Feedback:User/Falconeye/Runes and Insignia's

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Time Attack (Asura).jpg Under Construction:

Fines doubled in work zones
Feedback:User/Falconeye/Annihilator 3: Rise of the Charr

Info-Logo.png Note: Runes ;. This feedback aims achieve the following:
(1) To revise outdated-existing Insignias (currently +45 insignias) and downsized to a meaningful 10 Profession-independent insignias, and 20 Profession-specific insignias.
(2) Introduce neglected and/or highly demanded Runes due to periodic updates (assuming it as oversight).
Mental Block.jpg Brain Fart
This material needs all the help it can get.
(I'm sure I meant something mo' better.)
Supportive Spirit.jpg OK to edit
You have permission to edit this page as long as you respect its intent. (I reserve the right to revert.)




Runes[edit]

Prof. Minor Major Superior
Any Minor Rune Major Rune Superior Rune
Warrior Minor Warrior Rune Major Warrior Rune Superior Warrior Rune
Ranger Minor Ranger Rune Major Ranger Rune Superior Ranger Rune
Monk Minor Monk Rune Major Monk Rune Superior Monk Rune
Necromancer Minor Necromancer Rune Major Necromancer Rune Superior Necromancer Rune
Mesmer Minor Mesmer Rune Major Mesmer Rune Superior Mesmer Rune
Elementalist Minor Elementalist Rune Major Elementalist Rune Superior Elementalist Rune
Assassin Minor Assassin Rune Major Assassin Rune Superior Assassin Rune
Ritualist Minor Ritualist Rune Major Ritualist Rune Superior Ritualist Rune
Paragon Minor Paragon Rune Major Paragon Rune Superior Paragon Rune
Dervish Minor Dervish Rune Major Dervish Rune Superior Dervish Rune
See also: Insignia/Armor bonus system
See also: Feedback:User/Falconeye/Better Damage Type Mechanic


Name Rarity Stats
Profession-specific runes
<Profession> Rune of Minor <Attribute> Minor / Blue <Attribute> +1 (Non-stacking)
<Profession> Rune of Major <Attribute> Major / Purple <Attribute> +2 (Non-stacking)
Health -35
<Profession> Rune of Superior <Attribute> Superior / Gold <Attribute> +3 (Non-stacking)
Health -75
Warrior Rune of Absorption Superior / Gold Reduces physical damage by 3 (Non-stacking)
Warrior Rune of Stonefist Minor / Blue Increases knockdown time on foes by 1 second.
(Maximum: 3 seconds; Non-stacking)
Necromancer Rune of Bloodstained Minor / Blue Reduces casting time of spells that target
minions and exploit corpses by 25% (Non-stacking)
Profession-independent runes
Rune of Minor Vigor Minor / Blue Health +30 (Non-stacking)
Rune of Major Vigor Major / Purple Health +41 (Non-stacking)
Rune of Superior Vigor Superior / Gold Health +50 (Non-stacking)
Rune of Attunement Minor / Blue Energy +2
Rune of Vitae Minor / Blue Health +10
Rune of Dispel Major / Purple Reduces Hex durations on you by 20% (Non-stacking)
Reduces Enchantment durations on you by 20% (Non-stacking)
Rune of Clarity Major / Purple Reduces Blind duration on you by 20% (Non-stacking)
Reduces Weakness duration on you by 20% (Non-stacking)
Rune of Purity Major / Purple Reduces Disease duration on you by 20% (Non-stacking)
Reduces Poison duration on you by 20% (Non-stacking)
Rune of Recovery Major / Purple Reduces Dazed duration on you by 20% (Non-stacking)
Reduces Deep Wound duration on you by 20% (Non-stacking)
Rune of Restoration Major / Purple Reduces Bleeding duration on you by 20% (Non-stacking)
Reduces Crippled duration on you by 20% (Non-stacking)
Rune of Soothing Major / Purple Reduces Burning duration on you by 20% (Non-stacking)
Reduces Cracked Armor duration on you by 20% (Non-stacking)
Rune of Fervency Major / Purple Reduces Chilled duration on you by 20% (Non-stacking)
Reduces Fear duration on you by 20% (Non-stacking)

