Open World Gear Variants
- 1 Summary
- 2 Introduction
- 3 A Brief Overview of Attributes
- 4 Using Buffs
- 5 Using Gear
- 5.1 Mixer Stats
- 5.2 Power Builds
- 5.3 Condition Builds
- 5.4 Utility Builds
- 6 Conclusion
While it is encouraged for you too read the whole guide, this article does have a summary, found here: Open World Gear Variants Summary
When you ask most veteran players what builds they should run in open world, the answer is typically, "Anything works!" or "Just run Berserker." While this is [somewhat] true, it doesn't exactly help a player who's looking for information about creating builds for open world.
Our open world builds are a guideline. They help you find a theme or style that you enjoy and help you understand how that particular build works. Learning the why or how behind a build is important! One thing we try to do is encourage players to use Variants' to differ their playstyle. Maybe you like to run Air instead of Arcane on Staff Tempest or maybe you prefer running Honor over Zeal for Guardian. These variants give players a bit more leeway when it comes to build guidelines and assists them in making decisions about their own specific playstyle.
While traits and weapon variants are typically build- or class-specific, gear can easily be generalized. You should use Power stats with Axe Warrior. You need Condition Damage and Expertise to make Condi Mirage work. You need some Healing Power (and probably Concentration) if you want to play a support druid. These things aren't specific but generalized; You'll find that there are many variants that work well in these instances.
There is no one "optimal" variant for any given build in open world. You will encounter dozens or hundreds of different situations in which one option may have been better than another, but most of these variants are so close to eachother that the deciding factor in which is "better" is your personal preference. The purpose of this guide is to assist you in making that decision.
A Brief Overview of Attributes
Commonly referred to as "Stats", Attributes are the characteristics which define your character's combat effectiveness. There are 15 attributes which we must pay attention to when designing a build, but often only a handful of those will actually matter to us. (For a full breakdown of Attributes, the Guild Wars 2 Wiki does an excellent job: https://wiki.guildwars2.com/wiki/Attribute)
You can increase your attributes through a few methods:
- 1. Gear - Every piece of gear grants an increase to your Attributes through what is called an Attribute Combination. Example's include Berserker's Gear (Power, Precision, Ferocity) and Commander's Gear (Power, Precision, Toughness, Concentration).
- 2. Boons - Several boons, such as Fury (+Critical Chance) or Might (+Power, +Condition Damage), will increase one of your attributes.
- 3. Traits or Skills - Many traits or skills grant an increase to one or more attributes. Examples include Engineer's , Warrior's , or Warrior's .
- 4. Buffs - Food, utility, and other buffs (either from Boosters, skills, or other sources) can increase your stats as well. For example, will increase your Condition Damage andwill increase your Power and Concentration.
Each attribute serves a different purpose and has an abbreviation for the purpose of this guide:
- Power (PR) - Increases your "direct" damage.
- Precision (PN) - Increases your Critical Hit Chance.
- Ferocity (FY) - Increases your Critical Hit Damage.
- Toughness (TS) - Increases your defense against Direct damage.
- Vitality (VY) - Increases your health. 1 Vitality = 10 Health.
- Concentration (CN) - Increases your Boon Duration (Boon Duration and Concentration may be used interchangeably to describe this attribute)
- Condition Damage (CD) - Increases your damage with Conditions (such as Burning)
- Expertise (EE) - Increases your Condition Duration ("Condi Duration" and Expertise may be used interchangeably)
- Healing Power (HR) - Increases your healing.
For the purposes of this guide, we can group attributes into a few categories:
- Power: Power, Precision, Ferocity
- Condi: Condition Damage, Expertise
- Defense: Toughness, Vitality
- Healing: Healing Power
- Boons: Concentration
- "Utility": Can refer to a mixture of Healing Power and Boon Duration, or other unique aspects such as Endurance Regeneration or Movement Speed.
