really, who knows...Stranger things have happened.
    Have you tried this out yet? It would be easy to try in SpvP area if you have a revenant, because I don't.
    You could also race a friend that has runes of speed and swiftness going in the same area.
    You wouldn't be able to measure speed exactly but you could see at least if that buff makes you faster than 66 percent speed.

    I asked your question on the Revenant Post about Sigils and Runes here
    https://en-forum.guildwars2.com/discussion/60463/sigil-rune-discussion-revenant#latest

    /cheers

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • @EnderzShadow.2506 said:

    @Dragonzhunter.8506 said:

    @Maven.1690 said:

    @EnderzShadow.2506 said:

    @Maven.1690 said:
    Been running this with surprising effectiveness
    http://gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    unlimited fury and near always up quickness and when a rev joins the party 300% crit dmg.

    Maven, I took a look at your build and noticed you use Rage Runes.
    Curious if you see the previous convo between Dragonzhunter and Voltaicbore
    and what your thoughts are. (click on show previous quotes)

    @Dragonzhunter.8506 said:

    @voltaicbore.8012 said:

    @Dragonzhunter.8506 said:

    With Survival trait line + survival utilities and Moa Stance I have perma Fury, and this can be stacked till almost 2 minutes, so I don't know why are you using Rune of Rage :)

    I ran it more for the 5% buff than anything else.

    Then go with Scholar, Eagle , Infiltration, Pack, even Ogre, all these runes will give you more bonuses than Rage. You are a ranger, you get fury easy, so it is better to get more Power, Precision, Ferocity instead of Fury duration. Every decent build (for PVP and WvW) has enough fury, also in PVE.

    I will be the first to admit my build is not particularly well rounded for dueling or 1v multiple targets.
    I enjoy the rage the runes and sigils as it increases the durations of key buffs namely fury which gives both ferocity and crit chance. I have no need to buff crit chance with rune stats the only other stat that might be of use is more power but i find having 100% crit and 300% crit dmg and combined with quickness and one wolf pack allows rapid fire to be a blindingly effective and opressive skill taking down most targets in nearly 1 volley.
    This build is about deciding when to engage as you have enough mobility to disengage and run away but if you catch your target off guard its almost always an assured down. Not to mention with quickness and auto attack you can be one annoying pin sniper. Also note one can stack bloodlust counts with the great sword which also allows for increased power on average i run around with 3400 power 93+% crit and 296% crit dmg. Combined with on engage quickness and yes even party buffs makes you a devestating glass cannon.

    Can you show us your build please ... so we can properly see why or what runes fit better? Thank you!

    Here it is, was on page 1

    http://en.gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    Thx @EnderzShadow.2506 . Well de numbers are these:
    With Scholar:
    2937 AP
    Ferocity 1485
    Critical Damage 249%
    Maul damage = 2319

    With Rage:
    2762 AP
    Ferocity 1435
    Critical Damage 245.67%
    Maul damage = 2181

    The difference of raft damage for Maul is 138. But when it comes about critical, we will have for :
    Scholar Rune 2319 + 2319249% = 2319 + 5774.31 = 8093.31 damage
    Rage Rune 2181 + 2181
    245.67% = 2181 + 5358.06 = 7539.31 damage
    so a difference of 554 damage at least, because this difference can grow up due to bonuses from the party , like he says.

    But, maybe my calculation are wrong, anyway, is his business what runes he wants to have.

    PS: remember that in a proper party you will have perma fury, but no one can give extra 544 damage, because this difference is only between your builds.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 16, 2018

    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 16, 2018

    @Dragonzhunter.8506 said:

    @EnderzShadow.2506 said:

    @Dragonzhunter.8506 said:

    @Maven.1690 said:

    @EnderzShadow.2506 said:

    @Maven.1690 said:
    Been running this with surprising effectiveness
    http://gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    unlimited fury and near always up quickness and when a rev joins the party 300% crit dmg.

    Maven, I took a look at your build and noticed you use Rage Runes.
    Curious if you see the previous convo between Dragonzhunter and Voltaicbore
    and what your thoughts are. (click on show previous quotes)

    @Dragonzhunter.8506 said:

    @voltaicbore.8012 said:

    @Dragonzhunter.8506 said:

    With Survival trait line + survival utilities and Moa Stance I have perma Fury, and this can be stacked till almost 2 minutes, so I don't know why are you using Rune of Rage :)

    I ran it more for the 5% buff than anything else.

    Then go with Scholar, Eagle , Infiltration, Pack, even Ogre, all these runes will give you more bonuses than Rage. You are a ranger, you get fury easy, so it is better to get more Power, Precision, Ferocity instead of Fury duration. Every decent build (for PVP and WvW) has enough fury, also in PVE.

    I will be the first to admit my build is not particularly well rounded for dueling or 1v multiple targets.
    I enjoy the rage the runes and sigils as it increases the durations of key buffs namely fury which gives both ferocity and crit chance. I have no need to buff crit chance with rune stats the only other stat that might be of use is more power but i find having 100% crit and 300% crit dmg and combined with quickness and one wolf pack allows rapid fire to be a blindingly effective and opressive skill taking down most targets in nearly 1 volley.
    This build is about deciding when to engage as you have enough mobility to disengage and run away but if you catch your target off guard its almost always an assured down. Not to mention with quickness and auto attack you can be one annoying pin sniper. Also note one can stack bloodlust counts with the great sword which also allows for increased power on average i run around with 3400 power 93+% crit and 296% crit dmg. Combined with on engage quickness and yes even party buffs makes you a devestating glass cannon.

    Can you show us your build please ... so we can properly see why or what runes fit better? Thank you!

    Here it is, was on page 1

    http://en.gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    Thx @EnderzShadow.2506 . Well de numbers are these:
    With Scholar:
    2937 AP
    Ferocity 1485
    Critical Damage 249%
    Maul damage = 2319

    With Rage:
    2762 AP
    Ferocity 1435
    Critical Damage 245.67%
    Maul damage = 2181

    The difference of raft damage for Maul is 138. But when it comes about critical, we will have for :
    Scholar Rune 2319 + 2319249% = 2319 + 5774.31 = 8093.31 damage
    Rage Rune 2181 + 2181
    245.67% = 2181 + 5358.06 = 7539.31 damage
    so a difference of 554 damage at least, because this difference can grow up due to bonuses from the party , like he says.

    But, maybe my calculation are wrong, anyway, is his business what runes he wants to have.

    PS: remember that in a proper party you will have perma fury, but no one can give extra 544 damage, because this difference is only between your builds.

    Here is my question... would having that extra fury time from the 6 piece bonus just make for easier, more convenient gameplay in that the fury has longer duration?
    Easier in that, dont have to keep track so tightly of when to use utilities for fury.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Dragonzhunter.8506Dragonzhunter.8506 Member ✭✭✭
    edited November 16, 2018

    @EnderzShadow.2506 said:

    @Dragonzhunter.8506 said:

    @EnderzShadow.2506 said:

    @Dragonzhunter.8506 said:

    @Maven.1690 said:

    @EnderzShadow.2506 said:

    @Maven.1690 said:
    Been running this with surprising effectiveness
    http://gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    unlimited fury and near always up quickness and when a rev joins the party 300% crit dmg.

