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 Post subject: Inscription Guide
PostPosted: Tue Oct 14, 2008 8:58 am 
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from http://forums.worldofwarcraft.com/threa ... 6952&sid=1

This guide covers all the basics on Inscription and also includes a 1-350 leveling guide as well. I leveled 2 characters from 1-365 on (10/12/08), 1 day before 3.0.2 release. All the info here should be accurate and I'll be leveling from 1-365 again when then 3.0.2 is released, I'll be updating this post with any changes in the Live 3.0.2 patch. Forums aren't the most forgiving when it comes to formatting, an easier to read version of this guide can always be found at:

http://www.wrathguide.com/profession/inscription

Introduction to Inscription
The Inscription profession is a new and unique profession to Warcraft. The main product of Inscription are Glyphs which enhance existing spells in the game similarly to how talents do, however you'll see below that Inscription provides a good deal more. This profession is best paired with Herbalism since almost all recipies will utilize herbs as reagents.

Products of Inscription


* Glyphs - Example: Glyph of Power Word: Shield (Your Power Word: Shield also heals the target for 20% of the absorption amount), Glyph of the Penguin (Your Polymorph: Sheep spell polymorphs the target into a penguin instead)

* Scrolls - Examples: Scroll of Stamina VI (Increases the target's Stamina by 43 for 30 min)

* Utility Consumables - Examples: Scroll of Recall II (Returns you to <Home>. Results are unpredictable beyond level 70. 20 Min Cooldown), Certificate of Ownership (Allows you to rename your pet. 7 Days Cooldown), Armor Velum III (allows Enchanters to create tradeable enchants)

* Tarot Cards - Low level versions of Darkmoon Faire cards

* Darkmoon Cards - Ability to create random Darkmoon Cards


Inscription only Benefits
Craftable Offhand Items - Full list here: http://wotlk.wowhead.com/?items=4.-5&fi ... s=11;crv=0
Master Inscriptions - These are shoulder enchantments. Examples: Master's Inscription of the Axe (Permanently adds 104 attack power and 15 critical strike rating to shoulder armor), Master's Inscription of the Storm (Permanently adds 61 spell power and 15 critical strike rating to shoulder armor.)

Glyphs Explained
Every character (including those without Inscription), have a Glyph Spell Pane in their spellbook. Each character can have a maximum of 3 Major Glyphs and 3 Minor Glyphs. Major Glyphs give significant upgrades and are on par with good talents. Minor Glyphs can be cosmetic in nature or give increased duration or mana cost reduction to spell abilities. Additionally, you can only apply Glyphs at a Lexicon of Power which are found next to Inscription Trainers. Replacing existing Glyphs will destroy them, fortunately most Glyphs are inexpensive to create. The 6 Glyph slots are unlocked as you progress in level:


* Level 15 - 1 Major Glyph and 1 Minor Glyph unlocked

* Level 30 - 1 additional Major Glyph unlocked

* Level 50 - 1 additional Minor Glyph unlocked

* Level 70 - 1 additional Minor Glyph unlocked

* Level 80 - 1 additional Major Glyph unlocked



Inscription Basics
Major Glyphs are learned from trainers while Minor Glyphs are learned only by discovery. When you reach 75 skill, you can learn Minor Inscription Research which lets you discover a random Minor Glyph. For the WotLK expansion, at 385 skill you can learn Northrend Inscription Research that will allow you to discover new Major Glyphs. Both these discovery processes have a cooldown of 20 hours for discovering new Glyphs.

Glyphs are produced by first Milling herbs into Pigments. The Pigments are then used to create Inks. Finally using Inks and Parchments (purchasable by Inscription Suppliers) you create Glyphs. The Milling ability is learned automatically when you learn Inscription. This ability will never give a skillup and each herb requires different skill levels to mill. Milling will produce 2-4 pigments. Rarer herbs in the same group class will produce 2-4 pigments and more common herbs will produce 2-3 pigments. There is also a 15-25% chance that you will produce an uncommon pigment in addition to the 2-4 regular pigments.

