1. #1

    Design your own runeforge!

    If you're like me, you're a bit bored with the same old runeforges. Don't get me wrong - they're good, and it's nice not to have to pay for weapon enchants - but we've been using, essentially, the same different runeforging on our weapons since WotLK. I tend to let my mind wander and think 'what if...', and tonight I'm thinking about new runeforges.

    Rune of the Writhing Grave - Affixes your rune weapon with a rune that gives your attacks a chance to raise a geist as your Death Knight minion for 15 sec. After 15 seconds, the geist will explode, afflicting nearby enemies with Blood Plague. (Approx. 1 proc per minute.)

    Rune of Porphyria - Affixes your rune weapon with a rune that gives your attacks a chance to afflict your targets with Porphyria, a disease that increases their damage taken, reduces their healing received, and casues them to become undead for 10 sec. (Approx 1.15 procs per minute).

    Rune of _____ - Affixes your off-hand rune weapon with a rune that causes many of your attacks to deal 50% damage with their offhand weapon as well.

    What fun runes can you guys come up with?
    Last edited by Monteverdi; 2013-10-02 at 01:35 AM.

  2. #2
    I always thought it would be cool to have a proc version of Dancing Rune Weapon that would summon an extra weapon for a few seconds at a time

  3. #3
    Rune of the Undying Crusader: Affixes your rune weapon with a rune that has a chance to heal you for 3% and decreases damage taken by 15% for 15 sec.
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  4. #4
    Rune of Bloody Warding - Causes your attacks against targets with Blood Plague to consume 10% of the damage dealt and apply it to you as a Blood Ward. When the Death Knight falls below 50% health, the Ward is consumed, causing an absorption shield for the amount absorbed, up to 75% of the Death Knight's maximum health. Does not function in arenas, battlegrounds, against players, or their pets and guardians.

    Rune of Shadowed Strikes - Your autoattacks have a chance to proc Shadowed Strike, duplicating your next ability against the current target.
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  5. #5
    Personally I always liked the summoning aspect of the death knight, more like a lich.

    So something like (lame! :/) Rune of the Lich: Affixes your rune weapon with a rune that grants your attacks and spells a chance to summon a spec specific creature which deals damage and grants a buff.

    The idea is: Every spec gets a different creature. Along the lines of -

    Unholy gets an Abomination and as long as the abomination is active you get like 10% more shadow damage and it of course deals a decent amount of damage, just enough to be balanced with rune of the fallen crusader.

    Blood maybe gets a nerubian that also buffs you a small avoidance buff and also deals a little damage.

    Frost would get a medium sized frost wyrm that would shoot giant icebolts on the target and you would get 10% more frost dmg or something along those lines.

    But it could also all work without the buffs for each class, just that those creatures deal nice amounts of damage. It would feel very nice imo.

  6. #6
    Rune of Columna Vertebralis
    Every 100 melee-attack makes you stronger. Increases your Strength by 1. This effect stacks infinitely and doesn't have a limited duration.

    Realistic at least
    Last edited by Wrien; 2013-10-02 at 10:41 AM.

  7. #7
    Bloodsail Admiral Asheriah's Avatar
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    Rune of Impious Knowledge : Affixes your two-handed rune weapon with a rune that increases Mastery by 10%. Modifying your rune weapon requires a Rune Forge in Ebon Hold.

    10% is a random number, but I always thought a mastery rune would be nice. Could also exist for DW, as a 5% enchant.


    Rune of Blade Barrier : Affixes your two-handed rune weapon with a rune that grants you the following effect; Whenever your Blood Runes are on cooldown, you gain the Blade Barrier effect, which decreases damage taken by 10% for the next 10 sec. Modifying your rune weapon requires a Rune Forge in Ebon Hold.

    Once again, 10% is random number. For the sake of nostalgia.

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  8. #8
    Rune of (I'm bad with names): Reduces your chance to parry by ~5-6%, but also reduces all damage received by 10%
    Rune of Spellblock: Gives the death knight a chance to block spells equal to X% of their dodge+Parry chance with their two-handed weapon, reducing damage received by that attack by 30%
    Rune of ________: haste rating or crit rating = armor penetration (bringing it back, woo)
    Rune of Vampirism: 3-5% damage to self-heal conversion.
    Rune of ________: each rune-consuming or RP consuming attack adds 1 charge. At X charges, the next ability will hit all targets in a frontal cone.
    Rune of ________: your attacks have an x% chance to cause your diseases to explode on the target, hitting all nearby targets for the same damage it deals to the target.
    Rune of Displacement: your attacks have a chance to knock your target down for 1s (only shares DR with other knockdowns).
    Rune of the Fallen Vindicator: your attacks have a chance to increase your secondary rating stats (crit, haste, mastery, dodge, parry) by X% for 15s.
    Rune of ______: For each target with one of your diseases on it, you gain 1% faster rune regeneration.

    Really just brainstorming--the tuning in these is likely off.

