Inscription FAQ Guide
August 31, 2008 by Zuggy · 2 Comments
If you’ve been keeping up with all the recent news regarding new professions and inscription then you may have seen some of these days, if not let’s review really quick. Here’s a quick FAQ on inscription so you can get caught up on all the recent news.
- Inscription 101 Information, inscriber’s create glyphs that they can sell to other players. These players put these glyphs into 1 of their 6 glyph sockets. These will augment various skills, abilities, spells, etc. for the playing, making them more powerful.
- Your 6 glyph sockets (which appear in a new spell book page) are split into 2 categories, 3 major and 3 minor glyphs.
- Check this page for a full compiled listing of all known glyphs, WotLK inscription glyphs
- Inscriber’s gather materials for the profession via “milling”. You mill a group of 5 herbs to extra inscription materials, just like jewelcrafters prospect ore.
- Here’s a break down of the level ranges for milling of herbs:
- Inscription 1: Bloodthistle, Earthroot, Mageroyal, Peacebloom, Silverleaf
- Inscription 25: Briarthorn, Bruiseweed, Strangelkelp, Swiftthistle
- Inscription 75: Grave Moss, Kingsblood, Liferoot, Wild Steelbloom
- Inscription 125: Fadeleaf, Goldthorn, Khadgar’s Whisker, Wintersbite
- Inscription 175: Arthas’ Tears, Blindweed, Firebloom, Ghost Mushroom, Gromsblood, Purple Lotus, Sungrass
- Inscription 225: Dreamfoil, Golden Sansam, Icecap, Mountain Silversage, Plaguebloom.
- Inscription 275: All Outland herbs
- Inscription 325: All Northrend Herbs
- Each of the above brackets creates the same inscription materials. For example, briarthorn and swiftthistle will breakdown into the same material since they are both within the level 25 bracket.
- Major glyphs augment combat skills
- Minor glyphs augment non-combat skills (IE, things that will not typically change the outcome of a fight)
If you are even remotely considering going inscription in the expansion now would be an ideal time to purchase your herbs. Currently most of the 1-275 herbs are going to be extremely cheap, so you can pick up everything you’ll need materials wise to easily level your inscription up to 375. If you wait till expansion comes out you might be paying a lot more.
New WotLK Alchemy Transmutes, Diamond and Eternal Transmute Lists
August 31, 2008 by Zuggy · 3 Comments
Well, it was only a matter of time before we finally started seeing some of the new wotlk alchemy transmutes. And not surprisingly these are almost an exact continuation of transmutations seen in the Burning Crusade, very creative with the names blizzard.
- Transmute: Earthsiege Diamond: Transmute the element of fire and gems into a Earthsiege Diamond.
- Transmute: Skyflare Diamond: Transmute the element of air and gems into a Skyflare Diamond.
- Transmute: Eternal Might: Transmute Air, Earth, Fire and Water Eternals into an Eternal Might
In addition to the diamond transmutes we also have the new big commodity item of the expansion, eternals. Eternals in WotLK are basically the same thing as primals in Burning Crusade.
Here’s the list of all the eternal transmutes coming up in WotLK.
- Transmute: Eternal Air to Water
- Transmute: Eternal Fire to Water
- Transmute: Eternal Air to Earth
- Transmute: Eternal Earth to Air
- Transmute: Eternal Earth to Shadow
- Transmute: Eternal Fire to Life
- Transmute: Eternal Life to Fire
- Transmute: Eternal Life to Shadow
- Transmute: Eternal Shadow to Earth
- Transmute: Eternal Shadow to Life
- Transmute: Eternal Water to Air
- Transmute: Eternal Water to Fire
It’s great to finally see the new transmutes, but I’m really interested to see if they are going to offer alchemy something more. Don’t get me wrong, it’s a great profession, but it’s always just been somewhat bland as far as crafting professions are concerned. Hopefully we’ll see some extra additions in the coming weeks.
New WotLK Title, Zuggy the Ambassador!
August 30, 2008 by Zuggy · 7 Comments
So just when I thought the devs and forum pinheads at Blizzard have descended to the realm of complete and utter robots Tigole showed a bit of his human side. An orc hunter by the name of Libzee made this suggestion on the general forums.
There ought to be a title and/or an achievement associated with being exalted with all of your faction’s cities. I know that Blizzard has stated that they want to keep titles pretty exclusive and difficult to achieve, but I think that getting exalted with all 5 factions falls into that category. They already have a title for being exalted with the three PvP factions (Conqueror/Justicar), so why not the city factions? It’s a difficult task to be sure, at least for us old school characters that leveled up before the rep gains were increased so much.
As for suggestions on what the title should be, I was thinking something like Ambassador, or Diplomat, or Consular… something political like that to show off your great standing with all the races.
When I first read the idea I thought..damn, that’s actually a good idea. Something I’ve said about a lot of things in the past several years, though most forum posts like this get the standard blizzard “we’re working on it” / “go away” response and never see the light of day.
But a bit later Tigole responded with an uncharacteristic.
