The time has finally come, we are now just a few short hours away from the greatest expansion World of Warcraft has ever seen. I know I can’t hit all the changes in this wrap up, but I’ll do my best to hit all the major additions, changes, and other note worthy points regarding the WotLK.
- WotLK Mounts
- Flying Mounts in Northrend
- Profession Bonuses and Perks
- Dual Specs Feature
- New WotLK Enchants
- Updated Horde and Alliance Racials
- WotLK Titles
- Profession Daily Quests Token System
- WotLK Spellpower Change
- WotLK Honor Gear Prices
- WotLK PvP Changes
- Wintergrasp Boss Drops
- Season 5 Honor Gear
- Season 5 Arena Armor
- Knights of the Ebon Blade Reputation Guide
- Jewelcrafting: Gem Perfection
- WotLK Enchanting Guide
- WotLK Enchanting Scrolls
- WotLK Alchemy Items
- Inscription Shoulder Enchants
- Inscription: Glyphs Compiled
note: more to come later
Enchanting has always been a great profession, and it’s getting even better in the wrath of the lich king. Enchanting scrolls are the newest addition to the profession and will allow enchanters to put any enchant onto a scroll. This scroll can then be traded or sold to another player, who can simply apply the enchant themselves, allowing enchanters the ability to put items on the auction house.
The scrolls are easy to make, you just need the regular enchant materials and a special parchment created by inscribers.
Make sure you check out the complete list of WotLK enchants.
The new death knight hero class is the only class which can be created with any race. This will lend itself to a wide range of variablity in the class, particularly based upon your unique racial abilities and traits. So what is the best knight death race? Well, it’s a very difficult question. There are many factors must go into answering this question based upon what you want to do with your death knight.
Do you want to focus on PvE and raiding? PvP and Arena? or a combination of the two? Knowing what you want to do with your DK will help you make the most informed decision for your death knight’s race. Let’s start with the horde races.
Best Race for Death Knight?
note: non-combat abilities such as +profession skills, underwater breathing, etc. were not considered for this analysis. Also, make sure you check out the alliance and horde racial abilities and traits guide for the updated list of racials.
Best Horde Death Knight Race
- Blood Fury – Excellent ability for both PvP and PvE death knights.
- Hardiness – A solid ability for PvP, fairly useless in PvE. Not quite as good as it once was, but still worth the mention.
- Command - Another bonus for the class, which benefits from it’s undead summoning. Will have great value in both PvP and most PvE encounters.
- Axe Specialization – Great if you’re using axes, so long as there are high end 2 handed axes available this will be another bonus to the class.
All in all orc receives solid bonuses which help augment the death knight’s natural abilities. A very solid choice for PvP and PvE.
- War Stomp – A very nice ability, personally I think this is more for healers than death knights though. That said, it’s still a solid ability and will be beneficial for both PvP and PvE.
- Endurance – It’s yet to be determined exactly how this will be scaling, but on what I’ve seen and read it will be a nice HP boost, but not as crucial as it once was.
- Cultivation - Fairly pointless, no real application in both PvP or PvE. Don’t choose your death knight because of cultivation.
- Nature Resistance – Solid 2% nature resist, good for both PvP and PvE.
Overall just not that impressive. Hardcore tank death knights may opt for Tauren anyway as endurance does have the potential be significant. We won’t really know for sure until we see how it scales at level 80. The other racials are decent at best.
- Berserking - Will be a huge benefit for PvE death knights, particularly those who are tanking. Since you’ll always have life spiking up and down you can get a full 30% attack speed increase.
- Regeneration - Since death knight’s won’t have much health regeneration to begin with this racial is fairly useless.
- Beast Slaying – Is amazing for dungeons that have lots of beasts, namely bosses that are beasts. Also nice for PvP vs. hunter pets and druids in animal forms. This talent is very underestimated.
- Throwing Specialization – Pointless as death knights cannot wield throwing weapons.
- Bow Specialization – Pointless as death knights cannot wield bows.
- The VooDoo Shuffle – Great for PvP due to the importance of snare application and breaking, also should be beneficial to some degree in PvE. Will be dependent on the encounter.
