good melee runearms

Refutor

Member
with the new runearm changes (and epic destiny), i am thinking of trying melee with a runearm. any recommendations for good melee runearms? or do i just go with dinosaur bone runearm? 2d12 evil damage (per imbue dice i assume) seems decent
 

rabidfox

The People's Champion
2d12 evil damage (per imbue dice i assume) seems decent
This is often a source of confusion. The "rune arm imbue" on runearms has zero to do with the imbue dice system. The only thing they have in common is the use of the word imbue (SSG really should rename the effect on runearms). It'll scale off your melee or range power but it won't be anything more than 2d12 evil damage (boosted by 200% MP/RP scaling).

The dino runearm does offer the 5-piece dread set bonus on it, so you're rocking 4 other pieces of gear with that set bonus then it could be nice. And/or you might craft nice effects into the dino-crafted slots on it.
 

Zvdegor

Melee Artificer Freak
On my melee arti I did lots of tests on Lamaland. Took 2 of the Metamagics (Maximize/Empower) and also Epic Mage Armor.
It was a big dissapointment as a melee. The extra Runearm damage wasn't noticeable but in addition I lost lots of melee dps thx to the new Destiny Tree.
Forcing melee players to take caster feats to boost runearm damage IMO is nonsense. Runearm damage also scales with Spell Power and nothing to do with Melee Power.
Also Epic Mage Armor does NOTHING until you take the new Epic Destiny tree T5. Its a waste of feat until that time. So you can waste 3-4 feats for a tiny bit of Runearm damage but you will lose lots of melee DPS
Also only 2 of the Runearm has +30% recharge speed (Toven's Hammer and Machination of Madness) which are good for melee arties but if you use another one no more fast charge speed.
I dont recommend at all to boost Runearm damage on a melee arti.
It is something that can be good for a tanky caster or ranged type artifier. At least in the current form of the new ED tree.
Waiting on preview 3 to test more and hope they will make some meaningful changes.


P.S: If someone can roll up a melee build which can get benefit from the new ed tree and will efficient in r6+ questing lemme know

ZVD
 
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Zvdegor

Melee Artificer Freak
Another interestig option can be Whirlwind attack + boosted runearm damage with a short range damage AOE type runearm. (like the Dino Runearm)
360 degree runearm damage can be fun if it works that way but need further testing.
 
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rabidfox

The People's Champion
P.S: If someone can roll up a melee build which can get benefit from the new ed tree and will efficient in r6+ questing lemme know
It'll likely be an EK or bard melee build that pairs well with the new tree.

Another interestig option can be Whirlwind attack + boosted runearm damage with a short range damage AOE type runearm. (like the Dino Runearm)
360 degree runearm damage can be fun if it works that way but need further testing.
Ruenarms exist outside the weapon attack cycle. Active attacks like whirlwind don't fire them; they fire entirely independently of stuff like that.
 

Zvdegor

Melee Artificer Freak
It'll likely be an EK or bard melee build that pairs well with the new tree.


Ruenarms exist outside the weapon attack cycle. Active attacks like whirlwind don't fire them; they fire entirely independently of stuff like that.
Yes but if you activete WWA and Runearm at the same time will the Runearm shoot goes around with the WWA animation of your toon???
 

Douglas Glyndwr

Bard Life
I would look at the runearms secondary native effects and see if they complement your gear set. Need ghostly? Necromocannon. Couldn't get Rough Hide? Corruption of Nature. I run a lightning melee warforged, so St Muray's Fire and the Tethymar rune arm is where my jam is.
 

Rhinoceross

Member
On my melee arti I did lots of tests on Lamaland. Took 2 of the Metamagics (Maximize/Empower) and also Epic Mage Armor.
It was a big dissapointment as a melee. The extra Runearm damage wasn't noticeable but in addition I lost lots of melee dps thx to the new Destiny Tree.
Forcing melee players to take caster feats to boost runearm damage IMO is nonsense. Runearm damage also scales with Spell Power and nothing to do with Melee Power.
Also Epic Mage Armor does NOTHING until you take the new Epic Destiny tree T5. Its a waste of feat until that time. So you can waste 3-4 feats for a tiny bit of Runearm damage but you will lose lots of melee DPS
Also only 2 of the Runearm has +30% recharge speed (Toven's Hammer and Machination of Madness) which are good for melee arties but if you use another one no more fast charge speed.
I dont recommend at all to boost Runearm damage on a melee arti.
It is something that can be good for a tanky caster or ranged type artifier. At least in the current form of the new ED tree.
Waiting on preview 3 to test more and hope they will make some meaningful changes.


P.S: If someone can roll up a melee build which can get benefit from the new ed tree and will efficient in r6+ questing lemme know

ZVD
hit me up after the new tree goes live. i have a bunch o ideas, gonna be a very powerful killing machine. hopefully r10 solo type deal (at least in certain fights and/or quests. all just speculations for now tho)

EDIT: this is with min maxed gearing, PLs, and experience. hoping it doesnt only look good on paper :))
 
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