Glyphs in MoP offer some really nice opportunity for making
changes to suit your playstyle/comp, similar to how the talent trees are now
setup. There is really only one
mandatory glyph, no matter what comp you play, and the others will vary based
on comp/opponent/playstyle quite a bit.
Here is my list:
Moonbeast – Absolutely a must when it comes to glyphs (and
probably the only one). Being able to
heal in form saves the global of going back into form after healing and allows
you to keep the 15% damage reduction and 5% party haste from form while you are
healing. This could add up to some
substantial extra globals over the course of a game.
Stampede – Being able to cast stampeding roar in moonkin
form will give you and your party a nice dash and breaks their
roots/snares. Again, saves a global when
using it. Not a must, but a nice bonus.
Solar Beam – Personally, I consider this a must, seeing as
it increases the size of the beam by 50% (which is massive) but you could certainly talk me
into other glyphs in its place for different comps/setups. Ultimately, solar beam is really becoming a
key ability with so many uses for Moonkin and this makes it even more powerful.
Prowl – If you are playing a triple stealth team (let’s say
Rogue/Moonkin/Rsham) having the ability to move faster for the opener can be
huge. This one is quite situational
though, as it will really only be important for the opener and if you were to
choose Displacer Beast as your first tier talent.
Nature’s Grasp – Since they’ve changed the spell to have
only one charge this expansion, it’s not as powerful as it once was, but still
a really good talent. Being able to use
it twice as often is pretty darn powerful vs. melee cleaves. A really good choice.
Barkskin – An old staple.
Great defensive glyph, so if you are playing a comp where you are the
one who gets trained a lot, I would call this glyph a must.
Cyclone – 4 yards may seem like a small distance, but if you
ask anyone who played Moonkin prior to MOP you will hear how much that 4 yards
can make a difference in a game.
Entangling Roots – Another one that sounds miniscule, but
can be a game changer. Being able to get
off a second root on a healer who has been root-beamed, can mean the difference
between an 8 second cc and a 12 second cc from one Solar Beam.
Fae Silence – This one has some really cool implications,
especially in comps where you are playing more of a utility role, rather than
the primary damage dealer. Being able to
pop into bear and follow a deep freeze or throwdown up with a 3 second silence
when training a healer can be gamebreaking.
The only disadvantage (besides losing a global going into bear form) is
the 15 second cd that’s triggered on FF when used in bear form. But with dispels having a long cd now, this
shouldn’t make it super difficult to keep FF on that annoying rogue or feral
Most of the other glyphs can have some significance, but IMO
are not nearly as gamebreaking as any of these when you’re playing a lazer
chicken. I’ll probably start out with
Moonbeast, Solar Beam, and Barkskin for the extra cc and survivability, but I expect I’ll be
swapping around with Cyclone, Nature’s Grasp, and Stampede depending on the
comps I’m running and what our survivability finally settles down like once the
devs are no longer tweaking things.
For minor glyphs, it’s mostly fun stuff, but there are a
couple key ones:
Grace - Being able to jump down to Mine in AB without
switching to catform to prevent damage can be huge. Hop down, cast a rejuv on yourself in mid-air
and get to the lazer duty!
Stag: - This allows you
to be mounted (ummm…) while in travel form.
While we don’t know how this will finally play out in Arena’s with being
in combat vs. not, this could certainly have huge implications depending on how
they let us do it. Keep watching and
I’ll update as we know more.