Rune and Sigil Changes - 13 November 2018 [Merged] - Page 7 — Guild Wars 2 Forums

Rune and Sigil Changes - 13 November 2018 [Merged]

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  • @Pterikdactyl.7630 said:
    One thing I am not a fan of is boons being granted only when entering combat on certain rune sets.

    Agreed. Doesn't make sense to me either. On one hand, summon runes and proc sigils get a 100% effect so they will be active whenever they're ready, yet on the other hand, new effects are introduced that only trigger 1 time (especially during long raid or fractal boss fights). In many cases (like Rune of the Fire), having those effects proc during combat would make a lot of difference.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited November 14, 2018

    @RisenHowl.2419 said:
    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

    it's a crit damage percentage point increase, while the old 5% was a total damage increase. Different percentages, you can't compare them directly.

    8% crit damage increase from 0 ferocity is 158/150 = 1.053 base damage, a little above 5% total damage increase.
    8% crit damage increase from 1500 ferocity is 258/250 = 1.032, a 3.2% increase

    So, for a typical power dps it's a slight loss at >90% hp.

    (125 ferocity is 8.33%, not 8%, of course, but i rounded it up for clarity as it doesn't really matter for the example above. And the actual difference would be really slight anyway)

    @dusanyu.4057 said:
    my concern is some of these materials required one rune requires are rather rare for example Azurite Orbs,

    Wait, what? Azurite orbs no longer even drop, do they (they dropped only from the orichalcum node from the original molten dungeon, which was downgraded to mithril node in molten furnace fractal), and they cannot be upgraded from azurite crystals that do still drop.

    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.

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

    @ThiBash.5634 said:

    @Pterikdactyl.7630 said:
    One thing I am not a fan of is boons being granted only when entering combat on certain rune sets.

    Agreed. Doesn't make sense to me either. On one hand, summon runes and proc sigils get a 100% effect so they will be active whenever they're ready, yet on the other hand, new effects are introduced that only trigger 1 time (especially during long raid or fractal boss fights). In many cases (like Rune of the Fire), having those effects proc during combat would make a lot of difference.

    Perhaps a solution could be giving the boons an in-combat reapplication function with an ICD to allow for better use in prolonged fights.

  • Nate.3927Nate.3927 Member ✭✭
    edited November 14, 2018

    @Pterikdactyl.7630 said:
    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.

    I understand most of what you said, but why is Tormenting considered overperforming? Is it healing on each Torment tick? Because the text seems to imply healing on application which doesn't seem all that OP.

  • Jimbru.6014Jimbru.6014 Member ✭✭✭

    @Astyrah.4015 said:
    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?

    Depending on your stat mix, Ogre/Eagle/Ranger or other alternatives can be good. Particularly if you want more Precision for crits. Having a billion Ferocity does you no good if you never crit.

  • Jimbru.6014Jimbru.6014 Member ✭✭✭

    My present major beef with the rune changes is Altruism. I used Runes of Altruism on my Marshal-geared PVE support scourge to provide extra offensive buffs -- not just in groups, but also for my own soloing. Now that's gone, and I have no idea what to replace Altruism with for a hybrid play style. :(

  • GWMO.4785GWMO.4785 Member ✭✭✭
    edited November 14, 2018

    Old: Adds 6% to current condition damage
    New: +5% Condition Damage

    Before this sigil only added 6% to base condi damage. Not taking in count amplifiers like traits etc. (Source). With the "rework" of the sigil/rune system. Has this been fixed? Which would mean a potential buff to condition builds. Or is this a straight up 1% nerf?

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭✭

    @Jimbru.6014 said:
    My present major beef with the rune changes is Altruism. I used Runes of Altruism on my Marshal-geared PVE support scourge to provide extra offensive buffs -- not just in groups, but also for my own soloing. Now that's gone, and I have no idea what to replace Altruism with for a hybrid play style. :(

    Ever since they came down in price, when in doubt I have been going Traveler runes. Little boost to everything so passable for all builds, and the speed boost frees up either a trait or skill slot that I don't need to use for speed.

