[Game] Build Your Own Runes
Rune of the betrayer (inspired from Shiro Tagashi)
1) +25 ferocity
2) +10% bleed duration
3) +50 ferocity
4) 25% chance Upon getting hit to gain retaliation for 5 second (15 second cooldown)
5) +100 ferocity
6) When activating a elite skill gain fury and quickness for 8 second (60 second cooldown)
Rune of the dervish
1) +25 healing power
2) +10% boon duration
3) +50 healing power
4) +15% boon duration
5) +100 healing power
6) +25% boon duration when affected by more then 3 boons gain regeneration for 20 second (20 second cooldown)
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
Rune of the Shadow
1) +25 Power
2) +35 Ferocity
3) +50 Power
4) +65 Ferocity
5) +100 Power
6) 25% Movement Speed
Rune of the Brute
1) +25 Power
2) +35 Toughness
3) +50 Power
4) 25% chance to cause weakness for 5 seconds when hit (15 sec CD)
5) +100 Power
6) +125 Toughness, 10% damage against weakened foes
“…let us eat and drink, for tomorrow we shall die;.”
Rune of the beast.
1) 15+ pet/summon/minon power
2) 25+ condition damage
3) Shared Rune Stats between user and pet.
4) 25% chance when hit for pet to grant 6secs of Swiftness and might(2stacks) 15secs cooldown (swiftness applied from the pets/summon/minon location) 240 Radius
5) 100+ power (user)
6) 125+ condition damage (pet/summon/minon)
totals
based on user+pet/summon/minon totals
150 condition damage
130 Power
compaired to the generaic sets, when using 4 runes of this type it would have 5 points more, the split of the shared stats stops power or Condi damage double stacking .
mainly a boost for the pet/summon/minon and applies some Boon support from the pet/summon/minon, able to combine with Concentration Training for a max of 9secs swiftness+might on the pets/summon/minons location.
(edited by Zenos Osgorma.2936)
Rune of the Hybrid
1)35 power
2)35 precision
3) +65 power
4) Gain 10% (25% in PvE) of your power as condition damage
5) +65 precision
6) Gain 20% (45% in PvE) of your power as condition damage
(edited by Xae Isareth.1364)
Rune of the betrayer (inspired from Shiro Tagashi)
1) +25 ferocity
2) +10% bleed duration
3) +50 ferocity
4) 25% chance Upon getting hit to gain retaliation for 5 second (15 second cooldown)
5) +100 ferocity
6) When activating a elite skill gain fury and quickness for 8 second (60 second cooldown)Rune of the dervish
1) +25 healing power
2) +10% boon duration
3) +50 healing power
4) +15% boon duration
5) +100 healing power
6) +25% boon duration when affected by more then 3 boons gain regeneration for 20 second (20 second cooldown)
Wouldn’t the dervish runes provide perma regen for many classes? There would also be perma 50% boon duration for every boon. That might be a bit strong.
I really liked the first rune set though.
Rune of the Mists
1) +25 Power
2) +10% Poison duration
3) +50 Power
4) +15% Poison duration
5) +100 Power
6) +20% Poison Duration;
10s poison, 10s immobilize on hit of a downed target. (30s cooldown)
Rune of the Mists
1) +25 Power
2) +10% Poison duration
3) +50 Power
4) +15% Poison duration
5) +100 Power
6) +20% Poison Duration;
10s poison, 10s immobilize on hit of a downed target. (30s cooldown)
So, is that you get immobilized if you get hit by downed target, or hit a downed target ,or you immobilize the target if you hit him while he is down? It’s a little unclear.
“…let us eat and drink, for tomorrow we shall die;.”
Rune of Ricochet
- +25 Precision
- +35 Ferocity
- +50 Precision
- 25% chance to summon a drake that bounces lightening damage off nearby enemies. (90 second cooldown)
- +100 Ferocity
- Bouncing attacks have one additional bounce.
Mellowpuff [Champion Hunter]
Rune of the Awesome Ranger
1) +25 Power
2) +35 Ferocity
3) +50 Power
4) +65 Ferocity
5) +100 Power
6) You can have 2 pets active
Rune of Attrition
1) +25 toughness
2) +25 vitality
3) 25% If stuck below 75% health gain regen (5 seconds), (25 second cooldown)
4) +50 toughness
5) +100 toughness
6) Upon using a heal skill reflect all incoming damage (3 seconds)
Rune of Coordination
1) +25 Toughness
2) +35 Precision
3) +50 Toughness
4) +65 Precision
5) +100 Toughness
6 When you perform a combo with an ally you both gain might and regeneration for 5 seconds. (Cooldown: 5 seconds)
8/9 Professions, Asura Guardian main.
