Arcane Brilliance: Mage glyphs in Mists of Pandaria

Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages -- unless, of course, Christian Belt is sucked into an timeway and is currently stuck fleeing from pterosaurs in the late Mesozoic era, allowing Josh Myers to claim his column. I won't say that's what happened this week, but don't rule it out.
The last time someone who wasn't the most Illustrious Archmage Christian Belt wrote an Arcane Brilliance, things didn't go over well. Part of that might be because it was written by that shady Tyler Caraway character, and part of it was because he secretly was a warlock disguised as a mage. I'm a DPS shaman posing as a mage, but I've got two things on my side: I raided progression as a mage through the latter half of tier 12 and the first half of tier 13, and I'm not a warlock. I'm not going to pretend I'm Archmage Pants, but I'm no squib either. Maybe Senior Understudy or Last Surviving Apprentice Josh Myers?
In totally exciting news, Mists of Pandaria's beta has opened up, much to the chagrin of my social life and my exercise routine. On Wednesday night, Boubouille from MMO-Champion set out to datamine as much information as he could glean from the install files, and thanks to his work, we were able to get our hands on a nice list of the updated glyphs currently in the beta. Spoiler alert: They're pretty awesome.
First thing to know before going into any analysis of the glyphs is that prime glyphs have been totally removed from the game. We're not going to see any more incredibly boring percentage-to-damage increases from glyphs; those are all either removed or baked into the base damage of abilities now. Glyphs now work to either change your playstyle and usage of an ability entirely or to provide cool cosmetic effects. Case in point is the Glyph of Crittermorph, which allows your Polymorph to last for 24 hours and to be cast on multiple targets, provided it's cast on critters. No real game benefit, but fun when you want to make every cow in Elwynn Forest look like a black cat.

Potential major glyphs
- Glyph of Armors Reduces the cast time of your Frost Armor, Mage Armor, and Molten Armor spells by (1500/-1000) sec, and increases the defensive effect of each Armor by an additional 10%.
- Glyph of Combustion Increases the duration of the damage over time effect and the cooldown of Combustion by 100%.
- Glyph of Evocation Your Evocation ability also causes you to regain 60% of your health over its duration. With the Invocation talent, this healing is reduced to 30% of your health. With the Rune of Power talent, you gain 1% of your health per second while standing in your Rune of Power.

- Glyph of Fire Blast Your Fire Blast and Inferno Blast spells can now also spread Living Bomb.
- Glyph of Ice Lance Your Ice Lance now hits one additional target for 50% damage.
- Glyph of Icy Veins Reduces the cooldown and duration of Icy Veins by 50%.
- Glyph of Mana Gem Your Conjure Mana Gem spell now creates a Brilliant Mana Gem, which holds up to 10 charges.
- Glyph of Water Elemental (not currently in Wowhead databases) Increases the health of your Water Elemental by 40% and allows it to cast while moving.
Potential minor glyphs
- Glyph of Crittermorph When cast on critters, your Polymorph spells now last 24 hours and can be cast on multiple targets.
- Glyph of Loose Mana Your Mana Gem now restores mana over 6 seconds rather than instantly.
- Glyph of Momentum Your Blink spell teleports you in the direction you are moving instead of the direction you are facing.

Ah, the beauty of the new physics engine coming in Mists of Pandaria. For everyone who has spun-jump to cast a spell and then accidently blinked toward your opponent, this spell will allow your momentum to carry you through your teleport and get you to where you actually want to go. Isn't science fun?
- Glyph of Ritual of Refreshment Your Ritual of Refreshment spell no longer requires the assistance of other raid members to complete.
All in all, the new glyph choices are cool and definitely more exciting than "Increases the critical strike chance of your Frostbolt by 5%," though they're also all subject to change. And that's not all the salivation-worthy things that have been released this week. We also have awesome new enchants, mega damage, and even those pesky warlocks are finally doing something useful and learning to tank. Seriously.
Filed under: Mage, Analysis / Opinion, Raiding, (Mage) Arcane Brilliance, Mists of Pandaria






