Rune of Bladestorm (spinning AoE massive dmg, can’t be stopped or crowd controlled until it’s over, lasts like 8 seconds, 1.5 min cd, can’t cast anything else while it’s going.)
Rune of Heroic Leap (AoE floor jump/aerial charge)
Rune of Shockwave (frontal cone stun that does dmg.)
Rune of Dire Beast (summons an additional pet from stable/local animal to attack target for 8 seconds, and then it despawns, 20 second cooldown.)
Rune of Snake Trap (summons a bunch of snakes that die easily but each one applies a stacking poison DoT when they strike a target.)
Rune of Lacerate (a long-ish bleed for melee hunters with a reasonable cd, like 20 sec)
Rune of Bursting Shot/Binding Shot (knock back with a slow/an AoE floor arrow that stuns you if you move too far from it)
Druid:
Rune of Treant Form (bigger heals but you move slightly slower, can’t be polymorphed, is a new shiftable form)
Rune of Typhoon (wave AoE knockback with a slow)
Rune of Wild Mushroom (Teemo from League of Legends)
Rune of Maim (Cat form stun)
Priest:
Rune of Mind Flay (slows target and does DoT dmg, channeled spell.)
Rune of Leap of Faith (Death Grip but in reverse, bring allies to you)
Rune of Rapture (1.5 min cd that puts priest bubble on main target and, for 8 sec, removes cooldown for your bubbles and increases amount absorbed by your bubbles by like half.)
Rune of Holy Ward (a buff that absorbs/consumes the next crowd control effect on the target)
Shaman:
Rune of Feral Spirit (3 min cd, summons two spirit wolves to attack for you for 30 seconds.)
Rune of Earth/Fire Elemental Totem (maybe without the totem part, maybe just summon the elemental)
Rune of Earthquake (delicious floor cookie)
Rune of Spirit Link Totem (AoE circle on the floor that equalizes everyone’s hp that stands inside the circle)
Paladin:
Rune of the Wheelchair (Divine Steed lol, it’s a mini-Sprint but for Paladins, lasts shorter and has a shorter cooldown)
Rune of Ultimate Retribution (Mark a target after they kill an ally. If you kill them within 12 seconds while they are marked, it revives the ally that was killed.)
Rune of Denounce (does holy dmg and prevents critical strikes for 8 sec.)
Rune of Zeal (next two autos are 30% faster, do additonal holy dmg.)
Mage:
Rune of Ice Wall (Anivia from League of Legends)
Rune of Frozen Orb (AoE frost dmg orb that slowly moves forward and does AoE dmg and slows everyone hit.)
Rune of Dragon’s Breath (fire dmg cone that disorients targets hit for 3sec, doesn’t break from fire dmg DoTs)
Rune of Ring of Fire (Shade of Aran from TBC Karazhan, don’t move or you’ll die)
Rogue:
Rune of Vendetta (marks the target for 40 sec, they take 40% increased dmg from you, and you can see them even if they go stealth of invis, and you gain energy for duration.)
Rune of Smoke Bomb (AoE floor move that makes it so players inside the cloud can’t target outside, and vise-versa, basically a mobile line-of-sight.)
Rune of Dismantle (Disarm target, shields too, for 5 sec.)
Rune of Cloak of Shadows (3min cd, full immunity to spells for like 3 seconds, removes any and all spells already on you.)
Warlock:
Rune of Summon Infernal (long-ish cd, ground target that stuns everyone hit for 2 sec, they take fire damage and then summons an infernal minion for 30 seconds that burns targets near it for fire dmg.)
Rune of Observer (summons pet that watches an area surrounding you for 20 sec, anyone that casts a spell near it takes 10% dmg max health in shadow dmg.)
Rune of Nether Ward (reflects all spells for 3 seconds, 45 second cd.)
Rune of Shadowfury (AoE ground target, stuns all inside it for 3 seconds, 1 min cd.)
Note: These are all abilities that exist or have existed in retail, and may need adjustment for a Classic/SoD setting, I don’t remember the cooldowns or durations for several of these. These are just ideas.
I’ll comment on Mage because that’s my main in SoD. They are at risk of becoming just the retail mage. I’d rather we go in a new direction, instead of continuing to make the class retail lite.
Since we are trying new things, I’d love it if they could explore more areas with time manipulation other than just healing. Gravity Control or more of a summoner class, summoning other elemental constructs. A spell sword class would have been a great thing to experiment with.
Main is a warrior. basically all the runes that you wish for are the runes im wishing to make it in the game. Especially shockwave for warrior to help out with AOE threat.
That’s true, and mage healing is already a new thing.
Maybe they’ll go in a Spellblade direction, that’d be cool, melee mage. Well, summoning weapons to attack for you, stuff like that. And they could be copies of the weapons you’re using.
Rune of Demonic Servitude - You are now able to maintain your control over even greater demons indefinitely, allowing you to summon Doomguards and Infernals as permanent pets
This was a WOD talent. It was just super fun running around with an infernal at my side at all times.
How about a rune that makes all your healing spells auto-crit.
