Last edited by iadamson; 2012-03-22 at 09:37 PM.
"Glyph of Death and Decay - Your Death and Decay also reduces the movement speed of enemies within its radius by 50%."
"Glyph of Icy Touch - Your Icy Touch dispels one helpful Magic effect from the target."
"Glyph of Deep Freeze - Your Deep Freeze spell no longer has a global cooldown."
"Glyph of Meditation - You can now channel Meditation while moving."...
and many more.
Sure, we also have some only-buff glyphs, but that's not the point. Not all glyphs are tradeoffs.
Take the first example you mentioned, for instance:
- DnD doesn't always need a snare. In many cases in PvE, it would be almost pointless.
That's the idea of a Major glyph (and the talent system): Make choices and decide when to use [insert glyph/talent] when appropriate and benefits you and the encounter the most.
Looking at Resto PvE, I see Glyph of Chaining, Telluric Currents, Earth Shield, Healing Stream Totem, Riptide, and Water Shield that look good. The only one that even comes close to "so good it's almost always worth it" is Riptide. Which means we'll be able to spam HoTs on everyone for spread-out fights, which is why everyone wanted Chaining in the first place. The others are all VERY situational. Telluric Currents may be one you can slap in and never change, but as I said earlier, I expect that Resto regen will be fine without it, if you gear as much Spirit as other healers. So it's a tradeoff between active regen over passive regen, with the advantage that your healing-per-cast will increase significantly, while your HPS remains somewhat similar, as you're interleaving LB casts for mana.
The others are all heavily situational, and you'd swap them out depending on the fight.
So lemme get this straight.
Enhance shamans will be INSANE. 2 stuns, incredibly self healing, and Asendance, range melee attacks.
- Instant - 40 sec cooldown - Smashes an enemy with a rocky fist, dealing 150% of the damage of a normal attack, and stunning the target for 4 sec.
- Capacitor Totem
- Instant - 45 sec cooldown - Summons an Air totem with 5 health at the feet of the caster that gathers electrical energy from the surrounding air and then explodes after 5 sec to stun all enemies within 8 yards for 5 sec.
- Glyph of Feral Spirit
- Increases the healing done by your Feral Spirits' Spirit Hunt by 40%.
- Glyph of Healing Storm
- Each application of Maelstrom Weapon also increases your healing done by 20%.
I'll have more grounds to debate once MoP is live.
When there is working numbers and such.
I feel like some glyphs may prove to be a necessity over others, of course you can't see it now, its only the beta.
However the possibly is there and in my opinion likely.
As long as choice exists people will do the math, find the numbers and determine whats best.
I have a feeling once those numbers appear and testing has been done, the benefit some glyphs provide will just out shine others.
There will be a list of whats most commonly best, whats debatablely competitive/ situational, and whats never going to be able to compete.
May I remind you many of the current glyphs still exist in the beta - increasing the choice of just what glyphs to use.
Here's a link showing the old Chain Heal glyph still available. As well as some new glyphs existing together.
Last edited by iadamson; 2012-03-22 at 09:54 PM.
But in all seriousness I think most enhance shamans would rather have the speed boost from the unleashed elements talent rather than the stun from the pet.
There was a long standing debate when Playing With Fire was a talent for Fire Mages (Do 3% more damage, take 3% more damage) about talents with penalties. It was brought back up when Burnout was added to the Fire tree. Should you have talents with penalties? Ultimately Blizzard said no and changed them all but now we are seeing this with glyphs. It just doesn't make sense to me. They want you to have hard choices with talents and glyphs. If they can accomplish hard choices in talents without having penalties, why can't they do the same with Glyphs?
The biggest peeve I have is Glyph of Chaining in that we were told the game engine cannot handle a jump increase, meaning if it could, they would buff Chain Heal. Now they can increase the range but do it through a glyph? That is just mean.
Chain Heal's jump range should be 15-20 baseline, with glyph adding 10yds for a % in heal reduction.
Water Shield glyph also makes no sense to me. Lightning shield glyph has no drawback, why should water shield? The orb procs are the majority of it's mana return, not the passive mana regen....and it's ridiculous that resto has to refresh it constantly. It's just like back when Enhance had to refresh LS all the time and waste gcds on something other then damage, or healing in Resto's case. We waste gcd's on refreshing water shield, and spend gcds casting LB to gain our mana back.....other classes don't have such annoying mechanics for their mana.
Telluric currents is fine, if it is indeed optional (although hit will be problematic). I have no idea what the mana regen will be like, but Resto still only has one Mana regen cd, and it still doesn't give back greater return for the Shaman compared to other people. Meanwhile, other healers can benefit from our mana tide, plus have 1-2 extra personal mana regen cd's they can use whenever they want, and glyphs to improve them. Resto should get a buff to MTT, or another mana regen cd even if it's on a 5min cd, so it doesn't have to rely on TC anymore.
@T6 not very good for Resto
This may be true, but T5 technically has no DPS benefit for Enh or Ele, so not really a big deal if all the T6 talents don't also help Resto.