Recycle Bin[edit]

<insert name> Rune of Minor <insert name>: +5 health for each Minor Rune equipped. (Non-stacking) <insert name> Rune of Major <insert name>: +10 health for each Major Rune equipped. (Non-stacking) <insert name> Rune of Superior <insert name>: +25 health for each Superior Rune equipped. (Non-stacking) <insert name> Rune of Minor <insert name>: +1 health for each Minor Rune equipped. (Non-stacking) <insert name> Rune of Major <insert name>: +2 health for each Major Rune equipped. (Non-stacking) <insert name> Rune of Superior <insert name>: +3 health for each Superior Rune equipped. (Non-stacking)

  • Assassin Rune of <insert name>:+10% attack speed (non-stacking)
  • Assassin Rune of <insert name>:+5% chance to immunity against criticals. (Non-stacking)
  • Paragon Rune of <insert name>:You cast chants 25% faster. (Non-stacking)
  • Paragon Rune of <insert name>:You cast echoes 25% faster. (Non-stacking)
  • Necromancer insignia <insert name>:You have +10 armor while affected by a well spell. (Non-stacking)
  • Necromancer insignia <insert name>:You have +10 armor while within earshot of a non-exploited corpse. (Non-stacking)
  • <Profession> Rune of <Secondary Attribute> Mastery: +1 all non-primary attributes of secondary profession, -35 health penalty. (Non-stacking)
  • <Profession> Rune of <Secondary Attribute> Mastery: +2 all non-primary attributes of secondary profession, -75 health penalty. (Non-stacking)


  • Warrior – weapon styles*
  • Ranger – pet attacks, nature spirits, preparations, traps
  • Monk – incantations*
  • Necromancer – minions*, wells, marks
  • Mesmer – mantras*
  • Elementalist – arcana*, glyphs, wards
  • Assassin – ways*
  • Ritualist – binding rituals, weapon spells, item spells
  • Paragon – chants, echoes
  • Dervish – flash enchantments, forms

Insignia's[edit]


Name Bonus

Any Common [unconditional][edit]

Survivor's Health +15 (on chest armor)
Health +10 (on leg armor)
Health +5 (on other armor)
Radiant's Energy +3 (on chest armor)
Energy +2 (on leg armor)
Energy +1 (on other armor)

Any Common [vs damage types][edit]

Saboteur's Armor +10 (vs. physical damage)
Armor +10 (vs. Slashing damage)
Infiltrator's Armor +10 (vs. physical damage)
Armor +10 (vs. Piercing damage)
Vanguard's Armor +10 (vs. physical damage)
Armor +10 (vs. Blunt damage)
Stormbound's Armor +10 (vs. elemental damage)
Armor +10 (vs. Lightning damage)
Earthbound's Armor +10 (vs. elemental damage)
Armor +10 (vs. Earth damage)
Frostbound's Armor +10 (vs. elemental damage)
Armor +10 (vs. Cold damage)
Pyrebound's Armor +10 (vs. elemental damage)
Armor +10 (vs. Fire damage)
Lightbound's Armor +10 (vs. magical damage)
Armor +10 (vs. Holy damage)
Darkbound's Armor +10 (vs. magical damage)
Armor +10 (vs. Shadow damage)
Chaosbound's Armor +10 (vs. magical damage)
Armor +10 (vs. Chaos damage)

Any Common [conditional][edit]

Brawler's Armor +15 (while attacking)
Pacifist's Armor +20 (while not attacking or activating skills)
Blessed Armor +15 (while affected by an Enchantment Spell or Weapon Spell)
Forsaken's Armor +20 (while not affected by any Skill types)
Blighter's Armor +20 (while affected by a Hex Spell or Condition)
Vocalist's Armor +10 (while affected by a Shout or Chant)
Herald's Armor +10 (while holding an item)
Sentry's Armor +10 (while in a stance)
Virtuoso's Armor +15 (while activating skills)

Any Common [variable][edit]

