Showing posts with label glyph. Show all posts
Showing posts with label glyph. Show all posts

Friday, October 1, 2010

[Druid] some groovy glyphs for ferals

Thanks to lissanna over at restokin, I have a better idea of what glyphs ferals are going to want come the 4.0.1 patch. Note that it's a very good idea to pick these up now if they're cheap, as if you learn them once you'll have them for the rest of your life. Note that I've not figured out exactly what is going to be best; I'm simply posting them to let you be aware of them. They are ranked in order of what I think will be best to worst.

Bear glyphs:

Prime:
Major:
Minor:
I don't think the faerie fire extension will be that critical, but it might be nice. And feral charge going from 15 to 14 seconds isn't that amazing of an ability unless they remove the dead zone and allow us to charge in and get the 15% haste.


Cat:

Prime:
Minor:
5 prime possibilities are interesting. The reason Tiger's Fury is so high right now is that Tiger's Fury appears to be one of the things they'll want ferals to manage, as it adds 15% more damage for 6 seconds. Being able to do this ability every 27 seconds instead of every 30 means that you'll get 11% more TFs in a fight, potentially, which gives a 3.2% DPS increase. Furthermore, right now DoTs don't update with buffs like TF, so you'll want to time it so that your rips and rakes are refreshed when TF is up. This might lead to an optimal rotation where you have this, the Glyph of Shred and the Glyph of Rip and skip the Glyph of Savage Roar - because if you do this you can always update your rips with 15% more DPS, no matter what. More testing is required of course.

Glyph of the Wild is included because of its ability to trigger Omen of Clarity effects very easily. With feral mana regen fairly low, being able to do this more often will be a good thing.

Tuesday, April 28, 2009

[General]Glyphs are the new flask

Yesterday we had a couple posters in the comments section getting into a minor kerfluffle (addendum: must use kerfluffle in real life speech 3 times today) about which glyphs to use. Before Ulduar, I was rocking the glyph of Maul, Frenzied Regeneration and Rip. Yeah, Rip - it meant I could do decent DPS while in tank spec and tank gear. Then a guildie got Survival Instincts, and after that I decided that I was tired of breaking CC or even worrying about it much, so I got Growl.

And this caused much consternation.

Except...I don't see why. In 3.1, glyphs can be used without a lexicon of power - meaning that any time you want to replace a glyph outside of combat, you can. There's no need to decide on 3 glyphs at any given moment; they're totally mutable. They're also really cheap to make. The Growl and Survival Instinct glyphs comes quickly from northrend herbs. Maul glyphs come from STV herbs. Frenzied Regen comes from easy Outland herbs. Rip comes from Feralas/EPL herbs.

Most of the time, one stack of herbs will give anywhere from 5-10 inks, which will make 2-4 glyphs. So for a full stack of 20 glyphs of SI, you're looking at 10 stacks of northrend herbs, or around 200g. And that's the worst of the lot; you should be able to get a ton of Maul glyphs for far cheaper.

So instead of looking at it by which are the best, perhaps the better way to look at it is by cost. In that case, you should keep SI and Growl around for a while, and swap Regen and Maul as your third glyph. That'd be optimal, but chances are that won't work most of the time; most of the time you'd want both SI and FR as your regular ones.

So it's down to growl and maul as your hot-swappable glyphs (at least most of the time).

For me, I was able to buy a stack of growl glyphs for 15g. Why? Because they're typically used to level up. So they're pretty cheap anyway. Furthermore, you're not looking at more than about 5g per glyph if you buy the mats, which means practically that you're going to swap them out what, every fight at most? Which means if you're having a good raiding night you'll spend about 40g in mats if you swap every fight.

And unlike food, they last for as long as you want.

That's pretty cheap to me, honestly, and adds a lot of versatility. Are you going to tank and DPS in the same fight? Go swap out that FR glyph for rip. Have a manglebot for a given fight? Swap that mangle glyph for SR (this one is huge for me, honestly - it's like a 2% DPS boost) Need to make those taunts count on Kologarn or Auriaya? Get growl. Need maul on one target because of CC on the hallway of Thorim? Swap out Maul. Going to do the arena? Swap it back.

This honestly is really applicable to all sorts of specs. I've been getting more familiar with priest healing thanks to my wife, and she's fighting between Flash Heal, Renew, Guardian Spirit, Prayer of Healing, Circle of Healing and Power Word : Shield. But why fight? Why not pick one or two that are going to be regulars (Flash heal and CoH, most like) and then swap out as needed for fights? Guardian spirit's glyph is useless if you're not healing on a single target all that often in a fight, but if there's a lot of raid damage PoH may be a life saver. Etc, etc.

Honestly, this is kind of a revolutionary thought for me. I'd never thought of glyphs as consumables before this.

The disadvantage is that you'll be carrying a few stacks of glyphs, which means more inventory. Such is the life for a druid. And it won't always be worth that much to change; a lot of times which glyph you have won't really matter for a given fight, and you won't have to change a thing.

So glyphs aren't the new talents. They're the new flasks. Get friendly with your local inscriptionist and give yourself some versatility.