@ Elemental Blast
Does anyone know if Maelstrom Weapon will allow this to be instant? Anyone in beta already?
With Chain Heal and the Glyph of Chaining, it's not like they're not trying to actively improve their coding/tech all the time.
Hell, phasing wasn't available in TBC or Vanilla.
Things change all the time. They very well may have gotten new tech/proper coding that didn't screw everything up.
With new glyphed Riptide + the-probably-not-going-to-happen-HR-being-like-WG/CoH, we'd be way too much like Druids, but much probably more potent while stacked.
Last edited by Radux; 2012-03-22 at 10:07 PM.
The majority of those, especially things like Chaining, are highly situational. You'd only want to use it if everyone will be too widespread for Chain Heal to bounce during moderate-heavy AoE. The only fight I can see that being really useful in DS would be Warmaster Blackhorn, really. These aren't thing you can just math out because their benefits depend on the circumstances of the fight.
---------- Post added 2012-03-22 at 06:18 PM ----------
If anything, Glyph of Riptide is going to help easy mobility and spread-out AoE issues. Glyph of Chaining doesn't honestly look that amazing to me. Situational, sure, but not something I'm like "OMG WANT" over.
We don't really know how it works; I haven't gotten into the beta yet to test it.Water Shield glyph also makes no sense to me. Lightning shield glyph has no drawback, why should water shield? The orb procs are the majority of it's mana return, not the passive mana regen....and it's ridiculous that resto has to refresh it constantly. It's just like back when Enhance had to refresh LS all the time and waste gcds on something other then damage, or healing in Resto's case. We waste gcd's on refreshing water shield, and spend gcds casting LB to gain our mana back.....other classes don't have such annoying mechanics for their mana.
If not getting mana from being struck ALSO means an orb is not consumed when struck, it means you're not having to refresh it any more. And getting 10% more passive regen to make up for the loss of on-damage regen. Which would be great, IMO.
Some may have interesting effects on healing out put when coupled with certain abilities.
If you think every glyph will be used for the situation its designed, that won't happen.
If your saying all glyphs are valid because they are situational and therefore equal, that's false.
Glyph of Chaining is far more then situational.
Chain Heal jumps to the most injured people first.
Its a smart heal.
If you have more range, a more badly injured person will receive the heal.
It stands to reason you will have less over healing, because a target with lesser health will be jumped too.
Imagine chain healing a cluster of people but it's able to jump away from that cluster and get that lonely guy with low health as well.
Last edited by iadamson; 2012-03-22 at 10:36 PM.
New Class: Dragonsworn
That said, the Chain Heal glyph sure feels strange. Maybe they rewrote the code for MoP, maybe they just lied to us in the first place. Having double the jump range for Chain Heal in current or any of the previous patches with no drawbacks would not make us imba, seeing we're the worst healers currently, and have been for the whole expansion. And the expansion before that.
I agree with that. I'm sure, that if Blizzard would have been able to implement the range increase earlier, it would've come without a healing nerf anyway. So why taint this long needed change by adding a healing malus to an already only mediocre Hps spell? Making the range available through glyph only and with that healing nerf just doesn't seem right. I don't want to be so dependant on glyphs. Blizz should give the Resto spec a major overhaul instead and not try to fix everything with glyphs. I think that's a bad way of improving the spec, and also hard to balance. Glyphs should be like a little additional bonus and not essential mandatory things to make a class competitive.Chain heal's range has been brought up before and Blizz made it sound like they wanted to extend range but couldn't cause of the coding, and it currently has problems sometimes with it's jumps. Now they fixed it, but making us glyph to make it truly effective.
It just upsets me and I'm amazed that there are actually people who find this good and justified.
I don't see a reason why we shouldn't get the range boost baseline.
What I like is how through MoP glyphs and talents, you can (as resto) basically specialize between raid healing and tank healing.
"When I die I want the shaman class developers to lower me into my grave so they can let me down one last time."
Could someone clarify the changes to the Spirit Wolves. It just says they're guardians. I'm assuming they're going to lose their taunt (as an uncontrollable taunt would be bad) but they could end up sharing a downside with a DKs Army of the Dead. It seems like they're going to lose most of their utility. It looks like you'd have to spec into Primal Elementalist to get it back. /shrug.
I do think that the Elemental should be controllable without the talent (even if it's just the basic Passive, Defensive, Assist and /pettattack functionality). If we have to lose control of one of our pets, I'd like to be able to control the other. Unlike a lot of people, I have no desire for a perma-pet.
Other than that, I guess I'll just have to wait for the theorycrafting.
Lava Surge is now : Your Flame Shock periodic damage ticks have a chance to reset the cooldown of your Lava Burst spell and cause your next Lava Burst spell to be instant.
So we don't know the chance to proc but this is HUGE.
Credit to Dragon-Hawks : http://www.mmo-champion.com/threads/...mp-Specs-Video.