Rune Ideas
Old 06-14-2009, 04:32 PM   #1
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Default Rune Ideas

Post your rune idea in this thread. Runes are coming out July 10th.
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Old 06-14-2009, 04:34 PM   #2
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Would be nice to see some boosting experience gains in different skills.

I'll elaborate in just a few on this.
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Old 06-14-2009, 04:35 PM   #3
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I think there should be some unique heal runes

Also,hopefully there will be runes that even small clans can use,and runes that only large rune power clans can use.More importantly,I think not all runes should require dominance/territory,some should just require rune power.
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Old 06-14-2009, 04:36 PM   #4
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Runes that give extra attack speed during clan battle (or all battles)

Runes that double Runepower gained while farming

etc
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Old 06-14-2009, 04:37 PM   #5
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Would be nice to see runes that can be equiped to give experience bonuses to skills. For example:

100k cost rune, lasts a week for all members who are in clan get it as an option to equip if main leader buys it for the clan.

Could be 10-25% gain, depending on price, in passive experience/active experience (again, all relative to which specific rune is bought) to a skill (can be learning, crafting, resourcefulness,etc).

Also, there could be runes for like, increasing drop rate by 5-10%, costly runes, but make it more fun to farm. Or increasing exploration affect.

Also, we must not forget about the archeorunelogy skill...somehow that has to be put into play as well.
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Old 06-14-2009, 04:37 PM   #6
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Class type specific runes anyone?
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Old 06-14-2009, 04:38 PM   #7
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Defensive Runes would be nice. boosting a players total AC by a %

Regenerative Runes that restore Health/Energy/Mana while in combat.

Armor Reduction runes that could reduce your enemy's total AC by a %

3 ideas are enough for now. thanks
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Old 06-14-2009, 04:40 PM   #8
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Smirnoff, I'd think Class type runes should be saved until Jeff decides to implement individual runes.... else someone in a clan would get a bonus while others wouldn't ... doesn't seem right for say 5 warriors and 3 necromancers to pay for runes that only Rangers could use.
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Old 06-14-2009, 04:41 PM   #9
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Like flip said, there also could be ones that increase Attack Power for bows, crushers,slashers,etc by up to as much as 30% or so, or some relative amount. Maybe some speed gains for attacking as well.

Runes that could increase offensive spells...perhaps duration of gems you know? (E.g., increases duration or the damage over time for gems like burning,etc).

I'll post more ideas as they come to mind.
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Old 06-14-2009, 04:41 PM   #10
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All in all runes should be clan based for wars and advantages of leveling up the lower levels to get them war ready for lvl 70.

So exp boosts.

Perhaps a very powerful rune allowing the clan to have an extra 8 stats levels (the ability to get to lvl 72 or more). This one would require a lot of RP and maintenance mind you.
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Old 06-14-2009, 04:41 PM   #11
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Ah yes fair point Gilmour, I didn't think of looking at it that way. But in any case, it's just an idea that can be expanded or improved on.
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Old 06-14-2009, 04:42 PM   #12
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What about generic class enhancing runes? Like ones that will increase ALL classes by 10% of what their natural abilities are.
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Old 06-14-2009, 04:43 PM   #13
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Quote:
All in all runes should be clan based for wars and advantages of leveling up the lower levels to get them war ready for lvl 70.
I don't think all clans are based on war flip. Some exist for peace and crafting-it wouldn't be fair to be bias against them.
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Old 06-14-2009, 04:44 PM   #14
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Also, make sure no runes are epic (or dismantlable) because they will be bought just for their dusts lol.
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Old 06-14-2009, 04:47 PM   #15
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I think it would be creative to see runes that increase the % in higher tiers that you get from gathering resources. For example, a 25 % increase in the quality of the resources you get from the resourcefulness skill [insert skill name].

Runes are a wonderful way to expand many areas of the game, both combat and not, so let's try to think outside of just clan wars and battle.
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Old 06-14-2009, 04:49 PM   #16
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Runes that allow you to see what your foe's ac and hp are during battle would be cool (both in pvp and in pve).
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Old 06-14-2009, 04:51 PM   #17
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1)Lets also thinkg -how will the skill archeorunology skill under adventuring affect the equipping of runes ?

2)Will that equipping of runes be lvl based as well as some skill lvl based ?

So younger members of clans wont be able to equip them anyway ?

3)Only 6 rune slots on each character. Will there be more than 6 rune types ? So people/clans can choose what to eqiup and when ?

4)How will the equipping system work ? you drag a rune into one slot, then swap with another ? Will the runes be taken from clan rune armory or somethin ? or clan master will grant them to specific members upon purchase ? (granted of course there will be more than 6)

5) Will the runes be of different lvls ? like in gems ? HEAL RUNE lvl 1, HEAL RUNE lvl 2 ?

6)How will runes be reflected by rune power ? Millions of millions of runepower or possibly lower amounts for all clans to be able to acquire them ?

Probably more questions/thoughts to follow ^_^
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Old 06-14-2009, 04:54 PM   #18
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I hope that the runes turn out to be viable for clans of all sizes and goals to be able to use some.
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Old 06-14-2009, 04:57 PM   #19
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destructions right. my clan isnt based on war for example.

another idea is runes that increase STR, DEX, AGI, CNT etc.
and a purchased rune should be equipable by ALL members of the clan (instead of buying individual runes for each member). that would be extremely costly.

i also agree that the archeorunology skill should have something to do with it too.
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Old 06-14-2009, 05:00 PM   #20
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Quote:
What about generic class enhancing runes? Like ones that will increase ALL classes by 10% of what their natural abilities are.

I like that,however,10% of 15% is only +1.5%....Not enough. I would say +100% doubling the class bonus at perfect skill levels of 100 in class enhancement and class specialization.
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