    Maven, I took a look at your build and noticed you use Rage Runes.
    Curious if you see the previous convo between Dragonzhunter and Voltaicbore
    and what your thoughts are. (click on show previous quotes)

    @Dragonzhunter.8506 said:

    @voltaicbore.8012 said:

    @Dragonzhunter.8506 said:

    With Survival trait line + survival utilities and Moa Stance I have perma Fury, and this can be stacked till almost 2 minutes, so I don't know why are you using Rune of Rage :)

    I ran it more for the 5% buff than anything else.

    Then go with Scholar, Eagle , Infiltration, Pack, even Ogre, all these runes will give you more bonuses than Rage. You are a ranger, you get fury easy, so it is better to get more Power, Precision, Ferocity instead of Fury duration. Every decent build (for PVP and WvW) has enough fury, also in PVE.

    I will be the first to admit my build is not particularly well rounded for dueling or 1v multiple targets.
    I enjoy the rage the runes and sigils as it increases the durations of key buffs namely fury which gives both ferocity and crit chance. I have no need to buff crit chance with rune stats the only other stat that might be of use is more power but i find having 100% crit and 300% crit dmg and combined with quickness and one wolf pack allows rapid fire to be a blindingly effective and opressive skill taking down most targets in nearly 1 volley.
    This build is about deciding when to engage as you have enough mobility to disengage and run away but if you catch your target off guard its almost always an assured down. Not to mention with quickness and auto attack you can be one annoying pin sniper. Also note one can stack bloodlust counts with the great sword which also allows for increased power on average i run around with 3400 power 93+% crit and 296% crit dmg. Combined with on engage quickness and yes even party buffs makes you a devestating glass cannon.

    Can you show us your build please ... so we can properly see why or what runes fit better? Thank you!

    Here it is, was on page 1

    http://en.gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    Thx @EnderzShadow.2506 . Well de numbers are these:
    With Scholar:
    2937 AP
    Ferocity 1485
    Critical Damage 249%
    Maul damage = 2319

    With Rage:
    2762 AP
    Ferocity 1435
    Critical Damage 245.67%
    Maul damage = 2181

    The difference of raft damage for Maul is 138. But when it comes about critical, we will have for :
    Scholar Rune 2319 + 2319249% = 2319 + 5774.31 = 8093.31 damage
    Rage Rune 2181 + 2181
    245.67% = 2181 + 5358.06 = 7539.31 damage
    so a difference of 554 damage at least, because this difference can grow up due to bonuses from the party , like he says.

    But, maybe my calculation are wrong, anyway, is his business what runes he wants to have.

    PS: remember that in a proper party you will have perma fury, but no one can give extra 544 damage, because this difference is only between your builds.

    Here is my question... would having that extra fury time from the 6 piece bonus just make for easier, more convenient gameplay in that the fury has longer duration?
    Easier in that, dont have to keep track so tightly of when to use utilities for fury.

    @EnderzShadow.2506 it is so easy to have Fury for many seconds and minutes. An easy way for him to get an extra Fury just using this: change from GS to Warhorn, use Moa Stance then Call of the Wild from Warhorn then change back to GS before he enters in a fight, it is easy and take only 2 sec. After that the effect of Moa will still be there, so when he goes to combat he will get an extra Fury from Furious Grip, Vicious Quarry, Two-Handed Training, Live Fast (in beast mode and also skill F2 from the pet when he is not in beast mode). I mean all these combined time to time with Moa Stance, it will give him a lot of Fury. And these are only from his build, but if he plays in a party he will get more boons etc too. So from my POV it is really pointless to use Rage Rune on Ranger because this class has more than enough Fury on almost every possible build.
    The trick using warhorn for 1 - 2 sec before I'll use it every time in WvW and sPVP too before I go in combat. It is easy, why shouldn't we use it?

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @Maven.1690 said:

    @EnderzShadow.2506 said:

    @Maven.1690 said:
    Been running this with surprising effectiveness
    http://gw2skills.net/editor/?vNAQJATRnUqAd8ilsAWsAs8ilCB7pLMDCA5X3ub5lZA0uSdDoA-jVSBABLcIAKa/hrU+5xFAAgHAgZKBpU9H80FoxRAIAACwNvZA4m38m38m3s28m38m38m38m38mlCQQJYA-w

    unlimited fury and near always up quickness and when a rev joins the party 300% crit dmg.

    Maven, I took a look at your build and noticed you use Rage Runes.
    Curious if you see the previous convo between Dragonzhunter and Voltaicbore
    and what your thoughts are. (click on show previous quotes)

    @Dragonzhunter.8506 said:

    @voltaicbore.8012 said:

    @Dragonzhunter.8506 said:

    With Survival trait line + survival utilities and Moa Stance I have perma Fury, and this can be stacked till almost 2 minutes, so I don't know why are you using Rune of Rage :)

    I ran it more for the 5% buff than anything else.

    Then go with Scholar, Eagle , Infiltration, Pack, even Ogre, all these runes will give you more bonuses than Rage. You are a ranger, you get fury easy, so it is better to get more Power, Precision, Ferocity instead of Fury duration. Every decent build (for PVP and WvW) has enough fury, also in PVE.

    I will be the first to admit my build is not particularly well rounded for dueling or 1v multiple targets.
    I enjoy the rage the runes and sigils as it increases the durations of key buffs namely fury which gives both ferocity and crit chance. I have no need to buff crit chance with rune stats the only other stat that might be of use is more power but i find having 100% crit and 300% crit dmg and combined with quickness and one wolf pack allows rapid fire to be a blindingly effective and opressive skill taking down most targets in nearly 1 volley.
    This build is about deciding when to engage as you have enough mobility to disengage and run away but if you catch your target off guard its almost always an assured down. Not to mention with quickness and auto attack you can be one annoying pin sniper. Also note one can stack bloodlust counts with the great sword which also allows for increased power on average i run around with 3400 power 93+% crit and 296% crit dmg. Combined with on engage quickness and yes even party buffs makes you a devestating glass cannon.

    As you can See, we've been talking behind your back hehe
    Nothing bad though
    Nobody says no to extra dmg and scholar runes are clearly better than Rage.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • jcbroe.4329jcbroe.4329 Member ✭✭✭

    @EnderzShadow.2506 said:
    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    You're hardcapped at 36% bonus movement speed out of combat, so you'll only see the effect in combat.

    Jroh | Former SOAC Ranger Podcaster | Top 100 PvP
    https://www.youtube.com/user/JRoeboat
    www.twitch.tv/itsJROH

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @jcbroe.4329 said:

    @EnderzShadow.2506 said:
    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    You're hardcapped at 36% bonus movement speed out of combat, so you'll only see the effect in combat.

    Well, I guess it's all too obvious that I didn't know that.
    Thank you JCbroe, Mr Clutch!

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Hesacon.8735Hesacon.8735 Member ✭✭✭✭

    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

  • InsaneQR.7412InsaneQR.7412 Member ✭✭✭✭

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I think its quite a shame that the birds are gone. Would have been cool if they would have changed it to something similar to madking runes just with lifesteal and healing.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 18, 2018

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I've been experimenting with Rune of the Flock
    and I appologize if anyone read that wall of text I wrote earlier.

