Runes and sigils are some of my favorite aspects of build making. I absolutely love seeing what I can do and how I can modify my build with runes and sigils. More so runes than sigils since they have a wider range of what they can do. But at the same time I feel that Both of them are really lacking in what they can and can’t do. Most the time you’ll end up having to run something like Runes of Strength or sigil of force because that’s whats best for your build. And I find those runes to be rather boring. I much prefer runes like Rune of the Pirate that have a bit of flavor to them. Or Runes of Perplexity that can actually change the way you might use some skills or engage in combat. I’d very much like to see more diversity in these so I’m going to make a few suggestions for runes and Sigils that could open up a new way to use them.
Rune suggestion:
- Charge runes: Charge runes are an idea that I had where it would gain a charge much like the on death sigils. But rather then gaining a charge when something dies you could gain a charge when using a specific skill, dodging, blocking or being struck. These runes would have the basic buffs we come to know and love that are common among runes but would have an effect that goes off when its fully charged. So for example maybe once you’ve been struck 10 times while in a fight the charge resets and grants protection to you and adjacent allies for a few seconds.
- Combo Runes: This idea was one I’ve had for a long time and I still like it. The elementalist has a trait that grants fury when they blast in a fire field. I rather like this idea and feel it would fit right at home with rune sets as well. So it could combo with projectiles, whirls, blasts or leaps to add an effect to fields that might otherwise be under appreciated in the game or under used. One example might be using a blast finisher on a poison field might cause a combustion effect that burns and damages foes.
- Mastery Runes: These runes would function a bit differently than something like rune of strength but still be fairly simple. Mastery Runes are a type of rune set that care about the specific weapon the user is wielding at the time. So lets say you’re wielding a sword. The Mastery Runes might improve that weapon in some way. Like perhaps you get a 5% damage bonus while wielding a sword and sword skills have a chance to grant some sort of boon. This type of rune could reward players for using specific weapons and really make them feel like “I am a sword master” or “I am a axe master” to really help flesh out their play style.
- Skill Runes: These runes already exist in the game, but are few and far between. I’d like to see more Skill runes with greater impact on the players build. So for example maybe they reduce the cool down of that type of skill or give minor improvements to its effectiveness. Really play more into the build. So maybe a Rune set that increases the duration of Wells by one second or something along those lines.
- Summoner Runes: This one is a bit more specific than the other ones. But I feel like it should be mentioned. This category of runes wouldn’t just care about one skill type but rather would impact skills or other effects that might Summon allies to aid you. So Rather than buffing your damage like Runes of the ranger these type of runes might buff the damage of your summons. Which would include minions, Elementals, Spirit weapons, spirits(if we ever get attacking spirits), turrets and whatever else you might summon. The effects could very greatly from set to set, such as increased health or combine with other ideas I had like adding a charge to it when you summon or one of your creatures dies.