Lets Improve Superior Runes! (LL!)

Lets Improve Superior Runes! (LL!)

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Warning, this is a long list…
I will list all runes, and put in my ideas to improve the ones people do not use, or use the least.

Superior Rune of the Baelfire
(1) +25 Condition Damage.
(2) +20% Burning Duration.
(3) +50 Condition Damage.
(4) 25% Chance to gain 5 seconds of Vigor when hit. (Cooldown: 10s)
(5) +90 Condition Damage.
(6) 25% Chance to cause a “Fire Nova” and a “Combo Field: Fire” for 5 seconds when you attack. (Cooldown: 30s.)

Superior Rune of Balthazar
(1) +25 Condition Damage.
(2) +20% Burning Duration.
(3) +50 Power.
(4) You gain haste for 4s when you’re hit below 35% health. (cooldown: 60s)
(5) +90 Power.
(6) When you use a healing skill nearby foes are burned for 10 seconds. (cooldown: 10s)

Superior Rune of the Centaur
(1) +25 Condition Damage.
(2) +15% Bleeding Duration.
(3) +50 Power.
(4) +25% Swiftness Duration.
(5) +90 Power.
(6) When you use a healing skill you and all nearby allies gain swiftness for 15 seconds. (cooldown: 15s)

Superior Rune of the Citadel
(1) +25 Precision.
(2) +20% Fury Duration.
(3) +50 Precision.
(4) 25% chance to gain fury for 15s when hit. (cooldown: 30s)
(5) +90 Precision
(6) 25% chance to summon a random weapon kit on hit. (cooldown: 10s)

Superior Rune of the Elementalist
(1) +25 Vitality.
(2) +10% Boon Duration.
(3) +50 Vitality.
(4) +10% Boon Duration.
(5) +90 Vitality.
(6) Heal yourself for a small amount whenever you gain a boon.

Superior Rune of the Fighter
(1) +25 Power.
(2) +20% Might Duration
(3) +50 Power.
(4) Reduces all damage taken by 5%.
(5) +90 Power.
(6) When you use a healing skill you gain ‘3’ stacks of might for 20 seconds. (cooldown 15s)

Superior Rune of the Fire
(1) +25 Power.
(2) +20% Might Duration.
(3) +50 Power.
(4) 25% chance to gain might for 20 seconds when hit. (Cooldown: 5s)
(5) +90 Power.
(6) 25% chance to gain a fire aura for 5 seconds when hit. (Cooldown: 40s)

Superior Rune of Flame Legion
(1) +25 Condition Damage.
(2) +20% Burning Duration.
(3) +50 Condition Damage.
(4) 25% chance to cause burning for 1 second when hit. (Cooldown: 5s)
(5) +90 Condition Damage.
(6) +10% damage against burning foes.

Superior Rune of Hoelbrak
(1) +25 Healing Power.
(2) +20% Regeneration Duration.
(3) +50 Healing Power.
(4) 25% chance to gain Regeneration for 5s when hit. (cooldown: 10s)
(5) +90 Healing Power.
(6) -25% Condition Duration.

Rune of the Mesmer
(1) +25 Condition Damage.
(2) +15% Confusion Duration.
(3) +50 Condition Damage.
(4) 25% chance to cause confusion for 3 second when hit. (Cooldown: 10s)
(5) +90 Condition Damage.
(6) +33% Daze Duration.

Superior Rune of the Ogre
(1) +25 Precision.
(2) +3% Critical Damage.
(3) +50 Power.
(4) 25% chance to summon a Rock Dog when hit (Cooldown: 60s)
(5) +90 Precision.
(6) Reduces all damage taken by 5%.

Superior Rune of the Pack
(1) +25 Precision.
(2) +10% Boon Duration.
(3) +50 Power.
(4) +10% Boon Duration.
(5) +90 Toughness.
(6) 25% chance to grant nearby allies might, fury, and swiftness when you are struck. (Cooldown: 10s)

Superior Rune of the Scholar
(1) +25 Precision.
(2) +3% Critical Damage.
(3) +50 Power.
(4) +5% Critical Damage.
(5) +90 Precision.
(6) +10% damage while health is above 75%.

Superior Rune of Strength
(1) +25 Power.
(2) +20% Might Duration
(3) +50 Power.
(4) 25% chance to gain might for 20s when hit. (Cooldown: 5s)
(5) +90 Power.
(6) +1% Damage per stack of might.

