Season of Discovery In Depth Class Picking Guide! (Includes all recent changes)

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when it comes to a class picking guide you really should just pick the class that resonates with you the most that could be because of class fantasy or the role that you want to fill don't look at tier list videos telling you which class is going to be the best because ultimately no one knows we're working with a very small portion of a much much larger game with level 25 being the cap in season of Discovery what is really powerful now could be incredibly weak at max level so the best way to decide what class you want to play right now is think about what role you want to fill in raids or even in dungeons listen to all the information in this video so you know what each class is looking like it's going to shape up to be and then make a decision over the last two weeks I've covered every class in their own individual videos since those videos have been posted there's been updates from blizzard regarding slight changes to abilities or coefficients and we just have a much better understanding from doing deep Dives on podcasts and things like that so this video will be actually a lot more accurate than all the individual videos were so sit back relax and strap yourself in for quite a long one first up the warrior I would say the warrior is one of the most play play classes in vanilla well and for good reason they're not only a lot of fun but they really are just crazy in terms of output as well throwing the fact that you can literally tank by almost feeling like your primary objective is just to do as much damage as possible and you have the recipe for absolute success oh or absolute class stacking but either way it's still a lot of fun the question is have blizzard took all their learnings from the last 20 years and realized that Warriors truly are the top dogs of vanilla and brought them in line with the other classes or more to the point raised all the other class and specs up to the Warriors level no of course they haven't Warriors still absolutely going to be broken I genuinely believe just by looking at these runes Warrior is looking even more insane than it was before and I do really believe by the time we reach level 60 and start working on that kind of endg game they're going to absolutely destroy anything in their path now we know part of why Warrior is so ridiculously strong is because of how they scow and while at lower levels they might not be the absolute god tier DPS that you're going to be at level 60 I still think you're going to have a great time on a warrior all the way up to level 60 through all of these different level brackets so 25 then 40 then 50 and obviously finally 60 and this is thanks to some of the crazy runes that they get and actually your choice of runes is so cool that there's going to be situations where you'll likely use the vast majority of them either during a raid or when you're leveling or even if you're just doing dungeons so firstly the glove runes and I've got to be honest the choices are absolutely Bonkers this is actually one of the things that draws me to a warrior more than I've ever been drawn to a warrior before I really do like options and I like the fact that some of these runes can be used in different situations but starting with devastate which obviously is going to be your tanking Rune devastate is nothing new however working like this it absolutely is so while you're in defensive STS and you have a shield equipped suer armor will also deal 100% weapon damage increased by 10% per application of suer armor already on the target so you're not actually getting devastate as such it is actually just modifying the way suer armor works so when you've got it stacked five times you're going to be doing 150% weapon damage just by further pressing suer armor in the protection tree through talents you can reduce the rage cost of sunder bringing it down to 12 rage so when this is stacked you're getting 150% weapon damage for just 12 rage on an ability that already Baseline causes a high amount of threat it's going to be absolutely crazy for you prop Warriors I'd say more so at later game because at 25 even if you dumped every Talent Point into protection you're only going to be able to get one point into improve Sunder next up we've got endless rage and quite honestly there's not a lot to say here you generate 25% more rage from all damage you deal having more rage means more abilities that you can press unfortunately if you're trying to prepare for the level 25 bracket so as in Phase 1 you've not got a ridiculous amount of buttons that you can press anyway so actually the next Rune is super powerful because it's quick strike and what quick strike is is a reckless instant melee attack with your two-handed weapon deal in x amount of damage based on your attack power so this will scale as you obviously become more powerful and get more gear doing physical damage of course and this ability benefits from and triggers all effects associated with heroic strike which is actually a very important part of this ability because it costs 20 rage very early on you could reduce this down to 17 rage by reducing the cost of heroic strike abilities by one rage point and it gives you an extra rage spender because there's going to be times where as we look at other runes where you might be pulling rage so you're waiting for a specific amount of rage and then you're going to start pumping so actually being able to have quick strike which is no doubt going to proc from wind Fury so ordinarily in vanilla because you're trying to get extra attacks as a warrior for more chances to proc wind Fury you would be using something like hamstring because it's super cheap it does zero damage obviously it's very cheap it's like 10 rage so now having something to spend rage on that is actually going to do damage as well as proc wind Fury is going to be absolutely insane obviously this does require a two-handed weapon which means you would have options in whether you want it to go down in arms or you want it to go down into Fury overall I think quick strike is going to be absolutely amazing in and I think most people that want a big two-handed weapon are going to be using it but the next one up I absolutely love and it's single-minded fury it's an extremely basic room that we don't need to spend a great deal of time talking about but while jaw wielding your physical damage and movement speed are increased by 10% so getting the extra physical damage while your jaw wielding is great but think about it if this is a rune that you actually pick up quite early let's say by I don't know level six or even level 10 we know how painful it's going to be just walking around everywhere and not having a mount so getting that 10% movement speed would actually be massive and there's a lot of runes that obviously will work alongside this but I still think two anded is the way to go if I'm completely honest as in if we're talking at level 25 but I think while leveling single-minded Fury could be actually very good it's just the next room that makes that a difficult Choice which is Victory rush and if any of you have actually used this version of Victory Rush before where it heals you when you use it it's absolutely insane for leveling honestly out of all of these runes no matter how good quick strike ends up being no matter how fun it is to use single-minded fury or even if I wanted to level as protection I wouldn't even be tempted by devastate because Victory rush just keeps you pumping when you're out questing after every kill you're going to have this available for the next Target that you charge into because it only has an 8C cool down and it heals you for 10% of your maximum health honestly if you're Solo in if you're just like yeah SOLO questing all the way to 25 and you get hold of this I wouldn't use any of the others I genuinely I would go Victory Rush all in for level in and then I'd probably go two-handed with quick strike at level 25 and honestly I think it's just because of how it's going to actually interact with wind Fury that's going to make it exceptionally powerful not to say that the other options aren't great though 25% more rage could work for you and single-minded fury if you really like duel wield absolutely could work as well and devastate if you're going to be protection it's kind of a no-brainer unless you're going to two-handed tank which I could see happening in which case even if you was two-handed tanking you might use Quick strike moving on to the chest runes first up we've got blood frenzy where each time you deal bleed damage you gain three rage now whilst this doesn't sound overly impressive if you was to go down into the arms tree and pick up improved Ren that's not really what we're actually after but it's leading onto deep wounds where your critical strikes cause the opponent to bleed over 12 seconds so you're going to have Ren up and you're going to have deep wounds up ticking every few seconds and you're going to be getting three rage from every one of those ticks so actually it is a lot of rage that you'd be gaining if you was to take blood frenzy it's not actually as bad as it sounds unfortunately the problem is when you've got something like flagellation it makes a decision pretty easy that you're probably not going to use blood frenzy because what flagellation does is you gain a 25% bonus of physical damage done for 12 seconds after activating blood Rage or Berserker rage now like you can see here this is everything you're going to have at level 25 unfortunately blood rage is the only one you're going to have that's on a 1 minute coold down now don't get me wrong 25% damage for 12 seconds on a 1 minute cooldown is an absolutely bunkers personal cooldown to be using you know for for a DPS output cool down and it's going to get even better in later game when you get access to Berserker rage which comes at level 32 and only has a 30C cool down now yes you'll have to go into Berserker stance to use this but it's only a 30C cool down and the buff for the 25% damage is going to last 12 seconds then you've got blood rage as well that's a lot of up time which is why I said no matter how good any of these other ones are flagellation if it doesn't change is pretty much just going to be the go-to chest room for every warrior in my opinion including tanks because if we cover what you could consider as the tank Rune next it would be warbringer I consider warbringer more of a PVP Rune but don't get me wrong as a tank I see the power of being able to charge in combat to pick ads up to pick the BS up to go out and do something else and then very quickly charge back to maybe in a taunt rotation to take it off your off tank or whatever but your charge intercept and intervene abilities are now usable while in combat and in any stance and will remove movement impairing effects when activated so it's extremely strong for PVP for PVE for absolutely everything when you put in flagellation in the mix against this it's hard to say that any of these other chest runes would be worth using is it just me tell me in the comments is flagellation just too strong maybe not in Phase 1 at 25 when it's on a 1 minute cool down just attached to blood rage but once you get Berserker rage that's absolutely nuts but warbringer still will have its place and quite honestly in PvP it probably would be tough to decide between the 25% damage or being able to charge and remove all your roots and everything and then finally raging blow so firstly it's a ferocious strike that deals 100% weapon damage but can only be used while in Rage Berserker rage or blood rage is active now if you're using consumed by rage this should count as an enrage effect as many warriors told me in the comments of the actual Warrior video that went out last week so you should be able to use raging blow almost on cooldown but you're like wait what about when you're enraged okay so if we look at that if you're not familiar with vanilla and you've been playing things like RAF of the Lich King you've probably forgot that in Rage only procs when you're the victim of a Critical Strike so if you're in a PVE encounter and you're dpsing as Fury you need something hitting you and hopefully critting you so you're actually going to be able to get En rage up and if we get rid of some of these talents you can see at level 25 you'd only be able to get one point in it anyway so you're having to go very deep in Fury possibly ignoring other important talents just to be able to get a 5% damage bonus for 12 seconds on the off chance you're a victim of a Critical Strike now don't get me wrong enrage is an absolute in PvP but are you really going to go for rage and blow in PvP probably not overall though the chest runes I think flagellation just blows everything out of the water to the point where it would be very difficult for me to actually want to even discover any other runes if I already had flagellation and then finally moving us onto the legs and these will be very quick because honestly they're actually quite boring and let's start with the most boring Furious thunder thunder clap now increases the time between attacks by an additional 6% and can be used in any stance cool even though I said Furious Thunder was boring in a recent little hot fix they have actually increased the threat of it when you're using this Rune by 50% as well I really have got nothing else to say about it I mean Thunder claps great but again when we look at one of these other runes it's going to be very difficult for you to ever want to even discover Furious Thunder Fred assault is for the two-handed enjoyers and while wielding two-handed weapons your attack speed is increased by 20% I mean that's cool and that could be a a real good option but it is going up against one of the most powerful runes in the game which is the final one consumed by rage Warriors consumed by rage enrages you and grants you a 20% melee damage bonus for 12 seconds up to a maximum of 12 swings after you exceed 80 rage this was actually 25% up until the recent little fixes that have gone out before launch now while it's early days and this could absolutely end up with an internal cooldown of sorts or a 30second cool down let's say so you can't just proc it back to back with without a coold down it's absolutely nuts and if you pair this with flagellation where with consumed by rage you wait until you get over 80 rage and then you force flagellation to proc by using blood rage and the thing is even from level one it doesn't take that long to get to 80 rage you'll get to 80 rage on one mob ready on the next mob you know that's