The Season of Discovery (SoD) Phase 4 Public Test Realm (PTR) is now in full swing!
Each playable class will receive a variety of new runes, enhancing gameplay and introducing new strategies. In this article, we’ll delve into the specific changes and new runes for each class, starting with the Druid and moving through all classes to give you a comprehensive overview of what to expect in SoD Phase 4.
With this phase, we no longer need to rely on datamined information or wait for the official release to explore the adjustments and new additions to the game.
Druid
Feral and Balance Druids will be happy with the runes changes since Feral Druids were always asking for a good AoE with decent damage and being able to use Improved Swipe while being in Cat Form and Balance Druids have got very good Starfall changes.
Cloak:
Improved Swipe:
While in Cat Form, your Swipe ability becomes Swipe (Cat).
In Bear Form, your Swipe ability strikes up to 3 additional enemies.
Swipe (Cat): Swipe nearby enemies, inflicting 250% weapon damage and generating 1 combo point on your current target.
Tree of Life:
Shapeshift into the Tree of Life, increasing healing received by 10% for all party members within 45 yards.
Wild Growth healing is increased by 60%.
Heal over time spells cost 20% less.
Gain 25% increased Spirit.
Gain 200% increased armor.
Cannot cast harmful spells.
Shapeshifting frees the caster of Polymorph and movement-impairing effects.
Starfall:
Summon a flurry of stars over 10 seconds, striking targets within 30 yards, each dealing 69 to 81 Arcane damage and 12 Arcane damage to nearby enemies.
Maximum of 20 stars.
Shapeshifting or mounting cancels the effect.
Any effect causing loss of control suppresses Starfall.
Benefits from and triggers talents and effects related to Moonfire.
Ring:
Rune of Dagger Specialization: Increases chance to hit with Arcane spells by 6%. Not cumulative with other ring runes.
Rune of Defense Specialization: Increases Defense skill by 25. Not cumulative with other ring runes.
Rune of Feral Combat Specialization: Increases Feral Combat skill by 5. Not cumulative with other ring runes.
Rune of Fist Weapon Specialization: Increases skill with Fist Weapons by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Mace Specialization: Increases skill with Maces and Two-Handed Maces by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Nature Specialization: Increases chance to hit with Nature spells by 6%. Not cumulative with other ring runes.
Rune of Pole Weapon Specialization: Increases skill with Staves and Polearms by 5. Not cumulative with other ring runes.
Hunter
There’s not much impressive with the Hunter runes at first sight, but there are some changes to his previous runes.
Heart of the Lion is no longer a rune, but a baseline spell in the skill book. It got replaced with a new rune – Cobra Slayer.
The Kill Command rune has been removed and replaced with a Kill Shot rune, which has some PVP potential.
Invigoration rune got removed and replaced with a Wyvern Strike rune.
Cloak:
Improved Volley:
Reduces mana cost of Volley by 50%.
Reduces cooldown by 100%.
No longer suffers pushback from damage.
Deals additional damage equal to 3% of ranged Attack Power each time it deals damage.
Resourcefulness:
Reduces mana cost of Traps by 100%.
Reduces cooldowns by 40%.
Hit and Run:
Gain 15% movement speed for 4 seconds after using Raptor Strike.
Ring:
Rune of Axe Specialization: Increases skill with Axes and Two-Handed Axes by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Dagger Specialization: Increases skill with Daggers by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Fist Weapon Specialization: Increases skill with Fist Weapons by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Nature Specialization: Increases chance to hit with Nature spells by 6%. Not cumulative with other ring runes.
Rune of Pole Weapon Specialization: Increases skill with Staves and Polearms by 5. Not cumulative with other ring runes.
Rune of Ranged Weapon Specialization: Increases skill with Bows, Guns, Crossbows, and Thrown weapons by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Sword Specialization: Increases skill with Swords and Two-Handed Swords by 5. Not cumulative with racial bonuses or other ring runes.
Mage
Mages can rejoice, since with the addition of the Overheat rune, Fire Blast will be useful not only in Raiding, but in PVP scenarios as well. As well as with the Frozen Orb rune, which is VERY STRONG in PTR. There are also some buffs to current runes.
Armour buffs have been redesigned – Frost Ward, Fire Ward and Mana Shield can now be cast on allies, as well as removing lesser curse and harmful magic effects, which makes it insanely useful in all types of content.
Cloak:
Arcane Barrage: Launches several missiles at the enemy target, causing 25 to 31 Arcane damage and has a 20% chance to trigger Missile Barrage.
