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  • 0. WTB & Momosa's Guide to Inscription (1-365)   09/10/2008 05:27:18 PM PDT
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This guide is written by Thinkpad and Momosa from Dethecus and will be located both on the Professions forum and on Thinkpad's website at:

http://www.wtbblue.com


Introduction

Inscription is different from any profession to date while utilizes a lot of traits for other professions. The biggest difference between Inscription vs. any other profession is at skill level 50+, you can start making "end game" items and glyphs (end game in the sense that level 70-80 players will want to use the items you've created). Glyphs are unique in that typically no Glyph is "better" then another Glyph - each have their benefits depending on the situation. So whether your making a skill level 75 Glyph or a skill level 375 Glyph both could equally desirable.

How it Works: The Three Part Process

Inscription is a three part process: Herbs -> Pigment -> Ink -> Glyphs. To create pigments you will have to use the new "Milling" ability to turn stacks of 5 herbs into 2-3 pigments. The type of herb directly affects the type of pigments it creates (see table below). From there you can use pigments to create inks - some inks require a combination of pigments and lower level inks to create. Finally Glyphs generally require a mix of certain inks, parchments (new purchasable item), and herbs to create.

The Types of Inks and How to Obtain Them
    ● Ivory = 1 Alabaster Pigment. (Peacebloom, Silverleaf, Earthroot)
    ● Moonglow = 2 Alabaster Pigment. (Peacebloom, Silverleaf, Earthroot)
    ● Midnight = 2 Dusky Pigment. (Mageroyal, Briarthorn, Swiftthistle, Bruiseweed, Stranglekelp)
    ● Hunter's = 1 Verdant Pigment. Uncommon (Mageroyal, Briarthorn, Swiftthistle, Bruiseweed, Stranglekelp)
    ● Lion's = 2 Goldenn Pigment. (Wild Steelbloom, Grave Moss, Kingsblood, Liferoot)
    ● Dawnstar = 1 Burnt Pigment. Uncommon (Wild Steelbloom, Grave Moss, Kingsblood, Liferoot)
    ● Jadefire = 2 Emerald Pigment. (Fadeleaf, Goldthorn, Khadgar's Whisker, Wintersbite)
    ● Royal = 1 Indigo Pigment. Uncommon (Fadeleaf, Goldthorn, Khadgar's Whisker, Wintersbite)
    ● Celestial = 2 Violet Pigment. (Firebloom, Purple Lotus, Arthas' Tears, Sungrass, Blindweed, Ghost Mushroom, Gromsblood)
    ● Fiery = 1 Ruby Pigment. Uncommon (Firebloom, Purple Lotus, Arthas' Tears, Sungrass, Blindweed, Ghost Mushroom, Gromsblood)
    ● Shimmering = 2 Silvery Pigment. (Golden Sansam, Dreamfoil, Mountain Silversage, Plaguebloom, Icecap)
    ● Ink of the Sky = 1 Sapphire Pigment. Uncommon (Golden Sansam, Dreamfoil, Mountain Silversage, Plaguebloom, Icecap)
    ● Ethereal = 2 Nether Pigment. (Found from herbs native to Outland)
    ● Darkflame = 1 Ebon Pigment. Uncommon (Found from herbs native to Outland)
So What Should I Start Saving to Power Level?

If you follow the list below you will need the following to level 1-375:
    ● Any combination of stacks of 5 of the "OR" herbs listed below will work. Ex: 60x Liferoot, 100x Kingsblood, 60x Wild Steelboom and 20x Grave Moss would be the total of 240 herbs from that block.
    ● 140x Peacebloom OR Silverleaf OR earthroot
    ● 80x Mageroyal OR Briarthorn OR Swiftthistle OR Bruiseweed OR Stranglekelp
    ● 240x Wild Steelbloom OR Grave Moss OR Kingsblood OR Liferoot
    ● 280x Fadeleaf OR Goldthorn OR Khadgar's Whisker OR Wintersbite
    ● 220(260 to be safe)x Firebloom OR Purple Lotus OR Arthas' Tears OR Sungrass OR Blindweed OR Ghost Mushroom OR Gromsblood
    ● 220(route 1) to 140(route 2) x Golden Sansam OR Dreamfoil OR Mountain Silversage OR Plaguebloom OR Icecap
    ● 400x Any native Outland herbs
Inscription Trainers

