Druid Glyphs

 

Here’s a quick list of glyphs for Druids in Mists of Pandaria. Remember, prime glyphs are gone as of patch 5.0, so you now only pick three majors and three minors, at levels 25, 50, and 75. Glyphs are much less important than they used to be; for the most part, they’re pretty situational and you can pick and choose what you want. Below, I’ve got a list of major glyphs (sorted by what spec they’re most appropriate for) and than minors.

All Druid Specializations
Glyph Effect Notes
Glyph of Barkskin Reduces the chance you’ll be critically hit by 25% while Barkskin is active. A decent glyph for PvP; makes barkskin a good bit more protective.
Glyph of Cyclone Increases the range of Cyclone by 4 yards. Somewhat helpful for PvP, but the increase is pretty small.
Glyph of Entangling Roots Reduces the cast time of your Entangling Roots by 0.2 sec. This USED to make roots instant-cast, which was amazing. 0.2s? Meh. There’s better PvP glyphs. 0.5s would make me pay more attention.
Glyph of Faerie Fire Increases the range of your Faerie Fire by 10 yards. Mostly a PvP glyph, though helpful in a few PvE situations.
Glyph of Master Shapeshifter Reduces the cost of all shapeshifts by 90%. With the cost reductions in 5.2 of Revive/MOTW, this is even less necessary.
Glyph of Nature’s Grasp Reduces the cooldown of Nature’s Grasp by 30 sec. Nice glyph for Balance and Resto PvP.
Glyph of Prowl Reduces the movement speed penalty of Prowl by 100%. A neat glyph for Feral, especially if you do a lot of solo stuff. You won’t spend a lot of time in Prowl normally, though.
Glyph of Rebirth Players resurrected by Rebirth return to life with 100% health. This used to be mandatory; now that Rebirth returns a player to 60% health instead of 20%, it’s not needed anymore, but it’s still helpful.
Glyph of Skull Bash Increases the duration of your Skull Bash interrupt by 4 sec, but increases the cooldown by 10 sec. I generally wouldn’t recommend this, except for very specific situations.
Glyph of Stampede You can now cast Stampeding Roar without being in Bear or Cat Form. If you need Stampeding Roar for a certain fight and are Balance/Resto, you’ll want this (and the next glyph)
Glyph of Stampeding Roar Increases the radius of Stampeding Roar by 30 yards. Situational, but very powerful in those situations.

Balance
Glyph Effect Notes
Glyph of Hurricane Your Hurricane and Astral Storm abilities now also slow the movement speed of their victims by 50%. Meh. Only Balance (or the other specs during HOTW) has the mana to keep Hurricane up; not a very reliable AoE slow.
Glyph of the Moonbeast You can now cast Healing Touch, Rejuvenation, Rebirth, and Tranquility without cancelling Moonkin Form. Highly recommended for Balance. Useful while leveling and at endgame.
Glyph of Solar Beam  Increases the radius of your Solar Beam silence effect by 100%. Very nice for arenas, especially if you can apply a snare beforehand.

Feral
Glyph Effect Notes
Glyph of Cat Form Increases healing done to you by 20% while in Cat Form. Absolutely essential. If you’re in Cat for any significant length of time, you need this glyph. No exceptions.
Glyph of Dash Reduces the cooldown of your Dash ability by 60 sec. Nice for leveling; take this or Prowl.
Glyph of Ferocious Bite Your Ferocious Bite ability heals you for 1% of your maximum health for each 10 Energy used. Nice for passive healing when leveling, but you don’t FB enough in groups to make it worthwhile there.
Glyph of Pounce Increases the range of your Pounce by 3 yards. This is really handy for getting Pounces off on mounted foes, but I’m not a real big fan of Pounce to begin with.
Glyph of Savagery Savage Roar can now be used with 0 combo points, resulting in a 12 sec duration. The second absolutely essential glyph. This lets you get SR up prior to a pull, etc.
Glyph of Shred While Berserk or Tiger’s Fury is active, Shred has no positional requirement. Two schools of thought on this glyph. One side says it’s good, because Berserk/TF is when you want to use Shred to dump energy, and you don’t want to energy-cap accidentally. One side says it’s bad, because not having it forces you to be more conscious of your positioning. I’m neutral, but I don’t use it.

Guardian
Glyph Effect Notes
Glyph of Fae Silence Faerie Fire used in Bear Form also silences the target for 3 sec, but triggers a 15 sec cooldown. Bears finally get the ranged silence they’ve been asking for since, oh, Burning Crusade days. Very nice for a bear tank, especially because they finally normalized Faerie Fire to use the same hit as your other abilities.
Glyph of Frenzied Regeneration For 6 sec after activating Frenzied Regeneration, healing effects on you are 40% more powerful.  However, your Frenzied Regeneration now always costs 60 Rage and no longer converts Rage into health. Not recommended; FR scales with Vengeance, so I’d rather be able to self-heal if I need to.
Glyph of Maul  Your Maul ability now hits 1 additional target for 50% damage. Good for trash that you overgear.
Glyph of Might of Ursoc  Increases the health gain from Might of Ursoc by 20%, but increases the cooldown by 2 min. Situational, but nice. If you need to survive one BIG spike, take this.
Glyph of Survival Instincts  Reduces the cooldown of Survival Instincts by 60 sec, but reduces its duration by 50%. Of course, this glyph will be encounter-dependent, but for fights where you don’t have a preplanned use for SI, I prefer this version of the ability.

