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Inscriptions and DruidsFollow

#1 Oct 09 2008 at 7:14 AM Rating: Decent
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So I was spending a little time investigating this inscription thing as I make a plan to rework my alts and their professions (a rogue with tailoring doesn't make sense when I have a mage with gathering profs). I see this link to a guide and check it out. What I see is that this guide was apparently made with stuff for Druids and frankly I like what I see.

I didn't really think the inscription would have too much effect on Druids, maybe Boomkins but not all of us. I understand that things may change a little, but I can't imagine huge changes removing all of these.

This with the weapon proc and shape shifted drinking makes me more and more excited about the Xpac.

Edit: I just checked out the thottbot Inscription list. Looks nice. I had thought it was supposed to be more for spell classes not all classes (hence my surprise above.)

Edited, Oct 9th 2008 11:22am by SumDuud
#2 Oct 09 2008 at 7:30 AM Rating: Decent
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304 posts
Well, i'm mainly going inscription on my druid (soon main) because of the different model changes, pairing up with my brother's enchanting mage and mostly because there's always something that we can probably use off of it.

You can probably have a better look at them from here, Druid Glyphs
Edit: Seems like you checked another list while I was posting :x, but anyway, there's mine too!

Edited, Oct 9th 2008 11:24am by Manikku
#3 Oct 09 2008 at 9:38 AM Rating: Good
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1,764 posts
Major Glyphs

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Balance
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Glyph of Entangling Roots - 20% more damage before Entangling Roots breaks. Good for solo, not sure how it will work out for using Entangling Roots for CC in instances.

Glyph of Hurricane - Hurricane now also reduces movement speed by 20%. Not sure what to think, Hurricane is going from a 1 min CD to no CD, so this might be nice. Then again, there's probably a mage around to just nova on the AoE pulls, and any tank should be able to hold aggro on all the mobs.

Glyph of Insect Swarm - 30% more damage, but no increase in mob miss %. I like mobs missing, but I'm a tank or healer. If someone else is bringing this buff to the raid, it's a nice DPS increase.

Glyph of Moonfire - 90% less initial damage, 75% more damage for each tick. Good if you're not using MF spam to chase down someone running away.

Slyph of Starfall - New spell, haven't seen enough of it to know how it works.

Glyph of Wrath - 50% resist pushback. With this and Nature's Focus, you're immune to pushback on Wrath. Without this, you're adding up to .3 sec to a 1.5 sec cast (talented, no haste). That's a 17% loss in DPS (if you're taking constant damage).

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Feral Combat
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Glyph of Frenzied Regeneration - Actually makes Frenzied Regen worth using. +20% healing recieved for a tank? How awesome is this, even if it is on a longish (3 min) CD and only for 10 sec AND a 100 rage dump.

Glyph of Growl - Growl hits 8% more often. You might need the hit % for leveling instances, but we're using rogue gear for most of our slots. Rogue raid-quality gear is loaded with hit rating.

Glyph of Mangle - Increases the duration of the mangle debuff by 6 sec. Good for DPS cats, less energy spent refreshing the debuff is more energy for Shreds. Only take if you don't have a feral druid tank or Arms warrior, though.

Glyph of Maul - Maul now hits 1 additional target. Warrior Cleave, but less rage and more threat. It's probably good for 5-mans and when you're over-geared for a 10-man.

Glyph of Rake - Rake now prevents targets from fleeing. Good for leveling, maybe good for 5-mans. I don't remember the last time I saw raid trash try to run away.

Glyph of Rip - Depending on how the change to energy regen works (constant return instead of ticks), this might help rotations now that we have Savage Roar to keep up and FB might actually not suck. Or it might just result in wasted combo points.

Glyph of Shred - +20% Shred damage to stunned and incapacitated targets. Good for solo for Pounce > Mangle > Shred x2. Most raid mobs are immune to stuns and incapacitates. Also has some synergy with Feral Charge (Cat).

