Rune and Sigil Changes - 13 November 2018 [Merged] - Page 6 — Guild Wars 2 Forums

Rune and Sigil Changes - 13 November 2018 [Merged]

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  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭

    @Astralporing.1957 said:

    @LucianDK.8615 said:
    Chronos well deserved a nerf.

    Chronos are going to be perfectly fine. They'll just be forced into chaos even more than before. It's all other potential support options that got the ax, because they will now have to run full support gear and lose all the dps they had.

    Not sure how i feel about the change to sigil of Water however - it's a healer spec sigil, and those usually do not have precision.

    This.

    Chrono is the least affected class by this change. Mine is already boon duration capped with no need to weapon swap any more. Main difference? Some less power and damage in either build (tank or support). Considering support chrono was hitting like a wet noodle, big whoop.

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭

    @Darlgon.9273 said:

    @Carcharoth Lucian.1378 said:
    Patch notes : "Salvage Kits: The chance to extract a rune or sigil from equipment is now a chance to salvage the upgrades directly into their crafting materials. This does not affect Black Lion Salvage Kits, which will continue to always extract upgrades intact."

    PSA : use of Black Lion Salvage Kits on exotic runes and sigils don't give you all the materials !
    Example, i use 5 of them -> no charms and no symbols, just some lucent motes :(

    Same results here. Thanks for not letting me feel lonely.

    On a related note, I was using Silver Salvage-o-matic. That SHOULD have the same chance as BLTC kits, right?

    No, Silver-fed is equivalent to mystic or master salvage kits. https://wiki.guildwars2.com/wiki/Salvage_kit

  • Dakk.8025Dakk.8025 Member ✭✭
    edited November 13, 2018

    I am actually very okay with all the sigil/rune changes,

    as long as they don't all need to be crafted now that there are recipes for them. I'm not okay with everything being crafting bound. I actually have some gold to spare sometimes, and can buy my runes/sigils.

    I honestly do not want to be tied down to having to craft my runes if I want runes at all. As it already is for most Stat Combinations. I'm not okay with spending that much gold ALL THE TIME. If you think runes are expensive now, if they become crafting only aquire-able, all of their prices will go way up. And that's not okay.

    It already costs A WHOLE LOT OF GOLD, to get any of the crafting professions to 400 and be able to craft real exotic gear. I'm not trying to spend 2 gold on materials to craft a rune or sigil that I used to be able to buy for a single gold piece.

    I like variety, I like the changes. I do. But only if runes/sigils DO NOT go the way of all the stat combinations post Expansions.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭

    @Darlgon.9273 said:
    On a related note, I was using Silver Salvage-o-matic. That SHOULD have the same chance as BLTC kits, right?

    Nope. That's Master/Mystic level, not Black Lion.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • phs.6089phs.6089 Member ✭✭✭✭
    edited November 13, 2018

    @Hesacon.8735 said:

    @phs.6089 said:

    @Naxos.2503 said:

    @Ebonfire.8270 said:
    The combination of Nightmare and Trapper have been a staple for condi classes, but Nightmare has been changed from general condi duration to Fear duration. Trapper has been improved, but still, the change to Nightmare, given the means to attain it, is kind of uncool.

    Awww man ! I spent a while getting the tokens to kit my Renegade with nightmare runes ! Just a Week ago

    Same, they are useless now :cry: and my sweet, sweet durability runes...rip
    Other then that thank you for update everything else looks good.

    Durability runes got buffed, it's just other runes got brought up to its level. It was always one of the best runes in the game, it's just now we have alternatives.

    no it didn't, it's only has 15% boon duration now(previously 20%)

    @Evil Seabass.5214 said:
    I'm not home from work yet, so I can't login to the game and see for myself, but some sigils arent listed in the update notes. Does that mean they didnt change? For example: Sigil of Bloodlust.
    Thanks

    they didn't change.

    "There is always a lighthouse, there's always a man, there's always a city."

  • TallBarr.2184TallBarr.2184 Member ✭✭✭

    sanctuary runes on scourge is so stupid, literally perma condi clear, perma 25 might

  • Belorn.2659Belorn.2659 Member ✭✭✭

    The broken runes with no cool downs need to be fixed. Other than that it seems so far like minor changes to the old balance.

  • Whats the deal with this thread? OP says that sigil changes dont improve variety in game, now it is upset because sigil of concentration is nerfed, this doesnt make sense.

    The variety in the game is because now you have runes/sigils which will have more uptime on their effects, making them more reliable to use. An example, superior sigil of celerity, now you gain quickness when the foe is disabled. Now think of this scenario, youre facing a foe which receives the major part of damage after you deplete their breakbar, so inmeadiatly when it is stunned you gain quickness in the moment where you need to do the most of your damage. This is useful in some maps like per example, warden Amala in Istan, Serpent's ire in domain of Vabbi or many bounties which are vulnerable only when stunned. Because of course, not always you will have a Chrono buffin you with quickness for this task.

    Also, was a good idea to buff many of the 6 piece bonus from some runes, because sometimes the 6th bonus from the set isnt good enough to complete it, forcing you to use a set of 5 runes and 1 diferent rune of another set to get the stats that you want.

