The funny thing about all talents if that they all function to increase the output of your character, whether that’s damage or healing. Even defensive talents like Ice Ward or Ring of Frost still improve your output by helping you stay alive. When a talent has to spell out that it is increasing your damage or healing by a percentage, you have to realize how redundant and how unoriginal that talent really is.
The best talents improve your output by providing one of 3 benefits:
- More resources (could be mana, could be spec-specific like Fingers of Frost)
- Resolves or diminishes a limitation unique to that spec (Warlocks have mobility issues, so Burning Rush helps diminish that limitation)
- Enhances the basic gameplay of your spec (Burst cooldowns like a Fire Mage’s Meteor is an example of this as it adds gameplay to what is already there)
The level 30 talent grid is shared across all 3 specs, so why is the most boring talent, the best option every time? I propose that you remove Rune of Power and replace it with a spec-specific talent that fits the theme of each spec. Rune of Power does not add any extra gameplay to any of the specs, it actually adds MORE limitations, and it has to spell out how it increases your damage rather than giving you resources.
Needless to say Rune of power is conceptually a horrible talent that should not exist, never mind being the best option in most situations.
Rune of Power replacements:
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Arcane: Rune of the Magi - Place an Arcane Rune on the ground that lasts until all charges are consumed and 30 seconds have elapsed. Rune of the Magi generates up to 3 Charges of Ley energy every 5 seconds, standing inside the Rune will consume all Charges of Ley energy and restore 8% of your total mana for each Ley energy charge consumed.
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Fire: Rune of Ignition - Place an explosive Rune on an enemy target that detonates after 10 seconds dealing damage evenly split between the primary target and all other enemy targets within 12 yards; also applies ignite. Rune of Ignition deals damage based on a base value plus 100% of the damage dealt during the countdown towards detonation.
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Frost: Rune of Absolute Zero - Creates a Freezing area in a 12 yard radius around the rune for 15 seconds causing all enemy units to become vulnerable to Shatter effects, even those normally Immune to such effects.
All these replacement Runes function to increase your player’s output without just a flat percent increase. Rune of the Magi gives more resources, Rune of Ignition adds to the preexisting gameplay loop of fire with a burst cooldown-based talent, and Rune of Absolute Zero diminishes the issue of Frost’s Shatter effect on many targets or Targets immune to such effects.