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World of Warcraft: WotLK: Inscription in PvP

By: Zachary Diaz - Published November 20, 2008 at 12:46 PM EST - Writer Archive
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.

Mage
Glyph 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.


Druid
Glyph 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.


Hunter
Glyph 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?
Continued (1/2) »
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User Comments

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priest dispel one is just redic =)
GUNIT~
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gj but sweeping strikes is in arms now, would bring a bit more respect to wow on gotfrag as an esport if the writers could actually get their stuff right.
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Typing this up at midnight and switching back between fourteen different pages of warrior/mage/druid etc glyphs may or may have fried my brain. Appologies, absence, won't happen again.
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doesnt the priest dispel heal the enemy target too?
5
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#4
I don't think so...
GUNIT~
6
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where are the DK glyphs?
7
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Looks like some pretty interesting ones... nice summary.
8
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Deathknight?
9
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10
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Decided not to comment on Death Knight glyphs because I have not personally played one or played against one extensively and felt my commentary wouldn't be as valuable. As soon as either of one those changes, however, I will be revisting Inscription (probably sometime near the middle of Arena Season 5) and see just how useful they were, and see where Death Knights are.
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#10 isn't it your job as a writer to do the research? lol. what a joke
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not bad for wow
BANKAI!
13
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Useful info, but read like a forum post. Could you use some more exlamation marks next time?!
14
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Did you really even do any research? Your shaman recommendations are HORRIBLE

This comment was edited at 11/21/2008 7:33 PM
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Druids - You just MIGHT want to mention the Glyph of Healing Touch, seeing as healing touch is absolutely absurdly good as a spec @ 70 PVP although I doubt it'll fair so well @ 80. Ret+RestoDruid in 2v2, (Both were my chars, got my bro playing my retardin though) coasted easily to 2200. (Both chars WERE exceptionally wellgeared from S4 though.)
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Seriously, stop getting morons to write* your WoW articles.

This comment was edited at 11/30/2008 11:37 AM
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ouch some harsh comments up in this piece
itsme
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keep workin on it zach ~ 6/10
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Most shaman wont even have Mana tide for PVP let alone the glyph for this. Resto should look for LHW glyph for better healing on the focused target. The other 2 majors are decent choices. But if you plan to be using Earthshock instead of wind shock, make sure you get atleast 11 points in enh.
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QUOTE:
Glyph of Dispel Magic: Heals the target for 6% AND removes a magic effect? Completely ridonkulous and a must have for any disc/holy Priest in an Arena setting.


Every spec priest should get this, not just disc.

QUOTE:
Glyph of Psychic Scream: Increases the duration of the fear by a second. Just what everyone wanted, longer fears.


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.

QUOTE:
Glyph of Shadowfiend(MINOR): If your Shadowfiend dies from damage, you automatically gain 5% of your mana pool back. Very useful against good teams who will kill your Shadowfiend quickly.


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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pretty sad that you have to put a old article on the top page, againnnn. poor gotfrag.
[b]#UNIQ[/b]
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stop bashing the hunters.. plox ty
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When did gotfrag become a wow game guide with commentary? I thought the purpose of this website was to cover esports? This and a lot of other wow posts are pointless, poorly researched, and poorly written. It's sad.
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hey no-lifers, play cs.

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