I really like the idea of the berserking as a tank death knight, and of course it’s going to be great in PvP. Certainly in the running for best PvE tank. When you add beast slaying, berserking, voodoo shuffle on top of amazingly good hair cuts it’s not hard not to choose them!
- Will of the Forsaken – Always crucial for PvP, not so much in PvE.
- Cannibalize - A very solid ability, but more of a grinding / utility type of racial as opposed to an actual combat racial. Once again, more of a PvP ability.
- Undeadwater Breathing – No real combat application, don’t choose your death knight based on this.
- Shadow Resistance – A nice addition, but very minor, especially as it’s only 1% compared to the other resistances which are all 2%.
Overall I feel undead will be better suited to PvP players who are very concerned about being fear. Traditionally, undead racials have been the end all be all for PvP, but after the wotf nerf in addition to the other “meh” racial abilities, I don’t think undead are all that great.
Blood Elf Racials:
- Mana Tap – Solid PvP talent, minimal PvE application.
- Arcane Torrent – Great racial ability for both PvP and PvE.
- Arcane Affinity – Non-combat talent, don’t choose your death knight based on +10 enchanting skill. It’s just not worth it.
- Magic Resistance – 2% for all spells is pretty big, certainly makes up for arcane affinity.
Overall pretty solid here as well, a nice mix of PvP and PvE utility.
Best Death Knight Race for Horde Conclusions
- PvP Pick: Orc / Undead
- PvE Pick: Troll / Tauren (tank)
- All Around Pick: Orc
- My Preference: Troll
Perhaps I’m a little biased since I play a troll, but just based on the talent changes…well, trolls are looking pretty damn amazing. If we just compare troll / orc to the other races there’s not really much to mention. All tauren really have is the war stomp, as endurance is quite negligable after the change.
If we look at undead all we’re really considering is will of the forsaken, which is still great for PvP, but the other racials just don’t cut it for me. Blood elves are in a similar boat. Overall I feel orc is the best overall package. All 4 racials are work to directly increase damage / survivability, where as the other racials are mixed / indirrect / non-combat at best.
Personally I’d still opt for the troll, due to my natural affinity for the race in addition to their recent racial improvements and multi-faceted PvP and PvE application.
Best Alliance Death Knight Race
- Stoneform – More of a PvP talent, but also very nice during raids and other PvE encounters.
- Gun Specialization – irrelevant, death knights cannot use guns.
- Frost Resistance – A nice 2% resistance, solid for both PvP and PvE.
- Find Treasure - pretty pointless as it’s a non-combat talent, do not choose your death knight based on this.
- Mace Specialization – like any specialization, it’s great if you’re using the weapons for which you have bonus expertise for. Solid for both PvP and PvE purposes.
Quite frankly not all that great. If you have a 2h mace and do nothing but PvP against frost mages you might could make a case, but I’m not impressed by the racials here.
- Escape Artist - amazing for PvP, especially now that it can no longer be resisted. Solid for many PvE encounters as well.
- Expansive Mind – pointless as death knights gain nothing from intellect
- Arcane Resistance – Like any of the resistances, this will be a solid trait for both PvP and PvE.
- Engineering Specialist - non-combat trait, don’t choose your race based on this.
Much like dwarves, pretty bad. With the exception of escape artist every racial ability is either “meh” or not used at all.
- Perception - Some PvP application, not nearly as good as the old perception.
- The Human Spirit - death knight’s have no real spirit application.
- Diplomacy - non-combat, do not base your racial choice on this ability.
- Sword Specialization – Great if you are using swords, worthless if not.
- Mace Specialization – Great if you are using maces, worthless if not.
- Every man for himself - Awesome for PvP as it allows you to use another trinket, also solid for many PvE encounters.
So far the best of any alliance race. Having the double weapon specialization at least gives you some leeway as to your weapon selection. Once again nothing all that stellar though.
Night Elf Racials:
- Shadowmeld - Not crucial, very minor PvP application for death knights. Some PvE application for DPS death knights.
- Quickness - Solid for PvP and PvE.
- Wisp Spirit – Pointless, do not choose your race based on this.
- Nature Resistance – Solid for PvP and PvE.
