Updated Thu, Jun 04, 2009 by Metrem
As you level, you’ll be unlocking those nifty little things to help upgrade your talents until you get 3 Major and 3 Minor glyph slots. Choosing which ones to put in all depends on what you want to do, or what your role is. Are you tanking 5-mans, main-tanking raids, off-tanking, progression raiding, or something else?
Glyph of Barbaric Insults |
Your Mocking Blow ability generates 100%
additional threat.
Mocking
Blow only makes the target focus on you for 6
seconds, not changing your place on the threat table. With this glyph,
it effectively
turns it into a taunt. Just know that whether or not you have this
glyph,
Mocking Blow counts towards the diminishing returns on a taunted
target. In any
case, you shouldn’t need a second taunt. If you do, you could
use this.
|
Glyph of Blocking |
Increases your block value by 10% for 10 sec
after using your Shield
Slam ability.
This
glyph is an all-around useful glyph. Who doesn’t want 10%
more
shield block value, honestly? With Sword and Board and Shield
Slam’s normal
cooldown of 6 seconds, it should be no problem to always have this up
in a
fight. Not only does it give you bigger Shield Slams, it reduces more
of the
damage you take while blocking and increases the amount your Damage
Shield hits
for. It’ll activate whether or not your Shield Slam hits the
target.
|
Glyph of Cleaving |
Increases the number of targets your Cleave
hits by 1.
It
hits an additional target for the same amount of rage! It is one of
the best trash glyphs to grab, alongside Sunder Armor. If you
don’t really care
or don’t end up doing a lot of trash or heroics, this glyph
isn’t so hot for
you.
|
Glyph of Devastate |
Your Devastate ability now applies two
stacks of Sunder Armor.
With
Devastate being a low-end damage dealing attack with the 15 rage it
uses (if you don’t have Focused Rage talent), it can be nice
to not have to use
this ability more than three times and once every 30 seconds to
refresh.
However, it is tied to Sword and Board, so if you have this talent I
don’t know
why you wouldn’t want to use it whenever everything else is
on cooldown. It’s
also not very useful in long fights as you, or another protection
warrior, will
be using devastate in your priority tanking rotation. If it is a short
fight,
such as heroics, it’s nice to have the speed to get the
sunders up as fast as
possible to help out your DPS.
|
Glyph of Enraged Regeneration |
Your Enraged Regeneration ability heals for
an additional 10% of your health over its duration.
Getting
40% of your health over 10 second period does sound really
appealing. It definitely has its uses when leveling/soloing, or the
fight feels
really healing intensive. However with other glyphs for Last Stand and
Shield
Wall, this one is subpar to choose when thinking of survivability
glyphs.
Though you are able pop Last Stand before using this and gaining a
bigger
smidgen (~8%) of health during the process as it is based on your total
health,
not your base.
|
Glyph of Heroic Strike |
You gain 10 rage when you critically strike
with your Heroic Strike
ability.
When
raiding, accompanied with Glyph of Revenge, this might be a good
pick for you depending on your talent spec (Cruelty and Incite for
increased
crit chance) and low-rage situations. When doing 5-mans and trash, it
isn’t a
very effective for a lot of the fights and is not a constant bonus as
other
glyphs would be, such as Cleave.
|
Glyph of Intervene |
Increases the number attacks you intercept
for your Intervene target by
1.
Hm.
By one. And it reduces the target’s threat by 10%, so you
can’t
really use this on a fellow tank unless it’s a specific fight
that you could
use this (e.g.: my OT liked to Intervene me right before Maexxna web
wrapped or
intervening a group mate that taunt immune Skirmisher is eating), but
how many
of those fights are there? With its limited use, it is better to
replace this
glyph with something else.
|
Glyph of Last Stand |
Reduces the cooldown of your Last Stand
ability by 1 min.
Paired
up with a survival spec and doing progression raids, more
cooldowns couldn’t hurt as your raid gets situated with the
new fights and big
hits. For heroics, while it is great to be able to use cooldowns
extremely
often, it isn’t an ideal glyph to be using when the standard
Last Stand should
be doing you just fine for those “o noes!“ moments.
|
Glyph of Resonating Power |
Reduces the rage cost of your Thunder Clap
ability by 5.
With
Improved Thunder Clap and Focused Rage talents, this ability already
costs only 13 rage, so with this glyph: 8. This glyph would be nice if
you
were, like the Glyph of Heroic Strike, in the rare rage-starving
situations,
but unlike Heroic Strike this one has a lengthy cooldown. A better
glyph could
easily take this one’s place.
|
Glyph of Revenge |
After using Revenge, your next Heroic Strike
costs no rage.