  9. #9
    Moderator Fnx-'s Avatar
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    Quote Originally Posted by Wrien View Post
    Rune of Columna Vertebralis
    Every 100 melee-attack makes you stronger. Increases your Strength by 1. This effect stacks infinitely and doesn't have a limited duration.

    Realistic at least
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  10. #10
    The issue is that at the moment we are forced as DPS to use two (or cinderglacier for those niché aoe moments as dual wield) runeforges, and only those two. Now if we changed it to be utility based and each runeforge can apply a debuff (sunder armor, magic vulnerability, physical vulnerability, etc) we become too akin to hunters in being able to bring a debuff of choice. We also can't copy the things like leech on attack or stun/slow on attack, that's a poor rip-off of rogue poisons. This is why it is hard to make runeforges anything other than basic dps enchants to replace dancing steel.

    Rant aside here are a few things I would personally like to see:

    Rune of Frostburn: Your attacks deal 10% of the damage over time as shadowfrost damage (10% is most likely too high, and this is very similar to deep wounds/piercing shots)

    Rune of Blood-caked Blade: has the same effect as the old blood-caked blade talent.

    Rune of the Horseman: Your melee attacks have a chance to cleave their damage to 2 nearby targets (inspired by the Headless Horseman)

    Rune of Fordragon: Your attacks have a chance to singe the enemies armor, decreasing their armor by 5%. Stacks up to 5 times.

  11. #11
    Epic! Forgettable's Avatar
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    Quote Originally Posted by Fnx- View Post
    Time to hit the dummys and go afk while not raiding!
    My thoughts exactly about that rune haha!
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  12. #12
    Quote Originally Posted by Monteverdi View Post
    Rune of the Writhing Grave - Affixes your rune weapon with a rune that gives your attacks a chance to raise a geist as your Death Knight minion for 15 sec. After 15 seconds, the geist will explode, afflicting nearby enemies with Blood Plague. (Approx. 1 proc per minute.)
    So place this on one of my weapons and I never have to worry about reapplying diseases (since HB procs so much and this ghoul will spread BP). Me like.

  13. #13
    High Overlord Ziddy's Avatar
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    Rune of the Dark Sadist - Affixes your rune weapon with a rune that increases healing taken from all sources by 25% and increases all damage dealt by 0.5% for 15 seconds whenever you land a critical strike, stacking up to 10 times, but reduces your dodge and parry to 0% and your armour to 0. Additionally, whenever you drop below 40% health you enter a berserker rage increasing your critical strike chance by 15%.

    Rune of Unholy Retribution - Affixes your rune weapon with a rune that causes your attacks to deal 2% additional damage as shadow damage, bypassing all defenses and causing your attacks to generate 100% more threat. In addition, 1.5% of all damage done is converted to Vengeance. These effects are only active in a tanking specialisation.

    Overpowered? Probably. It'll be like 3.0 all over again.
    Last edited by Ziddy; 2013-10-02 at 11:32 PM.
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  14. #14
    Herald of the Titans Adramalech's Avatar
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    Some of these ideas sound pretty awesome. Definitely more interesting than Lichbane.
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  15. #15
    Elemental Lord Kaleredar's Avatar
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    I'm pretty happy with fallen crusader. The only problem with making new enchants is that one will be mathed out to be best in any given situation, causing the others to fall into the chasm of uselessness.

    Honestly, I'd be MORE happy to have the option to use different enchant colors/effects for the same runeforges in some of the "standard" DK colors; blue, green, red, purple, and the like. Having the standard "fallen crusader light blue" gets tiresome after a while, and doesn't match every transmog set.
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  16. #16
    Quote Originally Posted by Ziddy View Post
    Rune of Unholy Retribution - Affixes your rune weapon with a rune that causes your attacks to deal 2% additional damage as shadow damage, bypassing all defenses and causing your attacks to generate 100% more threat. In addition, 1.5% of all damage done is converted to Vengeance. These effects are only active in a tanking specialisation.

    Overpowered? Probably. It'll be like 3.0 all over again.
    Vengeance from damage done: Tankgasm!

    More ideas:
    Rune of ______: +15% critical strike effect (crits now do 215%)
    Rune of ______: Chance to convert a rune to a death rune
    Rune of ______: Affix to a 2-handed weapon to be able to use it as a one-handed weapon (Titan's grip style penalties apply)
    Rune of ______: Affix to a weapon to occasionally make it deal bleed damage over 5 seconds equal to X% of weapon damage.
    Rune of ______: 2hander- After damaging a target below 20% health, deal 10% more damage for 10 seconds. (half as much for 1handers)
    Rune of ______: 2hander- After damaging a target above 80% health, deal 10% more damage for 10 seconds. (half as much for 1handers)

  17. #17
    Rune of Volatile Festering

    Affixes your rune weapon with a rune that causes your attacks to increase the potency of your diseases increasing the damage they deal per tick by 10% but lowering their duration by 1 sec.

  18. #18
    High Overlord Xkiller9000's Avatar
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    Something that boosts mastery or haste :/

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