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by Katashu, Level 26
Last updated at August 22, 2008, 2:57 am
Since all the other cool kids are making glyph review posts, I thought I'd try my hand at it as well for my class of choice. Let's see what hunters get:

    * Glyph of Aimed Shot - Decreases the cooldown of Aimed Shot by 1 sec.
Can only be assumed to be a sick joke.

    * Glyph of Arcane Shot - Your Arcane Shot refunds 20% of its mana cost if the target has one of your Stings active on it.

Surprisingly decent, considering arcane shot's mana cost at 80, though nothing spectacular. Might be worth taking as a minor glyph.

    * 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%.

For those who don't know, Aspect of the Beast was changed to add 10% melee attack power to the hunter and the hunter's pet as well as being untrackable. Why in God's name any dev thought this would be a good idea is unknown, but this is for all the melee hunter wannabes out there. Otherwise, worthless.

    * 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.
This is... Surprisingly a decent PvP glyph. Considering aspects no longer cost mana (I can't remember if they still activate GCD in wotlk, anyone want to refresh my memory?), throwing on monkey when you're being meleed in combination with Surefooted can let you make a speedy getaway, especially since there will be more melee classes throwing their weight around than your standard Warrior and Rogue; for example, Feral Druids, Ret Paladins, Enhancement Shaman and the dreaded Aspect of the Beast Hunter. Also, warlock/hunter pets.

Definitely a must-have, unless a better greater glyph pops up in the future.

    * 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.

Pretty nice to help get the mana flowing a lot earlier in a fight if you're the guy who jumps out of the gate with Viper on instead of Hawk because you can't be arsed to switch 20 seconds into a fight.

    * Glyph of Bestial Wrath - Decreases the cooldown of Bestial Wrath by 20 sec.
Useful for BM in tandem with Longevity, bringing Bestial Wrath's cooldown down to a mere 64 seconds, almost half the original cooldown. Every BM hunter's going to want it.

    * Glyph of Deterrence - Decreases the cooldown of Deterrence by 20 sec.

Too bad Deterrence is a 3 minute cooldown and this is the only thing that's going to change that. Not as useful as I'd hoped, as it's not as if you're banking on your Deterrence cooldown to pop up in order to save your life that often.

    * Glyph of Disenegage - Decreases the cooldown of Disengage by 5 sec.

With Survival Tactics, this brings the cooldown of Flying Hunters to 21 seconds. Not bad, but I dare you to find a hunter that's going to take Survival Tactics in its current form anyways.

    * Glyph of Freezing Trap - When your Freezing Trap breaks, the victim is afflicted with a 40% snare, recovering 10% per sec. for 4 sec.
Interesting, but ultimately not as good as it could be, considering any melee you're trapping are going to charge/intercept/shadowstep to their target, or hell, even freedom it off (or just rely on toughness/surefooted/what-have-you to bring it down to 2 seconds). Not that great.

    * Glyph of Frost Trap - Increases the radius of the effect from your Frost Trap by 1 to 0 yards.
Obviously NYI, should be interesting to see if we can blanket an entire arena floor in a frost trap though. Frost trap as it is can go through pillars, this could make a single frost trap cover an entire pillar.

    * Glyph of Hunter's Mark - Increases the attack power bonus of your Hunter's Mark by 20%.
Doesn't say that it's the BASE bonus of Hunter's Mark, which means that it's a 60 RAP bonus if it's base, up to a 240 RAP bonus if it stacks with additional shots. Possibly worth investing in for bonus AP.

    * 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%.
Thank GOD! It's about time Blizzard gave us a way to reduce our Immolation Trap durations from their current hour-and-a-half length forms.

I'm going to take a guess and say it's NYI. Doesn't matter, as no one uses Immolation Trap anyways.

    * Glyph of Improved Aspect of the Hawk - Increases the effect of Improved Aspect of the Hawk by an additional 6.

15% haste to 21% haste. Nothing game-breaking, useful for PvE I suppose.

    * Glyph of Multi-Shot - Decreases the cooldown of Multi-Shot by 1 sec.
4 piece PvP set bonus being converted to a glyph? One that we can finally ditch? Hallelujah.

    * Glyph of Rapid Fire - Increases the haste from Rapid Fire by an additional 8%.
Rapid Fire isn't up often enough for this to be remotely useful.

    * Glyph of Serpent Sting - Increases the duration of your Serpent Sting by 3 sec.
Normally I'd toss this glyph in with the other pile of dicks, but considering Blizzard is buffing Serpent Sting all over the place with synergy talents and trying to get us to use the damned ability, I'll reserve my judgement for now.

    * Glyph of Snake Trap - Your Snake Trap creates 2 additional snakes.

Same 100-hp snakes that die in a single AE/Nova/what-have-you. No thanks.

