Edit: Updated July 26th, 2024 (6/26/24)
Introduction
Heya folks! After a ton of amazing feedback, I’ve revised my Priest Rune Restructure.
I’ll lead with a chart indicating where each rune falls in my restructure. Following that chart will be three collapsible drop-downs for the three play-styles I designed the runes around:
- Shadow Priest
- Smite Priest
- Healing Priest
Each drop-down will have details for any runes that might be relevant to the play-style. I’ll include a master list in a fourth drop-down for people who want to see the entire thing. Please keep in mind that I tried to make changes using mechanics that exist in some form of the game to make it as easy as I could to implement them here in Season of Discovery. The easier they are to implement, the higher the likelihood that our suggestions will have positive influence.
A brief overview of the playstyles I designed around:
Playstyles
Healing Priests
The mainstay of priest gameplay. Priests are the only class with two talent trees dedicated to healing, but they currently suffer from intense mana management issues. Where other classes received mechanics that lean into mana conservation or regeneration tools, a healing Priests generally needs to run Dispersion to maintain their mana pool, locking them out of Pain Suppression or Spirit of the Redeemer. These mana issues are pervasive to the class, not just to healing priests. The changes made to healing runes have two goals in mind:
- Make Priest runes competitive with mana regeneration effects available to other classes, but not a simple copy/past of other effects.
- Offer a variety of approaches to playing a healer as a Priest that are interesting and effective.
Smite Priest
The Smite Priest - a dps priest focused on dealing Holy damage - has been a long-running desire of a small community of priest players. Season of Discovery provides the perfect opportunity to explore the space. Over various expansions Blizzard has added effects here and there that interacted with Smite and Holy Fire, but never really pulled the trigger on giving them the tools to deal competitive damage. Thankfully, many existing runes can be modified to support the play-style without hurting other flavors of play. I’ve collected a few ideas from other expansions that should serve as an adequate base and adapted a few existing runes to fill in a few gaps in the rune offerings for Smite Priests.
You may be thinking “Why bother with Holy DPS when we have Shadow?” Which is an entirely valid question. Ultimately, Holy DPS likely won’t offer anything that Shadow doesn’t already do, but it’s a different flavor to dealing damage in the class and I think that’s worth exploring.
Shadow Priest
With the recent update to Shadow Priest runes (on 6/21/24) I think they’re doing alright, so I toned down a lot of my previous suggestions to focus on a few specific runes. I’ve focused on changes that should help Shadow Priest damage scaling since they historically do well initially, but scale worse than other classes, eventually falling behind on damage. You’ll notice that there isn’t much that I’ll recommend, but I’m hoping the changes I do suggest are reasonable.
The Pain and Suffering update resolved a lot of button bloat that I had previously complained about, so my changes are more focused on allowing Shadow Priests to scale a little better.
Rune Slot Overview
In the following chart, runes that new or new to the slot are underlined. Any rune in regular text already exists in that slot, but may have changes to functionality that you’ll read about later on.
Slot | ||||
---|---|---|---|---|
Helm | Divine Aegis | Archangel | Pain and Suffering | |
Back | Binding Heal | Light’s Wrath | Vampiric Touch | |
Chest | Prayer of Mending | Serendipity | Twisted Faith | |
Wrist | Power Word: Barrier | Well of Radiance | Void Zone | Shared Pain |
Hands | Circle of Healing | Penance | Mind Sear | Shadow Word: Death |
Waist | Soul Warding | Renewed Hope | Mind Spike | Improved Mind Flay |
Legs | Eternal Renewal | Surge of Light | Void Plague | |
Feet | Pain Suppression | Spirit of the Redeemer | Dispersion | |
Base: | Empowered Renew | Despair | Strength of Soul | |
Shadowfiend | Improved Fortitude | |||
Retired: |
A word on the Retired runes and Baseline runes before I dive into the three playstyles:
Retired Runes
It’s no secret that Eye of the Void and Homunculi aren’t well-liked, and many people have expressed that they want them gone entirely. I retired them because I had other things I wanted to do with the kit, but if they were to be kept, here’s what I’d do:
- Homunculi is now a baseline rune with a 30 sec duration and cooldown. It no longer triggers a global cooldown.