    Fall down seven times, get up eight.

  • Although it was confusing to me in the patch notes, I believe I now understand what they meant by the Black Lion Salvage kit always salvaging the upgrades; after trying the BL kit on sigils/runes, and not getting any better symbol/charm drop rate over any of the other kits. So apparently, the symbols/charms are not the 'salvaging the upgrade' the patch notes refer to.

    I believe that using other salvage kits on gear may salvage the gear and sigil/rune as a whole -- you won't get a sigil/rune out of the gear, but rather the components. However, if I understand it now, if you use a BL salvage, you will still get the upgrade (rune/sigil) when salvaging a piece of gear. I've not done extensive testing of this, so this is presumptive thinking on my part at this point.

    Admitted Alt-aholic
    Darkhaven, Asuran Gaters[ZPM]

  • @roamzero.9486 said:
    What's not gamechanging is that fact that not enough testing was put into some of these. Sigil of Blight doesn't work at all and the Torment sigil still works the old way.

    If this is the case, could you please post in the Bugs forum? I just moved another thread there, and I know the devs will want to learn about any issues with bugs.

    Thanks!

  • zencow.3651zencow.3651 Member ✭✭✭
    edited November 13, 2018

    New Defender Rune:
    (1): +25 Toughness
    (2): +35 Healing
    (3): +50 Toughness
    (4): +65 Healing
    (5): +100 Toughness
    (6): 10% increased maximum health; restores 5% of your maximum health when blocking an attack. (Cooldown: 1s)

    Seriously needs to be looked at for professions with many blocks. You're looking at 1.2k to 1.5k heals per block without requiring any healing power investment just by having enough vitality + the rune giving the extra 10% to reach 24k and 30k health.

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

    @Astralporing.1957 said:

    @Hesacon.8735 said:
    Durability runes got buffed

    You might want to look again. Unless the effect in game is different than the one on patch notes, i see a nerf from 20% to 15% boon duration.

    @phs.6089 said:

    @Hesacon.8735 said:

    @phs.6089 said:

    @Naxos.2503 said:

    @Ebonfire.8270 said:
    The combination of Nightmare and Trapper have been a staple for condi classes, but Nightmare has been changed from general condi duration to Fear duration. Trapper has been improved, but still, the change to Nightmare, given the means to attain it, is kind of uncool.

    Awww man ! I spent a while getting the tokens to kit my Renegade with nightmare runes ! Just a Week ago

    Same, they are useless now :cry: and my sweet, sweet durability runes...rip
    Other then that thank you for update everything else looks good.

    Durability runes got buffed, it's just other runes got brought up to its level. It was always one of the best runes in the game, it's just now we have alternatives.

    no it didn't, it's only has 15% boon duration now(previously 20%)

    I'm not using durability runes strictly for the boon duration. As a mostly wvw player, I'm more interested in not getting downed, so 10% hp is better than 5% boon duration.

  • Dedicant.6820Dedicant.6820 Member ✭✭✭

    @Naxos.2503 said:
    I was a bit disappointed about losing my Superior Sigil of Demon Summoning :< My necromancer used a variety of skills to have a very large amount of minions, combined with Runes of the lich, "Rise!" and core necromancer Bone Minion and Life Steal minion, with Lich Form, I could play a very special kind of necromancer that specialized in having a huge horde of monsters, with Fleshreaver as a peak power spike (it also helped that Fleshreaver fit a Necromancer).

    In a way, I Really appreciate the Torment duration for my renegade, but I feel like my necromancer lost a Bit of Identity :<

    I totally agree, in fact I'm a little disappointed as when the Ogre runes changes were released as the preview to the update I hopefully assumed that Sigil of Demon Summoning would receive a similar change. My necromancer is also sad to see the little fleshreaver go, it was nice thematically for open world on a minion build even if it wasn't very effective.

  • Ashantara.8731Ashantara.8731 Member ✭✭✭✭

    By the way, additional recipes - not available at the master crafters' - do exist as random drops from slain foes:

  • @zencow.3651 said:
    New Defender Rune:
    (1): +25 Toughness
    (2): +35 Healing
    (3): +50 Toughness
    (4): +65 Healing
    (5): +100 Toughness
    (6): 10% increased maximum health; restores 5% of your maximum health when blocking an attack. (Cooldown: 1s)

    Seriously needs to be looked at for professions with many blocks. You're looking at 1.2k to 1.5k heals per block without requiring any healing power investment just by having enough vitality + the rune giving the extra 10% to reach 24k and 30k health.

    I've stopped roaming because of it. It needs to get its CD increased ASAP. Systematic Abuse Guild sure is abusing of it, can't blame em either. And don't get me started on that Marked/Reveal bugs. All my past victims are enjoying taunting me on my corpse thinking they are worth something now.

  • Kumouta.4985Kumouta.4985 Member ✭✭✭
    edited November 14, 2018

    i'm not a fan of the rata sum rune change. It used to give me a shield of weakness and poison at an opportune time (albeit with a high cd) but now it gives a little bit of might for an awfully short period of the fight, and doesn't even refresh. Its effect isn't useful anymore imo.
    btw why does the gamma field thing do 0 dmg ticks? is it so we can aggro bunnies?