You will also need to purchase a Virtuoso Inking Set as well as the various Parchments from Inscription Suppliers. You will find a supplier next to every trainer.

Inscription Trainer Locations
1-300 Trainers

* Alliance - Elise Brightletter (60,44) - Ironforge

* Alliance - Catarina Stanford (49,74) - Stormwind City

* Alliance - Feyden Darkin (58,15) - Darnassus

* Alliance - Thoth (39,38) - The Exodar

* Horde - Jo'mah (56,46) - Orgrimmar

* Horde - Margaux Parchley (61,57) - Undercity

* Horde - Poshken Hardbinder (28,20) - Thunder Bluff

* Horde - Zantasia (28,20) - Silvermoon City


1-375 Trainers

* Alliance - Michael Schwan (53,65) - Honor Hold, Hellfire Peninsula

* Horde - Neferatti (52,36) - Thrallmar, Hellfire Penninsula


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 Post subject: Re: Inscription Guide
PostPosted: Tue Oct 14, 2008 8:58 am 
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Herbs you will need to Level to 350
You will need the following list of herbs to level to 350 quickly. For each category, you can use any combination of the herbs listed. As an example, to get all the herbs required to make all the Alabaster Pigment we need, you can use 60xPeacebloom, 70xSilverleaf and 10xEarthroot to reach the requirement. If you are buying herbs, buy the cheapest combination of herbs for the pigment category, just be sure that they are in multiples of 5 since Milling takes 5 at a time.

You will need:
Alabaster Pigment Category - 140 x Peacebloom / Silverleaf / Earthroot
Dusky Pigment Category - 70 x Mageroyal / Briarthorn / Swiftthistle / Bruiseweed / Stranglekelp
Golden Pigment Category - 270 x Grave Moss / Wild Steelbloom / Kingsblood / Liferoot
Emerald Pigment Category - 250 x Fadeleaf / Goldthorn / Khadgar's Whisker / Winterbite
Violet Pigment Category - 250 x Firebloom / Purple Lotus / Arthas' Tears / Sungrass / Blindweed / Ghost Mushroom / Gromsblood
Silvery Pigment Category - 200 x Golden Sansam / Dreamfoil / Mountain Silversage / Plaguebloom / Ice Cap
Nether Pigment Category - 240 x Felweed / Dreaming Glory / Terocone / Ragveil / Ancient Lichen / Mana Thistle / Netherbloom / Nightmare Vine

Once milled, the above list creates:
70 x Alabaster Pigment
40 x Dusky Pigment, ~5 x Verdant Pigment
160 x Golden Pigment, ~20 x Burnt Pigment
150 x Emerald Pigment, ~20 x Indigo Pigment
150 x Violet Pigment , ~20 x RubyPigment
120 x Silvery Pigment Category, ~15 x SapphirePigment
140 x Nether Pigment , ~15 x Ebon Pigment

