Die zweite Phase der Saison der Entdeckung wird bereits in gut einer Woche auf den Liveservern von WoW Classic starten. Derzeit befindet sich der Patch für Phase 2 auf dem PTR und Data Miner sind natürlich bereits damit beschäftigt, dieses Update ganz genau auseinander zu nehmen. Dabei haben diese Personen unter anderem entdeckt, was für Runen eigentlich mit Phase 2 eingeführt werden. Wer also wissen möchte, welche Runen seine favorisierte Klasse in Phase 2 erhält, der muss einfach nur die folgende Liste anschauen.
Wichtig dabei ist allerdings, dass bisher noch keine Fundorte für diese kommenden Runen angegeben werden. Wie der Name bereits vermuten lässt, liegt der Fokus der Saison der Entdeckung auf dem Erforschen der Spielwelt und dem Entdecken dieser Runen. Daher verzichten viele Seiten und Spieler derzeit auch komplett auf Spoiler in diese Richtung.
Alle neuen Runen aus Phase 2:
Krieger:
- Blood Surge – Heroic Strike, Bloodthirst, and Whirlwind have a 30% chance to make your next Slam within 15 sec instant and cost no Rage.
- Enraged Regeneration – Heals you for 30% of your maximum health over 10 sec, but can only be used while Enrage, Berserker Rage, or Bloodrage is active. Useable while Stunned.
- Focused Rage – Reduces the rage cost of your offensive abilities by 3.
- Commanding Shout – The warrior shouts, increasing the Stamina of all party members within 30 yards by 2. Lasts 2 min.
- Intervene – Run at high speed towards a party member, intercepting the next melee or ranged attack made against them as well as reducing their total threat by 10%.
- Precise Timing – Slam is now instant but has a 6 second cooldown.
- Rampage – Warrior goes on a rampage, increasing attack power by 2% and causing most successful melee attacks to increase attack power by an additional 2%. This effect will stack up to 5 times. Lasts 30 sec. This ability can only be used after scoring a critical hit.
- Rallying Cry – Let loose a rallying cry, granting all party and raid members within 40 yards 15% increased maximum health for 10 sec.
- Sword and Board – When your Devastate and Revenge abilities deal damage they have a 30% chance of refreshing the cooldown of your Shield Slam ability and reducing its Rage cost by 100% for 5 sec.
- Taste for Blood – Whenever your Rend ability causes damage, your Overpower ability will activate for 9 sec or 1 attack. This effect will not occur more than once every 6 sec.
- Shield Mastery – Increases all physical damage you deal by 10% while you have a shield equipped, and reduces the duration of all Disarm effects used against you by 50%. This does not stack with other Disarm duration reducing effects.
- Vigilance – Focus your protective gaze on a party or raid member, reducing their damage taken by 3% and transferring 10% of the threat they cause to you. In addition, each time they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 min. This effect can only be on one target at a time.
- Wrecking Crew – Your melee critical hits Enrage you, increasing all physical damage caused by 10% for 12 sec. This effect does not stack with Enrage.
Druide
- Berserk – When activated, this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 sec. Requires Bear Form, Cat Form, or Dire Bear Form to activate. Clears the effect of Fear and makes you immune to Fear for the duration.
- Efflorescence – Your Swiftmend now also causes Efflorescence, healing all party members within 15 yards of the Swiftmend target’s location for X every 2 sec for 30 sec.
- Survival Instincts – When activated, this grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. Useable in any form. In addition, you regenerate 5 rage every time you dodge while in Bear Form or Dire Bear Form, 10 energy while in Cat Form, or 1% of your maximum mana while in any other form.
- King of the Jungle – Tiger’s Fury now increases all physical damage you deal by 15% instead of by a flat value, and instantly grants you 60 Energy. It is no longer on the global cooldown, but it now has its own 30 sec cooldown.
- Improved Frenzy Regeneration – our Frenzied Regeneration can now be used in all forms or while not shapeshifted. It now converts your active resource into health every second for 10 sec. Up to 10 Rage, 10 Energy, or 5% base Mana is converted per second into up to 10% health.
- Dreamstate – Your damaging spell critical strikes grant you 50% of your mana regeneration while casting for 8 sec and increase Nature damage dealt to the target by 20% for 12 sec.
- Eclipse – Starfire increases the critical strike chance of your next two Wraths by 30%, and Wrath increases the critical strike chance of your next Starfire by 30%, both effects stacking up to 4 charges. Both spells also gain 70% chance at all times to not lose casting time when you take damage.
- Galewinds – Increases the damage done by your Hurricane by 100%, it no longer has a cooldown, and its mana cost is reduced by 20%.