  • RisenHowl.2419RisenHowl.2419 Member ✭✭✭✭

    Breakdown of the most broken/useful ones:

    Celerity Gain a charge when you kill a foe, five if you kill an enemy player. At 25 charges, gain quickness for 5 seconds. (You lose all stacks on down.) Gain quickness for 5 seconds when disabling an enemy. (Cooldown: 20 seconds)

    -any class that can disable just got access to quickness burst. This is likely going to stay, maybe get reduced to 3s. not a big change for wvw, but huge for pvp

    Intelligence (Now Vision) Your next three attacks after swapping to this weapon while in combat have a 100% critical chance. (Cooldown: 9 Seconds) Your attacks have a 100% critical chance for 3 seconds after swapping to this weapon in combat. (Cooldown: 9 Seconds)

    -could be useful for wvw, allowing us to run very tanky on any power class. completely broken for roaming/pvp. hopefully gets changed, but not holding my breath

    Adventurer (1): +25 Condition Damage
    (2): +35 Power
    (3): +50 Condition Damage
    (4): +65 Power
    (5): +100 Condition Damage
    (6): When you use a heal skill you gain 50% endurance. (Cooldown: 10s) (1): +25 Condition Damage
    (2): +35 Power
    (3): +50 Condition Damage
    (4): +65 Power
    (5): +100 Condition Damage
    (6): +125 power; when you use a heal skill you gain 50% endurance. (Cooldown: 10s)

    -unnecessary buff for the current meta rune set for holo and mirage.

    Antitoxin (1): +28 Condition Damage
    (2): -4% condition duration applied to you.
    (3): +55 Condition Damage
    (4): -8% condition duration applied to you.
    (5): +100 Condition Damage
    (6): -12% condition duration applied to you. Gain 5 stacks of might for 10 seconds on incoming poison or torment. (Cooldown: 20s) (1): +25 Condition Damage
    (2): -5% condition duration applied to you.
    (3): +50 Condition Damage
    (4): -10% condition duration applied to you.
    (5): +100 Condition Damage
    (6): -10% condition duration applied to you. When you remove one or more conditions, remove an additional condition.

    -potential to be really strong if it affects other players that you remove conditions from, effectively doubling your condi cleanse.

    Defender (1): +25 Healing
    (2): When you block a foe's attack, gain 1 second of regeneration.
    (3): +50 Healing
    (4): When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
    (5): +100 Healing
    (6): When you block a foe's attack, heal yourself. (Cooldown: 30s) (1): +25 Toughness
    (2): +35 Healing
    (3): +50 Toughness
    (4): +65 Healing
    (5): +100 Toughness
    (6): 10% increased maximum health; restores 5% of your maximum health when blocking an attack. (Cooldown: 1s)

    -broken for pvp/roaming, likely no impact on zerging. might be bis for commanders with high block potential: fb/sb/chrono

    Eagle (1): +25 Precision
    (2): +35 Ferocity
    (3): +50 Precision
    (4): +65 Ferocity
    (5): +100 Precision
    (6): +6% damage against targets with less than 50% health. (1): +25 Precision
    (2): +35 Ferocity
    (3): +50 Precision
    (4): +65 Ferocity
    (5): +100 Precision
    (6): +125 ferocity; +10% damage against targets with less than 50% health.

    -gotta test this one out compared to a power rune, but would definitely allow you to run valkyrie over berserker for a big gain in survivability with almost no loss in damage

    Flame Legion (1): +25 Power
    (2): +10% Burning Duration
    (3): +50 Power
    (4): 25% chance to cause burning for 1 second when hit. (Cooldown: 10s)
    (5): +100 Power
    (6): +20% burning duration; +7% damage against burning foes. (1): +25 Power
    (2): +10% Burning Duration
    (3): +50 Power
    (4): +20% Burning Duration
    (5): +100 Power
    (6): +20% burning duration; +7% damage against burning foes.

    -bis for grieving guard/dh/fb, potentially useful for creating a pure dps build

    Grove (1): +25 Healing
    (2): +10% Protection Duration
    (3): +50 Healing
    (4): 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30s)
    (5): +100 Healing
    (6): +20% protection duration; 50% chance when struck to root the attacking foe. (Cooldown: 90s) (1): +25 Healing
    (2): +10% Protection Duration
    (3): +50 Healing
    (4): +20% Protection Duration
    (5): +100 Healing
    (6): +20% protection duration; when struck, create a meadow at your location granting protection, regeneration, and vigor to allies. (Cooldown: 90s)

    -not sure how long the meadow lasts, but sounds cool. depending on the size/duration of the meadow could be really strong

    Mercy (1): +25 Toughness
    (2): Gain up to 400 toughness while reviving an ally, based on your level.
    (3): +50 Toughness
    (4): You resurrect allies with 30% more health.
    (5): +100 Toughness
    (6): You revive allied players 20% faster. (1): +25 Toughness
    (2): +35 Healing Power
    (3): +50 Toughness
    (4): Gain 20% damage reduction while reviving allies.
    (5): +100 Toughness
    (6): You revive allied players 20% faster and with 30% more health.