    I've edited this and Ill comment on Rune of the Flock

    I think it sucks!
    I mean, it's not terrible if you are getting it purely for the extra heal stats.
    But it only works on your main personal heal and nothing else.
    No staff, no regen, no Avatar 1 2 3 4.
    Nothing else but personal heal...that is lame.
    If you are taking it for the healing for your group in pvp/pve, the 6th set bonus is an alright addition.
    Its like if I spent 45 dollars on beer and a cooler and they gave me a small bag of ice. I'm not complaining...I mean, it's better than nothing.
    It also has a 10sec CD, which, I dont know why it does. Who has a personal healing spell that can be cast twice in under 10 secs?
    Absolutely redundant.

    Lets compare that to Superior Rune of Sanctuary.
    No Cooldown.
    Sanctuary effects every heal. Every regen, heal and even fernhound regen.
    Everything that heals in the game will give you a barrier. EVERYTHING.
    If you're in PvP and trying to survive the onslaught of DPS that is coming
    your way because they've spotted you, Rune of Sanctuary is the easy choice.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Hesacon.8735Hesacon.8735 Member ✭✭✭✭

    @InsaneQR.7412 said:

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I think its quite a shame that the birds are gone. Would have been cool if they would have changed it to something similar to madking runes just with lifesteal and healing.

    For how I want to use it, the extra vitality and maximum HP is a big deal. I can see the bird helping do more spike damage, but a sufficiently tanky enemy is going to stonewall my druid with or without it. I just need to stay up to keep my team up.

    I do miss the extra heal on rune of water 6, as well as the extra condi cleanse, but the new flock is better for that role.

  • Pterikdactyl.7630Pterikdactyl.7630 Member ✭✭✭✭

    Just a friendly reminder for anyone who may have overlooked it: Trapper Runes give 3 seconds of stealth and superspeed again.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 18, 2018

    @Hesacon.8735 said:

    @InsaneQR.7412 said:

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I think its quite a shame that the birds are gone. Would have been cool if they would have changed it to something similar to madking runes just with lifesteal and healing.

    For how I want to use it, the extra vitality and maximum HP is a big deal. I can see the bird helping do more spike damage, but a sufficiently tanky enemy is going to stonewall my druid with or without it. I just need to stay up to keep my team up.

    I do miss the extra heal on rune of water 6, as well as the extra condi cleanse, but the new flock is better for that role.

    Please see my above edited post.
    The only stat difference between Sanctuary and Flock is the +to heal.
    I think I more than make up for that with the barrier.

    Admittedly, it would probably take some heavy testing to see what performs better.
    Basically Barrier vs +to heal.

    I did a very unscientific experiment, and this is what I did.
    I equipped Sanctuary and Flock
    I pulled Svanir and utahein from a mid point between them, same order both times.
    I did not attack them, to the best of my ability, I just healed myself.
    Traits that would effect my heals, Windborne Notes, resounding timbre and invigorating bond.
    I used every regen/Heal I could, Troll Unguent, Protect Me, Guard and Glyph of Allignment and strength of the pack.
    Why all the shouts? For the regen they give.
    I also used staff 3, blasted staff 5 with warhorn, avatar 1 2 3 and 4
    I also used Fernhound Regen and with invigorating bond I also got a heal.

    A little overboard, sure, but in games, its common to get focus fire from a couple bursty classes.
    Not fighting and only healing vs 2 beasts SORT OF replicates that. They hit pretty hard and fairly often.

    Results?
    I lasted 21 seconds with Rune of the Flock. While the heals were good, I received no barrier.

    With sanctuary Runes, I lasted more than 34 seconds longer.
    The heals were ALMOST as good and every regen and heal gave me barrier to withstand a constant
    onslaught for almost a full minute.

    Now again, obvious not very scientific. But I honestly tried my best in each test and wanted to see
    if one outperformed the other.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • jcbroe.4329jcbroe.4329 Member ✭✭✭

    @EnderzShadow.2506 said:

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I've been experimenting with Rune of the Flock
    and I appologize if anyone read that wall of text I wrote earlier.

    I've edited this and Ill comment on Rune of the Flock

    I think it sucks!
    I mean, it's not terrible if you are getting it purely for the extra heal stats.
    But it only works on your main personal heal and nothing else.
    No staff, no regen, no Avatar 1 2 3 4.
    Nothing else but personal heal...that is lame.
    If you are taking it for the healing for your group in pvp/pve, the 6th set bonus is an alright addition.
    Its like if I spent 45 dollars on beer and a cooler and they gave me a small bag of ice. I'm not complaining...I mean, it's better than nothing.
    It also has a 10sec CD, which, I dont know why it does. Who has a personal healing spell that can be cast twice in under 10 secs?
    Absolutely redundant.

    Lets compare that to Superior Rune of Sanctuary.
    No Cooldown.
    Sanctuary effects every heal. Every regen, heal and even fernhound regen.
    Everything that heals in the game will give you a barrier. EVERYTHING.
    If you're in PvP and trying to survive the onslaught of DPS that is coming
    your way because they've spotted you, Rune of Sanctuary is the easy choice.

    Flock Runes are essentially the old Water runes, which were used on Druid because of the extra support and Avatar generation, plus getting a larger initial heal off of Troll Unguent when WS/NM was the meta Druid build.

    The ICD is there because of Firebrand mantra heal and Chrono mantra heal. The healing would be even more insane, especially on Firebrands since with their traits they're Heal mantra is already an AoE support Heal.

    As for Sanctuary Runes, the concept is that Barrier is temporary so the benefit of the rune is more temporary than a flat out powered up heal, BUT.... they're still busted. You heal yourself or you get healed and you get a barrier, and everyone gets harder to kill. It's going to dominate PvP builds until ANet changes the #6 effect.

    Jroh | Former SOAC Ranger Podcaster | Top 100 PvP
    https://www.youtube.com/user/JRoeboat
    www.twitch.tv/itsJROH

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 18, 2018

    @jcbroe.4329 said:

    @EnderzShadow.2506 said:

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I've been experimenting with Rune of the Flock
    and I appologize if anyone read that wall of text I wrote earlier.

    I've edited this and Ill comment on Rune of the Flock

    I think it sucks!
    I mean, it's not terrible if you are getting it purely for the extra heal stats.
    But it only works on your main personal heal and nothing else.
    No staff, no regen, no Avatar 1 2 3 4.
    Nothing else but personal heal...that is lame.
    If you are taking it for the healing for your group in pvp/pve, the 6th set bonus is an alright addition.
    Its like if I spent 45 dollars on beer and a cooler and they gave me a small bag of ice. I'm not complaining...I mean, it's better than nothing.
    It also has a 10sec CD, which, I dont know why it does. Who has a personal healing spell that can be cast twice in under 10 secs?
    Absolutely redundant.

    Lets compare that to Superior Rune of Sanctuary.
    No Cooldown.
    Sanctuary effects every heal. Every regen, heal and even fernhound regen.
    Everything that heals in the game will give you a barrier. EVERYTHING.
    If you're in PvP and trying to survive the onslaught of DPS that is coming
    your way because they've spotted you, Rune of Sanctuary is the easy choice.