Overheat: Gain the Overheat ability, making Fire Blast always deal a critical strike, can be cast while casting another spell, and is not affected by the global cooldown.
Frozen Orb: Launches an orb of swirling ice moving forward for 16 seconds, dealing 156.435 Frost Damage per second and applying a 30% movement speed reduction to enemies it passes through. The first hit has a 100% chance to trigger the Fingers of Frost rune.
Ring:
Rune of Arcane Specialization: Increases chance to hit with Arcane spells by 6%. Not cumulative with other ring runes.
Rune of Dagger Specialization: Increases skill with Daggers by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Fire Specialization: Increases chance to hit with Fire spells by 6%. Not cumulative with other ring runes.
Rune of Frost Specialization: Increases chance to hit with Frost spells by 6%. Not cumulative with other ring runes.
Rune of Pole Weapon Specialization: Increases skill with Staves and Polearms by 5. Not cumulative with other ring runes.
Rune of Sword Specialization: Increases skill with Swords and Two-Handed Swords by 5. Not cumulative with other ring runes.
Paladin
Paladins have got a lot of changes, lets go over them.
Seal of Martyrdom rune is now an ability from a skill book and it got replaced with a Divine Light rune.
Exorcist rune has also become an ability from a skill book and got replaced with an Aura Master rune.
Horn of Lordaeron rune got removed and replaced with a Hallowed Ground rune.
The Enlightened Judgements rune got removed and replaced with a Malleable Protection rune.
Cloak:
Shield of Righteousness: Slam the target with your shield, causing Holy damage based on your block value plus an additional 213.541.
Vindicator: When your Vindication talent triggers, it decreases the target’s Attack Power by 70 per talent point and increases your Strength, Agility, and Attack Power by 5% per talent point. Vindication duration is increased to 30 seconds.
Righteous Vengeance: When Judgement, Crusader Strike, or Divine Storm deals a critical strike, your target takes 30% additional damage over time until canceled.
Ring:
Rune of Axe Specialization: Increases skill with Axes and Two-Handed Axes by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Holy Specialization: Increases chance to hit with Holy spells by 6%. Not cumulative with other ring runes.
Rune of Mace Specialization: Increases skill with Maces and Two-Handed Maces by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Sword Specialization: Increases skill with Swords and Two-Handed Swords by 5. Not cumulative with racial bonuses or other ring runes.
Leprestore will help you get the new Engrave Runes system unlocked and obtain any rune skill of your choice.
Priest
Unfortunately, Shadow Priests have gone under the radar in this SoD, since they only shine in PVP and they are in need of a PVE boost.
Cloak:
Binding Heal: Heals a friendly target and the caster for 1083.9 to 1326.262. Low threat. This spell benefits from and triggers all effects associated with Flash Heal.
Soul Warding: Power Word: Shield has no cooldown, costs 15% less mana, gains 15% additional base value, and gains an additional 50% of your healing power.
Vampiric Touch: Causes 611.617 Shadow damage over 15 seconds to your target and causes all party members to gain mana equal to 2% of any Shadow spell damage you deal to the target.
Ring:
Rune of Dagger Specialization: Increases skill with Daggers by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Holy Specialization: Increases chance to hit with Holy spells by 6%. Not cumulative with other ring runes.
Rune of Mace Specialization: Increases skill with Maces and Two-Handed Maces by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Pole Weapon Specialization: Increases skill with Staves and Polearms by 5. Not cumulative with other ring runes.
Rune of Shadow Specialization: Increases chance to hit with Shadow spells by 6%. Not cumulative with other ring runes.
Rogue
Rogues got a decent amount of AoE, which is very welcome.
Cloak:
Blunderbuss: Gain the Blunderbuss ability, firing a musket blast at up to 4 enemies in a cone for physical damage.
Crimson Tempest: Finishing move that slashes all enemies within 8 yards, causing them to bleed over time. Damage and duration increase with combo points.
1 point: Damage over 4 seconds.
2 points: Damage over 6 seconds.
3 points: Damage over 8 seconds.
4 points: Damage over 10 seconds.
5 points: Damage over 12 seconds.
Crimson Tempest benefits from all talents and effects that trigger from or modify Rupture.
Fan of Knives: Instantly throws both weapons at all targets, dealing area effect damage.
Ring:
Rune of Dagger Specialization: Increases skill with Daggers by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Fist Weapon Specialization: Increases skill with Fist Weapons by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Mace Specialization: Increases skill with Maces and Two-Handed Maces by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Nature Specialization: Increases chance to hit with Nature spells by 6%. Not cumulative with other ring runes.