We added an ambassador title per your request.
It was a bit of a shocker, but I guess that’s pretty cool. While it’s a small step I love to see changes like this. It really does give player’s further incentive to always strive to improve their character and attain a greater sense of accomplishment in the progression of its advancement.
New Death Knight Voices
August 30, 2008 by Zuggy · 3 Comments
No class would be complete without it’s own separate voice effects. In this most recent beta build (8885) the death knight voice effect was finally added. It’s a combination of a sinister sounding dry humor…I know, bizarre, but never-the-less they are here. Take a listen below.
Thanks to my friends over at DeathKnight.info who originally posted this video.
WotLK Glyphs Compiled
August 30, 2008 by Zuggy · 6 Comments
For all you guys getting pumped for inscription then you’ll love this. Below is a full listing of all current known glyphs slated to be in Wrath of the Lich King. The compilation below includes glyphs from all wotlk beta builds.
Note: here’s the list of updated warrior glyphs. (they are not listed below)
Druid
- Glyph of the Wild — Your Gift of the Wild spells no longer require a reagent.
- Glyph of Aquatic Form — Increases your swim speed by 20 while in Aquatic Form.
- Glyph of Rebirth — Your Gift of the Wild spells no longer require a reagent.
- Glyph of Challenging Roar — Reduce the cooldown of your Challenging Roar ability by 30 sec.
- Glyph of Thorns — Increases the duration of your Thorns ability by 50 min when cast on yourself.
- Glyph of Natural Force (Class: Druid) – Empowers a Greater Glyph to avoid interruption caused by damage while casting your Wrath spells by 50%.
- Glyph of Moonfire (Class: Druid) – Empowers a Lesser Glyph to reduce the rage cost of your Demoralizing Roar by 20.
- Glyph of Thorns (Class: Druid) – Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%.
- Glyph of Wild Endurance (Class: Druid) – Empowers a Minor Glyph to increase the duration of your Mark of the Wild and Gift of the Wild spells by 30 min.
- Glyph of the White Bear – Changes the appearance of your bear and dire bear forms to that of a polar bear.
- Glyph of Frenzied Regeneration – While Frenzied Regeration is active healing effects on you are 20% more powerful.
- Glyph of Growl – Increases the chance for your Growl ability to work successfully by 8%.
- Glyph of Mangle – Increases the duration of Mangle by 6 sec.
- Glyph of Swipe – Your Swipe ability now hits 1 additional target.
- Glyph of Shred – Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.
- Glyph of Rip – Increases the duration of your Rip ability by 3 sec.
- Glyph of Rake – Your Rake ability prevents targets from fleeing.
- Glyph of Swiftmend – Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.
- Glyph of Innervate – Your innervate ability now has an additional 20% strength mana regeneration effect on you in addition to the effect on your primary target.
- Glyph of Rebirth – Increases the amount of health on a character brought back to life via Rebirth by 100%.
- Glyph of Regrowth – Increases the amount of your initial Regrowth heal by 50% if your Regrowth effect is still active on the target.
- Glyph of Rejuvenation- While your rejuvenation targets are below 50% health you will heal them for an additional 50% health.
- Glyph of Healing Touch – Decreases the cast time of Healing Touch by 1.5 sec. the mana cost by -25% and the amount healed by -50%.
- Glyph of Lifebloom – Increases the duration of Lifebloom by 1 sec.
- Glyph of Starfire – Your Starfall ability increases the duration of your Moonfire effect on the target by 3 sec.
- Glyph of Insect Swarm – Increases the damage of your Insect Swarm ability by 30% but it no longer affects your victim’s chance to hit.
- Glyph of Hurricane – Your Hurricane ability now also slows the movement speed of its victims by -20%.
- Glyph of Starfall- Increases the duration of Starfall by 2 sec.
- Glyph of Wrath – Increases the chance you’ll resist spell interruption when casting your Wrath spell by 50%.
- Glyph of Moonfire – Increases the periodic damage of your Moonfire ability by 75% but initial damage is decreased by -90%.
- Glyph of Entangling Roots – Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.
Rogue
- Glyph of Pick Pocket — Increases the range of your Pick Pocket skill by 5 yards.
- Glyph of Vanish — Increases your movement speed by 30% while the Vanish effect is active.
- Glyph of Blurred Speed — You gain the ability to walk on water while your Sprint ability is active.
- Glyph – Sap – Increases the duration of Sap by 10 sec.
- Glyph – Evasion – Increases the duration of Evasion by 5 sec.
- Glyph – Backstab – Increases the damage dealt by Backstab to stunned and incapacitated targets by 20%.
- Glyph – Rupture – Increases the duration of Rupture by 5 sec.
- Glyph – Eviscerate – Increases the critical strike chance of Eviscerate by 10%.
- Glyph – Expose Armor – Increases the duration of Expose Armor by 10 sec.
- Glyph – Feint – Reduces the energy cost of Feint by -10.
- Glyph – Shiv – Reduces the energy cost of Shiv by -5.