Lowering the duration and taking them off of GCD solves two problems. First, after a fight they’re not likely to have enough duration left to get you into serious trouble with how aggressive they are. Second, removing the GCD cost lets the priest freely cast and recast the effect as necessary if their team is reliant on them for the armor reduction. These aren’t perfect solutions, but they are easy to implement relative to completely rewriting the AI for the buggers, which is why I suggest them.
- Eye of the Void is now baseline and indicates that it cannot be active at the same time as Shadowfiend.
Perhaps there is room to rework the curses the eye offers a little, but I worry that making this guy baseline and including an effect like the current Warlock Mark of Chaos effect (-75 resists and +10% magic damage) would make that particular Warlock rune irrelevant. Perhaps swap Curse of Elements on this guy to a different Warlock support curse (Recklessness/Weakness?) to free those players up to do damage with their own Curse of Doom/Agony. I wouldn’t get rid of Curse of Shadow, since that’s the only damage increasing one that’s relevant to one of our play-styles and makes us not reliant on having a pocket Warlock around for Mark of Chaos.
Baseline Runes
Shadowfiend and Improved Fortitude (Increased duration/reduced cost on Power Word: Fortitude) are unchanged, but the following runes have been adjusted:
Empowered Renew | Base | Same effect as current version; now a baseline rune. |
Strength of Soul | Base | |
Despair | Base | Periodic damage from your abilities can now be critical strikes. Periodic critical strikes gain a 10% chance per talent point in the Spirit Tap talent to trigger the Spirit Tap effect. |
- Empowered Renew is a pretty boring rune choice that adds basic functionality to Renew (allowing multiple priests to renew a target). If changing it to become a baseline rune gives too much power, you can tone down the bonus healing effects it currently receives. I don’t really foresee this being an issue though.
- Strength of Soul adds basic functionality to Power Word: Shield that is pretty uninteresting, but can hurt to lose. I’ve changed that basic functionality to be baseline and integrated component that reduces the duration of Weakened Soul duration into the Soul Warding rune. You’ll read about this later.
- Despair becoming baseline was a toss-up decision for me, but ultimately I felt it made sense. Despair, like Empowered Renew and Strength of Soul, adds basic functionality that crowds out other choices in whatever slot it ends up in. Shadow Priests historically scale incredibly poorly, and making this rune baseline allowed for more interesting effects elsewhere in the optional runes.
You’ll notice that Despair has an extra effect now. Spirit Tap is a powerful effect, but is gated by needing to kill an opponent to trigger. I’ve added three ways for priests to trigger the effect in this rune restructure. Despair requires talent points to be invested in the Spirit Tap talent to function, but this is because the rune is baseline. The other two ways to trigger Spirit Tap do not require the talent to function, they simply have a chance to trigger the effect when a condition is met.
For reference, Spirit Tap does the following: “You gain a 100% bonus to your Spirit. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.”
Obviously, Despair favors Shadow Priests as they have access to the most DoT effects. If having access to this effect sounds powerful, it’s because it is. Do keep in mind, however, that other classes have access to much more consistent mana management tools (Dreamstate on the Druid being an excellent example), and this is intended to help Priests compete with that level of mana regeneration. I elected to use Spirit Tap because the effect is a mana regeneration mechanic unique to Priests that already exists in the current WoW client. I’m hoping that by simply adding ways to trigger the effect, it is easier to implement.
Healing Priest
Rune Descriptions and Commentary
Here are all the relevant runes for Healing Priests. As before, changes are underlined. If the rune already exists but is underlined, it is in a different slot from what we currently have.
The idea with these runes is to allow for two distinct styles of play: One focused on raw healing and damage mitigation, the other mixing in some offensive attacks here and there to maintain mana while contributing damage in lower-difficulty content.
Divine Aegis Helm You have a 50% chance to trigger Spirit Tap when you shield an ally. Does not require points invested in the Spirit Tap talent to activate. Critical heals create a protective shield on the target, absorbing 30% of the amount healed. Lasts 12 sec. Archangel Helm Dealing Holy damage grants Evangelism. Stacks up to 5 times. Lasts 20 sec. Each stack of Evangelism increases your spell power by 5% of your total Spirit and reduces the mana cost of your offensive Holy spells by 10%. Activating Archangel consumes your Evangelism stacks to instantly restore 1% of your maximum mana and increase the damage of your Holy Spells by 5% for each stack consumed. Lasts 20 sec. 15 sec cooldown.