Superior Rune of Vampirism
(1) +25 Power.
(2) 25% to cause your next attack to steal life when hit. (cooldown: 15s)
(3) +50 Precision.
(4) 30% chance to life steal on critical. (cooldown: 1s)
(5) +90 Toughness.
(6) You become mist when below 25% health. (cooldown: 60s)

Rune of the Mad King
(1) +25 Condition Damage.
(2) +10% Condition Duration.
(3) +50 Precision.
(4) +10% Condition Duration.
(5) +90 Condition Damage.
(6) Summon ravens to attack nearby enemies when you activate an elite skill. (Cooldown: 45 Seconds)

Superior Rune of the Eagle
(1) +25 Precision.
(2) +3% Critical Damage.
(3) +50 Precision.
(4) +5% Critical Damage.
(5) +90 Precision.
(6) +10% vs targets with less than 50% health.

Superior Rune of Lyssa
(1) +25 Precision.
(2) +10% Boon Duration.
(3) +50 Precision.
(4) When you use a healing skill you gain a random boon for 15 seconds. (Cooldown: 15s)
(5) +90 Precision.
(6) When you use an elite skill lose all conditions and gain all boons for 5 seconds. (Cooldown 45s)

Superior Rune of the Ranger
(1) +25 Precision.
(2) +3% Critical Damage.
(3) +50 Precision.
(4) +5% Critical Damage.
(5) +90 Precision.
(6) +5% damage while you have a companion or minion.

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Daecollo.9578

Superior Rune of the Rata Sum
(1) +25 Precision.
(2) +10% Condition Duration.
(3) +50 Precision.
(4) +5% Critical Damage.
(5) +90 Precision.
(6) 25% Chance to summon a Radiation Field when hit. (cooldown: 60s)

Superior Rune of the Thief
(1) +25 Power.
(2) +3% Critical Damage.
(3) +50 Power.
(4) +5% Critical Damage.
(5) +90 Power.
(6) +10% Damage behind or beside your foe.

Superior Rune of the Dolyak
(1) +25 Toughness
(2) -10% Condition Duration.
(3) +50 Toughness.
(4) Cure a condition every 10 seconds.
(5) +90 Toughness.
(6) You regenerate health. (150 per second.)

Superior Rune of the Earth
(1) +25 Toughness
(2) +20% Protection Duration
(3) +50 Toughness.
(4) 25% chance to gain protection for 5s when hit. (cooldown: 15s)
(5) +90 Toughness.
(6) 25% chance to gain Magnetic Aura for 5s when hit. (cooldown: 30s)

Superior Rune of the Engineer
(1) +25 Toughness.
(2) +10% Condition Duration.
(3) +50 Toughness.
(4) Reduces all damage taken by 5%.
(5) +90 Toughness
(6) +5% damage while holding a bundle.

Superior Rune of the Forge
(1) +25 Condition Damage.
(2) +20% Burning Duration.
(3) +50 Toughness.
(4) +20% Protection Duration.
(5) +50 Toughness and Condition Damage.
(6) At 50% health you gain protection for 10s and burn all nearby foes. (cooldown: 20s)

Superior Rune of the Guardian
(1) +25 Condition Damage.
(2) +20% Burn Duration.
(3) +50 Toughness.
(4) Reduces all damage taken by 5%.
(5) +50 Toughness and Condition Damage.
(6) 25% chance to cause burning for 1s and heal for a small amount on critical. (cooldown: 1s)

Superior Rune of Melandru
(1) +25 Toughness.
(2) -10% Condition Duration and -10% Stun Duration
(3) +50 Toughness.
(4) Gain protection for 3 seconds whenever you are disabled. (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect can trigger once every 10 seconds.
(5) +90 Toughness.
(6) -15% Condition Duration and -15% Stun Duration

Superior Rune of Mercy
(1) You revive 3% faster.
(2) You take less damage while reviving and you resurrect allies with 20% more health.
(3) You revive 7% faster.
(4) Reduces all damage taken by 5%.
(5) You revive 15% faster.
(6) When you revive an ally, you both gain aegis, protection, and regeneration for 10 seconds. (Cooldown: 10s.)

Superior Rune of Svanir
(1) +25 Toughness.
(2) +20% Chill Duration.
(3) +50 Toughness.
(4) 30% chance to cause a 2 seconds chill on a hit. (Cooldown: 10s.)
(5) +90 Toughness.
(6) You become a block of ice for 5 seconds (Invulnerability) when you fall below 25% health. (Cooldown: 90s. Can use instant skills.)

