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PaladinGlyph of Hammer of Justice: Increases the duration of HoJ by a second…everyone loves longer stuns, right? Especially Paladins! Glyph of Judgment: Judgments deal 10% more damage – with a lot of Ret paladins seeking interest in Arena, this Glyph will most likely show up in the beginning most likely. Anything to tack on more damage. Glyph of Spiritual Attunement: If the Paladin is not the healer on the team, 2% extra mana from this Glyph could turn into a decent chunk of mana over the course of an Arena match, and mana is the downfall of a Ret paladin currently, more mana is always welcome. Glyph of Crusader Strike: Mana is the bane of a Ret paladin and anything that can ease that pain is a huge help for paladins in an Arena. Glyph of Seal of Command: Increases the chance to proc damage from SoC by 20%, which means there will be a lot more burst from Ret Paladins with this Glyph. Glyph of Cleansing: Reduces the mana cost on Cleanse by 20%...Blizzard really wanted Paladins to always have to have mana on the mind. PriestGlyph 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. Glyph of Flash Heal: Reduces the cost of Flash heal by 10%, increasing the efficiency by that much more. Flash heal is a great spell for Priests in Arena because it allows the healing to keep up with the insane amount of burst potential for most teams. Glyph of Power Word: Shield: Heals the target for 20% of the damage absorbed by the PW:S. Adds more utility to an already great spell, so why not? Glyph of Psychic Scream: Increases the duration of the fear by a second. Just what everyone wanted, longer fears. 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. RogueGlyph of Vigor: Adds another 10 energy to Vigor, allow for a (potential) cap of 130 energy for rogues. Will allow for some insane burst possibilities, most likely allowing for someone caught off guard to be nearly 100-0’d with ease. Glyph of Adrenaline Rush: Decreases the cooldown on AR by one minute. More burst from rogues is always a good thing. Also, apparently this also resets the cooldown on Killing Spree. Glyph of Rupture: Increases the duration of Rupture by 5 seconds. Rupture is really annoying, no matter what way you look at it. Increased duration is a bad thing for an enemy, and a good thing for your Rogue! Glyph of Vanish(MINOR): Increased speed by 30% while Vanish is still in effect. Makes getting away that much easier for the slippery Rogue class. ShamanGlyph of Earth Shock: Lowers the GCD caused by ES by 1 second. Absolute must for any Shaman in arenas, as it allows for such a tighter control on the micro of abilities. Glyph of Water Mastery: Increases the passive regen from Water Shield by 30%. Great mana regen already, and this Glyph just makes it that much better. Glyph of Mana Tide Totem: Grants an additional 1% mana each tick of Mana Tide. Even more efficiency to the Shamans already great arsenal of spells. Glyph of Ghost Wolf(MINOR): Ghost Wolf regenerates an additional 1% of the Shamans max HP every 5 seconds. Great for getting away, and now even better survivability thanks to this particular Glyph. Glyph of Water Shield(MINOR): Adds another charge to the Shamans Water Shield ability. If you stack this minor with the Water Mastery Glyph, it makes an already exceptional spell absolutely amazing for Shaman. WarlockGlyph of Howl of Terror: Reduces the cooldown on HoT by 8 seconds, allowing for that many more annoying AoE fears to be cast in an Arena match. Glyph of Fear: Increases the damage that can be dealt to a target before fear automatically breaks by 20%. And you thought you could take a lot of damage during a fear before… Glyph of Death Coil: Increases the duration of Death Coil by .5 seconds, which means that Warlocks have just that much more control of your character than you do! Glyph of Shadowbolt: Reduces the cost of SB by 10%. Just what warlocks needed, more mana. WarriorGlyph of Hamstring: Exactly like the Imp. Hamstring talent, and it stacks! So that means that with both of those, a warrior has a 20% chance on a Hamstring to root you. RNG is /so/ dead in WotLK, guys! Glyph of Heroic Strike: While not exactly needed, sometimes warriors do find themselves in a rage-filled situation and use Heroic Strike as a rage dump. Every crit with HS would add 10 rage, which could find a nice string of RNG in your favor. Glyph of Rending: Increases the duration of Rend by 3 seconds. Rend is not what it used to be. Use it because it’s actually good. Please, please use it. Glyph of Sweeping Strikes: If you’ve gone down the Arms path and picked up Sweeping Strikes, might as well pick up this Glyph as well. 30 rage over 12 seconds is nothing to scoff at if you find yourself rage starved. Glyph of Intervene: Pro intervenes have swayed matches before. This glyph adds another attack to be intercepted by Intervene, allowing for more leeway between attacks. Glyph of Charge (MINOR): Increase the range on charge by 5 yards. Always nice to get off that charge, isn’t it? Maybe you can now, faillior. Think carefully about what your class and spec will be attempting to do in an arena or PvP setting and plan around that. Remember that glyphs ARE over writable (and in the future, will be dual-specable similar to the way talents will be), so there will always be some breathing room for switching between PvP and PvE setups. Page:
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