There is an inscription 1-300 trainer in each of the 4 major cities in Azeroth (just ask a guard for the location) - to train from 300-375 you will need to head over to Hellfire Peninsula in Outland.

Alliance

Elise Brightletter in Ironforge
Catarina Stanford in Stormwind City
Feyden Darkin in Darnassus
Thoth in The Exodar
Michael Schwan in Honor Hold (Master Trainer)

Horde

Jo'mah in Orgrimmar
Margaux Parchley in Undercity
Poshken Hardbinder in Thunder Bluff
Zantasia in Silvermoon City
Neferatti in Thrallmar (Master Trainer)

[ Post edited by Thinkpad ]

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  • 1. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/10/2008 05:28:52 PM PDT
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Leveling Inscription

Notes on the Guide

Scroll of XXXX = Scroll of agil/int/spr/stm/str
Glyph of XXXX = The glyphs that are currently Orange(or JUST turned yellow) and require only 1 Ink when possible. (100% skill ups) They normally come in 2's or but occasionally come with just 1 glyph later on. You can do that one glyph or use some other glyph if you want. Any glyph will give 5 more 100% skill ups after it turns yellow, and the next 5 after that will be about 60% the time it will skill up. I made this guide assuming you will use orange/1 ink when possible.

1 to 20
Ivory Ink (1 Alabaster Pigment) x20

20 to ~38
Scroll of XXXX (1 Ivory Ink, 1 Common Parchment) x20

~38 to ~58
Moonglow Ink (2 Alabaster Pigment) x22

~58to 75 Can use Scroll of Recall at first, but stop at 65
Bleached Vellum. (1 Moonglow Ink, 1 Light Parchment ) x~17

75 to 80
Midnight Ink (2 Dusky Pigment) x20

80 to 81
Minor Inscription Research (1 Moonglow Ink. 2 Light Parchment) x1 (and every 20 hours after that for quite a while)

81 to 100 double check every glyph that it requires 1 Midnight, they change it up.
Glyph of XXXX (1 Midnight Ink, 1 Light Parchment) x20

100 to 105
Lions Ink (2 Golden Pigment) x65

105 to 125
Glyph of XXXX (1 Lion's Ink, 1 Common Parchment) x26

125 to ~131
Dawnstar Ink (1 Burn Pigment) x[All you found] (I had 14)

~131 to ~138
Strange Tarrot (2 Dawnstar Ink, 1 Lions Ink, 1 Common Parchment) x[All you can] (I had mats for 7)

~138 to 150
Glyph of XXXX (2 Lion's Ink, 1 Common Parchment) x13

150 to 155
Jadefire Ink (2 Emerald Pigment) x70

155 to 175
Glyph of XXXX (1 Jadefire Ink, 1 Common Parchment) x20

175 to 180
Royal Ink (1 Indigo Pigment) x[All you have] I had 15

180 to ~187
Arcane Tarrot (2 Royal Ink, 1 Jadefire Ink, 1 Common Parchment) x[All you can] (I had mats for 7)

~187 to 200
Glyph of XXXX (2 Jadefire Ink, 1 Common Parchment) x20

200 to 205
Celestial Ink (1 Violet Pigment) x55

205 to 225
Glyph of XXXX (1 Celestial Ink, 1 Heavy Parchment) x20

225 to 235
Scroll of Agility IV (1 Celestial Ink, 2 Heavy Parchment) x11

235 to 240
Glyph of XXXX (2 Celestial Ink, 1 Heavy Parchment) x5

240 to 250 Will probably be normalized to 2 Inks by live, but well see.
Glyph of Cleaving (1 Celestial Ink, 1 Heavy Parchment) x10