- Divine Aegis gives your Power Word: Shield and critical heals a chance to trigger Spirit Tap. This effect is low-maintenance and just works.
- Archangel offers more active mana management. This rune is primarily intended for Smite Priests, but certain spells in the Holy Priest’s arsenal like Holy Nova, Penance, or Holy Fire can quickly stack Evangelism by either hitting multiple enemies, hitting multiple times, or dealing damage over time. When combined with Spirit Tap (which doubles your Spirit for its duration), you can gain an impressive amount of spell power from this effect.
Binding Heal Back Same effect as current version. Light’s Wrath Back Passively increases the critical strike damage bonus of your Holy spells by 50%. You gain the Light’s Wrath ability."You unleash the divine fury of the Light on the targeted opponent, dealing heavy Holy damage and healing up to 5 wounded friendly targets within 15 yards of the enemy target for 100% of the damage dealt." 6 sec cast. 30 sec cooldown. Light’s Wrath benefits from talents and abilities that modify Holy Fire.
- Binding Heal was not changed functionally, but with the changes I’ve made this may be too efficient of a heal right now. There could be an argument that the raw amount of healing it does could stand to be be reduced. Remember: Binding Heal currently benefits from all effects that modify Flash Heal.
- Light’s Wrath is more oriented toward the Smite Priest playstyle than the Healing Priest playstyle, but is intended to be a valid option if the Healing Priest wants to lean into a more offensive style of play for group healing.
Prayer of Mending Chest Same effect as current version; Now located on the Chest slot. Serendipity Chest Healing with Flash Heal or dealing damage with Smite reduces the cast time of your next Lesser Heal, Heal, Greater Heal, Prayer of Healing, or Holy Fire by 20% for 20 sec, stacking up to 3 times.
- Prayer of Mending Has been moved to the chest slot to make room on the legs for a new suggested rune. Prayer of Mending is intended to continue to be a solid choice to heal a large number of targets, contrasting with Serendipity.
- Serendipity, in the context of a healing priest, is more focused on a single target and larger heals. The functionality for healers remains exactly the same as it is on live, but works well with the Archangel rune on the helm if you want to squeeze in a Holy Fire occasionally to stack Evangelism or run with Light’s Wrath to preserve some group healing capabilities.
Power Word: Barrier Wrist Same effect as current version. Well of Radiance Wrist Modifies your Lightwell ability, causing it to last for 5 sec and radiate a Holy Nova from its location each sec. Lightwell can no longer be clicked on by party and raid members. 1.5 sec cast, 20 sec cooldown.
- Power Word: Barrier is likely your default in this slot as a healer unless you choose to heal with talents invested deep into the Holy tree for Lightwell.
- Well of Radiance causes 5 Holy Novas that emit from your Lightwell. This does roughly the same amount of healing as a full-duration generic Lightwell heal to each target in your party. You do lose the ability for people to interact with your Lightwells, but I’ve never had good luck with getting people to click on the well for a heal anyway, so preserving that mechanic seemed unwise. Keep in mind that Holy Nova only hits the Priest’s party currently.
Circle of Healing Hands Same effect as current version. Penance Hands Same effect as current version.
- Circle of Healing and Penance are unchanged.
Soul Warding Belt Your Power Word: Shield no longer has a cooldown, costs 15% less mana, gains 15% additional base value, and gains an additional 50% of your healing power. Lesser Heal, Heal, Greater Heal, and Flash Heal reduce the remaining duration of Weakened Soul on targets they heal by 4 sec. Renewed Hope Belt 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. Smite, Holy Fire, Penance, and Holy Nova have 10% increased critical effect chance when cast on targets suffering from your Holy Fire effect.
- Soul Warding lets you lean into dispensing shields to your allies, allowing you to give out larger shields and to dispense them more often. This rune inherited part of the Strength of Soul rune.
- Renewed Hope increases the likelihood that you’re land a critical heal on your allies. Putting these runes on the same slot prevents a player from accidentally shooting themselves in the foot with runes that work against one another.