    -makes ambi ele and transference scourge stronger options

    Mesmer (1): +25 Power
    (2): +35 Precision
    (3): +50 Power
    (4): +65 Precision
    (5): +100 Power
    (6): +33% Daze Duration (1): +25 Power
    (2): +35 Precision
    (3): +50 Power
    (4): +65 Precision
    (5): +100 Power
    (6): +33% daze duration; +10% damage to dazed foes.

    -more useful for renegades than mesmers, probably not a strong enough rune set to pick over other options though even then

    Mirage (1): +25 Condition Damage
    (2): +35 Toughness
    (3): +50 Condition Damage
    (4): +65 Toughness
    (5): +100 Condition Damage
    (6): Heal yourself when you successfully evade an attack. (Cooldown: 20s) (1): +25 Condition Damage
    (2): +35 Toughness
    (3): +50 Condition Damage
    (4): +65 Toughness
    (5): +100 Condition Damage
    (6): +125 toughness; inflict torment for 4 seconds when you successfully evade an attack.

    -might open up condi dodge daredevil in zergs? depends on if there's an icd and if the spec can output more condition damage than staff dd can output vaults

    Monk (1): +25 Healing
    (2): +5% Boon Duration
    (3): +50 Healing
    (4): +10% boon duration; 25% chance when struck to heal for a small amount. (Cooldown: 15s)
    (5): +100 Healing
    (6): +10% outgoing heal effectiveness to allies. (1): +25 Healing
    (2): +5% Boon Duration
    (3): +50 Healing
    (4): +10% Boon Duration
    (5): +100 Healing
    (6): +10% outgoing heal effectiveness to allies; +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10).

    -don't know why they buffed this? it was already bis for healers even with the other runes getting upgraded. gogo scrapper/druid lol

    Sanctuary (1): +25 Vitality
    (2): +5% Boon Duration
    (3): +50 Vitality
    (4): 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30s)
    (5): +100 Vitality
    (6): When struck below 20% health gain stability for 5 seconds. (Cooldown: 60s) (1): +25 Vitality
    (2): +5% Boon Duration
    (3): +50 Vitality
    (4): +10% Boon Duration
    (5): +100 Vitality
    (6): Gain a barrier equal to 20% of the value of incoming heals.

    -absolutely broken on scourge, if it isn't nerfed by this weekend there won't be a point in raiding as it interacts with abrasive grit and vampiric presence to give scourge 25 might, max barrier, and full immunity to conditions. so if we don't run a full scourge raid all wearing these, we can't compete

    Scholar (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +10% damage while your health is above 90%. (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +125 ferocity, +5% damage while your health is above 90%.

    it's a 3.3% damage increase over the old scholar runes (10-13.3) above 90% and a 8.3% damage increase under 90% hp compared to the original. still bis for any power damage class, in every game mode.

    Speed (1): +25 Vitality
    (2): +10% Swiftness Duration
    (3): +50 Vitality
    (4): 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30s)
    (5): +100 Vitality
    (6): +20% Swiftness Duration; +25% Movement Speed (1): +25 Vitality
    (2): +10% Swiftness Duration
    (3): +50 Vitality
    (4): +20% Swiftness Duration
    (5): +100 Vitality
    (6): +20% swiftness duration; swiftness grants +66% movement speed.

    -this is permanent superspeed in combat, but has no offensive stats. this just makes classes that can upkeep swiftness impossible to kite unless you're running the rune too. best use is in pvp on a decapper.

    Tormenting (1): +25 Condition Damage
    (2): +10% Torment Duration
    (3): +50 Condition Damage
    (4): +15% Torment Duration
    (5): +100 Condition Damage
    (6): +20% torment duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20s) (1): +25 Condition Damage
    (2): +10% Torment Duration
    (3): +50 Condition Damage
    (4): +20% Torment Duration
    (5): +100 Condition Damage
    (6): +20% torment duration; heal for a small amount when inflicting torment on a foe.

    -This is also gamebreaking for scourge and likely to receive a nerf very quickly. it heals for 110 on each application of torment, making scourge unkillable so long as it's attacking. it's also bugged to work on the application of every condition currently so the most broken ones currently are sanctuary, torment, and defender atm

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭
    edited November 14, 2018

    @ReaverKane.7598 said:
    I just love how this supposed "quality of life" change became a chance for Arena Net to rack up on gem sales.
    Sure it wasn't a guaranteed chance, but with rare kits you'd get the sigils and runes more often than not, now you get junk that will out you up for a few hours crafting sigils and runes.
    Pretty sure that there's already someone that bought all the useful runes and sigils of the TP just to overprice them later.
    Awesome move Arena Net.
    A lot of people keep saying they don't like crafting, and want to avoid it, Arena Net just adds more and more forced crafting into the game.
    Not even going to discuss individual sigil and rune changes, since i already read enough to not want to play the game before i got to that.
    When the game's patch notes has almost as much dedicated to the gem store as to the rest of the changes, you know where priorities lie. And it stopped being on providing a quality game a long time ago.

