Wrath of The Lich King – Rune System

As the Wrath of the Lich King beta lives on, the world (and software behind it) is ever changing. Apparently, the rune system has changed a lot since its first inception. This requires a delicate balance, as the goal is a well rounded Death Knight class without epically overpowered features. Too much power and people will feel cheated while others feel overly destructive. End result, everyone would be a Death Knight.

The rune system that Blizzard has created is more straight forward than the initial system because it contains less variables. The Death Knight has a secondary bar, much like a Warrior, that starts empty and slowly climbs with “Runic Power,” an energy generated when you cast spells and expend rune energy. It works much like the warrior class, as it builds it will open up some abilities in your bar that were “grayed out” because they couldn’t be cast yet.

What the heck is a rune? Above your character profile you’ll have six little circles, called runes, these little guys work much like the rogues energy. The three styles of runes are: Blood, Frost and Unholy runes and they’re coordinated with your spells and sword strike abilities much like a paladin or warrior. Each rune “goes dark” when you expend its energy – this limits your access to use the Death Knights abilities much like expending all your rogues energy stops the rogue from using their neat features. However, once its energy is expended, it will grow your runic power a slight bit, “charging” it for later use.

To remove any additional confusion with the runes, runic power and all that craziness, Blizzard was kind enough to color code it all neatly for us. Blood rune abilities are red while Frost abilities are blue and Unholy abilities are green. So, when you break down the abilities on the bar, you’ll have them neatly colored for you!

Each time you cast a spell or use a strike-style ability you’ll use a number of “runes” from your profile image; they’ll go dark, in essence, disabled until they recharge (like rogues energy). This gives you the ability to utilize, perhaps, two frost attacks and then fire off two unholy attacks and end with two blood attacks without every stopping or resting your combat. Usually, once you’ve expended all your runes, the first ones you utilized with be recharged and ready to use.

Looking at the abilities listed above, you can see the quick key-2 is purple… it doesn’t fit the scheme we just mentioned at all! This isn’t a rune ability, but an “instant” that’s cast and has a longer cool down than typical abilities. Quick key-5, in our example, is disabled because it uses runic power (like rage) and does not require any specific rune to utilize, it just build as you battle. You’ll find runic power abilities fairly powerful, thus, they’ve been limited in execution time.

Abilities that use runic power can have varying degrees of power depending on how much runic power you’ve “charged” or stored up in your bar; beware, like rage it will drain slowly when out of combat. Each rune ability will list its required number of runes to utilize it, initially your starter abilities will all be “1 blood” or “1 unholy” or “1 frost” to fire off, giving you two hits before you’ll be holding out for that specific style of rune to recharge.

In most of my game play, thus far, I’ve relied heavily on Frost runes because the talent system works in conjunction with the rune styles. You’ll have a blood talent tree, frost talent tree and unholy talent tree to pick abilities out of and mine are primarily frost, so I rely heavily on my two frost runes (the second pair in the profile bar.)

What do the runes focus on? The three classes of runes each have their own primary focus and goals. The blood runes are focused on melee striking style attacks while the frost fit better with a damage per second (DPS) spell caster style and unholy works more like a necromancer.

You can mix your styles or try to generalize across the board, which usually leads to watered down character. A necromancer casting role may be great for high DPS damage with the ability to take a few shots in the field of battle so you may choose frost/unholy, or blood/unholy for more of a semi-tank necromancer. Some of the unholy abilities require close combat to infect enemies with plagues and pestilences so it may pair well with blood in some situations.

Overall, the system allows for a great variety of class builds and usefulness. Choosing your talents is just as important as ever and their new rune system for the Death Knight gives you a virtual unending ability to cast spells while not being too overpowered or dependent on a specific class of rune. The runic power gives you more abilities to surprise your target with strategy and entices the Death Knight class to continue battle without running away.

Paired with the ability to raise dead and form small temporary legions of death (and the cool ass sword) makes this class a worthwhile addition to the World of Warcraft environment.