- Glyph – Deadly Throw – Increases the range on Deadly Throw by 5 yards.
- Glyph – Hemorrhage – Increases the damage bonus against targets afflicted by Hemorrhage by 40%.
- Glyph – Adrenaline Rush – Decreases the cooldown of Adrenaline Rush by 60 sec.
- Glyph – Gouge – Reduces the power cost of Gouge by -10.
- Glyph – Slice and Dice – Increases the duration of Slice and Dice by 3 sec.
- Glyph – Sprint – Decreases the cooldown of Sprint by 60 sec.
- Glyph – Garrote – Increases periodic damage dealt by Garrrote by 45%, but decreases the duration by 3 sec.
- Glyph – Ambush – Increases the range on Ambush by 5 yards.
- Glyph – Ghostly Strike – Increases the damage dealt by Ghostly Strike by 50% and the duration of its effect by 4 sec., but increases its cooldown by 10 sec.
Hunter
- Glyph of Aimed Shot – Decreases the cooldown of Aimed Shot by 1 sec.
- Glyph of Arcane Shot – Your Arcane Shot refunds 20% of its mana cost if the target has one of your Stings active on it.
- Glyph of Aspect of the Beast – Increases the attack power bonus of Aspect of the Beast for you and your pet by an additional 2%.
- Glyph of Aspect of the Monkey – While Aspect of the Moneky is active, each time you dodge you gain 30% increased movement speed for 6 sec. This speed does not stack with other movement speed increasing effects.
- Glyph of Aspect of the Viper – You regenerate mana from Aspect of the Viper as if you had 15% less mana in your current mana pool.
- Glyph of Bestial Wrath – Decreases the cooldown of Bestial Wrath by 20 sec.
- Glyph of Deterrence – Decreases the cooldown of Deterrence by 20 sec.
- Glyph of Disenegage – Decreases the cooldown of Disengage by 5 sec.
- Glyph of Freezing Trap – When your Freezing Trap breaks, the victim is afflicted with a 40% snare, recovering 10% per sec. for 4 sec.
- Glyph of Frost Trap – Increases the radius of the effect from your Frost Trap by 1 to 0 yards.
- Glyph of Hunter’s Mark – Increases the attack power bonus of your Hunter’s Mark by 20%.
- Glyph of Immolation Trap – Decreases the duration of the effect from your Immolation Trap by -6000 sec., but damage while active is increased by 100%.
- Glyph of Improved Aspect of the Hawk – Increases the effect of Improved Aspect of the Hawk by an additional 6.
- Glyph of Multi-Shot – Decreases the cooldown of Multi-Shot by 1 sec.
- Glyph of Rapid Fire – Increases the haste from Rapid Fire by an additional 8%.
- Glyph of Serpent Sting – Increases the duration of your Serpent Sting by 3 sec.
- Glyph of Snake Trap – Your Snake Trap creates 2 additional snakes.
- Glyph of Steady Shot – Increases the damage dealt by Steady Shot by 10% when your target is afflicted with Serpent Sting.
- Glyph of Trueshot Aura – Increases the attack power bonus of Trueshot Aura by an additional 2%.
- Glyph of Volley – Decreases the mana cost of Volley by -20%.
- Glyph of Wyvern Sting – Decreases the cooldown of your Wyvern Sting by 15 sec., but decreases the damage it deals by 20%.
- Glyph of Revive Pet — Gives your Revive Pet spell a 100% chance to not lose casting time when you take damage.
- Glyph of Mend Pet — Your Mend Pet spell increases your pet’s happiness slightly.
- Glyph of Bestial Speed — Increases the speed of your pet by 40% while using Eyes of the Beast.
- Glyph of Scare Beast — Gives your Scare Beast spell a 75% chance to not lose casting time when you take damage.
- Glyph of Feign Death — Reduce the cooldown of your Feign Death spell by 5.
- Glyph of the Pack — Increases the range of your Aspect of the Pack ability by 15 yards.
- Venomous Mana (Glyph Passive) – Empowers a Greater Glyph to grant your Viper Sting ability an additional 15% chance to resist dispel effects.
Mage
- Glyph of Fireball – Increases the initial damage dealt by Fireball by 5%, but removes the damage over time effect.
- Glyph of Fireblast – Increases the critical strike chance of Fireblast by 50% when the target is stunned or incapacitated.
- Glyph of Frost Nova – Your Frost Nova targets can take an additional 20% damage before the Frost Nova effect automatically breaks.
- Glyph of Frostbolt – Increases the damage dealt by Frostbolt by 5%, but removes the slowing effect.
- Glyph of Ice Armor – Your Ice Armor and Frost Armor spells grant an additional 20% armor and resistance.
- Glyph of Ice Block – Your Frost Nova cooldown is now reset every time you use Ice Block.
- Glyph of Ice Lance – Increases the range of your Ice Lance by 5 yards.
- Glyph of Icy Veins – Your Icy Veins ability also removes all movement slowing and cast time slowing effects.