talking if he was out grinding using this because quite honestly I don't see the point of using any of the other runes at all on the legs it would literally just be consumed by rage for every single person that's a warrior because honestly even the two-handed weapons increasing your attack speed by 20% even if I was using a two-handed weapon I'd still be going for consumed by rage and now we have the Warlock the Warlock in season of Discovery looks like it's shaping up to be something pretty special going from the shadowbolt spam in turret in classic era to now in season of Discovery having multiple options in terms of how you'll deal damage it primarily with Shadow spells or primarily with fire spells and you're even now going to have the ability to tank now they've got dedicated tank runes that actually make them pretty mental and looking at it just in its phase one state I see it as a legit option as a primary tank in all fights the choice of what room combinations you can run as a warlock is actually incredibly interesting and really varied and like I've said with many of the other classes the ones I really like the look of in season of Discovery are the ones where it's hard to decide between multiple runes in a single slot and warlock is definitely one of those where actually the Rune synergize together really really well and it might not be as obvious which ones to use as it might seem when you first look we're going to look at all the runes that you're going to get as a warlock and there's 12 in to all spread across the chest legs and gloves starting with the glove runes first of all we've got chaos bolt which sends a bolt of chaotic fire at the enemy dealing x amount of damage and this is fire damage of course chaos bolt always hits cannot be resisted and its knowledge causes all your fire spells to pierce through absorption effects now this additional little bit that they've chucked on is quite interesting because later on in the expansions actually you could further increase the amount of damage chaos bolt does based on your Critical Strike they've gone down a different route with it this time but actually I really like it so now all of your fire spells are going to pierce through absorption effects not just chaos bolt itself this doesn't mean that they're always going to hit an absorption effect for example would be a priest power word Shield if you're pumping sering pain incinerate ulation whatever into them just because you've got chaos bolt on your gloves they'll go through those Shields it's fairly needless to say that if you're going to play a fire DPS warlock chaos bolt is absolutely going to be the one that you go for next up we've got haunts and just like chaos bolt we're all probably very familiar with haunts but it unleashes a ghostly soul on an enemy dealing damage and increasing all Shadow damage over time you deal to that Target by 20% when the hornt ends or is dispelled you'll be healed for all the damage it dealt to your target now it kind of goes without saying that horn is going to be the choice if you're going to be a shadow DPS warlock this will be increasing the amount of damage from things like your curse of Agony or even your corruption and it also means you haven't got to worry as much when you're life tapping to get Mana back because you know haunt when it expires is going to heal you anyway overall haunt is really good I'm not sure at lower levels so in the first bracket as in phase one where we can get to 25 I feel like fire looks a bit stronger but I guess we'll have to wait and see next up a nice little AOE ability which is shadowbolt volley now this just Alters the way your actual Shadow bolt ability Works where your Shadow bolt is normally just a single Target now Shadow bolt will strike up to five targets within a chain distance of 10 yards but for 20% reduced damage so on trash in dungeons or even in raids at later levels if you're not a tank shadowbolt volley acting a bit like a chain lightning effect is going to be super strong there'll also be certain buses even in raids at later levels where there'll be so many ads that are stacked up that shadowbolt volley could actually be very useful there but thinking about phase one in particular having something like this when you're smashing through either BFD or even dungeons trying to get some gear for for level 25 is going to be pretty insane and remember you only have to be out of combat to change these runes so shadowbolt volon trash or or chaos bolt on everything else and then finally the big one which you're all going to be loving if you're wanting to tank metamorphosis metamorphosis transfers you into a demon so it is basically the same looking demon as metamorphosis in future expansions but it increases your armor by 500% reducing the chance you'll be critically hit by 6% it increases your Threat by 50% inreasing Mana gained from Life tap by 100% And transforming the functionality of some of your abilities and granting some new abilities now metamorphosis works exactly the same as a shape shift would for a druid so there's no cool down there's nothing like that you can pop freely between metamorphosis form so your demon form and then back to your normal form so if you was thinking oh great you can tank every 30 seconds no like this is a permanent effect as long as you've got it toggled on and then what it actually does for your effects is searing pain will become instant cast Shadow bolt becomes a Shadow cleave which is a shadow melee attack that hits up to three nearby enemies and has a 6sec cool down and that will synergize really well with another room which will get too soon curse of recklessness now also taunts your target to attack you for 3 seconds but gains a 10-second cool down and the range is reduced to Mele now I don't know about you but I feel like they could have picked a better curse to attach it to there's nothing wrong with it it's great don't get me wrong but I think they could have put it on like curse of weakness for example because that would be something that you'd actually want to use as a tank anyway and on the basis it'll have a 10-second cool down you'll not only be using it as a taunt when you need to but you'll also be applying a damage reduction that the boss or the or the trash or whatever you actually put it on you know that they would actually be dealing to you rather than actually increasing the amount of damage they're going to do once you've taunted them but it does reduce their armor so it's still a DPS game for people but I don't know I'd probably put it on weakness over recklessness tell me in the comments what one you think it belongs on you're going to get demon charge as well which you charge an enemy and stun it for 1 second this cannot be used in combat so this is basically how you're going to start a fight and then finally you get demonic hell which forces all nearby enemies to focus attacks on you for 6 seconds now what I would say about this is it is a really powerful Rune I mean that goes without saying it needs to be a powerful Rune to enable a cloth wearer to actually tank you know legitimately on all buses on all trash be able to do all the content but because it's so powerful it really does mean you can be flexible with your chest and leg runes so we might as we go with the chest runes next now first up you got demonic tactics which don't get me wrong it looks a bit boring but what you do need to think about is the low levels of crit that you're actually going to be having especially in phase one so what this does is increases the melee and spell Critical Strike chance of you and your pet by 10% now there'll be more relevance to that room when we actually get to the legs so we'll just skip past that one for now and if you want 10% crit you can put it on your chest next up we got an amazing one if you're wanting to do fire DPS which is called Lake of Fire rain of fire also leaves a lake of fire on the ground that increases all fire damage you deal and your demon pet deals to affected enemies by 40% for 15 seconds 40% extra fire damage that's 40% extra damage on chaos bolt and that's not even where it ends because we can get even more than 40% on other runes but I can see this being used for single Target you'd pop a little rain of fire down on the boss stop channeling to actually start doing a rotation as in things like chaos bolt incinerate ulate and then as soon as that 15 seconds runs out so you've not got the 40% anymore you just pop another couple of ticks down of rain of fire and crack on you're going to be heavily reliant on the tank not moving out of it though cuz that will be super annoying and I already see that happening before it's even launched next up we've got Master Channeler your drain life is no longer channeled it lasts 15 seconds with a 15sec cool down it costs 100% more mana and heals you for 50% more each time it deals damage now there's a couple of things about this straight away it screams tank and absolutely as a tank you would be using metamorphosis on your gloves you'd be using Master Channeler on your chest and then we'll get to the legs in a minute but this means you use it once and you're constantly healing and it doesn't matter that it's costing more Mana because of how metamorphosis works because you're gaining 100% extra Mana from Life tap when you life tap you've got Master Channeler already on the boss so you instantly start healing for the damage that you've just took by life tapping so LIF tap and this obviously synergize together incredibly well if you tank him but as I say this is another Rune that synergizes incredibly well with a leg Rune as well next up quite a boring one because you're probably very familiar with it anyway and it's Soul siphon which increases the amount drained by your drain life and drain Soul spells by an additional 6% for each of your warlock shadow effects inflicting the Target and this is up to a maximum of 18% additional effect now Soul siphon sounds very good and you might want to use it but me personally if I was Shadow I'd be using Master Channeler and the reason I'd be using Master Channeler is because not only is it another dot but like I say it synergizes incredibly well with a leg run that we'll go and talk about now Everlasting Affliction where your drain life drain Soul Shadow bolt Shadow cleave searing pain incinerate and haunt refresh the duration of your corruption on the target back to its maximum duration so if you go Master Channeler on your chest Rune so you've got constant ticks of drain life going on it's going to be constantly refreshing corruption anyway now don't get me wrong if you're going Shadow DPS Shadow Bol and Horn are going to be refreshing corruption anyway but like I say master Channeler makes it an extra dot so you're going to have drain life constantly tick in corruption curse of Agony you're going to have haunt on the Target anyway I mean it's going to be pretty sick now this in particular is also the Rune I wanted to talk about in terms of tanking even though for tanking you're most likely going to take incinerate maybe even demonic paact or maybe even demonic Grace if you need the cool down your Shadow cleave also refreshes corruption to its maximum duration so as a warlock tank if you've got five points in improve corruption which then makes corruption instant cast and you're tank in trash you could put corruption on three mobs and you know every time you use Shadow cleave on C down it's going to refresh that dot on all three of them which I'm not saying that is going to be the go-to way but I love the way that that actually does synergize really well even if you're a tank while we're talking about tanking we might as well cover demonic Grace because this really is the one that's meant to be used for tanks it causes you to Surge with fail energy increasing your pets and your own Dodge Chance by 30% and your chance to critically strike with all attacks by 30% Now it only lasts 6 seconds but it is only on a 20 second cool down as well so you can use this when you know there's big predictable swings coming in from a bus or where I see it being super useful would be actually on the pole you know so as soon as you charge in bang use this you got 30% extra crit for those 6 seconds as well so you're going to be able to get some big burst threat out on the pole so it definitely has its place but if you don't need that Dodge chance I feel like incinerate for tanking could be really really good because you most likely think that this is actually purely for a fire DPS warlock which you're kind of right but it burns turns the enemy for x amount of fire damage and increases all fire damage you deal by 25% for the next 15 seconds now if you think about metamorphosis metamorphosis makes searing pain instant cast searing pain causes fire damage you're going to be able to literally spam it as a single Target ability and it causes a high amount of threat this will be your go-to single Target threat Builder and if you now add 25% extra damage onto it yes incinerate you're going to have to hard cast once every 15 seconds but I think for actually threat sensitive fights or you know when you're just trying to put out as much damage as a tank as possible this could actually be pretty insane but like I said at the start this is what makes me excited about warlock tanks because actually all four of these leg runes are viable because the one we haven't spoke about is demonic Packa and demonic Packa is as you would expect from RAF of the Lich King your pet's critical strikes apply the Demonic Packa effect to your party members for 45 seconds which increases spell damage and healing by 10% of your spell damage or your level divided by two whichever is higher this doesn't work on subjugated demons which is absolutely fine so when you look at these four you could run demonic Grace if you need the extra threat on the pole and you need the 30% Dodge chance you could run demonic packed if you wanted to be buff in the group what you've got to remember though is without using some of the other runes to actually get more crit so this is where the chest Rune comes in with demonic tactics increases the meleon spell Critical Strike chance of you and your pets by 10% the up time on demonic pack it could be a bit of a nightmare for it to actually proc that first time of course it's still going to proc anyway and there's no actual DPS warlock spec that's going to want to bring this they're either going to want to be fire DPS using incinerate or they're going to want be Shadow DPS using Everlasting Affliction good luck trying to get a non warlock tank to bring demonic packed which is why I think actually for a lot of occasions demonic packed