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pick hunter if you want more dps, going mage seems to make sense but imo its too squishy to go that route even with a shield+throwing...rune by iself isnt anything fancy but the entire rune weapon tree and rune:absorb, rune:feather, and seal of fate are really good moves...and rune of life gives you 2 of the best resists bleed/vit a big boost.
max rune:feather asap for an offense ability boost and the ability to leave str low..it shouldnt be above 90 base...then the entire rune weapon tree except the hp steal (leave at 1 for now)..then start leveling rune:absorb (you block a lot more with this maxed and mana steal),and ya rune of life for prob the 2 best resists in the game...
also dump a lot of points into int so it gets multipled by rune weapon, with plenty dex, and low str (50 is doable with godly gear but more likely you'll be at 80-100) and later hp as rune doesnt give a lot of hp...you badly need transmuation and the magical charge add on in rune weapon to get decent damage and then level the base rune weapon to multiply that damage, maxing magical charge after rune feather is highly recondmended as it all 3 elemental at once (fire,ice,lighitng) so that low number is misleading and you refelct a lot of damge to enemies that melee you... then after magical charge is maxed then max transmution to make use of your base weapon damage and add more dps..
1 point in life steal so you can keep yourself healed and mana stealing. later the 100% maxed rune weapon tree is amazing up there with onslaught maxed tree (though not as tanky and doesnt give atk speed though you'll never run outta mp and it hp steals)
warfare is good because of onslaught and battle standard, very tanky and have stun skill, with occasional pet for distraction if needed.
rune gets tankier when you max rune:absorb and have a good shield, and sacred rage procing so having good hp so the 40% req happens sooner..though most ppl keep sacred rage and its add on at 1 point each for a long time as runemaster has too many other things to max but that damage absorb and damage reduction from the add on and the only req being 40% hp means it'll proc and proc often.
if you rather use onslaught and use couple rune things to support warfare you wont be pumping int and skipping rune weapon and using onslaught and using the dual wield move from rune to give close to 100% to dual wield...and sacred rage to save you if you get low on hp...
both builds work imo, rune is more a backup mastery though you can make it your main if you go heavy on the int and use the other mastery to backup it...the best skill of rune is rune weapon which asks for massive int investment and having rune:feather to make str req really low (and it works on shields too)...but using rune as a backup works too due to the passives and rune of life being quite good though you cannot make use of rune weapon without int invesment.
dream or warfare is easier to use in the early game, dream due to trance of wrath wrecking normal and warfare due to battle standard adding a ton of set phys dps that can make up for bad weaponry. but ya rune def gets easier if you level magical charge of the rune weapon tree first and max it
but for rune its all 3 elemental at once (so the low number isnt low) for the reflect and the hit so its triple of what the numbers say and it remains good to the end of the game so after you max magicial charge it does a lot of dmage then you add transmution after and lastly max the base rune weapon after both magical charge and transmution is maxed and watch it multiply that elemental damage, ya forgot to mention that you always max magical charge after maxing rune:feather, that is a normal mode nuke and remains good to the end of the game, rune weapon base skill wont have much to multiply if you max that first so you max that after transmution and magical charge
Warfare is just about the worst to level with... It's a good mastery but for levelling its horrible, like hunting. Dream is OK for levelling, the best is earth because of ring of flame.