No useable racials, quite frankly pretty bad. Quickness and Nature resistance are nice additions, but considering they are really more situational uses at best…these are pretty bad.
- Gift of the Naaru – Excellent ability for PvP and solid for PvE as well, especially now that it scales with AP / spell power.
- Heroic Presence – Solid 1%, nothing major but certainly a nice addition.
- Gemcutting – non-combat, do not choose your race based on this.
- Shadow Resistance – Of all the resistances shadow is the one to have, especially since it’s a 2% compared to the undead’s 1%.
Overall, draenie is pretty solid. The gift of the naaru is pretty huge in my opinion, you toss some nice passive resistance and +hit on top of that you’ve got a pretty solid package.
Best Death Knight Race for Alliance Conclusions
- PvP Pick: Human
- PvE Pick: Human / Draenei
- All Around Pick: Human
- My Preference: Human
Looking at the alliance racials for the death knight…well quite frankly they all just suck. Besides escape artist, stoneform, and gift of the naaru there really isn’t much worth mentioning. The other racial abilities are cenetered around passive or non-combat traits which aren’t going to really make or break your character. I strongly feel humans will make the best all around death knight.
You’ve got weapon specialization on both maces and swords, the novelty of diplomacy, perception…and to top it all off you’ve got the real clencher for me, every man for himself. This is huge, particuarlly for PvP. For PvE it’s not as big of a deal, hence why I’ve listed draenei as another option. Heroic pressence and gift are very nice, but when compared to the human’s weapon specs and free trinket I think the 2 races come up pretty even.
Wow, so I definitely did not see this one coming. Apparently inscription will be doing the shoulder enchants for wrath of the lich king! This is huge, as it adds a whole new realm of possibilities for the profession. I’m not going to lie…I’m pretty damn pumped to level up inscription. The profession is just stacked! You get the bonus glyph slot just for being an inscriber, shoulder enchants, spell / ability buffs and who knows what else by the time they are said and done with it.
As good as jewelcrafting was when the burning crusade came out…I think inscription is going to be even better. Better stock up those herbs now!
Inscription Shoulder Enchants
- Master’s Inscription of the Axe
- Master’s Inscription of the Crag
- Master’s Inscription of the Pinnacle
- Master’s Inscription of the Storm
Not a gauranteed discovery like the northrend alchemy research, but still gives you a chance for a discovery as well as creating some random inscriptions.
This weeks gold farming tip is really more of a preview of a major concept I’d like to setup with my next video. Which details how we can use mining and jewelcrafting together to make a lot of gold through the process of auction house speculation, prospecting, crafting and ore farming.
In my opinion mining is the one of the most profitable professions currently out there. Granted, it has to be used and I really think is where most players just miss the boat. There’s a common misconception that to farm crazy gold per hour you just go wave a magic wand and poof…gold. In the immortal words of President George W. Bush…
if there was a magic wand, I’d wave it…(lawl bushisms)
But back to the topic at hand. Mining is pretty crazy as far as gold farming is concerned, in my experience just an hour worth of ore farming per day could yield 300-400g. It’s an excellent source of income I’ve used for years now and I highly recommend it if you’re looking for a pretty easy profession you can use to bring in constitent and repeated profits.
As many of you may have expected there are going to be a host of new daily quests in Northrend once wrath of the lich king releases. Just like with the burning crusade’s daily quests these will have a variety of awards, including:
- New Token System
Daily Quests Token System for Professions
Now before we get into all these new daily quests let’s talk about the new token system. In order to really do anything with your professions up to this point you had to.
- Grind reputation to buy patterns
- Farm / purchase very rare patterns
- Join a raiding guild and be fortunate enough to be given rare patterns
These were really the only ways you could get any long duration use out of your profession, but blizzard is chaging this random success factor quite a bit. In the expansion many professions will have daily quests associated with them, these daily quests will award you a specific token for that professions. These tokens may then be turned in for various patterns, formulas, schematics, etc.
Profession Daily Quests
A few of these new profession daily quests have already been revealed.