- Glyph of Improved Scorch – The Improved Scorch talent now generates 5 applications of the Improved Scorch effect each time Scorch is cast.
- Glyph of Invisibility – Increases the duration of the Invisibility effect by 5 sec.
- Glyph of Mage Armor – Your Mage Armor spell grants an additional 20% mana regeneration while casting.
- Glyph of Mana Gem – Increases the mana recieved from using a mana gem by 10%.
- Glyph of Molten Armor – Your Molten Armor spell grants an additional 2% critical strike chance.
- Glyph of Polymorph – Your Polymorph spell also removes all damage over time effects from the target.
- Glyph of Remove Curse – Your Remove Curse spell also makes the target immune to all Curses for 6 sec.
- Glyph of Water Elemental – Reduces the cooldown of your Summon Water Elemental spell by 30 sec.
- Glyph of the Penguin – Empowers a Minor Glyph to cause your Polymorph: Sheep spell to turn the target into a baby penguin.
- Glyph of Arcane Intellect — Reduce the mana cost of your Arcane Intellect and Arcane Brilliance spells by 50%.
- Glyph of Slow Fall — Your Slow Fall spell no longer requires a reagent.
- Glyph of Fire Ward — You have an additional 5% chance to reflect Fire spells while your Fire Ward is active.
- Glyph of Frost Ward — You have an additional 5% chance to reflect Frost spells while your Frost Ward is active.
- Glyph of Ice Armor — Increases the duration of your Frost Armor and Ice Armor spells by 30 min.
Warlock
- Glyph of Siphon Life – Increases the effect of your Siphon Life spell by 20%.
- Glyph of Howl of Terror – Reduces the cooldown on your Howl of Terror spell by 8 sec.
- Glyph of 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%.
- Glyph of Healthstone – You receive 30% more healing from using a healthstone.
- Glyph of Searing Pain – Increases the critical strike bonus of your Searing Pain by 20%.
- Glyph of Immolate – Increases the periodic damage of your Immolate by 20% but decreases its initial damage by -10%.
- Glyph of Shadowburn – Increases the critical strike chance of Shadowburn by 20% when the target is below 35% health.
- Glyph of Soulstone – Increases the amount of health a player gains from resurrecting via your Soulstone by 100%.
- Glyph of Death Coil – Increases the duration of your Death Coil by 0.5 sec.
- Glyph of Unstable Affliction – Decreases the casting time of your Unstable Affliction by 0.2 sec.
- Glyph of Conflagrate – Reduces tha mana cost of your Conflagrate by -20%.
- Glyph of Health Funnel – Increases the chance you’ll resist spell interruption when channeling your Health Funnel spell by 100%.
- Glyph of Shadow Bolt – Reduces the mana cost of your Shadow Bolt by -10%.
- Glyph of Curse of Agony – Increases the duration of your Curse of Agony by 4 sec.
- Glyph of Banish – Increases the duration of your Banish by 5 sec.
- Glyph of Fear – Increases the damage your Fear target can take before the Fear effect is removed by 20%.
- Glyph of Felguard – Increases your Felguard’s physical damage by 20%.
- Glyph of Voidwalker – Increases your Voidwalker’s health by 20%.
- Glyph of Imp – Increases your Imp’s spell damage by 20%.
- Glyph of Felhunter – Increases your Felhunter’s spell damage by 20%.
- Glyph of Succubus – Increases the duration of your Succubus’s Seduction by 3 sec.
Priest
- Glyph of Power Word: Shield – Your Power Word: Shield also heals the target for 20% of the absorption amount.
- Glyph of Lightwell – Increases the amount healed by your Lightwell by 20%
- Glyph of Renew – Reduces the duration of your Renew by 3 sec. but increases the amount healed per time by 40%.
- Glyph of Circle of Healing – Your Circle of Healing spell heals 1 additional target.
- Glyph of Psychic Scream – Increases the duration of your Psychic Scream by 1 sec.
- Glyph of Dispel Magic – Your Dispel Magic spell also heals your target for 6% of maximum health.
- Glyph of Fear Ward – Reduces cooldown and duration of Fear Ward by 30 sec.
- Glyph of Flash Heal – Reduces the mana cost of your Flash Heal by -10%.
- Glyph of Prayer of Healing – Your Prayer of Healing spell also heals an additional 20% of its initial heal over 6 sec.
- Glyph of Mind Flay – Increases the range of your Mind Flay spell by 10 yards, but it no longer reduces the target’s movement speed.
- Glyph of Shadow Word: Death – Targets below 35% health take an additional 10% damage from your Shadow Word: Death spell.
- Glyph of Holy Nova – Your Holy Nova spell heals for an additional 40%, but deals -40% less damage.
- Glyph of Fade – Increases the effect of your Fade spell by 100%.
- Glyph of Spirit of Redemption – All heals cast while Spirit of Redemption is active have a 20% chance to increase the remaining duration of Spirit of Redemption by 20 sec.
- Glyph of Inner Fire – Increases the duration of Inner Fire by 100%.
