Runes corresponding on elite specs
https://www.guildwars2.com/en/news/specializations-part-two-reward-tracks-and-elite-specializations/
“Elite Specialization Reward Tracks
Finally, these reward tracks unlock everything for an elite specialization: weapon, unique mechanics, skills, and traits. They’ll also reward items, including new runes and sigils, a fancy weapon skin for your new weapon type, and an armor skin for a single matching piece of armor (usually headgear or shoulders). As long as you’ve purchased Guild Wars 2: Heart of Thorns, you’ll automatically unlock access to all elite specializations in PvP.”
I think we should have Runes maybe even sigils for the elite specializations, for instance maybe reaper runes with power toughness or power condi, with a on 3 perk, giving you like a sigil of fire ability but frost because chill is vary heavy on reaper as of right now, or a X amount of (Trait) is converted to an X amount of (Trait.) and a on 6 with extra damage in reaper shroud or something. I think this would be awesome if legendary armor had 2 rune slots like I predicted ;3. And maybe a corresponding sigil to the class?
I don’t think your prediction is going to happen, at least not in HoT.
They already said that ascended armor would remain the highest tier, which it wouldn’t be if legendary was made strictly better than it rather than equal.
There will be new runes but somehow i doubt there will be ones similar to the runes of the elementalist/mesmer/ect (it would be really cool, although something so specific as “+% damage in reaper shroud” would be bad since other classes wouldnt get any use out of them)
If anything I hope the old class specific runes are made a lot better. Some of them arent that bad, but some of them are just awful.
There will be new runes but somehow i doubt there will be ones similar to the runes of the elementalist/mesmer/ect (it would be really cool, although something so specific as “+% damage in reaper shroud” would be bad since other classes wouldnt get any use out of them)
If anything I hope the old class specific runes are made a lot better. Some of them arent that bad, but some of them are just awful.
I think they will be more like: “when using shouts x happens” or “when placing a trap y happens” so they can be used by the elite specs but also by other professions.
I think they will be more like: “when using shouts x happens” or “when placing a trap y happens” so they can be used by the elite specs but also by other professions.
That would be some kind of unfair for scrapper, because scrappers just have unique utility skill types and wouldn’t be able to use any of those runes effectively….
although something so specific as “+% damage in reaper shroud” would be bad since other classes wouldnt get any use out of them)
That would be great.
I wouldn’t want to end up having to grind for say, dragonhunter just for the runes with no intention to play a DH if they happen to be useful to a chronomancer.
I’ve been pitching ideas for Runes in a couple of the profession forums (excluding Berserker, Chronomancer, Herald as I don’t have a good feel for what those professions need in the way of rune support).
Here’s where my ideas are at currently.
SUPERIOR RUNES OF THE DAREDEVIL
(1) +25 Condition Damage
(2) +10% weakness duration
(3) +50 Condition Damage
(4) 25% chance when struck to inflict weakness for 5 seconds. (Cooldown: 20 seconds)
(5) +100 Condition Damage
(6) 7% of Condition Damage is converted to Toughness.
SUPERIOR RUNES OF THE DRAGONHUNTER
(1) +25 Precision
(2) +10% cripple duration
(3) +50 Precision
(4) 25% chance when struck to inflict cripple for 5 seconds. (Cooldown: 20 seconds)
(5) +100 Precision
(6) +15% cripple duration, +25% move speed
SUPERIOR RUNES OF THE DRUID
(1) +25 Healing Power
(2) Gain up to 400 Toughness while reviving an ally, based on your level.
(3) +50 Healing Power
(4) After using a healing skill you gain resistance for 3 seconds. (Cooldown: 10 seconds)
(5) +100 Healing Power
(6) 7% of Healing Power is converted to Precision.
SUPERIOR RUNES OF THE REAPER
(1) +25 Power
(2) +10% Chill duration
(3) +50 Power
(4) 25% chance when struck to summon a shambling horror. (Cooldown: 90 seconds)
(5) +100 Power
(6) +15% chill duration, +25% move speed
SUPERIOR RUNES OF THE SCRAPPER
(1) +25 Vitality
(2) +5% daze and stability duration
(3) +50 Vitality
(4) +10% daze and stability duration
(5) +100 Vitality
(6) +10% daze and stability duration, +5% damage while you have an active companion.
