Encrypted Text: Rogue Glyphs
Every Wednesday, Encrypted Text explores issues affecting Rogues and those who group with them. This week Jason Harper, the Rogue feature blogger, discusses a new feature in Wrath, Glyphs and the opportunities for Rogues. Inscriptions, a new profession in Wrath of the Lich King, allows for the creation of tradable Glyphs that can enhance your spells and abilities. Recently a number of these glyphs were released into a beta build and Inscription was announced to be apart of the new pre-Wrath patch.
As you'll see in the list below, Rogues get a wide variety of both lesser and greater glyph options, and in a lot of cases can greatly effect your talent choices in a way that gemming or enchanting never did.
There are a total (at this point) of seventeen Rogue centric glyphs discovered in the 8820 pre-release build, each expressing a different talent or ability improving skill. I should note, however, that I do not have any details around a few pieces of data that will most likely be very important once the Inscription profession has been released. They are: How to create the glyph, which glyphs are tradable and which are not, what Inscription skill-level any particular glyph requires.
I've split up the glyphs into two categories: Utility and Damage, with utility being either group or individual survivability buffs.
Utility Glyphs
As of this build (8820) there are five glyphs that I would categorize as "utility". These glyphs generally increase the duration of talents you already have, but do not strengthen the effect in terms of power. Leading off is Glyph-SAP, which can increase the duration of your Sap by 10 seconds. Overall not too bad when tacked on a level 71 accessible rank 4 Sap (which lasts up to one minute). I haven't really found too many situations where I've wished for, say, ten more seconds on my Sap though. And really, Rogues do not excel at PvE crowd control and aren't typically brought to raids with this in mind.
Next in line is Glyph-Evasion. Evasion, if you recall, makes you harder to hit by increasing your dodge chance by 50% and reducing ranged hits by 25%, on top of whatever dodge stats you have already. This glyph add an additional five seconds of evasion time, which can be crucial in fights where the tank or off-tank dies or becomes "unavailable" (e.g. "brb, I have to wash my steve"). I've evasion-tanked many mobs down from 1% (the one I recall best was Instructor Razuvious) and an extra five seconds is win.
But what about when you really really don't want to be the one tanking the boss in those final seconds? Well, Glyph-Feint will reduce the cost of your Feint ability by 10 energy points, knocking it down to 10 energy. PvE Rogues already (should) know to use Feint every time it's available on boss fights, and this just makes it that much more usable, especially deep into fights when energy management is crucial.
The next two are more PvP in nature, IMO, than the others. Glyph-Expose Armor and Glyph-Sprint, increase the ability duration by ten and decrease the cool-down by sixty seconds respectively. I routinely use Expose Armor on targets in battlegrounds and making Improved Sprint available one full minute earlier can be a lifesaver. With two points into Endurance you can utilize Sprint 105 seconds earlier, taking a five minute cool-down to 3.25 minutes.
Damage Glyphs
Damage glyphs typically add either a percentage damage modifier or increase the range/duration of the skill. The best place to start is with my favorite Rupture. The Glyph-Rupture will increase the duration of a Rupture by five seconds. At level 79 Rupture rank 9 will last sixteen seconds with five combo-points, doing (217+0.0375*AP)*8 damage over that entire time. Now though you can have it up for twenty-one seconds, increasing damage by 1.3% (based on 1800 AP you get 2276 points of damage vs 2987 with the additional five seconds).
Similarly, Glyph-Garrote, an opener from stealth will increase your periodic, or DoT, damage by 45%, but will decrease the duration by three seconds. At level eighty a rank 10 Garrote will last eighteen seconds and cause (119 + AP * 0.07) * 6 damage. Using a sample calculation, rank 10 Garrote with 1800 AP will do 1470 points of damage over eighteen seconds, or 81.67 points per second. When you bump that up with the glyph you move to 118.4 points of damage per second, giving you 1776 points of damage with the 3 second decrease. Not too shabby.
The other excellent finisher is Slice and Dice, which would gain three seconds, over the five point 21 second duration, additionally modified by Improved Slice and Dice by 45% (total of 30 seconds without the glyph, 33 with). A possibility of 33 seconds of 30% increased attack speed is a fine improvement, but nothing as special as the Rupture and Garrote glyphs. Don't get me wrong, SnD is excellent in so many ways, and three seconds added to it make it somewhat more special. But with limited glyph slots, I'm not convinced I'd take this one.
The last one we'll talk about today is the Eviscerate glyph, which will increase your critical strike chance of the skill by 10%. Critical damage buffs are in vogue for Rogues these days with both Prey on the Weak and Unfair Advantage, getting you various increases. However, with most Rogues relying on SnD/Rupture cycles as the primary source of damage, is a critical damage modifier to Eviscerate really all that important? Without a doubt more damage is good, but again, if I had to choose between this glyph and the Rupture one, I'd have no problem going with Rupture.