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

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

  • really not getting why leadership requires you to run dragonstand multiple times and spend quite some machettes to get the full 6, and its barely better, if not actually worse, than rune of the water now, which cost 1g 29 atm.......... really worth it, only reason people wanted leadership was the extra buff duration...whatever....

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

    There is an undocumented change to Divinity Runes, where the 6th bonus also adds +10% maximum health.

  • Hello Everyone. I like to know, what you think about the latest changes on runes and sigils.

    I think the receipts are too expansive. I will argue this by using the Sigil of Bloodlust as a reference.
    Before the changes, you had the chance of getting the sigil of 80% from a bloodlust weapon with the mythic salvaging kit. Now you have an 80% chance(number not correct, actually <20%) of getting a symbol from salvaging and a few lucent motes. But there is the problem, for crafting the Sigil of Bloodlust, you need 2 of this symbols. So now, you have to salvage at least 2 times the weapon(actually more). That is not all, the receipt requires also 10 Vials of Powerful Blood(price: 3,3g) and 10 ectos(1,7g), with the price of the lucent motes required for crafting and the symbols the crafting price of the symbol is around 7g. That is 10 times the price from before(70s). It is the for all runes and sigils.
    There are no possibilities of regaining the upgrade from an item without using the item shop.

    I request from Arenanet a chance at the receipts. Reducing the costs of this sigil to 1 ecto, 1 vial of powerful blood, 1 symbol and 1 Lucent crystal. Also, they have to fix the salvaging and insert a possibility of regaining the sigils and runes without using the gem store.

    What do you think? I like to know your opinion.

  • @Hesacon.8735 said:
    There is an undocumented change to Divinity Runes, where the 6th bonus also adds +10% maximum health.

    this has been around since last balance patch already

  • There are a number of things I like about these changes (love the vs monster group sigil changes, they are no longer absolute garbage), and one major one I dislike. I'm not surprised by some of them, such as rune sets losing their unique mechanics. This happened in GW1 with some skills (read: Xinrae elite skills on ritualist). Those changes make it easier to balance in the long run, I get it.

    What I don't get though, is the salvage changes. Unless I'm missing something, there are now only 2 ways to get runes/sigils: crafting or BL Salvage Kit. Both of those are "garaunteed", as in, you'll always get the rune/sigil. The problem I see with this is that there is no longer a random way to get runes/sigils. There are random ways to get pre-cursors and ascended gear (the highest stat gear in the game). Both of these things are for level 80s only. Runes/Sigils are for every level, but there is no random way to get them? That basically removes them from the game for up and coming characters, especially new comers to the game.

    My proposal: Put rune/sigil salvage chance back into the salvage kits, but at a lower %. Specifically at 1/4 of the Upgrade component %. So for a master/mystic kit, which has 80% upgrade chance, the rune/sigil chance would be 20%. This check would be exclusive to the rune/sigil, and would be mutually exclusive to getting lucent motes as well. Meaning, do a check to get the rune/sigil first, if it succeeds, no chance at lucent motes. If it fails, then it goes to the 80% chance for the lucent motes. That way, you can get one or the other in a salvage, but no both. This would lessen the number of runes/sigils salvaged, but also keep a chance at getting them. The BL Salvage kit should still stay as 100% chance for the rune/sigil.

    Proposal Part 2: I haven't looked/read into this part much, but I think that salvaging runes/sigils themselves for the new charm/symbol pieces should be tied to Upgrade % on salvage kits. Again using master/mystic level kit as an example, 80%. So if I salvage a rune with a master kit, I should have an 80% chance to get the symbol/charm. I think the quantity received from the salvage should be tied to the tier of the rune/sigil: Minor = 1, Major = 2-3 (very rare chance at 3), Superior=3-4 (very rare chance at 4), or at least something along those lines.

    Overall, with the existing changes, it feels like the line into Pay to Win has been crossed, such that BL Salvage Kits are the main way to get runes/sigils, and in some cases (dungeon gear) the only way. That is not cool and leading down a slippery slope.

  • remove it at once!!!!

  • starlinvf.1358starlinvf.1358 Member ✭✭✭✭

    @Aaralyna.3104 said:
    Is it me or does salvaging items (with runes/sigils on them) automatically salvage the runes/sigils at same time? Some items from i.e. dungeons contain sigils/runes I like to use being a rune/sigil (like in old system after salvage) and not salvaged into dust.

