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General Rune rework questions


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According to the Rune section in Combat in Guild Wars 2: Secrets of the Obscure:

Quote

As they exist in the game today, runes have five tiers of relatively straightforward stat bonuses, and the sixth tier is a wild card that can offer additional bonuses or special effects.

https://www.guildwars2.com/en/news/combat-in-guild-wars-2-secrets-of-the-obscure/

That's not quite true though, is it? Most Runes have five tiers of relatively straightforward stat bonuses sure, but some have different effects. For example, some might give a bonus to all Boon duration or all Condition duration (simply converted to Concentration or Expertise) others give bonus duration to specific Boons or Conditions (like Rune of the Krait, for example) or reduce Condition Duration. Take https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire for example, it gives 10% Might duration at 2nd tier, a fire aura when you enter combat at 4th tier and 20% Burning duration and increases  strike damage by 10% while fire aura is active. What happens to all those special Runes when the rework goes ahead? Does the Rune of the Fire continue to give different tier 2, 4 and 6 bonuses or does it get reworked to just be stats? If so does the Relic of the Fire give 10% Might duration, 20% burning duration, a fire aura when you enter combat and increase strike damage by 10% while fire aura is active?  What about Krait or Strength Runes? I like the 50% bleeding Duration on Krait Runes the 50% might duration on Strength Runes, they're great pieces for build crafting. 

I hope they won't be lost.

https://wiki.guildwars2.com/wiki/Rune

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Would be real nice if they allowed full customization of each tier so that you can mix and match different effects. 
 

I doubt they will do that though.


They will probably just make the 6th bonuses all be some effect and then reworking the tier 2’s and 4’s to be just stats…just my guess

 

Edited by JusticeRetroHunter.7684
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