Cooking Daily Quests
Once you train grand master cooking you’ll get a set of base line cooking recipes, these recipes use a variety of fish and meat that you’ll get in Northrend. In addition to these baseline recipes you also have the option of acquiring the upgraded versions of these recipes.
You can get these improved cooking recipes by completing the cooking daily quest, which will award you 1 Dalaran Cooking Award. You can turn in 3 of these to get 1 new recipe.
Jewelcrafting Daily Quests
- 1 Token = Uncut Jewelcrafter’s BoP Gem
- 2 Tokens = Low Level Designs
- 5 Tokens = High Level Designs
- 8 Tokens = Meta Designs
I really think this is a great change, it will create a very interesting dynamic as far as supply and demand are concerned with designs amongst jewelcrafters. I’m very interested to see how this system is adapted for the remainder of the professions, but overall I feel it’s a great and welcome change.
Other Daily Quests
Quite honestly, none of the other daily quests were really all that exciting. So far only a handful of the new Northren dailies have been implemented. Most of which are designed around the time honored formula of collecting X of some item or killing X of what ever mob, you know the drill. That said, the group of daily quests located around Venture Bay in the Grizzly Hills does look pretty awesome.
There are 4 total daily quests here, of which include objectives such as…
- Slaying Goblins
- Killing player’s the opposing faction
- Taking down the opposing faction’s captain
Ideally this area will become the location of some really good world PvP. Genreally when there’s gold + pvp glory in the same area it’s going to be good times for all. On top of the 15g you get for every quest here you also receive 10 venture coins for every quest. These coins be turned in for various PvP’ish items, check out the full list of venture coin item rewards here.
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.
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.
So we’ve all known that inscription is headed this way for the WotLK, and while there’s been a lot of speculation as to what may be in store for the profession nothing has really been finalized until now. Below is a just a taste of some of the new glyphs for inscription.
For those of you who aren’t up on inscription it’s pretty basic, just check out this brief introduction to inscription guide and you’ll get the gist of what’s in store.
While it’s great to at least some some of the preliminary information regarding the profession I’m already very excited to see what’s in store for the future, as well as some more advanced information regarding how the profession will work, materials, high end recipes, etc.
Glyph – Aimed Shot 01 (Hunter): Decreases the cooldown of Aimed Shot by (-1) sec.
Glyph – Arcane Shot 01 (Hunter): Your Arcane Shot refunds 20% of its mana cost if the target has one of your Stings active on it.
Glyph – Aspect of the Beast 01 (Hunter): Increases the attack power bonus of Aspect of the Beast for you and your pet by an additional 2%.
Glyph – Aspect of the Monkey 01 (Hunter): 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 – Aspect of the Viper 01 (Hunter): You regenerate mana from Aspect of the Viper as if you had 15% less mana in your current mana pool.
Glyph – Bestial Wrath 01 (Hunter): Decreases the cooldown of Bestial Wrath by (-20) sec.
Glyph – Deterrence 01 (Hunter): Decreases the cooldown of Deterrence by (-20) sec.
Glyph – Disengage 01 (Hunter): Decreases the cooldown of Disengage by (-5) sec.
Glyph – Freezing Trap 01 (Hunter): When your Freezing Trap breaks, the victim is afflicted with a 40% snare, recovering 10% per sec. for 4 sec.
Glyph – Frost Trap 01 (Hunter): Increases the radius of the effect from your Frost Trap by 2 yards.
Glyph – Hunter’s Mark 01 (Hunter): Increases the attack power bonus of your Hunter’s Mark by 20%.
Glyph – Immolation Trap 01 (Hunter): Decreases the duration of the effect from your Immolation Trap by 6000 sec., but damage while active is increased by 100%
Glyph – Improved Aspect of the Hawk 01 (Hunter): Increases the effect of Improved Aspect of the Hawk by an additional 6.
Glyph – Multi-Shot 01 (Hunter): Decreases the cooldown of Multi-Shot by (-1) sec.
Glyph – Rapid Fire 01 (Hunter): Increases the haste from Rapid Fire by an additional 8%.
Glyph – Serpent Sting 01 (Hunter): Increases the duration of your Serpent Sting by 3 sec.
Glyph – Snake Trap 01 (Hunter): Your Snake Trap creates 2 additional snakes.