    Flock Runes are essentially the old Water runes, which were used on Druid because of the extra support and Avatar generation, plus getting a larger initial heal off of Troll Unguent when WS/NM was the meta Druid build.

    The ICD is there because of Firebrand mantra heal and Chrono mantra heal. The healing would be even more insane, especially on Firebrands since with their traits they're Heal mantra is already an AoE support Heal.

    As for Sanctuary Runes, the concept is that Barrier is temporary so the benefit of the rune is more temporary than a flat out powered up heal, BUT.... they're still busted. You heal yourself or you get healed and you get a barrier, and everyone gets harder to kill. It's going to dominate PvP builds until ANet changes the #6 effect.

    How did I forget about those heals. I knew I was missing something when I wrote that /oof

    Would it make it OP? Or would it just make dedicated healers an actual thing?
    If the DPS classes could be gated to not being able to use it, I think it could make actual healers a thing.

    Check out my test in the edited version I just put up.
    imo, definitely makes me harder to kill as a druid in those times I need to g t f o and survive the focus
    I am still not sure if DRUID is now any move viable than it ever was.
    I'll leave that to you.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • jcbroe.4329jcbroe.4329 Member ✭✭✭

    @EnderzShadow.2506 said:

    @jcbroe.4329 said:

    @EnderzShadow.2506 said:

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I've been experimenting with Rune of the Flock
    and I appologize if anyone read that wall of text I wrote earlier.

    I've edited this and Ill comment on Rune of the Flock

    I think it sucks!
    I mean, it's not terrible if you are getting it purely for the extra heal stats.
    But it only works on your main personal heal and nothing else.
    No staff, no regen, no Avatar 1 2 3 4.
    Nothing else but personal heal...that is lame.
    If you are taking it for the healing for your group in pvp/pve, the 6th set bonus is an alright addition.
    Its like if I spent 45 dollars on beer and a cooler and they gave me a small bag of ice. I'm not complaining...I mean, it's better than nothing.
    It also has a 10sec CD, which, I dont know why it does. Who has a personal healing spell that can be cast twice in under 10 secs?
    Absolutely redundant.

    Lets compare that to Superior Rune of Sanctuary.
    No Cooldown.
    Sanctuary effects every heal. Every regen, heal and even fernhound regen.
    Everything that heals in the game will give you a barrier. EVERYTHING.
    If you're in PvP and trying to survive the onslaught of DPS that is coming
    your way because they've spotted you, Rune of Sanctuary is the easy choice.

    Flock Runes are essentially the old Water runes, which were used on Druid because of the extra support and Avatar generation, plus getting a larger initial heal off of Troll Unguent when WS/NM was the meta Druid build.

    The ICD is there because of Firebrand mantra heal and Chrono mantra heal. The healing would be even more insane, especially on Firebrands since with their traits they're Heal mantra is already an AoE support Heal.

    As for Sanctuary Runes, the concept is that Barrier is temporary so the benefit of the rune is more temporary than a flat out powered up heal, BUT.... they're still busted. You heal yourself or you get healed and you get a barrier, and everyone gets harder to kill. It's going to dominate PvP builds until ANet changes the #6 effect.

    How did I forget about those heals. I knew I was missing something when I wrote that /oof

    Would it make it OP? Or would it just make dedicated healers an actual thing?
    If the DPS classes could be gated to not being able to use it, I think it could make actual healers a thing.

    Check out my test in the edited version I just put up.
    imo, definitely makes me harder to kill as a druid in those times I need to g t f o and survive the focus
    I am still not sure if DRUID is now any move viable than it ever was.
    I'll leave that to you.

    I don't play Druid anymore, but not necessarily because I feel it's weak the way other people do, but because pets have died too easily in teamfights since the introduction of Scourge. Without the pet, Druid doesn't have any damage, so it ends up just being a weakened support.

    Druid really needs to be made into a full support so that it doesn't just end up feeling like a mid tier support/healer (FB, Tempest, Ventari Herald, and Chrono all rank above Druid support wise).

    As far as full supports go, that's Firebrand all the way already. A Runeset shouldn't be what defines a support role, that should happen at a class design level, but I'm strongly of the opinion that any option that benefits Firebrand, especially if it benefits Firebrand moreso than other classes/specs, is bad for every other support spec. FB has the most bloated toolset in this game. Get used to playing one (in WvW with Minstrels and the new Monk Runes on top of it all) and you'll wonder why it hasn't been nerfed to the ground already (preferably to buffing everything else to power creep the whole game 10x over).

    Jroh | Former SOAC Ranger Podcaster | Top 100 PvP
    https://www.youtube.com/user/JRoeboat
    www.twitch.tv/itsJROH

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 18, 2018

    @jcbroe.4329

    Sorry for hijacking this thread...a little

    I think druid without a half decent team is straight terrible.
    The only place I can carry is in a mid fight.
    And plenty of times, mid gets melted-- or we win mid and the enemy team just takes sides.
    And that would be ok on soulbeast because I can actually kill at far.
    But druid at far now is just a place holder waiting for a +1

    On a soulbeast I can do most of what makes a druid great, even better.

    I feel like I'm replaying a trap ranger all over again.
    Just trying to make it work, when it just doesn't.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Pterikdactyl.7630Pterikdactyl.7630 Member ✭✭✭✭
    edited November 18, 2018

    @jcbroe.4329 said:

    @EnderzShadow.2506 said:

    @jcbroe.4329 said:

    @EnderzShadow.2506 said:

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I've been experimenting with Rune of the Flock
    and I appologize if anyone read that wall of text I wrote earlier.

    I've edited this and Ill comment on Rune of the Flock

    I think it sucks!
    I mean, it's not terrible if you are getting it purely for the extra heal stats.
    But it only works on your main personal heal and nothing else.
    No staff, no regen, no Avatar 1 2 3 4.
    Nothing else but personal heal...that is lame.
    If you are taking it for the healing for your group in pvp/pve, the 6th set bonus is an alright addition.
    Its like if I spent 45 dollars on beer and a cooler and they gave me a small bag of ice. I'm not complaining...I mean, it's better than nothing.
    It also has a 10sec CD, which, I dont know why it does. Who has a personal healing spell that can be cast twice in under 10 secs?
    Absolutely redundant.

    Lets compare that to Superior Rune of Sanctuary.
    No Cooldown.
    Sanctuary effects every heal. Every regen, heal and even fernhound regen.
    Everything that heals in the game will give you a barrier. EVERYTHING.
    If you're in PvP and trying to survive the onslaught of DPS that is coming
    your way because they've spotted you, Rune of Sanctuary is the easy choice.

    Flock Runes are essentially the old Water runes, which were used on Druid because of the extra support and Avatar generation, plus getting a larger initial heal off of Troll Unguent when WS/NM was the meta Druid build.

    The ICD is there because of Firebrand mantra heal and Chrono mantra heal. The healing would be even more insane, especially on Firebrands since with their traits they're Heal mantra is already an AoE support Heal.

    As for Sanctuary Runes, the concept is that Barrier is temporary so the benefit of the rune is more temporary than a flat out powered up heal, BUT.... they're still busted. You heal yourself or you get healed and you get a barrier, and everyone gets harder to kill. It's going to dominate PvP builds until ANet changes the #6 effect.

