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New Profession based rune sets


Mell.4873

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I think we are about due for some new rune sets based around what makes each new elite specialization unique.
My goal for this is to think of rune sets that could benefit everyone so its not exclusive to that class.

Some Ideas:

Rune of the Willbender:

  1. +8 to All Stats
  2. +10% Alacrity Duration
  3. +12 to All Stats
  4. +20% Alacrity Duration
  5. +16 to All Stats
  6.  +10% Boon Duration; grant nearby allies 10 stacks of might for 8 seconds while in combat (Cooldown: 30 Seconds)

A dedicated Alacrity rune set which we don't have makes sense since Willbender does have a hard time with Alacrity.

Rune of the Vindicator:

  1. +25  Power
  2. +35  Ferocity
  3. +50  Power
  4. +65  Ferocity
  5. +100  Power
  6. Gain 100% of your endurance when you dodging an attack (Cooldown: 10 Seconds)

This I hope could bring Vindicator DPS up to par with his other Elite Builds, i will also double as a buff to any healing builds.

Rune of the Bladesworn:

  1. +25  Ferocity
  2. +35  Power
  3. +50  Ferocity
  4. +65  Power
  5. +100  Ferocity
  6.  Deal +15% increase strike damage on first attack after swapping weapon in combat (pet swapping counts too) (Cooldown: 8 seconds)

This could buff one shoting build but the hope is if you have to be in combat first before activating this Rune set, it might help.

Rune of the Mechanist:

  1. +25  Power
  2. +35  Precision
  3. +50  Power
  4. +65  Precision
  5. +100  Power
  6. Apply 2 seconds of Alacrity when you cast a signet.

Nice and simple just a signet version of the Rune of the Chronomancer.

Rune of the Untamed:

  1. +25  Power
  2. +5% Condition Duration
  3. +50  Power
  4. +10% Condition Duration
  5. +100  Power
  6.  Lower the cooldown of weapon swapping by 2 seconds

Furthering the ability to lower cooldown this rune set should help Untamed maintain pressure with power damage and controlling effect durations.

Rune of the Harbinger:

  1. +25  Condition damage
  2. +5% Condition Duration
  3. +50  Condition damage
  4. +10% Condition Duration
  5. +100 Condition damage
  6. +10% Condition Duration attacking movement-impaired foes (Affected conditions are taunt, cripple, fear, immobilize and chilled.)

My thinking is how to make a good condition rune set and it still viable for the power trait line. The requirement of a controlling effect would make the power grandmaster trait Cascading Corruption with its 4 seconds of a cripple a good option especially with groups of enemies.

Rune of the Specter:

  1. +25 Condition damage 
  2. +5% Condition Duration
  3. +50 Condition damage
  4. +10% Condition duration 
  5. +100 Condition damage
  6. +20% Boon duration for 3 seconds when you apply Barrier

This would help other Condition/Supportive Elites like Untamed and Scourge too.

This is all I have so far...

Edited by Mell.4873
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Yeah. A Rune of the Vindicator probably would have something to do with regaining endurance, but getting 100% back through dodging an attack could easily lead into situations where you never have to stop dodging... and keep in mind that other professions such as Mirage and Daredevil could use them if they were introduced. Superior Rune of the Adventurer grants 50% with a 20s ICD (often less in practice) - while there may be justification for something that does better than that, it does represent an indication of what seems to be acceptable. I'd probably also be inclined to make the final set bonus trigger off something else rather than "dodging gives you more dodging". For instance, if it gave, say, 10% endurance for blocking an attack, then vindicator could potentially use the greatsword block to charge a dodge, and other professions with special dodge mechanics also have the ability to bring blocks if they build appropriately, but they still need to do something that isn't dodging in between their dodges.

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1 hour ago, draxynnic.3719 said:

Yeah. A Rune of the Vindicator probably would have something to do with regaining endurance, but getting 100% back through dodging an attack could easily lead into situations where you never have to stop dodging... and keep in mind that other professions such as Mirage and Daredevil could use them if they were introduced. Superior Rune of the Adventurer grants 50% with a 20s ICD (often less in practice) - while there may be justification for something that does better than that, it does represent an indication of what seems to be acceptable. I'd probably also be inclined to make the final set bonus trigger off something else rather than "dodging gives you more dodging". For instance, if it gave, say, 10% endurance for blocking an attack, then vindicator could potentially use the greatsword block to charge a dodge, and other professions with special dodge mechanics also have the ability to bring blocks if they build appropriately, but they still need to do something that isn't dodging in between their dodges.

I guess an internal cooldown would make sense, I feel like adding the block to dodge mechanic might give other classes unintended buff. For example forcing Aegis supports into the meta even more.