Eternal Renewal Leg The global cooldown of Renew is reduced by 0.5 seconds. Healing or Shielding a target under the effects of your Renew causes them to be instantly healed equal to 100% of the normal periodic healing of Renew. When Renew completes its duration or is dispelled, the Priest regains the full cost of the spell. Surge of Light Legs Critical spellcasts cause your next Smite or Flash Heal cast within 15 sec to be instant cast and cost no mana. Stacks up to 2 times.
- Eternal Renewal is intended to offer a way for priests to focus on healing a wide number of targets while touting some of the mana savings of Surge of Light. This rune synergizes well with the shielding effect of Divine Aegis and abilities that can heal multiple targets at once like Circle of Healing, Holy Nova, and Prayer of Mending.
- In all previous versions, Surge of Light provided the instant cast Smite/Flash Heal casts as free spells, but these free casts couldn’t crit. The version that’s live doesn’t offer this, but these instant spells can critically strike, and thus chain off one another. I don’t think there’s a huge problem with having both free and crit-capable casts off of this rune, though if someone sees a glaring issue I don’t, please let me know! This rune now lets you store up to two charges since abilities like Penance and Holy Nova can crit multiple times in a single cast.
Pain Suppression Boots Same effect as current version. Spirit of the Redeemer Boots Critical spellcasts have a 25% chance to trigger the Spirit Tap effect, does not require investment into the Spirit Tap talent to activate. Activate to become the Spirit of Redemption for 10 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.
- Pain Suppression is truly the premiere emergency action rune for healing priests. With the changes to Divine Aegis and inclusion of Archangel, the hope is that you have enough mana to feel comfortable selecting this rune.
- Spirit of the Redeemer, while geared a little more toward Smite Priest, can serve as another source of Spirit Tap for any priest taking advantage of critical spellcasts. The active effect of Spirit of the Redeemer is still restricted to players that invest in the “Spirit of Redemption” talent in the Holy tree.
Smite Priest
Rune Descriptions and Commentary
Here are all the relevant runes for Smite Priests. As before, changes are underlined. If the rune already exists but is underlined, it is in a different slot from what we currently have.
If you went over the Healing Priest section, some of this will be a review to you since there’s a degree of overlap between the two rune sets.
Archangel Helm Dealing Holy damage grants Evangelism. Stacks up to 5 times. Lasts 20 sec. Each stack of Evangelism increases your spell power by 5% of your total Spirit and reduces the mana cost of your offensive Holy spells by 10%. Activating Archangel consumes your Evangelism stacks to instantly restore 1% of your maximum mana and increase the damage of your Holy Spells by 5% for each stack consumed. Lasts 20 sec. 15 sec cooldown.
- Archangel works to improve both your mana economy and raw damage as a Smite Priest. Evangelism has strong synergies with Spirit Tap to provide some extra spell power for the Smite Priest. Note that every instance of Holy damage provides a stack of Evangelism, so each enemy hit by Holy Nova, or each periodic instance of damage from Holy Fire will grant you a stack. Shadow Priests have many multiplicative damage scalars, and this is intended to bring Smite Priests up to par with that. Definitely tune the numbers as necessary to accomplish this.
Light’s Wrath Back Passively increases the critical strike damage bonus of your Holy spells by 50%. You gain the Light’s Wrath ability."You unleash the divine fury of the Light on the targeted opponent, dealing heavy Holy damage and healing up to 5 wounded friendly targets within 15 yards of the enemy target for 100% of the damage dealt." 6 sec cast. 30 sec cooldown. Light’s Wrath benefits from talents and abilities that modify Holy Fire.
- Light’s Wrath is intended to function like Pyroblast or Soul Fire, but with the flair of a Holy Priest offering some mild group healing on a somewhat long cooldown. With the Holy Fire Talent and the adjusted Serendipity rune fully stacked, Light’s Wrath has a 2.2 sec cast time. The passive effect of this rune mirrors an effect that Shadow Priests get in their section, and is intended to help Smite Priests combat the same scaling issue that Shadow Priests have with gearing.
Serendipity Chest Healing with Flash Heal or dealing damage with Smite reduces the cast time of your next Lesser Heal, Heal, Greater Heal, Prayer of Healing, or Holy Fire by 20% for 20 sec, stacking up to 3 times.