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(edited by Daecollo.9578)

Lets Improve Superior Runes! (LL!)

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Superior Rune of the Ice
(1) +25 Vitality.
(2) +20% Frozen Duration.
(3) +50 Vitality.
(4) 25% Chance to freeze all nearby foes when hit. (cooldown: 30s)
(5) +90 Vitality.
(6) +10% Damage against frozen foes.

Superior Rune of the Lich
(1) +25 Vitality.
(2) +10% Condition Duration
(3) +50 Vitality.
(4) +10% Condition Duration.
(5) +90 Vitality.
(6) 25% chance to summon a minion on hit. (cooldown: 30s)

Superior Rune of Sanctuary
(1) +25 Vitality
(2) +10% Boon Duration.
(3) +50 Vitality
(4) 25% chance to gain retaliation for 15s when hit. (cooldown: 30s)
(5) +90 Vitality.
(6) Create a Shield of Absorption and gain Aegis for 4s when you’re hit below 50% health. (cooldown: 40s) [The Aegis gives you the illusion you have a shield so the animation does not look weird, and blocks the next attack!]

Superior Rune of the Soldier
(1) +25 Vitality.
(2) +25 Toughness.
(3) +50 Vitality.
(4) Reduces all damage taken by 5%.
(5) +50 Toughness and Vitality.
(6) Shouts convert a condition into a boon.

Superior Rune of Speed
(1) +25 Vitality.
(2) +20% Swiftness Duration
(3) +50 Vitality.
(4) 25% chance to gain swiftness for 30s when hit. (cooldown: 60s)
(5) +90 Vitality.
(6) You are no longer slowed in combat.

Superior Rune of the Warrior
(1) +25 Power.
(2) +3% Critical Damage.
(3) +50 Precision.
(4) Reduces all damage taken by 5%.
(5) +90 Toughness.
(6) Burst skills heal you and cure a condition.

Superior Rune of the Wurm.
(1) +25 Vitality.
(2) 3% Critical Damage.
(3) +50 Precision.
(4) 5% Critical Damage.
(5) +50 Vitality and Precision.
(6) 5% of all Precision is converted into Vitality.

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(edited by Daecollo.9578)

Lets Improve Superior Runes! (LL!)

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Superior Rune of the Adventurer
(1) +25 Vitality.
(2) +20% Vigor Duration.
(3) +50 Vitality.
(4) You recover 10 endurance when a dodge completes.
(5) +90 Vitality.
(6) When you use a healing skill you gain 50% endurance. (Cooldown: 15s)

Superior Rune of the Afflicted
(1) +25 Condition Damage.
(2) +20% Bleed Duration.
(3) +50 Condition Damage.
(4) +20% Poison Duration.
(5) +90 Condition Damage.
(6) 25% chance to create a Death Nova when hit. (Cooldown: 15s)

Superior Rune of Grenth
(1) +25 Precision.
(2) +20% Chill Duration.
(3) +50 Condition Damage.
(4) 25% chance to cause chill for 3s when hit. (cooldown: 15s)
(5) +50 Precision and Condition Damage.
(6) When you use a healing skill nearby foes are chilled for 5 seconds. (cooldown: 15s)

Superior Rune of the Krait
(1) +25 Condition Damage
(2) +20% Poison Duration.
(3) +50 Toughness.
(4) 25% chance to cause poison for 5s when hit. (cooldown: 5s)
(5) +50 Condition Damage and Toughness
(6) Reduces damage taken by 5%, and Reduces damage taken by another 5% Underwater.

Superior Rune of the Necromancer
(1) +25 Toughness.
(2) Minions have 25% more health.
(3) +50 Condition Damage.
(4) Reduces all damage taken by 5%.
(5) +50 Toughness and Condition Damage.
(6) Whenever you apply a condition to a foe, you steal life.

Superior Rune of the Nightmare
(1) +25 Condition Damage.
(2) +20% Fear Duration.
(3) +50 Precision.
(4) 30% chance to transfer a condition to your foe on hit (Cooldown: 10s.)
(5) +50 Condition Damage and Precision.
(6) 25% chance to cause fear when hit. (cooldown: 25s)

Superior Rune of Orrian
(1) +25 Condition Damage.
(2) +20% Bleeding Duration.
(3) +50 Toughness.
(4) 25% chance to cause bleeding for 5s when hit. (cooldown: 2s)
(5) +50 Condition Damage and Toughness.
(6) You gain haste for 5s when you’re hit below 50% health. (cooldown: 60s)

Superior Rune of the Undead
(1) +25 Toughness.
(2) You heal for a small amount when a condition is applied to you.
(3) +50 Condition Damage.
(4) 5% of toughness becomes condition damage.
(5) +50 Toughness and Condition Damage.
(6) Convert a condition into a boon every 10 seconds.

