4.0.1 shaman glyphs and an Ode to Sentry Totem

Sentry totem is gone. Too often those who love us and hold us dear go before their time =(. Seriously though I already miss sentry totem. I did use it for a few things, like disarming bombs in SoTA. My recent grief over the loss of my beloved companion sparked the idea of composing an epic poem to commemorate its passing. Special thanks to @ianbroadfo for the inspiration on this one, and William Blake for composing the original.

Totem! Totem! sitting tight;
in the flag-room, on the right.
What designer’s hand or eye;
dare remove you from my UI?

In what distant Aerie Peaks,
What found on weathered wing and beak?
On what wings dare he aspire?
What the hand dare seize desire?

And what purpose misunderstood.
Could twist the grains of thy wood?
And when thy eye began to seek,
What dread loss, this feeling bleak?

What the stone work? what the gain?
In what forge was thy brain?
What the anvil? what dread light?
Do steal this purposeful insight?

When the Titans threw down their blaze,
And blinded heaven with their gaze,
Did they smile, this lost to naught?
Did they who made the totem wrought?

Totem! Totem! sitting tight;
in the flag-room, on the right.
What designer’s hand or eye;
dare remove you from my UI?

So yes, I will miss sentry totem. That little bugger was actually pretty useful. With the new patch, not only did Sentry Totem go away, but we got a bunch of new glyphs and a new glyph system. Check out Matt’s post on the the new system and priest glyphs for the run down. So what do shaman glyphs look like after the patch? Let’s take a look!

Prime Glyphs

Prime glyphs are the ones that give you the most improvement to your specialization.

Those are the prime glyphs you’re likely to be interested in. The restoration ones are pretty self explanatory, but you’re likely asking; “But Joe, why is Shocking and Lightning bolt on the list” ? Easy answer, because of Focused Insight and Telluric Currents. Let’s face it, if you get to a point where you out-gear a fight, you’re likely  throwing around some DPS to help out. At this late in the current expansion, unless you are a fresh 80, you’re likely to have content that you out-gear. Whether it is a heroic or a raid, these may be choices for you depending on what you’re doing. The most common setup I’m seeing among resto shaman is Earth Shield, Riptide (which just makes the spell ridiculously efficient) and Earthliving Weapon. Plan to move one of them to Water Mastery when Cataclysm drops, but until then mana isn’t an issue.

Major Glyphs

They augment your abilities, but not a large degree as prime glyphs.

Some interesting options here. Grounding Totem is in the list simply because there are a surprising number of boss abilities in heroics and raid that can absorbed by grounding totem. The fun of the glyph is that it makes it into a spell reflect. Nothing says I love you like throwing a fireball back from where-which-it-came-from. Hex is on the list because, well, we have a CC and its awesome. If you find yourself using Hex a lot *cough*heroicladydeathwhisper*cough*, this may be a good choice for you. Frost Shock is on the list again because of FI. Most common setup I’m seeing throughout the resto community is Chain Heal, Healing Stream Totem and Healing Wave. When Cataclysm goes live, you may want to swap one out for Totemic Recall just for mana conservation purposes.

I have to be honest, out of all the glyphs we got, I like the Healing Stream Totem one the best. I mean, I’ve always been a fan of HST, even before it was the cool-kids thing to do. The fact that it can add a series of resists is just beastly. It heals, it provides resist auras, it’s like a pocket paladin but with less QQ (I kid, I kid!).  With about every fight now having some form of elemental damage, there’s no reason not to have this glyph.

Minor Glyphs

These have little impact on your chosen role.

Basic stuff really, removal of reagent needs, and a shortening of our character class hearth cooldown. The new kid on the block though is Arctic Wolf. This turns your Ghost Wolf into a ghostly version of the winter wolves found throughout Azeroth. This glyph was originally slated to be released in Wrath alongside another glyph that allowed you to transform into a black wolf. They were scrapped before release, but at least one has found its way back. This is important for two reasons. One, it marks the inclusion of fun flavor items to help personalize your character. Two, it just looks cool!