Rune of Vengeance
1) +25 Power
2) +35 Precision
3) Gain 5 stacks of might and fury for 10 seconds when struck below 50% health (60 second cooldown)
4) +65 precision
5) +100 power
6) When taking fatal damage, recover 20% of your HP and deal 20% more damage for 10 seconds (180 second cooldown)
Rune of the Mists
1) +25 Power
2) +10% Poison duration
3) +50 Power
4) +15% Poison duration
5) +100 Power
6) +20% Poison Duration;
10s poison, 10s immobilize on hit of a downed target. (30s cooldown)So, is that you get immobilized if you get hit by downed target, or hit a downed target ,or you immobilize the target if you hit him while he is down? It’s a little unclear.
The downed target would get immobilized and poisoned. Immobilizing and poisoning yourself wouldn’t even make sense.
Rune of the Mists
1) +25 Power
2) +10% Poison duration
3) +50 Power
4) +15% Poison duration
5) +100 Power
6) +20% Poison Duration;
10s poison, 10s immobilize on hit of a downed target. (30s cooldown)So, is that you get immobilized if you get hit by downed target, or hit a downed target ,or you immobilize the target if you hit him while he is down? It’s a little unclear.
The downed target would get immobilized and poisoned. Immobilizing and poisoning yourself wouldn’t even make sense.
lol… that went woosh!!! but I don’t know if it’s over my head or yours. Just to clear things up. Immobilizing a downed target makes sense? think about it. I like the idea of the rune but that 6th bonus is really lolz.
“…let us eat and drink, for tomorrow we shall die;.”
Rune of the Mists
1) +25 Power
2) +10% Poison duration
3) +50 Power
4) +15% Poison duration
5) +100 Power
6) +20% Poison Duration;
10s poison, 10s immobilize on hit of a downed target. (30s cooldown)So, is that you get immobilized if you get hit by downed target, or hit a downed target ,or you immobilize the target if you hit him while he is down? It’s a little unclear.
The downed target would get immobilized and poisoned. Immobilizing and poisoning yourself wouldn’t even make sense.
lol… that went woosh!!! but I don’t know if it’s over my head or yours. Just to clear things up. Immobilizing a downed target makes sense? think about it. I like the idea of the rune but that 6th bonus is really lolz.
It actually does make sense to immobilize a downed ele.
Rune of the Mists
1) +25 Power
2) +10% Poison duration
3) +50 Power
4) +15% Poison duration
5) +100 Power
6) +20% Poison Duration;
10s poison, 10s immobilize on hit of a downed target. (30s cooldown)So, is that you get immobilized if you get hit by downed target, or hit a downed target ,or you immobilize the target if you hit him while he is down? It’s a little unclear.
The downed target would get immobilized and poisoned. Immobilizing and poisoning yourself wouldn’t even make sense.
lol… that went woosh!!! but I don’t know if it’s over my head or yours. Just to clear things up. Immobilizing a downed target makes sense? think about it. I like the idea of the rune but that 6th bonus is really lolz.
It actually does make sense to immobilize a downed ele.
I guess it does f you want a rune set just for stomping eles.
“…let us eat and drink, for tomorrow we shall die;.”
Hmm, some Runes that I’d build would be:
Rune of the Tempest
1) +25 Precision
2) +10% longer Bleedings
3) +50 Precision
4) 25% Chance to perform on hit a Tempest around you, that damages all nearby foes around you and lets them suffer on 5 Bleeding Stacks (30s)
5) +20% longer Bleedings
6) +75 Precision, Gain a for 3 seconds a Wind Aura after dodging, that shoots Sonic Sickles out when being hit which let enemies suffer on Bleedings and which destroys Projectiles in that time.
—-
Rune of Balance
1) +8 to all Stats
2) Conditions on You -10% Duration
3) +12 to all Stats
4) Boons an You +10% Duration
5) +16 to all Stats
6) You lose every 10 Seconds 1 Condition and gain a Random Boon.
