At level 20, you can buy glyphs that alter your abilities. Things like increasing healing for a specific ability, or decreasing cast time, or increasing damage output, etc. You can buy glyphs for every ability you have, but each glyph has a point total attached to it, and you only have a certain amount of points available to spend on the glyphs (I think it's 41 total at max level). So you have to decide how you want to glyph your class and what abilities you want to alter/buff up.
For my example, on my priest, I'm mainly looking to buff up a couple of my bigger heals, and reduce the mana cost of some of my more expensive heals. So I'm putting my points into equipping those specific glyphs. I have a friend who is a Sorcerer on a PvP server, and he's buffing up his frost attacks due to the slowing effect they have on them. This will help him in PvP, obviously.
As far as your allotment of available points, you get 10 points to spend immediately at level 20, and one point per level then on. So you'll have to save up for some of your glyphs that you want to equip down the line.
Mostly the glyphs are between PVE and PVP I have noticed for my lancer. Do I want to hold more aggro? Do I want a certain spell that is a main aggro generator to have less mana and cause more threat?
For PvP do I want to decrease the CD on my self heal? Do I want the effects of my skills to last longer or increase %?
Things you have to think about its almost like having a specc but with no real guidelines and I can almost assure you that the other Lancer in LFG doesn't have the exact same glyph set up.
Also another thing, Gems. Gems make a huge difference (for lancers anyway). Increased boss aggro, reduced boss damage. Reduced Minion damage. Mana regen ect. ect.
I really do like this system. Crystal set-up for my warrior is increase crit to rear, increase power to rear, mp regen on crit attacks, standard mp & hp regen. For Glyphs I'm all over the map, mostly CD reduction to my gap closer skills, increase mp on base attack skill, increase power on a few others.
I might reset them at some point when I figure out what I'm doing =p
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
Glyphs I found fairly lacking in diversity, it really is either PvP or PvE (for Lancer anyways). But crystals have a great amount of diversity, and good players will keep 3-4 different sets on hand (can switch equipment/crystal sets with a press of a button).
I current have 3 crystal setups:
1. Tanking normal mobs +threat +mp-regen -dmg from normal mobs
2. Tanking boss mobs +threat +mp-regen -dmg from boss mobs
3. Solo PvE +mp-regen +hp-regen
There is a lot more options out there too especially if you are DPS.
-increased crit dmg against minions
-increased crit dmg when attacking from behind
-increased crit dmg to enraged mobs
-increased dmg to normal mobs
-increased dmg to boss mobs
-increased dmg to minion mobs
-mana regen buff when attacking from behind
-increased crit dmg when <50% dmg
and lots more...
"They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath
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At level 20, you can buy glyphs that alter your abilities. Things like increasing healing for a specific ability, or decreasing cast time, or increasing damage output, etc. You can buy glyphs for every ability you have, but each glyph has a point total attached to it, and you only have a certain amount of points available to spend on the glyphs (I think it's 41 total at max level). So you have to decide how you want to glyph your class and what abilities you want to alter/buff up.
For my example, on my priest, I'm mainly looking to buff up a couple of my bigger heals, and reduce the mana cost of some of my more expensive heals. So I'm putting my points into equipping those specific glyphs. I have a friend who is a Sorcerer on a PvP server, and he's buffing up his frost attacks due to the slowing effect they have on them. This will help him in PvP, obviously.
As far as your allotment of available points, you get 10 points to spend immediately at level 20, and one point per level then on. So you'll have to save up for some of your glyphs that you want to equip down the line.
Mostly the glyphs are between PVE and PVP I have noticed for my lancer.
Do I want to hold more aggro? Do I want a certain spell that is a main aggro generator to have less mana and cause more threat?
For PvP do I want to decrease the CD on my self heal? Do I want the effects of my skills to last longer or increase %?
Things you have to think about its almost like having a specc but with no real guidelines and I can almost assure you that the other Lancer in LFG doesn't have the exact same glyph set up.
Also another thing, Gems. Gems make a huge difference (for lancers anyway). Increased boss aggro, reduced boss damage. Reduced Minion damage. Mana regen ect. ect.
I really do like this system. Crystal set-up for my warrior is increase crit to rear, increase power to rear, mp regen on crit attacks, standard mp & hp regen. For Glyphs I'm all over the map, mostly CD reduction to my gap closer skills, increase mp on base attack skill, increase power on a few others.
I might reset them at some point when I figure out what I'm doing =p
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
Glyphs I found fairly lacking in diversity, it really is either PvP or PvE (for Lancer anyways). But crystals have a great amount of diversity, and good players will keep 3-4 different sets on hand (can switch equipment/crystal sets with a press of a button).
I current have 3 crystal setups:
1. Tanking normal mobs +threat +mp-regen -dmg from normal mobs
2. Tanking boss mobs +threat +mp-regen -dmg from boss mobs
3. Solo PvE +mp-regen +hp-regen
There is a lot more options out there too especially if you are DPS.
-increased crit dmg against minions
-increased crit dmg when attacking from behind
-increased crit dmg to enraged mobs
-increased dmg to normal mobs
-increased dmg to boss mobs
-increased dmg to minion mobs
-mana regen buff when attacking from behind
-increased crit dmg when <50% dmg
and lots more...
"They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath