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Legendary Runes

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Sexorcist Discord

Going through some of the legendary runes, i feel like for how rare they are some of them feel kind of lackluster. I understand that there are suppose to be less desirable one, however, it doesnt meen they have to be useless. Here are some of my suggestions.

Rune of Recovery
Currently - +8% on healing received
Proposed - +10% on healing Recieved + 10% chance for double potion healing

Rune of Grand Soul, Spirit, and Vitality
Currently - +12.5% mp/hp/both
Proposed- +15% mp/hp/both

Rune of the Slayer
Currently - +2% dmg to bosses only
Proposed- +10% dmg to bosses only
or
+2% dmg and 10% chance for double dmg to bosses only

Rune Of Black
Currently - 5% chance to deal 5% monster dmg for every 10%hp missing
Proposed - 5% weapon dmg (no proc or spells) for every 10% hp missing on monster only

Rune of Rhyme
Currently - Reduces freeze and earthbind duration by 33%
Proposed - Reduce all Spell debuffs/holds duration by 33%

Rune of Grace
Currently - Lesser Heal, Heal, Greater Heal, and Full Heal real spell casts have a 10% chance to heal another nearby friendly party or pledge member. Does not trigger from scroll casts.
Proposed- 5% chance to heal whole party by equivalent heal and 5% chance to trigger immune on target

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Falran Discord edited

Good thread. Rune of Grace - I agree this one is pretty odd as it is. 10% chance for an extra party member heal is too random to be worth equipping. Mages are just gonna use heal all if needing to heal multiple people most likely and the chance is too low/unreliable. Should probably rework it to do something else. Maybe chance to apply some sort of short duration DR or MR or Ele resist buff. More support oriented.

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Flaaaar Discord

I rerolled the Grace one into something else given how lackluster it is

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Falran Discord

On rune of slayer. Boss damage is pretty strong because they regenerate. 10% seems a bit wild. 2% maybe is too low, but there's some range between 2 & 10 that might make more sense. The gms probably have good data on dps and what that should be.

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Sexorcist Discord

I thought about that tbh and after some weapon testing, we are looking at 100 more dmg per hp tik at most.

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Sexorcist Discord

Is that not work a legendary rune?

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Falran Discord edited

My main point there was I don’t have any real data to propose what the % really should be. I agree my initial impression of the rune at 2% is meh, I probably won’t bother with this. There’s so many other awesome runes that are less situational that I want.

Plus it’s all damage and not just melee swings right? So how good is it for classes with lots of burst damage? Like my mage can now barely kill certain tough bosses with lots of MR and/or regen like Demon and Lich just before I run out of mana. It’s tight though sometimes. A 10% damage swing rune would widen that range of what’s even possible a lot. 🤷‍♂️

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STRENGTH site: Valcoolwing Discord

Rune of Slayer +2% dmg to bosses only is negligible. 10% is not wild when you compare it to a lot of the other legendary runes (remember we're only talking about legendary here). We have legendary runes that give 12.5% more HP, chance to double cast at 10%, some super strong legendary runes that make people much stronger. 2% (to bosses only) is more on par with a uncommon rune by comparison.

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Sexorcist Discord

As of right now it only improving my max roll with claw by 12dmg.

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STRENGTH site: Valcoolwing Discord

It improves my damage by 1 or 2 per swing on bosses.

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Sexorcist Discord edited

Rune of Slayer, 2% dmg to boss -> +2 PvE dmg seems under whelming. When a rare rune (Rune of Honer) is 1dmg 1hit pve+pvp. When considering scalability i personally would expect an Epic rune to be +2dmg +2hit to pve and a Legendary to be +4dmg to boss or pve.

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Lineage 1 Reborn Team Discord

Partly done: Rune of Recovery and Rune of the Slayer were improved in July. Grand Soul, Spirit, Vitality and Grace are unchanged.

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