- Serendipity now triggers when dealing damage with Smite and reduces the cast time of Holy Fire, allowing you to maintain the Holy Fire DoT more easily for the new effects of the Renewed Hope rune or reduce the cast time of Light’s Wrath.
Penance Hands Same effect as current version.
- Penance has not changed.
Well of Radiance Wrist Modifies your Lightwell ability, causing it to last for 5 sec and radiate a Holy Nova from its location each sec. Lightwell can no longer be clicked on by party and raid members. 1.5 sec cast, 20 sec cooldown.
- Well of Radiance is here to reward Smite Priests for diving deep into the Holy talent tree and leaning into the cool AoE they already have by building Holy Nova to the spell. This spell, as mentioned in the healing section, restores health to your party at about the same rate as the current max rank of Lightwell. The numbers probably need to be adjusted some to be properly balanced, but I thought this would be a fun and useful way to use the currently-neglected Lightwell talent.
Renewed Hope Belt 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. Smite, Holy Fire, Penance, and Holy Nova have 10% increased critical effect chance when cast on targets suffering from your Holy Fire effect.
- Renewed Hope now increases your critical strike chance against enemies that are suffering from Holy Fire’s DoT effect, giving you a good reason to maintain it on your target!
Surge of Light Legs Critical spellcasts cause your next Smite or Flash Heal cast within 15 sec to be instant cast and cost no mana. Stacks up to 2 times.
- Surge of Light now stacks up to 2 times, allowing you to use Penance, Well of Radiance, or Holy Nova and not feel quite as bad about getting multiple critical hits with it. Surge of Light also now makes Smite free, which helps with mana conservation and has been a staple of every other version of Surge of Light throughout WoW’s history. Previous versions haven’t allowed the free instant spells to critically strike, but I think having both free and crit-capable casts shouldn’t be too powerful in most contexts.
Spirit of the Redeemer Boots Critical spellcasts have a 25% chance to trigger the Spirit Tap effect, does not require investment into the Spirit Tap talent to activate. Activate to become the Spirit of Redemption for 10 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.
- Spirit of the Redeemer is the Smite Priest’s main method of triggering Spirit Tap. It could be activated for some clutch healing, but the primary purpose of this rune is to allow Healing and Smite priests access to Spirit Tap.
Shadow Priest
Rune Descriptions and Commentary
Here are all the relevant runes for Shadow Priests. As before, changes are underlined. If the rune already exists but is underlined, it is in a different slot from what we currently have.
Divine Aegis Helm You have a 50% chance to trigger Spirit Tap when you shield an ally. Does not require points invested in the Spirit Tap talent to activate. Critical heals create a protective shield on the target, absorbing 30% of the amount healed. Lasts 12 sec. Pain and Suffering Helm Same effect as current version.
- You could technically take Divine Aegis you’re desperate for Spirit Tap or don’t have Pain and Suffering.
- Pain and Suffering is definitely your mainstay. I think the recent changes on the PTR put this rune in a good spot.
Vampiric Touch Back Same effect as current version.
- Vampiric Touch is unchanged. I think it’s in a good place with the Pain and Suffering changes.
Twisted Faith Chest Passively increases the critical strike damage bonus of your Shadow spells by 50%. Mind Flay and Mind Blast deal 50% increased damage to targets afflicted with your Shadow Word: Pain.
- Twisted Faith now also passively increases your critical strike damage bonus by 50%. This should help Shadow Priests scale a little better, which is a consistent problem they have in Classic and future expansions.
Mind Sear Hands Same effect as current version. Shadow Word: Death Hands Same effect as current version.
- Mind Sear and Shadow Word: Death are unchanged.
Mind Spike Belt Same effect as current version. Improved Mind Flay Belt The base range of your Mind Flay ability is increased to 30 yards. Damaging a target suffering from Void Plague, Shadow Word: Pain, or Vampiric Touch with Mind Flay causes instant damage equal to 30% of the normal periodic damage of Void Plague, Shadow Word: Pain, and Vampiric Touch.
- Mind Spike is intended to be taken by a playstyle that focuses more on Mind Blast.