--—
Rune of the Flashlight
1) +13 Vitality + 13 Toughness
2) +10% longer Blindness
3) +36 Vitality + 36 Toughness
4) +25% Chance to deal Blindness on Critical Hits (30s)
5 ) +20% longer Blindness
6) Create a big AoE Blindness through a bright Flashlight when using your Elite Skill and deal 100% critical Hits agaisnt blinded enemies
Rune of the Mists
1) +25 Power
2) +10% Poison duration
3) +50 Power
4) +15% Poison duration
5) +100 Power
6) +20% Poison Duration;
10s poison, 10s immobilize on hit of a downed target. (30s cooldown)So, is that you get immobilized if you get hit by downed target, or hit a downed target ,or you immobilize the target if you hit him while he is down? It’s a little unclear.
The downed target would get immobilized and poisoned. Immobilizing and poisoning yourself wouldn’t even make sense.
lol… that went woosh!!! but I don’t know if it’s over my head or yours. Just to clear things up. Immobilizing a downed target makes sense? think about it. I like the idea of the rune but that 6th bonus is really lolz.
1) Poison reduces manual revive speed.
2) Poison prevents some revive utility skills from fully reviving.
3) Immobilize prevents elementalists from running away with their first skill (in WvW they can even move safely inside buildings while downed or kill themself by jumping off a cliff to prevent a stomp).
4) If they get revived anyway, they might still be poisoned and/or immobilized. So they won’t be moving anywhere soon and the poison reduces their healing.
All in all, it’s basically a rune set to prevent someone you downed from being revived. Both poison and immobilize can be removed with condi clear, so it’s not too powerful.
since the current runes of the engineer suck ill make a revamped version of them,
25+ toughness
35+ power
50+ toughness
swapping to a bundle grants 5 seconds of fury 10sec cd (would also work with conjured weapons/banners etc, so its not just usable on engineer)
100+ power
10% dmg increase while using a bundle.
I like how even when people are given free reign to make their own rune sets, they’re still severely underpowered compared to the current crop of runes that dominate the game.
I like how even when people are given free reign to make their own rune sets, they’re still severely underpowered compared to the current crop of runes that dominate the game.
we should fix that problem, shouldn’t we?…nah, I’d rather think of some sort of crazy idea that no one will ever want to use.
Expert Runes
Rune of Pride
1) – 10% incoming condition duration when health is above 90%
2) +10% condition and boon duration when health is above 90%
3) – 10% incoming damage when health is above 90%
4) +15% condition and boon duration when health is above 90%
5) +25% movement speed when health is above 90%
6) +100 to all stats when health is above 90%
Rune of Lust
1) -5% healing. Leech 15 health per second from target.
2) -5% healing. Leech 25 health per second from target.
3) -5% healing. Leech 40 health per second from target.
4) -5% healing. Leech 60 health per second from target.
5) -5% healing. Leech 85 health per second from target.
6) -5% healing. Leech 115 health per second from target.
Rune of Sloth
1) -5% movement speed. +2% damage to enemies moving faster than you.
2) -5% movement speed. +3% damage to enemies moving faster than you.
3) -5% movement speed. +4% damage to enemies moving faster than you.
4) -5% movement speed. +5% damage to enemies moving faster than you.
5) -5% movement speed. +6% damage to enemies moving faster than you.
6) -5% movement speed. +7% damage to enemies moving faster than you.
Rune of Greed
1) -5% boon duration. +20 Power and Ferocity
2) -5% boon duration. +25 Power and Precision
3) -5% boon duration. +40 Power and Ferocity
4) -5% boon duration. +50 Power and Precision
5) -5% boon duration. +80 Power and Ferocity
6) -5% boon duration. Critical hits have a 10% chance to steal Boons.
Rune of Envy
1) +20 Power and Precision if nearby enemies have more health than you
2) +25 Power and Precision if nearby enemies have more health than you
3) +40 Power and Precision if nearby enemies have more health than you
4) +50 Power and Precision if nearby enemies have more health than you
5) +80 Power and Precision if nearby enemies have more health than you
6) Using a heal skill will never give you higher health than nearby enemies. +100 to all stats if target has more health than you.
Rune of Wrath
1) +5% incoming condition duration. +2% damage when affected by a condition.
2) -5% boon duration. +4% damage when not affected by a boon.
3) -5% Max. Health. +6% damage when health is below 100%.