Next week we'll take a close look at glyphs for Backstab, Shiv, Deadly Throw, Hemorrhage, Adrenaline Rush, Gouge, Ambush and Ghostly Strike.
Filed under: Rogue, (Rogue) Encrypted Text, Wrath of the Lich King
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Reader Comments (Page 2 of 4)
Syn Aug 27th 2008 2:37PM
if you have to use feint at all, much less every time it is off CD, you have just horrible tanks (unless you're pulling higher than 2600 DPS since that is about the highest I've seen them go without pulling aggro). 3 seconds longer on rupture is basically useless while the SnD Glyph can quite likely be amazing by allowing a smooth 1s/5r rotation without your rupture ever dropping off for any significant amount of time
Braundo Aug 27th 2008 2:41PM
Agreed. "Use feint every time it's up?" Hmm.
Farrell Aug 27th 2008 2:53PM
using feint every cooldown was almost a requirement for Horde before TBC and BE pallies, but now? I may pop it once or twice, but generally I don't touch it.
As for the extra 5 second of rupture being useless. I'd say you were wrong. You're getting more damage for the same energy cost. But as to how useful it'll be in the expansion - we'll have to wait and see.
Richard Aug 27th 2008 4:38PM
THANK YOU.
Yet another "rouge [sic] retard" writing for WoW Insider.
A rogue should NEVER have to feint. EVER.
If you are, you either outgear the tank or they're doing something very wrong.
Also:
Expose Armor is ONLY useful in PvP?
Come on now.
Imp EA is critical in Sunwell, on bosses that are being tanked by a druid.
One of our 3 rogues always goes and respecs ImpEA on every KJ fight.
Imp EA > Sunder, whenever a warrior isn't tanking. Do the math.
M Aug 27th 2008 4:50PM
"PvE Rogues already (should) know to use Feint every time it's available on boss fights"
Fail. It severely gimps your DPS output, though this glyph will help a little. Using it a few times, if you run up your threat a little high early on or the tank has some unlucky misses/resists, sure. Feint and let the tank catch up. Once the tank catches up and starts pouring the threat, you need to go full-out DPS. When you reach the tank's threat levels, you Vanish -- which is a COMPLETE threat wipe -- and then go full-out again. You can even get in a garrote with the vanish. With a well-geared tank and decent party, the boss will be dead by the time you reach his threat levels again.
If you grossly outgear the tank such that he or she can't muster the TPS to match yours, either swap out gear, or back way down on your DPS. Or find a new tank.
Don't spam Feint :(
Barth Aug 27th 2008 2:44PM
I agree, SnD never drops anyways so the extra time wouldn't help all that much. I do sometimes struggle keeping rupture up, and extra garrote damage is always nice.
Narlic Aug 27th 2008 3:08PM
I think that glyph of snd will be a blessing for those of us who will lose our T4 two-piece bonus.
What kind of cycle are you using? Using 1s,5r I generally see no rupture or snd downtime (that's with the T4 two-piece, mind you). Especially if you're getting a freebie combo point most of the time (from talents) when you do the rupture finisher, since you can start the cycle right away again without needing to spend anything towards CP generation for the SnD, putting it all into getting ready for the next 5r.
Mudkipz Aug 28th 2008 6:55AM
sd->5cp->rupture(mongoose 2xproc(+240agi)->2cp->sd->5cp->
and then I cant do nothing since you cannot put a lower Rupture on him(the 2xmongoose proc). Dont want to waste my 5cp on slice and dice and end up waiting for rupture to wear off. :S mabye they should change rupture that you refresh it for the duration for it even if you have lower AP
cp=combo point
sd=slice and dice
And yes. I NEVER.. EVER use feint not even when on fights like leo who resets aggro. The way after his demonform is 5point envenom and BOOM gone your dots.(unless you have rupture up but I never had that problem since I already collected 5cp for envenom.)
I see the Slice and Dice Glyph is very handy and I will most certain use it since I have seen many better upgrades for my T4(helmet+gloves) but if I compair then I will need to maintain 4/5cycle and that lowers the dps output.
Steve Aug 27th 2008 2:46PM
Um, PvE rogues don't use Feint all the time or shouldn't. A single well timed vanish is all you need most of the time. You only feint really when you get threat capped, vanish is on CD, and energy is starting to cap. But that good vanish negates almost all situations that could happen. So that glyph is near useless for a good PvE rogue.
And that Expose Armor is useful in PvE, esp Imp EA. It's one of the best raid dps increase debuffs if you don't have a Warrior tanking for the Sunders. Or if your tank is very good at threat, you can have a rogue do it anyways to increase raid dps a bit. So this glyph is semi-useful to help keep it up 100%.
Fold Aug 27th 2008 2:47PM
I gotta say, I'm pretty disappointed with your column overall. Somebody who plays a rogue as an alt that's maybe been in Kara or halfway through SSC could write your analysis. If I'm reading a Rogue specific column I'm wanting to see some things put together that every Joe WoW player couldn't put together for himself.
