![]() ![]() if your a melee, you slow the mage so you can pound on him. Most mages are frost in pvp, most enemy players know if your a caster, you stop the mage's casts or slow them if you can. * Glyph of Icy Veins - Your Icy Veins ability also removes all movement slowing and cast time slowing effects. catching the enemy player in pvp who's trying to run to escape by just spamming him with hits until he goes down. More range to do quick spam attacks on the move, spam on the boss while moving, keeping a debuff up as frost raiding. ![]() * Glyph of Ice Lance - Increases the range of your Ice Lance by 5 yards. This in my opinion is a pvp only glyph, as even if you get attacked in a raid or pvp, if your ice blocking, your thoughts are 'im about to die' - and if a mob hits that hard, I doubt it can be frost nova'd. But in all honesty, the other glyphs available do seem like better choices than this one. You could ice block, and if u have melee on you, you could remove your ice block completely knowing your next frost nova is available. * Glyph of Ice Block - Your Frost Nova cooldown is now reset every time you use Ice Block. This really just seems like a survival glyph for frost mages in pvp. Thoughts: The majority of the time any mage uses this armor is in pvp or arena, if they are full frost. * Glyph of Ice Armor - Your Ice Armor and Frost Armor spells grant an additional 20% armor and resistance. Raid mobs usually can't be slowed, this is really a frost mage raiding glyph. Thoughts: A monkey could figure this one out. * Glyph of Frostbolt - Increases the damage dealt by Frostbolt by 5%, but removes the slowing effect. So this glyph either makes no sense, or goes with changes their making to the frost nova mechanic.Ĭonclusion: Yet to be determined - seems more-so like a PvP or grinding glyph. Thoughts: What does this mean? Doesn't frost nova have a 'chance' to break whenever damage is taken? I never knew there was a set amount of damage, and it sure doesn't seem like there is considering you could get 4 crits off before it breaks, or 1 hit before it breaks. * Glyph of Frost Nova - Your Frost Nova targets can take an additional 20% damage before the Frost Nova effect automatically breaks. Thoughts: Considering most mobs can't be stunned or incapacitated in raiding, and the entirely short time of a fire impact proc, this really becomes a pvp or arena glyph. * Glyph of Fireblast - Increases the critical strike chance of Fireblast by 50% when the target is stunned or incapacitated. ![]() Because your fireball refreshes its dot, not adds to it, you would lose the damage from your previous dot when your next fireball hit. Would you use this glyph to add 46 damage to the hit at the cost of 84 damage over time? Not in any circumstance but to raid. This glyph would remove the 84 damage over 8 seconds to add 5% damage to the base of the spell, which is at the very most, 45.65 damage (lets round it to 46). At level 70, our best fireball does 717 to 913 fire damage, additional 84 over 8 seconds. Thoughts: Purely a fireball spam only glyph, raiding only. * Glyph of Fireball - Increases the initial damage dealt by Fireball by 5%, but removes the damage over time effect. Here is my opinions on the new set of Mage Glyphs. Mage Glyphs The Good, The Bad, & The Broken. ![]()
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