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Thursday, September 30, 2010

Cataclysm warrior glyphs.

One of the largest changes for Cataclysm was going to be the glyph interface. Along with some cosmetic changes to the way they looked in your spellbook, many of the glyphs themselves were going to change quite dramatically to match the new abilities for the expansion. Some have been changed, some have been added and some have been gotten rid of outright.

And to keep my readers (are there any?) happy, here is a list of the Prime, Major and Minor warrior glyphs as they stand. Remember, you will be able to choose three of each glyph when you hit level 85.

Prime Glyphs

Bloodthirst: Increases the damage of Bloodthirst by 10%.
Devastate: Increases the critical strike chance of Devastate by 5%.
Mortal Strike: Increases the damage of Mortal Strike by 10%.
Slam: Increases the critical strike chance of Slam by 5%.
Bladestorm: Reduces the cooldown on Bladestorm by 15 seconds.
Overpower: Increases the damage of Overpower by 10%.
Raging Blow: Increases the critical strike chance of Raging Blow by 5%.
Revenge: Increases the damage of Revenge by 10%.
Shield Slam: Increases the damage of Shield Slam by 10%.

Major Glyphs

Long Charge: Increases the range of your Charge ability by 5 yards.
Shield Wall: Shield Wall now reduces damage by 60%, but it’s cooldown is increased by 2 minutes.
Thunder Clap: Increases the range of your Thunder Clap by 2 yards.
Cleaving: Increases the number of targets your Cleave hits by 1.
Colossus Smash: Your Colossus Smash refreshes the stack of Sunder Armor on a target.
Death Wish: Death Wish no longer increases damage taken.
Heroic Throw: Your Heroic Throw applies a stack of Sunder Armor.
Intercept: Increases the duration of your Intercept stun by 1 (presumed) second.
Intervene: Increases the number of attacks you intercept on your Intervene target by 1.
Piercing Howl: Increases the radius of Piercing Howl by 50%.
Rapid Charge: Reduces the cooldown of your Charge ability by 7%.
Resonating Power: Reduces the rage cost of your Thunder Clap ability by 5.
Shockwave: Reduces the cooldown on Shockwave by 3 seconds.
Spell Reflection: Reduces the cooldown on Spell Reflect by 1 second.
Sunder Armor: Your Sunder Armor ability affects a second nearby target.
Sweeping Strikes: Reduces the rage cost of your Sweeping Strikes ability by 100%.
Victory Rush: Increases the total healing provided by your Victory Rush by 50%.

Minor Glyphs

Battle: Increases the duration by 2 minutes, and area of effect by 50% of your Battle Shout.
Berserker Rage: Berserker Rage generates 5 rage when used.
Command: Increases the duration by 2 minutes, and area of effect by 50% of your Commanding Shout.
Bloody Healing: Increases the healing you receive from Bloodthirst by 100%.
Demoralizing Shout: Increases the duration by 15 seconds, and area of effect by 50% of your Demoralizing Shout.
Enduring Victory: Increases the window of opportunity in which you can use Victory Rush by 5 seconds.
Furious Sundering: Reduces the cost of Sunder Armor by 50%.
Intimidating Shout: Targets of your Intimidating Shout no longer move faster when feared.

And that’s your lot. As you know, all of this comes with the usual beta caveat of “subject to change” - but I’d imagine this is around 85% right for what we’re going to be seeing in Cataclysm.

As for Protection warriors, here’s what you’re looking at:

Prime: Revenge, Shield Slam and Devastate.
Major: Long Charge, Shield Wall, Thunder Clap, Cleaving, Heroic Throw, Intervene, Rapid Charge, Resonating Power, Shockwave, Spell Reflection, Sunder Armor and Victory Rush.
Minor: Command, Demoralizing Shout, Enduring Victory, Furious Sundering and Intimidating Shout.

Your Prime glyphs are no-brainers really, and there is no choice at the moment. As a result, I’d expect to see something else in the way of Prime glyphs. There is, however, a heap of choices when you start looking at Major glyphs and that’s where most of the customization is going to come in; much of it dependent on spec. Lastly, the Minor glyphs are “QoL” at best and will have very limited impact on how you play.

Enjoy. :)

3 comments:

  1. The minor glyphs aren't that bad - intimidating shout makes our fear better in a world where we are assured that CC is going to be important, while I quite like enduring victory for levelling and in conjunction with the other victory rush buffs via the major glyphs and the war academy talent.

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  2. You don't have to sell me on Victory Rush come raiding in Cataclysm. With health pools over 100k, we're looking at an absolute pile of healing coming our way for picking up those points and using them intelligently.

    As for Intimidating Shout... I'm old fashioned. I liked it the way it was; potentially a life saver, but typically the cause of further mayhem.

    That's my kind of ability. >:)

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  3. Anonymous28/11/10

    Zell,

    I've been following your blog here for a few weeks and loving it!

    Thanks so much for keeping this up to date. I'll be honest, I previously was a well geared tank, but coming back, to 4.0 I find myself struggling with glyphs, and rotation as a protection warrior. Is there any chance you'll put together a guide/tutorial, heck, even a video to assist us?!

    Thanks!

    ReplyDelete