- Improved Barkskin – Your Barkskin can now be cast on allies, no longer penalizes melee combat speed or spellcasting time, and can be cast while shapeshifted.
- Nourish – Heals a friendly target for X. Heals for an additional 20% if you have a Rejuvenation, Regrowth, Lifebloom, or Wild Growth effect active on the target. This spell benefits from and triggers all effects associated with Healing Touch.
- Gore – Striking a target with Lacerate, Swipe, or Maul has a 15% chance to reset the cooldown on Mangle (Bear). Striking a target with Mangle (Cat) or Shred has a 5% chance to reset the cooldown on Tiger’s Fury.
Jäger:
- Aspect of the Viper – The hunter takes on the aspect of the viper, causing your ranged and melee auto attacks to regenerate mana but reducing your total damage done by 10%. In addition, you gain 10% of maximum mana every 3 sec. Mana gained is based on the speed of your weapon. Only one Aspect can be active at a time.
- Expose Weakness – Your melee and ranged criticals increase your attack power by 40% of your current Agility for 7 sec.
- T.N.T. – Increases the damage done by Explosive Shot and all your damaging traps by 10%.
- Focus Fire – Consumes all applications of Frenzy from your pet, increasing your ranged attack speed by 3% and granting 4 Focus to your pet for each application of Frenzy consumed. Lasts 20 sec. Your pet gains Frenzy each time it uses a Basic Attack, increasing its melee attack speed by 6% for 10 sec, stacking up to 5 times.
- Melee Specialist – Raptor Strike cooldown reduced to 3 sec and is now instant, Mongoose Bite cooldown removed, and Raptor Strike has a 30% chance on each attack not to trigger its cooldown.
- Invigoration – When your pet scores a critical hit with a special ability, you instantly regenerate 5% of your maximum mana.
- Trap Launcher – Your Traps can now be placed at any location within 40 yards, and can be placed while you are in combat. Additionally, your Fire-based and Frost-based traps now have separate shared cooldowns.
- Dual Wield Specialization – Increases the damage done by your offhand weapon by 50%, causes your Raptor Strike to strike with both weapons when you are dual-wielding, and Raptor Strike deals 30% increased damage when you are wielding two weapons of the same type.
- Steady Shot – A steady shot that causes 60% ranged weapon damage.
Magier:
- Balefire Bolt – Unleash a reality-distorting burst of raw magic at your enemy, dealing X to X Spellfire damage. Each time you cast Balefire Bolt, the damage of your next Balefire Bolt within 30 sec will be increased by 10% and your Spirit will be decreased by 10% for 30 sec, both stacking up to 10 times. If your Spirit reaches 0 as consequence, you will immediately die. This spell will be checked against the lower of the target’s Arcane and Fire resists.
- Brain Freeze – Your Frost damage spells with chilling effects have a 15% chance to cause your next Fireball, Spellfrost Bolt, or Frostfire Bolt spell to be instant cast and cost no mana.
- Chronostatic Observation – Heals a friendly target for X. Fuses Arcane, Fire, and Frost magic to freeze chronomantic energy into a stored state for later use. You can hold this energy for up to 15 sec before it combusts and expires. When unleashed, heals a friendly target for X. This spell is considered Arcane, Fire, and Frost for interactions with other spells, talents, and effects.
- Displacement – Teleports back to where you last cast Blink from and resets the cooldown on Blink. Only usable within 10 sec of casting Blink.
- Dreamstate – Your damaging spell critical strikes grant you 50% of your mana regeneration while casting for 8 sec and increase Nature damage dealt to the target by 20% for 12 sec.
- Deep Freeze – Stuns the target for 5 sec. Only usable on Frozen targets. Deals X to X damage to targets permanently immune to Stun.
- Frostfire Bolt – Launches a bolt of frostfire at the enemy, causing X Frostfire damage, slowing movement speed by 40% and causing an additional X Frostfire damage over 9 sec. This spell will be checked against the lower of the target’s Frost and Fire resists and counts as both Frost and Fire damage.
- Molten Armor – Causes X Fire damage when hit, increases your spell critical strike chance by 5%, and reduces the chance you are critically hit by 5%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
- Hot Streak – Any time you score 2 non-periodic spell criticals in a row using Fireball, Fire Blast, Scorch, or Living Bomb, your next Pyroblast spell cast within 10 sec will be instant cast.
- Missile Barrage – Gives your Arcane Blast a 40% chance, and your Fireball and Frostbolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the mana cost by 100%, and missiles will fire every 0.5 secs.
- Temporal Anomaly – Launches an orb of temporal energy which slowly moves forward and every 2 sec grants all nearby party members a shield absorbing X damage for 15 sec.