- Glyph of Shadow Word: Pain – Reduces the mana cost of your Shadow Word: Pain spell by -20%.
- Glyph of Mind Control – Increases the duration of your Mind Control spell by 12 sec.
- Glyph of Mind Soothe – Increases the duration of your Mind Soothe spell by 5 sec. and reduces the range at which the victim will attack by an additional 100%.
- Glyph of Shackle Undead – Extends the range on Shackle Undead by 5 yards.
- Glyph of Mass Dispel – Reduces the mana cost of Mass Dispel by -20%.
- Glyph of Smite – Increases the chance you’ll resist spell interruption when casting your Smite spell by 50%.
- Glyph of Fading — Reduce the mana cost of your Fade spell by 50%.
- Glyph of Shackle Undead — Increases the range of your Shackle Undead spell by 5 yards.
- Glyph of Levitate — Your Levitate spell no longer requires a reagent.
- Glyph of Fortitude — Reduce the mana cost of your Power Word: Fortitude and Prayer of Fortitude spells by 5%.
- Glyph of Shadow Protection — Increases the duration of your Shadow Protection and Prayer of Shadow Protection spells by 10 min.
Shaman
- Glyph – Water Shield 01 (Shaman) (Class: Shaman) – Your Water Shield has 3 additional charges.
- Glyph – Chain Heal 01 (Shaman) (Class: Shaman) – Your Chain Heal heals 1 additional target.
- Glyph – Lesser Healing Wave 01 (Shaman) (Class: Shaman) – Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield.
- Glyph – Earthliving Weapon 01 (Shaman) (Class: Shaman) – Increases the chance for your Earthliving weapon to trigger by 5%.
- Glyph – Healing Wave 01 (Shaman) (Class: Shaman) – Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
- Glyph – Mana Tide 01 (Shaman) (Class: Shaman) – Your Mana Tide Totem grants an additional 1% of each target’s maximum mana each time it pulses.
- Glyph – Earth Shock 01 (Shaman) (Class: Shaman) – Reduces the global cooldown triggered by your Earth Shock ability by 1 sec.
- Glyph – Frost Shock 01 (Shaman) (Class: Shaman) – Increases the duration of your Frost Shock by 2 sec.
- Glyph – Strength of Earth 01 (Shaman) (Class: Shaman) – Your Strength of Earth Totem also grants 1% melee and ranged critical strike chance.
- Glyph – Windfury Weapon 01 (Shaman) (Class: Shaman) – The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.
- Glyph – Stormstrike 01 (Shaman) (Class: Shaman) – Increases the nature damage bonus from your Stormstrike ability by an additional 8%.
- Glyph – Flame Shock 01 (Shaman) (Class: Shaman) – Increases the range on your Flame Shock ability by 10 yards.
- Glyph – Lighnting Shield 01 (Shaman) (Class: Shaman) – Increases the damage from Lightning Shield by 20%.
- Glyph – Chain Lightning 01 (Shaman) (Class: Shaman) – Your Chain Lightning strikes 1 additional target.
- Glyph – Fire Nova Totem 01 (Shaman) (Class: Shaman) – Increases the radius of Fire Nova Totem’s effect by 2 yards.
- Glyph – Flametongue Weapon 01 (Shaman) (Class: Shaman) – Increases spell critical strike chance by 2% while Flametongue Weapon is active.
- Glyph – Totem of Wrath 01 (Shaman) (Class: Shaman) – Your Totem of Wrath also grants 1% spell haste.
- Glyph – Lightning Bolt 01 (Shaman) (Class: Shaman) – Reduces the cost of your Lightning Bolt ability by -10%.
- Glyph – Earth Elemental Totem 01 (Shaman) (Class: Shaman) – Reduces the cooldown of your Earth Elemental Totem by 3 min.
- Glyph – Fire Elemental Totem 01 (Shaman) (Class: Shaman) – Reduces the cooldown of your Fire Elemental Totem by 3 min.
- Glyph – Healing Stream Totem 01 (Shaman) (Class: Shaman) – Your Healing Stream Totem heals for an additional 20%.
Paladin
- Glyph of Seal of Command – Increases the chance of dealing Seal of Command damage by 20%.
- Glyph of Hammer of Justice – Increases your Hammer of Justice duration by 1 sec.
- Glyph of Blessing of Wisdom – Your Blessing of Wisdom causes your target to also regenerate health at the same rate as mana.
- Glyph of Hammer of Wrath – Increases the range on Hammer of Wrath by 5 yards.
- Glyph of Crusader Strike – Your Crusader strike deals 20% more damage when your targe is incapacitated or stunned.
- Glyph of Consecration – Increases the radius of Consecration by 1 yards.
- Glyph of Righteous Defense – Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
- Glyph of Avenger’s Shield – Your Avenger’s Shield hits -2 fewer targets but for 100% more damage.
- Glyph of Turn Evil – Reduces the cooldown on Turn Evil by 5 sec.
- Glyph of Exorcism – Your Exorcism also interrupts spellcasting for 0 sec.
