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10.2.7
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Beta
Minor Glyphs
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Post by
svirve
Minor glyphs are supposed to be cosmetic. The fact that we have a glyph that increases damage by 1% through all of naxx is something we really should be grateful for.
Increasing mana effectiveness, of a spell that costs 35% base mana, by 50% is way beyond cosmetic.
Lots of the minor glyphs are actually great while leveling if you have the money to spend on them.
G of BoK
- Sure it's not much but less time spent drinking means more time gaining experience. And BoK does cost 12% base mana before the glyph.
G of BoM
- Usefull both in raids/heroics and when leveling. You dont get greater BoM until level 52 and even then this is a saved reagent.
G of BoW
- See above. You dont get greater BoW until level 54.
G of LoH
- This is great coupled with the Divinity glyph, reducing the "CD" of your 7.8k mana pot (at lvl 80) by 5 minutes is almost worth a major spot.
G of Sense Undead
- This glyph is basically worth a half talent point. Considering one point in Crusade will give you the same effect.
G of The Wise
- Great when leveling, as i mentioned before less time spent drinking means more time gaining exp. And this is also great if you're going OOM in a fight.
There's nothing wrong with our minor glyphs. The only other class that has a minor glyph that increases any damage is warriors.
And i mean comon look at
it
.
There's nothing wrong with our minors. Actually we should be grateful for them.
Post by
Squishalot
G of LoH
- This is great coupled with the Divinity glyph, reducing the "CD" of your 7.8k mana pot (at lvl 80) by 5 minutes is almost worth a major spot.
Just being picky - coupling it with the Divinity glyph *does* use up a major spot ;p
Post by
133451
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Post by
Squishalot
15 minute LoH means you can use it pretty much every boss fight, no?
Edit: I think you're making too much of a deal about the role Minor Glyphs should play. Realistically, since glyphs only came in with 3.1, we haven't lost anything. Blizzard were kind enough to create a new profession based around giving each class 3 major skill boosts. The minor glyphs are intended to be cosmetic, and as such, it's good that they remain relatively cosmetic. They're not supposed to be extended, just like non-combat pets aren't supposed to do much either. ("Come on, look at Pengu should at least be able to head bash the boss for 1-2 dps! Why can't I summon my Charger on the side and have him kick and bite?")
They fulfil the same role in the game as everything else cosmetic - something cool to want. Who needs polymorphed penguins?
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205531
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5177
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283705
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133451
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Post by
xaratherus
I think the difficulty comes in that Blizzard
has
said that minors are supposed to be cosmetic in nature, but that there is very little that can be cosmetically altered for Paladins. We just don't have a lot of minor "utility" spells.
Removing the reagent requirements for Greater Blessings would be too powerful; they're a raid class-wide blessing that can have a major impact on damage, unlike, say, Water Walking, which is single-target and doesn't really have any combat impact.
Adding in a Glyph of Divine Intervention, to remove the reagent requirement, would be okay; I would take it simply to free up the bag slot.
The trick is to find spells that are not heavily-used in combat but that could have some sort of minor buff to make them useful, and then include that buff in a glyph. It's not real easy to do that for Paladins.
Post by
387114
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Post by
387114
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Post by
xaratherus
Or a glyph that removes the reagent cost for the Shaman's self rez.
You mean like
this
? ;)
Perhaps they could give Paladins "Russian roulette" minors? For example:
Glyph of Empowered Redemption: There is a 5% chance when resurrecting an ally that the ally will be returned with 100% health and mana.
Glyph of Fated Salvation: Your Hand of Salvation has a low probability (2-3%?) to reduce threat against the target to 0.
Or perhaps a somewhat comedic one ;)
Glyph of Divine Shield: Your Divine Shield has a 1% chance to automatically cool down your hearth stone.
Post by
228908
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Post by
xaratherus
These would be the glyphs that add abilities to spells that they do not already have (like the AE on holy light).
Or like the damage-reduction component for Divine Plea (as a tankadin).
As it is, I haven't found Inscription to be a money-maker. Not having to grind rep with Hodir for good shoulder enchants is nice.
However, I really wish they had left in the extra major glyph slot for Scribes.
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228908
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387114
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322291
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Post by
Squishalot
Squishalot - we both know that wasnt what i ment, so it was unecessary for u to compare minor glyphs with fighting with mounts , i am not talking about making things imbalanced or/and overpowered just making something thats extra-added in the game, to make it more interesting and complexed, fulfil its purpose and be another 'pretty icon'.
Still some of ur post made me rethink a thing or two and yes i understand the point in which their are simply cosmetic but dont try and justify the all point of view that sais they are usefull ( yes a few of them are but we should be able to pick out of a dosen for example and not just have 1 or 2 and an extra empty no-needed slot ).
Yes, I know what you meant. But I don't think it was unnecessary - fighting mounts wouldn't make things imba, since everyone has their own mount. It just seems the logical progression - "we have these things, why can't they do anything more useful?" Same attitude with the glyphs. I do agree though, we don't have much of a range to pick from.
Glyph of Divine Shield: Your Divine Shield has a 1% chance to automatically cool down your hearth stone.
Reset cooldown, or cause cooldown? ;) That'd be pretty good, you'd see people spamming Divine Shield regularly in IF and SW in order to get their hearthstone CD back faster.
I'd like the ability to make glyphs permanent parts of your spell, for some sort of a cost, with the ability to reset it with a re-spec.
Not sure what you mean here? Permanent upgrades, *plus* interchangeable glyph slots? So, sortof like, a glyph-talent slot?
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