Glyph – Steady Shot 01 (Hunter): Increases the damage dealt by Steady Shot by 10% when your target is afflicted with Serpent Sting.
Glyph – Trueshot Aura 01 (Hunter): Increases the attack power bonus of Trueshot Aura by an additional 2%.
Glyph – Volley 01 (Hunter): Decreases the mana cost of Volley by 20%.
Glyph – Wyvern Sting 01 (Hunter): Decreases the cooldown of your Wyvern Sting by (-15) sec., but decreases the damage it deals by 20%.
Glyph of Arcane Explosion 01 (Mage): Reduces mana cost of Arcane Explosion by 10%.
Glyph of Arcane Missiles 01 (Mage): Increases the range of Arcane Missiles by 5 yards.
Glyph of Arcane Power 01 (Mage): Increases the duration of Arcane Power by 3 sec.
Glyph of Blink 01 (Mage): Increases the distance you travel with the Blink spell by 5 yards.
Glyph of Evocation 01 (Mage): Your Evocation ability also causes you to regain 15% of your health over its duration.
Glyph of Fireball 01 (Mage): Increases the initial damage dealt by Fireball by 5%, but removes the damage over time effect.
Glyph of Fireblast 01 (Mage): Increases the critical strike chance of Fireblast by 50% when the target is stunned or incapacitated.
Glyph of Frost Nova 01 (Mage): Your Frost Nova targets can take an additional 20% damage before the Frost Nova effect automatically breaks.
Glyph of Frostbolt 01 (Mage): Increases the damage dealt by Frostbolt by 5%, but removes the slowing effect.
Glyph of Ice Armor 01 (Mage): Your Ice Armor and Frost Armor spells grant an additional 20% armor and resistance.
Glyph of Ice Block 01 (Mage): Your Frost Nova cooldown is now reset every time you use Ice Block.
Glyph of Ice Lance 01 (Mage): Increases the range of your Ice Lance by 5 yards.
Glyph of Icy Veins 01 (Mage): Your Icy Veins ability also removes all movement slowing and cast time slowing effects.
Glyph of Improved Scorch 01 (Mage): The Improved Scorch talent now generates 5 applications of the Improved Scorch effect each time Scorch is cast.
Glyph of Invisibility 01 (Mage): Increases the duration of the Invisibility effect by 5 sec.
Glyph of Mage Armor 01 (Mage): Your Mage Armor spell grants an additional 20% mana regeneration while casting.
Glyph of Mana Gem 01 (Mage): Increases the mana recieved from using a mana gem by 10%.
Glyph of Polymorph 01 (Mage): Your Polymorph spell also removes all damage over time effects from the target.
Glyph of Remove Curse 01 (Mage): Your Remove Curse spell also makes the target immune to all Curses for 6 sec.
Glyph of Water Elemental 01 (Mage): Reduces the cooldown of your Summon Water Elemental spell by (-30) sec.
Glyph – Adrenaline Rush 01 (Rogue): Decreases the cooldown of Adrenaline Rush by (-60) sec.
Glyph – Ambush 01 (Rogue): Increases the range on Ambush by 5 yards.
Glyph – Backstab 01 (Rogue): Increases the damage dealt by Backstab to stunned and incapacitated targets by 20%.
Glyph – Blade Flurry 01 (Rogue): Reduces the energy cost of Blade Flurry by 100%.
Glyph – Crippling Poison 01 (Rogue): Increases the chance to trigger Crippling Poison by 10%.
Glyph – Deadly Throw 01 (Rogue): Increases the range on Deadly Throw by 5 yards.
Glyph – Evasion 01 (Rogue): Increases the duration of Evasion by 5 sec.
Glyph – Eviscerate 01 (Rogue): Increases the critical strike chance of Eviscerate by 10%.
Glyph – Expose Armor 01 (Rogue): Increases the duration of Expose Armor by 10 sec.
Glyph – Feint 01 (Rogue): Reduces the energy cost of Feint by 10.
Glyph – Garrote 01 (Rogue): Increases periodic damage dealt by Garrrote by 45%, but decreases the duration by 3 sec.