I don't think it will buff Mirage or Daredevil much since they already are near the limit in terms of triggering their dodge mechanic. It could be used for a more bursty version which might be a good trade-off.

Edited by Mell.4873
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IMO, a rune of the vindicator would be more thematic (which seems to shape the idea behind the specialisation runes) if it were a power/healing power hybrid rune given how vindicator is split along these lines.

It's also not a combination that exists in any other runeset other than the celestial type setups.

Apologies for the no.6 being uninspired and blatantly nicked (in part) from Rune of the Adventurer, but I'm still caffeinating.  Perhaps something like -

Rune of the Vindicator:

  1. +25  Power
  2. +35  Healing Power
  3. +50  Power
  4. +65  Healing Power
  5. +100  Power
  6. Convert 15% of Healing Power to Power.  Gain 50% of your endurance when using a healing skill (Cooldown: 20 Seconds)

By way of explanation, the other "convert stat to stat" runes are set at 7%, but the stats they convert from already have a base of 1000, which isn't the case for healing power, so the percentage would need to be higher to make this functional.

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6 minutes ago, Jijimuge.4675 said:

IMO, a rune of the vindicator would be more thematic (which seems to shape the idea behind the specialisation runes) if it were a power/healing power hybrid rune given how vindicator is split along these lines.

It's also not a combination that exists in any other runeset other than the celestial type setups.

Apologies for the no.6 being uninspired and blatantly nicked (in part) from Rune of the Adventurer, but I'm still caffeinating.  Perhaps something like -

Rune of the Vindicator:

  1. +25  Power
  2. +35  Healing Power
  3. +50  Power
  4. +65  Healing Power
  5. +100  Power
  6. Convert 15% of Healing Power to Power.  Gain 50% of your endurance when using a healing skill (Cooldown: 20 Seconds)

By way of explanation, the other "convert stat to stat" runes are set at 7%, but the stats they convert from already have a base of 1000, which isn't the case for healing power, so the percentage would need to be higher to make this functional.

My main concern is no one would use since you either want to be full damage or full healing. Something in between would have to have an amazing 6th bonus, which I guess it does with the endurance regen but might be to niche. 

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4 minutes ago, Mell.4873 said:

My main concern is no one would use since you either want to be full damage or full healing. Something in between would have to have an amazing 6th bonus, which I guess it does with the endurance regen but might be to niche. 

Oh, indeed - it's quite possible that it wouldn't be used very much at all....but OTOH plenty of the elite specialisation runes see minimal use.  I don't think many builds seriously use the Rune of the Weaver or Scourge (or others), for example.

One of the issues with adding new runesets is that, to make them "worth taking", one might decide to make them straightforwardly better than the existing "meta" choices, and I'm not keen on that idea as it'd be power creep.

Personally, I think that runes offer the potential to open up new build possibilities....arguably not always very successfully though.

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1 hour ago, Mell.4873 said:

I guess an internal cooldown would make sense, I feel like adding the block to dodge mechanic might give other classes unintended buff. For example forcing Aegis supports into the meta even more.

I don't think it will buff Mirage or Daredevil much since they already are near the limit in terms of triggering their dodge mechanic. It could be used for a more bursty version which might be a good trade-off.

I think there is a distinction between "near the limit" and "you can just dodge permanently".

I'd also prefer that something that involves gaining endurance be a bit more active than "you dodge, and if anything tries to attack you during the dodge, you get the endurance right back", with or without an ICD (with one, it's likely to be wasted a lot unless you want to do two dodges back-to-back). Tying it to blocking or some other mechanic means that the player generally has a bit more control over when it triggers, so the player can choose to use it when they do want to speed up their next dodge.

18 minutes ago, Jijimuge.4675 said:

IMO, a rune of the vindicator would be more thematic (which seems to shape the idea behind the specialisation runes) if it were a power/healing power hybrid rune given how vindicator is split along these lines.

It's also not a combination that exists in any other runeset other than the celestial type setups.

Apologies for the no.6 being uninspired and blatantly nicked (in part) from Rune of the Adventurer, but I'm still caffeinating.  Perhaps something like -

Rune of the Vindicator:

  1. +25  Power
  2. +35  Healing Power
  3. +50  Power
  4. +65  Healing Power
  5. +100  Power
  6. Convert 15% of Healing Power to Power.  Gain 50% of your endurance when using a healing skill (Cooldown: 20 Seconds)

By way of explanation, the other "convert stat to stat" runes are set at 7%, but the stats they convert from already have a base of 1000, which isn't the case for healing power, so the percentage would need to be higher to make this functional.