on the tank is a good idea but then you do have the option of multi dotting and keeping them up with Shadow cleave and as I said before incinerate just for single Target threat would be pretty mental as well I mean overall you can see how powerful the warlock's going to be and the options that you've got the big boy Sharman Sharman in season of Discovery is one that I'm really excited to talk about in fact it's one that I really didn't expect to be quite as excited about with Shaman's already having the ability to DPS and heal the thought of them ever getting an actual tank in Spec was something I didn't think would ever happen but for the longest time in vanilla well shamans have had some good defensive talents like Shield specialization for example where with Five Points it increases your chance to block attacks of a shield by 5% and increases the amount block by 25% as well as 5% Dodge from anticipation we know it's been a long time tradition for people to try and tank effectively and efficiently on an enhancement Sharman but now you can actually do it let's go through all of the glove runes first so first of all you're going to get lava burst where you H molten lava at the Target dealing 198 to 256 fire damage and if your flame shock is on the target lava burst will deal a Critical Strike that is definitely for those Ellen enjoyers and to most of us that have played more than just vanilla it's nothing new for the enhancement shamans you're going to get lava lash where you charge your offhand weapon with lava instantly dealing 100% offhand weapon damage and damage is increased by 20% if your offhand weapon is Enchanted with flame tongue instantly you're like offhand weapon as a Sharman we use two-handed weapons in vanilla well you'd be right even looking through the talents we know weapon Mastery increases the damage you deal with all weapons you get storm strike you get two-handed axes and maces so it allows you to use big two-handed weapons but there's nowhere where you get duel wield du wield wasn't actually added until 2.0.1 and it was a talent and it was a talent all the way up until Mr panderia where then it became a passive ability now on the basis it's not added as a rune it's not added as a Talon it looks like you're going to get it as a passive ability and it's only about five expansions early so cool the reason I say it's added as a passive because there's a lot of confusion over dual wield specialization which is a chest Rune and we'll get to that in just a minute but next up on the gloves you get molten blast which is the first introduction of an actual tanking rune for the Sharman but when you read this you can do more than tank with it it blasts enemies in a cone in front of you for 39 to 54 fire damage this ability generates a high amount of fret and Flame shock periodic damage has a 10% chance to reset the cool down on it so as you can imagine even as level in as enhancement normally this could be more valuable than lava lash because lava lash always has and probably will be in season of Discovery a little bit lackluster so the ability to use a conal attack and its cool down is reset even while you're just out soloing gives you a lot of options this is why I really like the state Sharman looks like it's going to be in in season of Discovery because none of these are set in stone there is actually a lot of options as a Sharman who's going to be tanking you would imagine molten blast is going to be your bread and butter and then finally waterers Shield we're all familiar with waterers shield from future expansions but you're surrounded by three Globes granting 1% of your max Mana every 5 Seconds when a spell melee or ranged attack hits the Caster 4% of the max Manor is restored to the Caster this expends a water globe and only one Globe can be activated every few seconds again you're instantly looking at that thinking oh great well that's how Resto Sharman glove room straight away that's what you're going to always use as a Resto Sharman I agree you're always going to use it but there is a world where you could use that as Ellie if you was using it as Ellie just to keep your Manor up all the time and you're not using lava burst you're just going to be using lightning bolt instead keeping shock up for example it could be a really good way to reduce the amount of down time between poles while you're leveling to 25 again this is what I actually love about the shaman runes all of these have got a place no matter what spec you play moving on to chest runes because I alluded to the dual wield specialization Rune already what this actually does is increases your chance to hit with both spells and melee attacks by 5% while JW wielding and your storm strike ability now hits with both weapons so this is assuming that you can already use Jew wield it's not this Rune that actually enables you to use duel wield and the other interesting thing about this Talent is you're getting that 5% hit spells immediately which is great obviously there's like 5% hit is absolutely amazing but what you got to remember in phase one is you're not going to have storm strike you don't get that until Level 40 cuz that's at the bottom of the enhancement tree so for this Rune you are literally only gaining the 5% hit which could make your decisions a little bit more difficult but let's find out next up for Resto shamans and I would say exclusively Resto shamans would be Healing Rain Healing Rain doesn't look like it's going to work the same in season of Discovery as it does in future expansions because what it actually does here is it selects an area 15 yards around the target player and heals all of the target players party members within that area for 20 seconds now healing rain in future expansions where it gets introduced in cataclysm actually is just a ground AOE you don't Target it on a player you just put a ground AOE down on the floor and everybody who stands in it gets healed this is only party wide so you're going to put it on a individual and it looks like everyone who's in that player's party around them will get the heal over 20 seconds it looks like it is only going to be party wide going by the tool tip and the people will need to be stood in that area for the whole 20 seconds to to basically get the healing next up is overload and overload is absolutely amazing now because again it's not only for Ellie shamans it gives you a lightning bolt chain lightning chain heel healing wave and lava burst a 33% chance to cast a second similar spell on the same Target at no additional cost for half of their damage or healing and zero threat wow I mean for Resto sharman's chain healing and getting overload procs that's going to be crazy and the fact that it works on on lava burst as well obviously lightning bolt chain lightning we expect but I love the fact that this has actually been made into a healing Rune as well so you've got a choice between this and Healing Rain now if Healing Rain requires your party to stand in that Rune I would say overload is the go-to healing Talent as well as at the moment it's looking like the go-to elemental talent and then finally Shield mastery where there's not really any way around this this is your tanking rune for your chest Shield Mastery actually now increases your Mana by 8% not 4% this was just another minor change in the latest patch notes and you gain armor equal to 30% of your Shield's armor value stacking up to five times you also always gain 10% increased chance to block and 15% increased block value now of course to keep your Manor up it's increasing your armor it's increasing your block light it's a no-brainer that as a shaman tank you're going to be using this and now moving on to the leg runes again these are absolutely huge ancestral guidance looks like it's going to be a really powerful cool down I believe it's a couple of minute cool down but for the next 10 seconds 25% of your damage is converted to Healing on up to three nearby party members and then 100% of that healing that you've just done is then converted to damage on your most recent flame shock Target just extra damage and your helping heal now it's nearby party members so positioning is going to be important when you use this but it's worth noting when it said damage on your most recent some flame shock Target so you do need to make sure that you've got flame shock on the mob that you actually want benefiting from this extra damage you know if you've just had flame shock on an ad that's just about to die you pop this and start nuking the boss obviously you might miss out on some of this damage so using it in the right way is going to be important Earth Shield is going to be pretty much the go-to Resto leg Rune here because it protects the casting with an iren Shield reducing casting or channeling time lost when damag by 30% and causes attacks to heal the shielded Target by 100 this effect only occurs once every few seconds and it's got free charges you can only keep this on one person at a time and that one person is generally the tank now Earth Shield is nothing new to us we've seen Earth shield in loads of expansion so when we actually start looking at the last two runes you'll see that as a Resto Shaman this is probably the one you're going to use I don't see an occasion where you would use this as an Enhancement Shaman or even an ear Shaman but that be made obvious when we look at the next two charm ministic rage has been changed and for the better so we know this is a future talent that that comes in the game like most of these or all of them in fact shamanistic rage reduces all damage You Take by 20% and you regenerate Mana every second for 15 seconds Mana regenerated per second is equal to 15% of your attack power 10% of your spell power or 6% of your healing whichever value is greatest the good thing that they've done with shamanistic rage is they've added it so your party members within 40 yards will also receive 10% of the Mana you receive this way so this can actually be an absolutely amazing rune if you're in a group full of casters no matter what spec Sharman you are so this is really cool that they took a future enhancement Talent which was meant to alleviate enhancement Mana problems and then made it work for Resto and Elemental so no matter what Sharman spec you are you can make really good use of this but don't sleep on the damage reduction portion you know the fact that you can use it as a personal cool down at a time you also need mana and then finally way of Earth this is only going to be used by tanking Shar while Rock B weapon is active on your main hand weapon you doal increased threat gain 30% increased Health take 10% reduced damage and you gain 6% reduced chance to be critically hit by melee attacks so basically this is making you crit immune and then finally earthshock taunts targets to attack you and has a separate cool down from other shock spells that has its range reduced to melee range any of these tanks that have got ranged abilities by like standard they end up becoming a melee ability as a taunt so but that's really cool I mean you can see why I'm excited about Shaman now there is so many options and I think they're going to be top tier levelers the stealthy little rogue the Rogue is another fan favorite in vanilla in fact a favorite of wow as a whole great utility survivability three specs that all have their place and absolutely bring solid damage to any encounter you know what every Rogue has complained about though since 2004 right they've always said they wanted to be main tanks hang they they didn't say that wait no you're right no one has ever complained about that well who cares they can do it now anyway yes you heard that right Rogues will be able to tank and it actually looks like a really unique way of tanking as well because the closest thing you could really compare this to would be a brew master monk all the way down the line in Mr Pandaria because you'll be gaining combo points and spending them on survivability or damage kind of like building Chi as a monk and then spending it on survivability or damage luckily if you play a rogue because tanking isn't your thing which come on that's why most people play Rogues they play a rogue basically because they want to do massive damage and nothing else well you'll still be fine because some of these runes for DPS are actually insane let's get stuck in with the hand runes so first up we've got main go if I'm even pronouncing that right and this is going to be the first one of your tank runes because what it does is instantly strike with your offhand weapon for normal offhand weapon damage and increases your chance to Parry by 10% for 10 seconds and this Awards a combo point it also does benefit from all talents and effects that trigger from or modify Sinister strike such as the first tier in combat reducing the energy cost of sinister strike by five now it costs 35 energy so you're going to be able to bring it down to 30 by putting two points into this Talent now the interesting thing is you're going to have to use it quite cleverly because it's got a 20 second cool down but we know the up time is only 10 seconds so whilst it's probably very tempting to use this on cool down you're going to want to line it up and make sure that you're making maximum use of that 10% Parry next up we've got an old fan favorite which everyone who's played further than vanilla will know mutilate so what mutilate does is it instantly attacks with both weapons for 100% damage plus an additional x amount with each weapon damage is increased by 20% against poison targets and this Awards two combo points mutilate does benefit from all talents and effects that trigger from or modify backstab unless otherwise specified so this could be like the second tier which is improved backstab in combat where it increases the Critical Strike chance of your backstab by 10% obviously you can put three points in that taking it up to 30% it's also worth noting this is not the TBC version of mutilate where you actually have to be behind the target this does look like it's got no positioning requirement which is obviously a very good thing because getting all the benefits from backstab and using this while you're level in and not having to worry about being behind is obviously a good thing I do want to touch on a couple of things about mutil and a later Rune which I'll just say it now it's in venom and obviously it's going to play very similar to the normal Raph play style of assassination where you're mutilating as a combo Builder you're spending within Venom there's one little issue I've got with it and hopefully we get some clarification around it so if you're wondering what I'm thinking about