4) +5% incoming damage. +8% damage when being attacked.
5) +5% incoming condition damage. +10% damage when affected by a condition.
6) -5% incoming healing. +12% damage when healing skill is not on cool down.
Rune of Gluttony
1) -4% damage to players without nourishments, +4% stats gained from Nourishments.
2) -10% nourishment duration, +6% stats gained from Nourishments.
3) -6% damage to players without nourishments, +8% stats gained from Nourishments.
4) -10% nourishment duration, +10% stats gained from Nourishments.
5) -10% damage to players without nourishments, +12% stats gained from Nourishments.
6) Nourishments are removed on down/death, +15% stats gained from Nourishments.
(edited by Chrispy.5641)
I’d like a reverse scholar rune:
1) +25 Power
2) +35 Precision
3) +50 Power
4) +65 Precision
5) +100 Power
6) +20% damage when your health is below 25%
Some more ideas
Rune of Sharing
1) +25 Vitality
2) + 10% Boon Duration
3) + 50 Vitality
4) + 10% Condition Duration
5) +100 Vitality
6) Whenever you receive a Condition, the Source of it will suffer on the same Condition as you.
——
Rune of Despair
1) +25 Condition Damage
2) +10% longer Torment Duration
3) 25% Chance to let nearby foes suffer on Torment when being hit.
4) +20% longer Torment Duration
5) +75 Condition Damage
6) Receive a Dark Aura for 5s when using your Healing Skill, which removes Boons from foes when being hit and lets them suffer for every removed Boon on 3 Stacks of Torment.
——
Rune of Retribution
1) +25 Power
2) +10% longer Retaliation
3) +50 Precision
4) +20% longer Retaliation
5) +75 Power
6) Gain Retaliation and 5 stacks of Might for 20s on Critical Hits (30s)
——
Rune of Faith
1) +25 Healing Power
2) +50 Toughness
3) Condition Durations on You -10%
4) +50 Healing Power
5) +100 Toughness
6) Heal yourself and surrounding Allies when hitting foes (10s)
Rune of the Hypochondriac
1) +25 condition damage
2) 10% chance on hit to cause 2 attacks of bleed (5 seconds)
3) +50 condition damage
4) 15% chance on hit to cause poison (7 seconds)
5) +100 condition damage
6) 20% chance on hit to cause one stack of bleed (2 seconds), poison (2 seconds), and one stack of confusion (2 seconds)
Rune of the Troll
1) when ever you get hit go into stealth for 12 seconds
2) cleanse all conditions on yourself 90 % when hit
3) gain 33 % speed at all time
4) when you get hit with cc return the cc 10 times in duration
5) summon pet on hit 100 % pet procs fear and blind
6) when hit you gain 25 stacks of might duration lasts 1 hour
Rune of Honesty
1) +25 Toughness
2) 15% chance to transfer a condition when hit (25s cool down)
3) +50 Toughness
4) 25% chance to steal a boon on hit (30s cool down)
5) +100 Toughness
6) Attacking an enemy reveals them for 10s (100s cool down)
Rune of Charity
1) +25 Healing Power
2) 15% chance to transfer a condition on hit (25s cool down)
3) +50 Healing Power
4) +7% outgoing healing.
5) +100 Healing Power
6) Copy 25% of all incoming healing and transfer it to original source.
Rune of the Turtle
1) +25 Toughness
2) +10% Protection Duration
3) +50 Toughness
4) +15% Protection and Aegis Duration.
5) +100 Toughness
6) When struck below 50% health, summon a Turtle that will take damage/conditions in your place for 3 seconds (30 second cool down)
Rune of the Forum Troll
1) +250 Character limit
2) Kitten now becomes….Windmill
3) +500 Character limit
4) The first letter of Windmill becomes whatever word you meant to post
5) +1000 Character limit
6) 10% chance when quoted, posts become immune to infractions for 3 hours. (90 day cooldown)
I hope the devs are looking at this thread. There are some pretty awesome rune ideas. Would be great if some of them actually made it into the game.
“…let us eat and drink, for tomorrow we shall die;.”
Rune of Strength and its variants still beats most of these rune ideas and so they’d never see play even if they were added. I love this game. >.>
Rune of Strength and its variants still beats most of these rune ideas and so they’d never see play even if they were added. I love this game. >.>
Wasn’t trying to beat Rune of strength (though I think my Runes of the Forum Troll come pretty close!).