Before we can talk about attribute combinations or runes and sigils, we need to address how Buffs should be used in open world. When farming Open World you are farming for certain things, be that gold, experience, karma, loot, or something else entirely. Almost everything you farm for can be monetized or optimized in some way and buffs are a huge part of that. There are several different types of buffs that are present in the game, but the primary categories we'll be concerned with are Food, Utilities, Boosters, and Banners.
You typically want to prioritize experience and karma gain over other buffs, provided you are utilizing the spirit shards you gain. If you are opting not to utilize your spirit shards for some reason, magic find may be more beneficial to prioritize.
Food and Utilities
Food and Utilities are consumable items which grant a wide variety of boosts to your character. They are typically either crafted or obtained from the trading post (though some are obtained as drops). When farming, Food and Utilities have two uses:
- Boost your Income (this doesn't always mean gold, it's typically karma or experience)
- Boost your Attributes (meaning your combat ability)
Most food and utilities will only work towards one of those two uses and the first should almost always take precedent. Ascended Food is the main exception.
As a general rule of thumb you can count on the list below when trying to select what food(s) and utility(ies) to use:
- Ascended food is always better than everything else. Fruit for healing, bread for condi, meat for power. When you see it, pick it up, even if it doesn't match your attribute preference.
- is almost always superior to any other non-ascended food for farming. The exception isfor events where Magic Find should be prioritized (i.e. The Mad King's Labyrinth).
- For sustain, you can run . These grant extra life when you critically hit an enemy in addition to a moderate Karma bonus. There are several other health-on-crit options, but these are the only ones which improve your income as well.
- Any food is better than none, but the food above should always take prescedent. When you don't have access to the food above, use whatever food you may have on hand. It is generally not advised to spend a large amount on attribute-increasing food for open world as it will generally not significantly affect your income or your ability to handle open world content. This is in contrast to group PVE such as fractals and raids, where buffs get multiplied quite a lot so even a small increase in attributes can be significant.
- Halloween Utilities, such as , are generally recommended due to their high magic find increase.
- Wintersday Utilities are also acceptable as they grant a significant karma bonus (,, and)
- Any other utilities are better than nothing, but the ones listed above are (generally) superior when it comes to open world farming.
There are many other powerful buffs which can do anything from boost your experience gain to grant you critical chance for crafting. Quite a few of these exist, but we're going to cover the basics: Boosters, Enrichments, and Other Buffs.
- Candy Corn Gobbler - This item spends three candy corn to obtain either a random Halloween transformation or a random boost. It is only available from the gemstore for 300 gems, typically during Halloween. This item will largely replace Experience and Karma Boosters. It is highly recommended to pick it up.
- Experience Booster - Self explanatory. You should almost always be running one of these when farming as it will improve your spirit shard generation, which will dramatically increase your actual gold per hour.
- Celebration / Birthday Booster - These do the same thing with different durations. They provide a significant boost to magic find and experience from kills, and they do stack with Experience Boosters.
- Karma Booster - Self explanatory. You should be running this any time you are farming events or karma-rich activities, such as in Silverwastes or Dragonfall.
- Item Booster - Provides a large boost to magic find. Only worth using when you really need extra magic find.
- Black Lion Booster - Provides a significant boost to experience from kills, magic find, and gold from kills.
You can buy Enrichments from any laurel vendor. These are placed into the Enrichment Slot on an Ascended amulet and provide a significant bonus. You can choose from Gold Find, Magic Find, Experience Gain, or Karma Gain. Its is highly advised to obtain either the Karma or Experience Enrichments for open world farming.
There are many other possible buffs! You should run any of these you can, especially banners as it is relatively common for guild banners to be dropped at popular farming locations.
- Banners - Banners often provide significant bonuses to gold find, magic find, karma, and experience gain. Use them when you see them. For more information on banners: https://wiki.guildwars2.com/wiki/Guild_banner
- Communal Bonfire - Can provide a large Karma or Experience buff
- Winter's Blessing - An account bound consumable obtained during Wintersday. It gives a massive boost to experience.