Leveling Inscription to 350
1-18: Mill 20xAlabaster Pigment and create 20xIvory Ink
19-35: Use the 20xIvory Ink and 20xLight Parchment (purchased from Inscription Supplier) to create 20xScroll of Stamina, Scroll of Spirit or Scroll of Intellect
36-55: Mill 50xAlabaster Pigment and create 25xMoonglow Ink
56-75: Train Journeyman Scribe and all other available recipies. Use 20xMoonglow Ink and 20xLight Parchment to create 20xArmor Vellum
76-80: Train Minor Inscription Research and all other available recipies. Use 1xMoonglow Ink and 2xLight Parchment for Minor Inscription Research. Mill 40xDusky Pigment and create 20xMidnight Ink
81-85: Create any orange skill Glyphs until you hit skill 85
85: I train all new recipies and create as many Hunter's Ink as possible using Verdant Pigment milled from earlier, typically it will give you another 5 skill, consider these bonus skill points.
85-90: Create any orange skill Glyphs until you hit skill 90
91-100: Train all new available recipies. Create any orange skill Glyphs until you hit skill 100
101-105: Train all new available recipies. Mill 160xGolden Pigment and create 80xLion's Ink
106-110: The new Glyphs you create will use 1xLion's Ink and 1xCommon Parchment. Train all new available recipies and create any orange skill Glyphs until you hit skill 110.
110: I train all new recipies and create as many Mysterious Tarot as possible using the Hunter's Ink created earlier, typically it will give you another 5 skill, consider these bonus skill points
110-120: Train all new available recipies. Create any orange skill Glyphs until you hit skill 115. Train again and Create any orange skill Glyphs until you hit skill 120.
121-125: The new Glyphs you create will use 2xLion's Ink and 1xCommon Parchment. Train all new available recipies and create any orange skill Glyphs until you hit skill 125.
125: Train Expert Scribe and all available recipies.Make as many Dawnstar Ink using all your Burnt Pigment. Use all your Dawnstar Ink to create Strange Tarot. This will typically yield another 10-15 skill points, consider these bonus skill points.
126-145: Train all new available recipies each time you get 5 skill points. Create any orange skill Glyphs until you hit skill 145.
146-150: Train all new available recipies. Create any yellow skill Glyphs until you hit skill 150. This will take between 10-14xLion's Ink to complete.
150-155: Train all new available recipies. Mill 150xEmerlad Pigment and create 75xJadefire Ink
155-175: Train all new available recipies each time you get 5 skill points. Create any orange skill Glyphs until you hit skill 175.
175: Train all available recipies. Make as many Royal Ink using all your Indigo Pigment. Use all your Royal Ink to create Arcane Tarot. This will typically yield another 10-15 skill points, consider these bonus skill points.
175-195 :The new Glyphs you create will use 2xRoyal Ink and 1xCommon Parchment. Train all new available recipies each time you get 5 skill points and create any orange skill Glyphs until you hit skill 195.
195-200: Train all new available recipies and Create any yellow skill Glyphs until you hit skill 200. This will take between 10-14xRoyal Ink to complete.
201-205: Train Artisan Scribe and all available recipies. Mill 150xViolet Pigment and create 75xCelestial Ink
206-225: Train all new available recipies each time you get 5 skill points. Create any orange skill Glyphs until you hit skill 225.
225: Train all available recipies. Make as many Fiery Ink using all your Ruby Pigment. Use all your Fiery Ink to create Shadowy Tarot. This will typically yield another 10-15 skill points, consider these bonus skill points.
225-245: The new Glyphs you create will use 2xCelestial Ink and 1xHeavy Parchment
Train all new available recipies each time you get 5 skill points. Create any orange skill Glyphs until you hit skill 245.
246-250: Train all new available recipies and create any yellow skill Glyphs until you hit skill 250. This will take between 10-14xCelestial Ink to complete.
251-255: Train all available recipies. Mill 120xSilvery Pigment and create 60xShimering Ink
256-275: Train all available recipies now and every 5 skill points. Create any orange skill Glyphs or Scrolls until you reach 275 skill.
275: Train Master Scribe and all available recipies. Make as many Ink of the Sky using all your Sapphire Pigment. This will typically yield another 10-15 skill points, consider these bonus skill points.
276-290: Train all available recipies now and every 5 skill points and create any orange skill Glyphs or Scrolls until you reach 290 skill.
291-295: Train all available recipies and create any yellow skill Glyphs until you reach 295 skill. This will take between 5-7xShimmering Ink to complete.
296-300: Here you will run into problems, anything at this point that will give an easy skillup will require Ethereal Ink which you can't create yet. If you know a higher level Inscriber, have them make you 5xEthereal Ink with your materials, otherwise you will need to create using green skill Glyphs until you reach 300 skill. This will take between 15-20xShimmering Ink to complete.
301-305: Train all available recipies. Mill 140xNether Pigment and create 70xEthereal Ink
306-325: Train all available recipies now and every 5 skill points. Create any orange skill Glyphs or Scrolls until you reach 325 skill.
325: Make as many Darkflame Ink using all your Ebon Pigment. This will typically yield another 5 skill points, consider these bonus skill points.
326-350: The new Glyphs you create will use 2xEthereal Ink and 1xResilient Parchment. Train all new available recipies each time you get 5 skill points. Create any orange skill Glyphs until you hit skill 350.