    How did I forget about those heals. I knew I was missing something when I wrote that /oof

    Would it make it OP? Or would it just make dedicated healers an actual thing?
    If the DPS classes could be gated to not being able to use it, I think it could make actual healers a thing.

    Check out my test in the edited version I just put up.
    imo, definitely makes me harder to kill as a druid in those times I need to g t f o and survive the focus
    I am still not sure if DRUID is now any move viable than it ever was.
    I'll leave that to you.

    I don't play Druid anymore, but not necessarily because I feel it's weak the way other people do, but because pets have died too easily in teamfights since the introduction of Scourge. Without the pet, Druid doesn't have any damage, so it ends up just being a weakened support.

    Druid really needs to be made into a full support so that it doesn't just end up feeling like a mid tier support/healer (FB, Tempest, Ventari Herald, and Chrono all rank above Druid support wise).

    As far as full supports go, that's Firebrand all the way already. A Runeset shouldn't be what defines a support role, that should happen at a class design level, but I'm strongly of the opinion that any option that benefits Firebrand, especially if it benefits Firebrand moreso than other classes/specs, is bad for every other support spec. FB has the most bloated toolset in this game. Get used to playing one (in WvW with Minstrels and the new Monk Runes on top of it all) and you'll wonder why it hasn't been nerfed to the ground already (preferably to buffing everything else to power creep the whole game 10x over).

    Yeah, I agree. It's sad to see other support specs sidelined. ANet's response has been that they want to keep "shaving down" Firebrand to bring it to the level of other supports, but it has a really long way to go and it seems to be preventing them from buffing other supports. I have been playing a Minstrel's Survival Druid in WvW and it's super fun in small skirmishes but aside from stealth-rezzing, there's little advantage that it has over FB (and really, FB has 1200 range insta-rez via MI). You are correct that the pets stand no chance against PoF, which is why I mostly play Soulbeast myself, and why I often shy away from Core Ranger.

  • @Maven.1690 said:
    I agree and combo with the rage sigil on the bow now you can stack nearly 20 seconds of quickness uninterupted.

    How? It says 3 seconds on a 20 second cooldown… What am i missing here xD

  • Hesacon.8735Hesacon.8735 Member ✭✭✭✭

    @jcbroe.4329 said:
    Flock Runes are essentially the old Water runes, which were used on Druid because of the extra support and Avatar generation, plus getting a larger initial heal off of Troll Unguent when WS/NM was the meta Druid build.

    This is exactly why I like the new flock runes, especially since water runes lost the effect.

    As the fastest non thief or mesmer, I often end up taking home in spvp. Sometimes I get defeated and have to run back. With runes like this, I can burst into the fight with staff 5/3 and drop my troll urgent. I forget what it works out to, but several thousand healing before celestial avatar is charged is nice.

  • @jcbroe.4329 said:

    @EnderzShadow.2506 said:

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I've been experimenting with Rune of the Flock
    and I appologize if anyone read that wall of text I wrote earlier.

    I've edited this and Ill comment on Rune of the Flock

    I think it sucks!
    I mean, it's not terrible if you are getting it purely for the extra heal stats.
    But it only works on your main personal heal and nothing else.
    No staff, no regen, no Avatar 1 2 3 4.
    Nothing else but personal heal...that is lame.
    If you are taking it for the healing for your group in pvp/pve, the 6th set bonus is an alright addition.
    Its like if I spent 45 dollars on beer and a cooler and they gave me a small bag of ice. I'm not complaining...I mean, it's better than nothing.
    It also has a 10sec CD, which, I dont know why it does. Who has a personal healing spell that can be cast twice in under 10 secs?
    Absolutely redundant.

    Lets compare that to Superior Rune of Sanctuary.
    No Cooldown.
    Sanctuary effects every heal. Every regen, heal and even fernhound regen.
    Everything that heals in the game will give you a barrier. EVERYTHING.
    If you're in PvP and trying to survive the onslaught of DPS that is coming
    your way because they've spotted you, Rune of Sanctuary is the easy choice.

    Flock Runes are essentially the old Water runes, which were used on Druid because of the extra support and Avatar generation, plus getting a larger initial heal off of Troll Unguent when WS/NM was the meta Druid build.

    The ICD is there because of Firebrand mantra heal and Chrono mantra heal. The healing would be even more insane, especially on Firebrands since with their traits they're Heal mantra is already an AoE support Heal.

    As for Sanctuary Runes, the concept is that Barrier is temporary so the benefit of the rune is more temporary than a flat out powered up heal, BUT.... they're still busted. You heal yourself or you get healed and you get a barrier, and everyone gets harder to kill. It's going to dominate PvP builds until ANet changes the #6 effect.

    Medkit on engineer would be even worst as you can spam medkit swap to proc those runes while channeling other abilities such as elixir gun purge, tool kit block or shield blocks.

    If you think sanctuary runes are OP, what do you think about rune of earth? 10% incoming heals. 175 toughness, 30% protection duration. Magnetic aura/prot on hit is a nice touch. Unlike barrier, it's actual healing increased so it's not wasted after 3 seconds of evading, kiting or stealthing. If you were to go for a sustain heavy SB with WS, would you pick sanctuary over earth? Even after the nerf, I think durability might also be better than sanctuary in a lot of situations. I guess I just don't think its nearly as busted in practice as it seems on paper.

  • jcbroe.4329jcbroe.4329 Member ✭✭✭

    @DuckDuckBOOM.4097 said:

    @jcbroe.4329 said:

    @EnderzShadow.2506 said:

    @Hesacon.8735 said:
    Rune of the Flock works well on druid in spvp. Extra burst heal and more HP goes a long way.

    I've been experimenting with Rune of the Flock
    and I appologize if anyone read that wall of text I wrote earlier.

    I've edited this and Ill comment on Rune of the Flock

    I think it sucks!
    I mean, it's not terrible if you are getting it purely for the extra heal stats.
    But it only works on your main personal heal and nothing else.
    No staff, no regen, no Avatar 1 2 3 4.
    Nothing else but personal heal...that is lame.
    If you are taking it for the healing for your group in pvp/pve, the 6th set bonus is an alright addition.
    Its like if I spent 45 dollars on beer and a cooler and they gave me a small bag of ice. I'm not complaining...I mean, it's better than nothing.
    It also has a 10sec CD, which, I dont know why it does. Who has a personal healing spell that can be cast twice in under 10 secs?
    Absolutely redundant.

    Lets compare that to Superior Rune of Sanctuary.
    No Cooldown.
    Sanctuary effects every heal. Every regen, heal and even fernhound regen.
    Everything that heals in the game will give you a barrier. EVERYTHING.
    If you're in PvP and trying to survive the onslaught of DPS that is coming
    your way because they've spotted you, Rune of Sanctuary is the easy choice.

    Flock Runes are essentially the old Water runes, which were used on Druid because of the extra support and Avatar generation, plus getting a larger initial heal off of Troll Unguent when WS/NM was the meta Druid build.

    The ICD is there because of Firebrand mantra heal and Chrono mantra heal. The healing would be even more insane, especially on Firebrands since with their traits they're Heal mantra is already an AoE support Heal.

