Gems, Enchants, and Glyphs

 

Gems

A few gems had their color changed around. There are only two relevant to Bears.

Hit Rating – Blue (Old: Yellow)
Dodge Rating – Yellow (Old: Red)

This means that Hit/Stam gems are gone.

The gemming scheme is largely the same. Gem for STA, use 1 gem to activate your meta in a good socket bonus, gem for more STA. Don’t gem for dodge. Don’t gem for hit. Don’t gem for expertise. Don’t gem straight AGI.

The only gems you should worry about:

Solid Majestic Zircon – 30 STA. Still THE tank gem.
Shifting Dreadstone – 10 AGI/15 STA.
Nightmare Tear – +10 all stats. Now the better choice to activate the meta. Best used in a yellow slot with a good bonus. (Stam or 8-9 Agi).
MetaAustere Earthsiege Diamond: 32 Stamina and 2% increased armor value

Anything else is less than optimal. That said, here’s a list of other gems that can be used, but really shouldn’t be:

Delicate Cardinal Ruby – 20 AGI
Accurate Dreadstone – 10 EXP / 10 Hit
Guardian’s Dreadstone – 10 EXP / 15 STA

Enchants

Head: Arcanum of the Stalwart Protector – 37 stamina and 20 dodge

Shoulders: Greater Inscription of the Pinnacle – 20 Dodge rating and 22 Stamina

Chest: Powerful Stats – +10 to all stats

Belt: Eternal Belt Buckle – Adds an additional gem slot to your belt

Legs: Frosthide Leg Armor – 55 Stamina and 22 agility

Boots: Greater Fortitude – 22 stamina
Tuskarr’s Vitality – 15 Stam and minor run speed increase

Bracers: Major Stamina – 40 Stamina is the cat’s meow.

Gloves: Major Agility – 20 agility is the best option early on.
Glove Reinforcements – 240 armor Good, cheap to get.
18 Stamina to gloves  – Gives the most EH out of the gloves enchant. Suitable and recommended for ICC.

Cloak: Major Agility – worth an additional 22 agility
Enchant Cloak Might Armor – 225 armor to cloak

Weapon: Blood Draining – Permanently enchants your weapon to sometimes grant Blood Reserve when striking an enemy or inflicting damage with bleed attacks. When you fall below 35% health, Blood Reserve restores 360 to 440 health per stack and can crit. Lasts 20 sec.

Mongoose – Permanently enchant a melee weapon to occasionally increase Agility by 120 and attack speed slightly. Requires a level 35 or higher item.

Glyphs

There are now 9 available glyph slots. 3 Prime, 3 Major, and 3 Minor. Once you learn a glyph, you learn it for good. No more carrying around stacks! However, you will need to buy a reagent if you want to remove or replace a glyph.

That said, the Bear glyph options are fairly cut-and-dry.

Prime:

Glyph of Berserk – Increases the duration of Berserk by 5 sec.
Glyph of Mangle – Increases the damage done by Mangle by 10%.
Glyph of Lacerate – Increases the critical strike chance of your Lacerate ability by 5%.

Major:

Glyph of Faerie Fire – Increases the range of your Faerie Fire and Feral Faerie Fire abilities by 10 yds.
Glyph of Feral Charge – Reduces the cooldown of your Feral Charge (Cat) ability by 2 sec and the cooldown of your Feral Charge (Bear) ability by 1 sec.
Glyph of Frenzied Regeneration – While Frenzied Regeneration is active, healing effects on you are 30% more powerful but causes your Frenzied Regeneration to no longer convert rage into health.
(A note on this: This glyph is fairly strong for Raiding content. It is not so much for soloing and 5 mans.)
Glyph of Maul – Your Maul ability now hits 1 additional target for 50% damage.
Glyph of Rebirth – Players resurrected by Rebirth are returned to life with 100% health.

Minor:

Glyph of Challenging Roar – Reduces the cooldown of your Challenging Roar ability by 30 sec.
Glyph of Dash – Reduces the cooldown of your Dash ability by 20%.
Glyph of the Wild – Mana cost of your Mark of the Wild is reduced by 50%.
Glyph of Unburdened Rebirth – Your Rebirth spell no longer requires a reagent.