stick around and you'll find out on glove runes you're quite spoiled as a rogue cuz you got five different choices and the next one's saber slash which viciously slashes an enemy for 13% weapon damage and causes a Target to bleed for x amount of damage every 2 seconds for 12 seconds and it does stack three times saber slash again benefits from any talent and effect that triggers from or modifies Sinister strike and if you're extremely observant and you're looking at this thinking hang on Scott you've got this wrong I've been using the talent calculator and making all my Rune setups and Theory craft in how I'm going to be playing my rogue oh yeah actually you're right because this has changed so saber slash as you can see in the latest data mining has actually gone from 55 energy to 45 energy what I was going to say in this video which is literally irrelevant now was that due to it being quite expensive and even having improved Sinister strike it's still going to cost 50 energy you will probably be using it just to maintain the bleed damage so once you've got it stacked you would then go to using Sinister strike until you're ready to refresh the stack of the bleed well now you're actually bringing it down to 40 energy with improved Sinister strike it is literally just your combo Builder next up will be a quick one because it's pretty much Shadow step but also with an attack thrown in for free so we've got Shadow strike where you teleport behind the Target and strike causing 150% weapon damage to the Target you must be stealth and it Awards One combo Point not a lot to say here it is basically your way of getting Shadow step I'd probably rather Shadow step though rather than this you know so you could at least Shadow step sap Shadow step cheap shot Shadow step you know use it a little bit more intelligently than it actually just doing an initial attack sort of baked into the teleport but still it's pretty cool and there's no doubt this is going to be absolutely amazing for PVP because it's got no cool down and as many times as a rogue that you will run away to break combat so you can get back into stealth so being able to use this quite frequently probably is going to feel pretty great especially in places like Ash and Val PVP and then finally we got shiv so instantly attack with your off hand weapon to deal normal off hand weapon damage with 100% chance to apply the poison from your and weapon to the Target slower weapons require more energy and it Awards One combo Point shiv's great and it's an ability that we're all very familiar with if we've played a rogue and it's good for utility so if you was in charge of let's say putting my numbing poison on a bus or on an Ador whatever then having shiv to make sure that you can get it on when you need it on would be great but would you really want to sacrifice any of the other abilities that you get from runes just for shiv like shiv's in the wrong place if I'm honest with you because there's just far too much competition for anyone to seriously actually ever want to take this Rune next up we'll do the chest and we've got deadly Brew which when you inflict any poison on a Target you also inflict deadly poison now this will be huge if you're using mutilate and in venom like I've already spoiled is coming because you can literally just run double instant poison or you could go instant and a utility poison just a flesh wound is your tanking Rune and you don't really have any options with this one if you want to tank as a rogue you're going to have to use it because you take 20% reduced physical damage while blade dance is active additionally you have a 6% reduced chance to be critically hit with melee attacks so you'll be crit immune the threat generated by all your actions is massively increased and your faint ability is replace with T's which taunts the target so this is when you come online as a rogue tank without this you're just not going to be able to do it because you're not going to get the increased threat as well as all the other things next up we got quick draw where you draw your range weapon and fire a quick shot at an enemy causing normal range weapon damage and reducing the target's movement speed by 50% for 6 seconds this does award a combo point Quick Draw also benefits from anything that triggers or modifies Sinister strike again this would definitely be more of a PVP Rune but probably will see its uses in some PVE encounters as well these abilities are part of the outlaw Rogue in retail and they've been part of the outlaw Rogue for a long time I didn't realize I had an audience while I was recording but having some ranged abilities in general as a rogue in PvP is going to be absolutely amazing next up we've got Slaughter from the Shadows which reduces the energy cost of your backstab and Ambush abilities by 20 this does not apply to mutilate so if you was going to be a dagger Combat Rogue for example is to take your backstab down to 40 energy which is actually making it a lot more reasonable to use quite honestly looking through him I think if you're going mutilate on your gloves you're going to go deadly Brew if you're going to be a tank you're going to use just a flesh wound if you're going for a PVP Rogue you're going to go quick draw and really anybody else would be going Slaughter from the Shadows potentially to then run a dagger combat spec if you were swords combat spec deadly Brew would probably be the way to go remember this is all speculation so if there's like hundreds of you Rogues all gathered around talking about what's potentially going to be B I'm only speculating as well so and then finally we've got the legs now you've only got three choices on the legs because you had five on the gloves we might as well start with the easiest one which is blade dance if you're a tank Rogue you have to use this it's a finishing move that increases your Parry chance it lasts longer and grants more Parry based on combo points spent so you're going to get between 6% with one point up to 10% Parry with five points and it lasts 30 seconds with five points now this is why it would be important with things like main goou that word really makes me laugh because you're probably going to want to open up with this to get the 10% Parry straight away this would really be the first ability you press because until you start spending some combo points you're getting no benefit from blade dance at all of course and really you're going to want to be spending five combo points as soon as possible and I think that's where things like evasion will come in really useful outside of just using it as when you know there's predictive big damage about to come in evasion in on the pole to enable yourself to be able to get a fivepoint blade dance up could actually be really strong as well especially if it's a really hard fast hitting boss just popping it knowing that you're safe for the whole 15 seconds to get everything up that you need going because once you've actually got it up then it's just like spinning plates you're just going to be making sure that you don't let these things drop off but the interesting thing about a rogue tank when you look into the talents in combat you can get 5% Dodge from the first tier and then 5% Parry from the second tier so from runes and talents and without taking any Baseline Parry into account you're going to get 25% Parry now the 10% you're going to get from your glove Rune isn't going to be up all the time it's only going to be up well half of the time but you'll be keeping blade dance up 100% of the time so the vast majority of the time you're going to have quite a large amount of parry and let's not forget if you do go combat tank you're also going to get reposed so when you do Parry you're going to be able to disarm as well and it's a very low energy cost higher damage dealing ability on only a 6sec coold down so yeah I really like the look of tanks I still think they might struggle a little bit compared to the other tanks but I don't want to jinx it they could be Mega strong we may as well get in venom out of the way cuz I've mentioned it before and I've said I've got a concern about it so it's a finishing move that deals instant poison damage based on your deadly poison doses on the Target and then following the inv Venom attack you have a 75% increased frequency of applying instant poison for 1 second plus an additional 1 second per combo point and then it does a ton of damage based on attack power so we know it's going to scale really well so my concern using deadly brew and Venom mutilate absolutely like that's going to be the way to go if that's the play style that you want the problem is in vanilla poisons have got charges so just looking at instant poison at level 20 it's got 40 charges how quick are you going to tear through those 40 charges when you use a big fiveo in venom and you got 5 Seconds of where you're just going to be slapping those poison charges into the bus you're going to be literally reapplying poisons like every 30 40 seconds which that will be pretty frustrating so I'm hoping BZ have thought about that and you Rogues actually see a bit of a quality life change there where they use poisons from you know Raph like we get them now where you just put it on your weapon and it lasts x amount of time rather than x amount of charges but overall having in Venom's great but then that just leaves us to the last leg room which is a bit lackluster unless you're going to be pvping it's a range finishing move that causes damage per combo Point increased by attack power and stuns the target so it's from a 1.1 second stun up to a 5.5 second stun and it shares a cool down with kidney shot it's got a 20 second cool down but it is on a 20 yard range so in PvP having someone trying to kite you when you're using Shadow strike to teleport behind them Quick Draw to be able to still build combo points when they're trying to run away from you and then locking them down with between the eyes is going to make Rogue a lot of fun I personally am going to have a rogue for PVP the tanking on a rogue don't interest me don't get me wrong the Sharman tanking really interests me but for some reason the Rogue one is not really ignited my interest enough for me to want to do one but I really want a rogue for like Ashen Val PVP I think it's going to be Mega Fun having those ranged abilities rang stuns teleports to the Target like it's going to be pretty insane the priest the staple healer on any vanilla server that everyone laughs at if they're not a dwarf and why is that fear Ward while in later expansions every priest has fear Ward and it's used regularly in vanilla it's only dwarves that Get It season of Discovery looks likely to change that though as in a recent interview with the devs they said there will be discoveries in the form of shrines and religions which could allow priests to swap their racial ability now this would be a GameChanger because if you can be something like a human priest where you benefit from the extra Spirit but also pick up fear Ward at later levels you're going to be laughing starting with the gloves cuz I do believe that this is probably going to be one of the first ones you pick up circle of healing is going to be the first option and to be fair we're probably all familiar with that spell circle of healing has actually had its range increased massively originally at BlizzCon it would heal all of the target players party members within 15 yards of the Target now that's been put up to 40 yards not only that it's even got a better healing coefficient now but the downside is the cost has gone from 21% base Mana up to 28% base Mana but still for you healers circle of healing is going to be absolutely amazing and it's going to be fun to use in both Dungeons and raids next up for shadow priests or just anyone wanting to do some damage really we've got mines here which causes an explosion of Shadow Magic around the enemy Target it does Shadow damage every 1 second for 5 seconds to all enemies within 10 yards around the Target now the only one thing that I think is a bit of a shame here is that we got the poor man's version of M Seer so we've got the version that you'd have in ra of the Lich King where it has to be targeted on an enemy so that enemy that you're targeting will take no damage from M here just all the enemies around it what would have been nice to see is the cataclysm version where actually you can cast it on a friendly Target so if a tank runs in you could cast it on the tank and it's going to hit every mob equally not a big deal just a minor little complaint if your favorite spec is a shadow priest and you want to play season and Discovery you're going to have an AOE now which still is absolutely amazing next up again not an unfamiliar spell but Penance launches a volley of Holy Light at a Target causing holy damage to an enemy or healing to an ally instantly and every 1 second for 2 seconds it is actually one of my favorite looking spells that a priest has ever had it does look like it's going to be on a 12 second cool down and it's got a 16% base Mana cost so again while in Raph you want to just use this literally on cool down you've also got a lot of intellect to go along with it to enable you to use it on cool down I think you're going to have to use this quite intelligently and the final option is Shadow word death and this is the point where I'm going to talk about my concern so firstly Shadow word death is a word of dark binding that inflicts shadow damage to the Target if a Target is not killed by Shadow word death the cter takes damage equal to the damage inflicted upon the target so I'm guessing if you've played any version of World of Warcraft that isn't vanilla and you've played a shadow priest you'll be familiar with what shadow word death is but just on to my concern while we're on this ability as we work through all of these runes be it gloves legs or chest none of them seem to have anything that's going to Aid a shadow priest's Mana regen now we know this things like seal of the martydom which a paladin may be using which does Grant Mana to the party but the shadow priest hasn't got anything to actually be sort of self-sufficient the reason I wanted to talk about this when it comes to Shadow word death is what they could have done is actually Incorporated a talent from cataclysm called masochism now what masochism actually does is gives Mana when you deal damage to yourself with Shadow word death so whilst it's sort of meant to be an execute ability you could also use it to get Mana back that is just a thought they're probably not going to change it cuz we're so close to release now but I think uh agrand or blizz in general if