    As for Sanctuary Runes, the concept is that Barrier is temporary so the benefit of the rune is more temporary than a flat out powered up heal, BUT.... they're still busted. You heal yourself or you get healed and you get a barrier, and everyone gets harder to kill. It's going to dominate PvP builds until ANet changes the #6 effect.

    Medkit on engineer would be even worst as you can spam medkit swap to proc those runes while channeling other abilities such as elixir gun purge, tool kit block or shield blocks.

    If you think sanctuary runes are OP, what do you think about rune of earth? 10% incoming heals. 175 toughness, 30% protection duration. Magnetic aura/prot on hit is a nice touch. Unlike barrier, it's actual healing increased so it's not wasted after 3 seconds of evading, kiting or stealthing. If you were to go for a sustain heavy SB with WS, would you pick sanctuary over earth? Even after the nerf, I think durability might also be better than sanctuary in a lot of situations. I guess I just don't think its nearly as busted in practice as it seems on paper.

    I may have chosen my words poorly and should probably clarify.

    When I say Sanctuary Runes are busted and used my example, what I'm really trying to say isn't necessarily that they're overpowered but that they're an apex predator when it comes to their effect. Compare them to any other barrier based rune, and you'd immediately choose Sanctuary because the effect can occur easily and often, and it's lack of ICD makes them mindless; they're a free defensive investment nobody has to think about that in PvP with the limited rune choices makes the competition slim.

    Anyhow, moving passed all of that, I first have to say I was speaking more from a PvP perspective, so Durability Runes wouldn't be available.

    So, Soulbeast Runes... anything that give strong boons and provide the effect often. So Durability in WvW, no question. In PvP, probably still Revenant Runes. There's nothing that really stands out to me yet in PvP just yet, but you can't go wrong with a source of Resistance that can be bounced around with traits for a higher uptime.

    Jroh | Former SOAC Ranger Podcaster | Top 100 PvP
    https://www.youtube.com/user/JRoeboat
    www.twitch.tv/itsJROH

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 19, 2018

    @Hesacon.8735 said:

    @jcbroe.4329 said:
    Flock Runes are essentially the old Water runes, which were used on Druid because of the extra support and Avatar generation, plus getting a larger initial heal off of Troll Unguent when WS/NM was the meta Druid build.

    This is exactly why I like the new flock runes, especially since water runes lost the effect.

    As the fastest non thief or mesmer, I often end up taking home in spvp. Sometimes I get defeated and have to run back. With runes like this, I can burst into the fight with staff 5/3 and drop my troll urgent. I forget what it works out to, but several thousand healing before celestial avatar is charged is nice.

    I think you may have missed something I posted earlier. And I also think you misunderstand entirely how Rune of the Flock works.
    When you Run into mid, the only way you are getting MORE benefit towards Avatar, is if you can be healed for the full amount of Troll unguent AND the the heal from Rune of the flock. Rune of the flock heal isn't several thousand, it's 1365. And Any heals past your full health doesn't help CA.

    But the above really doesn't matter.
    I guarantee that you will live longer with Sanctuary Runes than you will Flock Runes.
    For one, the +to heal stat on Flock Runes isn't game changing. Most likely you are already using Menders.

    I did a little test using my druid in spvp area.
    I went to the Beasts Svaniir and the other one-- I pulled them both at the same time.
    I did this with both sets of Runes. My goal was to simulate being bursted by an enemy in pvp.
    I healed myself and only myself, and I timed how long I could stay alive.

    With Flock Runes, you get One extra 1365 Heal with your number 6 normal heal...per every 10 secs.
    On Sanctuary you get a percentage of each heal that goes toward a barrier (all heals Count! even regens from pets and heals from pets)

    Now which Runeset do you think performed better?

    On Flock Runes I could stay up for 21 seconds.
    On Sanctuary Runes I stayed up just under a minute.

    Easy choice. The 1365 personal heal isn't helping your team. Its not keeping you alive any longer than sanctuary either.
    Sanctuary runes work off of any heal and any regen whatsoever.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • @Pedro Sequeira.3198 said:

    @Maven.1690 said:
    I agree and combo with the rage sigil on the bow now you can stack nearly 20 seconds of quickness uninterupted.

    How? It says 3 seconds on a 20 second cooldown… What am i missing here xD

    4.5 seconds with moa on and criting in combat
    9 seconds quickening zephyr
    6.5 seconds from traited worldy impact with live fast and essence of speed

  • bigo.9037bigo.9037 Member ✭✭✭

    @EnderzShadow.2506 said:
    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    rune of speed only shines in combat. I tested it. it's close to superspeed, speed. certainly faster than normal swiftness.
    I've been using it for more than 20 matches in pvp because I had horrible placement matches I'm fighting against gold and silver players so I might as well test things out.

    I like rune of speed a lot. you can kite extremely well. warriors and mesmers can be kited very hard. add the superspeed from petswap and you're basically one of the best kiters in the game. loss of stats, sure. but most people use defensive runes or boon duration runes anyway. I find the mobility to be superior, tbh.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @bigo.9037 said:

    @EnderzShadow.2506 said:
    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    rune of speed only shines in combat. I tested it. it's close to superspeed, speed. certainly faster than normal swiftness.
    I've been using it for more than 20 matches in pvp because I had horrible placement matches I'm fighting against gold and silver players so I might as well test things out.

    I like rune of speed a lot. you can kite extremely well. warriors and mesmers can be kited very hard. add the superspeed from petswap and you're basically one of the best kiters in the game. loss of stats, sure. but most people use defensive runes or boon duration runes anyway. I find the mobility to be superior, tbh.

    After my testing, JCbro was kind enough to point out the run speed cap out of combat. Which I had no idea about.

    But sounds good, I think Ive been using sanctuary, but maybe speed would be better.
    Are you using a axe boonbeast build?

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @Maven.1690 said:

    @Pedro Sequeira.3198 said:

    @Maven.1690 said:
    I agree and combo with the rage sigil on the bow now you can stack nearly 20 seconds of quickness uninterupted.

    How? It says 3 seconds on a 20 second cooldown… What am i missing here xD

    4.5 seconds with moa on and criting in combat
    9 seconds quickening zephyr
    6.5 seconds from traited worldy impact with live fast and essence of speed

    to get the 6.5 seconds from traited worldly impact, do you actually have to HIT anyone?
    Or you can just use the ability and boom=more quickness?

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • bigo.9037bigo.9037 Member ✭✭✭

    @EnderzShadow.2506 said:

    @bigo.9037 said:

    @EnderzShadow.2506 said:
    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    rune of speed only shines in combat. I tested it. it's close to superspeed, speed. certainly faster than normal swiftness.
    I've been using it for more than 20 matches in pvp because I had horrible placement matches I'm fighting against gold and silver players so I might as well test things out.

    I like rune of speed a lot. you can kite extremely well. warriors and mesmers can be kited very hard. add the superspeed from petswap and you're basically one of the best kiters in the game. loss of stats, sure. but most people use defensive runes or boon duration runes anyway. I find the mobility to be superior, tbh.

    After my testing, JCbro was kind enough to point out the run speed cap out of combat. Which I had no idea about.

