Inscription: can I get a resounding ‘meh’?

Maybe it’s due to the fact that I don’t play a lot of the classes that have gotten glyphs, or maybe it’s because warlock glyphs seem astoundingly lame, but inscription just feels … well, incredibly underwhelming. With other elements in the beta, Blizzard seems content to make it overly powerful then scale it back; with inscription, Blizzard almost seems too cautious for their own good.

I’ll put the rest behind a cut for those of you trying to avoid any and all Wrath info.

Right now, I’m more excited about the ability to make vellum to transfer enchantments to scrolls. Let’s look at warlock glyphs for a sec. The newest round, including Glyph of Kilrogg, isn’t on there so you’ll also want to refer to WoW Insider’s list of glyphs from 8905. Right now there are only a few that are even remotely interesting:

  • Glyph of Corruption: You (sic) 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%. This is interesting because, well, this is exactly what Nightfall does, minus Drain Life causing one to enter the shadow trance state. Given as how I almost never use Drain Life, this would free up several points from Affliction for me and allow me to move closer to a DS/S&F build, but for soloing.
  • Glyph of Shadow Bolt: Reduces the mana cost of your Shadow Bolt by 10%. My primary damage source gets even cheaper? Yes please!

And, well, that’s it. While the previously-mentioned Glyph of Kilrogg (gives your Eye of Kilrogg the ability to fly in Outland and Northrend) could be interesting, it doesn’t have a lot of practical uses in the #1 place I usually use it: instances. Glyph of Souls (your Ritual of Souls no longer costs a Soul Shard) is also interesting, but not particularly useful, as I always walk around with a pocket full of Soul Shards: in particular, 20 of them. Hence no real interest in Glyph of Drain Soul either. Glyph of Inferno (initial damage from Inferno is raised by 50%) borders on completely @#$@ing useless. My one caveat is that I’ll refrain from dismissing Glyph of Felhunter until I can try out the brand-new revamped Felhunter. I really hope he’s useful – I love my big demon puppy.

Now, let’s look at another class I care directly about: shamans! I eventually plan to take Galehorn resto, so let’s see what my options are:

  • Glyph of Chain Heal: Your Chain Heal heals 1 additional target. Always useful!
  • Glyph of Healing Wave: Your Healing Wave also heals you for 20% of the healing effect when you heal someone else. Interesting, though I’m not sure how practical it’ll be. Guess it could be useful for those bosses where everyone gets hit… or in PvP, to keep you and someone else alive. Compare with Glyph of Lesser Healing Wave: Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield. That strikes me as more immediately useful for healing tanks.
  • Glyph of Water Shield: Increases the passive mana regeneration of your Water Shield spell by 30%. More mana is just plain useful.

See, now with the shaman, I’d actually have to make choices. With the warlock, I feel like it’s cut and dried. I dislike cut and dried. Still, those are just the fun ones I pointed out. There’s also plenty for elemental shamans; not as much for enhancement so much, but there are glyphs to add additional effects to their existing stat-boosting totems or moves (such as adding crit to Strength of Earth Totem or upping the nature damage of Stormstrike).

Anyway, I got a little off-topic here: I guess what I’m trying to say is that the existing glyphs for some classes are terrifically underwhelming, whereas some are actually useful… but not a lot. Some glyphs, in fact, are downright useless (glaring at you again here, Glyph of Inferno) and Blizzard may want to take a step back and examine how people are actually using these spells before they attempt to elaborate on them in ways no one is interested in.

About the Author

Stop used to be a warlock, then he was a death knight; first he was Horde, then he was Alliance again, and now he's Horde again. For good this time. Lok'tar ogar!