you're watching I think priests might need a little bit of help on the old Mana side but moving on to the chest first up we've got serend diery where healing with flash heel reduces the cast time of your next lesser heal heal greater heal or Prayer of Healing by 20% for 20 seconds and this Stacks three times now it's interesting because what's been changed with Serendipity here in comparison to later expansions is they've also added lesser heal and heal into the mix ordinarily it's just greater heal and Prayer of Healing now on the basis that it looks like it's only Rune abilities that are going to have a base Mana cost where you need to be careful when you're using them the existing spells as of this moment in time when you're looking on whad all have an actual Mana cost meaning you can down rank don't get me wrong they could go along the lines of making everything a base Mana cost by the time it actually launches but as it looks at the moment you could down rank flash heill as an example so you could pump out really quick fast rank one flash heels for minimal Mana to then directly afterwards pump out a really fast Prayer of Healing or if the tank was in trouble obviously it would be a greater heal but you could try and be really manner efficient by using low rank flash heels to then give you a quicker higher ranked heel or higher ranked lesser heel whatever way around just to keep a constant stream of healing on the tank next up we've got strength of Soul now strength of Soul was is actually a talent that was added in cataclysm where your lesser heel heill greater heill and Flash heill reduce the remaining duration of the weaken Soul effect on the Target that you've heeld so as an example the point that this would be to put a shield on a tank you would then spam some heels or lesser heels into it to get rid of that weaken Soul effect and as soon as the shield drops boom you're renewing it with another one the interesting thing that they've done with strength of Soul which only works if you've got this Rune the target of the power word Shield will gain rage from taking damage despite the damage being absorbed which is great the other interesting part for paladins is when you've got righteous fury on it will trigger from direct damage absorbed by your power word Shield as if it was a hill so actually having a bubble on you is just going to increase your threat there's not really much to say there I don't see this being that powerful I mean I probably if I was healing I would prefer Serendipity but it's nice that it's there as an option next up you've got Twisted Faith now Twisted faith is just basically the same as the rap of the Lich King talent but minus the extra spell damage from Spirit in raap of the Lich King it does give spell damage based on Spirit but here it is just a flat 20% extra damage with your mind flare mind blast to targets affected by your Shadow word pain now on the basis mind flare and mind blast are going to be your two most damaging spells giving them both 20% extra damage it's kind of a no-brainer even when we look at the very last Rune which we haven't covered yet but I think Twisted faith is going to be almost a just a must have as a shadow priest as long as you're not home but the last one is void plague which afflicts the target with a disease that causes x amount of Shadow damage over 18 seconds now you're probably thinking well this is basically just devouring plague well yes and no devouring plague obviously does exist in the game even though it's only for Undead priests like I said earlier later on in the phase or even in a future phase you might be able to get devouring plague no matter what race priest you are and even though devouring plague is on a 3-minute cool down how amazing would it be having Shadow word pain up devouring plague and void plague that's just going to be a nasty amount of dot damage which you can can then just top off with some mind blast and M fls and things are probably just going to die I think overall the choice of chest runes is pretty basic depending on what spec you're playing strength of Soul I'm sure will have a place but I think most healers would just naturally run Serendipity and I think fight dependent Twisted faith and void plague can be mixed in and out and the reason I say fight dependent is void plague could be used on heavy movement fights whereas Twisted Faith would be used on fights where you don't need to move as much because remember if you're putting void plague up and then you've got to move you're getting the full benefit of that Rune if you're having to move when you're using Twisted Faith well you're you're just losing damage and then finally bringing us to the leg runes I'm going to leave hercul till last just because that is really interesting so let's start with shared pain so shared pain basically allows Your Shadow word pain to afflict up to two additional nearby Targets within 15 yards pretty basic you put Shadow word pain on a Target and if there is any other targets nearby they're also going to get Shadow word pain on them up to a maximum of two extra targets now this is great but it depends on how hard some of this stuff's going to be so this could be an absolute nightmare if it hits CC targets so if a mage has got to Target polymorph because it heals and you don't want to deal with it until later on in the fight and You' got Shadow priest using a shadow we pain and then it's putting it on the sheep that'll be a nightmare as long as these things can't hit targets that are in CC then there's no issue and looking at the way all these classes look like they're going to play everyone's getting AOE everyone's getting cleave there's probably not going to be that much CC going on anyway but on a three Target cleave boss shared pain is going to be absolutely amazing as is it going to be amazing in dungeons next up we've got prayer amending another old familiar spell where it places a spell on the Target that heals them for x amount of healing the next time they take damage or receive healing when the heal occurs pray amending jumps to a party or Raid member within 20 yards and this jumps up to five times and lasts 30 seconds after each jump this spell can only be placed on one target at a time if you're a real di hard priest did you notice the one thing that makes this absolutely amazing assuming it goes live like this it has been changed to be the next time they take damage or receive healing So currently a really irritating thing about prayer amending is when it jumps to someone and they take no damage so you have no control over being able to force that prayer amending off of them you need to just put a new prayer amending out now at the risk of sounding like a broken record this spell costs 15% base Mana so you want to make sure this does jump five times so the fact that if it jumps to a range let's say it jumps to your Mage and your Mage is taking no damage you can quickly throw a lesser heal or a really cheap heal onto him to force that prayer of mending to jump again now that's huge and I truly believe that that is probably blizzard really looking ahead and thinking some of these healing spells are really good but you're not going to be able to use them on coold down like you would use them on cool down in RAF of the Lich King or in cataclysm or in whatever and I reckon they've added that little receive healing in there just to compensate for that and just in case you're interested I even checked the retail version of prayer amending to see if it does the same thing and it doesn't in fact I checked through every patch change that prayer of mending has ever seen and can't see anything where this has actually been a change in the past so this is completely unique to season a discovery assuming it goes live how it reads next up a big complaint from me me complain I know never power word barrier this is an absolutely amazing ability it summons a holy barrier to protect all party members at the Target location for 10 seconds which reduces all damage taken by 25% and preventing damage from delay in spellcasting now not only does this ability look amazing it is an incredibly powerful raid cool down and it's one that you want to feel powerful using now my complaint with it is how it reads it reads as protecting party members at the location now you're probably thinking well that probably means raid as well going back to prayer of mending that actually reads as party or raid members and there's loads of other abilities that read as party or Raid this sounds like it's party only now my complaint about it is this should be raid wide because there's a big bubble that everybody can stand in and they know they're going to take reduced damage this could get really confusing if a priest puts it down and you think you know you're going to go and stand in it and you're going to take reduced damage but it's actually only five people you know a single party out of let's say 10 of you if you're doing BFD that are going to actually benefit from it so this could force people to stack that don't really need to be stacked they're wasting time running over to the barrier when they're not actually in the same party as the priest so unless this is trying to encourage having multiple priests in which case it's such a powerful raid called down that you'd almost want one priest in each group or one priest in most groups to be able to power barrier their entire group I don't know I just feel like it should be raid wide let me know what you think in the comments cuz I think that's going to be a really clunky one to have as party only when it's visible to everyone and then finally the one that I wanted to finish on because it's a brand new ability while we've seen ones like it kind of we've not seen them work quite in this way what this ability does is it breaks off splinters of your soul to animate three miniature copies of yourself that attempt to attack your current Target with a mace sword and axe reducing the attack speed attack power and armor respectively of any Target they hit I'm really intrigued to see how this works because reducing attack speed would be Thunderclap reducing attack power would be let's say demo raw and armor would of course be suer armor now this is quite a long cool down because it's on a two minute cool down so every 2 minutes you're going to be able to use this but if you've already got a warrior in the group keeping up his Thunders keeping up his thunder clap and his demo shout then you're only really benefiting from the damage that the three little splinters are doing which we don't know what the damage is going to look like yet so what I'm actually hoping is this is a RAID wide damage increase I know it's only really going to affect the melee cuz it's going to further reduce the armor of the bosses but it's also going to be used as a defensive cool down because your tanks are not going to be getting slapped as hard or as fast but it would rely on it stacking with existing debuffs so I'm hoping that thought has been taken by blizzard and it's basically a weaker version of demo shout Thunderclap and suer armor so it's not going to be as powerful as the ones that the warrior does but it will stack with them and outside of my concerns about Mana for shadow priests I think they're looking in a really good place and there's been sensible changes to these new abilities that have been added such as the prayer amending change I think is going to get pre stuff to a really good start the paladim so the Rune slots that are going to be available at level 25 are going to be for chest legs and gloves up until 25 you can get four for the chest as a paladin first one's going to be seal of madom seal of the mom's changed since the state it was in during BlizzCon because now it's actually only single Target before it was hitting three targets and you was losing Health equal to 2% of the damage inflicted now it's only hitting one target but you're losing Health equal to 10% of the damage inflicted the only good note about this really is that while the seal is active your party members within 40 yards each gain Mana now equal to 10% of the damage you take from the seal during BlizzCon this was actually only 2% keeping along the same lines as when you're actually swinging the weapon unleashing the Seal's energy will now instantly cause 70% weapon damage but it will cause 10% of the damage to you that seal is not new of course it's changed a little bit and the thing I love about this straight away is you probably noticed it lasts 30 seconds so it's the original sort of form of seals where you're constantly refreshing them like vanilla so it's not like you're getting seal in the M dominate last 10 minutes or at last 30 minutes we're talking 30 seconds at a time it's also great at the cost of you needing to be healed a little bit more cuz you're taking damage you're given everyone else Mana back the next chest Rune is divine storm which is an instant weapon attack causing 110% of weapon damage up to four enemies within eight yards the Divine storm heals up to three party or Raid members totaling 25% of the damage caused I think we all know what divine storm does so not really a lot to talk about there it is literally just Divine storm but how cool is that horn of lordun is another chest rune the Paladin blows the Horn of laum which increases total strength and Agility of all party members within 30 yards by 17 this lasts 2 minutes and is exclusive with blessing of Might Horn of laum basically Horn of winter but for paladins very cool AIS is another chest Rune which increases your block value by 30% and damaging mum ranged attacks have a 10% chance to increase your chance to block by 30% this last 10 seconds of five blocks effect is not cumulative with redou so what's interesting about this is obviously doubt is the first five points that you would put into the protection talent tree if you was retribution this does mean that you could use this chest Rune maybe just to fill the spot of a tank in a fiveman or something without needing to worry about respecing you know these runes are going to be able to be used in quite funky ways then we got five different leg runes first one is divine sacrifice which many of us know and use very regularly as paladins in raft where 30% of all damage taken by party members within 30 yards is redirected to the Paladin for 10 seconds damage which reduces the Paladin below 20 % health will break the effect and Grant the Paladin 10% increased damage and healing done over 10 seconds now that's an interesting change actually being able to use it as not only a raid wide defensive cool down to reduce damage but then you also get the benefit of getting 