    But sounds good, I think Ive been using sanctuary, but maybe speed would be better.
    Are you using a axe boonbeast build?

    well, no. I'm using gs lb. mostly dps oriented build that can 1v1 as well.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @bigo.9037 said:

    @EnderzShadow.2506 said:

    @bigo.9037 said:

    @EnderzShadow.2506 said:
    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    rune of speed only shines in combat. I tested it. it's close to superspeed, speed. certainly faster than normal swiftness.
    I've been using it for more than 20 matches in pvp because I had horrible placement matches I'm fighting against gold and silver players so I might as well test things out.

    I like rune of speed a lot. you can kite extremely well. warriors and mesmers can be kited very hard. add the superspeed from petswap and you're basically one of the best kiters in the game. loss of stats, sure. but most people use defensive runes or boon duration runes anyway. I find the mobility to be superior, tbh.

    After my testing, JCbro was kind enough to point out the run speed cap out of combat. Which I had no idea about.

    But sounds good, I think Ive been using sanctuary, but maybe speed would be better.
    Are you using a axe boonbeast build?

    well, no. I'm using gs lb. mostly dps oriented build that can 1v1 as well.

    aw ok. I've been playing a lb boonbeast but thinking of switching over to axe and I was just wondering to myself how I would kite someone with axe

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • bigo.9037bigo.9037 Member ✭✭✭

    @EnderzShadow.2506 said:

    @bigo.9037 said:

    @EnderzShadow.2506 said:

    @bigo.9037 said:

    @EnderzShadow.2506 said:
    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    rune of speed only shines in combat. I tested it. it's close to superspeed, speed. certainly faster than normal swiftness.
    I've been using it for more than 20 matches in pvp because I had horrible placement matches I'm fighting against gold and silver players so I might as well test things out.

    I like rune of speed a lot. you can kite extremely well. warriors and mesmers can be kited very hard. add the superspeed from petswap and you're basically one of the best kiters in the game. loss of stats, sure. but most people use defensive runes or boon duration runes anyway. I find the mobility to be superior, tbh.

    After my testing, JCbro was kind enough to point out the run speed cap out of combat. Which I had no idea about.

    But sounds good, I think Ive been using sanctuary, but maybe speed would be better.
    Are you using a axe boonbeast build?

    well, no. I'm using gs lb. mostly dps oriented build that can 1v1 as well.

    aw ok. I've been playing a lb boonbeast but thinking of switching over to axe and I was just wondering to myself how I would kite someone with axe

    you don't kite with axe. you camp the node and win with aoe and boonspam.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @bigo.9037 said:

    @EnderzShadow.2506 said:

    @bigo.9037 said:

    @EnderzShadow.2506 said:

    @bigo.9037 said:

    @EnderzShadow.2506 said:
    Superior rune of Speed-
    Has anyone else tried this out in the SpvP area?

    Because, I can't tell any difference from just normal swiftness.

    I did a simple test, out of combat.
    And I did this test twice from 2 different areas--one that is about a 8 second run and one that is 22 seconds.

    First no swiftness from point A to point B (counted seconds)
    Then with swiftness from the same Point A to Point B (no rune whatsoever) (8 and 22 seconds)
    Then Rune of Speed + Swiftness from Point A to point B = No different than with normal swiftness+no rune of speed. (8 and 22 seconds)

    Only thing that has me wondering, is Leader of the Pact already capping me at 66 movement speed--with swiftness?

    rune of speed only shines in combat. I tested it. it's close to superspeed, speed. certainly faster than normal swiftness.
    I've been using it for more than 20 matches in pvp because I had horrible placement matches I'm fighting against gold and silver players so I might as well test things out.

    I like rune of speed a lot. you can kite extremely well. warriors and mesmers can be kited very hard. add the superspeed from petswap and you're basically one of the best kiters in the game. loss of stats, sure. but most people use defensive runes or boon duration runes anyway. I find the mobility to be superior, tbh.

    After my testing, JCbro was kind enough to point out the run speed cap out of combat. Which I had no idea about.

    But sounds good, I think Ive been using sanctuary, but maybe speed would be better.
    Are you using a axe boonbeast build?

    well, no. I'm using gs lb. mostly dps oriented build that can 1v1 as well.

    aw ok. I've been playing a lb boonbeast but thinking of switching over to axe and I was just wondering to myself how I would kite someone with axe

    you don't kite with axe. you camp the node and win with aoe and boonspam.

    hehe yeah, I was scratching my head :P

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • @EnderzShadow.2506 said:

    @Maven.1690 said:

    @Pedro Sequeira.3198 said:

    @Maven.1690 said:
    I agree and combo with the rage sigil on the bow now you can stack nearly 20 seconds of quickness uninterupted.

    How? It says 3 seconds on a 20 second cooldown… What am i missing here xD

    4.5 seconds with moa on and criting in combat
    9 seconds quickening zephyr
    6.5 seconds from traited worldy impact with live fast and essence of speed

    to get the 6.5 seconds from traited worldly impact, do you actually have to HIT anyone?
    Or you can just use the ability and boom=more quickness?

    With it traited using the beast skill while joined as soulbeast it will give quickness and fury just using the skill in or out of combat.

  • Eleazar.9478Eleazar.9478 Member ✭✭✭

    So runes of sanctuary work with troll ungent made a bunker soulbeast with menders amulet and ws/nm moa, qz, dolyak, one wolf, axe war, sword axe

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @Eleazar.9478 said:
    So runes of sanctuary work with troll ungent made a bunker soulbeast with menders amulet and ws/nm moa, qz, dolyak, one wolf, axe war, sword axe

    Sanctuary works with all heals.
    I mean ALL.
    Fernhound Regen.
    Merged soulbeast heals
    Druid staff 3
    Avatar Form heals
    Utilities that give Regen.
    Traited shouts that give Regen.
    Warhorn 5
    if someone else gives you heals, aye, the more the merrier.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Eleazar.9478Eleazar.9478 Member ✭✭✭
    edited November 21, 2018

    @EnderzShadow.2506 said:

    @Eleazar.9478 said:
    So runes of sanctuary work with troll ungent made a bunker soulbeast with menders amulet and ws/nm moa, qz, dolyak, one wolf, axe war, sword axe

    Sanctuary works with all heals.
    I mean ALL.
    Fernhound Regen.
    Merged soulbeast heals
    Druid staff 3
    Avatar Form heals
    Utilities that give Regen.
    Traited shouts that give Regen.
    Warhorn 5
    if someone else gives you heals, aye, the more the merrier.

    Ya, but those other heals arn't game changing, with troll ungent up stacked with protection and Regen, and the soulbeast condition damage reduction with protection trait, turns you into a Regen monster, Basically gives you a Weaver's lava armour every 12 seconds

  • "(6): Gain a barrier equal to 20% of the value of incoming heals." means 20% from regeneration too? or only from the main heal?
    Does anyone test it?

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 21, 2018

    @Dragonzhunter.8506 said:
    "(6): Gain a barrier equal to 20% of the value of incoming heals." means 20% from regeneration too? or only from the main heal?
    Does anyone test it?

    Dragon you killin me smalls--- read up.
    Yeah I tested everything.

    By everything, I mean
    Anything you do at all that gives regen or heals.
    Doesn't matter if its fernhound, or traited Pet that Heals on F2
    or a traited shout that gives regen or staff 3 or avatar heals or even
    that glyph that heals in avatar.