The thing about Strength Runes being as powerful as it is, is because of the synergy between all rune bonuses. It gives +45% Might duration total. Not many duration runes go that high, and the ones that do just aren’t as useful as always having 25 might stacks. Another problem is that many runes don’t have a real 2nd and 4th rune bonus beyond a tiny amount of extra stats, which automatically makes them weaker.
The biggest problem is the raw emphasis that gets placed on damage when it comes to balancing. No one in good conscience can honestly say that Dolyak runes are anywhere near as powerful as Strength Runes.
Rune of Bloodlust
1) +25 Power
2) +10% Fury duration
3) +50 Power
4) 60% chance on critical hit to grant fury for 10 seconds (20 second cooldown)
5) +100 Power
6) Damage increased based on a percentage of your health. (75% health 5% damage increase) (50% health 10% damage increase) (25% health 15% damage increase).
Rune of Focus
1) +25 Precision
2) +35 Vitality
3) +50 Precision
4) +65 Vitality
5) +100 Precision
6) Take 20% less damage while channeling skills.
Rune of Recovery
1) +25 Healing Power
2) Gain 5 seconds of protection when struck below 50% health. (Cooldown: 30 seconds)
3) +50 Healing Power
4) Gain 10 seconds of protection when struck below 25% health. (Cooldown: 30 seconds)
5) +100 Healing Power
6) +20% Protection Duration; Regenerate health every second while under the effects of protection. (120 + 0.05x)
Rune of the Aerodynamic
1) +25 Precision
2) +10% Swiftness Duration
3) +50 Precision
4) +15% Swiftness Duration; 25% chance to gain swiftness for 10 seconds on a critical hit. (Cooldown: 20s)
5) +100 Precision
6) Skills that cause you to leap have an additional 10% range. Your attack speed is increased by 10%.
Rune of the Healthy
1) +25 Vitality
2) -5% Incoming Condition Duration
3) +50 Vitality
4) -10% Incoming Condition Duration; When a condition is applied to you, gain a random boon. (Cooldown: 5 seconds)
5) +100 Vitality
6) -15% Incoming Condition Duration; When a condition is applied to you, gain an additional random boon. (Cooldown: 5 seconds)
Rune of the Stuck
1) +25 Power
2) +10% Immobilized Duration
3) +50 Power
4) +15% Immobilized Duration; Apply blindness for 10 seconds whenever you immobilize a foe.
5) +100 Power
6) +20% Immobilized Duration; Apply vulnerability for 10 seconds whenever you immobilize a foe.
…okay this last one isn’t a serious idea.
8/9 Professions, Asura Guardian main.
Rune of the Survivor (Rangers Only, can be unlocked as very rare loot in Ascalonian Catacombs and Honor of the Waves. Account Bound on acquire)
(1) +25 Healing, +2 Pet Attribute Points
(2) +3% Boon Duration +3% Regeneration Duration +3% Protection Duration
(3) + 50 Healing +3 Pet Attribute Points
(4) + 7% Boon Duration +7% Regeneration Duration +7% Protection Duration
(5) + 125 healing +5 Pet Attribute Points
(6) + 10% Boon Duration, Healing skill cooldown reduced by 20%
And a sigil just for fun :P
Sigil of the Survivor (Restricted to Longbow or Shortbow users)
Minor: +10% Movement Speed while wielding a Bow
Major: +15% Movement Speed while wielding a Bow
Superior: +25% Movement Speed while wielding a Bow
Currently @ some T1 server in EU
Rune of Ambidexterity
1) +25 Power
2) +5% Attack Speed increase while Dual-Wielding.
3) +50 Power
4) +5% damage increase while Dual-Wielding.
5) +100 Power
6) +10% damage increase while Dual-Wielding, 10% attack speed increase while Dual-Wielding.
1) +25 power
2) +10% regen duration
3) +50 power
4) 25% chance when struck to grant nearby allies protection and regen for 8 seconds (20 second recharge)
5) +100 power
6) + 125 healing power; +20% regen duration
1) +25 condition damage
2) +10% regen duration
3) +50 condition damage
4) 25% chance when struck to grant nearby allies protection and regen for 8 seconds (20 second recharge)
5) +100 condition damage
6) + 125 healing power; +20% regen duration
Lots of great ideas up there.