    I.e Twilight Arbor gears giving Superior Runes of the Nightmare after you salvage the gear it was in.

    But you can get them directly from the same vendor.....

  • Blocki.4931Blocki.4931 Member ✭✭✭✭
    edited November 14, 2018

    There are some things really wonky with this.

    I was checking whether Rune of Dwayna increased regen effectiveness on Soothing Mist, since that buff literally says "Regenerate health" and changed from Mercy runes for that. Runes of Mercy have 35 Healing power on them. My Soothing Mist (without GM trait) healed for 155 per tick.

    Slotted in Dwayna Runes, which have 175 Healing power on them and should make regen 20% more effective. Healed 133 per tick.

    So not only does the regen only apply to the actual regeneration boon, despite the increased healing power my actual healing has DECREASED. I have checked my stats, I don't have any healing power outside of the runes just to make sure the stats are actually granted. I tested this by taking fall damage while in Water Attunement. So why is that a thing? Also just looking at it, but it seems like it was a -20% instead of +20% on that skill, probably just a coincidence but still. Maybe somebody messed up the formula on that one :^)

    Smugly chuckling forever.
    My sentence doesn't make sense? Well, I probably forgot to write half of it before posting.

  • As @Ayrilana.1396 above indicates, the salvaging of gear was changed too - the only way to get a sigil or rune from a piece of gear now is either Upgrade Extractor or Black Lion Salvage Kit. All lower salvage kits instead directly salvage the upgrade along with the gear.

  • Tanner Blackfeather.6509Tanner Blackfeather.6509 Member ✭✭✭✭
    edited November 14, 2018

    @Lord Alfred.6541 said:
    Hello Everyone. I like to know, what you think about the latest changes on runes and sigils.

    I think the receipts are too expansive. I will argue this by using the Sigil of Bloodlust as a reference.
    Before the changes, you had the chance of getting the sigil of 80% from a bloodlust weapon with the mythic salvaging kit. Now you have an 80% chance(number not correct, actually <20%) of getting a symbol from salvaging and a few lucent motes. But there is the problem, for crafting the Sigil of Bloodlust, you need 2 of this symbols. So now, you have to salvage at least 2 times the weapon(actually more). That is not all, the receipt requires also 10 Vials of Powerful Blood(price: 3,3g) and 10 ectos(1,7g), with the price of the lucent motes required for crafting and the symbols the crafting price of the symbol is around 7g. That is 10 times the price from before(70s). It is the for all runes and sigils.
    There are no possibilities of regaining the upgrade from an item without using the item shop.

    I request from Arenanet a chance at the receipts. Reducing the costs of this sigil to 1 ecto, 1 vial of powerful blood, 1 symbol and 1 Lucent crystal. Also, they have to fix the salvaging and insert a possibility of regaining the sigils and runes without using the gem store.

    What do you think? I like to know your opinion.

    Remember that you can get symbols from all superior sigils now. This means, if you plan to craft your sigils, that all gear with runes and sigils bring you closer to the upgrade you actually want instead of waiting for a drop of the specific upgrade you want.

    Let's wait and see what price the materials end up at before we suggest changes to recipes ;)

    Also, if you do get a drop with the upgrade you want, there's always Black Lion Salvage Kit or Upgrade Extractor. BLSK drops from login rewards, make sure to always keep one for those lucky drops you want the upgrade from!

  • I am excited to see, how the changes develop in the future and if the BLSC will be a stabilizing factor on it. XD

  • Edge.4180Edge.4180 Member ✭✭
    edited November 14, 2018

    I really dislike the salvage changes. The frequency of receiving materials for crafting runes/sigils when salvaging certainly seems a whole lot lower than the frequency I used to receive runes/sigils at.. and it takes quite a few of those materials just to craft a single rune or sigil. With these changes it feels like runes and sigils have become a lot less common.

    Was driving up the costs of runes and sigils and pushing Black Lion Kit sales the primary goal of this particular change? Because that's the impression I'm getting, and I'm failing to see why we would be excited by that.