    Even heals you get from another player, it all counts.

    @Eleazar.9478 said:

    @EnderzShadow.2506 said:

    @Eleazar.9478 said:
    So runes of sanctuary work with troll ungent made a bunker soulbeast with menders amulet and ws/nm moa, qz, dolyak, one wolf, axe war, sword axe

    Ya, but those other heals arn't game changing, with troll ungent up stacked with protection and Regen, and the soulbeast condition damage reduction with protection trait, turns you into a Regen monster, Basically gives you a Weaver's lava armour every 12 seconds

    They help, I don't know exactly HOW WELL they help...I mean, if you pop all of em, you can see you get a little barrier for each regen you get that seems to raise the barrier additionally.
    I did a small test using Sanctuary vs FLock Runes (that have the Flock heal and + to heal)
    just taking dmg vs the two beasts in spvp and only healing myself while not attacking.
    I was able to stay alive with Sanctuary nearly 3 times as long compared to flock.

    But if you're saying that Regen only helps a little....I could do the same test
    and only use Troll Unguent and some protection traits and see if that goes any better
    or how much worse.

    I guess I have another test to run. Ill be back.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • bigo.9037bigo.9037 Member ✭✭✭

    I'm gonna try making a node bunker druid build with sanctuary runes after work.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited November 22, 2018

    @Eleazar.9478
    @bigo.9037
    For those that are interested, I performed the next set of tests on sanctuary runes to see
    how well Regen stacked up against Protection while using Sanctuary runes that benefit
    from all forms of heals.

    For the first build, i went Full Pet Heal, Regen on shouts and Full Shouts in utilities( just for the regen)

    This is how I did the test.
    I pull both beasts in SpvP with longbow one, immediately strength of the pack so
    heals and utilities wont get interrupted.
    I use all utilities, heal and regen available to me.
    Including Merged and Unmerged heals and regen from Fernhound.

    Some people may think that there is some special order I could of used my utilities and heals,
    and that would of kept me alive longer. I disagree.
    Two beasts are on me. The stability goes away very quickly.
    They hit like trucks.
    It takes no time whatsoever to be dropped to a 1/4 Hp
    I am not dodging, I am standing there taking the full brunt of the dmg.
    Even Rom recently died to a Beast in a Ranked match.

    Sanctuary/Paladins
    Beast 333
    Nature 233
    Soulbeast 122
    Fernhound f2 = regen plus traited pet heal
    plus soulbeast heal
    Traited for Regen on shouts-- strength of the pack, search and rescue, protect me, guard and troll unguent
    First test with the above stats/traits
    With the shouts and Regen I lasted 24seconds.

    The 2nd Test, I took traits that would help give the most protection
    I took no shout traits that would give me regen
    Sanctuary/Paladins
    Wilderness 2 2 2
    Nature 2 3 3
    Soulbeast 1 2 2
    Troll Unguent, Dolyak stance, Moa Stance, Protect me and Strength of the Pack
    This build had protection, No regen From Shouts and some Retal
    Protection Traits, Soulbeast Utilties, some retal and No shout regen I lasted 29 Seconds
    (surprised at this result, honestly)
    Did this twice because I was surprised, again, 29 seconds.
    I really thought the protection was going to lose out by quite a bit to the stacks of regen from all those shouts.
    It didn't at all and actually performed better.

    Last test I did a combination of both Regen on shouts and some soulbeast utilities with protection.
    with retal
    and it still came out worse with both regen and some protection
    lasted 25 secs(also performed this twice)

    Conclusion
    Since protection performs better than Regen, it is superior in mitigating dmg compard to taking traited shouts/Regen and shout utilities.
    Protective Ward and oakheart salve seem to also make a really good combo. (which most of you know already)
    What is most surprising is protection traits outperformed better than the extra heal one would get from Invigorating bond(pet heal)

    Well I found something kind of interesting, while using fernhound with Invigorating bond while merged.
    The f2 and f1 will give you regeneration(doesn't say this would happen, anywhere)
    The F3 will give you invigorating bond heal AND the normal heal from f3, which happens to be 4486(f3 heal) plus the 2695(inv bond)

    And while I was testing this fighting the guard npc, right after I got the 4486 and 2695 heal, I absorbed
    1202, 234, 85, 85, 33=1639
    20 percent of 1639 means those Bigger Heals absorbed 1436 and the regen only absorbed 203 (this is with full shouts w/regen)

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Mat H.2859Mat H.2859 Member ✭✭
    edited November 22, 2018

    @EnderzShadow.2506
    For the Soulbeast trait, you go with 1 2 2. I usually go either 1 1 2 or 1 3 2. Does the duration increase make a lot of difference? Plus wouldn't going 1 3 2 grant extra healing and barrier through life siphon?

  • Dragonzhunter.8506Dragonzhunter.8506 Member ✭✭✭
    edited November 22, 2018

    @Mat H.2859 said:
    @EnderzShadow.2506
    For the Soulbeast trait, you go with 1 2 2. I usually go either 1 1 2 or 1 3 2. Does the duration increase make a lot of difference? Plus wouldn't going 1 3 2 grant extra healing and barrier through life siphon?

    Life siphon is almost useless ... I mean how much healing did you get? 170 healing + 20% = 34 barrier ? and this only happens every 5 sec when you apply poison which could happen if you have refined toxins and if you stay over 75% HP ... I don't know, there are too many terms in this equation :) . And if you manage to stay above 75% HP, why do you need this 204 HP every 5 sec :) ?
    On the other way, yes, those 2 secs from Essence of Speed when you have active Moa Stance make a big difference.
    Definitely, Second Skin and Essence of Speed are better than Predator's Cunning.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    @Mat H.2859 said:
    @EnderzShadow.2506
    For the Soulbeast trait, you go with 1 2 2. I usually go either 1 1 2 or 1 3 2. Does the duration increase make a lot of difference? Plus wouldn't going 1 3 2 grant extra healing and barrier through life siphon?

    Dragon explained why life syphon isn't any good.^

    But I think you misunderstood what I was trying to prove.

    When I did my tests, I wasn't using any dmg skills. I wasn't attacking the beasts.
    I was trying to simulate getting Bursted by taking dmg from both beasts and just using heals and utilities to stay alive.

    I wanted to see how long I could last, just trying to survive.

    As far as traits, again you misunderstand. Most traits do not effect how much dmg you can take, most are offensive. Since I had to pick something for some of the traits, that's what I did, just picked a filler. MOST of the traits I picked did NOT matter.
    **The only traits that mattered are the ones that either gave Regen in one form or another or Gave Protection. **
    I did the same thing when it came to utilities.
    I was trying to determine what lasts longer while taking heavy dmg (I Believe 2 beasts at once counts)
    Whats better? All those little Regens from shouts or Traits and Utilities that give protection?

    Protection performed as well and indeed better.
    And it performed better without having to take traits and utilities that would pigeon hole a ranger into a particular kind of build.
    I really thought the heals would outperform protection, and I was wrong. But that's good for us Rangers as it means we can have more diversity
    and still do well if we plan on using Sanctuary Runes.

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Durzlla.6295Durzlla.6295 Member ✭✭✭✭

    I have grown very very fond of running Runes of the Grove on Druid, at least in PvP.

    "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."

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