Where the new runes are inscribed are belts and shoes.
Paladin:
Unsheathed Light: Dealing damage with melee** increases your spell power by an amount equal to 30% of your Attack Power for 1 minute. In addition, your spells can reach 60% of the target amount in 12 seconds. Light Ward: Every time you hit a target with melee**, you gain 5% of your maximum power every 3 seconds for 15 seconds, but during this time, your amount of Light Flash, Holy Light, and Holy Shock spells will be reduced by 50% of your mana cost. Druid:
Eclipse: Starfire increases the critical strike chance of your next two Rages by 30%, while Rage increases the critical strike chance of your next Starfire by 30%, and both effects stack up to 4 Charged. Both spells have a 70% chance not to lose cast time when you take damage.
King of the Jungle: Tiger's Wrath now increases all physical damage you deal by 15% instead of a fixed value, and instantly grants you 60 energy. It no longer has a universal cooldown, but now has its own 30 second cooldown. Hunter:
Melee Specialist: Raptor Strike cooldown reduced to 3 seconds, now instantaneous, Mongoose Bite cooldown removed, and Raptor Strike has a 30% chance that each attack does not trigger the cooldown. Trap Launcher: Your trap can now be placed anywhere within 40 yards and can be placed while fighting. Additionally, fire-based and frost-based traps now have separate shared cooldowns. Warrior:
Rally Shout: Sounds a battle cry that increases the maximum health of all squads and team members within 40 yards by 15% for 10 seconds. Blood Surge: Valorant Strike, Bloodlust, and Whirlwind Slash have a 30% chance to immediately perform the next slam within 15 seconds without consuming rage. Thief:
Dart Throw: Throws darts at your enemies, dealing damage equal to 25% of your attack power and attacking up to 4 additional nearby targets. Rewards 1 Streak Point. Master of Acuity: Attacks that occur while stealthing and within 6 seconds of stealth deal 10% additional damage. Pastor:
Psychic Spike: Deals 108 to 126 Shadow Cold damage to the target and increases the target's Critical Strike Chance for their next Psychic Blast, stacking up to 3 times. Pain Suppression: Instantly reduces all damage taken by allied targets by 40% and increases the resistance of the dispel mechanic by 65% for 8 seconds. Warlock:
Awakening: Refreshes Corrosion, Sacrifice, Curse of Pain, Life Siphon, and when less than 6 seconds remaining, causes you to deal instant damage equal to one cycle of damage to the spell. So, there's no longer a need to worry about refreshing dot at the "perfect moment". **Dance: Triggers a buff that increases your and your pet's dodge chance whenever you deal a critical blow to an enemy. When this happens, you'll also get 2% of the most** force. Mage:
Rapid Missile Fire: Your Arcane Blast, Arcane Barrage, Fireball, Ice Arrow, and Frostfire Arrow have a chance to reduce the channeling time of the next Arcane Missile by 2For 5 seconds, mana cost is reduced by 100%, and the cast interval of Arcane Missiles becomes 0 every two rounds5 seconds. Space-Time Storage: Combines arcane, fire, and frost magic to freeze space-time energy into storage for later use. You can hold this energy for up to 15 seconds before it burns and fails. When released, inflict between 665 and 998 health on allied targets. The spell is treated as Arcane, Fire, and Cold when interacting with other spells, talents, and effects. Shaman:
Vortex**: When you deal damage with a melee attack, you have a chance to reduce the cast time of your next lightning arrow, chain lightning, secondary wave, wave, chain, or lava burst spell by 20%. Can stack up to 5 times. Lasts 30 seconds. Wolf Soul: Infuses the target with the Wolf's Soul, increasing all threats generated by the target by 45% for 30 minutes. Limit 1 target. Two-Handed Mastery: Every time you attack an enemy with both hands, your two-handed attack speed increases by 30% for 10 seconds.