I would use it for PVE
I would use it for PVP
I would use it for both PVE & PVP
I wouldn't use it
that would require tons of effort, which blizz doesn't want to spend on spriests when there are mages and warlocks to please.
Melting faces since 2005.
It would affect your normal Mind Flays. Indirectly, Mind Flay: Insanity would make you lose mobility for more burst while using the glyph, while the other talent choices wouldn't be affected. I think this would go in line with their goal with that tier of talents.
It would work like this;
Just like an unglyphed MF, cancelling the cast would mean you're not slowing anymore.Glyph of the Quick Mind.
Your Mind Flay can now be cast while moving, but the slowing effect is reversed upon yourself.
Does not stack with Glyph of Mind Flay, and does not work with Shadow Word: Insanity.
We can't have the current glyph of mind flay stack with it, that would offset the slow on ourselves.
Doesn't affect MF:I, meaning Insanity as a talent isn't affected. Because of this, PVP burst wont be affected to warrant nerfs.
I'll see if I can sum it up;
- PVP burst with Mind Flay: Insanity unaffected.
- Interresting choice for PVP between MF static + increased run speed or MF movement + selfsnare.
- PVE Single target affected the most in terms of PVE DPS. (Relatively small gain, but still a needed one. Multidot fights = less MFs, so less of a gain)
- Creates an interresting tradeoff where with the glyph you'd trade mobility for extra burst in the 3rd row of talents.
- Fun! Shadow would finally get some love again while not really affecting the aspects that currently makes Shadow strong.
What's your thoughts?
Last edited by Juicebox; 2013-06-25 at 07:45 PM.
1 stack(s)= 57.5% movement
2 stack(s)= 65% movement
3 stack(s)= 72.5% movement
Now you also have to take into account 2 more things.
1) to use both glyphs it requires 2 out of our 3 slots(though that isn't too big of a problem).
2) Our target is no longer going to be slowed while we will be. So our target will be moving 100% (without help) While it will take roughly 3 seconds for us to get up to 72.5% movement. So just looking at those 2 glyphs working together doesn't seem to 'broken op' to me. Although very powerful with the rest of our toolkit.
The only thing that would run the risk of making brokenly overpowered is Phantasm. Even with just your glyph Phantasm makes it very powerful (even if it's only 5secs/30secs). If your glyph were to be added in Phantasm would probably need a change. Though considering that it's in the "mobility" tier options are limited and would run the risk of also becoming too powerful with your glyph if it just didn't end up just a simple +movement (which would just be boring having all 3 talents in the same tier just mirroring each other).
Though I would love the idea of mindflay while moving, it just wont work. Shadow is too fickle of a spec right now to get new toys like that, if their was no change and they added this glyph it (even with the "does not stack with Glyph of mindflay" restriction) would be far too powerful with our kit as is. Some changes would need to be made to make it work and would run the risk of making it mandatory (I can almost guarantee it would). In the end I would probably use it. I love the idea of mindflay while moving and it would more then likely be mandatory. I just don't like the idea of losing my "slow" for that odd time I'm not being trained(it's saved my heals more then once), will quickly (and easily) devise a work around of course but it always gave me that feeling that I can actually at least sort-of "peel" with a slow at any given time like everyone else.
It's supposed to be situational, so for you to give up the ability to slow others if you're trained to gain MF on the run seems fine to me.
Keep in mind it's just Mind Flay we're talking about. It isn't exactly what kills people. Its damage is on the lower end, and MF:I wouldn't be affected.
From a PVE standpoint there's really no reason at all to not do this. In the end, it's just PVP being the reason it's not even implemented yet.
They don't like splitting abilities for PVE/PVP, but another way to sort this would be for the glyph to work just like that.
Cast it on an NPC - you're slowed and can run while casting it. Cast on a PVP target - target gets slowed but you can't run while casting.
I'm just brainstorming a bit but there's obviously lots of ways it could work in game, if they wanted it to.