10% extra damage and healing from it once it breaks now the thing about Divine sacrifice is it can't be used if you're under the effect of blessing of protection Divine Shield or Divine protection and it prevents you being targeted by those abilities while it's active so blizzard really do want you to actually take the damage instead of being able to bubble and desck like we definitely would have used it as the next leg room really does make me laugh inspiration Exemplar your inspiring presence periodically dispels fear and sleep effects on nearby party members now you've got to remember they've gone down the route of trying to keep it as vanilla as possible you know in terms of lore and everything that's going on so you have only got paladins on the alliance and shamans on the hord steel you basically are as a paladin now you can use this leg run and become a trema totem if it's a fight where you don't need a trat you don't need that pulsing you know fear and sleep effect to be dispelled you don't use it and you can change your runes at any time out of combat so I really like that even on a fight by fight basis what Rune you use is going to massively affect the rest of your party or the rest of your group or the rest of your raid and you're going to do it on a fight by fight basis Avengers shield is a classic so H's a holy Shield at the enemy dealing 165 to 197 holy damage dazing them and jumping to additional nearby enemies and it affects three total targets that's cool I like it and obviously as somebody who's played a lot of prop Paladin it' have been nice if it had the silence effect on it as well which maybe we'll see at a later date but at the moment it is just the days which that's fine but having the silence effect attached to it as well would be banging the next leg en chant is Exorcist So exorcism can now be cast on any Target and has 100% increased Critical Strike chance against Undead and demons so for those of you that maybe haven't really played Raph exorcism is a core part of the rotation really you use it with Art of War procs and it can be used on anything so really this leg Rune is just turning it into the rap of the Lich King exercism which yeah pretty cool rebuke is another great one interrupts spell casting and prevents any spell in that skull from being cast for 2 seconds you will get rebuking cataclysm and you get it as all specs so you'd be able to use holy prop R doesn't matter you'd be able to have an interrupt in all three specs so this is great because you can have an interrupt in all three specs it's going to come down to what you're having to sacrifice from the legs but again if you was to think of a Holy Paladin as an example if it's a fight where you need the pulse in fear resist you'll use that LE en chant if there's another one another fight maybe where you're going to be up close and personal with a boss healing still you could be part of an interrupt rotation if let's say your group just lacks people with interrupts or lacks people that would need to use a rune to get an interrupt interesting and the final three are glove runes so the first one is an easy one Beacon of light in recent adjustments leading up to launch Beacon of light has actually had its radius changed from 60 yards to 40 yards now which is not too much of a big deal we all know what Beacon of light is the target becomes a beacon to all members of your party or Raid any heals you cast on a party or Raid member will heal the beacon of light for 100% and only one target can be a beacon of light at a time as somebody who heals ICC well heals everything every single week this is great having this in vanilla is going to feel so funky to the point where as a Holy Paladin there's no other Rune you're going to get I can't imagine even if there's other runes that you un lock by level 60 on gloves you're not you're not going to use anything else are you Beacon a light all the way Crusader strikes one that we're all going to be very familiar with if we've played R paladins in more than just vanilla and TBC it's an instant strike that causes 75% weapon damage and regenerates 2% of your max Mana it was recently changed because it was only on a 4-second cool down it's now been put up to a 6sec cool down probably not going to use anything other than that for R and then finally hand of Reckoning taunts the target to attack you but has no effect if the target is is already attacking you and while you know this ability the threat bonus from righteous Fury is increased to 80% and righteous Fury causes you to gain Mana when healed by others equal to 25% of the amount healed so they've basically put in spiritual atunement so they've brought all the prop Paladin sort of things that make it great in RAF of the Lich King and onwards and have baked it all into this one Rune because additionally while righteous Fury is active damage which takes you below 35% health is reduced by 20% and that again in ra of the Lich King is a talent that's a lot further down the tree and that particular glove Rune as a prop Paladin you wouldn't use anything else would you so it looks like the glove runes are almost not optional and I would say that you're probably going to learn that very early these are the introductory ones that are going to go on your gloves because they sort of make or break your spec to keep you waiting too long to get these obviously would be ridiculous because you're not going to tank without hand a reckoning you're not going to want to heal without Beacon a light even though you would and as a r you're going to want Crusader strike so my guess would be you'll get these in the starting zone Z very very early but that's all the Paladin runes that we know about up until Level 25 and I think it's going to be pretty sick it is so good to see Mages get a lot of love in season of Discovery because since 2019 they've just been terrible from really really slow levelers in vanilla having a nightmare during TBC when it comes to making gold because of how squishy they are and then just barely doing any damage in RAF of the Lich King so just struggling to get raid spots over overall so it's really nice to see that they can broaden their Horizons a little bit in season of Discovery because not only are they going to be able to absolutely pump on damage meters they're also going to be able to heal as well all sarcasm aside I do genuinely think that in the right hand a healing Mage or a regen Mage as I'm referring to it is going to be absolutely nuts starting with the glove runes you've got an old familiar Arcane spell called Arcane blast where you blast a target with energy dealing 190 to 221 Arcane damage each time you cast Arcane blast the damage and healing of all other Arcane spells is increased by 15% and the Mana cost of Arcane blast is also increased by 175% this effect Stacks up to four times and last 6 seconds or until any other Arcane damage or healing spell is cast so the traditional way to play Arcane when you've got Arcane blasted to have a burst phase and to have a regem phase your burst phase will be just going ham with all your cool downs and just pressing Arcane blast as much as your Mana pole will allow because you know you're going to have evate or your Mana gem or Mana potion or whatever to fall back on to get your Mana back up at which point you're then doing sort of a regen phase where you're going Arcane blast Arcane blast maybe then missiles your Mana PO is going to dictate how many Arcane blasts you can get out without your Mana going too low and then you're waiting for your burst phase again there is another little side thing to note here with Arcane blast because it does say other Arcane spells so that would lead me to believe that actually Arcane blast does doesn't benefit from the buff on subsequent Arcane blast casts but it also does increase healing spells not only Arcane spells so actually getting Max stacks of your Arcane blast buff and then using regen is probably going to be insane now the interesting thing is how this is going to synergize with the healing runes though which we're going to get on to very soon another old familiar spell for frost Mages is icance where it deals a small amount of damage only being 23 to 27 Frost damage but it causes triple damage against Frozen targets not really a lot to say there it's going to be a frost or a PV P talent but it is very good and it does start to hit very hard obviously as you start to get plus Frost damage or plus spell damage living bomb for the fire Mages where the target becomes a living bomb taking 142 fire damage over 12 seconds and at the end of that 12 seconds or if the spell is dispelled the target explodes dealing 72 fire damage to all enemies nearby again it's a staple move for fire Mages but more so when you're sort of using it to actually get an extra chance at a crit to get instant pyro blast procs that could come in the future in a different Rune possibly but either way it's a great addition to the fire Mage toolkit now rewind time is the final one and this is for you healing Mages this ain't going to make a great deal of sense until we get into the other runes so I'd rather just come back to this one so let's go straight onto the chest first of all you've got burnout which increases your spell crit chance with all spells by 15% but your non-periodic Spell critical strikes now have an additional Mana cost of 1% of your base Mana quite honestly 15% crit for an extra 1% base mana on each spell it's not that bad in fact it's a bloody good tradeoff next up you've got Enlightenment where you deal 10% more damage while you have more than 70% Mana but while below 30% Mana 10% of your Mana regen continues while casting and this actually sort of plays into the whole burst phase and regem phase when you're Arcane because when you're above 70% Mana you'll be absolutely pumping you're getting that extra damage but then when you drop below 30% and you start doing your preservation phase we'll call it where you're just trying to get your Mana back up and you're taking it quite easy then you're going to get that extra regen kick in so could be really good for Arcane fingers of frost is a great one which many frost Mages from future expansions will know about it gives your chill effects a 15% chance to Grant you the fingers of frost effect which treat your next two spells as if the targets were frozen and this lasts 15 seconds now just looking at things like shatter in the frost tree you're going to get extra crit chance if something's Frozen so if your fingers that are Frost is treating them like they're frozen you're obviously going to get the benefits from talents like this and of course it will synergize really well with icance because IC Lance does triple damage if they're a frozen Target the big shame though is early on you're only going to be able to get far enough down to put one point into shatter so whether the run's worth it or not I guess we'll find out and now finally before we go back onto the glove room because now it will start to make more sense this is your main healing Mage ability it's called regeneration that's why I called it the regen Mage now regeneration has actually gone through a couple of little changes as well so now after using the spell you'll actually gain something called Tangled causality this lasts 5 minutes and it reduces your fire and frost spell Damage Done by 50% and it also prevents the use of ice block so this is to make sure that actually you are using Arcane spells as a Healer because what people would have been doing is just absolutely Trucking into buses with Fireballs for example and then when something needs healing they're chucking an Arcane missiles the temporal Beacon effect has also changed cuz originally it was doing 100% of all Arcane damage was then converted to Healing now it's only 40% so for any retail enjoyers or just future expansion enjoyers it is very very very similar almost exactly the same as atonement for priests so you're going to be wanting to get temporal beacon on people then you're going to be bursting with Arcane damage to heal him but you can also do direct heals in the form of a sort of 3 second Channel using regeneration But ultimately what you wanted to do is control the fight and know who's going to be taking damage so if it's a heavy tank fight you're not going to want temporal beacon on loads of people you're just going to want it on the tank if it's a two tank fight and they're both taking sort of reliable steady damage you'll want beacon on both of them so you're dividing the healing between the two I actually think it's going to be quite a skillful healer to play because you really need to understand what's going on in the fight and when you want maximum temporal beacons on as many people as possible or you just want it on one or two people or maybe even just one so I'm really happy with the way that the healing Mage looks like it's going to play out so what's interesting is when we go back to the glove runes rewind time has actually had its cool down reduced from 1 minute to 30 seconds now so you can use it twice as often this will definitely make rewind time a lot more worthwhile using I still don't think many people are going to use it over Arcane blast your current Target with your temporal Beacon instantly heals all damage taken over the last 5 Seconds it is in effective on targets that didn't have a temporal Beacon 5 seconds ago so this would be great for tanks we're going to be able to literally more or less heal someone from who was just just about to die to completely full health which is really good but it is only one target my issue with this is I would say Arcane blast is going to be the way to go because we know how regeneration Works where it is based on Arcane damage the rewind times great is a big cool down to top someone off extremely fast but then you are relying on things like Arcane missiles and maybe Arcane explosion but we're going to say pretty much Arcane missiles so I almost feel like in the early game especially in Phase 1 up to 25 arcane blast is going to be an absolute must but still rewind time really cool ability and I do look forward to playing around with it now for the leg runes we've got Arcane surge which is a 2minute cool down and it unleashes all of your remaining Mana in a surge of energy focused at the Target and this deals an absolute truck ton of damage it is all Arcane damage so it will synergize well with your regeneration and it's increased by up to 300% based on your Mana remaining and then afterwards your normal Mana regeneration is activated and increased by 300% for 8 seconds so you're going to have this massive big nuke on the Target and use well as much of your manner