Цитата:
Runes have a base cooldown of 10 seconds, which is then reduced by haste (for example, 25% haste would give your runes an 8 second cooldown). However, cooldowns are paired between rune of the same time (remember, death runes count as whatever type of rune they were converted from for the purposes of rune cooldowns). If one rune of a pair is already on cooldown, using the other will place it on cooldown for a duration equal to the normal rune cooldown time plus the remaining time left on the first rune's cooldown. Essentially, the second one of the runes to go on cooldown 'pauses' and waits until the first rune has finished its cooldown before starting to cool down itself.
Another way of visualizing this is to imagine each rune pair as a single energy bar. If each pair of runes represents an energy bar with maximum 100, then each rune represents 50 energy of that type. You need at least 50 energy of that rune type to use an ability that costs that rune, and doing so depletes that rune's energy by 50. Runes get a base of 5 energy per second, modified by haste. Since you start with 100 energy of each rune type, using a single rune will put you at 50 energy, still allowing you to use another of that rune type, and will begin regening that rune type's energy (taking 10 seconds before haste to reach 100 energy again). Using a second rune will deplete another 50 from the bar, preventing further use of that rune type until the bar regens to at least 50 energy. [Runic Empowerment] adds 50 energy to a random rune type who's current energy total is currently less than 50, while [Runic Corruption] simply doubles the energy regen rate of your runes for the duration.
Написано не совсем под вотлк реалии, но чтоб понять как работает после вот этого изменения:
Цитата:
Patch 4.0.1 (2010-10-12):
The way in which runes regenerate has been changed. Rather than each rune type (Blood, Frost, Unholy) regenerating simultaneously, they now fill sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. You essentially have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. This allows the death knight rotation to be more forgiving, so that the player can take advantage of things like ability procs or respond to movement. This system makes it a little easier to get back on track without six separate runes now "out of sync" from the standard rotation.
Так работало в 3.3.5, шесть независимых рун, заполняемых за 10 секунд.