  • This patch ruined Rune of Ice!
    Having it proc one target on the elite is terrible..
    Only build that used the rune was Reaper and the elite has a 90s cd!!
    The rune is pretty useless now.. I think that a solution would be to have the nova go off when using a heal skill (30s cd) -- nice for Your Soul Is Mine.
    Or at least have the nova go off per target hit (up to 5 novas) on the elite.
    Having it go off when you were hit was perfect for Reaper!!

  • Jski.6180Jski.6180 Member ✭✭✭✭
    edited November 14, 2018

    So far it only seems to make bad balancing worst but i need to play with it more.

    The in combat trigger needs to be looked at it makes low cd in combat trigger effects politeness for most points in the game.

    There are seeming bug with the runes or major over sights that make some trates end all be on for classes like scourge.

    See ELE forms and you will get my views.

  • @Eloc Freidon.5692 said:
    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.

    Which is what I was asking yesterday. I'm sorry but I think you are wrong.

    The value of Frailty was debated in these forums before the change, the majority insisting that it was worthless. Nevertheless, I kept one on my Warrior's greatsword just to help accelerate stack building whilst soloing. I found it effective in keeping nearly 25 stacks on a target at all times.

    As I said, flanking attacks are a thing for Adventurers, my Thief has skills that are described as "flanking attacks". My Warrior has no skills so described. If attacking from behind is all that is needed to qualify as a flanking attack, my Warrior would get benefit from the new Frailty only once at the start of combat and only when attacking from behind (for comparison's sake, the old sigil could proc a stack 50% of the time on every hit). For the rest of the fight, the character is holding aggro. With most mobs doing an instant 180 whenever you evade to a point behind them, there is no point during the rest of the fight in which another "flanking attack" would be possible.

    However, it's a moot point. The Frailty effect does not proc at all with my Warrior since the change. This would seem to indicate that the only thing regarded by Anet as "flanking attacks" are skills actually described in the tooltip as such. The only stacks of vulnerability being applied come from the auto attack, and it's rare I can get more than 10 on before the earliest ones start expiring.

    But again, Anet could have avoided this speculation simply by clearly stating that some of these upgrades are now only useful to certain classes. I fail to see how narrowing the usefulness of upgrades makes for "more variety" when in fact it means that fewer people will be using some of them.

  • Blocki.4931Blocki.4931 Member ✭✭✭✭
    edited November 14, 2018

    @Sargoth.8104 said:

    @Eloc Freidon.5692 said:
    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.

    Which is what I was asking yesterday. I'm sorry but I think you are wrong.

    The value of Frailty was debated in these forums before the change, the majority insisting that it was worthless. Nevertheless, I kept one on my Warrior's greatsword just to help accelerate stack building whilst soloing. I found it effective in keeping nearly 25 stacks on a target at all times.

    As I said, flanking attacks are a thing for Adventurers, my Thief has skills that are described as "flanking attacks". My Warrior has no skills so described. If attacking from behind is all that is needed to qualify as a flanking attack, my Warrior would get benefit from the new Frailty only once at the start of combat and only when attacking from behind (for comparison's sake, the old sigil could proc a stack 50% of the time on every hit). For the rest of the fight, the character is holding aggro. With most mobs doing an instant 180 whenever you evade to a point behind them, there is no point during the rest of the fight in which another "flanking attack" would be possible.

    However, it's a moot point. The Frailty effect does not proc at all with my Warrior since the change. This would seem to indicate that the only thing regarded by Anet as "flanking attacks" are skills actually described in the tooltip as such. The only stacks of vulnerability being applied come from the auto attack, and it's rare I can get more than 10 on before the earliest ones start expiring.

    But again, Anet could have avoided this speculation simply by clearly stating that some of these upgrades are now only useful to certain classes. I fail to see how narrowing the usefulness of upgrades makes for "more variety" when in fact it means that fewer people will be using some of them.

    Flanking attacks are side + behind, always have been. In PvP this isn't very useful, in PvE this is very easy and effective, especially open world.