Since it seems like you're writing from a raid DPS perspective, why on earth would you opt for Garrote instead of the improvement to SnD? The SnD glyph is a free T4 2 piece bonus, which many rogues kept in place well into T6 content. Garrote is used once a fight? Maybe twice on bosses?
And using Feint every time it's up? Not even close to necessary, I think most experienced rogues are going to use Feint once or twice in the beginning of the fight, rely on their tanks and then use Vanish to manage threat.
Overall the Rogue glyphs that have been released lack imagination and are pretty pathetic upgrades in every case.
Crashandburn Aug 27th 2008 2:50PM
The eviscerate glyph may well be very useful along with the Assassination talent which refreshes SnD everytime it or envenom crits.
Personally I'd like to see the same option available with envenom as deadly brew means that getting a full stack of deadly poison back up isn't going to be a problem.
jeckelbros Aug 27th 2008 2:55PM
"PvE Rogues already (should) know to use Feint every time it's available on boss fights"
Seriously?
Feint removes threat=< one SS at T5 levels. If you are threat capped at T5-T6 levels, find another tank or L2vanish.
zappo Aug 27th 2008 3:43PM
That's the problem with feint which I haven't seen addressed. It does not scale AT ALL and quickly becomes worthless. Although feint isn't even on the radar of most rogues, Blizzard continues to augment it like it isn't completely broken. Obviously it needs to scale with attack power but I have yet to see this discussed.
For the record there was a time I used feint (when I rolled with a really bad tank), but after someone pointed out that it was equivalent to one attack I just took it off my bar completely. Feint is broken and just needs to go away.
Grayson Aug 27th 2008 2:57PM
I don't know what some of you are smoking, but I was really bummed giving up my 2 piece t4 bonus in place of better stats. An SnD glyph combined with the rupture glyph= huge potential for cycle improvement and tons of dps. I feel for those of you who have not yet gotten into 25 man content, but just to let you know, keeping SnD and rupture up 100% of the time is a must for keeping up in dps. These glyphs give rogues some wiggle room in fights where the mobs/bosses are not always accessible to melee and those extra 3 seconds give someone jsut enough time to step away from an aoe and get back in there to finish the job.
Keith Aug 27th 2008 3:08PM
100% Rupture uptime is NOT a neccessity. 100% slice and dice uptime, combined with 5 point ruptures at every interval will give the most DPS, but there is no penalty for having it go down if you happen to be pooling energy or away from the boss or whatever.
MechChef Aug 27th 2008 2:56PM
With sap being my least favorite CC, I welcome the ability to increase its duration. It's not used much in raids, but for heroics and five-mans, I use it often.
I'm interested to see what the number crunchers come up with on rotations in light of these glyphs.
Keith Aug 27th 2008 3:09PM
Feint glyph fails.
If I'm feinting, it's because I'm riding REALLY close to the tank on
threat, vanish is down, and if I were to use my energy to do damage
I'd pull.
So reducing the energy cost of feint doesn't help me, because there's
no reward for being 'lowest on threat.' If I'm using Feint, I have
plenty of energy. Any glyph that's going to buff Feint either has to
reduce it's cooldown, or increase it's threat reduction.
The Rupture Glyph meanwhile, is totally nonsensical. It increases the
duration by 5 seconds. But Rupture ticks every 2. Which means it gives
two and a half ticks? Bwuh?
Do you even play a Rogue in PvE?
vlad Aug 27th 2008 3:27PM
if your really close to your tank in threat... he sucks. the end.
Keith Aug 27th 2008 3:37PM
That isn't 100% true. There are fights with significant threat modifiers or mechanics that can leave rogues riding the aggro line and at which time a Feint is better than just standing around. Best examples are Bloodboil, saving a vanish for P3 on RoS, or Hydross on transitions. Feint should never be part of a rotation, but it's situationally more useful than letting energy cap. Reducing it's cost accomplishes nothing, but reducing it's cooldown or improving its threat reduction could make it a valuable second string threat management skill.
Keith Aug 27th 2008 3:10PM
This might multipost. This comments system is really wonky for me.
Feint glyph fails.
If I'm feinting, it's because I'm riding REALLY close to the tank on
threat, vanish is down, and if I were to use my energy to do damage
I'd pull.
So reducing the energy cost of feint doesn't help me, because there's
no reward for being 'lowest on threat.' If I'm using Feint, I have
plenty of energy. Any glyph that's going to buff Feint either has to
reduce it's cooldown, or increase it's threat reduction.
The Rupture Glyph meanwhile, is totally nonsensical. It increases the
duration by 5 seconds. But Rupture ticks every 2. Which means it gives
two and a half ticks? Bwuh?
Do you even play a Rogue in PvE?