 Let's look at the runes. Wait, look at runes. There's new runes. So for druids, it's annoying that it doesn't show the slot. Um, oh it does here. Okay, cool. That's fine. Uh, Gale wins. Increases damage done by a hurricane by 100% and it no longer has a cooldown, its mana cost is reduced by 20%. So they're just giving druids some AoE. Can't say it being huge for PvP. But really nice quality of life for PvE for them. Uh, for Moonkins specifically. Then we've got Gore. Striking, target with last race wipe or more as a 15% chance to reset the cooldown of Mangle Bear and Grant Temmrage. Striking a target with Mangle Cat or shred as a 5% chance to reset the cooldown of Tiger's Fury. So this is like PvE tanks and this is like PvP feral, I would say. Or even PvE feral. Um, so a little bit RNG. You're not a huge fan of the RNG aspect of it. You might just get like randomly pumped by feral's if they get a good resets. But just like giving them shit loads of energy, right? So that's a little, a little scary, I would say. Barkskin can now be like Tiger's Fury acts as a, a thistle tea, right? Just to confirm. Barkskin can now be cast on allies. No longer penalizes melee combat speed or casting time and be, can be cast while shape shifted. So this is like a iron bark that you can use while in bear. That's cool. I think that's good. I think that's a good change. Swiftman now also causes efflorescence healing or party members within 15 yards of the Swiftman targets location for 109. Every one for 15. So their Swiftman now has like an AoE healing component on the location. Yeah, this, this can be very scary on feral's. I would say if they get good RNG, if they get a couple of these in a row or like, you're not even in a row, but like within, you know, five globals, they're going to bang. The burst is going to be insane, especially when they, when they're berserking or whatever. Um, Elune's fires, some of your spells and abilities extend the duration of your damage and healing over time effects on their target. Starfire extends moonfire by six seconds. Wrath extends sunfire by three seconds. That's kind of nice for PvE. I don't know how much that actually matters for PvP, but for PvE, it's kind of nice. Regrowth extends rejuve by six seconds. Shred extends rip by two seconds. And that's on the wrists. That's, that's a very like all round rune. Has anyone theorycrafted how, how valuable this is actually? I guess, I guess for boomies, you, I mean, it's all you can really take for healer, healer druids. Maybe this is better. Maybe, I mean, maybe this is better for PvP, but I mean, I don't know how much value you can actually get from this. Each effect can only be extended up to three times. I think, I think, um, for PvP, you're just going to use this as a healer. I think PvE as well. This is like more of the moonkin one. Maybe use this as like feral. This might be nice for feral in, uh, while in PvE. Not sure about PvP. What other options are there? Your frenzied regen can now be used in all forms or while not shapeshifted and converts your active resource into health every second for 10 seconds. Up to 10 rage, 10 energy or 5% base mana is converted per second into 10% health. I mean, it's nice, I guess, to do in cat. I wonder if they're going to still keep regenerating energy while it's going. I feel like this is really nice to use in cat. I think this is actually quite nice for PvP in general. If you can manage to get into bear or cat and then get the, you know, I think ideally getting this, the cat one off. I don't know how nice it is to use it in castor form. 5% base mana. Gotta remember base mana is not total mana, right? Base mana is your mana pool before you add all the intellect and mana from gear. So it's not as much as it actually looks like, but obviously if you're playing feral or something and send this and then go, um, it's a bit awkward. So cat like reflexes. This is hunters now. Increase your dodge by 20% and your pet's chance to dodge by 9%. In addition, wait, I swear hunters already had insane dodge. Reduces the cooldown of your kill command and flanking strike abilities by 50%. Is that good? Any hunters in the chat can tell me if that's good. I feel like that's insane. Like if you use this with aspect of the monkey and like survival talents, you just have like insane dodge chance or parry chance as well. You can get a lot of dodge. Yeah. So like they really want melee hunter to exist. I don't know how I feel like they just have passive evasion. Like it's actually insane. When you can deterrence with this, you should be 100%. That's crazy. I can't, I kind of like the deterrence actually does something in that case, but I don't think that it's, I don't think this is good for PVP. What I think is deterrence should be the way that retail deterrence is where it can avoid spells as well. I think hunters are very susceptible to casters and this would help them out in that