Thoughts on Traveler runes
I run a perma-swiftness build that uses water/monk runes with no stealth, s/p. I’ll be posting a video and build within the next few days, because traveler runes won’t be as fast as swiftness.
I run a perma-swiftness build that uses water/monk runes with no stealth, s/p. I’ll be posting a video and build within the next few days, because traveler runes won’t be as fast as swiftness.
You can get perma swiftness (15% boon duration) and a 25% speed boost with runes of the traveler with only 10 points in acrobatics. On top of that it has 3/6 divinity stats. I was thinking that the 25% boost would be great for any build and that it would make the already mobile thief even more mobile.
Appearantly this doesn’t stack? I thought this was different because it doesn’t come as a buff, guess I was wrong.
Still a great Rune I guess if you don’t want to go for swiftness and would like to get some extra speed, but nowhere near as good as I thought it could be. For a moment I really thought this was different from speed boosts that come in the form of buffs.
(edited by Ivonbeton.6814)
In this game, when it comes to movement speed, the fastest speed buff you have overrides the others you have.
I like these runes, I’ve been using them for a while now and it opens up more options for traits which is nice. The loss of DPS by choosing these runes can be partially made up by picking up the might dodge trait or just going 10 into DA (with popular WvW builds in mind).
Never ever playing without them anymore.
Legendary counter: Twilight, Bolt, Incinerator, Incinerator Nr. 2, Meteorlogicus, The Dreamer
For my d/d build I ran the typical utility skills shadowstep, refuge, and speed signet with divinity runes. When these came out I swapped out my divinity runes for these as it allowed me to drop the speed signet for another utility. So it’s pretty much a free utility while retaining the 25% movement boost. I went with assassin’s signet so in my build i lost a tad of toughness and about 6% crit damage (still at 94%) but gained power and still have the 25% movement speed….worth it in my opinion.
Wu Táng Financial [Táng] – YB
I want them in PvP.
i run perma swiftness with my Superior rune of centaur + withdraw healing skill… +165 attack power.
i run perma swiftness with my Superior rune of centaur + withdraw healing skill… +165 attack power.
I guess that’s still the better option unless you want different choices in traits and utilities.
i run perma swiftness with my Superior rune of centaur + withdraw healing skill… +165 attack power.
I haven’t run with them very much as I only bought them yesterday, but so far, the + cond. duration and the + boon duration really help out. I guess it all comes down to preference of power or utility, but so far I really like the new Runes of the Traveler. This weekend I’ll probably get some more WvW in to see how they really stack up though.
i run perma swiftness with my Superior rune of centaur + withdraw healing skill… +165 attack power.
I guess that’s still the better option unless you want different choices in traits and utilities.
These Runes also allow on demand usage of your healing skill as opposed to using it on recharge to maintain a speed buff.
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.
i run perma swiftness with my Superior rune of centaur + withdraw healing skill… +165 attack power.
I guess that’s still the better option unless you want different choices in traits and utilities.
These Runes also allow on demand usage of your healing skill as opposed to using it on recharge to maintain a speed buff.
Yeah, you even have a choice of healing skills.
What have people swapped in to replace signet of shadows after switching to traveler runes? Particularly for d/p builds.
I previously ran infiltrator’s, blinding powder (or shadow refuge) and SoS.
I swapped in shadow step which was a solid upgrade.
What have people swapped in to replace signet of shadows after switching to traveler runes? Particularly for d/p builds.
I previously ran infiltrator’s, blinding powder (or shadow refuge) and SoS.
I swapped in shadow step which was a solid upgrade.
I’m not d/p but on my d/d i ran shadowstep, shadow refuge and signet of shadows…now i run shadowstep, shadow refuge and assassin’s signet. More powaaaa
Wu Táng Financial [Táng] – YB
What have people swapped in to replace signet of shadows after switching to traveler runes? Particularly for d/p builds.
I previously ran infiltrator’s, blinding powder (or shadow refuge) and SoS.
I swapped in shadow step which was a solid upgrade.
I run several builds and gear sets on my thief. Been thinking about switching out my divinity runes for these on one of my WvW D/P builds. Consistent speed and extra boon duration on my might stacks doesn’t sound too bad for a D/P build.
I’ve purchased a set of these for wvw but haven’t made the switch yet. I’m excited to run without sig of shadows, but I usually just swap it out prior to combat anyway. I guess it will be one less thing to worry about if I get ambushed. The boon/condi duration boost is rather neat for when I run s/d, but I think I’ve already pushed the daze duration up as far as I can with a sigil of paralyzation. I’m not really sure how that calculates.
soloQing my way through leagues…
i run perma swiftness with my Superior rune of centaur + withdraw healing skill… +165 attack power.
Same. You get more mobility since swiftness > 25% run speed and when you use withdraw along with it, the dodge also moves you even faster. The cooldown of withdraw is so low, I’ve almost never had a problem with it being on cooldown from when I used it to travel.
I’ve
almost neverhad a problem with it being on cooldown from when I used it to travel.
FTFY
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.
I’ve
almost neverhad a problem with it being on cooldown from when I used it to travel.FTFY
huh?
It’s a 15 second cd. If I’m using it to travel, then it’s nearly off cd by the time I get to where I’m going and pretty much always off cd by the time I need a heal. If I’m dying for a heal in the first few seconds of a fight, then it’s time to retreat from the fight anyways.
@Ivonbeton.6814 I would suggest using a back stab build with this and play around with different utilities in place where you would have Signet of Shadows
http://wiki.guildwars2.com/wiki/Assassin's_Signet
http://wiki.guildwars2.com/wiki/Blinding_Powder
These are a couple of the common favorites
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.