Unless you have gold to burn, I don't suggest leveling to 365 since there is no practical use for it now and it becomes very easy to get to once WotLK comes out, but if you insist...You will need more reagents:
Nether Pigment Category - 240 x Felweed / Dreaming Glory / Terocone / Ragveil / Ancient Lichen / Mana Thistle / Netherbloom / Nightmare Vine

350: Mill 140xNether Pigment and create 70xEthereal Ink
351-355: Create any orange skill Glyphs until you hit skill 355.
356-360: Create any yellow skill Glyphs until you hit skill 360. This will take between 10-14xEthereal Ink to complete.
360-365: Create any yellow skill Glyphs until you hit skill 360. This will take between 30-40xEthereal Ink to complete.


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 Post subject: Re: Inscription Guide
PostPosted: Tue Oct 14, 2008 8:59 am 
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These are all available Glyphs in Patch 3.0.2.
Major Glyphs are all trainable, Minor Glyphs are found by Minor Inscription Research (20 hour cooldown)

Druid
Major Glyphs
Frenzied Regeneration - While Frenzied Regeneration is active, healing effects on you are 20% more powerful.
Rake - Your Rake ability prevents targets from fleeing.
Shred - Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.
Insect Swarm - Increases the damage of your Insect Swarm ability by 30%, but it no longer affects your victim's chance to hit.
Rebirth - Increases the amount of health on a character brought back to life via Rebirth by 100%.
Rip - Increases the duration of your Rip ability by 4 sec.
Starfire - Your Starfire ability increases the duration of your Moonfire effect on the target by 3 sec.
Moonfire - Increases the periodic damage of your Moonfire ability by 75%, but initial damage is decreased by 90%.
Entangling Roots - Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.
Healing Touch - Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by 25%, and the amount healed by 50%.
Maul - Your Maul ability now hits 1 additional target.
Rejuvenation - While your rejuvenation targets are below 50% health, you will heal them for an additional 50% health.
Wrath - Increases the chance you'll resist spell interruption when casting your Wrath spell by 50%.

Minor Glyphs
Aquatic Form - Increases your swim speed by 50% while in Aquatic Form.
Challenging Roar - Reduces the cooldown of your Challenging Roar ability by 30 sec.
Dash - Reduces the cooldown of your Dash ability by 20%.
Wild - Mana cost of your Mark of the Wild and Gift of the Wild spells reduced by 50%.
Thorns - Increases the duration of your Thorns ability by 50 min when cast on yourself.
Unburdened Rebirth - Your Rebirth spell no longer requires a reagent.

Hunter
Major Glyphs
Frost Trap - Increases the radius of the effect from your Frost Trap by 2 yards.
Rapid Fire - Increases the haste from Rapid Fire by an additional 8%.
Aimed Shot - Reduces the mana cost of your Aimed Shot ability by 20%.
Deterrence - Decreases the cooldown of Deterrence by 20 sec.
Disengage - Decreases the cooldown of Disengage by 5 sec.
Freezing Trap - When your Freezing Trap breaks, the victim's movement speed is reduced by 30% for 4 sec.
Multi-Shot - Decreases the cooldown of Multi-Shot by 1 sec.
Immolation Trap - Decreases the duration of the effect from your Immolation Trap by 6 sec., but damage while active is increased by 100%.
Arcane Shot - Your Arcane Shot refunds 20% of its mana cost if the target has one of your Stings active on it.
Hunter's Mark - Increases the attack power bonus of your Hunter's Mark by 20%.
Aspect of the Monkey - While Aspect of the Moneky is active, each time you dodge you gain 30% increased movement speed for 6 sec.
Serpent Sting - Increases the duration of your Serpent Sting by 3 sec.