Leave a Reply

Your email address will not be published. Required fields are marked *

Related Post

Episode 497: Only Three More Til 500Episode 497: Only Three More Til 500

The podcast slowly inches towards the magic 500th episode of Gaming Podcast, representing over 11 years of yakking about video games. For a Gaming Flashback, the gang looks at arguably the last good Mario game, Super Mario Galaxy. They also discuss the phenomenon that is Fortnite.

As for the gaming news, this week includes:

  • Atari reveals Ataribox, renamed Atari VCS
  • Ys: Memories of Celceta will arrive on PC this summer
  • Fortnite is already the second highest grossing game on iOS
  • Top Fortnite streamer Ninja earns $500,000 per month

Do you play Fortnite? Let us know.

Blizzard’s Next MMO, In DevelopmentBlizzard’s Next MMO, In Development

In yet another “no kidding” news item, Blizzard is working on some new MMO says Paul Sams, Blizzard COO, in an interview with videogaming247. This new MMO is going to be “cool, new, different,” he says but doesn’t give any details into it except that it’s not going to be easy.

With Lich King arriving, gamers should be looking forward to a few more strong years with World of Warcraft. Considering Blizzard’s ability to kick out a new expansion every year or so, we’ll know the new MMO will be launching because their expansion road map will go dry.

Much like Apple “dries the channel” when a new device is arriving, allowing stores to post their “sold out” signs, Blizzard will probably invest heavily in their new MMO and allow WoW to die down when they’re ready to make a transition. Or, will they?

Is there any advantage in leaving World of Warcraft as the clear contender if Blizzard is to hype a new MMO style game? Perhaps, if the game is in a completely different genre it might be possible, but some folks will no doubt cancel their Warcraft subscriptions to try out Blizzards next big thing. They’ve said nothing as to the property they’d be driving their next MMO to market with… will it be Diablo or perhaps a Starcraft MMO or something truly “new” and something really “different.”

If anyone in the market today is to begin development of a new MMO, it would seem Blizzard is going to be the most suited to developing another successful venture into this space. They have learned a lot over the years and can apply that knowledge to their next “different” online gaming franchise.

Watch out startups, Blizzard may be working on something even better than World of Warcraft.

Ensemble Studios Had A MissionEnsemble Studios Had A Mission

In 1995 Ensemble Studios formed as an independent studio and kicked out a little game franchise known as Age of Empires. The title has received many accolades from the first in the franchise extended out to all the Age of Empires releases and spin-offs, all-in-all selling millions of copies.

Ensemble Studios had a mission “to create great games and a great place to work,” says Bruce Shelley from Ensemble Studios. Bruce Shelley also helped design Sid Meier’s Civilization and Railroad Tycoon with MicroProse prior to his work at Ensemble Studios. Now, however, he’s a bit upset at the closing of Ensemble Studios because they were profitable, created top-quality titles and had a great working environment.

Ensemble Studios, from his perspective at least, was a place you’d go to work and be happy with what you’re doing. When you’re working along nicely and become blind-sided by the news, it’s not surprising he didn’t take it lightly.

“Everyone at our studio was shocked, and I think remains very disappointed that this is going to happen. I believe we thought we were immune to shut-down talk because our published games have done so well and have been so profitable. Plus we felt we had built a really stable (low-turnover), talented, hard-working, and creative team, which is not easy to do. We thought we were among the best studios in the world, and that may be true, but we don’t fit in the future plans of MGS as an internal studio so we’re out.” (ensemblestudios.com)

What’s the future plans for Ensemble Studios? As we’ve stated before, they plan to live on in spirit, within the bounds of a new name and a new game plan. “I believe the spirit and mission of ES will be carried forward in this new company if enough of the key leaders agree to take part, which I expect to happen. There has been no announcement about what the new studio will be working on when it gets going,” says Shelley.

This is a horrible way to have to launch a hot new intellectual property. Usually creating a new title with a building fanbase would lead to excitement, parties and high hopes for the future of the franchise. Instead, people will be dusting off their resume in hopes to continue a life of game development.

Hopefully the leaders will indeed form a brand new company and build brand new hot products with their entire staff intact. Then, take their titles to a different publisher (besides Microsoft) and make some money and fans.