- Candy Cane - Drops during Wintersday. Great option for boosting karma gains.
- New Year's Gift - This is granted by any of the fireworks given during the Lunar New Year festival.
The term "Gear" in this instance is going to refer to Armor, Trinkets, Weapons, Sigils, and Runes. This is the basic equipment for your character, and we're going to be less concerned with which specific pieces and more concerned with what they do. Gear, in general, is used to boost your attributes or otherwise improve your combat effectiveness. Outside of Enrichments, no gear is going to boost your income directly but instead will be used to ensure you can kill mobs and complete events.
The first thing to consider when thinking about gear is the purpose of your build. Does it deal direct damage? Condition damage? Does it heal itself or others? Think about what you want to do with your builds, and from there you can select an Attribute Combination (or a mixture of several). Once you have that, plan your traits and skills and use Runes and Sigils to cover any bases you may not have covered.
For existing builds, you may want to add some kind of variant to your build. Maybe you like the Attributes you have but want some extra defense? Maybe you don't enjoy the playstyle of maintaining something like the 6-piece bonus on ? There are many reasons why one might want to select a variant, and this section is dedicated to assisting you with that.
In the list below, several Attribute Combinations (referred to as statsets here) will be listed as a "mixer". This means it is a good statset to "mix" in with your existing gear in order to improve certain aspects of the build. Keep in mind that every time you lose any of the three main Power stats you are losing out on a compounding amount of damage, which can come back to bite you in the end.
It is recommended to mix Trinkets rather than Armor or Weapons, as they are usually easier to swap around due to the lack of Runes or Sigils in them. A good example would be a player that runs typical Berserker raid gear but swaps out their rings and amulet with Knight's pieces for open world.
Power Builds excel in dealing direct damage to the enemy. They typically have higher burst than Condition Builds, though their access to adequate defensive builds can be somewhat limited, as their damage comes from three attributes rather than two.
With any Power build you want to focus primarily on Power, Precision, and Ferocity. The interaction between these three attributes creates a kind of "chain reaction" of damage - Your base damage (power) is improved by critical hit chance (precision) which is improved again by critical hit damage (ferocity). The balance of these three stats is why Berserker's and Assassin's gear is so valued when it comes to Group PVE, where raw damage is the primary goal for most builds.
Because of this three-attribute approach to maximizing damage, Power Builds can struggle when adding defensive stats to their gear. Any lost Ferocity is going to be make your Precision and Power less valuable. Any lost Precision makes your Power and Ferocity less valuable. And so on.
In general you want to prioritize maximizing Power, then Precision, then Ferocity. There are some exceptions to this rule, but it is an excellent guideline.
Power Attribute Combinations
There are quite a few Attribute Combinations, or statsets, that are relevant for power. When deciding on which you need for your build, consider how much critical strike chance you need, how much defense you want to have, and how much raw damage you want to deal. The primnary attribute for each combination is marked with *.
- Berserker (PR*, PN, FY) - The highest damage option for almost every power build. It provides Power as a primary-stat with Precision and Ferocity as a secondary-stat. This gear is easily obtained on the trading post or crafted.
- Assassin (PR, PN*, FY) - The crit-chance variant of Berserker. The two are identical except for the fact that Assassin's maximizes your Precision rather than your Power. This makes it ideal for classes that need the extra precision to reach 100% critical chance or as a Mixer to make up for lost precision from other gear. This gear is easily obtained on the trading post or crafted.
- Marauder (PR*, PN*, FY, VY) - Marauder is the gold standard for power builds in open world. It provides you with less Power and Ferocity than Berserker but adds a significant amount of Precision and Vitality. For classes with low health pools, such as Guardian and Elementalist, this Vitality can almost add nearly 50% to your health with a minimal damage loss (often less than 10%). Marauder's stats are advised for most power builds in open world. This gear is not available on the trading post.