regard. And then you don't have this passive RNG bullshit just normally. So that's kind of the way I would go with their survivability because it's like having RNG survivability doesn't, doesn't feel good in general. It's much nicer to actually have something that you can press and control. But yeah, that's just my opinion. Each time one of your traps is triggered, your next shot ability within 20 seconds costs no mana and incurs no cooldown. Wow, that's kind of nice. So they can do like gut, like Chimera, trap Chimera, stuff like that. Maybe even to another trap into another Chimera, right? Marksman's potentially going to have loads of burst with this. Rapid killing reduced cooldown and rapid fire by two minutes and your next shot ability within 20 seconds after killing a target worth, experience or honor deals 20% increased damage. Kind of nice for like bg's and blood moon. I feel like not that valuable. This, this part of it, not that valuable for dueling, but nice for the group content. What's the cooldown and rapid fire normally? Is it five minutes? It's no way it's three minutes, right? I swear it's five minutes. And I think there's some cooldowns in MM to reduce it as well, right? Yeah, some, sorry, some talents. Am I crazy? Does it even exist? Not in vanilla. Wait, is it a, is it a TBC wrath thing? Mariah, okay. All right, focus fire consumes all applications of frenzy from your pet, increasing your range of attack speed by 3% and grinding for focus to your pet for each application of frenzy consume last 20 seconds. Your pet gains frenzy each time it uses a basic attack, increasing its melee attack speed by 6% for 10 seconds, stacking up to five times. So they can have 30% attack speed or they can send the focus fire and get 15% range attack speed and what, like 20 focus. Is that even good for the pet? Is this even good? I guess the attack speed is nice. But I feel like just the pet just attacking passively is kind of better for like BM. Feels like some of them using the song they marching on the field. I don't know anything about that. You know if your pet and you get some pierced attack speed, I feel like the attack speed doesn't even matter that much for BM, right? That's the thing. So it's like you're, it's kind of useless. You're just nerfing your pet for a little bit of focus, but it's like, okay, and what? The attack speed is nicer. Like maybe it's good to just take this and not use it, right? Just so that the pet gets this. Raptor strike increases damage done by raptor strike and Mongoose bite by 15% for 15 sex tax up to five times. Oh God. So like every raptor strike is going to hurt more. Man, they're really embracing the melee hunter raptor strike only gameplay, huh? I wonder if this is like a buff or a debuff. I feel like it's going to be a buff. Like what if you can stack raptor strike on just random shit and then go and fight someone TNT increases the damage done by explosive shot and all your damaging traps by 10%. It's kind of boring isn't it? It's not a lot. I feel like this is more PvE, AOE rune. All right. Advanced warding mage increase the magnitude of your mana shield frost ward and firewood by 100% and decreases mana drained by mana shield by 50% per damage done. That's kind of nice. It doesn't do that much against priest because mana shield is is fizz, right? Frost ward is frost, firewood is fire and you can dispel them anyway. So against priest, it's not that big of a deal, but against something like a rogue, it's kind of nice, but I guess they have to lose deep freeze for it. So does target for five sec only usable on frozen targets deals 803 to 935 damage to targets permanently. I mean, just you need to be very, very hot. I mean, I'm assuming this is going to be on global, right? You're going to need to be very, very hot on dispelling the novas and keeping yourself clean against frost mage temporal anomaly launches an orb of temporal energy which slowly moves forward and every two seconds grants all nearby pie members a shield absorbing. So this looks like the heal boy one. It's like, um, what was that pre-spell divine a divine fucking star except instead of instead of a healer's doing a shield. So this is okay. Not that interesting. I think deep freezes the big one here for PVP whereas I mean, this is kind of nice as well. But I think this I'm trying to think of where you would use this over deep freeze. Honestly, this is a straight copy of the evoker retouch. Well, I think they're getting a lot of the arcane mage healer inspiration from either the evoker healer. I can see us into deep freezes scary. Yeah. I mean, it's got to be a disperse for sure. Right. And deep freeze probably only like what 30 seconds CD. So scary stuff. You'd have to like drink it one or disperse one and drink it one. Maybe disperse. Probably can't disperse the next. Can also deep freeze off finger prox. Yeah. I mean, you'll definitely see more majors playing