72 new Runes (suggestions)

First of all this is a thread built with my personal opinion. There are millions of players and I know a lot of you guys have very different opinions and ideas about how this season should develop.

I invite you all to an open discussion regarding these runes, but please keep a good tone. Don’t express your thoughts and ideas as if it’s facts, in other words be humble and respectful.

With this said I think we have a good amount of different spells and abilities as it is right now. As we continue our journey towards level 40 we will get even more.

Because of this I think the runes in Phase 2 should mainly be a mix of passive runes which change the way our base spells work and therefore how we play our classes.

I think in this way blizzard can keep the class identities in a flavourful way while also making the game exciting and fresh.

So the runes, as we have seen teasers of is belt and boots. I will make my list accordingly. Four runes in each slot, eight runes per class, 72 total runes.

TLDR: I know I you recognise some of these abilities from later expansions, and I do understand that this might seem daunting when it takes us away from the Classic feeling. I totally understand that. The idea with this is that Blizzard can try ideas like this in Season of Discovery to actually find out what works and what doesn’t.

And lastly I understand that some of these abilities are out of proportion and will make us have crazy numbers on level 60.

My intent here is to find new abilities which I think lie true to class identities but with a bit of flavour.

Can you guess what class I main in SoD?

Druid:

Belt:

- Rune of Lunar: Your moonfire now buffs you with Lunar.

Lunar: Increases the cast speed of your next Wrath or Starsurge by 20%. Also causes your moonfire to attack one additional target per stack. Stacks up to 5 times. Casting Wrath of Starsurge consumes Lunar. 10 second duration.

- Rune of Bestial Rupture: Your bleed effects now have a 5% chance to increase your haste by 20% for 5 seconds.
- Rune of Blossoms: Causing the final tick of your heal of time effects to refund 40% of the mana cost.
- Rune of Iron Bark: Causes auto attacks in bear form and dire bear form to increase your attack speed by 5%, stacking up to 5 times. Also causes Maul to cleave an additional target per stack. Maul consumes the stacks.

Boots:

- Rune of the Cheetah: Travelform can now be used indoor.
- Rune of the Steadfast Shape: When in any form all snaring, slowing, fearing and stun effects are reduced by 30%.
**- Rune of Mass Entaglement: **Causing your entangling roots to root all targets in a 30 yard radius from the initial target.
- Rune of the pack: Causing your travelform to shape shift party members within 30 yards to a cheetah. Increasing their movement speed by 40%.

Hunter

Belt:

- Rune of the sadistic beast: Your Multi Shot now causes your pet to enter a rampage cleaving all your enemies for 10 seconds.
- Rune of the Projectiled Weapon:
- Guns: Your auto shots now have a chance to grant the buff: Double Barreled Shotgun.
- Bows: Your auto shots now have a chance to grant the buff: String of Smoldering Swiftness.
- Crossbows: Your auto shots now have a chance to grant the buff: Experienced Arbalist.

Double Barreled Shotgun: Causes your auto shots to explode shrapnel from your target. Causing damage equal to 25% of your agility on its surrounding targets for 10 yards. Lasts 10 seconds.

Smoldering Swiftness: Makes the Hunter go into a burning rampage, setting the Hunter on fire and increasing the haste by 300% for 3 seconds.

Experienced Arbalist: Causes the Hunter to pierce through its enemies armor for 8 seconds. Ignoring 100% of the targets armor.

- Rune of Survival expert: Causes your melee attacks to have a 10% chance to refresh the cooldown of your traps. Traps can now be applied in combat.
- Rune of the Spiritual Crane: Increasing spirit by 100% of your agility.

Boots:

- Rune of Feral Teleportation: Causes Eye of the Beast to Swap the location of the Hunter and the pet. Eye of the beast now has a 1 minute cooldown.
- Rune of Controlled Distance: Causes your Scorpion Sting to shoot out a grappling hook, throwing the Hunter to target. Disengage now throws the Hunter 20 yards back. Scorpion Sting now has a 45 second cooldown.
- Rune of Snared Traps: Teaches the ability Trap of snares.

Trap of Snares: Place a trap for 30 seconds. When an enemy walks over it, it traps it to the ground forcing it to stay within a 20 yard range. If another enemy is within 10 yards when the trap is activated, the two targets are bound to each other. Bound targets must move within 3 yards of each other, otherwise be slowed by up to 70% until the chains break. Moving away for 30 yards from each other will break the chain.

