Like the runes we confer extraordinary powers, the glyphs are characters that, once enrolled in our spellbook we can make the best of our abilities favorites! So after the talent, now go to glyphs!
Interlude to take stock of our beautiful language: as you've probably noticed, many people involved as the forums, talk about using "the glyph thing". Well no! NO unbelievers Glyph is a masculine name, and although everyone has decided to feminize (Probably because it is close to the concept of rune, recurrent word-and female-in this extension), glyph is a masculine name. Evidence on Wikipedia (I'll spare you a list of links for major skeptics, Google is your friend).
* cough *
back to our sheep. So my proposal to ask about the glyphs.
Glyphs Primordial:
They improve your techniques so special gross. No mechanical fun for this type of glyph, but in general, they are indispensable as your abilities improve significantly the most common.
In my opinion, the first two will be nobrainers. Then it's a matter of taste.
Major Glyphs:
They are those that enhance your special techniques so often original, or at least worked more than a gross percentage.
Tata glounette, why do not you advise the glyph of pesticides in dungeon? legitimate questions! But from my experience of dungeons 85 (during the beta Cataclysm), this glyph is a tendency to break the CC going to ask diseases on targets distant from the fray, but not enough. If a mob has to be filled, it must be within near you!
Minor Glyphs:
They propose improvements considered convenient or pleasant. Apart from the first one I list, none is really necessary so you are free to take what you want.
And of course, do not forget your dust evanescent order to change the glyph at any time (for example, between battles, if necessary). Your ability to change configurations according to the meeting (if necessary) is part of what differentiates a good tank through the tank!
Interlude to take stock of our beautiful language: as you've probably noticed, many people involved as the forums, talk about using "the glyph thing". Well no! NO unbelievers Glyph is a masculine name, and although everyone has decided to feminize (Probably because it is close to the concept of rune, recurrent word-and female-in this extension), glyph is a masculine name. Evidence on Wikipedia (I'll spare you a list of links for major skeptics, Google is your friend).
* cough *
back to our sheep. So my proposal to ask about the glyphs.
Glyphs Primordial:
They improve your techniques so special gross. No mechanical fun for this type of glyph, but in general, they are indispensable as your abilities improve significantly the most common.
In my opinion, the first two will be nobrainers. Then it's a matter of taste.
- Glyph of Rune Strike : As your technique more aggrogène, a boost of 10% above criticism is welcome!
- Strike Glyph of the Heart : Boost your damage (and your aggro, so) on the attack, which will be used mainly aggrogène mode. A bonus damage worth taking, competition is weak! ^ _ ^
- Glyph of Death Strike : To boost the damage done by this attack role curative / preventive (as the Death Strike heals and puts a shield ). It is not necessarily profitable to bottom according to the ability to generate PR. I do not really recommend it because if you often have a lot of PR is that there is something to revisit in order of priority. That said, this is not an aberrant choice if you prefer!
- Glyph of Death and Decay : To bring to 15 seconds uptime of this spell. Situational glyph for raiding, but not to neglect in case of need! Very useful in times of farm hero.
- Glyph of Death Coil : It will mainly serve to boost care of your Death Coil (under Lichborne ) when you have a template raid. Comes at the expense of a little aggro, which is not very serious! A glyph!
Major Glyphs:
They are those that enhance your special techniques so often original, or at least worked more than a gross percentage.
- Dancing Rune Weapon Glyph : Very good glyph, especially in dungeon! It provides a boost to your insane aggro. This can vary depending on the fight, but use the Dancing Rune Weapon the sweater is coupled to the glyph, a good idea!
- Glyph of Pestilence : Not great. It may just make you break the mobs controlled CDs! ^ ^
- Glyph of Rune Login: Glyph not essential but may prove to be a significant help! On fights where damage zone are important (uh, all those Cata wholesale?), or where the other tanks not eat too poorly, it will seriously consider activate!
- Glyph of Vampiric Blood : This is pretty shrewd ... Already, one must understand that if the glyph, your Vampiric Blood does not grant you any longer PV more, but can boost the care received by 40% (= 25% base + 15% of the glyph). In my opinion, its use will depend on the boss: if it makes you so badly that share your life in a few shot (OS or not far), you will need the PV offered without glyph. Otherwise, in all other cases, The bonus to care is more interesting because it s'impactera on all healers (facilitating their tasks) as well as your art (including Shield Blood , improving your mitigation). Personally, I recommend it (even remove it for the fight where it can be problematic).
- Glyph of Anti-Magic Shell : Glyph somewhat situational, but do not overlook! On fighting high dominance magic, it can be lifesaving. Especially if the damage is not to absorb a spike high damage (dragon breath, typically), but magic damage spread over a certain duration. Config in raid, I prefer to that of Dancing Rune Weapon, having said that!
- Glyph of Bone Shield : Glyph also very situational, but should not be overlooked either! On fights where mobility is essential for survival, replacing a less useful glyph (the Rune Weapon, for example, if you are able to keep aggro level, Login otherwise) by the latter can be very useful. Therefore, your Bone Shield should be used more as a mini-sprint and as defensive CD (but if you can combine the two, Alleluia!).
- Glyph of Blood Boil : Not exactly ultimate, but you can make it easier on the trash in dungeons.
Tata glounette, why do not you advise the glyph of pesticides in dungeon? legitimate questions! But from my experience of dungeons 85 (during the beta Cataclysm), this glyph is a tendency to break the CC going to ask diseases on targets distant from the fray, but not enough. If a mob has to be filled, it must be within near you!
Minor Glyphs:
They propose improvements considered convenient or pleasant. Apart from the first one I list, none is really necessary so you are free to take what you want.
- Glyph of Drain Bloody : It's stupid, but on the principle, as a tank, it's still not very classy to intentionally inflict damage! ^ _ ^
- Glyph of Horn of Winter : Now, the horn starts even though a lot "more powerful" is more active. So in all cases you will receive RA. This glyph is somewhat helpful, but if you want to bother you in single player. Personally, I do not wear it. =)
- Glyph of Frost Passage: Nice daily to cushion the falls, and surprisingly useful on some fights where the bosses are fun to send you waltzing in height!
- Glyph of Resistant Grip: Allows you to "recover" your Death Grip if the target is, for example, rootée a Druid. Limited interest, in my opinion.
- Glyph of Raise Ally : This is clearly oriented PvP, but if your fellow raid dungeons and know how to use them as a ghoul wisely, why not use that glyph?
And of course, do not forget your dust evanescent order to change the glyph at any time (for example, between battles, if necessary). Your ability to change configurations according to the meeting (if necessary) is part of what differentiates a good tank through the tank!
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