…but you no longer regenerate mana except through mana pots or dark runes.
Folks are gonna say that’s too OP with 5/5 Illumination. But here’s the thing. Judgements, Blessings, Seals, Cleanses…aren’t returning mana. And in PVP, a couple of mana burns and that Holy Paladin isn’t doing anything by Rank 1 heals at most.
I think we’re best off to think about runes in terms of archetypes that they enable, rather than spells we’d like to have seen in Classic. I like the idea of adding runes to previous slots to enable new archetypes, but I don’t think it’s likely until after phase 4 has rounded out the slots. Having said that, there’s no reason to wait that I can think of, other than at a phase release.
Shaman, for example, has its three basic identities and has added the tank.
For Bracers and Helm runes in p3, I’d like to see:
Enhancement
Rune of Ice Strike - Main hand strike (which would be stronger for two-handed, which I think needs some love as dual wielding is far superior currently) and empowering the next frost shock.
Rune of Thorim - Weapon strikes occassionally cause a free a lightning bolt or chain lightning (whichever was last cast, a bit of synergy with Maelstrom weapon) at your target. Slightly better for dual wielding, with more hits per minute.
Elemental
Rune of Earthquake - [1.8sec cast] Summons an earthquake at the target’s location (similar to how they implemented Healing Rain). When you Earth Shock a target affected by Earthquake, all enemies in the area suffer an Earth Shock at 30% of the damage value (whether or not this is a true earth shock with an interrupt would be a balance consideration, as an AoE interrupt might be a bit extra, and I’d settle for the damage cleave on an instant cast)
Rune of Fiery Wrath - Nothing too groundbreaking, just adding in Wrath Totem.
Restoration
Rune of Flowing Waters - Enchant your weapon with Flowing Water Weapon, increasing your mana regeneration (by a modest amount). Your direct healing spells additionally apply 20% of the value as a heal over time on the target.
Rune of Riptide - Heals your target and applies a heal over time. If your target is affected by riptide, chain heal’s reduction to the next target is reduced by 50%.
Earthwarder (Tank)
Rune of Stoneskin - 2 min cooldown, instant. Reducing all damage taken by 50% for 6 seconds, and remove all bleed, poison and disease effects. Basic, but a nice tanking tool.
Rune of the Earth Pillar - 30sec cooldown. Raise your shield, increasing your block chance by 30% for 6 seconds. While your shield is raised, direct spell damage is reduced by 30%. Again, basic, but might incentivize shields a little more.
Honestly I could knock out a list of these for every archetype we have currently, but to touch on archetypes I’d like to see added or further encouraged, I thought I might offer these:
Spellbreaker, essentially a melee mage, utilizing int shields and one handed weapons. I imagine basic casting spells would instead enhance the next weapon strike instead of hard cast. I think there would be incentive to prioritize Fire, as arcane has its healer archetype and Spellbreakers were Blood Elves in WC3.
Crusader - Lean into shockadins and offensive holy casting in general.
Arbiter - A holy fire DPS spec for priests. Lightwell could be altered by a Rune to instead provide a buff to spell damage for 12 seconds, and Spirit of Redemption instead becomes Spirit of Judgment, allowing offensive spells to be cast mana free. This would still play well with the SoR rune on boots.
Brawler - Unarmed/Fist Weapon/Dagger focused Warrior. Honestly, the only thing I could come up with that sits decently in class fantasy. Not sure exactly how it would work, but maybe a little like a monk, having some bonus scaling with Spirit and Intellect over Strength, Slam would probably need to be incentivized as part of the kit. Necessarily would need to lean into Fury over the other trees.
Hammer of the Righteous: Hammer the current target and up to 2 other targets, causing 4 times your main hand dps as holy damage.
Ardent Defender: Reduces damage taken by 20%, while ardent defender is active the next attack that would potentially kill you will instead bring you back to 20% health.
Retribution:
Something to make all the spell power they want to load us with useful. Add some holy damage to crusader strike and divine storm.
Templar’s Verdict: Deal 200% weapon damage as holy damage (20 second cooldown or something idk)
Some form of holy damage over time would be neat.
Holy:
Light’s Hammer: Hurls a Light-infused hammer to the ground, dealing (20.5% of Spell power) Holy damage to nearby enemies and healing up to 6 nearby allies for (25% of Spell power), every 2 sec for 14 sec.
Tyr’s Deliverance: Releases the Light within yourself, healing 5 injured allies instantly and an injured ally every 1 sec for 20 sec within 40 yds for (73.75% of Spell power).
Allies healed also receive 15% increased healing from your Holy Light, Flash of Light, and Holy Shock spells for 12 sec.
Rune of Vendetta sounds absolutely busted but also very fun to play with XD I like it.
I also like your idea of a higher CD Cloak in return for full immunity. It sucks so much to press cloak, to only get a dot instantly after. (90% kekw.)
if warriors get bladestorm and heroic leap then pretty much every other class in the game will have to get two (or more) mobility runes, too. Everyone would need to be able to jump around all over the place. Bad design direction imho.