Rune of Ranged Weapon Specialization: Increases skill with Bows, Guns, Crossbows, and Thrown weapons by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Sword Specialization: Increases skill with Swords and Two-Handed Swords by 5. Not cumulative with racial bonuses or other ring runes.
Shaman
Shaman got changed as well, with the Storm, Earth, and Fire rune, which looks very powerful, especially in PVP.
Not to mention that Shamanistic Rage rune is now a baseline ability from a skill book, and in place of a previous rune there is Greater Ghost Wolf rune.
Cloak:
Storm, Earth, and Fire: Reduces Chain Lightning cooldown by 100%, roots targets with Earthbind Totem for 5 seconds, and increases Flame Shock periodic damage by 60%.
Feral Spirit: Summons two Spirit Wolves under the command of the Shaman, lasting 45 seconds.
Coherence: Reduces Chain Heal effectiveness reduction to 35% per jump and Chain Lightning reduction to 20% per jump. Each jumps to 1 additional target.
Ring:
Rune of Axe Specialization: Increases chance to hit with Arcane spells by 6%. Not cumulative with other ring runes.
Rune of Dagger Specialization: Increases skill with Daggers by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Fire Specialization: Increases chance to hit with Fire spells by 6%. Not cumulative with other ring runes.
Rune of Fist Weapon Specialization: Increases skill with Fist Weapons by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Frost Specialization: Increases chance to hit with Frost spells by 6%. Not cumulative with other ring runes.
Rune of Mace Specialization: Increases skill with Maces and Two-Handed Maces by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Nature Specialization: Increases chance to hit with Nature spells by 6%. Not cumulative with other ring runes.
Rune of Pole Weapon Specialization: Increases skill with Staves and Polearms by 5. Not cumulative with other ring runes.
Warlock
Warlock has received some good additions, like the Decimation rune, which works like Warrior’s Execution, but it starts at 35% instead of 19%. With this addition we’ll see some new speedrun walkthroughs and raids in the future.
Cloak:
Decimation: Removes Soul Fire cooldown. When Shadow Bolt, Shadow Cleave, Incinerate, or Soul Fire hits a target below 35% health, reduces Soul Fire cast time by 40% for 10 seconds. Soul Fires under Decimation cost no shard.
Mark of Chaos: After striking a target with Shadowburn, your next single-target non-periodic spell gains 100% increased critical strike chance.
Infernal Armor: Infuses your spirit with demonic energy, reducing all Magic damage taken by a percentage equal to your Physical damage reduction from armor for 10 seconds.
Ring:
Rune of Dagger Specialization: Increases skill with Daggers by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Fire Specialization: Increases chance to hit with Fire spells by 6%. Not cumulative with other ring runes.
Rune of Pole Weapon Specialization: Increases skill with Staves and Polearms by 5. Not cumulative with other ring runes.
Rune of Shadow Specialization: Increases chance to hit with Shadow spells by 6%. Not cumulative with other ring runes.
Rune of Sword Specialization: Increases skill with Swords and Two-Handed Swords by 5. Not cumulative with other ring runes.
Warrior
To be honest, Warrior in SoD Phase 4 goes crazy in PVP with the addition of a skill book baseline ability Meathook, which is a really good gap closer.
Cloak:
Fresh Meat: Damaging a target with Bloodthirst has a 100% chance the first time and a 10% chance each subsequent time to Enrage you, increasing Physical damage dealt by 10% for 12 seconds.
Sudden Death: Melee hits have a 10% chance to grant Sudden Death, allowing one use of Execute regardless of the target’s health state. Sudden Death retains 10 rage after using Execute.
Shockwave: Sends a wave of force in front of the warrior, dealing damage and stunning all enemy targets within 10 yards in a frontal cone for 4 seconds.
Ring:
Rune of Axe Specialization: Increases skill with Axes and Two-Handed Axes by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Dagger Specialization: Increases skill with Daggers by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Fist Weapon Specialization: Increases skill with Fist Weapons by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Mace Specialization: Increases skill with Maces and Two-Handed Maces by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Pole Weapon Specialization: Increases skill with Staves and Polearms by 5. Not cumulative with other ring runes.
Rune of Ranged Weapon Specialization: Increases skill with Bows, Guns, Crossbows, and Thrown weapons by 5. Not cumulative with racial bonuses or other ring runes.
Rune of Sword Specialization: Increases skill with Swords and Two-Handed Swords by 5. Not cumulative with racial bonuses or other ring runes.
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