Rune of Druid Ideas?
I would imagine that we’d have some sort of bonus to casting glyphs tied to the rune since the reason anet gave for giving us existing skill types was to enable runes that worked with them. However, i do like your take on it too, a lot actually.
As their mother, I have to grant them their wish. – Forever Fyonna
I would imagine that we’d have some sort of bonus to casting glyphs tied to the rune since the reason anet gave for giving us existing skill types was to enable runes that worked with them. However, i do like your take on it too, a lot actually.
I … could work with a Glyph rune idea
Rune of Ranger V.2
(1): +25 Healing Power
(2): +2% Outgoing Healing to Allies
(3): +50 Healing Power
(4): +3% Outgoing Healing to Allies; Glyphs recharges are reduced by 10 seconds when you change Forms or Attunements (10s RC)
(5): +100 Healing Power
(6): Activating a Glyph causes your next Glyph used in a different Form or Attunement to be 50% more effective.
If it is the case like Durzlla suggested, a rune involving glyph use would probably not be tied to the druid mechanic simply because it wouldnt function with the other classes that have them (Eles). It would probably be more like activating a glyph gives x boon to allies as a T4 or T6 bonus. I would also prefer a vitality stat on them to be honest. Any build wouldn’t say no to more health be it ranger or ele though I can see the case for healing power.
Edit: and gg I just read your 2nd post. Well I would still prefer a rune not tied to healing but I guess Druid is centered on it so focusing on a rune for that sake wouldn’t be too bad.
And you really ought to up the % to 10 for the whole set at least. You could put it on the 4th stat as 10% and add a boon duration to the 2nd but that would be just me.
(edited by Draeyon.4392)
1.) +25 healing power
2.) 5% chance on striking a foe to cause burning for 2sec.
3.) +50 healing power
4.) 25% chance when struck to daze that foe for 1sec. 30sec cd.
5.) +100 healing power
6.) When using a glyph, upto 5 allies within radius gain 2 stability for 5sec. 45sec cd.
1) 3% outgoing healing to allies
2) glyphs apply 3 seconds of regeneration in an AoE
3) 5% outgoing healing to allies
4) glyphs apply 3 seconds of protection in an AoE
5) 10% outgoing healing to allies
6) glyphs apply 3 seconds of resistance in an AoE
1.) +25 Healing Power
2.) 5% Outgoing Healing Effectiveness.
3.) +50 healing power
4.) Heal nearby allies when activating a Glyph. (10s cooldown)
5.) +100 healing power
6.) 7% of Toughness is converted into Healing. Activating an Elite creates a Rejuvenating Tide.
Will update once Path of Fire releases.
1) +25 Vitality
2) +5% Boon Duration
3) +50 Vitality
4) Activating a Glyph grants 3 stacks Might to allies for 10s
5) +100 Vitality
6) Using an elite converts 3 conditions on allies into boons (30s icd)
(edited by Draeyon.4392)
1- option to stow pets
2- all melee damage is increased by 30%
3- sword does not root you
4- perma ca form
5- traits reshuffle to make sense
6- pets grow up and serve as mounts
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
1- option to stow pets
2- all melee damage is increased by 30%
3- sword does not root you
4- perma ca form
5- traits reshuffle to make sense
6- pets grow up and serve as mounts
Seem legit…
1- option to stow pets
2- all melee damage is increased by 30%
3- sword does not root you
4- perma ca form
5- traits reshuffle to make sense
6- pets grow up and serve as mountsSeem legit…
Spent all night mining for that data
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(1): +25 Healing Power
(2): When using a heal skill, grant fury to allies for 8 seconds. (cooldown 10 sec)
(3): +50 Healing Power
(4): 25% chance whens truck in combat to entangle the attacker. (cooldown 30 sec)
(5): +100 Healing Power
(6): Increase Ferocity by 15% of your Healing Power
Kitten – Zerker Ranger – http://gw2efficiency.com/c/Kitten
Kitty Smallpaw – Condi Ranger – http://gw2efficiency.com/c/Kitty%20Smallpaw
(1): +25 Healing Power
(2): +10% might duration
(3): +50 Healing Power
(4): When you use a heal skill, gain aegis for 5 seconds (Cooldown: 10s)
(5): +100 Healing Power
(6): +20% Might duration; when you use a healing skill, gain 3 stacks of Might for 10 seconds. (Cooldown: 10s)
(edited by bloodpyrope.8630)