subject: Explaining The Rune Mechanic [print this page] One bit of feedback that really struck home was the wow gold eu DK players who said, essentially, I look at buy wow gold the Protection tree and Im jealous of all of the cool tools they have to help their tanking. As a world of warcraft gold DK, I have to pick and choose tanking talents from wow gold cheap within a wow gold uk sea of wow gold dps talents. Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler. In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation. This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game. I'll take a stab at explaining the rune mechanic. Once you see it in action, it's pretty easy to understand. Just focus on Blood Runes for the moment. The big change is that rune #2 will never start filling up until rune #1 is full. They always fill 1 then 2. Today 1 and 2 can both fill at the same time. In Cataclysm, when you're killing things, you use rune 1. Then any extra "red" in rune 2 will fill rune 1 back up again. If both of them are full, you can use 2 Blood Runes immediately. But after that, rune 1 will fill up first and then rune 2. If it helps, imagine rune 2 is the extra tank. This sounds like it will slow down DK attacks, and it will to a point. That's part of what we're trying to accomplish.