fingers. I'm not actually sure what majors have to lose to play fingers. Let me see. Let's take a look. What are majors lose for fingers? They lose. Oh, burnout. They either lose burnout or enlightenment. Yeah. So burnout is the crit and then enlightenment is more damaged when you have high mana and then obviously regeneration. So yeah, we'll definitely see more fingers of frost usage. But yeah, nice to see the baseline 15% crit is something that they have to, you know, to lose to take it. That's going to help that bailfire ball just like another frost fireball basically damage of your next bailfire ball within 30 seconds will be increased by 10% and your spirit will be decreased by 10% for 30 seconds stacks up to 10 times. If your spirit reaches zero, as consequence, you die. I mean, this is just a weird one, right? Like, I don't really understand this. Just only use it nine times. Like what weird displacement teleports back to where you last cast blink from and resets the cooldown on blink only usable within 10 seconds of casting blink. Dude, this is why I was kind of what I was envisioning for spectral guys for priests, right? But instead of, you know, blinking when you use spectral guys, it just puts down an image that you can run away from kind of like Zed out. So you would spectral guys. It creates a copy of yourself. You can run away from it. And then if you reactivate spectral guys, it puts you back to the spectral image and swaps you with it. So then any incoming projectiles hit the image and not you and you can dodge projectiles with it and kite melee and things like that. So that's why I was envisioning for spectral guys for SID, but obviously never happened. But this is kind of like that where it puts you back to the to the blink location. Almost like almost built in. So yeah, this is this is pretty big. I'd say molten armor causes 17 fire damage when hit increases spell crit by 5% reduces the chance you're crit by 5%. So it's another 5% crit for majors. I wonder how much crit you can actually get as mage now. Like if you run like this, you run burnout. There's definitely a bunch of other shit as well. You have shatter. You could run some weird elemental build. I feel like with shatter and just absolutely pump won't even need shatter later on. Just default 100% crit chance. Right. All right. Paladins fanaticism increases your crit chance of holy spells by 18%. That's such a random fucking number. By the way, that's so much stats. By the way, that's just imagine how hard it is to get 1% crit on gear, right? This rune is giving 18%. You can have 1% crit on every single gear slot and not get that much. That is so much crit like it's so fucking much, especially for a class that has a load of bonuses for critting, right? This is why I find it really weird. And I'll go down quickly just as an aside. This is why I find it really weird that they add in this, right? Divine Aegis, critical heals. Surge of Light, critical spell casts. Like you're not critting. You're barely critting. Why are there crit reliant runes as priest when you don't have anything to increase your crit at all? Nothing. So why build runes that are centered around the crits? Why not just reduce the chance and make it around hits so that you can actually control it somewhere more, at least, I don't know. It's like everyone is getting crit shit and not except priest, but then like half our shit is relying on crits. Even fucking despair. Periodic damage from your spells can now be critical strikes. Okay, it's kind of nice and it will help with our scaling later on, but there's nothing that gives us actual crit as a priest. So you just like have to pray that you get it on gear. But I mean, again, you put 1% crit on every item. You're still not getting this much, right? They're getting this from one rune. It's insane. Actually insane. It's just like the priest's runes, for me, are just really badly designed this phase overall. Anyway, carrying on improves sanctuary, increases damage done by a blessing of sanctuary by 100% and increases damage done by a blessing of sanctuary by 30% of shield profile. Okay, so it's pro. Bullshit, don't care. Lights, Grace, your holy light spell reduces the cast time of your next holy light by 0.5 sec, last 15 sec. Is this just one time? I guess. You should probably try again. I'm on already on US. Yeah, I'll hit him up and see what he's using. DMB junkie, thank you. It's spammable. Yeah, but it doesn't stack, right? Like, you do one cast of holy light and then every holy light is 0.5 sec off, right? Yeah, okay, I got it. Wrath, your consecration damage can now be crits. Damage from your exorcism, holy shock. Holy wrath and consecration spell gains additional crit chance, equal to your melee crit chance. See, like, more gifted crit. It's so weird, man. It's like, this is the dot equivalent that we get, but then they get all this extra shit as well. It's weird, man. Like, maybe