    Yep, more crafting. I don't like crafting. So no need to ever change my gear.

    And some of the changes.... like Traveler Runes. Moved the _% condi duration to a different point. That's it. Why?

    @Rysdude.3824 said:

    @TheGrimm.5624 said:

    @Hashberry.4510 said:
    66 percent swiftness from sigil of speed. I assume you only see that boost in combat?

    Wonderfull effort by ANet, love what you did overall.

    The rune of speed picked up the 66 too. Run a Rune of Speed/Soulbeast in WvW as a havoc run speed booster and to catch runners, bond the bird and you have swiftness on demand, hammer/mace dwarf revivie same thing. Wonder how many people are going to be reported as speed hacking in the first week?

    I've been running this since the update and its amazingly fun to catch up and kill.

    Fantastic, so now all roamers have to spend 35 gold or die. Per armor set, per character.

    How many times we gotta tell you GRIND IS NOT CONTENT there ANet?

    Leader of Tyrian Adventure Corp [TACO], [RaW][TACO] Alliance, Kaineng.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited November 14, 2018

    rune of tormenting
    rune of vampirism
    rune of speed
    rune of the defender
    rune of sanctuary
    sigil of celerity
    sigil of cleansing

    all op or broke

    rune of antitoxin might be broke
    rune of the monk got an unnecessary buff

    Te lazla otstra.
    nerf list

  • biczkowski.2961biczkowski.2961 Member ✭✭✭
    edited November 14, 2018

    wow, absolutely unnecessary change to rune of speed. i've been using this so my character doesn't feel so sluggish. but I guess it was OP and now the rune is useless. but I guess making the game kitten to play is the new direction games take. because if you keep the player logged in for longer (because for example the char moves slower now) you have a higher "engagement" on paper. incompetent nu-devs. really. kitten this kitten. you're just becoming another blizzard that tries to squeeze the player for every minute. go and kitten yourselves. i'm done with this kitten game.

  • Zenith.7301Zenith.7301 Member ✭✭✭✭

    You missed the point as to why people used 2 Trapper 4 Nightmare.

    If you want people to use the full sets, you need to understand that fear duration increase is such an outrageously niche bonus available only to 2 classes (and warrior never uses "fear me! in PvE) that this is the reason people didn't pick the rune.

    Now you have screwed condition renegades for no reason other than to saddle them with a totally obsolete 10% fear duration bonus.

    It would be much better to at least swap that with 10% poison/bleeding/torment duration increase.

    Don't ruin rune sets with utterly niche bonuses with marginal use cases.

    Fear is so pathetically short to begin with that even classes with fear like necro or warrior won't even notice any benefit to this bonus.

    Even on the best case scenario of the single class with some access to fear such as necro a 0.3 sec longer fear on a 3 sec fear every 20+ seconds is just a complete waste of stat on the rune set to the point where you could delete the 2 piece bonus and nobody would appreciate any difference.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭

    @RisenHowl.2419 said:
    Sanctuary (1): +25 Vitality
    (2): +5% Boon Duration
    (3): +50 Vitality
    (4): 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30s)
    (5): +100 Vitality
    (6): When struck below 20% health gain stability for 5 seconds. (Cooldown: 60s) (1): +25 Vitality
    (2): +5% Boon Duration
    (3): +50 Vitality
    (4): +10% Boon Duration
    (5): +100 Vitality
    (6): Gain a barrier equal to 20% of the value of incoming heals.

    -absolutely broken on scourge, if it isn't nerfed by this weekend there won't be a point in raiding as it interacts with abrasive grit and vampiric presence to give scourge 25 might, max barrier, and full immunity to conditions. so if we don't run a full scourge raid all wearing these, we can't compete

    I wouldn't really worry about raid situations. 25 might is a norm, barriers do help but are usually already covered by a scourge offhealer, and conditions are irrelevant on most encounters (and even on those cleanses usually take care of them anyway). After all that, scourge still remaind a suboptimal dps choice outside of epi shenanigans.
    Still probably need to get some fix, though

    Scholar (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +10% damage while your health is above 90%. (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +125 ferocity, +5% damage while your health is above 90%.

    it's a 3.3% damage increase over the old scholar runes (10-13.3) above 90% and a 8.3% damage increase under 90% hp compared to the original. still bis for any power damage class, in every game mode.

    You might want to count again, it's actually only gain if you frequently are below 90% hp. Otherwise it's a slight loss.

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  • Nodius Caelestis.3892Nodius Caelestis.3892 Member ✭✭
    edited November 14, 2018

    @RisenHowl.2419 said:
    Breakdown of the most broken/useful ones:

    Scholar (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +10% damage while your health is above 90%.

    (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +125 ferocity, +5% damage while your health is above 90%.

    it's a 3.3% damage increase over the old scholar runes (10-13.3) above 90% and a 8.3% damage increase under 90% hp compared to the original. still bis for any power damage class, in every game mode.