Glyph – Ghostly Strike 01 (Rogue): 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.
Glyph – Gouge 01 (Rogue): Reduces the power cost of Gouge by 10.
Glyph – Hemorrhage 01 (Rogue): Increases the damage bonus against targets afflicted by Hemorrhage by 40%.
Glyph – Preparation 01 (Rogue): Decreases the cooldown of Preparation by (-2) min.
Glyph – Rupture 01 (Rogue): Increases the duration of Rupture by 5 sec.
Glyph – Sap 01 (Rogue): Increases the duration of Sap by 10 sec.
Glyph – Shiv 01 (Rogue): Reduces the energy cost of Shiv by 5.
Glyph – Sinister Strike 01 (Rogue): Your Sinister Strike critical strikes have a 40% chance to add an additional combo point.
Glyph – Slice and Dice 01 (Rogue): Increases the duration of Slice and Dice by 3 sec.
Glyph – Sprint 01 (Rogue): Decreases the cooldown of Sprint by (-60) sec.
Glyph of Banish (Warlock): Increases the duration of your Banish by 5 sec.
Glyph of Conflagrate (Warlock): Reduces tha mana cost of your Conflagrate by 20%.
Glyph of Corruption (Warlock): 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 Curse of Agony (Warlock): Increases the duration of your Curse of Agony by 4 sec.
Glyph of Death Coil (Warlock): Increases the duration of your Death Coil by 0.5.1 sec.
Glyph of Fear (Warlock): Increases the damage your Fear target can take before the Fear effect is removed by 20%.
Glyph of Felguard (Warlock): Increases your Felguard’s physical damage by 20%.
Glyph of Felhunter (Warlock): Increases your Felhunter’s spell damage by 20%.
Glyph of Health Funnel (Warlock): Increases the chance you’ll resist spell interruption when channeling your Health Funnel spell by 100%.
Glyph of Healthstone (Warlock): You receive 30% more healing from using a healthstone.
Glyph of Howl of Terror (Warlock): Reduces the cooldown on your Howl of Terror spell by (-8) sec.
Glyph of Imp (Warlock): Increases your Imp’s spell damage by 20%.
Glyph of Searing Pain (Warlock): Increases the critical strike bonus of your Searing Pain by 20%.
Glyph of Shadow Bolt (Warlock): Reduces the mana cost of your Shadow Bolt by 10%.
Glyph of Shadowburn (Warlock): Increases the critical strike chance of Shadowburn by 20% when the target is below 35% health.
Glyph of Siphon Life (Warlock): Increases the effect of your Siphon Life spell by 20%.
Glyph of Soulstone (Warlock): Increases the amount of health a player gains from resurrecting via your Soulstone by 100%.
Glyph of Succubus (Warlock): Increases the duration of your Succubus’s Seduction by 3 sec.
Glyph of Unstable Affliction (Warlock): Decreases the casting time of your Unstable Affliction by 0.2.1 sec.
Glyph of Voidwalker (Warlock): Increases your Voidwalker’s health by 20%.
Inscription is the the new profession for World of Warcraft slated to be introduced when Wrath of the Lich King is released later this year. The profession will allow you to essentially enchant your skills, talents and abilities to further improve the potency of their effect. (ex. reduce cool down on AR, etc).
Using inscription is very simple. The inscriber will simply imbue a particular scroll with the various glyphs. These scrolls can then be sold and used by any one (note: enchanting works a similar way in the expansion). Now that we have these glyphs explained we need to go over how they can be used by players.
Every player, regardless of whether they have inscription or not, will have a new spell book page for these glyphs. You’ll be able to add and remove up to 6 glyphs to this page. These will be your 6 augmented spells / abilities that your inscription glyphs will give you an extra benefit. These 6 are split into 2 categories.
- Three Lesser
- Three Major
What defines each category is currently unknown, but I would imagine the level / effect associated with the glyph will have a large impact on it’s categorization. In order to get materials for these glyphs an inscriber must mill items from herbs, similar to the way jewelcrafters get materials via mining materials.
A few of these glyphs are already known, as they’ve appeared on the beta test server. Make sure to check those out here, inscription glyphs.