they're trying to tone down priests a bit. Right, so yeah, more crit for... This looks like kind of shocker, didn't he? That's four head runes, weirdly. I wonder if this... Like, these are both datamined, but I wonder if this is, like, replacing this. Because this later on is just gonna be better than this, surely. Newpert is curse of tongues, elements, and curse of shadow. Do they stack? Does it kind of do all of them at once? Like, homies, or is it like... Is it random? It might have a pet bar. Dude, imagine being able to put tongues on people as priests. Yeah, if it's a pet, it can't be usable with fiend as well, right? Hammer of Righteous, Hammer of the Current Target, and up to two nearby targets, causing four times your main hand damage per second. There's holy damage. This is like... I don't understand this. Isn't that just absurd damage? Four times your main hand damage per second. Oh, damage per second. So it's just a fucking dot. An AoE dot. That seems kind of PvE-ish. Impam of Wrath is now instant and no cooldown, and it's reset every time it damages an enemy below 10% health. So don't get under 10% health against a pal, I know. Fucking hell. Purifying Power Reduce is cooldown of X's and my Holy Wrath by 50%, and Holy Wrath can now be cast at any target and will stun undead and demon targets with two sick. I feel like this is better. Yeah, it's the DPS, so... Divine Ages. All right, we're onto priests. Create Heals. Create a Protective Shield on the target, absorbing 30% of the amount healed. Call and Eye of the Void to fight for you for 30 seconds. Apparently it does tongues, elements, and shadow. Can we even benefit from elements at all as a priest? What does elements give? Yeah, another pet. Okay, so I mean... I'm not a big fan. I'll go for all the runes and I'll give my opinion on each one, but yeah. Mind Blast refreshes the duration of your shadowed pain on the target back to its max duration. Purity Damage can now be Crit. Crit Cards cause your next smite and flash heal to be 15... within 15 seconds to be instant. And Void Zone... Tons of Void Zone in the target area that deals damage. So first of all, this is just PvE. You're not gonna be using this for PvP, I can't imagine. People are just gonna run out of it. It's just, yeah. You could maybe use it and stand in it, but I don't know how big it is. That's pretty much the only application I can see of it. If it was like crazy damage and you can just use it on yourself to get melee to fuck off. This is mostly gonna be PvE, I think. For disc, you basically have two options, right? You have Surge of Light. Almost certainly, unless you're playing some aggro version of disc, you're not gonna use Despair. But for like healing, you're gonna be using this. This is for PvP, right? For PvE, you'll definitely use this. It's not gonna feel good cause you don't crit very often. Maybe like, POM can bounce around and like subsequent procs can crit and give you a proc of this. But the thing is, even if you get a proc of Surge of Light, a lot of the time it's not even gonna feel good. Because Flash Heal is really expensive. You don't really want to cast Flash Heal. This is the thing. This needs to make Flash Heal instant and free. It says it needs to be AND free. Because a lot of the time you're gonna get this proc and you don't care about casting a smite, you wanna heal. And you don't wanna use Flash Heal because you're gonna go oom by using it. It's like, it's not nice. It's not nice at all. So this doesn't feel good. And that goes for PvE and PvP. A lot of the way that you heal at the moment is like POM, Penance, Renguan Renew, the occasional shield if it's emergency or Flash Heal if it's emergency. That's kinda like the way you heal right now. Your crit anyway is kinda low, so it's not gonna proc very much. So it'd be much nicer to see this as like a chance on hit instead of on crits. Especially with classes having stuff that reduces your chance to be crit as well. So this is not good. This needs a complete rework. Despair. Again, it's nice that your docks can now crit and our crit scaling and our general scaling later on in the game is gonna be better. But this is something that I would personally put in at 16 or at 50 because there's not enough crit on gear yet. And I would do the same thing for the Warlock one. We don't have any talents that give us crits. So starting to give us crit talents now makes very little sense. Sorry, crit runes now makes very little sense unless they gave us other runes to bolster our crit. Or put a secondary component on this. Like Wrath where you gain extra crit. But yeah, this is gonna make... This is gonna be more valuable on Priest than Warlock, I would say because our docks are harder. So the crits are gonna do more. Yeah, it's more damage gained. But yeah, as I said, it's not gonna happen that often because our crit is so low. So it's kind of weird that they put it in