where does one get the recipe? at this point right after the patch no one seems to have it.
Guys I tried this and I realized something, even talked to a GM about it.
It does not work.
Tested DRW with 40 rp got 10 seconds, with full rp got around 15
If this glyph worked it should give 15 seconds at least initially and 21 seconds at full runic (if you have max 100)
Inital runic cost 40 should be 15 seconds. Full runic bar of 100 should be 60 /10 = 6 seconds added for the total of 21 i mentioned. If you specked for 130 runic power you should get an additional 3 seconds for a total of 24 seconds.
You can have this up for 19sec. If you are specced correctly.
5(from spell)+5(from glyph)+6(from normal RP)+3(from talent RP)
With this glyph you will have a fixed duration of 17 seconds for your DRW.
3.2 Modified the specific CD to a fixed duration of 12 seconds (see patch notes) plus 5 seconds if you apply this glyph.
Anyone know if this is any decent still?
I wouldn't tank without it.
wow, that is one powerful tank glyph.
turns an ultimate talent with cool looks and meh effect into "
use on every pull
". it is also a very unique mechanic.
because u have 60 runic power at every pull right
and 20 % parry is "meh" ?
the glyph isnt so useful . by the time u get to use dancing rune weapon u would alrdy have the threat u need to hold aggro
overrated glyph this is
Keep your runic power up at the end of a fight, you've got an aggro lock so it shouldnt be a problem. This was also a lot more practical when Revitalize still gave you runic energy.
Does DRW glyphed increase ALL threat generated or just threat generated through melee attacks? Death and Decay? Death Coil? Icy Touch? Diseases?
The question I have is, with the massive Threat increase, is this now a bad Glyph to have for DK tanks? Seems to me you'd be better off with the AMS for the extra 2 seconds of mitigation. If you didn't have that already that is.
In patch 4.2 and beyond, I don't see this as a useful glyph. After tank threat was boosted, the only reason I would want to use this is perhaps when there is a boss mechanic with threat drops, or tank switching. In that case though, I would have to have 60 runic power to spare to even use it, and beside I only need a few hits or a blood boil to get all the threat I need to start. This needs a redesign, perhaps like
Item - Death Knight T12 Blood 4P Bonus
found on the 4 piece bonus on death knight t12.
A truly bizzare glyph, especially in the post-4.2 threat environment. If you have the runic power to summon a DRW, you have the runic power to simply use rune strike, which gives so much threat that you'd need some extremely intense burst damage from a DPS to pull off you, and even then you can simply taunt back with one of your two taunts.
The only situation where I could see this being even remotely useful would be in a situation where AoE threat is sufficiently important, but unless you're dealing with a very large pull, half a dozen mobs or more, where everyone else involved is single-targeting down different targets, AoE threat should never be an issue. Even if you were to come across a situation like this, with a fairly long cooldown, steep rune power cost of summoning the DRW, and limited 12 sec duriation of the ability, having to rely on it to keep AoE threat would be ill adviced.
Only legitimate reason I could think of to use this would be to troll the other tank you're tanking together with in raids. Pop it after a tank swap and watch yourself get punded to pieces as the boss goes right back to you and keeps stacking whatever debuff you were trying to avoid with the tank swap. "I'm not taunting back off you, bro, you just need to l2threat."
In Mists of Pandaria this glyph has changed.
OLD: Glyph of Dancing Rune Weapon - Increases your threat generation by 50% while your Dancing Rune Weapon is active.
NEW: Glyph of Dancing Rune Weapon - Increases your threat generation by 100% while your Dancing Rune Weapon is active, but reduces its damage dealt by 25%.
As of Legion's
, major glyphs were effectively removed.
Below is a table detailing what glyphs were removed for this class, their old item pages, and what their most recent effect was prior to their deletion.
The 'star' (*) next to a glyph's URL denotes which webpage you're currently on.
Glyph of Absorb Magic
Increases the total damage absorbed by Anti-Magic Shell by 100%, but Anti-Magic Shell no longer generates Runic Power.
Glyph of Anti-Magic Shell
Causes your Anti-Magic Shell to absorb all incoming magical damage, up to the absorption limit.
Glyph of Blood Boil
Increases the radius of your Blood Boil by 5 yards.
Glyph of Chains of Ice
Your Chains of Ice also causes 144 to 156 Frost damage, with additional damage depending on your attack power.
Glyph of Dancing Rune Weapon
Increases your threat generation by 100% while your Dancing Rune Weapon is active, but reduces its damage dealt by 25%.
Glyph of Dark Simulacrum
Reduces the cooldown of Dark Simulacrum by 30 sec and increases its duration by 4 sec.
Glyph of Death Coil
Your Death Coil spell is now usable on all allies. When cast on a non-undead ally, Death Coil shrouds them with a protective barrier that absorbs damage.
Glyph of Death Gate
Reduces the cast time of your Death Gate spell by 60%.
Glyph of Empowerment
Your Empower Rune Weapon also heals you for 30% of your maximum health.
Glyph of Enduring Infection
Your diseases are undispellable, but their damage dealt is reduced by 15%.
Glyph of Ice Reaper
The Runes you spend on Chains of Ice will become Death Runes when they activate. Death Runes count as any type of rune.
Glyph of Icebound Fortitude
Reduces the cooldown of your Icebound Fortitude by 50%, but also reduces its duration by 75%.
Glyph of Icy Touch
Your Icy Touch dispels one helpful Magic effect from the target.
Glyph of Mind Freeze
Reduces the cooldown of your Mind Freeze ability by 1 sec, but also raises its cost by 10 Runic Power.
Glyph of Outbreak
Your Outbreak spell no longer has a cooldown, but now costs 30 Runic Power.
Glyph of Pillar of Frost
Empowers your Pillar of Frost, making you immune to all effects that cause loss of control of your character, but also reduces your movement speed by 70% while the ability is active.
Glyph of Raise Ally
Your Raise Ally ability no longer costs any Runic Power.
Glyph of Regenerative Magic
If Anti-Magic Shell expires after its full duration, the cooldown is reduced by up to 50%, based on the amount of damage absorption remaining.
Glyph of Rune Tap
Reduces the cooldown of Rune Tap by 10 sec but Rune Tap reduces damage taken by 20% less.
Glyph of Runic Power
Whenever you are struck by a movement-impairing effect, you will generate 2 Runic Power every 1 sec for 5 sec.
Glyph of Strangulate
Increases the Silence duration of your Strangulate ability by 2 sec when used on a target who is casting a spell.
Glyph of Swift Death
The haste effect granted by Soul Reaper now also increases your movement speed by 30% for the duration.
Glyph of Vampiric Blood
Increases the bonus healing received while your Vampiric Blood is active by an additional 10%, but your Vampiric Blood no longer grants you health.
If I have missed one or made a mistake, feel free to PM me!
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
[Please review our