SUPERIOR RUNES OF THE TEMPEST
(1) +25 Toughness
(2) +5% Condition duration
(3) +50 Toughness
(4) +5% Condition duration; –50% Incoming Cripple Duration
(5) +100 Toughness
(6) +5% Condition duration; when you activate a shout skill you gain aegis for 6 seconds. (Cooldown: 30 seconds)
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
I think they will be more like: “when using shouts x happens” or “when placing a trap y happens” so they can be used by the elite specs but also by other professions.
That would be some kind of unfair for scrapper, because scrappers just have unique utility skill types and wouldn’t be able to use any of those runes effectively….
True I guess. Perhaps the scrapper could have something like “when stomping an enemy or rezzing an ally x happens” though that wouldn’t be very exciting.
Edit: What about scrapper runes that focus on summonable allies? That could work.
So… we have the ACTUAL runes now…
SUPERIOR RUNES OF THE BERSERKER
Used by: Hybrid DPS
(1) +25 Condition Damage
(2) +35 Power
(3) +50 Condition Damage
(4) +65 Power
(5) +100 Condition Damage
(6) +5% Damage and Condition Damage
SUPERIOR RUNES OF THE CHRONOMANCER
Used by: Chronomancers & Necromancers (well-o-mancers)
(1) +25 Power
(2) +35 Precision
(3) +50 Power
(4) +65 Precision
(5) +100 Power
(6) Well Skill: 2 seconds of Quickness
SUPERIOR RUNES OF THE DAREDEVIL
Used by: Power DPS
(1) +25 Power
(2) +35 Toughness
(3) +50 Power
(4) +65 Toughness
(5) +100 Power
(6) Dodge roll in combat: Next attack auto-crits
SUPERIOR RUNES OF THE DRAGONHUNTER
Used by: Dragonhunter, Ranger, Thief Power DPS trap-setters
(1) +25 Ferocity
(2) +35 Power
(3) +50 Ferocity
(4) +65 Power
(5) +100 Ferocity
(6) Place Trap: Gain 5x Might (8 seconds)
SUPERIOR RUNES OF THE DRUID
Used by: Druid & Elementalist Healers
(1) +25 Healing Power
(2) +35 Vitality
(3) +50 Healing Power
(4) +65 Vitality
(5) +100 Healing Power
(6) Glyph Skill: Gain 500 Healing power (8 seconds)
SUPERIOR RUNES OF THE HERALD
Used by: No One? 
(1) +25 Toughness
(2) +5% Boon Duration
(3) +50 Toughness
(4) +10 Boon Duration
(5) +100 Toughness
(6) Healing Skill: Grant Allies Protection
SUPERIOR RUNES OF THE REAPER
Used by: The occasional Reaper
(1) +25 Power
(2) +35 Toughness
(3) +50 Power
(4) +65 Toughness
(5) +100 Power
(6) Shout Skill: Chill nearby enemies
SUPERIOR RUNES OF THE SCRAPPER
Used by: Melee Bunkers
(1) +25 Power
(2) +35 Toughness
(3) +50 Power
(4) +65 Toughness
(5) +100 Power
(6) Damage reduced by 7% when within 600 of attacker
SUPERIOR RUNES OF THE TEMPEST
Used by: ???
(1) +8 All stats
(2) +5% Condition Duration
(3) +12 All Stats
(4) +10% Condition Duration
(5) +16 All Stats
(6) Break stun: Heal nearby allies
And not an Espec runeset but…
SUPERIOR RUNES OF THE REVENANT
Used by: ???
(1) +8 All stats
(2) +10 All stats
(3) +12 All Stats
(4) +14 All stats
(5) +16 All Stats
(6) Heal skill: Gain Resistance (2 seconds)
((I like mine better ))
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Guys it happened