    Assuming that you're a Deadeye with:

    • Ascended Berserker Equipment
    • 6 Superior Runes of the Scholar
    • Ability: "Signet of Agility"
    • Trait: "Practiced Tolerance (10% Precision is converted to Ferocity)" and "No Quarter (+250 Ferocity with Fury)"

    This results in:

    • 1524 Ferocity (251.60% on Critical Strike) before the change
    • 1649 Ferocity (259.93% on Critical Strike) after the change

    This is the "8.33%" which was mentioned.

    However, assuming that each Attack does "100 Damage", which on Critical Strike is "251.60 Damage" before and "259.93" Damage after.

    251.60 Damage × (1 + 10%) = 276.76 Damage
    259.93 Damage × (1 + 5%) = 272.93 Damage

    I don't understand how you calculated a "3.3% damage increase", but it seems to be a 3.83% decrease (3.83 less for every 100 dealt) in overall damage.
    However, I would agree that it is a good change in terms of stability due to the fact that players are more likely to fight with their faces instead of actual weapons.

  • RisenHowl.2419RisenHowl.2419 Member ✭✭✭✭

    @Astralporing.1957 said:

    @RisenHowl.2419 said:
    Sanctuary (1): +25 Vitality
    (2): +5% Boon Duration
    (3): +50 Vitality
    (4): 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30s)
    (5): +100 Vitality
    (6): When struck below 20% health gain stability for 5 seconds. (Cooldown: 60s) (1): +25 Vitality
    (2): +5% Boon Duration
    (3): +50 Vitality
    (4): +10% Boon Duration
    (5): +100 Vitality
    (6): Gain a barrier equal to 20% of the value of incoming heals.

    -absolutely broken on scourge, if it isn't nerfed by this weekend there won't be a point in raiding as it interacts with abrasive grit and vampiric presence to give scourge 25 might, max barrier, and full immunity to conditions. so if we don't run a full scourge raid all wearing these, we can't compete

    I wouldn't really worry about raid situations. 25 might is a norm, barriers do help but are usually already covered by a scourge offhealer, and conditions are irrelevant on most encounters (and even on those cleanses usually take care of them anyway). After all that, scourge still remaind a suboptimal dps choice outside of epi shenanigans.
    Still probably need to get some fix, though

    Scholar (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +10% damage while your health is above 90%. (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +125 ferocity, +5% damage while your health is above 90%.

    it's a 3.3% damage increase over the old scholar runes (10-13.3) above 90% and a 8.3% damage increase under 90% hp compared to the original. still bis for any power damage class, in every game mode.

    You might want to count again, it's actually only gain if you frequently are below 90% hp. Otherwise it's a slight loss.

    Sorry, meant wvw raids. And 125 ferocity is 8.33% damage with max crit (1% crit damage=15 ferocity), so it's an overall gain in dps both above and below

    @Nodius Caelestis.3892 said:

    @RisenHowl.2419 said:
    Breakdown of the most broken/useful ones:

    Scholar (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +10% damage while your health is above 90%.

    (1): +25 Power
    (2): +35 Ferocity
    (3): +50 Power
    (4): +65 Ferocity
    (5): +100 Power
    (6): +125 ferocity, +5% damage while your health is above 90%.

    it's a 3.3% damage increase over the old scholar runes (10-13.3) above 90% and a 8.3% damage increase under 90% hp compared to the original. still bis for any power damage class, in every game mode.

    Assuming that you're a Deadeye with:

    • Ascended Berserker Equipment
    • 6 Superior Runes of the Scholar
    • Ability: "Signet of Agility"
    • Trait: "Practiced Tolerance (10% Precision is converted to Ferocity)" and "No Quarter (+250 Ferocity with Fury)"

    This results in:

    • 1524 Ferocity (251.60% on Critical Strike) before the change
    • 1649 Ferocity (259.93% on Critical Strike) after the change

    This is the "8.33%" which was mentioned.

    However, assuming that each Attack does "100 Damage", which on Critical Strike is "251.60 Damage" before and "259.93" Damage after.

    251.60 Damage × (1 + 10%) = 276.76 Damage
    259.93 Damage × (1 + 5%) = 272.93 Damage

    I don't understand how you calculated a "3.3% damage increase", but it seems to be a 3.83% decrease (3.83 less for every 100 dealt) in overall damage.
    However, I would agree that it is a good change in terms of stability due to the fact that players are more likely to fight with their faces instead of actual weapons.

    Is that including the multiplicative stacking of damage modifiers?

  • Taobella.6597Taobella.6597 Member ✭✭✭

    Anet Please before you delete this rune set in a terrible way. just change it to have a limited amount of sources an it will be perfectly balanced. Do not for life of me put a CD on it :(.

    make it 5 sources highest healing power take priority overall.

    that is all thanks for reading :).

  • GDchiaScrub.3241GDchiaScrub.3241 Member ✭✭✭✭

    @Taobella.6597 said:
    Anet Please before you delete this rune set in a terrible way. just change it to have a limited amount of sources an it will be perfectly balanced. Do not for life of me put a CD on it :(.

    make it 5 sources highest healing power take priority overall.

    that is all thanks for reading :).

    Or make it give stability in someway? Wink wink, nudge nudge.