Glyphs are becoming more about personal choice rather than what is best, which quite honestly is how it should be.

How has your patch 4.0.1 experience been so far? What do you love? What do you hate? Do you miss Sentry Totem too?

Priest Glyphs for 4.0.1 and Cataclysm

I am happy! Hockey season has started! What does this have to do with glyphs you ask?

Well, absolutely nothing!

But first, I’ll go over the new glyph system briefly and then follow it up with a quick review and opinion of the glyphs going into patch 4.0.1.

Except I will be going at them in the style of a fantasy hockey pool analyst.

How the new glyph system works

Here’s the official blue post. But in a nut shell, there are three types of glyphs:

Prime – Straight increase to damage or healing.

Major – Offers extra stuff to existing spells or abilities.

Minor – Convenience or cosmetic changes.

When you learn glyphs, you do so permanently. You won’t have to keep buying glyphs repeatedly if you’re changing specs or styles. Once you learn it, that’s that. However, in order to switch a different glyph in, you need to use something called Dust of Disappearance (For 80 and below, we’re looking for Vanishing Powder).

glyphs-interface

I’m going to break down the glyphs into the three major categories. Some are obviously meant for holy, discipline or both. Others have utility applications and would be valuable in select situations.

  • D: Discipline
  • H: Holy
  • U: Utility
  • B: Both

Prime Glyphs

First, we’ll look at the primes. And I don’t mean Optimus, either.

Glyph of Flash Heal (B) – Having a 10% increased critical effect chance for Flash Heal on targets below 25% will help cement healing at level 85 especially when targets get that low (and they will). Great on the clutch play and will come through when you need it.

At level 80 though, you can pass on this glyph. Not likely anyone will be dropping that low. Good mid range pick. Next season his value should sky rocket. If you can’t find anything else as holy, then it becomes more of a “sure, why not” selection.

Glyph of Guardian Spirit (H) – I personally view this glyph as a nerf from its 3.3.5 iteration where the cooldown was dropped to 1 minute if it didn’t proc. As Holy, I’ve extremely aggressive with Guardian Spirit. Unfortunately, Guardian Spirit glyph didn’t do so well in training camp. It went from an extremely hardworking and beneficial glyph to a slower but more consistent glyph. Good veteran locker room presence, however.

Pass on this at 80 if you wish. Lowering Guardian Spirit to 2:30 isn’t all that bad (proc or no proc).

Glyph of Lightwell (H) – The potency of this glyph is dependant on your raid. If they’ve been raiding with Lightwell, then this glyph might be of benefit to you. Lightwell has had some unfortunate seasons over the past few years. He’s been on a variety of different teams, but most teams simply struggle with him because they haven’t quite figured out how to use his presence best. With the right team, he’d be an awesome healing scoring presence.

Mattwell says to pass on Lightwell.

Glyph of Penance (D) – By default, Penance is on a 12 second cooldown. This glyph is a virtual requirement for discipline priests to be effective in their roles. Even though Train of Thought helps in the reduction of that cooldown, you’re better off glyphing for this anyway.

For team discipline, this should be your first overall draft pick.

Glyph of Power Word: Barrier (D) – I’m going to write more about this glyph in a future post. It just got me thinking a lot about the usage.

Barrier is a new glyph just fresh out of the junior glyph league. He showed some flashes of talent and raw ability, but coaches will need to experiment with him on different lines to see what he’s capable of doing. The young product of Absorbsville is going to need to earn himself a spot on the opening night roster.

Good to draft if you have nothing better.

Glyph of Power Word: Shield (D) – The shield glyph has routine put up strong numbers in the HPS department. Team discipline simply cannot go wrong anywhere with this pick. Technically, you can use this glyph for both specs, but there is a clear edge to discipline here. Discipline shields have also been traditionally stronger (especially now coupled with the mastery).

This glyph is priority number two for discipline. Draft it.