    It's more likely that some effects simply aren't working at the moment, which would be pretty sad. There are many runes and sigils that don't seem to work, not only this and the dwayna rune i mentioned in my previous post

    Smugly chuckling forever.
    My sentence doesn't make sense? Well, I probably forgot to write half of it before posting.

  • @Blocki.4931 said:

    Flanking attacks are side + behind, always have been. In PvP this isn't very useful, in PvE this is very easy and effective, especially open world.

    Try reading what I said again. Frailty does not proc on a warrior even when attacking from behind, and even if it did that is substantially less frequent than it was before the change. If this is not broken, then Anet is not regarding attacks from behind as flanking attacks unless the skill used is actually described as a flanking attack.

  • Biff.5312Biff.5312 Member ✭✭✭✭

    @Tanner Blackfeather.6509 said:
    As @Ayrilana.1396 above indicates, the salvaging of gear was changed too - the only way to get a sigil or rune from a piece of gear now is either Upgrade Extractor or Black Lion Salvage Kit. All lower salvage kits instead directly salvage the upgrade along with the gear.

    If so that makes acquiring runes and sigils MUCH more expensive than it used to be. It would have to be cheaper to just buy from the TP (if the rune in question is available there). I always salvage all, bank the sigils/runes I want to keep, then sell the rest. Now I'll have to buy/make the sigils/runes, which is far less convenient and more costly.

    Good thing all those people complained about a perfectly viable system.

  • zealex.9410zealex.9410 Member ✭✭✭✭
    edited November 14, 2018

    Revert the Salvage kits changes. All salvage kits should have the options for "salvage gear" "salvage runes" "salvage sigils".

    Having everything being auto salvaged removes agency from players, it removes the ability to decide what they want to do with their drops on a lvl we already had prior to this update. It also leaves a shour taste in my mouth how the gemstore (primarily) salvage kit has kept the old function. And no, "it can randomly drop" doesnt cut it.

    I wasnt even excited about the rune sigil reworks because i knew u wouldnt be bold about it but you actually managed to annoy me with this visibly cashgrab change. Not cool anet, not cool.

  • Pifil.5193Pifil.5193 Member ✭✭✭✭

    The old mechanism was better IMO, you had a choice of selling the Sigil or Rune if you wanted to (all those 1s 8cs add up).

    I'd have preferred if the first pass would, for example, salvage all the Masterwork equipment as before and the second could salvage the Sigils or Runes from the first pass for a chance of normal crafting materials not the new ones.

    They should definitely sell a salvage kit in game that gives you a chance to keep the Sigil or Rune. Priced comparably to the master salvage kit with the same chance it used to have.

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    @zealex.9410 said:
    Revert the Salvage kits changes. All salvage kits should have the options for "salvage gear" "salvage runes" "salvage sigils".

    Having everything being auto salvaged removes agency from players, it removes the ability to decide what they want to do with their drops on a lvl we already had prior to this update. It also leaves a shour taste in my mouth how the gemstore (primarily) salvage kit has kept the old function. And no, "it can randomly drop" doesnt cut it.

    I wasnt even excited about the rune sigil reworks because i knew u wouldnt be bold about it but you actually managed to annoy me with this visibly cashgrab change. Not cool anet, not cool.

    Are you really mad you can't get a 2 gold sigil out of the exotic drop once in a blue moon?

    Smugly chuckling forever.
    My sentence doesn't make sense? Well, I probably forgot to write half of it before posting.

  • zealex.9410zealex.9410 Member ✭✭✭✭
    edited November 14, 2018

    @Blocki.4931 said:

    @zealex.9410 said:
    Revert the Salvage kits changes. All salvage kits should have the options for "salvage gear" "salvage runes" "salvage sigils".

    Having everything being auto salvaged removes agency from players, it removes the ability to decide what they want to do with their drops on a lvl we already had prior to this update. It also leaves a shour taste in my mouth how the gemstore (primarily) salvage kit has kept the old function. And no, "it can randomly drop" doesnt cut it.

    I wasnt even excited about the rune sigil reworks because i knew u wouldnt be bold about it but you actually managed to annoy me with this visibly cashgrab change. Not cool anet, not cool.

    Are you really mad you can't get a 2 gold sigil out of the exotic drop once in a blue moon?