- Glyph of Blessing of Kings – Your Blessing of Kings also increases attack power on affected targets by 3%.
- Glyph of Flash of Light – Your Flash of Light heals for -50% less initially but also heals for 196% of its inital effect over 1 to 0 sec.
- Glyph of Holy Light – Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 5 of the initial target.
- Glyph of Blessing of Might – Your Blessing of Might also grants offensive spell power equal to 10% of the attack power it grants.
- Glyph of Lay on Hands – Your Lay on Hands also grants you as much mana as it grants your target.
- Glyph of Seal of Wisdom – While Seal of Wisdom is active the cost of your healing spells is reduced by -5%.
- Glyph of Seal of Light – While Seal of Light is active the effect of your healing spells is increased by 5%.
- Glyph of Blessing of Kings — Reduce the mana cost of your Blessing of Kings and Greater Blessing of Kings spells by 50%.
- Glyph of Sense Undead — Damage against Undead increased by 1% while your Sense Undead ability
- Glyph of the Warhorse — Reduce the casting time of your Summon Charger and Summon Warhorse spells by 0.5 sec.
- Glyph of Lay on Hands — Increases the mana restored by your Lay on Hands spell by 5%.
- Glyph of Blessing of Might — Increases the duration of your Blessing of Might spell by 20 min when cast on yourself.
- Glyph of Blessing of Wisdom — Increases the duration of your Blessing of Wisdom spell by 20 min when cast on yourself.
WotLK Leatherworking Recipes
August 30, 2008 by Zuggy · Leave a Comment
With any expansion you can typically expect to see some additions and improvements to all the professions, but I’m particularly excited about the recent change to leatherworking. Several new recipes have already been confirmed to exist in beta, check them out below.
- Fur Lining – Attack Power — Permanently enchant bracers to increase attack power by 120. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
- Fur Lining – Stamina — Permanently enchant bracers to increase stamina by 90. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
- Fur Lining – Spell Damage — Permanently enchant bracers to increase spell power by 70. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
- Fur Lining – Fire Resist — Permanently enchant bracers to increase your fire resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
- Fur Lining – Frost Resist — Permanently enchant bracers to increase your frost resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
- Fur Lining – Shadow Resist — Permanently enchant bracers to increase your shadow resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
- Fur Lining – Nature Resist – Permanently enchant bracers to increase your nature resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
- Fur Lining – Arcane Resist — Permanently enchant bracers to increase your arcane resistance by 60. Can only be used on the leatherworker’s bracers, and doing so will cause them to become soulbound.
While it may seem like a small step it’s certainly a move in the right direction. Leatherworking is one of several professions that have been somewhat neglected. Generally speaking it’s these type of crafting professions that end up offering little to no benefit end game. These include tailoring, blacksmithing and leatherworking. This early leatherworking buff leads me to believe there will be similar changes in store for the all the other professions.
In Burning Crusade these crafting professions were great to have when you initially hit 70, but as soon as you get some of the even better armor and items these quickly become dated and worthless. Thus leaving with you a profession that amounted to basically nothing for the last 75% of the expansion. It will be difficult for Blizzard to create enough reason for me seriously consider going a crafting profession, but with additional benefits like this it certainly will peak my interest in the future. Hopefully we’ll see more of this.
Warrior Guide
August 29, 2008 by Zuggy · 5 Comments
This warrior guide is intended to be a compilation of all warrior arena strategies, warrior pvp guides, warrior tips, warrior talent builds, warrior raiding guides and any other resources that may be useful to improving your game as a warrior in World of Warcraft.
This central guide will be updated as often as possible to reflect new changes to the class as well as updated information. If you would like to suggest a guide to appear on this warrior guide please post a comment below or post a note on the Zug Gaming forums.
Warrior PvP Guides
This section on warrior arena guides will incorporate as many arena team specific strategies in addition to other PvP guides related to the warrior class.
Warrior Talent Builds
Warrior Macros
- Warrior Arena Macros Guide
- Focus Macros Guide – How To Use / Build
Other Guides
WotLK Rogue Buffs – Insane Class Defining Changes
August 29, 2008 by Zuggy · 7 Comments
Wow, that’s all I can really say at this point, just wow. For years..literally years the rogue class has basically settled for the status quo of being, well for lack of a better word, shitty. Never really being the “best” of anything…always just a solid DPS class, a 2nd best to Warriors in arena, and a total lack of any group / raid utility.
So if you haven’t read the full list of rogue changes about to hit the beta check them out here, wotlk rogue changes.
Let’s just go down the list.
A new level 75 ability has been designed. This is going to be one of the bigger teases as we’re not quite ready to talk about this one yet. I will say that will add some much needed group utility.
While we don’t know a whole lot about this mysterious ability yet, it’s definitely got my interest peaked. For years this has been the biggest complaint across the the rogue community due to virtually zero raid utility and only minimal 5 man utility. This change has the potential to revolutionize the rogue class in respect to raiding content, though we won’t know this until we get the full word on what this “group utility” truly is.