- Rune of the Hibernating Bear: Your freezing trap can now be thrown from distance and instead affects friendly targets. Trapping them and making them immune to knock backs. (The idea is to pair this with upcoming raid fights where there are Knock back abilities from the encounters. Only to make fights easier, this shouldn’t be vital to kill certain bosses). TLDR This snare should apply a buff which can be cancelled by the players.

Mage:

Belt:

- Rune of Shared Wisdom: Your personal buffs and cooldowns can now be cast on friendly players. Only one player in addition to you can be buffed with an armor buff.
- Rune of Arcanum: Your Arcane Blast buffs now increase the amount of targets your next Arcane Missiles will hit. Also causes your Arcane Missiles to increase the haste of your next Arcane Missiles by 50%, lasts 3 seconds.
- Rune of Molten Armor: Your Ice armor has now smelted is replaced by a Molten Armor.

Molten Armor: Causes your critical hits to refund 15% of the base mana and gives your fireballs a 5% chance to call down a meteor at your targets spot. Causing damage equal to Flamestrike, equal effects and area as Flamestrike.

- Rune of Shards: Frostbolt now infuse you with frost shards. Stacking up to 5 times.

Frost Shards: Causing damage equal to Ice Lance and sharing the effect as Ice Lance. Instant attacks will activate the frost shards and consume all stacks. Each stack projectiles one Ice Lance at the enemy target when activated.

Boots:

- Rune of Spell Reflect: Causes your protective shields to reflect damage back to the caster, equal to 100% of the damage absorbed.
- Rune of Timingly Wisdom: When Arcane Power, Presence of Mind, Combustion or Icy Veins is activated all damage caused during that time is delayed until when the buff expires it is then released as a chunk of damage. Causing 10% increased damage.
- Rune of Blink: Blink now leaves a fragment if your past and using blink again within 5 seconds will teleport you back to your previous spot.
- Rune of Slow Fall: When used in water Slow Fall will now work completely oposit, the player will now be grounded and won’t be able go swim. Increase the run speed by 100% and gives water breathing.

Paladin:

Belt:

- Rune of the Temporal Beacon: Causes your melee attacks to heal your targets in a frontal cone for 100% of the damage caused. All heals are now instant but the mana cost is increased by 50%.
- Rune of Reckoning: Your blocks, parries and dodges now causes your next melee swing to attack additional 3 times. When a shield is equipped this will also make your attack cleave two additional targets.
- Rune of Forlorn Redemption: Auto attacks now have a 5% chance to make your enemy target spawn a pool of holy water. Any party member who stand in the pool will gain Avenging Wrath and deal 30% additional damage. The pool last for 15 seconds and can spawn anywhere within 40 yards of the target.
- Rune of Blinding Light: Your Hammer of Righteousness will now be placed on the ground, causing a pulsing effect where targets starts walking towards the light for 1 second, pulses every 2 seconds for 10 seconds, in a 20 yard radius.

Boots:

- Rune of God Speed: Your Warhorse and Charger will now travel at a 20% increased speed.
- Rune of Lights Guidance: Your healing spells now increase the targets movement speed by 15% for 20 seconds.
- Rune of the Steadfast Hammer: Your Hammer of the Righteousness can now be placed at the ground. Giving a protective barrier of 15 yards to all friendly targets. Protecting them from crowd control effects and knock backs.
- Rune of Pure Thoughts: Reduces the magical damage taken and has a 10% chance to reflect the spell back to its caster.

Priest:

Belt:

- Rune of Disciplines: Your Power Word: Shield is now regenerating lost powers with 10% of the damage caused by the target affected by the target. Cannot cause the shield to absorb more than it did from the start.
- Rune of Preaching to the Choir: Your healing abilities have a chance to spawn a Choir which will bless party or raid members randomly with 10% crit, 10% haste or 30% mana/energy/rage regeneration. For 10 seconds.
- Rune of Shield of Darkness: Puts a protective shield on your enemy target making it absorb 100% of the healing caused to the target. Shield of darkness absorbs the same amount as Power Word: Shield and shares cooldown.
- Rune of Renewal: When Renew expires it jumpes to the closest enemy target (within 10 yards from the target) causing the enemy target to take 1% more damage for 10 seconds. Stacks up to 5 times

Boots:

- Rune of Divine Pools: Power Word: Shield expires or are fully absorbed it. Is leaves a pool within 10 yards from the target. Standing in the pools buffs the players with Divine Pool:

Divine Pool: Increases damage done by 5%, healing taken by 5%, healing done by 5% and health by 5%. Lasts for 10 seconds.