- If you do not have access to Marauder's stats, you can emulate it by running Valkyrie armor with Assassin's weapons and trinkets. It won't be a perfect copy, but it does get close.
- Soldier (PR*, TS, VY) and Knight (PR, PN, TS*) - These two statsets provide extra defense at the expense of damage. It is recommended that these are used mostly as Mixers. This gear is easily available on the trading post.
- Valkyrie (PR*, VY, FY) - This gear is similar to Berserker but replaces Precision with Vitality. It is recomended as a Mixer for classes that can already hit high critical hit chance without extra Precision, such as Reaper or Revenant. Valkyrie mixes particularly well with Assassin's and Marauder's, which both provide above-average Precision bonuses. This gear is easily available on the trading post.
- Diviner (PR*, CN*, PN, FY) - This statset is similar to Berserker but trades some Ferocity and Precision for Concentration. This allows you to hit very high Boon Duration, sometimes 100%, which can be potent on builds that may rely on high boon uptime. This gear is available on the trading post but is very expensive. It can be crafted.
- Commander (PR*, TS*, PN, CN) and Wanderer (PR*, TS*, VY, CN) - This gear is relatively hard or annoying to obtain and is not recommended typically, but if you have some laying around it can be an excellent defensive options for boon-based builds. This is recommended as a mixer for any build that relies heavily on Boon Duration. This gear is not typically available on the trading post and is difficult to craft due to time-gated Charged Quartz Crystals.
- Zealot (PR*, PN, HN) - Similar to Berserker gear, Zealot's gear sacrifices Ferocity for Healing Power. It's a fun set to play with builds that have a lot of natural healing in their kit, such as Auramancer or Power Firebrand. This gear is easily crafted by players.
- Cleric (HR*, TS, PR) - Cleric's gear is useful for power-based healing builds that do not focus on boons and want some defense. In general there are better options available, but Cleric's is cheap and easy to obtain.
- Harrier (PR*, CN, HR) - The best option for most power-based healers. Low damage but good healing and boon support. Can be somewhat expensive to obtain.
Many other power statsets exist, but in general if they aren't mentioned here they aren't useful out of very specific, niche situations.
Sigils are often used to boost your damage significantly, but there are a few that can change a build entirely. For Power specifically, sigils that provide a stacking bonus on kill or a permanent bonus to damage are the most used. When it comes to selecting a sigil for Power builds, it is recommended to also check in the "Utility Sigils" section down below, as many of those can be applied to Power Builds.
- - The highest damage sigil by far, provided you can stack it quickly.
- - 2nd best flat damage increase; can replace or pair with Bloodlust.
- - A very cheap but potent secondary damage sigil, especially for builds that want more crit chance.
- - This sigil provides quite a lot of might and its effectiveness is drastically increased by . Especially good on builds without any might generation of their own already, provided they have high critical chance.
- "3%" Sigils - There are a number of sigils which grant you a flat 3% damage increase with an additional effect. Most of these are Slaying sigils. is arguably the best of these options, as its extra 7% modifier can be applied to any creature that can be stunned or knocked down (which is most of them).
- - This sigil has a very unique interaction with some builds and can result in incredible damage increases under the right circumstances.
- - Adds extra burst, can be good on builds with high crit chance.
- - This sigil can be useful for adding a little AoE damage to builds that may lack in. It's excellent for Tagging builds in general.
Runes are the sticky glue that hold a build together. They let us cover weaknesses left by other parts of the build and feature arguably the widest array of effects and variations to choose from. It's not possible to cover all effective runes here, so we're just going to list some of the most common and powerful ones. If you are looking for something niche and specific, chances are there's a rune for it.
- - Potent DPS option for any builds that provide their own boons.
- - Excellent DPS option for all power builds.
- - Scholar works well if you already have them from other PvE content. If you only play Open World, there are better options.
- - Great for any builds that can already generate some might. Pair with for a permanent 10-15 stacks of might.