I wonder if it might be more appropriate to be converting power to healing power. The goal would be to try to make it something that makes hybrid damage-and-healing builds a bit more viable, and converting power to healing would give a significant boost to healing both on full DPS sets like berserker and combination sets like harrier that still have a significant power component. While if someone's gone full wet noodle damage like Minstrel's, I think it's reasonable to presume that they've essentially rejected the 'sometimes heals, sometimes deals damage' theory behind Alliance Stance, and thus would be more interested in a more generic healing runeset anyway.

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7 hours ago, Mell.4873 said:
  • +25  Power
  • +35  Ferocity
  • +50  Power
  • +65  Ferocity
  • +100  Power
  • Gain 100% of your endurance when you dodging an attack (Cooldown: 10 Seconds)

How about this

+25  Power

+35  Ferocity

+50  Power

+65  Ferocity

+100  Power

Don't regenerate endurance for 10 seconds. (Cooldown: 10 Seconds)

With this you could stop doing useless flying and focus on attack while keeping DPS modifiers. 

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8 hours ago, Mell.4873 said:

Rune of the Untamed:

 

  1. +25  Power
  2. +5% Condition Duration
  3. +50  Power
  4. +10% Condition Duration
  5. +100  Power
  6.  Lower the cooldown of weapon swapping by 2 seconds

 

Would for untamed tike to see simethind like:

 

Rune of the Untamed:

 

  1. +25  Power
  2. +5% Duration for control effects (stun, daze, knockdown, knockback, float, taunt, fear)
  3. +50  Power
  4. +10% Duration for control effects
  5. +100  Power
  6.  + 10% Duration for control effects. Using a control effect grants 5 Stacks might for 5s (ICD 5s).

And u are missing one:

 

Rune of the Harbinger:

 

  1. +25  Power
  2. +35 Condition damage
  3. +50  Power
  4. + 65 Condition damage
  5. +100  Power
  6.  + 10% Condition Duration. + 10% kitten Duratuion.
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2 hours ago, Polar.8634 said:

How about this

+25  Power

+35  Ferocity

+50  Power

+65  Ferocity

+100  Power

Don't regenerate endurance for 10 seconds. (Cooldown: 10 Seconds)

With this you could stop doing useless flying and focus on attack while keeping DPS modifiers. 

Lol, you might right I don't really play Vindicator enough to know what makes it do damage. I guess the trait has a lot to do with it rather than the dodge landing damage.

2 hours ago, draxynnic.3719 said:

I'd also prefer that something that involves gaining endurance be a bit more active than "you dodge, and if anything tries to attack you during the dodge, you get the endurance right back", with or without an ICD (with one, it's likely to be wasted a lot unless you want to do two dodges back-to-back). Tying it to blocking or some other mechanic means that the player generally has a bit more control over when it triggers, so the player can choose to use it when they do want to speed up their next dodge.

I agree, the only real downside I could see with not have an ICD is spamming dodge in WvW.

38 minutes ago, Kydar Schattendolch.6879 said:

Rune of the Harbinger:

 

  1. +25  Power
  2. +35 Condition damage
  3. +50  Power
  4. + 65 Condition damage
  5. +100  Power
  6.  + 10% Condition Duration. + 10% kitten Duratuion.

Honestly maybe a good Harbinger set is a 25% condition duration since all we have currently all we have is the Rune of the Nightmare; I will add it.

Rune of the Harbinger:

  1. +25  Condition damage
  2. +5% Condition Duration
  3. +50  Condition damage
  4. +10% Condition Duration
  5. +100 Condition damage
  6. +10% Condition Duration attacking movement-impaired foes (Affected conditions are taunt, cripple, fear, immobilize and chilled.)

My thinking is how to make a good condition rune set and it still viable for the power trait line. The requirement of a controlling effect would make the power grandmaster trait Cascading Corruption with its 4 seconds of a cripple a good option especially with groups of enemies.

Edited by Mell.4873
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11 minutes ago, Mell.4873 said:

Lol, you might right I don't really play Vindicator enough to know what makes it do damage. I guess the trait has a lot to do with it rather than the dodge landing damage.

thing is, fly animation is so long it is dps drop, on other hand vindi has damage modifiers when endurance is not full + 15sec damage boost after dodge. so it is silly situation there

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1 hour ago, Mell.4873 said:

Rune of the Harbinger:

  1. +25  Condition damage
  2. +5% Condition Duration
  3. +50  Condition damage
  4. +10% Condition Duration
  5. +100 Condition damage
  6. +10% Condition Duration attacking movement-impaired foes (Affected conditions are taunt, cripple, fear, immobilize and chilled.)

My thinking is how to make a good condition rune set and it still viable for the power trait line. The requirement of a controlling effect would make the power grandmaster trait Cascading Corruption with its 4 seconds of a cripple a good option especially with groups of enemies.

