Anyways, the questions I keep getting are 'What glyphs should I be using?' or 'Is -insert glyph name here- any good?' or 'Why are you covered in goat cheese and confetti?'. I'll answer most of those questions here. The last one there is left to the local authorities of the East Bay.
Ok, there are two glyphs you should ALWAYS have. No matter what. Ever. Shut up. Glyph of Consecration, and Glyph of Judgement. The third is dependent on your expertise, but more on that later. Let's go into why you should always use these two.
Glyph of Judgement: It's a 10% increase to our hardest hitting attack. I'm not going to give a reason why other than that. If you need more than that, get out a calculator, run some numbers, and beat yourself with it.
Glyph of Consecration: This one may seem a tad weird to always have. Increase consecrations duration by 2 secs may seem pointless, but it couldn't be more amazing. You'll find that it frees up our priority rotation by a good deal, saving us a GCD that could be used on another mover, and allows us to save more mana.
Now for the third major glyph. Now before we continue, let's all look at something. Look at the melee section of your character sheet. Look at the bottom. See that stat called expertise. Tell me, is it 26 or higher? No? Well...you think you can spare a gem or two to reach 26? No? Then you just won the right to get Glyph of Vengeance!
Glyph of Vengeance: In essence it's a free 10 expertise while you have Seal of Vengeance! Now you should be kosher! If you're still under 26 with this up, then it's a gear issue, not my deal. If you need help with itemization, I'll make a post after this one,
If you have hit your expertise soft cap (26 if you haven't caught on), then there's a couple of glyphs that look mighty purty to ya. Well they're all lies. It may seem like the other's are helpful, but the actual usefulness of them is either small, or nilch. The last spot SHOULD go to the only constant DPS increasing glyph, Glyph of Exorcism.
Glyph of Exocism: Offers 20% dmg. increase to our least used ability. Essentially the T8 2pc bonus on a glyph. It's not much, but it's better for sustained dps than Glyph of Avenging Wrath, the runner up for 3rd glyph.
Now the portion I'VE been waiting for. The Glyphs you shouldn't use and why section!
Glyph of Avenging Wrath: Decreases the CD of Hammer of Wrath by 50% when Avenging Wrath is up SEEMS like a great way to increase DPS, but the problem is with the ability Hammer of Wrath itself. Usable only after a mob has hit 20% hp is a short window, and relying on a 20 sec. long ability makes the window even smaller. Overall the DPS increase you'll get would be otherwise unnoticeable.
Glyph of Seal of Command: Increase mana by 8% on Judgement of Command. This glyph honestly would be amazing, if they allowed you to switch glyph set ups on the fly without changing specs. However, since they cannot, this glyph is put off into the realm of 'good for pvp only'.
Glyph of Hammer of Wrath: Decreases the mana cost of HoW by 100%. Once again, HoW is usable only near the last minute or two of a boss fight effectively, and with Divine Plea, Judgement of the Wise, and Replenishment, do you REALLY think we're going to be having enough mana issues to warrant this? No. If you answered yes, fix your rotation and maybe even your talent tree if need be. Hint: If you DON'T have Replenishment up almost 100% of the time, then your rotation is waaaaay off.
Glyph of Crusader Strike: Decreases mana cost of Crusader Strike by 15%. Once again, look above. Even if Crusader Strike is used every 4-5 seconds, you shouldn't have mana issues with this. ESPECIALLY since it's already cheap to use.
Glyph of Divine Storm: The most common one I get asked about for some reason is oddly enough this one. This glyph increases the healing done by DS by an additional 15% of the damage it causes, putting the number up to 40%. On paper this seems hawt. Don't be fooled! Let's do a number crunch here. Let's say you use DS and crit on all 4 targets for 7k totaling 28k damage. Now 40% of that is 11.2k. That's how much you heal. By yourself, thats phenomenal. HOWEVER, since I'm going for raids and such, let's do the crutch part, the split. DS splits the healing aspect into 3 seperate heals. You would heal for about 3,733.33 (repeating of course, lol. Go go Leeroy reference! Every wow blog has to have one. Read it in a book somewhere.) to each person. Now in a 5 man, that could come in handy, maybe. However, in raids, this is a gimmick. In order for this glyph to be truly effect, I would say Divine Storm would have to be able to crit for 9k at least, giving the healing aspect at least a 4800 healing after split. That number is significant enough to warrant a use.
NOW, with the introduction of T10 we see an interesting proc at 2pc. All melee attacks (white damage) have a 40% chance to refresh Divine Storm's CD. This could improve this Glyph's usefulness in many situations. The CD of DS is 10 seconds. In that time, you have at least 2 chances to refresh it, 3 if you have a fast weapon (please don't) or a high haste rating (go right ahead). So let's say the proc happens all the time at the first swing. This effectively will half the cd of Divine Storm. Healing for 5k every 10 secs? Lame. Healing for 5k every 5 secs? Now we're getting somewhere (If you heal for 10k ever 10 secs, ignore this altogether, lol. But then again that implies you're hitting each target for 12k damage, in that case send me a message so I can get some pointers, lol.). You'll get no dps increase from the glyph, but the dps increase from the exorcism one isnt all the substantial anyways.
Sorry I got so wordy there at the end, but I'm assuming you're going to a blog to read anyways. More info later. However it's really late/early, and I'm dead tired. Peace all.