    Yes i am. It was one of my options and now its removed, so i ask for it to be reverted.

    I could also just keep the runes and mforge them with a chance of gettimg a better one.

  • Evangalise.4863Evangalise.4863 Member ✭✭
    edited November 14, 2018

    So who can craft rune of the ogre now? I'm not finding it in the recipe list for any of the professions. What am I missing? Nvm I found it ................

  • Tanner Blackfeather.6509Tanner Blackfeather.6509 Member ✭✭✭✭
    edited November 14, 2018

    @Biff.5312 said:

    @Tanner Blackfeather.6509 said:
    As @Ayrilana.1396 above indicates, the salvaging of gear was changed too - the only way to get a sigil or rune from a piece of gear now is either Upgrade Extractor or Black Lion Salvage Kit. All lower salvage kits instead directly salvage the upgrade along with the gear.

    If so that makes acquiring runes and sigils MUCH more expensive than it used to be. It would have to be cheaper to just buy from the TP (if the rune in question is available there). I always salvage all, bank the sigils/runes I want to keep, then sell the rest. Now I'll have to buy/make the sigils/runes, which is far less convenient and more costly.

    Good thing all those people complained about a perfectly viable system.

    Personally, I see absolutely zero use for minor and major upgrades, so autobreaking them down into things I can use to craft the Superiors I want (as opposed to super tedious MF gambling, very unlikely to give the ones I'm hoping for) seems like a gain to me.

    Remember, Masterwork gear only have Minor upgrades and Rare gear only have Major ones. Superiors only come from Exotic gear which I never mass salvage - if it's a useful upgrade there's BLSKs. If it's something I want, why would I use a lesser one and risk not getting it?

  • perilisk.1874perilisk.1874 Member ✭✭✭✭
    edited November 14, 2018

    @Sargoth.8104 said:

    @Blocki.4931 said:

    Flanking attacks are side + behind, always have been. In PvP this isn't very useful, in PvE this is very easy and effective, especially open world.

    Try reading what I said again. Frailty does not proc on a warrior even when attacking from behind, and even if it did that is substantially less frequent than it was before the change. If this is not broken, then Anet is not regarding attacks from behind as flanking attacks unless the skill used is actually described as a flanking attack.

    https://wiki.guildwars2.com/wiki/Flanking

    Frailty is probably just broken. Note that it has an ICD of 2s.

  • Ouija.1684Ouija.1684 Member ✭✭
    edited November 16, 2018

    So, I’ve been using Superior Rune of the Renegade on most of my condi characters for the flat 7% damage increase, but I’m wondering if Superior Rune of Tormenting would be better for my scourge, revenant, and/or mirage now. Thoughts?

  • Matt H.6142Matt H.6142 Member ✭✭✭

    I found Orr runes were a nice fit for soulbeast until the change. Such a change that I’ve switched to Afflicted and lost the runes in the process.
    I’m missing the light aura on radiance runes for my tempest (in radiant armor). The interaction with the trait Powerful auras was nice even if unintended. Still, I’d like that added to the 6th bonus please.
    With this and guardian staff changes, light aura share seems to be removed from the game now.
    The changes to Earth and tormenting were a boon to me with the added healing for both.

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    I would use beserker, nightmare or tempest. Maybe krait as well for the scourge. Unless you have somehow capped your duration without any runes.

  • That might not be a quick question. If your fights are quick, then you want to increase your burst damage, so flat increase is good. If the fights last long enough for condis to tick multiple times, then as @Khisanth.2948 says, boost your duration as much as you can.

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

  • One piece of feedback I have is that the runes that now have "when entering combat" is troubling. The one that affects me at the moment is Rune of the Pack. With the old rune, you'd proc the benefit approximately 10s out of every 30s. With the new rune, you proc the benefit only once during a fight. Most encounters where the rune benefit could be valuable are longer encounters. If you're out of combat in 20s to reset the cool down, that rune benefit probably wasn't necessary anyway since it was a quick/easy encounter. It really needs to be "while in combat" and not "when entering combat".