Minor Glyphs
Feign Death - Reduces the cooldown of your Feign Death spell by 5 sec.
Mend Pet - Your Mend Pet spell increases your pet's happiness slightly.
Possessed Strength - Increases the damage your pet inflicts while using Eyes of the Beast by 50%.
Revive Pet - Reduces the pushback suffered from damaging attacks while casting Revive Pet by 100%.
Scare Beast - Reduces the pushback suffered from damaging attacks while casting Scare Beast by 75%.
Pack - Increases the range of your Aspect of the Pack ability by 15 yards.

Mage
Major Glyphs
Arcane Power - Increases the duration of Arcane Power by 3 sec.
Mage Armor - Your Mage Armor spell grants an additional 20% mana regeneration while casting.
Ice Block - Your Frost Nova cooldown is now reset every time you use Ice Block.
Mana Gem - Increases the mana recieved from using a mana gem by 10%.
Blink - Increases the distance you travel with the Blink spell by 5 yards.
Evocation - Your Evocation ability also causes you to regain 60% of your health over its duration.
Icy Veins - Your Icy Veins ability also removes all movement slowing and cast time slowing effects.
Improved Scorch - The Improved Scorch talent now generates 3 applications of the Improved Scorch effect each time Scorch is cast.
Arcane Explosion - Reduces mana cost of Arcane Explosion by 10%.
Frost Nova - Your Frost Nova targets can take an additional 20% damage before the Frost Nova effect automatically breaks.
Ice Armor - Your Ice Armor and Frost Armor spells grant an additional 20% armor and resistance.
Arcane Missiles - Increases the range of Arcane Missiles by 5 yards.

Minor Glyphs
Arcane Intellect - Reduces the mana cost of your Arcane Intellect and Arcane Brilliance spells by 50%.
Fire Ward - You have an additional 5% chance to reflect Fire spells while your Fire Ward is active.
Frost Armor - Increase the duration of your Frost Armor and Ice Armor spells by 30 min.
Frost Ward - You have an additional 5% chance to reflect Frost spells while your Frost Ward is active.
Slow Fall - Your Slow Fall spell no longer requires a reagent.
Penguin - Your Polymorph: Sheep spell polymorphs the target into a penguin instead.

Paladin
Major Glyphs
Cleansing - Reduces the mana cost of your Cleanse and Purify spells by 20%.
Consecration - Increases the duration and cooldown of Consecration by 2 sec.
Crusader Strike - Your Crusader strike deals 20% more damage when your target is incapacitated or stunned.
Exorcism - Your Exorcism also interrupts spellcasting for 2 sec.
Flash of Light - Your Flash of Light heals for 50% less initially, but also heals for 140% of its inital effect over 12 sec.
Seal of Command - Increases the chance of dealing Seal of Command damage by 20%.
Righteous Defense - Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
Spiritual Attunement - Increases the amount of mana gained from your Spiritual Attunement spell by an additional 2%.
Lay on Hands - Your Lay on Hands also grants you as much mana as it grants your target.
Hammer of Justice - Increases your Hammer of Justice duration by 1 sec.
Judgement - Your Judgements deal 10% more damage.
Holy Light - Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 100 yds of the initial target.

Minor Glyphs
Blessing of Kings - Reduces the mana cost of your Blessing of Kings and Greater Blessing of Kings spells by 50%.
Blessing of Might - Increases the duration of your Blessing of Might spell by 20 min when cast on yourself.
Blessing of Wisdom - Increases the duration of your Blessing of Wisdom spell by 20 min when cast on yourself.
Lay on Hands - Increases the mana restored by your Lay on Hands spell by 20%.
Sense Undead - Damage against Undead increased by 1% while your Sense Undead ability is active.
Wise - Reduces the mana cost of your Seal of Wisdom spell by 50%.