- Rune of Angelic Echoes: Your healing spells now leaves an echo, healing the target for an additional 10% every 2 seconds for 10 seconds total.
- Rune of Fade: Fade will now make you vanish, becoming invisible and dropping combat for 10 seconds. Increases the cooldown on fade to 2 minutes.
- Rune of Lasting Shadows: Your Mind Blast ability will now have a 25% change to trigger 5/5 Spirit Tap.

Rogue:

Belt:

- Rune of Poisonous Clods: When Deadly Poison reaches 5 stacks a Poisonous Cloud is released. Poisonous Cloud is a 40 yard radius and deals damage equal to 3 stacks of Deadly Poison for 10 seconds. Energy regeneration is increased by 15% inside the cloud, for both friends and foes.
- Rune of Armor Piercing: Gives your melee attacks a 3% chance to expose weaknesses at your target, letting you ignore 30% of the targets armor for 10 seconds.
- Rune of the Joker: Vanish is now replaced by the new ability: Joker.

Joker: Removes all dots and debuffs while vanishing. Leaving a Joker behind, looming like you but running away from the target. As if you would flee like that!

- Rune of the Pirate: Learn the ability Auto Shot and have a 40% chance with each Auto Shot to award one combo point.

Boots:

- Rune of Mischief: Pick Picket can now be used on players. Instead mind controlling them and having them in stealth with you.
- Rune of Gliding: Replaces Slow Fall with Glide.
- Rune of Avoidance: Evasion now increases your parry chance as well as your dodge chance.
- Rune of Swiftness: Increases your movement speed by 15% while out of combat.

Shaman:

Belt:

- Rune of Foul Elements: Casting Nature, Fire, Air and Water spells now increase the damage of your next ability by 10%. Can be stacked if different elements are cast in a row, stacks up to 4 times. Causing the buff to stack will not consume the buff.
- Rune of Torrents: Windfury proccs now empowers the shaman with the buff Torrents.

Torrents: Chain lightning and lightning bolt is now instant and causes the shaman to instant attack with its weapon. Lasts for 10 seconds.

- Rune of Lightning: Teaches new ability Lightning Weapon.

Lightning Weapon: Enchants your weapon with Lightning giving it a 10% chance (40% 2h) to cast instant lightning bolt or chain lightning.

  • Rune of celestial elements: Causes your Auto attacks to have a 10% chance (40% 2h) to cast chain heals on your most injured friends. Heals are now instant cast but the mana cost is increased by 50%.

Boots:

- Rune of Celestial Wolf: Teaches Celestial Wolf. (which is an improved version of Ghost Wolf obviously).

Celestial Wolf: Instant cast, transforms the shaman into a celestial Wolf increasing movement speed by 40%. Can be used indoor and outdoor.

- Rune of Totemic Rebirth: Totems are now not affected by nor inflicting global cooldown. Teaches the spell: Recall Totems which recalls all active totems for a 10% mana refund.
- Rune of Liquids: Causes your Water Walking ability to increase swim speed by 30%.
- Rune of stones: Standing still for 5 seconds decreases damage taken by 10%. Effect is cancelled when moving.

Warlock:

Belt:

- Rune of Festina: Gives your dots a chance to crit for 160% of its normal damage. If Siphon Life is active on any target this ability now has a chance of increasing the haste of your dots by 40% for 15 seconds. While Siphon Life is active your dots cannot crit.
- Rune of Primus: Your Shadow Bolt now has a 10% chance to summon an imp minion for 15 seconds. For a maximum of 4 summoned imps.
- Rune of Elementum: Your shadow spells now empowers you with Ignis. Your fire spells now empowers you with Umbra. Lasting 4 seconds and stacks up to 5 times. Both Ignis and Umbra can be stacked.

Ignis: Increases your shadow damage by 2% per stack.

Umbra: Increases your fire damage by 2% per stack.