- Spell Power – Increases critical strike damage bonus of all spells by 50%.
- Spellfrost Bolt – Launches a bolt of spellfrost at the enemy, causing X Spellfrost damage and slowing movement speed by 40% for 9 sec. This spell will be checked against the lower of the target’s Frost and Arcane resists and counts as both Frost and Arcane damage.
Paladin:
- Enlightened Judgements – Increases the range on your Judgement by 30 yards and your spell hit with all spells by 17%.
- Fanaticism – Increases your critical strike chance with Holy spells by 18%.
- Improved Hammer of Wrath – The cooldown on Hammer of Wrath is reset each time it damages an enemy below 10% health.
- Improved Sanctuary – Increases the damage prevented by your Blessing of Sanctuary by 100%, and increases damage done by your Blessing of Sanctuary by 30% of your shield block value.
- Infusion of Light – Increases the damage done by your Holy Shock by 20%, and your damaging critical strikes with Holy Shock reset the cooldowns on Holy Shock and Exorcism and refund the cost of Holy Shock.
- Light’s Grace – Your Holy Light spell reduces the cast time of your next Holy Light spell by 0.5 sec. Lasts 15 sec.
- Purifying Power – Reduces the cooldown on Exorcism and Holy Wrath by 50%, and Holy Wrath can now be cast at any target and will Stun Undead and Demon targets for 2 sec.
- Sacred Shield – Each time the target takes damage they gain a Sacred Shield, absorbing 500 damage and increasing the paladin’s chance to critically hit with Flash of Light by 50% for up to 6 sec. They cannot gain this effect more than once every 6 sec. Lasts 6 sec.
- Guarded by the Light – Each time you hit a target with your melee weapon, you gain 5% of your maximum mana per 3 sec for 15 sec, but the amount healed by your Flash of Light, Holy Light, and Holy Shock spells is reduced by 50% during this mana regeneration.
- Sheath of Light – Dealing damage with your melee weapon increases your spell power by an amount equal to 30% of your attack power for 1 min. In addition, your critical healing spells heal the target for 60% of the healed amount over 12 sec.
- The Art of War – Your melee critical strikes reset the cooldowns on Holy Shock and Exorcism.
- Wrath – Your Consecration damage can now be critical strikes, and damage from your Exorcism, Holy Shock, Holy Wrath, and Consecration spells gains additional critical strike chance equal to your melee critical strike chance.
Priester:
- Dispersion – You disperse into pure Shadow energy, reducing all damage taken by 90%. You are unable to attack or cast spells, but you regenerate 6% mana every 1 sec for 6 sec. Dispersion can be cast while stunned, feared or silenced and clears all snare and movement impairing effects when cast, and makes you immune to them while dispersed.
- Divine Aegis – Critical heals create a protective shield on the target, absorbing 30% of the amount healed. Lasts 12 sec.
- Despair – Periodic damage from your spells can now be critical strikes. (Mind Flay, Holy Fire, Mind Sear, Shadow Word: Pain, Void Plague)
- Empowered Renew – Your Renew now heals one extra time immediately when applied, and gains 15% increased benefit each time it heals from your bonus healing effects. In addition, your Renew can now be active on targets affected by another Priest’s Renew.
- Pain Suppression – Instantly reduces all damage taken by a friendly target by 40% and increases resistance to Dispel mechanics by 65% for 8 sec.
- Mind Spike – Blasts the target for X to X Shadowfrost damage, and increases the critical strike chance of your next Mind Blast on the target by 30%, stacking up to 3 times.
- Renewed Hope – Your heals from Flash Heal, Lesser Heal, Heal, Greater Heal, and Penance have 10% increased critical effect chance when cast on targets with Weakened Soul.
- Shadowfiend – Creates a shadowy fiend to attack the target. Caster receives 5% mana when the Shadowfiend attacks. Lasts 15 sec.
- Void Zone – Summons a void zone in the target area that deals X Shadow damage to enemies that stand within it every second for 10 sec.
- Surge of Light – Critical spellcasts cause your next Smite, Flash Heal, or Binding Heal cast within 15 sec to be instant cast.
- Spirit of the Redeemer – Activate to become the Spirit of Redemption for 30 sec. While in this form, you can cast any healing spell free of cost, but you cannot move, attack, be attacked, or be targeted by any spells or effects. Requires Spirit of Redemption talent to activate, and you will no longer enter Spirit of Redemption upon dying.
Schurke:
- Poisoned Knife – Instantly throw your off-hand weapon to deal normal off-hand weapon damage with a 100% chance to apply the poison from your off-hand weapon to the target. Awards 1 combo point. Poisoned Knife benefits from all talents and effects that trigger from or modify Sinister Strike.