  • this rework overall didn't do much anything to change it, its even more unbalanced than before. Theres even more weak runes/sigils than before and more very OP ones. I really like celerity and rage sigils thou, enables to make some high solo uptime quickness builds for non-guardians.

    You really need to hire someone who actually knows how to even somewhat balance GW2, cuz the overall history of this games balancing is a bit embarrassing.

  • I think the change drove up sigil, rune and exotic gear too much. I like the idea more craft able options. But having to buy recipes with other currency instead of how its been using karma. And recipes are a bit to expensive. When it come to player builds I am a big advocate of all that being easy at the flip of a switch. Make other things in the game expensive not stats stuff :) just my 2 cents.

  • New Golemancer Rune meta incoming, calling it now! o3o

    I tended to focus on the runes that affected my characters, since I'm not really a huge stickler for fussing over balance and stuff. So I am excited for the Rune of Undead buff, since I use it on my Necro and Mes. Better survivability was noticeable in a number of fights due to added toughness to the 6th bonus. I have yet to try it on Mesmer, but expect similar results and will maybe play around with a few different secondary weapon sets/utilities now that I can live a bit longer.

    I can't really tell if Rune of Pack changes were a nerf/buff overall? It affects my Warrior and Thief. I am finally thinking about actually going all in with Rune of Scholar for my Thief, so I can go full cancer thief roamer. >=D On the flip, Warrior doesn't really have many boons to benefit from extended boon duration.. or maybe I'm looking at it wrong and they could really benefit from slightly extended might/resistance/stab etc.?? Really not sure, but I am willing to give the changes to existing runes on my armor a go before considering any rune changes.

    I still have almost no reason to play on my Ele, who is currently running Dolyak runes because I hate glass builds and can never seem to survive on low health characters. But that's another tangent, and personal preference.

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    Sadface! Mine came first :rage:

    Smugly chuckling forever.
    My sentence doesn't make sense? Well, I probably forgot to write half of it before posting.

  • @zealex.9410 said:
    Thats just a bad change. It should be all seperate in diff options "salvage gear" "salvage runes" "salvage sigils".

    Black lion kits keeping the rune and sigil make all of it look like a cashgrab.

    I agree 100% This feels like a big downgrade and a cashgrab, even a little "pay to win" to be honest

    Sorry about the bad grammar - I am trying to get better, I promise ^_^

  • Draco.9480Draco.9480 Member ✭✭✭

    @Evrae Altana.1295 said:
    And another hit to chronos. It seems anet hates chrono

    chronos are so broken support since HoT. perma quickness, alac, 10-11 boons, aegis, pulls, cc and facetanking all bosses even with berserker gear. you can't replace it with any other support.

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    @Lindaklingomat.1253 said:

    @zealex.9410 said:
    Thats just a bad change. It should be all seperate in diff options "salvage gear" "salvage runes" "salvage sigils".

    Black lion kits keeping the rune and sigil make all of it look like a cashgrab.

    I agree 100% This feels like a big downgrade and a cashgrab, even a little "pay to win" to be honest

    You get free black lion salvage kits every month.. the daily log ins give them to you. They have 25 charges, most people are swimming in them. Personally I have deleted at least 100 of them already because they are useless to me...

    Smugly chuckling forever.
    My sentence doesn't make sense? Well, I probably forgot to write half of it before posting.

  • Ashen.2907Ashen.2907 Member ✭✭✭✭

    @Blocki.4931 said:

    @Lindaklingomat.1253 said:

    @zealex.9410 said:
    Thats just a bad change. It should be all seperate in diff options "salvage gear" "salvage runes" "salvage sigils".

    Black lion kits keeping the rune and sigil make all of it look like a cashgrab.

    I agree 100% This feels like a big downgrade and a cashgrab, even a little "pay to win" to be honest

    You get free black lion salvage kits every month.. the daily log ins give them to you. They have 25 charges, most people are swimming in them. Personally I have deleted at least 100 of them already because they are useless to me...

    I must be missing something. How are you certain to get free multiple BLSKs every month?

    I am not personally as aware of the contents of, "most people's," inventory as you seem to be, but I do know that I am not swimming in them (I do have a partial kit right now thats been used sparingly for months).