- Improved Mind Flay has been added here to to double down on your damage over time effects and make Mind Flay a competitive choice with Mind Spike. The intention with this rune is to be roughly equivalent to Mind Spike/Mind Blast gameplay, ideally the damage should be roughly similar.
Void Zone Wrist Same effect as current version. Shared Pain Wrist Your Shadow Word: Pain now also afflicts up to 2 additional nearby targets within 15 yards. If the primary target of your Shadow Word: Pain is afflicted with Void Plague, up to 2 additional targets within 15 yards are also afflicted with Void Plague.
- Void Zone is here for simple no-nonsense AoE.
- Shared Pain now spreads both Shadow Word: Pain and Void Plague in a group of enemies if the primary target of your Shadow Word: Pain is currently suffering from Void Plague.
Void Zone is probably better for quickly burning through trash packs, but Shared Pain is intended to work well on multi-target encounters that last awhile, allowing you to refresh both effects on a large group of enemies with a few Shadow Word: Pain casts. Both runes help trigger Despair’s new Spirit Tap triggering effect.
Void Plague Legs Same effect as current version.
- Void Plague is now located on the Leg rune slot.
Pain Suppression Boots Same effect as current version. Spirit of the Redeemer Boots Critical spellcasts have a 25% chance to trigger the Spirit Tap effect, does not require investment into the Spirit Tap talent to activate. Activate to become the Spirit of Redemption for 10 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. Dispersion Boots Same effect as current version.
- Dispersion is still a good defensive and regenerative tool.
- Spirit of the Redeemer affords you another method of triggering Spirit Tap if you opt to go for the Mind Spike/Mind Blast route. Spirit of the Redeemer won’t trigger on periodic critical strikes of abilities like Mind Flay, any of your DoT effects, Void Zone, and so on.
- Pain Suppression is available if you would prefer to take that instead of the other options for whatever reason.
Despair Baseline Periodic damage from your abilities can now be critical strikes. Periodic critical strikes gain a 10% chance per talent point in the Spirit Tap talent to trigger the Spirit Tap effect.
- Despair, like I mentioned in the opening sections of this post, is now baseline.
Shadow Priests gain the most benefit from Despair since they field the highest number of DoT effects. Because Despair is baseline, your chance to trigger Spirit Tap is tied to your investment in the talent “Spirit Tap”. This shouldn’t be a problem for most PvE Shadow Priests because they need to get past that tier to access some of their core tools anyway. For Smite and Healing priests, it may be a decent incentive to invest points into this talent.
HomunculiRetired No longer in use. Eye of the VoidRetired No longer in use.
Homunculi and Eye of the Void, as mentioned in their own dedicated section, have been removed. I have ideas on how to make them less frustrating to use if they were to be made baseline runes, but they didn’t compete well with other options in any slot I ended up putting them into. I’ve seen a lot of feedback expressing frustration with these spells. If you’re interested in hearing more about these, go to the “Retired Runes” dropdown.
Master List
Rune Descriptions
Divine Aegis Helm You have a 50% chance to trigger Spirit Tap when you shield an ally. Does not require points invested in the Spirit Tap talent to activate. Critical heals create a protective shield on the target, absorbing 30% of the amount healed. Lasts 12 sec. Archangel Helm Dealing Holy damage grants Evangelism. Stacks up to 5 times. Lasts 20 sec. Each stack of Evangelism increases your spell power by 5% of your total Spirit and reduces the mana cost of your offensive Holy spells by 10%. Activating Archangel consumes your Evangelism stacks to instantly restore 1% of your maximum mana and increase the damage of your Holy Spells by 5% for each stack consumed. Lasts 20 sec. 15 sec cooldown. Pain and Suffering Helm Same effect as current version.
Binding Heal Back Same effect as current version. Light’s Wrath Back Passively increases the critical strike damage bonus of your Holy spells by 50%. You gain the Light’s Wrath ability."You unleash the divine fury of the Light on the targeted opponent, dealing heavy Holy damage and healing up to 5 wounded friendly targets within 15 yards of the enemy target for 100% of the damage dealt." 6 sec cast. 30 sec cooldown. Light’s Wrath benefits from talents and abilities that modify Holy Fire. Vampiric Touch Back Same effect as current version.