Glyph of Prayer of Healing (B) – I’ve always preferred using this glyph in both of my specs just because it added extra AoE healing power. It doesn’t completely restrict AoE healing for discipline but it amplifies AoE healing for holy. Prayer of Healing has often been overlooked but when you need stability and coverage during frantic moments, he will have your back.

And his back.

And that other guy’s back.

And yeah, even that guy.

Excellent draft pick if you need a third slot and can’t seem to find one that really benefits you or the encounter your group is going for.

Glyph of Renew (H) – This glyph has holy all over it. I suppose you could use it for discipline, but it just isn’t as powerful. If there was a first round draft pick for team Holy, this would be it. He’s fast, he’s got great hands, he knows what he’s doing and he will get the job done quickly and efficiently.

No contest. Draft it for holy.

Major Glyphs

Next up is the majors.

Glyph of Circle of Healing (H) – No big change here. Instead of healing 5 targets, it heals 6. We all love smart heals. Team holy will once again wish to pick him up to hold down the fort.

Draft it for holy.

Glyph of Dispel Magic (U) – Not too sure about dispel magic here. He’s a bit of a grizzled veteran. Seems to come out when things get a little rough especially when it comes to some PvP action. At the very least, even if your dispel whiffs and you miss or someone beats you to it, it won’t be a complete waste as it restores 3% of their health.

More of a situational role player, in my opinion.

Glyph of Divine Accuracy (U) – Need some muscle? This enforcer glyph will help. Granted the team isn’t known for packing a whallop, but used in tandem with Smite (either for leveling or if you’re going for the Atonement build), you will want this glyph.

Situational draft pick. Depends on your team.

Glyph of Fade (U) – I can see this glyph coupled with both the Phantasm and Veiled Shadow talents for really fast movement debuff clearing. Typically, healers aren’t going to be generating a ridiculous amount of threat anyway. I haven’t pulled threat on the beta either but that could be due to having really good tanks and crowd control.

Pass at 80. Situational pickup otherwise.

Glyph of Fear Ward (U) – At the core of it, it just means priests can cast Fear Ward more often if they need to. Can’t say it has a lot of PvE applications right now (maybe the third mini boss on Halion, if that). Seems more PvP utility to me.

Really situational.

Glyph of Holy Nova (B) – In preseason, Holy Nova came in just blasting (literally). He was bugged where it had no cooldown and it just levelled the opposition no matter what they were. You could bind it to the mouse wheel and just go to town. Luckily, that has since been fixed and is now at a more stable level. Holy Nova causes no threat. The strength of Holy Nova is divided by the number of targets healed, remember.

Another decent AoE booster. Wouldn’t be opposed to drafting it for either spec.

Glyph of Inner Fire (U) – No. Just no. There are other options.

Pass on this.

Glyph of Mass Dispel (U) – Very cool glyph to have. A 0.5 second cast that removes something like 10 magic abilities? To me, this would be a unanimous pick for all specs. It used to be restricted to discipline only since it was a talent.

Highly recommended draft pick.

Glyph of Pain Suppression – (D) Not only is it meant for discipline priests, but the PvE application is extremely low. This is clearly meant for PvP. If that’s what your interested in, then yeah pick this one up. It’ll come in handy.

Situational for PvP use.

Glyph of Psychic Scream (U) – Surprisingly useful in instances as emergency forms of CC. Fear bombing them means the mobs won’t run all over the place but it prevents them from doing stuff.

Pass on it for now, but don’t forget about it when you’re grinding instances.

Glyph of Smite – Pairing Smite with Holy Fire just got a whole lot better. This duo will do wonders. Almost like an extra boost to healing if you’re into Atonement (in which case, you should get it).

Get this for leveling, but you can probably pass over this at 80.

Glyph of Spirit Tap (U) – Purely for leveling purposes. Ignore it otherwise.

Pass.

Glyph of Spirit of Redemption (H) – You know, as a priest, you shouldn’t plan on dying as a strategy. Rather nice to have, I suppose.

Pass.

Minor Glyphs

Now it’s down to the minors.