Mutilate: No longer requires you be behind the target.
What…the…hell!?! With as good as the assassination tree is going to be in the expansion I don’t know how anyone can justify not being mut spec. It’s got great damage, burst, utility and so long as you can get used to the 60 energy mechanic it will be a fantastic spec.
Quick Points
Wounding Poison: No longer stacks. The first application now reduces healing by 50%.
This is actually a double edged sword. The pro here is you get the instant 50 in one proc, the con is you don’t have a full 6 poison procs up in an arena match (5 wound / 1 crip), which will allow your poisons to be cleansed much quicker. This point may be irrelevant due to the change to poison improvements in the assassination tree.
Cloak of Shadows: Cooldown increased to 2 minutes. (Elusiveness now reduces this cooldown to 1 minute.)
This will make the rogue community bitch to no end and casters rejoice, but in reality it really doesn’t matter. Many rogues will still opt for elusiveness, giving it a 1 minute cooldown.
Relentless Strikes: Talent is too “required” and will be made more accessible. Vigor will replace its spot in the tree and a new talent will be created to fill Vigor’s spot.
I don’t really know how you can make this more accessible than a tier 3 tree, unless you just make it a class skill. But more importantly vigor is replacing it’s position, which will make for some pretty interesting hybrid specs.
Mace Specialization: This will grant armor penetration when using a mace.
Good, but still doesn’t make up for the fact they removed the stun. It was really the only way you can spec combat for PvP and unless there are some additional changes to combat before the expansion I think it will be hard to justify spec’n combat over sub or mutilate.
Overall Conclusions
Amazing, simply amazing. It’s great to see blizzard is finally taking a look at the rogue class from the player’s point of few and making some long needed adjustments and changes. Not only are these changes going to improve the class from both a PvP and PvE standpoint, but it will also allow from a wide variety of hybrid and mixed builds that have previously been unavailable to the class.
Wrath of the Lich King Rogue Changes
August 29, 2008 by Donjo · 2 Comments
Seeing how this is a website started by a Rogue player, I’m sure there are plenty of people waiting to see the latest wrath of the lich king rogue changes. Gamnin just dropped a bomb tonight on what some of the latest Rogue skill and ability changes will be in Wrath of the Lich King.
Source: Blizzard Forums
General
- Quality of life improvements: Removal of various reagents (Thieves’ Tools, Flash Powder) as well as a Poisons skill change. We’re removing the Poisons skill and making the finished poisons available on vendors for purchase. This should free up a fair amount of bag space.
- Envenom: Now also increases your chance to apply poisons by 25% for 2-6 seconds (based on combo points).
- Wounding Poison: No longer stacks. The first application now reduces healing by 50%.
- Anesthetic Poison: Now also removes one Enrage effect from the target.
- Evasion, Sprint, Vanish: Cooldown reduced to 3 minutes. (Talents that reduce cooldown take this down to 2 minutes.)
- Cloak of Shadows: Cooldown increased to 2 minutes. (Elusiveness now reduces this cooldown to 1 minute.)
- A new level 75 ability has been designed. This is going to be one of the bigger teases as we’re not quite ready to talk about this one yet. I will say that will add some much needed group utility.
- Fan of Knives: Weapon normalization to equalize effectiveness regardless of weapons carried.
Assassination
- Mutilate: No longer requires you be behind the target.
- Relentless Strikes: Talent is too “required” and will be made more accessible. Vigor will replace its spot in the tree and a new talent will be created to fill Vigor’s spot.
- Find Weakness: Made passive to cut down on the number of triggered effects that either don’t affect gameplay or affect it in a negative way.
- Cut to the Chase: No longer requires a critical Eviscerate or Envenom. The finisher just has to land.
- Hunger for Blood: Now removes any harmful physical effect instead of Bleed or Magic effects. Bleed effects will still be removed (as all are physical) as well as effects like Mortal Strike, Aimed Shot, Expose Armor etc…
Combat
- Riposte: Now generates a combo point.
- Mace Specialization: This will grant armor penetration when using a mace. (The warrior talent will as well.)
- Deflection: Reduced to 3 ranks for 2/4/6% parry. This should soften the prereq for Riposte.
- Fist Weapon Specialization: Merged with Dagger Specialization.
- Dagger Specialization: Renamed Close Quarters Combat, moved to tier 3.
- Dual Wield Specialization: Moved to tier 1. Lightning Reflexes swapped locations with it and still needs a little more “oomph”.
- Unfair Advantage and Stay of Execution: Change to more offensive/utility (read mobility) talents. Too much defense on this tier.
- Killing Spree: Weapon normalization to equalize effectiveness regardless of weapons carried.
Subtlety
- More attractive Tier 1 to draw in all types of builds.
- Fewer dagger specific talents to allow additional build options.
- Wrongfully Accused: Reviewed. This talent doesn’t fit well in this location. May be moved lower and/or redesigned.
- Shadow Dance: A bit awkward at the moment. Due for some polish and some design tweaks.