Restoration
Glyph Effect Notes
Glyph of Blooming Increases the bloom heal of your Lifebloom when it expires by 50%, but its duration is reduced by 5 sec and your Healing Touch, Nourish, and Regrowth abilities no longer refresh the duration. Pretty much a pure PvP glyph, but very useful there. Has situational PvE effectiveness.
Glyph of Healing Touch When you cast Healing Touch, the cooldown on your Swiftmend is reduced by 1 sec. You probably will be using more Nourish than Healing Touch for the first tier of content, but this isn’t a terrible choice.
Glyph of Innervate When Innervate is cast on a friendly target other than the caster, the caster will gain 10% of maximum mana over 10 sec. Innervate is normally 20% for you or 10% for someone else; with the glyph, it makes it 10%/10%. If you’re a friendly/helpful type, try it out.
Glyph of Lifebloom Casting Lifebloom on a new target grants that target as many applications as the old target had.  This effect will not occur while in Tree of Life Form, or when Lifebloom has less than 2 sec remaining. YES YES this glyph is amazing for tank swaps YOU NEED THIS (ahem.)
Glyph of Regrowth Increases the critical strike chance of your Regrowth by 40%, but removes the periodic component of the spell. Some druids use Regrowth, some don’t. If you use it, you want this glyph. (For a quick emergency heal, you want a crit bomb, not a HoT.)
Glyph of Rejuvenation When you have Rejuvenation active on three or more targets, the cast time of your Nourish spell is reduced by 30%. You likely won’t have enough mana to keep Rejuv rolling on three targets consistently anymore.
Glyph of Wild Growth Wild Growth can affect 1 additional target, but its cooldown is increased by 2 sec. Yes for 25′s, otherwise no.

Minor Glyphs
Glyph Effect Notes
Glyph of Aquatic Form Increases your swim speed by 50% while in Aquatic Form. Swimming sucks, this makes it suck less.
Glyph of the Chameleon Each time you shapeshift into Cat Form or Bear Form, your shapeshifted form will have a random hair color. Meh. I like my hair the way it is. No Rainbow Brite for me. :)
Glyph of Charm Woodland Creature Teaches you the ability Charm Woodland Creature. Allows the Druid to befriend an ambient creature, which will follow the Druid for 1 hour. Ambient creature means critter, FYI. Tame all the things, pretend to be a hunter, etc.
Glyph of the Cheetah Your Travel Form appears as a Cheetah.  This glyph will prevent Glyph of the Stag from functioning. If you liked the old cheetah travel form, here you go.
Glyph of Grace Feline Grace reduces falling damage even while not in Cat Form. Actually has some significant gameplay benefits for non-Feral players; fall damage has played a role in quite a few boss encounters. Worth picking up for everyone.
Glyph of the Orca Your Aquatic Form now appears as an Orca. I wish they’d made this new form baseline as well and let us glyph for the seal…thing.
Glyph of the Predator Your Track Humanoids ability now also tracks beasts. Somewhat useful.
Glyph of Stars Your Moonkin Form now appears as Astral Form, conferring all the same benefits, but appearing as an astrally enhanced version of your normal humanoid form. If you play a Balance druid and envied Resto’s ability to see their gear all the time, here you go. No more moonkin for you.
Glyph of the Stag Your Travel Form can now be used as a mount by party members.  This glyph is disabled while Glyph of the Cheetah is active. Yes, I want to hear lots of bad jokes about being mounted by party members!
Glyph of the Treant Teaches you the ability Treant Form. Any spec can use this. I might pick this up as Feral, just to confuse the hell out of people in PuG’s. “Where’s the healer? He’s…DPSing in cat?”
 Posted by at 4:27 pm

  4 Responses to “Druid Glyphs”

  1. Why is it people think a glyphed Frenzied Regeneration is a good thing? Tested in heroic Dragon Soul, I was healing myself for 65k EVERY ONE POINT FIVE SECONDS. S.E.C.O.N.D.S.

    STOP. STOP THINKING A GLYPHED FRENZIED REGEN IS GOOD. TAKE IT OUT OF YOUR HEADS. For the love of God, just because a glyph changes something doesn’t mean it’s good. Think about it what it does instead of blindly using it.

    With a lack of an AoE taunt. Maul should be glyphed. You have trouble with Rage? I certainly don’t.

    Bears have needed a ranged silence since vanilla, not TBC.

    • You’re exaggerating a bit. 65k every 1.5 seconds is great but that means you have high Vengeance, which means you’re taking a LOT of damage, which means you’re getting a lot of heals. 40% of that may exceed your FR HPS.

      (Really, it’s somewhat of an academic discussion until we can see HPS numbers at 90.)

  2. Why are resto’s not using blooming in pve? The tick of lifebloom doesn’t heal enough on its own in mop (compared to people’s hp) and the bloom is mana free and hits every ten secs to top up you tank? just don’t get it?

    • because, the bloom is less mana effecient than keeping 3 ticks up. more healing is done by sustaining the HoT then letting it bloom and having to reapply.

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