250 to 255
Shimmering Ink (2 Silver Pigment) x55 (only 33 Inks if you have 5 Ethereal Inks from somebody else. See below, route 2)

255 to 260
Scroll of Spirit V (1 Shimmering Ink, 1 Heavy Parchment) x5

260 to 275
Glyph of XXXX (1 Shimmering Ink) x15

--

ROUTE 1 (No Ethereal Ink)
275 to 290
Ink of the Sky (1 Sapphire Pigment) x15

290 to 300 This seems crazy, but the Ink of the Sky levels make up for these last 10.
Glyph of XXXX (1 Shimmering Ink, 1 Heavy Parchment) x~35

ROUTE 2 (Find 5 or more Ethereal Ink from somebody else since you cant make them till level 300)
275 to ~284
Ink of the Sky (1 Sapphire Pigment) x~9

284 to 295
Glyph of XXXX (1 Shimmering Ink, 1 Heavy Parchment) x12

295 to 300
Scroll of XXXX (1 Ethereal Ink, 2 Heavy Parchment) x5

--

300 to 305
Ethereal Ink (2 Nether Pigment) x65

305 to 310
Glyph of XXXX (1 Ethereal Ink, 1 Heavy Parchment) x5

310 to 329
Glyph of XXXX (1 Ethereal Ink, 1 Resilient Parchment) x20

329 to 345
Glyph of XXXX (2 Ethereal Ink, 1 Resilient Parchment) x16

345 to 355 (Glyph of Whirlwind)
Glyph of XXXX (1 Ethereal Ink, 1 Resilient Parchment) x5

355 to 365
Glyph of XXXX (2 Ethereal Ink, 1 Resilient Parchment) x30

And your done! Note that there is a new ink at 350 as well as Glyphs that uses the new ink - but they all require Northrend materials so I skipped it for this guide. 360-365 is BRUTAL as everything is green at this point. At 365 EVERYTHING turns gray - it is not possible to hit 375 at the moment.

[ Post edited by Thinkpad ]

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  • 2. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/10/2008 05:30:03 PM PDT
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List of Glyphs for Every Class

Druid Glyphs:

Major Glyphs:
Glyph of Entangling Roots: Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.
Glyph of Frenzied Regeneration: While Frenzied Regeneration is active, healing effects on you are 20% more powerful.
Glyph of Healing Touch: Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by 25% and the amount healed by 50%.
Glyph of Insect Swarm: Increases the damage of your Insect Swarm ability by 30% but it no longer affects your victim's chance to hit.
Glyph of Maul: Your Maul ability now hits one additional target.
Glyph of Moonfire: Increases the periodic damage of your Moonfire ability by 75% but initial damage is decreased by 90%.
Glyph of Rake: Your Rake ability prevents targets from fleeing.
Glyph of Rebirth: Increases the amount of health on a character brought back to life via Rebirth by 100%.
Glyph of Rejuvenation: While your rejuvenation targets are below 50% health you will heal them for an additional 50% health.
Glyph of Rip: Increases the duration of your Rip ability by 4 sec.
Glyph of Shred: Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.
Glyph of Wrath: Increases the chance you'll resist spell interruption when casting your Wrath spell by 50%.

Minor Glyphs:
Glyph of Aquatic Form: Increase your swim speed by 50% while in Aquatic Form.
Glyph of Challenging Roar: Decreases the cooldown of Challenging Roar by 30 sec.
Glyph of Dash: Decrease the cooldown of Dash by 20%.
Glyph of the Wild: Decrease the mana cost of you Mark of the Wild and Gift of the Wild by 50%.
Glyph of Thorns: Increases the duration of your Thorns spell by 50 min when cast on yourself.
Glyph of Unburdened Rebirth: Your Rebirth Spell no longer requires a reagent.