Prayer of Mending Chest Same effect as current version; Now located on the Chest slot. Serendipity Chest Healing with Flash Heal or dealing damage with Smite reduces the cast time of your next Lesser Heal, Heal, Greater Heal, Prayer of Healing, or Holy Fire by 20% for 20 sec, stacking up to 3 times. Twisted Faith Chest Passively increases the critical strike damage bonus of your Shadow spells by 50%. Mind Flay and Mind Blast deal 50% increased damage to targets afflicted with your Shadow Word: Pain.
Power Word: Barrier Wrist Same effect as current version. Well of Radiance Wrist Modifies your Lightwell ability, causing it to last for 5 sec and radiate a Holy Nova from its location each sec. Lightwell can no longer be clicked on by party and raid members. 1.5 sec cast, 20 sec cooldown. Void Zone Wrist Same effect as current version. Shared Pain Wrist Your Shadow Word: Pain now also afflicts up to 2 additional nearby targets within 15 yards. If the primary target of your Shadow Word: Pain is afflicted with Void Plague, up to 2 additional targets within 15 yards are also afflicted with Void Plague.
Circle of Healing Hands Same effect as current version. Penance Hands Same effect as current version. Mind Sear Hands Same effect as current version. Shadow Word: Death Hands Same effect as current version.
Soul Warding Belt Your Power Word: Shield no longer has a cooldown, costs 15% less mana, gains 15% additional base value, and gains an additional 50% of your healing power. Lesser Heal, Heal, Greater Heal, and Flash Heal reduce the remaining duration of Weakened Soul on targets they heal by 4 sec. Renewed Hope Belt 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. Smite, Holy Fire, Penance, and Holy Nova have 10% increased critical effect chance when cast on targets suffering from your Holy Fire effect. Mind Spike Belt Same effect as current version. Improved Mind Flay Belt The base range of your Mind Flay ability is increased to 30 yards. Damaging a target suffering from Void Plague, Shadow Word: Pain, or Vampiric Touch with Mind Flay causes instant damage equal to 30% of the normal periodic damage of Void Plague, Shadow Word: Pain, and Vampiric Touch.
Eternal Renewal Leg The global cooldown of Renew is reduced by 0.5 seconds. Healing or Shielding a target under the effects of your Renew causes them to be instantly healed equal to 100% of the normal periodic healing of Renew. When Renew completes its duration or is dispelled, the Priest regains the full cost of the spell. Surge of Light Legs Critical spellcasts cause your next Smite or Flash Heal cast within 15 sec to be instant cast and cost no mana. Stacks up to 2 times. Void Plague Legs Same effect as current version.
Pain Suppression Boots Same effect as current version. Spirit of the Redeemer Boots Critical spellcasts have a 25% chance to trigger the Spirit Tap effect, does not require investment into the Spirit Tap talent to activate. Activate to become the Spirit of Redemption for 10 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. Dispersion Boots Same effect as current version.
Improved Fortitude Baseline Same effect as current version. Shadowfiend Baseline Same effect as current version. Empowered Renew Baseline Same effect as current version. Strength of Soul Baseline Lesser Heal, Heal, Greater Heal, and Flash Heal reduce the remaining duration of Weakened Soul on targets they heal by 4 sec. In addition,Targets of your Power Word: Shield will gain Rage from taking damage despite the damage being absorbed, and Righteous Fury will trigger from damage absorbed by your Power Word: Shield as if it were a heal.Despair Baseline Periodic damage from your abilities can now be critical strikes. Periodic critical strikes gain a 10% chance per talent point in the Spirit Tap talent to trigger the Spirit Tap effect.
HomunculiRetired No longer in use. Eye of the VoidRetired No longer in use.
Commentary on these runes is located in the other three sections!
Concluding Thoughts
This post is huge, so thank you for taking the time to read through it. I realize there are many other considerations for Runes aside from how they play in endgame content (namely, how and when they are acquired), but I hope that these suggestions are useful to someone. I think leaning into the current effect that Spirit Tap provides could be a good call when it comes to helping Priests access the tools they need to manage their mana pools in SoD.
I don’t claim to have all the answers here but I hope that it sparks discussion that’s useful to the folks doing the actual work. Devs, thanks for all you’re doing. I’ve had a great time with SoD so far and appreciate the effort and time you’re putting into this. Best of luck!
- Varnoc