- Rune of Verto: Curse of elements now swaps the targets buffs with the warlocks for 15 seconds.

Boots:

- Rune of Summons: Your Summoning Ritual can now be used in combat to summon your friends and foes. 40 yard range, instant cast. Summoning Ritual now has 1 minute cooldown.
- Rune of Postponed Doom: Life tap now postpone all slow and stun effects for 8 seconds, during this time you cannot be stunned or slowed. When Postponed Doom expires all effects will continue where they were. If no slow or stun effects are active when Life tap is used Postponed Doom will not be activated. Postponed Doom gives Life Tap 30 seconds cooldown.
- Rune of Demonic Swiftness: Teaches the ability Demonic Swiftness.

Demonic Swiftness: Increase your movement speed for 150% for 2 seconds. Roots the warlock for 2 seconds when expired.

- Rune of Hastus: Stand still for 5 seconds and receive the curse of Hastus which increases the haste by 5%.

Warrior:

Belt:

- Rune of Slaughter: Increases the critical strike damage by an additional 30% and causes critical hits to cleave targets for 30% of its damage.
- Rune of the Titans: 2h can now be dual wielded but with a 40% reduced weapon damage.
- Rune of Eternal Bleed: Causes your bleed effects to be refreshed by auto attacks.
- Rune of the Guardian: Your abilities can now be used in all stances, however all abilities now require you to wield a shield. Damage and threat is increased by 20%.

Boots:

- Rune of Thunder: Thunderclap now stuns all targets for 1 second but has a 10 second cooldown.
- Rune of Frenzy: Everytime you are slowed, stunned, feared, charmed or polymorphed you gain a stack of Frenzy for 20 seconds.

Frenzy: Increases movement speed and attack speed by 5%. Stacks up to 5 times.

- Rune of Heroism: Swaps your current health with your targets health. If used on a target with more health than you, your blood vessels burst and you are stunned for 10 seconds.
- Rune of Killing Spree: When killing a target that gives experience or honor you gain 30% movement speed for 15 seconds.

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MAGE:
Rune of flight: allows you to fly and go through walls.
Bots already can use this rune, so why not give it to legit players in p2?

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Haha, unfortunately like you say, this rune already exists.

You are right. I am paying same sub with them

I mainly play paladin and priest and I realy like to see some runes or klass quest abiletys to boos the holy damage part. An example would be a rune that cleanse shadow word pain spell so it do holy damage instead (to boost smite priests). For paladins you can ad a run that removes the damage penalty you get for using seal of the crusader and make all our damage do a bit holy damage to.

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That would also be nice runes. I hope we get something like this.

As priest, the only rune that i’d love to see implemented in there is the mind blast spirit tap one. Maybe the fade-vanish one too, would be a spicy iteration of the retail pvp fade talent, in a more classic oriented way.

I had this idea for a mana regen rune for Shadow Priests.

New rune - Shadow Mana Regen
“Every time you deal shadow damage you have a 4% chance of activating Spirit Tap for 5 seconds.”

I mean all damage, every dot tick, every tick of Mind Flay, shadow wands and all hits on all targets with Mind Sear. This rune would be available to holy and discipline as well but they’ll generally only have SW:P or if they start wanding. Low chance overall but still a chance. Could be a fun hybrid shadow off healer build in there though!
Or you could lock it to shadowform to reward going deep into shadow but then you’d have to wait until lvl 40 to get the mana regen which is a bummer.

Numbers need to be tested and balanced obviously but these are just to give you a rough estimate. Some quick napkin math and I think you get around 10-15 shadow damage events per 10 seconds (assumin void plague).
That’s 40-60% chance of activating Spirit Tap for 5 seconds every 10 seconds. That equates to about 2.5s of Spirit Tap per 10 seconds or 25% uptime. I have no idea if that is enough but as I said the numbers can easily be adjusted :slight_smile:

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I could be minmaxed by timing the mindblast cast with the 2s mana regen tick, if you succeed and get it right, you could get 3 ticks of mana for a single Spirit tap proc.

Moreover, if you could get a way to cast Mindblast with no mana cost (let’s say, with the Inner focus talent ability); you could proc spirit tap for 5s on the 5s mana rule when you are OOM, and essentially having the big juicy mp5 boosted for that duration, that could easily get you from 0% to 25% mana in 5s, very sweet lol.

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