- - Cheap and powerful option for any class that can reliably keep up nearly 100% Burning uptime. Guardian and Elementalist can easily abuse this.
- - Cheap DPS option
- - Strong DPS option available with Dungeon Tokens.
Defensive / Hybrid Options
- - Extremely powerful rune for classes with reliable access to Vigor.
- - Strong defensive option for boon reliant builds. Great alternative to .
- - A good defensive option for builds that don't rely on boons.
- - The strongest defensive rune for Event or Tagging builds. Not recommended for Solo builds.
Condition builds rely on applying damage-over-time (DoT) effects to enemies in order to deal most of their damage. There are a wide range of conditions, such as Burning and Bleeding and each behaves differently than the rest. For this reason it can be somewhat difficult to generate a proper "generalized list" for condition builds.
Understanding Condition Builds
In order to properly utilize the advice below it is advised that you take a moment to review how certain conditions work and which conditions your class or build may be reliant on. A fire tempest is almost entirely reliant on Burning, but a condition ranger is heavily reliant on Bleeding, Poison, and other conditions. This means each build can have unique need(s) that other builds may not encounter.
For damage, condition builds should primarily focus on two attributes:
- Condition Damage will increase your raw damage output with conditions.
- Expertise will increase the duration of your conditions.
Perhaps counterintuitively, it is important to realize that many condition builds will also benefit greatly from Power stats, such as Power, Ferocity, and Precision (With a heavy emphasis on Precision). Because of this, many of the highest damage condition builds are actually hybrids of condition and power damage.
Another important point is that most condition builds gain the majority of their damage from Condition Damage and Expertise. Because of this two-stat setup, some condition builds can comfortably add a considerable amount of defense into their gear while losing only a very small amount of damage. This is especially relevant for builds that can abuse the Trailblazer attribute combination.
Some builds rely solely on one condition for the majority of their damage. Some examples include fire elementalist and condition firebrand, which both rely almost entirely on Burning, or variants of Condition Ranger and Necromancer which can lean heavily into Bleeding. These builds typically do not need Expertise to function as other builds might, and as such have more freedom in how they build due to the existance of sigils such as and runes such as . Expertise can be useful to them for freeing up options elsewhere, such as runes, but is typically not required for their builds to function. Some of the information below will refer to these builds.
Condition Attribute Combinations
There are almost as many Condition-based combinations as there are Power, though some are far more useful than others. As with the Power combinations, the primary attributes of each statset will be marked with a "*".
- Viper (PR*, CD*, PN, EE) - Viper is the highest DPS option for almost every single condition build. It provides relatively high Power and Precision while granting both of the stats that condition builds favor: Condition Damage and Expertise. Your damage with this setup is going to be mostly hybrid damage, as a significant portion will come from the synergy between Power and Precision. This set is craftable but not obtainable on the trading post.
- Trailblazer (TS*, CD*, EE, VY) - Trailblazer gear is expensive and difficult to obtain, but is a special case among other gear sets due to the unique circumstances of most condition builds. It provides considerable defense through Toughness and Vitality, but most condition builds will not lose a considerable amount of damage when using Trailblazer over Viper. Must be crafted; cannot be obtained on the trading post. It must be noted that Trailblazer gear can be prohibitively expensive.
- Dire (CD*, TS, VY) - A good defensive statset. Typically used as a mixer. Similar to Trailblazer for builds that use a single condition. This gear is tradable and easy to obtain.
- Rabid (CD*, TS, PN) - Excellent hybrid defensive / offensive combination for builds that use a single condition. Useful as a mixer. This gear is tradable and easy to obtain.
- Carrion (CD*, VY, PR) - Excellent hybrid defensive / offensive combination for builds that use a single condition. Useful as a mixer. This gear is tradable and easy to obtain.
- Grieving (PR*, CD*, PN, FY) - Grieving is almost identical to Viper gear, but trades Expertise for Ferocity. Because of this, it is much more of a hybrid set and typically results in higher "burst" (instant) damage. Grieving is generally only useful for single condtiion builds. Must be crafted.