Superior Rune of Infiltration
(1) +4% damage vs. foes below 50% health / -25 toughness
(2) +1 Stealth Duration and increase all damage taken by 5%.
(3) +6% damage vs. foes below 50% health. / -50 toughness
(4) +5% Critical Chance.
(5) +10% damage vs. foes below 50% health. / -90 toughness
(6) Remove “revealed” and cloak when you’re hit below 50% health. (cooldown: 60s)

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(edited by Daecollo.9578)

Lets Improve Superior Runes! (LL!)

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Superior Rune of the Air
(1) +2% critical damage
(2) +20% swiftness duration
(3) +3% critical damage
(4) 30% chance to gain 5s of swiftness on critical. (cooldown: 5s)
(5) +5% critical damage
(6) 25% chance to gain Lightning Strike when hit. (cooldown: 10s)

Superior Rune of the Golemancer
(1) 2% Critical Damage.
(2) +50 Precision.
(3) 3% Critical Damage.
(4) +90 Precision.
(5) 5% Critical Damage.
(6) 25% chance to summon a golem when hit. (cooldown: 60s)

Superior Rune of Rage
(1) +2% Critical damage.
(2) +20% Fury Duration.
(3) +3% Critical damage.
(4) 25% chance to gain fury for 10s when hit. (cooldown: 30s)
(5) +5% Critical damage.
(6) +5% Critical Damage while under the effects of Fury.

Superior Rune of Dwayna
(1) +25 Healing Power.
(2) +20% Regeneration Duration.
(3) +50 Healing Power.
(4) 25% chance to gain regeneration for 10s when hit. (Cooldown: 30s)
(5) +90 Healing Power.
(6) When you use a heal skill you and all nearby allies gain regeneration for 10 seconds. (Cooldown: 15s)

Superior Rune of the Flock
(1) +25 Healing Power
(2) 25% chance to summon a bird on your attack when hit. (Cooldown: 10s)
(3) +50 Healing Power
(4) Attack bird causes blindness for 5s.
(5) +90 Healing Power
(6) When you use a healing skill you and nearby allies are healed a large amount. (Cooldown: 15s)

Superior Rune of the Grove
(1) +25 Healing Power.
(2) +10% Boon Duration.
(3) +50 Healing Power.
(4) 25% chance to gain protection for 4s when hit. (Cooldown: 15s)
(5) +90 Healing Power.
(6) 25% chance to create a “healing seed pod.” when hit. (Cooldown: 20s.)

Superior Rune of Altruism
(1) +3% Boon Duration.
(2) Give 3 stacks of might to nearby allies when using a healing skill. (Cooldown: 15s)
(3) +7% Boon Duration.
(4) Give Regeneration to nearby allies when using a healing skill. (Cooldown: 15s)
(5) +10% Boon Duration.
(6) Give Fury to nearby allies when using a healing skill. (Cooldown: 15s)

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(edited by Daecollo.9578)

Lets Improve Superior Runes! (LL!)

in Suggestions

Posted by: Chris.6105

Chris.6105

Noooo, absolutly not

You change some of the existing Runes completly, Rune of the Elementalist was already great, why deleting it? Furthermore some of your Runes are soo OP… Ele and Guardian with Rune of Elementalists is totally OP, of Centaur can grant your Team Swiftness non-stop, of Strength, in a good Team 25 Stacks all the time is makeable, of Vampirism, ca. 1000 dmg and gaining 1000 health is a strong effect, of Ranger already works with minions, noo, pls not^^.

Here some really problematic Upgrades: The might granted by Rune of the fighter is less effective than increased might duration with any other way to gain might. of Mad King and of Flock have a bonus which wont work underwater, while of Krait wont work above. of Soldier and of Guardian are pretty nice, but not any profession with screams and blocks always uses them, so this effects are only effective with a low number of builds. All upgrades increasing bleeding and burning are completly useless, if the bleed is not increased at leased by 1s or you cant burn often enough to add the increased duration to one second… Most professions that grant boons dont grant only one boon, so +15% boon duration is likely to be more effective than +20% might duration or so. Rune of Infiltration grants 10% damage against foes with less than 50% health and stealth for yourself, but other runes (especially of the eagle) are far better for dealing damage and the stealth is not good enough as selfprotection to compansate this.

