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How valuable are armor rune slots?


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16 réponses à ce sujet

#1
Gegliosch

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Weapon rune slots are obviously pretty awesome because the available runes are tremendous. Armor runes however don't impress me all that much. Am I missing something? What's the best armor rune for tanks/dd and is it even worth it to trade stats for rune slots when that choice exists?

#2
FieryDove

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I personally like having armor rune slots. Fire/lightning resist in a couple of fights come to mind. But for anything else it's meh. More variety is welcome. (maybe next game)

#3
berelinde

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Fire resistance on chest pieces is nice when you're going up against dragons. Since mages generally do spirit damage regardless of what spells they're actually casting, that's another good rune to put on your chest piece.

#4
FaeQueenCory

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I don't know if you're playing on the PC, OP...
But there's a specific mod that you might very well enjoy:
Rune Expansion Pack*

And then there's another that I found while trying to re-find the first one... so you also might like:
Morozik75's Runes of Evolving*

Hope I could help you with your "boring armor rune" problem!:wizard:


*I haven't used either of these two mods... cause I'm a minimalist when it comes to modding DA. So I'm not 100% sure that there are more armor runes.... but I'm 95% sure there are!
EDIT: Just checked... there are TONS of armor runes! Have fun<3!

Modifié par FaeQueenCory, 30 août 2011 - 11:37 .


#5
thendcomes

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Runes of Fortune are the "best" in that they make buying all the top end gear possible. Element resisting runes can make some fights easier, and allow for a greater variety of Mage builds with Friendly Fire on NM.

#6
Arthur Cousland

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As mentioned, the elemental resistances can be valuable, especially when going up against an enemy who likes to favors certain elements, like how dragons and Corypheus use fire, or the Ancient Rock Wraith+profanes using lightning. It's also nice to load up on the armor+ boosting runes for a bit more durability.  If a particular enemy relies heavily on elemental attacks, equipping an appropriate elemental defense rune can make the fight near trivial.

If I didn't have my party outfitted in equipment that I got from the item packs, I might have found the runes of fortune more valuable, but since most of my in-game money went to a few pricey accessories, rather than armor/weapons, I had plenty of money from selling loot.

Modifié par Arthur Cousland, 02 septembre 2011 - 06:08 .


#7
Anyrandomname

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armor runes: I usually use armor runes and of course a valiance rune. THey dont add a whole lot but it does come in handy ;p Weapon runes are very different, i find them quite useful, the +10%dmg and the primevial rune and other such things r VERY useful

#8
Mocker22

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1 rune of valiance is a must, because hell why not right.

Act 1 and 2 Lightning runes are nice. Fire and spirirt runes are what you wll get the most bang for your rune slot with. Lots of those damage types around. Spirirt is way less neccesary on a mage imo. Your magic resist should be through the roof anyways.

#9
GGW KillerTiger

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Every piece of armor I have that has a rune slot always gets its maximum of 1 Rune of Valiance. Then any remaining rune slots I just go enie-meany-miney-mo with rune of defense and rune of protection XD

#10
Loc'n'lol

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GGW KillerTiger wrote...

Every piece of armor I have that has a rune slot always gets its maximum of 1 Rune of Valiance


Aren't runes of valiance limited to one on the entire character (in effectiveness anyway) ?... :huh:

#11
berelinde

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_Loc_N_lol_ wrote...

GGW KillerTiger wrote...

Every piece of armor I have that has a rune slot always gets its maximum of 1 Rune of Valiance


Aren't runes of valiance limited to one on the entire character (in effectiveness anyway) ?... :huh:

That's what they said, as of the latest patch.

You can put Runes of Valiance in every rune slot, but you'll only get the benefit from the first one. Not even sure how much good it does you there. You don't get access to that rune until Act 3. By that point, you're already 20+ level, so that measly little stat gain isn't going to make that big of a difference.

#12
Mocker22

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+2 to all stats is 10x better then any other rune your going to put there, by level 20 you'll have rune slots in almost everything, just put it in gloves where you can't get a lot of resistance from 1 rune.

#13
berelinde

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Back when it was +7, I would have agreed with you. Now, when you're 20th level and have 40+ in the stats you actually use, +2 is nothing. Even in gauntlets, you'd be better off with that +322 elemental resit (or whatever it is). Still, that's the reason they're runes and not fixed item bonuses. It lets you kit it out the way you want.

#14
thendcomes

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Even at +2, that's the equivalent of over 3 levels worth of attributes, ie. a significant amount. +322 element resist (or whatever it is) is like 3% to resist one element, ie. nothing.

Modifié par thendcomes, 08 septembre 2011 - 05:56 .


#15
berelinde

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Yeah, but if you're rocking a mage, is that +2 to strength going to do you a lot of good? That +322 (or whatever) in fire resistance might make the difference in getting you through a tricky spot. Really, you're going to be using two abilities, and you can get the points in one level and a tad. And look at what those extra stat point do. +1% attack. Uh, yeah. +2 to defense. Right. +2 to Fortitude. If you're looking for Hawke, he'll be over there, where the wing buffet knocked him. Sure, you've got a strength (or whatever) olf N+2, but you won't be seeing any dramatic improvements in gameplay. Stat bonuses do make you feel impressive, though.

Edit: Actually, if I had a piece of armor that had 4 rune slots in it, I just might stick a rune of valiance in one of them. Why not? It's just when Hawke is wearing armor that only has one rune slot per item that I get stingy with them. In that case, if I know I'm going to be facing a particular set of conditions, I'll probably wind up overwriting some of the already-in-place runes, anyway.

Modifié par berelinde, 08 septembre 2011 - 10:20 .


#16
andraip

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@berelinde

I don't want to convince you to use runes of Valiance, but think of it, you gain 2 to all stats. That means +10 health, + 10 stamina/mana, +2% crit chance, +2% crit damage, +1 base damage. And that's the stats that are useful for every character.

If you only look at the +10 health, this will help your mage in tricky spots, Much better for your survavebility then some more % of fire res. imo

#17
thendcomes

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+1 to andraip

You're right, it is more like +6-8 attributes. Mages/Rogues probably won't use strength, and Rogues/Warriors won't use magic.

The full list of increases is
10 health
10 stam/mana
2% crit chance
2% crit damage (four for an assassin)
1 base damage
2 fortitude
2% magic resistance (all elements)
Defense by some amount that's based on a logarithmic scale, which sees larger increases early on and smaller increases later. Rogues may be already capped, but Mages/Warriors will see a significant increase, probably like 8%.
Health regen by some fixed amount and variable amount due to increased health
Mana/Stam regen by some fixed amount and variable amount due to increased mana/stam