as you've got left and then you'll get a big amount of regen for the next 8 seconds it is a 2-minute coold down which is quite interesting this could be used by both DPS and healers but only healers if you don't need Mass regen so your other healing ability you can get from runes is exactly the same as regen but now it's Mass regen so it heals all of the target players party members within 15 yards at a target for 26 62 over 3 seconds and applies temporal Beacon to each Target for 15 seconds the secondary part of this ability is exactly the same as regeneration so now any Arcane damage you do is going to it's going to split that damage evenly amongst those five people as healing now the thing is you're not always going to need Mass regeneration there'll be fights where Mass regeneration will be absolutely amazing then there's going to be other cases where actually you only need it on a couple of people you know let's say you're doing a fiveman like deadmines or something like that you're not going to need regeneration on the entire party cuz they're not all going to be taking damage most of the time you'll be keeping it on the tank maybe someone else starts taking a bit of damage and then you do the Regeneration channel on that person now you got to tank and one other person with temporal beacon on and you're just going to Nuke the bus or nuke the ad whatever you're doing Mass regeneration will be a lot more useful in raids no doubt but even then it's going to be raid bosses where specifically lots of people are taking damage Arcane surge would probably be a risky one to replace it as as a Healer because you are then going to have a small period where you're completely o even though you're going to then get 8 seconds afterwards of really really good regen we'll have to see how that plays out cuz at the moment I'm not sure I would ever want to get rid of all of my Mana in one go and then someone needs a quick heal and I'm having to wait for regen I I don't know how that will quite work out next up we've got Icy Veins which again we're probably very familiar with it hastens your spell casting increasing spell casting speed by 20% and reduces the push back suffered from damaging attacks while casting by 100% it lasts 20 seconds and it's on a 3 3 minute cool down again pretty much any spec whether your Frost fire or Arcane can make use of this definitely and it would be a nice throughput coold down to use if you didn't need Mass regeneration and you was healing obviously it's a great cool down to use if you're Frost and you're pumping out those Frost bolts or your fire pumping out those Firebolts it's just a 3 minute cool down not really a lot else to say and then finally we got living flame which summons a spellfire flame that moves toward the target leaving a trail of spellfire this Trail deals 42 spellfire damage every second to nearby enemies and it lasts 20 seconds now spellfire damage is actually classified as fire and Arcane so it's very likely that actually the Arcane damage portion of this so really all the damage that it does should actually heal your beacon targets as well now this has a one minute cool down and the best thing I could really compare it to is flame orb that fire Mages well that Mages will get in cataclysm where it just fires an orb that slowly moves towards the target does damage to everyone on the way it's you know it seems like that's sort of the rout they've gone down but this is just a little bit better because the fire stays on the floor and hopefully tanks respect that and stand things in the fire so you get more damage as a fire Mage really your options are fairly limited cuz you're either going for Icy Veins for a nice cool down or you're going for living flame where yes it's on a cool down but is still a lot shorter of a cool down and actually does damage overall Mage has just got some amazing abilities over the years Hunters have had a lot of ups and downs but generally have remained a pretty good class to play throughout all of the expansions from being abs absolutely stacked early on in TBC due to easy access of set bonuses to even getting some love during RAF of the lkin classic where they was given trap launcher early if you like having a pet there is just no better class to play sure there's other classes like warlocks that have got pets it's just not the same as a hunter as someone who raids quite a lot in RAF of the Lich King as a hunter some of the changes that I've seen on season of Discovery for hunters has actually taken me by surprise overall in season of Discovery before we get into the runes though they look like they're in a really good place if you're a fan of Beast Mastery where actually your pet is doing the majority of the damage and you're just looking after him Beast Mastery gets some pretty insane runes if you want to go Marksman and you want to ditch your pet to do extra damage then you've got that option as well and even though in survival there are some pretty good talents for actually doing damage at range season of Discovery is bringing the melee Hunter so the survival tree is probably going to be the place to go if you want to be a melee Hunter even though there is actually good reason to go BM and we'll get into that during the video let's get into the runes and I'll give you a little bit of a breakdown on some little bits that have changed since the demo at BlizzCon I truly believe that glove runes are going to be one of the first that you get so let's start there first of all you got Beast Mastery where your pet's damage and health are increased by 30% and its focus regeneration by 80% in addition your pet's growl now also tauns the target to attack it for 3 seconds now that is actually a crazy amount of extra damage and health for what are already pretty overpowered pets particularly at low level we know in vanilla pets don't scale particularly well but actually when when you're leveling hunter pets that are just fine and if you put that 30% extra damage on top of picking up unleash Fury in the talents where you're going to get a further 20% damage and there's also another Rune that we're going to talk about soon that further increases your pet damage I think hunter pets are going to be absolutely slap him interesting thing with Hunters is actually in the data mind information it is showing something saying Hunter pet scaling so it does actually look like the pets will be pretty relevant because they'll be scaling off of the hunter stats in some way if you don't really care too much about your pet doing the damage then you've got carve now carve is a sweeping attack that strikes all enemies in front of you for 50% weapon damage so this is the first of the melee Hunter abilities it's nice that it's a full-on cleave in front of you so a nice AOE ability and I think it's probably a good time to mention a couple of little things that were picked up during the data mining earlier on this month that go against what we saw at the demo at BlizzCon so basically every hunter that I saw play at BlizzCon all for some reason instantly went for for the melee Hunter option and it's because it's new I totally get it I think blizzard very quickly saw how weak it was even during those short demos because what they've actually gone ahead and done assuming this all makes it into live is the Raptor strike cool down has been cut in half so ordinarily at 6 seconds but now it's going to be 3 seconds and that's going to be an important ability when we get to a rune very very soon and also traps can now be used in combat and not only that the tool tip actually shows a 40 yard range this was not the case ATZ con traps could not be used in combat but now as a melee Hunter up close and personal with the boss or with the trash being able to carve droping trap and then obviously there's some other abilities that are going to come from runes which we haven't actually looked at yet emulation trap very well could be acting like their very own trap launcher Hunters that want to play it ranged or they could have a 40 yard range because actually there will be a rune that comes in later maybe on shoulders or on your cloak or something like that but actually gives you trap launcher so I wouldn't get too excited at the moment even though it's got that range on it I still think that might be paired with another Rune to enable it to be trap launched obviously we'll have to wait and see about that but I do truly think that the actual change to the combat traps is around the melee Hunter not doing enough damage and then for you General DPS that want to be doing all the pumping their self at range we've got Chimera shot where you do 125% weapon damage refreshing the current sting on your Target and trigger an effect if it's serpent sting it instantly deals 40% of the Damage Done by your serpent Sting If it's Viper sting you're instantly going to rest or Mana equal to 60% of the total amount drained by your viper Sting If it's scorpid sting you're going to be able to do a 10-second disarm and this can't occur more than once a minute so you've got some options there obviously it's a great way to be able to get some Mana back it's a great way just to do extra damage cuz you're going to have serpent thing on the boss or on the trash most of the time especially when paired with another Rune that we're going to talk about soon this is what I actually do like about the hunter there's some runes that I don't like and I wouldn't have gone down the melee route if I'm completely honest but a lot of these runes do synergize really well and in PvP having the disarm and Chima shot is absolutely amazing and finally if you play raford the Lich King as a hunter you know explosive shot has been the bread and butter of the survival Hunter pretty much for the entire expansion you fire an explosive charge into the enemy Target dealing x amount of damage and it's fire damage by the way and the charge will blast the target every second for an additional two seconds now the cooldown shared with Arcane shot which fine this is missing one key thing the thing that makes explosive shot extremely fun to use is lock and load so I'm really hoping that one of the future runes maybe when we get to level 40 or even level 50 is actually going to be Lock and Load and the Lock and Load Rune could interact with all of these not just explosive shot I think explosive shot feels great with Lock and Load until we've got that don't know that's the glove runes anyway and overall there is a little something for everyone so let's move on to the chest runes now if you don't know there was so much noise being made about the fact that Alliance are going to have wind Fury from cats they're going to have blessing of Kings from paladins and blizzard are listening and they're already making changes before the game is even going out which is amazing to see Raptor strike having its cooldown reduced traps being used at range potentially and being able to be used in combat and then aspect of the lion being added there is one thing that I don't like and I'm not 100% sure on myself yet but it looks like Expos weakness which was this Rune has actually been removed and replaced with aspect of the Lion now I'm sure there's a good reason for this mainly because the amount of agility that you're going to have early on probably ain't going to make exposed weakness too powerful to be worth using and it might be brought in as a rune at a later level bracket aspect of the lion is Blizzard's way of giving The Horde Blessing of Kings so the hunter takes on the aspect of the lion increasing total stats by 10% for all nearby allies and increasing total stats for the hunter by an additional 10% of course only one aspect can be used at a time and you'd be using this in place of aspect of the hawk but you're literally just going to be giving BL Blessing of Kings to everybody around you without ever even needing to buff and on top of that you're going to get that extra 10% stats yourself as well overall really good I would have liked to have seen it not be an aspect maybe not even seen it on a hunter it could have come from anywhere I feel I me personally as a hunter I'd rather be using aspect of the hawk because you get things like improved aspect of the hawk where you have a chance at increasing your ranged attack speed so no actual ranged Hunter is ever going to want to use this so really you are only limiting yourself to melee Hunters bringing this because actually the other abilities here for melee Hunters not particularly good not really worth using so you will just use aspect of the lion we either have a melee hunter or we don't have Kings because no ranged Hunter is going to want to use this just a minor complaint next up would be Cobra strikes though where your critical hits with shot abilities cause your pets next to special attacks to critically hit this has got some amazing Synergy so I don't want to talk about this too much but BM Hunters you're going to want this and it will become clearer when we get onto the leg runes but this will be your go-to chest Rune if you're going to play a BM Hunter Lone Wolf is absolutely amazing and I've got to be honest this is the one Rune that makes me want to play hunter in season of Discovery I'm not a big fan of pets I know some of you probably love having a pet as a hunter but the first time I really enjoyed Hunter was as soon as I could get rid of the pet back in original retail and when Lone Wolf was first introduced and what Lone Wolf does is it increases your damage by 15% with all attacks while you do not have an active pet now it was 25% but it's very recently gone through a little bit of a Nerf so it looks like when it goes live it's going to be going live with a 15% increased damage while that pet is not active but this doesn't mean that you can't use a pet still you've got to remember you can change these runes on the Fly Boss by BS basis as long as you're out of combat you'll change runes so let's think about the next one being Master Marksman where it increases your Critical Strike Chance by 5% and reduces the Mana cost of all your shot abilities by 25% as a ranged Hunter you could switch between these two on a fight by fight basis if it's a fight where your pet is is constantly getting AOE and hit by stuff get rid of the pet and just nuke the boss if it's one where it's quite pet friendly and there's not that much AOE going round you could take Master Marksman for better Mana to obviously keep pumping more you could even take Cobra strikes which obviously will just get your pet doing even more damage I still think really for a ranged Hunter you're between Lone Wolf and master Marksman and you would switch it up on a fight by fight basis