03/02/2025

Rune Hunting in Season of Discovery

I mentioned in my last post about SoD that I'd decided to put levelling on the back burner for a bit in favour of hunting down more of my class runes. Yes, I know you can just buy them all from a vendor now, but that just defeats the purpose for me - I don't so much care about having the runes at this point, I just want to see what kind of content/gameplay Blizz put into SoD related to acquiring them.

Back in phase one, I actually collected all but one of the available runes for my priest; the only one I was missing was the one for which you had to grind out various junk items for a goblin in Ratchet so he would turn into a vendor and sell you a rune (this was the same for all classes). I could never be bothered with that one, and when I returned to this goblin recently, I found that while the grindy quests are still there, he's just a vendor by default. I then opted to simply return to Orgrimmar and buy the rune from the trader there for one copper, because if I'm going to just buy these from a vendor, I might as well save myself some cash (the price at the goblin was still three gold).

Then it was time to whip out the Wowhead guide and go travelling around the level 30-40 zones for the phase two runes. The common theme for these seemed to be that they required you to travel a lot, and I tried to get several things done in each location at once for efficiency, but there was pretty much always something I'd forget and that I later had to go back for after all. At least I got my master fishing quest done during these repeated round trips around the world as well.

I also found out that the devs did away with the whole "meditation" thing, a.k.a. the buff sharing mechanic I absolutely adored in phase one (and without which you couldn't actually learn many runes even if you'd found them). Honestly, I was glad. While I thought that the whole concept was an incredibly cool idea a year ago, with most people at level cap and no longer hunting for runes, I think it would've been a massive pain in the rear to acquire those meditation buffs every time I wanted to learn a new rune. 

Item tooltip from Season of Discovery: Prophecy of the Lost Tribe. Soulbound. Unique. Classes: Priest. Some broken characters, followed by Use: Focus on the Prophecy to learn a new spell. Requires a mind focused by meditating on two spiritual mysteries of Azeroth.

The tooltips are now a lie. And also a bit broken.

Anyway, about half of the phase two runes were relatively straightforward and uneventful to acquire with a guide. Farm some mobs over here until they drop a thing, click on this item over there that starts a short quest, that sort of thing. However, three runes stood out as more interesting/challenging:

First there was the Dispersion rune, which according to the instructions, first required a rogue to pickpocket a scroll for you, then a mage to decipher said scroll, and then the resulting item starts a quest for the priest to do a couple of bits and bobs in Stranglethorn. Fat chance I'm going to find anyone to help with that at this stage, I thought at first, but then I noticed that the guide said that both the pickpocketed scroll and the deciphered scroll were tradeable and could be sold on the AH. And what do you know... I checked the AH and there was exactly one of the pickpocketed scrolls there, for a rather silly price of six gold or so. However, I was grateful for the opportunity to still do the quest after all, so I bought it and sent it to my mage alt to decipher, which ultimately enabled me to still unlock this rune the originally intended way. I suspect I was rather lucky to achieve that at this point.

Next there was the Spirit of the Redeemer rune, which requires you to hunt down the seven dark riders of Karazhan across the world. This was one of those things I'd heard people talk about in early coverage of SoD phase two, and the general impression I got of said coverage was that this was another task that all classes needed to do for one of their runes, that it was very time-consuming, and that it required a full group. I figured that would be another thing that might be tough to do at this point in the game, but I was tentatively hopeful based on some comments I'd read and the fact that I was a few levels past 40 at this point that I'd be able to solo this one. So I made sure to grab some world buffs before revealing the first rider... and it worked! It was still a somewhat tough fight that required me to blow all my cooldowns and I was out of mana by the end, but it was doable, so I travelled to all seven of the required zones and hunted down the rider in each one. I was also pleasantly surprised to find that each rider hunted down counted as a quest that translated into about one bar of XP at my level, so I actually got a decent amount of that just for working to unlock this one rune.

Shintar the undead priest and her homunculi solo the dark rider in Descolace

The biggest challenge however turned out to be the Pain Suppression rune. This one required you to collect items from four different zones in opposite corners of the world (naturally) which you then had to use inside one of the rooms in the library wing of Scarlet Monastery. Now, obviously people are still doing SM runs, but I'd kind of reached a level where groups wouldn't really have been too happy to take me to the library wing (plus I wasn't sure how a pug would feel about me wanting to pause in the middle to faff around with no-longer-required rune stuff), but at the same time I wasn't yet high enough to easily be able to solo the place.

I spent a little time looking for a group but quickly grew impatient and decided to give soloing it a try anyway. As it turned out, a single mob inside the dungeon was easy enough for me to take down at this point, two were doable with mind control but kind of slow, and three were a mad scramble but survivable if I had cooldowns up. So I started to slowly work my way through the first corridor and then the courtyard, with things going wrong several times and forcing me to run back out, usually when I couldn't stop a runner in time.

My little Homunculi were also a bit of a mixed bag. They were incredibly useful in terms of combat capabilities, but they are also uncontrollable and can be stupid unholy little terrors, and would sometimes randomly decide to charge off into another room to pull more when I really couldn't take any more mobs at that particular moment. I survived a lot of close calls, but one time it all got too much and I died. When I ran back in I had to discover to my chagrin that because I'd been so slow, trash at the entrance was already starting to respawn.

I almost gave up at that point, but I was so close to the room I actually needed that I persisted, carving an even narrower path through the respawned mobs to get back to where I was, and eventually I succeeded in getting to the corridor I needed and was able to place my items there to "summon" the rune.

Shintar the undead priest standing in a Scarlet Monastery corridor with a faintly glowing ball of light floating in front of her
With all the phase two runes polished off, I started to have a look at the phase three ones. There was one that was really easy, only requiring me to kill a regular one mob just outside Gadgetzan. Since it was in the area, I also tried the one that requires you to summon a voidwalker in a waste wanderer camp, but that went horribly wrong since it was an elite, immune to shadow damage (never great news for a priest) and had an absolutely horrific damage output. So I died and decided to leave that one for another day.

Time to get back to actual levelling.

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