*While wielding a two-handed weapon Lava Lash becomes a main handed attack that deals 85% weapon damage as fire.
*Maelstrom Weapon now has a 25% extra chance to proc when wielding a two-handed weapon.
*Two-Handed Weapon Mastery: Increased the attack power granted by the rune to 20% from 10%.
*Overcharge Rune: Damage decreased by 75% and threat increased by 75%, in addition Lightning Shield now restores 1% of the Shamanâs overall mana ever 3 seconds.
*Dual wield Rune: Reduced melee hit chance to 5% and off-hand damage bonus to 25%.
*Rockbiter Weapon attack power returned to 100%, but requires a shield in the Shamanâs off hand to activate.
*Mental Dexterity Rune: Modified Rune to not utilize attack power from Rockbiter Weapon.
*Flametongue Weapon: Increased Flametongue Weapon Damage by 125% while wielding a two-handed weapon (does not increase lava lash damage).
Static Shock Rune Removed
New Bracer Rune: Augmented Imbues: Windfury Weaponâs Attack Power is increased by 15% (35% if wielding a two-handed weapon. (at level 60 that would 449ap instead of 333) and Flametongue Weapon increases the length of your Flameshock by 2 seconds when striking a target and increases the fire damage it takes by 8%.
As interesting as your rune suggestion is, if the idea is to help push two handed shaman, I feel it would be better to just incorporate that into Static Shock. Something like doubling the proc rate or damage when using a two handed weapon. Set the precedent for future runes to incorporate wording that alters the numbers or effect depending on whether or not you are using one or two weapons.
This is actually a great idea because static shock is kinda meh for PvP since itâs more reliant on uptime and hitting someone which currently lasts 2 seconds anyways and in pve is easily tunable to add damage but not wildly increase your snap threat.
2h Mastery needs hit rating to put it anywhere near DW Spec. 10% Hit rating on the DW rune is so broken OP ridiculous, ESPECIALLY below cap.
I know they just transposed Wrath Enh to Classic because they lack resources the to make SoD the Classic+ so many people want, but I hope they at least understand how it has broken Enhancement. I hope they can see that an Enh who occasionally one shots a mage without frost armor with a big triple crit Windfury is healthier for the game than a DW Enh benefitting from double WF, double weapon enchants (wait until 60 with 2x Crusader Enchants), and 3 non normalized sources of melee damage (StS, LvL, WFW procs).
*Art of War has been changed to where critical melee strikes also give the paladin the ability to instant cast Holy Wrath. Holy wrath retains its normal cooldown depending on wrist rune selection.
*Divine Storm weapon damage increased from 110% to 150%, Divine Storm now deals Holy Damage but is still a Physical ability.
*Seal of Command has been buffed from 70% weapon damage to 100% weapon damage.
*Crusader Strikeâs Cooldown has been changed from 6 seconds to 4 seconds.
*Lightâs Grace has been changed and no longer reduces the cast time of your next holy light. Instead, Lightâs Grace has been reworked to allow Holy Light to deal splash healing to targets within the players party. Holy Lightâs cast time has been increased by .5 seconds.
*Rebuke has been removed from the Rune list and will now be a spellbook.
Donât tell anyone my first main 20 years ago was Ret Paladin .
Also thank you for understanding the spirit of this post⌠itâs supposed to be fun. We all are passionate about our characters and what we want them to do, itâs just nice I write it out⌠even if itâs a pipe dream.