now and not 60. It's almost like they put it in because they didn't have any better ideas. So far, everything pretty uninspired. That's Wrist's head. This was actually Mind Flay for a while. This is very... Putting Mind Flay on this shows such a disconnect between the person that's designing the rune and how the class is actually played right now. In PvE, you don't even use Mind Flay. You don't even talent Mind Flay. And in PvP, the only time you're using Mind Flay is to either slow somebody or to finish off while you're potentially getting pushed back. You don't care about the shadow and pain duration on the target in that scenario. So this just makes no sense at all. So you're never gonna use this in PvP and you don't mind playing PvE. So they changed it to Mind Blast. Now it makes it a little bit more useful in PvE because it means you only have to pain once per fight. Okay, great, nice. But in PvP, it's kind of like whatever. You don't... Again, you don't... A lot of the time you don't even take improved shadow and pain because you don't care about the duration. It's already dead by the end of the duration anyway. So you don't care about extending. So this is useless in PvP pretty much. So then you've got Eye of the Void which apparently is tongues, shadow and elements. You don't care about elements because there's nothing for you. So it's all about tongues and shadow. Don't know if it's gonna be random or if you can actually choose. But yeah, a bit of a weird one. And then Divine Aegis again for disc. You don't crit that much. So this is a passive that's not gonna feel great. So yeah, not impressed by the runes as fades at all. Feel like there was a lot of better options. But yeah, elements Blast, Mind Spikes. Okay, fair enough. You're not gonna cast many Mind Spikes then. So yeah, that's my thought on Priest Runes. I don't know if you guys feel the same. But yeah, that's kind of where I'm at on these things at the moment. I think as Shadow for PvP, you're probably just gonna run Eye of the Void and Despair. I think for disc, you're most likely just gonna run... As just healing, you're just gonna run Divine Aegis instead of like, you just don't have any other options. For PvE Shadow, you're probably... And that's for PvE and PvP. For PvE Shadow, to be fair, you might run Eye of the Void as disc as well. For PvE Shadow, then you're just gonna run Pain and Suffering and Despair and maybe Void's own for Trash. So yeah, it's a little bit awkward. So if you don't run Pain and Suffering, do you take the AoE? So for PvP, you would take Eye of the Void, right? It's these three that you have to choose between. This is the head ones. So you would just run Eye of the Void. You have another pet. Again, doesn't feel great. I don't know if we're gonna probably 40, 5, 60 minutes after Patch Drop, I have quests to turn in first. Do you have a group? So yeah, for PvE Shadow, as I said, you probably run Void's own for Trash, Despair on Boss, and then either Eye of the Void or Pain and Suffering, depending on if you have a Warlock, probably. So Rogue Combat Potency, you have a 20% chance to gain 15 Andrews each time you deal melee damage with your offhand weapon. So just passive more energy, I guess. You gain 2 energy every time you deal a melee or ranged crit strike. So why? I don't understand this. Why would you add both of these to head, right? It's literally just gonna be, there's gonna be a threshold for the amount of crit. And once you have that much crit, one is just better than the other, right? That's the way I see it, right? They're almost directly compared and one is always just gonna be better than the other and you're just never gonna take the other one. It's very weird. When any player in your party critically hits with a spell or ability, you gain a combo point on your current target. This effect cannot cut, okay, so standard hat, passive, uncontrolled stuff, kind of boring. Carnage, your abilities deal 20% increased damage to targets afflicted by one of your bleed effects. So this is gonna be mostly assa, right? Would you just put a rupture up? I mean, there's no way you're gonna ever add damage to like having like an ambush, right? Or have that, you know, value having a cheap shot. Like, how are you gonna get the bleed up? Does it work on like a random item that has a bleed effect? Garret mutilate. Yeah, but Garret doesn't silence right now, right? So you're just gonna get CC'd instantly, at least against Priest. Cut to the chase, you're a vissin and venom abilities. Refresh, slice and dice. Or blade dance. So it's five combo max. Both are active only this, okay. Unfair advantage, whenever you dodge an attack, you gain unfair advantage. Striking back for 100% of your main attack. It's kind of, kind of more than once per second. I mean, it's all passive shit, man. The Rogue Ruins are even worse than the Priest ones. I'm not a big fan of that at all. Shaman burn. Your Flameshock now strikes up to three targets. Jeez. Dude, Shaman got good shit, man. I feel like this is spicy for non-Elly shamans, actually. But there's probably better shit for non-Elly shamans. Let's see, damaging with melee increases attack by over 100% of your intellect. Yeah, I mean, you just take this. 100%. Your spell damage and healing by 30% of your total. 