- Honor Among Thieves – When any player in your party critically hits with a spell or ability, you gain a combo point on your current target. This effect cannot occur more than once every second.
- Combat Potency – You have a 20% chance to gain 15 Energy every time you deal melee damage with your off-hand weapon.
- Focused Attacks – You gain 2 Energy every time you deal a melee or ranged critical strike.
- Master of Subtlety – Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage.
- Rolling with the Punches – Each time you Dodge or Parry, you gain 6% increased Health, stacking up to 5 times.
- Shuriken Toss – Throw a shuriken at your enemy dealing damage equal to 25% of your Attack Power, and also strike up to 4 additional nearby targets. Awards 1 combo point.
- Shadowstep – Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 sec.
- Waylay – Your Ambush and Backstab hits unbalance your target, increasing the time between their melee attacks by 10%, and reducing movement speed by 50% for 8 sec.
Schamane:
- Ancestral Awakening – When you critically heal with your Healing Wave or Lesser Healing Wave you summon an Ancestral spirit to aid you, instantly healing the lowest percentage health party member within 40 yards for 30% of the amount healed.
- Decoy Totem – Summons a Decoy Totem for 10 sec with 5 health at the feet of the target that will redirect the next melee or ranged attack made against the target to the totem instead. The totem also grants the target immunity to movement impairing effects for 10 sec
- Fire Nova – Your Fire Nova Totem spell is replaced with Fire Nova, which causes your current Fire totem to emit damage at its location.
- Maelstrom Weapon – When you deal damage with a melee attack, you have a chance to reduce the cast time of your next Lightning Bolt, Chain Lightning, Lesser Healing Wave, Healing Wave, Chain Heal, or Lava Burst spell by 20%. Stacks up to 5 times. Lasts 30 sec.
- Power Surge – Each time Flame Shock deals damage, it has a 5% chance to reset the cooldown on Lava Burst and Chain Lightning and make the next Lava Burst, Chain Heal, or Chain Lightning within 10 sec instant.
- Spirit of the Alpha – Infuses the target with the spirit of an alpha wolf, increasing all threat generated by the target by 45% for 30 min. Limit 1 target.
- Two-Handed Mastery – Each time you strike an enemy with a two-handed weapon, you gain 30% attack speed with two-handed weapons for 10 sec.
Hexenmeister:
- Backdraft – Your Conflagrate ability also grants 30% spellcasting haste for 10 sec.
- Demonic Knowledge – Increases your spell damage and healing by a value equal to 10% of your Demon pet’s total Stamina plus Intellect.
- Dance of the Wicked – You and your demon pet gain dodge chance equal to your spell critical strike chance each time you deal a critical strike to an enemy, and also both regain 2% of maximum mana.
- Immolation Aura – Burns nearby enemies for X damage every 2 seconds, and reduces all magic damage taken by 10%. Lasts until cancelled.
- Grimoire of Synergy – Recite from a dark tome, granting damage done by you or your summoned demon a 5% chance to increase the damage done by the other by 5% for 15 sec. Recitation lasts 30 min.
- Invocation – Refreshing Corruption, Immolate, Curse of Agony, or Siphon Life when it has less than 6 seconds duration remaining will cause you to deal instant damage to the target equal to one period of that spell’s periodic damage.
- Pandemic – Periodic damage from your Corruption, Unstable Affliction, Curse of Agony, Immolate, Curse of Doom, and Siphon Life abilities can now be critical strikes.
- Shadow and Flame – Your critical strikes with Fire and Shadow spells increase your Fire and Shadow damage done by 10% for 10 sec.
- Summon Felguard – Summons a Felguard under the command of the Warlock. The Felguard benefits from all talents and effects that trigger from or benefit any of your other Demon minions.
- Shadowflame – Targets in a cone in front of the caster take X Shadow damage and an additional X Fire damage over 8 sec. This effect can be consumed with Conflagrate.
- Unstable Affliction – Shadow energy slowly destroys the target, causing X damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause X damage to the dispeller and silence them for 5 sec. Only one Unstable Affliction or Immolate per Warlock can be active on any one target.
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Vielleicht noch ein Disclaimer davor:
Die Runen sind noch nicht final. Die Entwickler haben gesagt sie fügen auch ein paar Dinge ein, die so nicht final kommen, damit die Dataminer nicht alles spoilern und man wirklich noch etwas entdecken kann.
Als Beispiel die Rune Aspect der Viper beim Jäger: Diese Aura/Zauber besitzt der Jäger in Classic auch ohne Rune schon