Hunter Glyphs:

Major Glyphs:
Glyph of Aimed Shot: Decreases the cooldown of Aimed Shot by 1 sec.
Glyph of Arcane Shot: Your Arcane Shot refunds 20% of its mana cost if the target has one of your Stings active on it.
Glyph of Aspect of the Monkey: While Aspect of the Monkey is active, each time you dodge you gain 30% increased movement speed for 6 sec. This speed does not stack with other movement speed increasing effects.
Glyph of Deterrence: Decreases the cooldown of Deterrence by 20 sec.
Glyph of Disenegage: Decreases the cooldown of Disengage by 5 sec.
Glyph of Freezing Trap: When your Freezing Trap breaks, the victim's movement speed is reduced by 30% for 4 sec.
Glyph of Frost Trap: Increases the radius of the effect from your Frost Trap by 2 yards.
Glyph of Hunter's Mark: Increases the attack power bonus of your Hunter's Mark by 20%.
Glyph of Immolation Trap: Decreases the duration of the effect from your Immolation Trap by 6 sec, but damage while active is increased by 100%.
Glyph of Multi-Shot: Decreases the cooldown of Multi-Shot by 1 sec.
Glyph of Rapid Fire: Increases the haste from Rapid Fire by an additional 8%.
Glyph of Serpent Sting: Increases the duration of your Serpent Sting by 3 sec.
Glyph of Wyvern Sting: Decreases the cooldown of your Wyvern Sting by 15 sec., but decreases the damage it deals by 20%.

Minor Glyphs:
Glyph of Feign Death: Decreases the cooldown of Feign Death by 5 sec.
Glyph of Mend Pet: Your Mend Pet spell increases your pet's happiness slightly.
Glyph of Possessed Strength: Increases the damage your pet inflicts while using Eyes of the Beast by 50%.
Glyph of Revive Pet: Reduces the pushback suffered from damaging attacks while casting Revive Pet by 100%.
Glyph of Scare Beast: Reduces the pushback suffered from damaging attacks while casting Scare Beast by 75%.

Mage Glyphs:

Major Glyphs:
Glyph of Arcane MIssles: Increases the range of Arcane Missles by 5 yards.
Glyph of Arcane Explosion: Reduces mana cost of Arcane Explosion by 10%.
Glyph of Arcane Power: Increased the duration of Arcane Power by 3 seconds.
Glyph of Blink: Increases the distance you travel with the blink spell by 5 yards.
Glyph of Evocation: Your Evocation ability also casuses you to regain 60% of your health over its duration.
Glyph of Frost Nova: Your Frost Nova targets can take an additional 20% damage before the Frost Nova effect automatically breaks.
Glyph of Ice Armor: Your Ice Armor and Frost Armor spells grant an additional 20% armor and resistance.
Glyph of Ice Block: Your Frost Nova cooldown is now reset every time you use Ice Block.
Glyph of Improved Scorch: The Improved Scorch talent now generates 5 applications of the Improved Scorch effect each time Scorch is cast.
Glyph of Mana Gem: Increases the mana received from using a mana gem by 10%.

Minor Glyphs:
Glyph of Arcane Intellect: 50% mana cost reduction.
Glyph of Fire Ward: 5% more chance to reflect spells back.
Glyph of Frost Armor: Duration Increased by 30 min.
Glyph of Frost Ward: 5% more chance to reflect spells back.
Glyph of Penguin: Your polymorph spell is now a Penguin
Glyph of Slow Fall: Removes reagent cost.