Rune of Fire and Ice
1) +25 Condition Damage
2) +10% Condition Duration
3) +50 Power
4) -15% Condition Duration
5) +100 Toughness
6) 25% chance to apply 5 seconds of Burning on critical hits when the target is Chilled. (10 second cool down)
Rune of Fluidity
1) +25 precision
2) +10 percent swiftness duration
3) +50 precision
4) +15 percent swiftness duration gain 5 seconds swiftness on using a teleport or shadowstep skill
5) +100 precision
6) +20 percent swiftness duration Gain 5 seconds fury on using a teleport or shadowstep skill.
(edited by babazhook.6805)
Rune of Reflection
1) +25 Vitality
2) +25 Toughness
3) +50 vitality
4) +50 toughness. Gain 10 seconds regeneration on being struck by projectile (30 sec CD)
5) +100 vitality
6) gain 5 seconds reflection when health drops under 50 percent (cooldown 90 secs)
Rune of the Sniper
1) +25 Precision
2) Ranged Attacks have +10% Critical Chance.
3) +50 Precision
4) Ranged Attacks have + 300 Range. (maximum Range is 1500)
5) +100 Precision
6) Ranged Attacks inflict Fear for 3s on Critical hit (45s cooldown)
Rune of the Fencer
1) +25 Power
2) 25% chance to Block next Melee Attack. (30s cooldown)
3) +50 Power
4) 10% chance to Evade Melee Attacks and return 25% of the damage to source.
5) +100 Power
6) +10% damage on your next attack for every attack you successfully Block or Evade. (50% maximum)
Rune of the Geomancer
1) +15 Toughness. +15 Condition Damage
2) -15% incoming Cripple, Chilled, and Immobilize Duration
3) +30 Toughness. +30 Condition Damage
4) +15% Bleeding, Cripple, and Immobilize Duration
5) +60 Toughness. +60 Condition Damage
6) On hit, Create Muddy Terrain at your location. (60s cooldown)
(would’ve used an Elementalist skill for 6th effect instead, but not sure what would work)
Rune of the Commander
1) + 25 Power
2) -15% incoming Cripple, Chilled, and Immobilize Duration
3) + 50 Power
4) – 15% incoming damage from turrets and siege weapons
5) + 100 Power
6) Disables all turrets and siege within 1500 range for 30 seconds when you use your elite skill. 90 seconds cooldown
Rune of the Dragon Hunter
1) +25 Power
2) +4% damage against Dragon Minions
3) +50 Power
4) +8% damage against Dragon Minions
5) +100 Power
6) Immune to Conditions and Control effects from Dragon Minions when health is above 90%.
Rune of Deflection
1) +25 Precision
2) 25% chance when Struck, gain Retaliation for 5s (25s cooldown)
3) +50 Precision
4) 25% chance when hit, gain Reflect for 3s (90s cooldown)
5) +100 Precision
6) Take 50% less Damage from Retaliation.
Rune of the Disaggregator
1) +25 Toughness
2) On hit, grant 3s of swiftness to allies in Range each second for 3 seconds (30s cooldown)
3) +50 Toughness
4) On hit, grant 10s of might to allies in Range each second for 3 seconds (30s cooldown)
5) +100 Toughness
6) On hit, grant 3s of Protection to allies in Range each second for 3 seconds (30s cooldown)
(edited by Chrispy.5641)
Rune of Clarity
1) +25 precision
2) +25 Ferocity
3) +50 precision
4) +50 Ferocity 25 percent chance when hit cleanse all confusion stacks (30 s ICD)
5) +100 precision
6) If suffering from Confusion gain +100 Ferocity for 10 seconds (60s icd)
Rune of Luck
1) +8 to all stats
2) +5% Boon Duration
3) +12 to all stats
4) +10% Boon Duration
5) +16 to all stats
6) Gain a random boon for 10 seconds every 15 seconds.
Protection, retaliation and stability last for 5 seconds instead of 10 seconds.
Rune of the Environment
1) +8 to all stats
2) -5% Incoming Condition Duration
3) +12 to all stats
4) -10% Incoming Condition Duration
5) +16 to all stats
6) Gain attributes depending on your current region.