Priest
Major Glyphs
Fear Ward - Reduces cooldown and duration of Fear Ward by 30 sec.
Flash Heal - Reduces the mana cost of your Flash Heal by 10%.
Holy Nova - Your Holy Nova spell heals for an additional 40%, but deals 40% less damage.
Mind Flay - Increases the range of your Mind Flay spell by 10 yards, but it no longer reduces the target's movement speed.
Dispel Magic - Your Dispel Magic spell also heals your target for 6% of maximum health.
Psychic Scream - Increases the duration of your Psychic Scream by 1 sec.
Inner Fire - Increases the charges on your Inner Fire spell by 20.
Fade - Increases the duration and cooldown of your Fade spell by 50%.
Renew - Reduces the duration of your Renew by 3 sec. but increases the amount healed each tick by 25%.
Power Word: Shield - Your Power Word: Shield also heals the target for 20% of the absorption amount.
Shadow Word: Pain - Reduces the mana cost of your Shadow Word: Pain spell by 20%.
Smite - Increases the chance you'll resist spell interruption when casting your Smite spell by 50%.

Minor Glyphs
Fading - Reduces the mana cost of your Fade spell by 30%.
Fortitude - Reduces the mana cost of your Power Word: Fortitude and Prayer of Fortitude spells by 50%.
Levitate - Your Levitate spell no longer requires a reagent.
Shackle Undead - Increases the range of your Shackle Undead spell by 5 yards.
Shadowfiend - Receive 5% of your maximum mana if your Shadowfiend dies from damage.
Shadow Protection - Increases the duration of your Shadow Protection and Prayer of Shadow Protection spells by 10 min.

Rogue
Major Glyphs
Ambush - Increases the range on Ambush by 5 yards.
Expose Armor - Increases the duration of Expose Armor by 10 sec.
Feint - Reduces the energy cost of Feint by 10.
Garrote - Reduces the duration of your Garrote ability by 3 sec and increases the total damage it deals by 20%.
Sap - Increases the duration of Sap by 10 sec.
Slice and Dice - Increases the duration of Slice and Dice by 3 sec.
Sprint - Decreases the cooldown of Sprint by 60 sec.
Evasion - Increases the duration of Evasion by 5 sec.
Gouge - Reduces the energy cost of Gouge by 10.
Backstab - Increases the damage dealt by Backstab to stunned and incapacitated targets by 20%.
Eviscerate - Increases the critical strike chance of Eviscerate by 10%.
Sinister Strike - Your Sinister Strike critical strikes have a 40% chance to add an additional combo point.

Minor Glyphs
Blurred Speed - Enables you to walk on water while your Sprint ability is active.
Distract - Increases the range of your Distract ability by 5 yards.
Pick Lock - Reduces the cast time of your Pick Lock ability by 75%.
Pick Pocket - Increases the range of your Pick Pocket ability by 5 yards.
Safe Fall - Increases the distance your Safe Fall ability allows you to fall without taking damage.
Vanish - Increases your movement speed by 30% while the Vanish effect is active.


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 Post subject: Re: Inscription Guide
PostPosted: Tue Oct 14, 2008 8:59 am 
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Shaman
Major Glyphs
Earthliving Weapon - Increases the chance for your Earthliving weapon to trigger by 5%.
Windfury Weapon - The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.
Frost Shock - Increases the duration of your Frost Shock by 2 sec.
Healing Stream Totem - Your Healing Stream Totem heals for an additional 20%.
Lesser Healing Wave - Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield.
Water Mastery - Increases the passive mana regeneration of your Water Shield spell by 30%.
Fire Nova Totem - Increases the radius of Fire Nova Totem's effect by 2 yards.
Flame Shock - Increases the duration of your Flame Shock ability by 3 sec.
Flametongue Weapon - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
Strength of Earth Totem - Your Strength of Earth Totem also grants 1% melee and ranged critical strike chance.
Lightning Shield - Increases the damage from Lightning Shield by 20%.
Lightning Bolt - Reduces the cost of your Lightning Bolt ability by 10%.