  • @Blocki.4931 said:

    @Lindaklingomat.1253 said:

    @zealex.9410 said:
    Thats just a bad change. It should be all seperate in diff options "salvage gear" "salvage runes" "salvage sigils".

    Black lion kits keeping the rune and sigil make all of it look like a cashgrab.

    I agree 100% This feels like a big downgrade and a cashgrab, even a little "pay to win" to be honest

    You get free black lion salvage kits every month.. the daily log ins give them to you. They have 25 charges, most people are swimming in them. Personally I have deleted at least 100 of them already because they are useless to me...

    Chest of black lion goods from the daily log in rewards comes 3 times a month. You're not guaranteed to get a black lion salvage kit. https://wiki.guildwars2.com/wiki/Chest_of_Black_Lion_Goods#Contents

    In my experience, I usually get an instant repair canister from it (useless since I got an endless version from a BL chest a long time ago), or another item like a merchant express. I'm lucky to get a black lion salvage kit. I do have a bunch of them in the bank I've collected over the years. A few from daily log in rewards, but most came from black lion chests I opened.

    Besides, the black lion salvage kit is only 25 uses. You'd go through it quickly if you want to save a ton of runes/sigils from all the gear drops you get for whatever reason.

    ..............................................

    But I agree with others: runes and sigils should still be extracted from gear, giving us the option to salvage them for crafting materials, using them in our gear, or just sell them in the trading post.

    And what about the mystic forge? What if I want to throw in some major runes or sigils in hopes of receiving a good exotic rune or sigil? This change kinda takes away the try-your-luck feature that some players enjoy.

    How will new players get minor and major runes and sigils to use while leveling up? Craft it themselves? Some people don't like to craft. As time goes by the supply will go down in the trading post, which of course puts the price out of reach of new players just starting the game.

    I also agree that this is a cash grab, forcing us the need to get black lion salvage kits and/or upgrade extractors, either directly from the gem shop, or buy them with black lion statuettes from black lion chests.

    Hell, it was mentioned right there in the last paragraph at the top under the image in the dev blog announcement: https://www.guildwars2.com/en/news/november-13-salvage-runes-and-sigils/

    Black Lion Salvage Kits will retain their current functionality with a 100% chance to extract upgrades from salvaging gear. Additionally, the price of Upgrade Extractors will be adjusted from one for 250 gems to three for 250 gems, ten for 700 gems, and twenty-five for 1500 gems.

    What they did was take away a free feature of the game we've had for many years (retaining runes/sigils when salvaging gear) and monetize it. At least they were up front about it. But to me it's unfair and takes away player choice.

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    @TexZero.7910 said:
    Per the hotfix - Abrasive Grit: This trait now has a 5-second cooldown, and the might it grants has been increased from 2 stacks for 6 seconds to 3 stacks for 8 seconds.

    Revert this. There's no logical reason to nerf the trait when the problem was the Rune. Stop hitting the class when the problem is the item.

    The only class that abused it no longer abuses it. Nerf the extreme outlier, then nerf the rest if it still is too strong. Now we will be able to tell.> @Ashen.2907 said:

    @Blocki.4931 said:

    @Lindaklingomat.1253 said:

    @zealex.9410 said:
    Thats just a bad change. It should be all seperate in diff options "salvage gear" "salvage runes" "salvage sigils".

    Black lion kits keeping the rune and sigil make all of it look like a cashgrab.

    I agree 100% This feels like a big downgrade and a cashgrab, even a little "pay to win" to be honest

    You get free black lion salvage kits every month.. the daily log ins give them to you. They have 25 charges, most people are swimming in them. Personally I have deleted at least 100 of them already because they are useless to me...

    I must be missing something. How are you certain to get free multiple BLSKs every month?

    I am not personally as aware of the contents of, "most people's," inventory as you seem to be, but I do know that I am not swimming in them (I do have a partial kit right now thats been used sparingly for months).

    Not a month passes without getting one tbh, that's why I said you're guaranteed to get one. You get so many over time, they might as well be.

    If people salvage trash gear for the useless runes then that's their problem honestly

    Smugly chuckling forever.
    My sentence doesn't make sense? Well, I probably forgot to write half of it before posting.

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