Futhermore i hate the situation of breathing appatus needing an additional rune underwater…

Lets Improve Superior Runes! (LL!)

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Noooo, absolutly not

You change some of the existing Runes completly, Rune of the Elementalist was already great, why deleting it? Furthermore some of your Runes are soo OP… Ele and Guardian with Rune of Elementalists is totally OP, of Centaur can grant your Team Swiftness non-stop, of Strength, in a good Team 25 Stacks all the time is makeable, of Vampirism, ca. 1000 dmg and gaining 1000 health is a strong effect, of Ranger already works with minions, noo, pls not^^.

Here some really problematic Upgrades: The might granted by Rune of the fighter is less effective than increased might duration with any other way to gain might. of Mad King and of Flock have a bonus which wont work underwater, while of Krait wont work above. of Soldier and of Guardian are pretty nice, but not any profession with screams and blocks always uses them, so this effects are only effective with a low number of builds. All upgrades increasing bleeding and burning are completly useless, if the bleed is not increased at leased by 1s or you cant burn often enough to add the increased duration to one second… Most professions that grant boons dont grant only one boon, so +15% boon duration is likely to be more effective than +20% might duration or so. Rune of Infiltration grants 10% damage against foes with less than 50% health and stealth for yourself, but other runes (especially of the eagle) are far better for dealing damage and the stealth is not good enough as selfprotection to compansate this.

Futhermore i hate the situation of breathing appatus needing an additional rune underwater…

Some of those things you listed arn’t as powerful as they were before, like the vampirism heals. A lot of the runes with boon effects are modified to not be perma. (I didn’t list durations, but I was busy making the list.)

I made the runes to go with different classes own traits and such so people can make more unique builds, that is why a lot of the runes are so powerful.

Rune of the Fighter also has damage reduction on it though, you can’t have that plus the other things, it would be too powerful.

I balanced a lot of those runes around a point system.

I also wanted to change a lot of the other runes, but too tired to do so atm… spent over an hour writing this.

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(edited by Daecollo.9578)

Lets Improve Superior Runes! (LL!)

in Suggestions

Posted by: Chris.6105

Chris.6105

“I balanced a lot of those runes around a point system.”

Point System? I can clearly see some obviously OP-Problems. BTW, the problems I mentioned were about the runes like they are. Reduction by 5% seems a bit OP, but I like your Rune of the Figther far more than the one in the game.

“A lot of the runes with boon effects are modified to not be perma.” and “I made the runes to go with different classes own traits and such so people can make more unique builds, that is why a lot of the runes are so powerful.”

No idea, what you mean with this^^.

“Some of those things you listed arn’t as powerful as they were before, like the vampirism heals.”

I play with this Rune and it works well.

Lets Improve Superior Runes! (LL!)

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Posted by: Daecollo.9578

Daecollo.9578

I like the idea of more active effects instead of one-hit-wonders.

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Posted by: Daecollo.9578

Daecollo.9578

Updated to have all the runes I wanted!

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Lets Improve Superior Runes! (LL!)

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Posted by: Chris.6105

Chris.6105

I also totally dislike these on-hit-effects, they are not granted, when hit, and furthermore are useless, if save in backline. Same for on-heal-effects, healing is not thought to be spammed…

Still, your suggestions are totally OP, of Altruism is like playing without rune, but with an elite-heal-skill. of Infiltration is far weaker now, but also totally OP on Thiefs and Mesmer.

Lets Improve Superior Runes! (LL!)

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I also totally dislike these on-hit-effects, they are not granted, when hit, and furthermore are useless, if save in backline. Same for on-heal-effects, healing is not thought to be spammed…

Still, your suggestions are totally OP, of Altruism is like playing without rune, but with an elite-heal-skill. of Infiltration is far weaker now, but also totally OP on Thiefs and Mesmer.

Its all very “Overpowered.” and all the runes have different effects, some heal you when your hit, some runes have heals when you hit. (I have runes which have effects on hit and ones that effect when hit, they are spread all around so people can pick and choose what they want.)

The design was to make all runes overpowered, so they can mix traits with them and make many many different kinds of play-styles and builds.

I balanced Infiltration to when they fix culling and stealth isn’t as much as an issue as it is now.

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(edited by Daecollo.9578)