- Sinister (CD*, PN, PR) - Sinister gear is similar to Grieving. It is useful as a mixer to Grieving or as a more accesible alternative. Must be crafted.
- Shaman (VY*, CD, HR) - Shaman's gear is similar to Cleric's gear in that it is a defensive option for condition builds that want access to healing power. It is relatively niche, but some builds can make excellent use of it, such as Barrier Scourge. Easily obtained via trading post.
- Apothecary (HR*, CD, TS) - This is a viable alternative to Shaman's gear in most cases. Easily obtained via trading post.
Condition-based sigils are a bit more varied than power-based sigils but may require more thought or theorycrafting to get just-right.
- - Highest flat DPS increase
- - Alternative to or pairs with . Great flat DPS increase.
- - Good for builds that need just a little bit more duration on a few conditions.
- - Great for high-precision builds that have high Bleeding duration.
- - For builds that need the extra critical hit chance.
- - This sigil has a very unique interaction with some builds and can result in incredible damage increases under the right circumstances.
- "20% Duration" Sigils - There is a sigil for each condition which grants 20% increased duration for that condition. If you are a single condition build or a build that needs that extra 20% on something, these are always a great idea.
Like Power Builds, Condition Builds rely heavily on runes to make up for any missing pieces of a build. There are a wide variety of runes when it comes to improving your condition build and you should think carefully about which ones you select.
- - Powerful rune available from Dungeons, great for multi-condition setups.
- - Alternative to Can't find such rune "Superior Rune of Nightmare"! Please refer to our rune index. that can be bought or crafted.
- / - Both good options for builds that don't need any additional duration.
- - A bit of a niche option. Strong if your build can make good use of the varying durations.
- "50% Duration" Runes - Runes such as , , and Can't find such rune "Superior Rune of Krait"! Please refer to our rune index. will grant you massively increased duration for a single condition. These runes are they key to making single-condition builds work. Can be paired with the "20% Duration" sigils mentioned above for an easy 70% duration increaes on one condition.
Defensive / Hybrid Options
- - Arguably the strongest defensive options for Event and Tagging builds; not recommended for Solo builds.
- - Possibly the best "General" option for most condition builds in open world.
- Can't find such rune "Superior Rune of the Adventuerer"! Please refer to our rune index. - Great hybrid / defensive option.
- - Pairs well with Trailblazer builds.
- - Good for any condition builds that also generate their own boons.
Utility is a general category which includes support, healing, and "tank" builds. These builds bring something which isn't just damage to the table and typically support their allies in various ways. Most utility builds rely heavily on Concentration, but some can function well without it. Attribute Combinations in this category often offer an increase in Boon Duration or Healing Power, or otherwise boost defensive capabilities. Runes and Sigils in this category do much of the same, though some, such as , may be applicable to all builds.
Utility Attribute Combinations
As utility is such a broad category, we could list almost every combination not previously listed in this guide here. Instead, we're only selecting those that are the most notable, applicable, and useful for players looking to play a utility build.
- Minstrel (TS*, HR*, VY, CN) - Minstrel is the end-all, be-all of tank and support combinations. It provides every stat a good healer might want and is comparable to Trailblazer's level of power. Subsequently, Minstrel is extremely expensive to craft and is otherwise difficult to obtain. If your build focuses on healing and delivering boons or tanking, you can bet Minstrel is a good option for it.
- Nomad (TS*, VY, HR) - Nomad is Minstrel's little sibling. It doesn't provide any Concentration, but is otherwise nearly identical. Nomad is also much easier to obtain.
- Snowflake / Giver (TS*, HR, CN) - Similar to Nomad, Giver (Or Snowflake, if we're referecing trinkets) stats provide us with a similar function to Minstrel at a fraction of the cost. It is virtually identical to Nomad but exchanges Vitality for Concentration. Easily obtainable.
