Talent rows and glyphs: choose for the fight, not for the season
Mists of Pandaria replaced the old talent trees with six rows of three. None of them is a hidden stat bonus: each one is a tool, and the right tool changes from one boss to the next.
01One row, one choice
You unlock a row every fifteen levels — at 15, 30, 45, 60, 75 and 90 — and pick one talent out of three in each. The three options in a row usually solve the same problem in different ways: three kinds of movement, three kinds of crowd control, three kinds of survival. That means there is rarely a single correct build; there is the correct pick for what you are about to face.

02Change them between pulls
Talents can be swapped out of combat with a Tome of the Clear Mind, a cheap reagent sold by vendors. Raiders use that: a talent that hits several targets for a council fight, a single-target one for the next boss, more mobility for a fight where you never stop moving. If your whole group plays the same talents on every boss of Mogu'shan Vaults, it is leaving damage and safety on the table.

- Read the boss before the pull: adds, movement or a single target?
- Survival talents are not a sign of weakness on a progression boss.
- Keep a stack of tomes in your bags for raid night.
03Glyphs: majors change how you play
At level 90 you have three major and three minor glyph slots. Minor glyphs are mostly cosmetic or convenience; major glyphs change how an ability behaves — a shorter cooldown, an extra effect, a different trade-off — and they are swapped the same way as talents. Treat them as extra talent rows: pick them for the encounter, and check them again when you move on to a new raid like Throne of Thunder.

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