[ Post edited by Thinkpad ]

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  • 3. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/10/2008 05:31:15 PM PDT
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Paladin Glyphs

Major Glyphs:
Glyph of Cleansing: Reduces the mana cost of your Cleanse and Purify spells by 20%.
Glyph of Consecration: Increases the duration and cooldown of Consecration by 2 sec.
Glyph of Crusader Strike: Your Crusader Strike deals 20% more damage when your target is incapacitated or stunned.
Glyph of Exorcism: Your Exorcism also interrupts spell casting for 2 sec.
Glyph of Flash of Light: Your Flash of Light heals for 50% less initially, but also heals for 140% of its initial effect over 12 sec.
Glyph of Divinity: Your Lay on Hands also grants you as much mana as it grants your target.
Glyph of Hammer of Justice: Increases your Hammer of Justice duration by 1 sec.
Glyph of Holy Light: Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 100 yards of the initial target.
Glyph of Judgment: Your Judgments deal 10% more damage.
Glyph of Righteous Defense: Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
Glyph of Seal of Blood: Your Seal of Blood or Seal of the Martyr increases the mana received from Spiritual Attunement by 10% while active.
Glyph of Seal of Command: Increases the chance of dealing Seal of Command damage by 20%.
Glyph of Seal of Righteousness: Reduces the cost of your Judgment spells by 10% while Seal of Righteousness is active.
Glyph of Seal of Vengeance: Your Seal of Vengeance or Seal of Corruption also grants 10 expertise while active.
Glyph of Spiritual Attunement: Increases the amount of mana gained from your Spiritual Attunement spell by an additional 2%.

Minor Glyphs:
Glyph of Blessing of Might: Increases the duration of your Blessing of Might spell by 20 min when cast on yourself.
Glyph of Blessing of Wisdom: Increases the duration of your Blessing of Wisdom spell by 20 min when cast on yourself.
Glyph of Lay on Hands: Increases the mana restored by your Lay on Hands spell by 20%.
Glyph of the Wise: Reduces the mana cost of your Seal of Wisdom spell by 50%.
Glyph of Blessing of Kings: Reduces the mana cost of your Blessing of Kings and Greater Blessing of Kings spells by 50%.
Glyph of Sense Undead: Damage against Undead increased by 1% while your Sense Undead ability is active.

Priest Glyphs:

Major Glyphs:
Glyph of Fade: Increases the duration and cooldown of your Fade spell by 50%.
Glyph of Fear Ward: Reduces cooldown and duration of Fear Ward by 30 sec.
Glyph of Flash Heal: Reduces the mana cost of your Flash Heal by 10%
Glyph of Holy Nova: Your Holy Nova spell heals for an additional 40%, but deals 40% less damage.
Glyph of Inner Fire: Increases the charges on your Inner Fire spell by 20.
Glyph of Mind Flay: Increases the range of your Mind Flay spell by 10 yards, but it no longer reduces the target's movement speed.
Glyph of Psychic Scream: Increases the duration of your Psychic Scream by 1 sec.
Glyph of Renew: Reduces the duration of your Renew by 3 sec. but increases the amount healed each tick by 25%.
Glyph of Scourge Imprisonment: Increases the chance of success for your Shackle Undead spell by 8%.
Glyph of Shadow Word: Pain: Reduces the mana cost of your Shadow Word: Pain spell by 20%.
Glyph of Smite: Increases the chance you'll resist spell interruption when casting your Smite spell by 50%.

Minor Glyphs:
Glyph of Fading: Reduces the mana cost of your Fade spell by 50%.
Glyph of Fortitude: Reduces the mana cost of your fortitude and Prayer of Fortitude spells by 50%.
Glyph of Shadow Protection: Increases the duration of Prayer of Shadow Protection by 10 minutes.
Glyph of Levitate: Your Levitate spell no longer requires a reagent.
Glyph of Shadowfiend: Receive 5% of your maximum mana when your Shadowfiend dies from damage.