I get the idea behind it. I considered the dual aspect of Harbinger to be power/condi hybrid. But a +25% condi duration might as well be a good addition to the available sets. Maybe add both. XD

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32 minutes ago, Valisha.8650 said:

Rune of the specter would most of likely be a mix of condi damage, condi duration, and some alacrity trait on 6.

 

I would like to see something like:

 

Rune of the specter:

1. +25 Condition damage 

2. +5% Condition Duration

3. +50 Condition damage

4. +10% Condition duration 

5. +100 Condition damage

6. +20% Alacrity duration. Using a well increases condition duration by 10% for the next 5s.

Edited by Kydar Schattendolch.6879
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8 hours ago, Kydar Schattendolch.6879 said:

 

I would like to see something like:

 

Rune of the specter:

1. +25 Condition damage 

2. +5% Condition Duration

3. +50 Condition damage

4. +10% Condition duration 

5. +100 Condition damage

6. +20% Alacrity duration. Using a well increases condition duration by 10% for the next 5s.

I like the idea but we all ready have a bonus based of Wells so maybe a different one that is more universal.

Rune of the Specter:

  1. +25 Condition damage 
  2. +5% Condition Duration
  3. +50 Condition damage
  4. +10% Condition duration 
  5. +100 Condition damage
  6. +20% Boon duration for 3 seconds when you apply Barrier

This would help other Condition/Supportive Elites like Untamed and Scourge too.

Edited by Mell.4873
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20 hours ago, Zunki.3916 said:

I made a fitting runeset to the catalyst theme.

Rune of the Catalyst:

  1. +8 to All Stats
  2. +10% Quickness Duration
  3. +12 to All Stats
  4. +20% Quickness Duration
  5. +16 to All Stats
  6.  +10% Boon Duration; -10% Damage

I don't think it's strong enough but I'm not to sure what to change it too. 

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On 9/4/2022 at 11:48 PM, Mell.4873 said:

I like the idea but we all ready have a bonus based of Wells so maybe a different one that is more universal.

Rune of the Specter:

  1. +25 Condition damage 
  2. +5% Condition Duration
  3. +50 Condition damage
  4. +10% Condition duration 
  5. +100 Condition damage
  6. +20% Boon duration for 3 seconds when you apply Barrier

This would help other Condition/Supportive Elites like Untamed and Scourge too.

And now we use potara ear rings from the great rune king and become

 

Rune of the Specter:

  1. +25 Condition damage 
  2. +5% Condition Duration
  3. +50 Condition damage
  4. +10% Condition duration 
  5. +100 Condition damage
  6. +10% Boon duration. Increase condition duration by 10% for 5 seconds when you apply Barrier (or vice versa)
Edited by Kydar Schattendolch.6879
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14 hours ago, Avatara.1042 said:

A good Catalyst 6 piece bonus:

 

6. When you hit an enemy with a fire, air, earth, and water attack in a row, in that order, you gain 1% increased damage for 2 seconds.  Stacks up to 10 times.  Does not refresh.

That would be to specific to the Elementalist Class, it could be when applying certain conditions instead.

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I'm not quite sure, what to do with harbinger rune. 

I don't really like the one suggested above, since that rune wouldn't be played on harbinger, because harbinger doesn't really have a lot of sources for the 6th bonus to activate.

 

Problem is harbingers hybridness in traits that makes it really difficult to design a rune for it.

But I'd really like to see the sixth bonus giving protection to players affected by the elixirs. If you don't play elixir boon share trait, the rune would only give the protection to you, if you play the trait, allies would get it as well.

 

For the stats it's extremely difficult. Power, condi, condi duration, precision, ferocity. Those are all pretty valuable stats on harbinger

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Not enough less popular stats like +Toughness or Vitality.

For Rune of the Specter, I would take the opportunity and add +25% movement speed as a 6th bonus, because we don't have +25% movement condi runes. Belive me, movement speed makes difference in combat.

1. +25 Condition Damage

2. +10% Fear Duration

3. +50 Condition Damage

4. +20% Torment Duration

5. +100 Condition Damage

6. +25% Movement Speed; gain dark aura for 4 seconds when hit by a foe while under 75% health (cooldown: 45s).

Profession based runes are not always great, so... it's good to throw in some defensive or utility stuff.

For Harbinger, it would be good to add something from elixirs or blight mechanic:

1. +25 Concentration

2. +10% Torment Duration

3. +50 Concentration

4.  +10% Condition Duration

5. +100 Concentration

6. +10% Condition Duration, gain up to 250 condition damage for 4 seconds after using an Elixir.

Sixth bonus for Rune of the Vindicator is OP, I would change it to +25% endurance regeneration.

Toughness for Bladesworn instead of Power.

Rune of the Untamed lacks on Cantrip/Unleash mechanic bonus.

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