100%. If you're enhanced, you're taking this. I don't know who takes this. Because Elly doesn't need multiple Flameshock targets, actually, right? Elly needs Flameshock range. Elly is desperate for Flameshock range, right? As soon as Elly gets Flameshock range, they are destroying everything. So the value of this, yeah, it's going to come from the instant proc. So yeah, in STV, this is kind of nice, right? This is the same as the Priest AoE dot. But the problem is the range is so short that if there's a lot of targets that they can proc this on, like sometimes you even struggle with the shared pain from Priest, right? Sometimes you're already going too close with shared pain. Whereas with this, I mean, you're definitely going, you're going close. In STV, they will get shock range on an item. Is that confirmed? If they get increased range on Flameshock, Elly is going to be insane, man. Tidal waves, when you cast Chain, Heal, or Rip Tide, you gain two charges of Tidal Waves. No, man. Just to cast some of your healing wave by 30% increased creature. Dude, we're getting cataristo shamans. You know how fucking diarrhea that speck is? Cataristo shaman was literal fucking diarrhea, man. Like spam random fucking debuffs, can't purge anything off them. Press fucking Rip Tide, Earth Shield, occasional healing stream totem, go AFK, press some shocks and grinding. It's like the worst fucking speck ever. Yeah, the instant lava buffs are going to be scary, but obviously if they are moving into 20 yard range of three targets, it's also scary for them. So there's risk versus reward to it. This is fucking aides. Just because it makes loads of fucking debuffs on the target and it's so annoying. Your Lightning Shield never loses charges. Now has a one second cooldown and deals damage to all enemies within eight yards. What the fuck? So they just have like a fucking AOE thorns. Rip Tide, I mean we know what Rip Tide does. Omega, instant healing. What's the cooldown on it? Do we know? Six seconds. Oh my God, it's going to be ultimate pain. I think Rester Shaman might be the best healer just because of this. I actually think Rester Shaman is going to be the best PVP healer next spudge with this and this. And it's going to be the best, it's not going to be fun to play against like this cause it's going to be absolute aides to play against for fucking everyone. It's going to be horrible, man. Oh, just looking at it. I'm already cringing. Just all instant healing, nothing stoppable. Loads of stuff to be a pain in the ass. Tanki as fuck. A million purges required to remove anything. They can purge you. Ground, Tremor, Earthshock. Shit class, man. Lightning Bot and Chain Lining have a 30% chance to add additional charge to Active Lightning Shield up to a maximum of nine charges. Earthshock now releases all Lightning Shield charges above three, dealing their damage to the target and energy. Dude, shaman's look so fucking good. Like all Shaman specs look fucking unreal, man. Like actually so unreal. So Shaman's are going to be the healer gods. Ellie Shaman's are going to be cast the gods other than maybe Warlocks. Actually, Ellie didn't get that much to be fair. But this is still going to be really annoying. Not this one. Your Lightning Shield on nine charges, your melee attacks have a 6% chance to trigger one of those charges. Immediately damaging your target. I mean, this is going to be the enhanced single target, right? To be honest, like what if Enhance just takes Riptide? Enhance is going to run Riptide. What am I even talking about? Enhance is never going to die. Like you just run Riptide as Enhance and then what? It's mana expensive. How much does it cost? It doesn't stay on here. Right, Warlocks and then Warriors. Half an hour. Fuck man, it's taking ages to go through the runes. I'll do a best list probably tomorrow when I get some time. 18% base. How much is like Penance, for example? Is it like 9%? 