Wrath of the Lich King Raiding
August 29, 2008 by Donjo · 4 Comments
Blizzard announced some new information today regarding the way that Buffs, Debuffs, and Groups will stack in Wrath of the Lich King.
Source: Blizzard Forums
With the release of upcoming content patch players will see a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs that were previously allowed to stack together no longer can, and that many buffs and debuffs that only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance.
Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications.
IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class’ current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback.
There are thirty or so different categories into which buffs and debuffs fit. Here you will find a comprehensive list of the changes made broken down by category and which spells/talents are in that category.
- Armor Debuff (Major): Acid Spit (exotic Hunter pet), Expose Armor, Sunder Armor
- Armor Debuff (Minor): Faerie Fire, Sting (Hunter pet), Curse of Recklessness
- Physical Vulnerability Debuff: Blood Frenzy, (2nd Talent Spec TBA)
- Melee Haste Buff: Improved Icy Talons, Windfury Totem
- Melee Critical Strike Chance Buff: Leader of the Pack, Rampage
- Attack Power Buff (Flat Add): Battle Shout, Blessing of Might
- Attack Power Buff (Multiplier): Abomination’s Might, Trueshot Aura, Unleashed Rage
- Ranged Attack Power Buff: Hunter’s Mark (only Hunters benefit, so no need to exclude against other class abilities)
- Bleed Damage Increase Debuff: Mangle, Trauma
- Spell Haste Buff: Wrath of Air Totem
- Spell Critical Strike Chance Buff: Moonkin Aura, Elemental Oath
- Spell Critical Strike Chance Debuff: Improved Scorch, Winter’s Chill
- Increased Spell Damage Taken Debuff: Ebon Plaguebringer, Earth and Moon, Curse of the Elements
- Increased Spell Power Buff: Focus Magic, Improved Divine Spirit, Flametongue Totem, Totem of Wrath, Demonic Pact
- Increased Spell Hit Chance Taken Debuff: Improved Faerie Fire, Misery
- Percentage Haste Increase (All Types): Improved Moonkin Aura, Swift Retribution
- Percentage Damage Increase: Ferocious Inspiration, Sanctified Retribution
- Critical Strike Chance Taken Debuff (All types): Heart of the Crusader, Totem of Wrath
- Melee Attack Speed Slow Debuff: Icy Touch, Infected Wounds, Judgements of the Just, Thunderclap
- Melee Hit Chance Reduction Debuff: Insect Swarm, Scorpid Sting
- Healing Debuff: Wound Poison, Aimed Shot, Mortal Strike, Furious Attacks
- Attack Power Debuff: Demoralizing Roar, Curse of Weakness, Demoralizing Shout
- Stat Multiplier Buff: Blessing of Kings
- Stat Add Buff: Mark of the Wild
- Agility and Strength Buff: Strength of Earth Totem, Horn of Winter
- Stamina Buff: Power Word: Fortitude
- Health Buff: Commanding Shout, Blood Pact
- Intellect Buff: Arcane Intellect, Fel Intelligence
- Spirit Buff: Divine Spirit, Fel Intelligence
- Damage Reduction Percentage Buff: Grace, Blessing of Sanctuary
- Percentage Increase Healing Received Buff: Tree of Life, Improved Devotion Aura
- Armor Increase Percentage Buff: Inspiration, Ancestral Healing
- Cast Speed Slow: Curse of Tongues, Slow, Mind-numbing Poison.
In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants spirit and intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the spirit value from Fel Intelligence.
In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the “Increased Spell Power Buff” category are also not all the same potency, as they scale and grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of attack power.
In addition to this change, we also needed to address the “mana battery” roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.
Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.
Below you will find a list of the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that list of changes:
Improved Scorch: Increases spell critical strike chance against the target.
Winter’s Chill: Also increases spell critical strike chance against the target.
Elemental Oath: Grants 5% spell crital strike to raid members.
Improved Moonkin Aura: Grants 3% haste of all types.
Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
Misery: Causes spells cast at the target to have +3% spell hit.
Shadow Weaving: Buffs only self.
Improved Shadow Bolt: Buffs only self.
Expose Weakness: Buffs only self.
Shadow Embrace: Buffs only self.
Blood Pact: Grants health instead of Stamina.
Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
Frost Aura: Excludes properly against all other resistance buffs.
Grace: Reduces damage taken by target by 3%.
Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
Hunter’s Mark: No longer increases attack power bonus from attacks against the target.
Improved Hunter’s Mark: No longer grants melee attack power.
Sting (Hunter exotic pet – Wasp): Now acts as a minor armor debuff.
Waylay: Attack speed reduction changed to 20%.
Icy Touch: Only slows melee attack speed (not ranged or spell).
Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
Demonic Pact: Now buffs raid instead of debuffing monsters.
Focus Magic: Now buffs raid instead of debuffing monsters.
Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
Judgements of the Wise: Grants Replenishment mana regeneration buff to up to 10 raid members on Judging.