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Restoration
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Glyph of Healing Touch - Cast time reduced by 1.5 sec, mana cost reduced by 25%, healing reduced by 50%. Wait, 50% healing at 75% of the cost? And aren't we getting Nourish for a fast-casting heal?

Glyph of Innervate - 20% Innervate effect on the caster in addition to the innervate effect on the target. That means 480% mana regen if you innervate yourself, or 80% if you use it on the holy priest. In BC, innervate is already a full mana bar, so the extra regen would be wasted if you innervate yourself. If you're always using it on someone else, you're finally getting something out of it.

Glyph of Lifebloom - increases duration by 1 sec. If rolling lifeblooms is still good in WotLK, this combined with Gift of the Earth Mother and Nature's Splendor will let you roll 7 or 8 lifeblooms, depending on latency.

Glyph of Rebirth - double health back to the target when you BR them. That might help on AoE fights where a BR is just a good way to get someone killed again when they accept.

Glyph of Regrowth - 20% more healing if you drop Regrowth again before the first one expires. I'm not sure how important this will be with Nourish, have to wait until I can play around with it in the expansion.

Glyph of Rejuvenation - 50% more healing from Rejuv when the target is below 50% health. For a hot healer, letting your target get below 50% health in the first place is a bad thing. Might have interesting synergy with Swiftmend.

Glyph of Swiftmend - Swiftmend no longer consumes a Regrowth or Rejuv effect. Since Rejuv is consumed first, if you have points in Replenish, you want this glyph.



That's all the major druid glyphs I've seen. There was a glyph for swipe, but it was removed when swipe changed to unlimited targets.

Edited, Oct 10th 2008 10:57am by AstarintheDruid
#4 Oct 09 2008 at 3:36 PM Rating: Decent
weapons will proc "chance on hit" effects in shapeshift? i can drink/eat while shapeshifted now? sweet
#5 Oct 09 2008 at 9:43 PM Rating: Decent
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3,114 posts
AstarintheDruid wrote:
In BC, innervate is already a full mana bar, so the extra regen would be wasted if you innervate yourself.


Not if you're casting when you use it. I know I'll be getting this one as a Moonkin, though to be honest other than Glyph of Roots, none really seem that great to me at all. I'm really jealous of some of the stuff Mages have.
#6 Oct 10 2008 at 7:03 AM Rating: Good
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1,764 posts
Okay, I should have added that that's for me as Resto, where I stack spirit as the "ToL in the MT party" buff. I'll have to see how much spirit regen we have with LK gear before I decide on my glyphs, there's a lot of nice Resto stuff.

That said, I'll still get Innervate as my first or second glyph (damn CoH priests, always running out of mana). Swiftmend, Lifebloom if the spell isn't nerfed into the ground, and probably Rejuv for my 4th, since I'm taking inscription for my profession.
#7 Oct 10 2008 at 7:25 AM Rating: Decent
Two additional things to remember:

1) Having the inscription profession will unlock access to a fourth major glyph on that toon.
2) Scribes will be able to inscribe shoulder armor (self only, armor binds when inscribed)
#8 Oct 10 2008 at 7:28 AM Rating: Decent
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304 posts
THey also make books!
#9 Oct 10 2008 at 9:22 AM Rating: Decent
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284 posts
I believe they had a Major Glyph that added an extra target to swipe that brought it to 4.

Now that swipe has no target limit does anyone know if they are going to change it or are they just tossing that one aside?

edit..

Did they switch it to Maul?



Edited, Oct 10th 2008 10:18am by Cunk
#10 Oct 10 2008 at 10:05 AM Rating: Decent
Cunk wrote:
I believe they had a Major Glyph that added an extra target to swipe that brought it to 4.

Now that swipe has no target limit does anyone know if they are going to change it or are they just tossing that one aside?

edit..

Did they switch it to Maul?


I saw a glyph recently that added an extra target to Maul. Another tool in the multi-mob tanking ************ this case, one that justifies the rage cost of Maul when tanking two targets.
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