18% base isn't that much. That's why. If you haven't seen the Enhance nerfs from yesterday, they're enough to the ground. What do they do? Backdraft. Your Conflagability also grants 30% spell haste. Dude, no one has spell haste. Warlocks just getting spell haste out of nowhere. To be fair, Destro needed some haste. They had a hard time getting casts off. Pandemic period. Damage from your corruption. UA, Agony, Immolate, Doom, Siphon, Life. Can all be crits. Okay, same as the Priest one. When activated, this Temporal... Temporarily gives about a percent increase to your max health for 20 seconds after this expires. The health is lost. Additionally, while in meta, Vengeance causes your wings to slow your falling speed. Okay. So it's just a BM Trinket. Watch. Yeah, just a BM Trinket. I can't see him ever using it over this. At least affliction. And this is nice for Destro, right? But maybe SLSL... SLLocks uses this. What's the turntable? High-fives up. It's the Misses. It's not mine. I don't even know what the... or the record player is. I got it for a couple of birthdays ago. I just know the speakers are edifier. You can't SL and meta. What? Have they said that you can't or what? No more SL meta. That's good. I mean, they would be so unreal tanky. Not even funny. I think SL is still going to be scary with the Insta-Corruption coil and UA. I think that's still going to be the play. Yeah, it definitely hurts stars, that one. It hurts getting the... the dual-spect. It's like half my gold, bro. I was saving up emulation where it burns enemies for 32 damage. So similar to the Shaman AoE. Reduces all magic damage taken by 10% last until canceled. I wonder how much damage this is compared to the Shaman AoE. Summon Foul Guard. Benefits from all effects. So you could also run this if you're playing SL and your Foul Guard is going to resist everything. Why is this always stuck on the nut? I mean, you need to just close agent.exe and then reload. Bound it. UA. After this spell, cause 870 damage to the speller and the science team for 5 seconds. I feel like that's... I feel like that's going to be scary as fuck, man. UA damage at 50 is only 350 over 15 seconds. Void Plague is 1k. I mean, the UA value... the UA value comes from protecting the drain life dot. Right? That's where the UA value comes from. It's the drain life dot that is the problem. And then the last... Oh, there you go. That was the UA. And the last guy is our Warriors. Gladiator Stance. And the Grafter Stance. That increases damage while you're wearing a shield by 10%. Increases block chance by 10%. But it uses armor by 30 and threat by 10. When are you... Will Warriors actually use this? Or is it just complete trash? While wearing a shield in Gladiator Stance you may use all abilities that are restricted to other stances. I swear this is like... just trash. It's on boots runes so probably some weird dual spec versus melee but looks trash. It just... Yeah, it looks trash, man. I dunno, it looks trash, bro. Increases office damage to deal by 10% when you have a shield equipped and reduces the duration of all the some effects used against you by 50%. This is not a... Face for Blood. Puke. Whenever your rune ability causes damage over... Yeah, I mean they're just using to use that, right? Surely. There's no way Warriors aren't using this. Vigilance. Focused your protective gaze on a party or raid member reducing their damage taken by 3%. Kiki, don't ruin my chair, please. I'm transferring 10% of the threat to you in addition. So wait, anyone that's like getting aggro all the time you can just put this shit on. This is like a tank thing. And if they get aggro then you can fucking save their ass. Stances on boots. Oh shit, it's on boots. I don't even see it, okay? Compete with Enraged Regen, Intervene Rally. So what would you use? Intervene, I suppose. Probably not in a duel. What do you use in a duel in Rage Regen? The thing is, right, you have to use the one-hander with it, right? So would it ever be better than just playing straight up two-hander arms? I feel like there's just no value in it. It just loses straight up to just playing straight up. I don't even know how to fucking describe it. I don't know. Warrior goes on a rampage increasing tap by 2% causing most settlement to 2%. This effect will stack up to 5 times last 30 seconds. It can only be used after scoring a crit. So this looks very furious to one-handers, right? Sword and board, when you're devastating revenge, abilities deal damage. You have a 5% chance to reduce cooldown and shield slam. So prop, probably PvE. I wonder if this isn't going to be any, like, weird prop specs for PvP. I reckon there might be some dodgy prop spec potential with the Glad Stance and something like Sword and Board. Your melee crit hits and raise you, increasing the crit damage of all your attacks by 10% for 6 seconds. To be honest, the wrist runes look kind of sucky. Would you go rampage as arms? Anyone know? These both look kind of monkus, but this is scary for sure. This is a big deal. I actually think, like, some weird one-hand spec might be good. Yeah, it's mad that they didn't put spell reflect in. That's mad, bro. That's crazy. So that's all the runes with Taste for Blood. You will have high uptime. Yeah, you probably run this with Taste for Blood for PvP arms. But it's like, it's not like it's a flat 10% increase in damage, increasing the crit damage by 10%. That's not much. Yeah, it's pretty fucking whatever. 10% crit damage. It's pretty low. So yeah, that's all the runes. We've also got...