Reader Comments (Page 1 of 3)
Quaza Mar 24th 2012 5:12PM
Frosty? Who's Frosty? Oh, you mean Squirtle.
Naryn Mar 24th 2012 5:12PM
The Mana Gem Glyph could be useful if you are playing arcane, instead of going down to 85% mana and bursting the gem you would be able to pop the gem at say 95% and then your next 2-3 casts will be at 100% mana rather than just the one currently.
There might also be mechanics in fights that will it will be useful for not that I can think of any previous examples right now.
Pyromelter Mar 24th 2012 5:33PM
I can see pairing it with the glyph of loose mana too, too keep your mana high for mastery purposes.
Imnick Mar 24th 2012 7:06PM
I thought he WAS talking about the glyph of loose mana O_o
Pyromelter Mar 25th 2012 6:36AM
My mistake, I somewhat misread his comment, he did say "Mana Gem Glyph," not "Glyph of Loose Mana," so in my hasty reading of the comment, I thought he was talking about the 10 charge-glyph, which is precisely named "Glyph of Mana Gem."
But yeah, I think we all see where blizz is going with this, really good stuff for arcane incoming.
Malsi Mar 24th 2012 5:14PM
You are no Archmage Pants, but you're enthusiasm makes me like you
Josh Myers Mar 25th 2012 4:43AM
I'm just going to leave this here because it will be one of the first responses readers will see, but thank you to everyone who responded positively to this column! Taking over for any other class columnist for a week is always intimidating, but in 40 comments not one person has had something rude to say to me. So, thank you all!
As for Christian: If he managed to escape the Pterosaurs and find a way out of Mesozoic (where I totally did not strand him. Totally.), he's probably very swamped with work and having a real life this week. Nothing too bad, though!
Imnick Mar 24th 2012 5:16PM
The living bomb glyph worries me, I wanted to live in a world where raiders could pick any of the three bomb spells with very little effect to their DPS (I'm not quite idealistic enough to assume they'd ever be totally equal) but it now looks like every fire mage will have to take living bomb again, unless the glyph applies to all three kinds.
Jebediah54 Mar 24th 2012 5:42PM
There's a trade-off. If you take Frost Bomb, you'll be able to have one up every 10 seconds and it will explode for more direct damage than the other bombs (I assume). With Nether Tempest, you'll have a much higher AoE ability as you can have it on as many targets as you want with ticking AoE. With Living Bomb, you can get away with 2 global cooldowns (spreading it with Inferno Blast) and still have decent AoE with the explosion but limited to 3 targets.
Right now I can see all three being feasible for fire, the only depending factor is the fight. Which is exactly what Blizzard is going for with these talents anyway.
Randomize Mar 24th 2012 5:20PM
The ritual of refreshment glyph is exciting to say the least. No more shall mages be forced to type "Click the portal" to drop a table. No more shall mages be forced to wait 5 minutes after one of their companions fails to complete the ritual. No more shall mages be forced to have party members in the area to enjoy the benefits of cake on a table.
thgilbert1 Mar 24th 2012 5:21PM
I would hazard a guess about the mana gems giving mp5 (rather than instant mana).
It may perhaps link in with arcane mastery (full mana = more damage). If you hit the gem just before a high dps burst you will be gaining mana back WHILST casting (and as such keeping you mana more full throughout).
As opposed to burning mana, having an emptier (average over time) mana pool and then having to hit the gem at the end... Could probably have written that clearer but am sure some boffins out there can figure out what am getting at.
hcobb Mar 24th 2012 5:24PM
I hoping that when critter morph breaks all the critters agro on the mage.
Strawder Mar 25th 2012 6:12AM
I remember when things would chase you across multiple zones when aggro'd. Imagine an entire army of squirrels heading for Stormwind the day after a wanton Mage critter-morphed them all.
Warlord Mar 24th 2012 5:27PM
Actually, I think the glyph of Combustion will be an improvement on a single target fight, as it's increased cooldown will minimize the casts you can do in a fight, allowing a bit more leeway in gambling for a bigger combustion, rather than just firing one off with a 10K ignite just so you can have it off of cooldown again sooner.
Imagine a fight that would allow, barely, 5 combustions. With such a small window to cast them, you are forced to use them immediately, with some maybe having a 20K ignite up, some less. On a longer cooldown, you would only be able to do 2, but you can fish for and try to get a single 40K or more ignite combust off, as you have to just get a big one in the start of a fight, and the middle. A single 40K combust doing double will be as if you had 2 40K combusts with the shorter CD.
Pyromelter Mar 24th 2012 5:45PM
Okay but, would you go for 2 big combustions, or 5 medium ones? And with the 2 big ones, you absolutely must keep track of all of your procs and cooldowns and trinkets.
I dunno I think it would really depend on the fight. I'd have to say that the margin for error is razor-thin with the glyph, especially if you get a fight where you would just miss out on a third big combustion. Also, for any aoe fight, your going to want a combustion dot up on your main target as much as possible to spread it when adds come out, which again would be a mark against the glyph.
Since glyphs supposedly aren't meant to be changed as much as talents in the next xpac, I have a hard time seeing where the combustion glyph would see a whole lot of use.
Michael Mar 24th 2012 5:46PM
With Ignite no longer proccing off of crits, I don't think fishing will be a big issue anymore. We'll be able to give ignite a 100% uptime through fireball, pyroblast, and fireblast, so unless it doesn't operate like it does currently, by creating a stacking dot, then we won't necessarily need to wait for that big phat Pyroblast! crit.
Jebediah54 Mar 24th 2012 5:47PM
Really I think that's the idea behind the glyph. If you take the glyph you'll have a high risk/high reward playstyle. Without the glyph you'll be taking the more consistent, but less bursty route.
Imnick Mar 24th 2012 7:08PM
I can't imagine this'd be used outside of the mentioned AOE situations, it's not only less reliable but if you have a fight that's long enough for 5 regular combustions but dies before you could have cast a sixth, you'll lose damage with the glyph by only being able to cast 2 big combustions
mark Mar 24th 2012 7:48PM
you mean kind of like alysrazor is atm?
you get one stupid damage burst so save it for that
and its crits count and run out so cast it 10 sec b4 end of buff
and etc etc
ive had them hit stupid amounts and stupid % of damage - there already something we pay attention to - itll just be up to us to decide how much now
Warlord Mar 24th 2012 8:11PM
@pyromelter
Keep in mind that the 2 big (I say big in terms of damage per tick) with the glyph is the same as 4 big without the glyph.
But I did fail to keep in mind the nature of ignite in MoP, with it not entirely being reliant on crits for uptime. Still though, assuming the ignite grows bigger if a big burst of damage came out (either from a series of bigger fireballs in the form of crits or from trinket CD's), having a double duration combust would ensure you don't have to get that exact same crit/trinket burst for the second combust in order to duplicate the spell's damage.