With
the Glyph of Heroic Strike, this helps a lot when saving rage if
you’re raiding - doing single trash mobs and boss fights
– as you’re constantly
hitting Heroic Strike, if you have the rage. With Shield Block, and
good
avoidance, it should be easy to have this as a constant bonus, unlike
Glyph of
Heroic Strike. If you’re doing 5-mans or multiple-target
trash more often,
where you’re trying to hit multiple targets, it’s
better to skip this.
|
Glyph of Shield Wall |
Reduces the cooldown on Shield Wall by 2
min, but Shield Wall now only
reduces damage taken by 40%.
At
a glance, this glyph put me off by one of my survivability buttons
being reduced from 60% to 40%. However, 2 minutes is also being shaved
off.
After that glance, this glyph can be extremely useful in multiple
situations -
and back again after 3 minutes like Last Stand, Enraged Regeneration
and,
maybe, your trinkets. If you’re not survival spec or
interested in progression
raiding, this might be a lot less useful for you.
|
Glyph of Shockwave |
Reduces the cooldown on Shockwave by 3 sec. If you’re running 5-mans or doing trash, alongside Glyph of Cleave, this is one of those that you can get to make those big pulls a little bit easier with the shorter cooldown, though if you’re chain-pulling the 3 seconds won’t make much of a difference either way. For boss fights, the glyph is subpar as it isn’t high on the threat priority so you’d be better off getting a different glyph. |
Glyph of Spell Reflection |
Reduces the cooldown on Spell Reflection by
1 sec. Spell Reflect is only used in rare situations where there are magic user fights and when the spells actually can be reflected. The ability is limited, and the glyph will be limited with it. 1 second isn’t a good enough reason for this to take one of your Major Glyph slots when there are superior ones that give constant bonuses. |
Glyph of Sunder Armor |
Your Sunder Armor ability affects a second
nearby target. Even when you use Devastate, it still adds an additional Sunder Armor to a second nearby target. You don’t have to have Sunder Armor on your bar to use this great glyph. While it is sundering, it gives you threat equal to that of a normal sunder on that target, so it makes this glyph great for 5-mans and trash. For boss tanking, you’re better off with something else as there most likely won’t be another target around for this glyph to take effect. |
Glyph of Taunt |
Increases the chance for your Taunt ability
to succeed by 8%. With Taunt being based on melee hit (the cap being 8%), this glyph guarantees that your taunt would hit 100% of the time, even without hit gear. However, as a tank, you should be gearing to hit that cap for threat and damage reasons. Even then, you have other ways to grab a mob (Mocking Blow, Challenging Shout) that are all available in Defensive stance, so this is a near-useless glyph. |
Glyph of Vigilance |
Your Vigilance ability transfers an
additional 5% of your target's
threat to you. As of right now, this glyph is the number one threat glyph out there – if you have a decent DPS to siphon the threat off of. This glyph is great if you’re undergeared compared to your comrades, and for situational fights where DPS get huge bonuses while the tank might not be able to (e.g.: spark bonuses on Malygos, starlight bonuses on Hodir). Because this glyph can be situational, it might not be the ideal glyph for your build. |
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Glyph of Battle |
Increases the duration of your Battle Shout
ability by 1 min. If you find yourself doing this shout more than the other, this helps save a bit of time and rage to ignore it for another minute, or more as it stacks with Booming Voice. |
Glyph of Bloodrage |
Reduces the health cost of your Bloodrage
ability by 100%. As you lose 16% of your base health with Bloodrage, it’s pretty nice to lose no health at all when using it at the beginning or during the middle of a fight. |
Glyph of Charge |
Increases the range of your Charge ability
by 5 yards. With the Warbringer (or Juggernaut), this glyph is great. I love being able to charge from farther away. |
Glyph of Mocking Blow |
Increases the damage of your Mocking Blow
ability by 25%. With the long cooldown and limited usage, I don’t see a lot of reason to pick this glyph over the others for tanking, or any other reason as it isn’t good for burst damage in PvP at the moment either. |
Glyph of Thunderclap |
Increases the radius of your Thunder Clap
ability by 2 yards. This is a great all-around glyph – literally! You have to be mindful of its new size around crowd control, but other than that it is great for trash pick-up in many situations. |
Too
long; didn’t read. What’re my ideals for what I
want
to do?
Not in the order of preference, pick 3 of the Majors -
For progression raiding:
For regular raiding:
For 5-Mans or Trash:
And finally, the ideal minors are:
Choosing glyphs is all about what your role is, and who your support is. It is easy to mix and match what feels right for you with what you’re doing at your current progression in the game.