rune trapping
Old 07-30-2014, 01:09 PM   #1
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Default rune trapping

like spider trapping...but for runes.

decreases chance of you getting a rune drop, but increases the chance of it being both higher rank and of it being rare or epic when you do get one.
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Old 07-30-2014, 01:17 PM   #2
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support
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Old 07-30-2014, 04:03 PM   #3
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support
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Old 07-30-2014, 05:13 PM   #4
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I don' remember who said "but runes drops, regardless of rareity are still not worth anything" but I agree, and if not, very well will soon be imo. Maybe if they at least had a decent sale price according to their level or type I.e normal, rare, epic. At this point of the game the lack of need for them, and no use for item drop count, make them an irritance to say the least. Maybe if a sliding skill like spider trapping that, when levelled, would also change them so they add a percent towards 1 item drop count, if that makes any sense. Like if you find, at level 100, 6 runes( give or take) in between your epic drop, it will count as 1 item lowering the wait and adding a bit of coolnees to finding these otherwise useless things. OR (drools a little) they can add a small percent of their affect when bound to an item/armor. Dooooo eeeeeet!!!!!

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Old 07-30-2014, 05:20 PM   #5
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I don' remember who said "but runes drops, regardless of rareity are still not worth anything" but I agree, and if not, very well will soon be imo. Maybe if they at least had a decent sale price according to their level or type I.e normal, rare, epic. At this point of the game the lack of need for them, and no use for item drop count, make them an irritance to say the least. Maybe if a sliding skill like spider trapping that, when levelled, would also change them so they add a percent towards 1 item drop count, if that makes any sense. Like if you find, at level 100, 6 runes( give or take) in between your epic drop, it will count as 1 item lowering the wait and coolness of finding these otherwise useless things.
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Old 07-31-2014, 10:00 AM   #6
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I love the idea of making runes usable by sacrificing them enough times to get a little of their effect permenamtly, but think it would be so much work that its unlikely to happen. Something to stop me getting 1-3 runes per fight that I just destroy would be much appreciated though.
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Old 07-31-2014, 10:23 AM   #7
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It's on our radar, but probably bump it weekly.
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Rune sacrifice
Old 07-31-2014, 01:27 PM   #8
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Default Rune sacrifice

It was Me that proposed a rune altar placing runes in the altar would grant your clan small terr dom gain in a relative amount to rune rank a couple of years back

at least make then useful again I trot this idea out every now and again but no one seems bothered
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Old 07-31-2014, 05:17 PM   #9
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well plagiarism is the greatest form of flattery chris
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Old 12-22-2014, 12:39 AM   #10
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bumpity bump! just got a r1 wise in halycon rapids
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Old 12-22-2014, 12:59 AM   #11
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Even giving em a STS value equivalent to the rare gems that drop would be nice. (Would be a flat value no matter the rank.)

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Old 12-22-2014, 03:25 AM   #12
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>_> runes doing something besides getting destroyed? support
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Old 02-27-2015, 11:27 PM   #13
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bumpity.

rune tarpping
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Old 03-27-2015, 05:47 AM   #14
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What about combining 2 w/an enchanting rod to make better ones?
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Old 03-31-2015, 09:41 PM   #15
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got a r1 vamp rune. bumpadump
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Old 04-01-2015, 03:02 AM   #16
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Support
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Old 04-01-2015, 10:02 AM   #17
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but I like getting Stimulating Runes...
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Old 06-21-2015, 10:16 PM   #18
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bump...plox do this glitch >.<
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Old 06-22-2015, 10:52 AM   #19
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bump
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Old 12-17-2016, 10:16 PM   #20
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it's kinda silly when you keep getting like 2 or 3 r1+ runes per mob in dungeon of ruin 2 (lvl 123ish zone).

Make it like the old spider trapping. You get 1 for every (you decide) runes and the rune ends up (you decide) tiers higher.

Lose the r1+ runes and bring on the r6+++ runes!
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