Prodigy's Armor +5 (while recharging 1 or more skills)
Armor +5 (while recharging 3 or more skills)
Armor +5 (while recharging 5 or more skills)
Armor +5 (while recharging 7 or more skills)
Warlord's Armor +5 (while earshot of 1 or more foes)
Armor +5 (while earshot of 3 or more foes)
Armor +5 (while earshot of 5 or more foes)
Armor +5 (while earshot of 7 or more foes)

Warrior Warrior[edit]

Sentinel's Armor +20 (Requires 13 Strength, vs. elemental damage)

Ranger Ranger[edit]

Sentinel's Armor +20 (Requires 13 Strength, vs. elemental damage)

Monk Monk[edit]

Necromancer Necromancer[edit]

Minion Master's Armor +5 (while you control 1 or more Minions)
Armor +5 (while you control 3 or more Minions)
Armor +5 (while you control 5 or more Minions)
Armor +5 (while you control 7 or more Minions)

Mesmer Mesmer[edit]

Elementalist Elementalist[edit]

Prismatic's Armor +5 (requires 9 Air Magic)
Armor +5 (requires 9 Earth Magic)
Armor +5 (requires 9 Fire Magic)
Armor +5 (requires 9 Water Magic)

Assassin Assassin[edit]

Ritualist Ritualist[edit]

Spirit Lord's Armor +5 (while you control 1 or more Spirits)
Armor +5 (while you control 2 or more Spirits)
Armor +5 (while you control 3 or more Spirits)
Armor +5 (while you control 4 or more Spirits)

Paragon Paragon[edit]

Spirit Lord's Armor +5 (while you are within earshot 1 or more allies)
Armor +5 (while you are within earshot 2 or more allies)
Armor +5 (while you are within earshot 3 or more allies)
Armor +5 (while you are within earshot 4 or more allies)

Dervish Dervish[edit]

Mystic's Armor +5 (while affected by 1 or more Enchantment Spells)
Armor +5 (while affected by 2 or more Enchantment Spells)
Armor +5 (while affected by 3 or more Enchantment Spells)
Armor +5 (while affected by 4 or more Enchantment Spells)


Unknown Recycle Bin[edit]

Dreadnought's Armor +10 (while in a stance)
Armor +15 (while attacking)
Sentinel's Armor +10 (vs. physical damage)
Armor +20 (vs. elemental damage)
Beastmaster's Armor +10 (while your pet is alive)
Armor +15 (while you control a Spirit)
Marksman's Armor +10 (while affected by a Preparation)
Armor +15 (while attacking)
Wanderer's Armor +15 (while affected by a Condition)
Armor +20 (while affected by a Hex)
Disciple's Armor +10 (while affected by an Enchantment)
Armor +15 (while activating skills)
Ascetic's Armor +5 (if affected by fewer then 1 enchantments and hexes)
Armor +5 (if affected by fewer then 2 enchantments and hexes)
Armor +5 (if affected by fewer then 3 enchantments and hexes)
Armor +5 (if affected by fewer then 4 enchantments and hexes)
Tormentor's Holy damage you receive increased by 6 (on chest armor)
Holy damage you receive increased by 4 (on leg armor)
Holy damage you receive increased by 2 (on other armor)
Armor +10
Armor +20 (while Health is below 50%)
Virtuoso's Armor +10 (while -not- activating skills)
Armor +15 (versus foes -not- enchanted)
Prodigy's Armor +5 (versus foes affected by 1 or more Hexes)
Armor +5 (versus foes affected by 2 or more Hexes)
Armor +5 (versus foes affected by 3 or more Hexes)
Armor +5 (versus foes affected by 4 or more Hexes)
Voidmancer's Armor +10 (versus foes with less energy then you)
Armor +15 (if Overcast)
Nightstalker's Armor +10 (versus foes suffering from any hexes)
Armor +15 (while attacking)
Quicksilver's Armor +10 (vs. elemental damage)
Armor +20 (vs. physical damage)
Pious's Armor +10 (while -not- affected by an Enchantment)
Armor +15 (while attacking)