Minor Glyphs
Astral Recall - Cooldown of your Astral Recall spell reduced by 2.5 min.
Ghost Wolf - Your Ghost Wolf form regenerates an additional 1% of your maximum health every 5 sec.
Renewed Life - All stats increased by 5% for 1 min when you Reincarnate.
Water Breathing - Your Water Breathing spell no longer requires a reagent.
Water Shield - Increases the number of charges on your Water Shield spell by 1.
Water Walking - Your Water Walking spell no longer requires a reagent.

Warlock
Major Glyphs
Banish - Increases the duration of your Banish by 5 sec.
Succubus - Increases the duration of your Succubus's Seduction by 3 sec.
Shadowburn - Increases the critical strike chance of Shadowburn by 20% when the target is below 35% health.
Searing Pain - Increases the critical strike bonus of your Searing Pain by 20%.
Soulstone - Increases the amount of health you gain from resurrecting via your Soulstone by 300%.
Health Funnel - Increases the chance you'll resist spell interruption when channeling your Health Funnel spell by 100%.
Healthstone - You receive 30% more healing from using a healthstone.
Voidwalker - Increases your Voidwalker's total Stamina by 20%.
Fear - Increases the damage your Fear target can take before the Fear effect is removed by 20%.
Imp - Increases the damage done by your Imp's Firebolt spell by 10%.
Corruption - You Corruption spell has a 4% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.
Shadow Bolt - Reduces the mana cost of your Shadow Bolt by 10%.

Minor Glyphs
Curse of Exhaustion - Increases the range of your Curse of Exhaustion spell by 5 yards.
Drain Soul - Your Drain Soul ability occasionally creates an additional soul shard.
Enslave Demon - Reduces the cast time of your Enslave Demon spell by 50%.
Kilrogg - Increases the movement speed of your Eye of Kilrogg by 50% and allows it to fly in areas where flying mounts are enabled.
Souls - Your Ritual of Souls spell no longer requires a Soul Shard.
Unending Breath - Increases the swim speed of targets affected by your Unending Breath spell by 20%.

Warrior
Major Glyphs
Whirlwind - Increases the number of targets your Whirlwind ability hits by 1.
Sweeping Strikes - You generate 30 rage over 12 sec when you use your Sweeping Strikes ability.
Execution - Your Execute ability deals damage as if you had 10 additional rage.
Cleaving - Reduces the rage cost of Cleave by 5.
Barbaric Insults - Your Mocking Blow ability also taunts the target.
Revenge - After using Revenge, your next Heroic Strike costs no rage.
Overpower - Adds a 50% chance to enable your Overpower when your attacks are parried.
Sunder Armor - Your Sunder Armor ability affects a second nearby target.
Hamstring - Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec.
Rapid Charge - Reduces the cooldown of your Charge ability by 20%.
Rending - Increases the duration of your Rend ability by 3 sec.
Heroic Strike - You gain 10 rage when you critically strike with your Heroic Strike ability.

Minor Glyphs
Battle - Increases the duration of your Battle Shout ability by 1 min.
Bloodrage - Reduces the health cost of your Bloodrage ability by 50%.
Charge - Increases the range of your Charge ability by 5 yards.
Enduring Victory - Increases the window of opportunity in which you can use Victory Rush by 5 sec.
Mocking Blow - Increases the damage of your Mocking Blow ability by 25%.
Thunder Clap - Increases the radius of your Thunder Clap ability by 2 yards.


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