    D:

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  • Irenio said in a Discord far far away they’re already looking at fixes, don’t panic yet.

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  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    @Lolivia.3219 said:
    "A majority of runes and sigils are also changing to create greater variety and versatility and to promote more active gameplay."

    Anet employee 1: lets change every 60% to 100% and all 10% damage to x-species to 7%to x-species + 3% overall and just call it a day
    Anet employee 2: sold, lets make tyria great again
    what a joke

    7%to x-species + 3% overall is actually pretty genius. This is a clever improvement so that they aren't useless in all situations other than for the intended enemy type. And now you can use that with force to get 8% damage increase.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    @Ebonfire.8270 said:
    The combination of Nightmare and Trapper have been a staple for condi classes, but Nightmare has been changed from general condi duration to Fear duration. Trapper has been improved, but still, the change to Nightmare, given the means to attain it, is kind of uncool.

    Fear should be at the end of the set, not at the second rune.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    I am sad that Baelfire's Nova is just gone, never to be seen again.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    @Tzarakiel.7490 said:
    So far I can see that a lot of the less popular runes and sigils have been nerfed heavily. Many of the upgrades I liked have become useless.

    You should be specific.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    @Turk.5460 said:
    Upon entering combat = if still in combat and cooldown is up, automatically applied again?

    This is an important question that needs answering.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    Just noticed Privateer "Yarr" is gone unless you also want the Parrot out too, which I didn't want because it would get me stuck in combat I didn't want to be in.

    There is a heavy loss for set mixing thanks to this.

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

    Do Antitoxin runes cleanse additional conditions from allies or just oneself?

    Healing orbs are a mistake. Please delete them ANet.

  • Hitman.5829Hitman.5829 Member ✭✭✭✭

    So guys forgot to make crafting recipes easy to use. For example:
    To craft Pile of Lucent Crystal you need 10 lucent motes, but how am I supposed to know if the game does not tell me the items required to craft it.
    I need to look for outside sources....

    make crafting recipes easy to use. If a crafting material requires sub crafting materials then let us know just like you have been doing for other crafting materials in the past.

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  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭
    edited November 14, 2018

    PSA: Flanking attacks refers to just attacking things from behind.

    Doesn't make it any less useless because enemies are usually always facing you. I prefer the 50% chance on crit to get the effect or on Stun/Immobilize condition. If that isn't what it means, that is a combination of miscommunication and poor decisions.

  • FaboBabo.3581FaboBabo.3581 Member ✭✭✭✭
    edited November 14, 2018

    whops . delete

    Mirage since Day 1 - It got better!

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    @Aethgar.1784 said:
    I am most irked by the change to salvage to be honest. I went bouncing merrily into HoTW not because I really needed the new runes but because the dungeon was active again, and I'd like to finish p the basic collections for each dungeon at last. I purchased a skin I hadn't bothered to unlock, I got my Master's Salvage Kit out as usual and.. odd. No rune.
    I went into TA later after I belatedly realized that I was short one nightmare rune to try on a condi toon. I already had about 118 tokens, and figured again 'Hey, why not.'
    Salvaged as before.
    Odd. Nothing.
    So I asked guilds and that was evidently a line I missed in the patch.
    Seriously, this is not a good thing. It forces me to buy Black lion Salvage kits just to get the rune? I'm normally a fairly big ANet fangirl but that just felt like a really low blow. Changing it so that salvaging an exotic always takes out the rune and THEN you can decide whether to salvage that rune would be vastly preferable than having it simply automatically melt everything. Having it just as with the salvage kits, you can select 'rare' and exotics have to be melted selectively, but now, the same goes for runes, would be very much preferable. I just wasted those dungeon tokens, in effect, and that genuinely is irksome.

    Yes. Honestly, not being able to salvage runes and sigils off of things and having to craft or buy them somewhere isn't good. I prefer being able to have the option to salvage the runes and sigils after getting them. We were getting silver from them in vendors and now its 8 copper when we have too many.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    Runes of the Holosmith doesn't have a stat increase on full set like all the other sets do. There are a few others that are missing and I think that might also be unintended. I see plenty of sets grant more on the 6th, but Vitality on Holosmith Runes 6th?

  • OK, most of the changes I like...but why in the kitten did you remove Flesh weaver from the superior sigil of demon summoning. ( now superior sigil of demons) ?
    How else is my Reaper going to summon his winged terror as he mows down mobs in Orr....but seriously it was a fun effect and I personally enjoyed watching my character spawn the lil guy.

  • totaloverride.3240totaloverride.3240 Member ✭✭
    edited November 14, 2018

    @Gaile Gray.6029 said:

    @Lolivia.3219 said:
    "A majority of runes and sigils are also changing to create greater variety and versatility and to promote more active gameplay."

    Anet employee 1: lets change every 60% to 100% and all 10% damage to x-species to 7%to x-species + 3% overall and just call it a day
    Anet employee 2: sold, lets make tyria great again
    what a joke

    So, you don't like the changes. I get that, and you're entitled to your opinion. But "what a joke" and a snarky pretend conversation don't really make for meaningful feedback. Don't like it? Explain why. Have a better idea? let's hear it.