but they're the chest runes and overall I don't see a lot of options as I say cobra strikes really is for BM Lone Wolf Master Marksman for if you want to be a ranged Hunter an aspect of a lion unfortunately if you're a melee Hunter this is what you're going to have to use but luckily you haven't really got many other options anyway and then finally onto the legs now the legs have some amazing abilities flanking strike is for your melee Hunters where you and your pet deal simultaneous instant 100% melee damage afterwards your bite and Raptor strike deal 10% increase damage for 10 seconds and this Stacks three times Raptor strike has a 20% chance to reset the cool down on flanking strike now this is important because if we go back to where I was talking about Raptor strike having it cooldown cut in half this is the reason why because the more times you can press Raptor strike the more chances you're going to have to be able to press flanking strike more and this is also why I said going down in BM as a melee Hunter could be quite beneficial because you're going to get Unleashed Fury which is going to make your pet do more damage when you're using flanking strike and I do honestly believe as a melee hunter that your pet is going to be doing a sizable amount of your damage overall but looking at if we was to go for a melee Hunter build you're going to have aspect of the lion carve and flanking strike carve is going to be your filler that you use when you can't Raptor strike because it's on cool down flanking strike would be your number one pry as soon as it is ready you press it straight away and you're just hoping every time you press Raptor strike it's going to reset now you're probably wondering why I didn't mention mongus B in there and I'm fixating on Raptor strike but that's because mongus bite is a Counterattack so you have to physically Dodge and attack before this becomes active I would like to see a rune further down the line where I don't know this has a chance on carve or it has a chance on flanking strike to allow it to be used no matter what cuz it is going to be a melee ability that you got sat there and the vast majority of the time in PVE when you're in a a dungeon or a raid you're not going to be able to use it so I do think there needs to be a bit of thought put in there to allow mongoose bite to be used sort of rotationally or as a proc a little bit like for warriors in cataclysm where overpower can be used overall flanking strik is going to be great for you melee Hunters I hope you enjoy it kill command is next and this is nothing new we've used kill command and it's normally something you macro into your other abilities and just forget about it firstly what it does and why I think this synergizes really well in the level 25 bracket it gives the command to kill increasing your pet's Damage Done from special attacks by 60% for 30 seconds each special attack done by the pet reduces the damage bonus by 20% now again if we think about the extra 20% damage from Unleashed Fury in base Mastery and we go back to the chest room for Cobra strikes where when you critically hit it causes your pets next to special attacks to critically hit you would want to kill command after you've got a proc from your Cobra strike so you know the next two special attacks are going to crit on your pet those two crits are going to do additional damage on top of the 30% extra damage that your pet's getting from base Mastery as well means your pet special abilities are about to absolutely truck someone so I feel like these Beast Mastery related runes and talents all synergize together really really well we've just got two left now we've got serpent spread which again is a great talent that's been brought forward from CSM where basically all enemies hit by your multi-shot are also going to get 6 seconds worth of your serpent sting so as a hunter now imagine that you are getting trap launcher and your explosive trap actually has got a 40 yard range like the tool tip shows and you're using multishot to put serpent s on everything you're going to be pumping there's not really a lot else to say about this it is just really nice and again it could synergize particularly well with Chimera shot because when you do chimira shot it's going to refresh the current thing on your target which even though it's only a sixc serpent thing you're getting from serpent spread if you Chimera shot into one of these targets it will go to a Max duration serpent sting so that's pretty good sniper training is not quite as powerful as it was when we first saw it at BlizzCon because originally it was actually increasing your Critical Strike Chance by 30% if you'd not move for the last 6 seconds however now it's only 10% I do think 10% is a little bit more like what it should be because even in the hunter specific video that I put out a couple of weeks ago even I thought 30% was far too high it still makes it a very good Rune to use though see I think the hunter is in a really good place because even if you don't play a hunter main you can very quickly look at these and know exactly when you're going to use each one and the fact that if you want to be a melee Hunter you have zero choice between runes or maybe one you might have one choice of a rune because technically with a 3 second Raptor strike now you could drop carve and take Beast Mastery so your pet's actually going to start doing a lot more damage but that's one less melee ability you can press so I don't know and finally the shape shifting Druid the first Rune is Sunfire which burns the enemy for 55 to 65 nature damage and then an additional 110 over 12 seconds in addition while in Bear form cat form or dire bear form your Moonfire is replaced with Sunfire bear Sunfire cat and the Spell benefits from and triggers all effects associated with Moonfire so that's really cool when you're like kiting or even potentially need to go bear for a second if you're leveling as a Balan Druid that's pretty cool but obviously we're not unfamiliar with Sunfire you we've seen Sunfire you know in many versions of the game going to get it in vanilla as a boomy because you would use it as a boomy because let's face it lacerate for your gloves lacerates the enemy Target making them bleed for 42 damage over 15 seconds plus 20% weapon damage per existing application of lacerate on the Target and this causes a high amount of fret and it Stacks five times again we're not unfamiliar with lacerate but as a tanking Druid you would assume lacerate on your gloves is going to be the one that you pick whereas wild growth does exactly what wild growth does in all the other games where it will do a part wide hot over 7 seconds and the amount healed is applied quickly at first and slows down as wild growth reaches its full duration now wild growth since putting the original Druid video out has actually changed it's now been increased to 40 yards and it's got a better coefficient in terms of healing output the cost of it has gone up by 5% base Mana though taking up to 28% now there's your Resto Dr gloves and finally for Feral DPS you're going to get mangle so mangled a target for 160% normal damage and causes the target to take 30% additional damage from bleed effects and Shred for 1 minute this ability benefits from and triggers all effects associated with claw and mole so anywhere in talents where it reduces the energy cost of chor or increases the damage of mole mangle is also going to benefit from it as well you'll notice this when we look through all of the classes as I say so far we've only done Paladin and now Druid but the gloves seem to be the early Rune that you're probably going to pick up in the starting zone moving on to the chest the first one is survival of the fittest this reduces the chance you'll be critically hit by melee attacks by 6% and r reduces all damage taken by 10% damage taken reduced by an additional 10% while in bare form or D bare form so this is an interesting one because it has actually got uses outside of just being in bare form so outside of just being a tank this can be useful but obviously it does make you CR immune so essentially as any spec even if you was a boomy let's say you was going down the balanced talent tree you could slot this onto your chest essentially going bare form and tank and you'll be unable next up on the chest is living seed so when you critically heal your target with any healing spell you plant a living seed on the target for 30% of the amount healed this seed will Bloom when the target is next attacked it seems fairly obvious that that would be for the healers there's not really a lot to say there now this one is bloody amazing wild strikes while you're in C form bear form or di bear form party members within 20 yards gain increased combat ferocity each melee hit has a 20% chance of granting the attacker an extra attack with 20% additional attack power no effect if the party member is already benefiting from wind Fury totem I spoke about this in the Paladin video so this is purely because you're going to have shamans on The Horde you're going to have paladins on the alliance so this is how the alliance can get wind Fury I would have naturally assumed it would have been a rune that went on a paladin because you'd have the shaman abilities you know on the Paladin Paladin's on the shaman but I actually find it really fitting on a feral Droid I think that's really cool unfortunately it's going to be one of those that is far more beneficial for the alliance as you would imagine you know on The Horde you're probably going to get a free chest Rune essentially because as long as you got Shaman with you you you might not need to use this whereas I think most Alliance RS will almost be expected to be using this but luckily the only other one that you'll be able to get up until 25 is Fury of the storm rage which reduces the Mana cost of Raph by 100% and each time you deal damage with Raph you have a 12% chance your next cast of Healing Touch within 15 seconds to become instant now you probably see that as quite a strange one because you're like that is actually a healing talent for later on in the expansion actually as a boomy or or just level in as balance having no Mana cost on raap because Mana don't know if it's going to be an issue in season of Discovery but it has been an issue in vanilla for especially for boomies that's quite cool you can help out by throwing the odd Healing Touch around when you get it proc and your rft is free so yes you're still going to spend mana on Starfire and stuff but you can always press something no matter even if your room those chests are really weird runes because they do definitely cater theel just to each individual spec and there's not a lot to play with but moving on to the legs legs appear to be where you're going to get a nice big ability so I would expect these ones to actually come a little bit later but for the boomy you're going to get star surge you launch surg in Stellar energies that cause 57 to 70 Arcane damage and star surge benefits from and triggers most talents and effects that trigger or benefit from Raph and Starfire so again this is going to be things that increase your crit damage of Starfire and Raph increases your damage in general of Starfire and Rh this will also scale as you improve Starfire and ra with talents that makes sense as Resto you'd be trying to get hold of Life Bloom which reduces the global cool down of your reju and life Bloom abilities by half a second and you gain the life Bloom ability so that means you haven't got to worry about getting haste capped which obviously you can't anyway so it's kind of irrelevant but obviously getting the haste cap in Raph is an important thing to bring your gcd down to 1 second so you can blanket more people with more Hots you get that from a run and then you also do get life blown which heals the target for 45 over 7 seconds and when life completes its duration or is dispelled the target instantly heals for 91 and the Droid regains half the cost of the spell and this effect can stack up to three times can see a lot of mey weaving Resto Druids because of clear casting in the boomy tree actually as feral this is quite a decision to be made here even though it probably looks pretty obvious skull bash you charge to a Target within 13 yards and Bash to Target skull interrupting spellcasting and preventing any spell in that skull from being cast for 2 seconds it's also worth noting that with skull bash it does actually sh sh a cool down now with feral charge we all know skull bash comes in catter it's nice being a feral with an interrupt but my choice is going to be taken away from me really because Savage raw is the final leg Rune where this is a finishing move that increases physical damage done by 30% while in cat form and it lasts longer per combo point so one point is 14 seconds all the way up to 5 Points which is 34 seconds we're all familiar with Savage Raw it's not something new it's that buff that you just have to maintain and it's interesting they use the ra of the Lich King version so if you're not aware the r of the Lich King version increases all damage by 30% so bleeds everything will benefit from it whereas when you go into cataclysm Savage Roar actually only affects Auto attack damage so we got the better version of it I would say I'm saying we like I'm going to be a feral I'm not going to be a feral to my second character I'm going to be Paladin first but yeah a really interesting version of savage raw to get I think so as a druid having wind Fury Savage raw mangle being able to pump bleeds and Shred actually doing good damage cuz you keeping mangle up it's going to be a really really interesting season to play a feral Druid oh any Druid sorry any Druid I shouldn't fixate on feral just because I'm biased but yeah like And subscribe see you on the next one
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Channel: Scottejaye
Views: 195,043
Rating: undefined out of 5
Keywords: Wow, tbc, classic, wotlk, wrath, of, the, lich, king, scottejaye, world, Warcraft, Blizzard, mmo, new, fresh, server, Druid, PvE, PvP, feral Druid, feral, item, raid, guide, how to, dungeon, heroic, resto, metagoblin, rogue, hunter, priest, shaman, Dk, ulduar, servers, hard, Raiding, Feral, DRUID, dps, Resto, healer, best, items, glyphs, aoe, max, farming, beta, news, Hunter, pet, warrior, mage, druid, class, tier, paladin, 10 man, 25, phase, launch, before, Pre, patch, fun, most, lock, dk, Secret, farm, grinding, spots, gold, xp, p1, season, discovery, sod, picking
Id: ezFzIhV0QpM
Channel Id: undefined
Length: 98min 58sec (5938 seconds)
Published: Mon Nov 27 2023
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