Rogue Glyphs:

Major Glyphs:
Glyph of Ambush: Increases the range on Ambush by 5 yards.
Glyph of Backstab: Increases the damage dealt by Backstab to stunned and incapacitated targets by 20%.
Glyph of Evasion: Increases the duration of Evasion by 5 sec.
Glyph of Eviscerate: Increases the critical strike chance of Eviscerate by 10%.
Glyph of Expose Armor: Increases the duration of Expose Armor by 10 sec.
Glyph of Feint: Reduces the energy cost of Feint by 10.
Glyph of Garrote: Increases periodic damage dealt by Garrote by 45%, but decreases the duration by 3 sec.
Glyph of Slice and Dice: Increases the duration of Slice and Dice by 3 sec.
Glyph of Sprint: Decreases the cooldown of Sprint by 60 sec.


Minor Glyphs:
Glyph of Blurred Speed: You gain the ability to walk on water while your Sprint ability is active.
Glyph of Pick Pocket: Increases the range of your Pick Pocket ability by 5 yards.
Glyph of Pick Lock: Reduces the cast time of your Pick Lock ability by 75%.
Glyph of Distract: Increases the range of your Distract ability by 5 yards.
Glyph of Vanish: Increases your movement speed by 30% while the Vanish effect is active.
Glyph of Safe Fall: Increases the distance your Safe Fall ability allows you to fall without taking damage.

[ Post edited by Thinkpad ]

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  • 4. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/10/2008 05:32:23 PM PDT
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Shaman Glyphs:

Major Glyphs:
Glyph of Earthliving Weapon: Increases the chance for your Earthliving weapon to trigger by 5%.
Glyph of Fire Nova Totem: Increases the radius of Fire Nova Totem's effect by 2 yards.
Glyph of Flame Shock: Increases the range on your Flame Shock ability by 10 yards.
Glyph of Flametongue Weapon: Increases spell critical strike chance by 2% while Flametongue Weapon is active.
Glyph of Frost Shock: Increases the duration of your Frost Shock by 2 sec.
Glyph of Healing Stream Totem: Your Healing Stream Totem heals for an additional 20%.
Glyph of Lesser Healing Wave: Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield.
Glyph of Lightning Bolt: Reduces the cost of your Lightning Bolt ability by 10%.
Glyph of Lightning Shield: Increases the damage from Lightning Shield by 20%.
Glyph of Strength of Earth: Your Strength of Earth Totem also grants 1% melee and ranged critical strike chance.
Glyph of Water Mastery: Increases the passive mana regeneration of your Water Shield spell by 30%.
Glyph of Water Shield: Your Water Shield has 3 additional charges.
Glyph of Windfury Weapon: The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.

Minor Glyphs:
Glyph of Astral Recall: Cooldown reduced by 2.5 min.
Glyph of Renewed Life: Reincarnation increases all stats by 5% for 1 min.
Glyph of Water Walking: Reagent cost removed.
Glyph of Water Breathing: Reagent cost removed.
Glyph of Ghost Wolf: Regenerates an "additional" 1% of your maximum health every 5 seconds.
Glyph of Water Shield: Increases the number of bubbles by 1.


Warlock Glyphs:

Major Glyphs:
Glyph of Banish: Increased the duration of your Banish by 5 seconds.
Glyph of Corruption: Your Corruption spell has a 4% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.
Glyph of Fear: Increases the damage your Fear target can take before the Fear effect is removed by 20%.
Glyph of Health Funnel: Increases the chance you'll resist spell interruption when channeling your Health Funnel spell by 100%.
Glyph of Healthstone: You receive 30% more healing from using a healthstone.
Glyph of Imp: Increases the damage done by your Imp's Firebolt spell by 10%.
Glyph of Searing Pain: Increases the critical strike bonus of your Searing Pain by 20%.
Glyph of Shadow Bolt: Reduces the mana cost of your Shadow Bolt by 10%.
Glyph of Shadowburn: Increases the critical strike chance of Shadowburn by 20% when the target is below 35% health.
Glyph of Succubus: Increases the duration of your Succubus's Seduction by 3 seconds.
Affliction by 0.2 seconds.
Glyph of Voidwalker: Increases your Voidwalker's total Stamina by 20%.