    "Have a better idea?" => Leave it as it is.
    "Explain why" => explain why, in the world, did you did this?!?!?

    this game have soooo much to reapair/correct, and you "Fix" only good constant thing here. Can i have a word with project manager there?

    can get fix to be able to sell Pile of Bloodstone Dust, Dragonite Ore and Empyreal Fragment?

  • Astyrah.4015Astyrah.4015 Member ✭✭✭

    so would anyone care to give a tl;dr like is Scholar still the general BiS for most PvE power builds? or is Ogre/Eagle/Ranger up there as an alternative?

  • Claviarm.4860Claviarm.4860 Member
    edited November 14, 2018

    I loved the old water sigil, but the fact that it now procs 100% on criticals rather than 30% on normal hits means it's not particularly usable on my character. I know using Magi gear is a thing for a lot of healers, but not all of us, and it's a shame that those of us without precision can't make use of the water sigil any more. If there was one change I could revert from this patch, this would be it.

    I believe the new purity sigil has questionable design as well: If you're flanking, then the enemy must not be targeting you. But if they aren't targeting you, do you have conditions you need to shed? Seems like a self-invalidating sigil. Additionally, anything with a flanking requirement is bad for ranged fighting, since moving around to something's back is a lot harder at a distance than if you're up close. The purity sigil has gone from a nice little thing that I put on some characters to something that I won't use on anybody.

    Overall I think there are a lot of good changes in this patch, but those two things rub me the wrong way. It's no fun having things I liked changed so I can't use them any more.

  • the only change I don't like is the change to Sigil of Demon Summoning. It was never a useful sigil in terms of meta builds and optimising stuff. But it's a fun to use novelty sigil. Back when guardian loot stick was still a loot stick I used to run around in zergs with that sigil on. With a good enough commander/group there have been points where I had like 7-8 fleshreavers running around and the people on my side were confused as to what they are and where they came from.

  • zencow.3651zencow.3651 Member ✭✭✭

    The rune that turns 20% of all heals into barrier with lifesteal passive blood magic traits on necro and the scourge trait that grants might and condi cleanse every barrier means currently necros can remove 4 condis and 8 stacks of might everytime they deal damage. Very broken at the moment.

  • Why did the bird strike from flock and the fleshreaver have to go? Those are the only choices I'm questioning

  • the sigil and rune changes are a welcome change and in many cases much better. but some of the changes either don't continue the design pattern they others where going in (less random triggers) or have lack luster effects or overtuned and broken effects.

    just listing a few sigils/runes that could do with altering

    sigil of rage now don't really have a purpose after the celerity change and that sigil is much better on the 20cd. can rage be made to grant fury for 5 seconds on a 15cd since thiers not a fury granting sigil.

    rune of the defender and rune of sanctuary are over performing. defender prob needs icd made into 3 seconds as most blocks don't last longer than 3 seconds and sanctuary just needs the 6th bonus changing as it broken.

    rune of the necromancer could do with summon a flesh reaver when in combat (removing fear duration) to replace the loss after the demon summoning sigil change. and +10 fear duration should be added to the nightmare runes making them the main fear based rune.

    durability runes lost 5% boon duration b what I can except since leadership got same treatment. but can the 6th bonus not be an on hit thing since you trying get away from them, can it become on heal with a 10cd instead to make up for the 5% boon loss because leadership got a 6th bonus slight buff.

    runes of rata sum I decided to test out wondering hope much might it would grant and whether the field still poisons foes. turns out it unreliable and the might duration is very short and not many stacks when it works that is. some times when it triggers it grants nothing and even sets off when u leaving combat when that massive cd ends.
    I think it needs looking at the effect be better triggering on an elite with 45icd and granting a reliable 2 stacks of might for 10 seconds per pulse

    other than that I am pretty happy with the changes

  • dusanyu.4057dusanyu.4057 Member ✭✭✭

    my concern is some of these materials required one rune requires are rather rare for example Azurite Orbs, ot "Giant Eye" this is a drop that i have yet to even see in game.

    The changes to the runes i love and hopefully it will bring back the old strategic use of boons we had then the first shipped instead of the all the boons all the time we have in the meta. but i do worry that the rarity of some of these crafting materials, and the RNG element of Symbols and Talismans are going to drive up the price of items which play such a vital role in build-craft its bad enough we have some stat sets behind a crafting wall.

  • Pterikdactyl.7630Pterikdactyl.7630 Member ✭✭✭✭
    edited November 14, 2018

    Over all I like the direction that ANet took for this, despite a few overperforming outliers (Tormenting, Antitoxin, Defending, Speed, possibly more) and underperforming choices (Svanir's 6-piece stands out).

    One thing I am not a fan of is boons being granted only when entering combat on certain rune sets. This seems very poorly implemented given the short duration of the boons granted. Reminds me of the Opening Strike mechanic for Ranger, which to me seems terribly outdated.

    Also, Sigil of Cleansing clearing 3 conditions in WvW is just silly. Please split it back to 1 and keep it at 3 for PvE.

    Healing orbs are a mistake. Please delete them ANet.

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