- Magi (HR*, VY, PN) - Healing Power main-stat means that Magi is a great option for healers. Easily obtainable.
The one exception to nearly every rule outlined in the guide above is the "Celestial" attribute combination. Celestial gear provides you with an increase to your Power, Precision, Toughness, Vitality, Ferocity, Condition Damage, and Healing Power. It is commonly referred to as "All-stats" and is typically only used for builds that can make use of every single stat provided, such as tempest auramancer or a celestial necromancer build.
Celestial Gear can be difficult to obtain due to it's reliance on Charged Quartz Crystals and doesn't usually function as well as specializing into one thing or another. Some builds really shine when using Celestial, but for most it isn't worth using. If you want to use Celestial, you need to understand why your build might need or want it. Celestial Gear can make you a jack of all trades, but a master of none.
Utility Sigils can range in function from anything to increasing your ability to support others to granting you random boons on a kill. They have a wide variety of uses and often can apply to almost any build.
- - Provides you with a stacking buff that drastically increases your boon duration.
- - Provides a flat increase to your boon duration. Can be used in place of or paired with .
- - Similar to or ; provides a stacking buff that increases your healing.
- - The flat-bonus variant of . Can be used in place of or paired with.
- - Stacking sigil that provides an increase to toughness after each kill.
- - Pair with for a permanent, extreme movement speed buff. Especially useful for Tagging builds.
- - Adds some AoE damage potential to builds that need it. Especially useful for Tagging builds.
- - Very fun sigil that adds random boons when you kill something. It has no internal cooldown.
- - Strong healing option if you have crit chance.
- - Strong healing option if you don't have crit chance.
- - Powerful defensive option for almost every build.
- - Extremely powerful sigil for builds that rely heavily on doding, such as Daredevil and Mirage. Especially useful for certain Tagging or Event builds.
- - Strong sustain option for builds with a lot of crit chance.
- - Sustain option for builds without critical chance.
- - This sigil has a very unique interaction with some builds.
- - Mostly a fun option to pair with celestial users.
Like Sigils, Utility runes can vary greatly in scope and use. We'll be breaking them down into Miscellaneous, Defensive, and Healing categories.
Healing runes focus on maximizing your ability to heal others.
- - Obtained from the dungeon "Ascalonian Catacombs", these are generally the best option for healing runes due to the 10% outgoing healing modifier.
- - A strong alternative to if your class relies heavily on Regeneration.
- - A good, easily obtainable alternative to .
- - A unique rune that provides you with excellent "Downstate control". This will allow you to revive players faster, which can make a difference in big events!
These defensive runes can be used by just about any class or build!
- - Arguably the strongest "general purpose" self-sustain option. Obtained from the dungeon "Honor of the Waves".
- - Extremely powerful defensive rune with +Boon Duration and +10% Health!
- - Any build can make use of this rune, so long as you are participating in activities that involve killing "a lot" of enemies.
- - Can be used with any build. Not the strongest option, but they're cheap and effective.
- - Very powerful and easy-to-obtain defensive rune that is useful for almost all open world content.
- - +Protection Duration and +Incoming Healing can be very strong with the right build.
- - Useful for any bulids with lots of blocks (Looking at you, Guardian).
- - Good all-stats option.
Miscellaneous runes focus on providing stats that any build can make use of. These often feature unique or niche effects.
- - Hard to obtain, but one of the best options for boons.
- - Defensive alternative to . Much easier to obtain, almost as effective.
- - Adds 50%
- - Very powerful rune for mobility. Pairs well with .
- - Can work with many different builds; more defensive-oriented.
Open World is perhaps the most varied "mode" in the game. Event and Tagging builds will have very different needs than Solo builds. Sometimes you just want quick, direct, ranged damage for Event spamming. Other times you may want a niche condition-sustain build for doing difficult content by yourself. There is no one "right" way to play Open World, but some methods you choose may work better in one situation than another.
Remember to dodge well, dodge often, and don't poke the mushroom queen.