Minor Glyphs:
Glyph of Curse of Exhaustion: Increases the range of your Curse of Exhaustion by 5 yards.
Glyph of Drain Soul: Your Drain Soul ability occasionally creates an additional soul shard.
Glyph of Enslave Demon: Reduces the cast time of your Enslave Demon spell by 50%.
Glyph of Kilrogg: Increases the movement speed of your Eye of Kilrogg by 50% and allows it to fly in areas where flying mounts are enabled.
Glyph of Souls: Your Ritual of Souls ability no longer requires a soul shard.
Glyph of Unending Breath: Increases the swim speed of targets affected by your Unending Breath spell by 20%.


Warrior Glyphs:

Major Glyphs:
Glyph of Barbaric Insults: Your mocking blow also Taunts the target.
Glyph of Cleaving: Reduces the rage cost of Cleave by 5.
Glyph of Execution: Your Execute ability deals damage as if you had 10 additional rage.
Glyph of Hamstring: Your Hamstring ability has a 10% chance to immobilize the target for 5 sec.
Glyph of Heroic Strike: You gain 10 rage when you critically hit with Heroic Strike
Glyph of Overpower: Adds a 50% chance to enable Overpower when your attacks are parried.
Glyph of Rapid Charge: Reduces the cooldown of your charge ability by 20%.
Glyph of Rending: Increases the duration of your rend ability by 3 sec.
Glyph of Revenge: After using Revenge, your next heroic strike costs no rage.
Glyph of Sunder Armor: Your Sunder Armor ability affects a second nearby target.
Glyph of Sweeping Strikes: You generate 30 rage over 12 sec when you use your sweeping strikes ability.
Glyph of Whirlwind: Increases the number of targets your whirlwind hits by 1.

Minor Glyphs:
Glyph of Battle: Increases the duration of your battle shout by 1 min.
Glyph of Blocking: Increases your block value by 10% for 10 sec after using Shield Slam.
Glyph of Bloodrage: Reduces the health cost of your Bloodrage ability by 50%.
Glyph of Charge: Increases the range of your Charge ability by 5 yards.
Glyph of Enduring Victory: Increases the window of opportunity in which you can use Victory Rush by 5 sec.
Glyph of Mocking Blow: Increases the damage dealt by your Mocking Blow by 25%.
Glyph of Thunder Clap: Increases the range of your Thunder Clap ability by 2 yards.

[ Post edited by Thinkpad ]

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  • Windrunner
  • 5. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/10/2008 06:15:22 PM PDT
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Thank you very much.

It is good to get an idea of what to expect so that I can start preparing.

[ Post edited by Coffee ]

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  • Ursin
  • 6. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/10/2008 06:37:02 PM PDT
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does inscription offer anything BOP or specific to the profession?
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  • 7. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/11/2008 06:30:36 AM PDT
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I believe the inscriptionist gets an extra glyph slot for themselves.
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  • Tortheldrin
  • 8. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/11/2008 12:33:49 PM PDT
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awsome start........ looking forword to more :D

we have nothing to fear but fear itself....FDR
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  • Malygos
  • 9. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/11/2008 01:53:07 PM PDT
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Why in the world would you not just write the guide using the Druid glyphs, which currently have the correct material requirements?
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  • Malygos
  • 10. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/11/2008 02:52:00 PM PDT
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How do you know those are correct?

Any guide is speculative up to and including 3.0 release day. Jewelcrafting had changes to recipes between the very last Beta patch and 2.0.

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  • Twisting Nether
  • 11. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/11/2008 03:40:44 PM PDT
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It might not be 100% correct, but if this person is playing beta, then it at least gives us an approximation of how the system works. I didn't know that there was a Pigment -> Ink system going so that's useful for me as a (potential) inscriber.

