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GotFrag's Zachary "Fix" Diaz takes a look at the PvP aspects of the new profession in WotLK, Inscription. ![]() Inscription is the new profession in town and comes with quite a few sweeping changes that many people may not have expected. Glyphs are practically enchants for specific spells and abilities that alter the mechanics, damage or utility of the chosen spell. At level 80, there are three major and three minor glyphs slots and each slot has the ability to affect a different spell (multiple of the same glyphs will NOT stack!) Most minor glyphs deal with buffs or utility spells while major glyphs mostly deal with damage spells. Not all glyphs are learned by trainer – some of them are learned through a once a day research so not all glyphs may be available for your consumption immediately. Unless otherwise noted, all Glyphs are major Glyphs. Blizzard seems to have made a vast majority of the minor Glyphs PvE oriented and as such won’t be discussed in this article. MageGlyph of Water Elemental: Reduces the cooldown on the WE by 30 seconds, hopefully allowing a successful Mage to summon a WE a few more times during a given Arena match (if they last that long.) Glyph of Icy Veins: Removes movement AND casting speed debuffs (as well as the cast speed increase) makes it a damn good buff to activate at any time. Glyph of Ice Lance: Increases the range of Ice Lance by 5 yards. Now you can destroy those pesky totems from even further, or keep the warriors in combat easiser! Glyph of Frostbolt: Increases the damage of Frostbolt by 5% but removes the snare, making the spell lose all of its utility in a frost spec. Glyph of Arcane Power: Extend AP’s buff time by 3 seconds, allowing for even nastier burst from an Arcane Mage. Glyph of Evocation: Will regenerate 60% HP along with MP. Evocate was already pretty devastating when used and it only restored mana, but now it can easily turn the tide of a 2v2 or even 2v1 if it happens to get in a situation like that. Glyph of Mana Gem: Increases the mana returned by 10%, much better efficiency from the Gem. Glyph of Remove Curse: Makes the target immune to curses for 6 seconds after removing a curse. Very useful against Warlocks, but not much else in all reality. DruidGlyph of Swiftmend: Makes the Swiftmend ability no longer consume and Rejuv or Regrowth effect, which allows for much more healing throughput on a target. Glyph of Rejuvenation: Increases the effect by 50% on targets under 50%, making it an extremely potent spell for players dipping too low. Glyph of Lifebloom: Extends the buff an extra second, allowing for another tick of decent healing to go through. HunterGlyph of Frost Trap: Increases the radius of frost trap by 2 yards. It was already ridiculously annoying, did Blizzard really have to go and add this Glyph into the game? Jerks. Glyph of Aspect of the Monkey: A dodged attack with this aspect will now increase movement speed by 30% for 6 seconds. Hunters already had a few tricks to get away from melee, but this definitely will prove extremely annoying (for both players) due to luck of the RNG roll. Glyph of Bestial Wrath: Reduces the cooldown of BW by 20 seconds. Bestial Wrath is pretty ridiculous as it is, and now the pet will be unstoppable even more often. Aren’t you happy you rolled a caster? Glyph of Revive Pet(MINOR): Sometimes you pet actually does happen to die in an Arena. With this Glyph, you won’t have him down for long as you suffer no pushback. Pet Cemetery, anyone? Page:
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User Comments
I don't think so...
Every spec priest should get this, not just disc.
You are aware that fear is dispellable and breaks after a set amount of damage, right? Fear almost NEVER lasts the full duration in PvP.
No team kills shadowfiends, the amount of resists and glancing blows a shadowfiend receives is enormous. I don't think I've ever had my shadowfiend killed in arenas, just kited.
Seriously, just stop posting articles if you don't even actually play the game.
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