Ascalon: +100 Power
Kryta: +100 Healing Power
Maguuma Wastes: +100 Condition Damage
Maguuma Jungle: +100 Vitality
Ruins of Orr: +100 Precision
Shiverpeak Mountains: +100 Toughness
The Mists: +18 to all stats
Rune of Chaos
1) +25 Power
2) +35 Condition Damage
3) +50 Ferocity
4) +65 Precision
5) +100 Toughness
6) +125 Vitality
Rune of the Virtuous
1) +25 Vitality
2) +35 Toughness
3) +50 Vitality
4) +65 Toughness
5) +100 Vitality
6) Gain boons every 10 seconds depending on your highest primary attribute.
Power: Regeneration(5s), Protection(2.5s)
Precision: Vigor(5s), Stability(2.5s)
Toughness: Might(10s), Retaliation(2.5s)
Vitality: Fury(5s), Swiftness(5s)
Rune of the Rune
1) Gain the (1) bonus from your target’s rune.
2) Gain the (2) bonus from your target’s rune.
3) Gain the (3) bonus from your target’s rune.
4) Gain the (4) bonus from your target’s rune.
5) Gain the (5) bonus from your target’s rune.
6) Gain the (6) bonus from your target’s rune.
8/9 Professions, Asura Guardian main.
Rune of Meditations
1) +25 precision
2) +10% fury
3) +50 precision
4) +15% fury; When using a meditation skill, you and nearby allies are healed for a small amount. (cooldown 10 sec)
5) +100 precision
6) +20% fury; Gain 150 power for 5 seconds when using a meditation skill. (cooldown 30 sec)
Rune of Flesh
1) +30 vitality -10 Toughness
2) When you take more than 1500 damage in one hit, gain regeneration for 8s (25 cd cooldown)
3) +60 vitality -20 Toughness
4) When you take more than 2000 damage in one hit, knock down the damaging enemy for 1second ( 30 second cd)
5) +120 vitality, -40 Toughness
6) Remove conditions based on how much damage you take in one blow:
more than 2500: remove 1 condition
more than 4000: remove 2 conditions
more than 5000: remove 3 conditions
(10 second cd)
Rune of Nature (ranger specific)
1) +25 Vitality
2) +5% Boon duration
3) +50 Vitality
4) +10% Boon duration
5) +100 Vitality
6) +15% boon duration. Passive effects from Spirits are 50% Stronger.
Rune of the Alchemist (engineer specific)
1) +25 Vitality
2) +5% Boon duration
3) +50 Vitality
4) +10% Boon duration
5) +100 Vitality
6) 15% boon duration. Elixirs apply 5s of regeneration and remove an additional condition when used.
Rune of the Righteous (Guardian Specific)
1) +5% Boon duration
2) -5% Virtue recharge
3) +10% Boon duration
4) -10% Virtue recharge
5) +15% Boon duration
6) Virtues remove a Condition and apply an additional Boon when activated
(edited by Chrispy.5641)
awesome thread
such rare in deez partz
head here to discuss wvw without fear of infractions
*
Rune of the Rune
1) Gain the (1) bonus from your target’s rune.
2) Gain the (2) bonus from your target’s rune.
3) Gain the (3) bonus from your target’s rune.
4) Gain the (4) bonus from your target’s rune.
5) Gain the (5) bonus from your target’s rune.
6) Gain the (6) bonus from your target’s rune.
You should call this one the Rune of Plagiarism or Rune of the Copycat.
“…let us eat and drink, for tomorrow we shall die;.”
For those of you looking for overpowered but fun
Rune of the Lycan
1+25 condition damage
2+5% condition duration
3+50 condition damage 25% chance when struck to summon spirit wolf- howl fears for 2 secs(90sec cd)
4+10% condition duration
5+100 condition damage
6+10% condition duration 2% chance when struck to turn into a werewolf for 15 seconds
Werewolves have their own weapon bar. +500 all stats +10k Health but 0 healing. Also 10 seconds of Stability, Protection, and Vigor
1-Rending Claw: does damage and stacks 2 bleeds
2-Bite: does damage and poisons(8sec cd)
3-Kick: does damage and interrupts(5sec cd)
4-Spinning Claws: same animations warrior axe 5 does damage and stacks 2 bleeds per hit for 10 hits. (10secs)
5-Howl: Fears and immobilizes for 3 secs(15sec cd)
All attacks hit up to 5 enemies
Think… Sabrewolf from Killer Instinct for the animation
(edited by Epidemix Revenge.4862)