You can keep your troll stalkers at 1,000,000 HP's as long as we get gnomes in submarines that patrol the canals in Stormwind and can nuke people from 100 yards away. :D
- Falsta <Exodar>
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  • Thunderlord
  • 13. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/13/2008 08:23:14 PM PDT
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great job

posting for reference later


Q u o t e:

so how do i sticky ? wheres the button

A little ways south of your belly button.

Oh, and it's a lever.
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  • 14. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/13/2008 09:31:28 PM PDT
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updated the guide with a 1-360 guide using just the common herbs and the druid glyphs along with exact material costs - and yes this is all being done on the beta realm.

[ Post edited by Thinkpad ]

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  • 15. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/14/2008 12:49:58 AM PDT
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Very nice. I didn't even know what the profession was until I read your post. I think i'm going to try this prof out.
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  • Caelestrasz
  • 16. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/14/2008 01:23:15 AM PDT
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Thanks for this, I'm up to 225 currently and I was wondering on what mats would be required. Need to get off my butt and go pick more blindweed. >.>


Q u o t e:
To hell with "the community", it never knows what it wants, only that it wants it now, for free, and no one else should have it.
Scuzz, Skywall
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  • Lightning's Blade
  • 17. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/14/2008 04:02:51 AM PDT
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I'm actually leveling it a bit differently on beta. Rather than making all the druid glyphs (for which it's usually a single parchment plus one ink), I've been splitting my crafting almost equally among all of the other classes (for which it requires an ink, one of each parchment, and a mageroyal). For someone who's leveling herbalism along with inscription instead of powerleveling, I think this makes more sense because inscription will tend to jump ahead of herbalism until 200 or so. At the lower levels, it's easier to just continually pump out stuff that requires milling peacebloom/silverleaf and using a single mageroyal than it is to mill the higher level herbs and turn them into inks. The side benefit to this is that you aren't competing in the AH against the powerlevelers, meaning your stuff will sell at a much larger profit margin because the supply is a lot smaller than the flood of druid glyphs. You also open up many more potential customers by spreading out among classes.

Of course, for those who just want to max out their skill ASAP and already has a ready supply of herbs, your guide definitely seems to be the way to go.

S2: Holy priest/moonkin...Challenger title with 132 res combined
S3: Disc priest/MS warrior...1889 rating with warrior using Despair from KZ, topped out at 1960
Moral of story: skill > gear
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  • Archimonde
  • 18. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/14/2008 09:28:46 AM PDT
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Q u o t e:
Rather than making all the druid glyphs (for which it's usually a single parchment plus one ink), I've been splitting my crafting almost equally among all of the other classes (for which it requires an ink, one of each parchment, and a mageroyal).


Don't want to burst your bubble but every glyph in the game other then druid glyph takes one mageroyal, a moonglow ink, and one of each parchment. Its because its a filler until the real materials are set - so far only the druid glyphs have the been implimented - don't think the designers wanted people to level to 450 using only peacebloom and mageroyal
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  • Lightning's Blade
  • 19. Re: WTBBlue's Inscription 1-375 Guide (BETA)   09/14/2008 01:30:53 PM PDT
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Q u o t e:


Don't want to burst your bubble but every glyph in the game other then druid glyph takes one mageroyal, a moonglow ink, and one of each parchment. Its because its a filler until the real materials are set - so far only the druid glyphs have the been implimented - don't think the designers wanted people to level to 450 using only peacebloom and mageroyal


Yes, I know they're all placeholder mats. Until the actual mats are patched in, it's impossible to say whether or not the druid glyph method is the most efficient way of skilling up.

S2: Holy priest/moonkin...Challenger title with 132 res combined
S3: Disc priest/MS warrior...1889 rating with warrior using Despair from KZ, topped out at 1960
Moral of story: skill > gear
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