    * Glyph of Steady Shot - Increases the damage dealt by Steady Shot by 10% when your target is afflicted with Serpent Sting.
See above for Serpent Sting synergy. Could be handy for PvE, not so much PvP.

    * Glyph of Trueshot Aura - Increases the attack power bonus of Trueshot Aura by an additional 2%.
2% of 225 is 8 and a half ******* AP. Whoop-de-****.

    * Glyph of Volley - Decreases the mana cost of Volley by -20%.
PILE OF DICKS.

    * Glyph of Wyvern Sting - Decreases the cooldown of your Wyvern Sting by 0 sec., but decreases the damage it deals by 1 to 0%.

Oh hello, what's this? Broken tooltip, but reduces the cooldown (and damage) of Wyvern Sting? By how much, I wonder. Potentially a viable Glyph. Time will tell, as it's NYI.


There we have it. Overall, a slim selection of great glyphs mixed with an abundance of decent ones and a couple absolutely worthless glyphs. Too bad we weren't as lucky as mages. Thank God we weren't as unlucky as warlocks.
     
15 comments
hatpar
hatpar Aug 22, 2008 at 3:17 am
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* 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.


pro...
Cooldown
Cooldown Aug 22, 2008 at 3:23 am
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Katashu
Katashu Aug 22, 2008 at 11:56 am
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Lewt has it homo. PM'd regardless.
nszero
nszero Aug 22, 2008 at 3:31 am
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I enjoyed your blog. Mainly the pile of dicks comment. It reminded me of tourettes guy.
Question Mayn
Question Mayn Aug 22, 2008 at 3:56 am
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Pau
Pau Aug 22, 2008 at 4:47 am
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Drrew
Drrew Aug 22, 2008 at 5:47 am
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overall a good analysis, cant wait to see how the NYI glyphs are, indeed, implemented
Yiska
Yiska Aug 22, 2008 at 6:14 am
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wait... mage glyphs are probably the worst in the game right now.
Katashu
Katashu Aug 22, 2008 at 12:00 pm
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You're kidding, right? Scorch glyph applies a 5 stack of imp scorch in one shot. Polymorph removes all dots on the poly target. Icy Veins removes all roots/snares. Fire blast is +50% crit rate on FB on stunned/incapacitated targets. Remove Curse makes the target immune to curses for 6 seconds. Ice block resets your frost nova cooldown. Mages got a ton of awesome glyphs.
Yiska
Yiska Aug 22, 2008 at 1:47 pm
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1. Cool beans, crit scorch runes your chance of gaying dispells for sheep though.
2. How is poly removing dots anything good despite playing with a warrior
3. Yep 4 teams can dispell and today iv is like instantly dispelled whenever a mage is focus. How is a mage botherd by roots anyway?
4. Yep quite nice synergy with rogues
5. Best rune probably. Kind of a antiwarlockglyph
6. this is such a bad rune, don't get me started.

You also might wanna read:
http://www.radikalnoise.com/
Katashu
Katashu Aug 22, 2008 at 2:15 pm
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1. No, it doesn't. See 2, because
2. POLYMORPH REMOVES ALL DOTS. That's bleeds, ignite, priet dots, warlock dots, druid dots, **** like roots and- This means you can ******* polymorph targets that absolutely must be polymorphed who have a dot on them.
3. It's a bonus to a core ability that lets you break snares. Which, as a matter of fact, are somewhat of a problem.
...
6. This is still a decent rune that lets you nova melee the second you're out of ice block. It's not LIEKOMFGAMAZING, but it's better than nothing you ungrateful bastard.

I check Raddy's blog every day. He missed a few runes. And you're an idiot.
Yiska
Yiska Aug 22, 2008 at 2:21 pm
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Well, you actually got me :P They are quite good overall.
I don't see why they're better than hunter though.
Katashu
Katashu Aug 23, 2008 at 3:55 am
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Eh, I think the scorch, polymorph and curse ones are overall absolutely crazy to put mages on top as far as glyphs are concerned. Probably the 3 major runes mages will be taking (imp scorch is enough to invest 18 points into fire even as frost spec).

Meh
drole
drole Aug 22, 2008 at 6:31 am
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The disengage glyph really isn't that bad. I haven't seen any news as to what category these glyphs belong and assuming this one in particular is one of the smaller ones i might actually pick it up. disengage glyph + survival tactics = rather hard to catch hunter and more time my teammates dont need to babysit me = more time for them to do something usefull, like mana burning, dispelling, offensive cyclonening, drinking etc. etc.
Raiken
Raiken Aug 22, 2008 at 7:30 am
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Glyph of Hunter's Mark - Increases the attack power bonus of your Hunter's Mark by 20%.

A must in PVE, when joined with imp. Hunter's mark. IMO
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A hardly objective analysis of World of Warcraft PvP from a no-skill Hunter on a worthless battlegroup with far too much time on his hands. Hilarity ensues.
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