Glyph of Fading – Figure its situational for PvP or any point where the use of Fade outweighs the use of healing (Otherwise known as never, right?)

Glyph of FortitudeDraft this. There will be times when players die and they will resurrect mid fight. Fortitude is one of the must have buffs they should have once they come alive.

Glyph of LevitateDraft this as you never know when you’re going to go flying off a ledge.

Glyph of ShadowfiendDraft early in the event your Shadowfiend dies. It won’t be a total less as sparky will still grant you some mana.

Glyph of Shackle UndeadPass. Nothing to add here.

Glyph of Shadow ProtectionPass unless you don’t have any other forms of shadow protection like Paladins. Otherwise, it becomes unnecessary.

And that’s that! I suggest hitting the local auction house and grabbing glyphs cheaply (if they’re there).

The Mercenary Healer?

With Cataclysm dropping on December 7th, and BlizzCon this month on October 22nd and 23rd, a lot of people are planning to have some downtime before the new content is released. Guilds are taking breaks to unwind or just have fun outside of a full-blown raid. My guild will likely be taking a break from raiding to work on fun things like achievements and mount runs before Cataclysm very soon. That does however leave me with some free time in game for probably a month. So I’d like to share with you my plans for the downtime before the expansion.

First on my list are the ICC drakes. I want them both, and very badly. I haven’t stepped foot in ICC-10 but a handful of times and haven’t really tried to get the meta achievement before, but now I’m making it a priority to complete these tasks. Likely it wont take me too long to get all the achievements in the meta and get my lovely — and super fast– pile of dragon bones. After that however I have a plan for my time. Not every guild is stopping raids before Cataclysm. In fact many will go right up to the expansions release. I know of a few that having a hard time with certain boss fights, particularly with healing.

A couple weeks ago I got a tell asking if I would heal an ICC -10 man heroic. I politely declined, only to receive a tell from the person again, and this time with an offer of gold. 5k gold in fact. I declined again because I was scheduled to be in a 10 man heroic run with guild mates later that week. But it sort of got me thinking. I’ve always been terrible about earning money in WoW. I hate farming, I level tradeskills to help my raiding and the guild, but don’t generally farm mats to saturate the market or what have you. I generally have enough gold to be comfortable, but not rich by the game’s standards. So would it be wrong of me to accept a cash reward for healing through content like that? I mean, I know the fights, I’m already geared and would require NO loot from any of the bosses, and by the time I do this I’ll already have all my achievements. I bring my own consumables with me wherever I go. So is it wrong to accept a cash reward for my healing and knowledge of the encounters?

I don’t think it is. I won’t demand it per say, but I will accept it and will always accept the highest bidder. For the weeks leading up to Cataclysm I will become a mercenary healer. I will heal for the highest bidder and the highest profit. I view it as simply welcoming the mentality of our soon to be goblin shaman brothers early, as it is a business model they would approve of I think. It would also present me with a unique opportunity to see how other groups run their raids. It may sound like I’m being a bit of a jerk here but I find it a much more enjoyable use of my time. I could level an army of alts or various professions, but I already have 5 level 80’s and have plans for another alt on another server for a special project.

So that’s my plan leading up to the Cataclysm release. To become a mercenary healer, and hopefully live up to standard set before me by the original A-Team.

What about you? Is your guild taking a break before diving into Cataclysm? If so, what are you going to do? Will you level alts? Level professions? Will you just take the time off and relax? Maybe play other games?

Well that’s it for today. Until next time, happy healing!

Guild Advancement 101

This post has everything you ever wanted to know about the guild leveling system and perks for the expansion.

Guild reputation

Edit: There is going to be a cap on the amount of reputation you can earn with your guild. That value will be capped weekly. It’s not like guild experience (that’s capped daily).

Like most other in game factions, you can gain reputation with your guild.

Note that if you decide to change guilds, you will lose all of your guild reputation and will be required to earn it again when you join a new one. Earning reputation is quite easy to do. As you are earning guild experience, you are also earning guild reputation.

The guild cap

A hard cap of 600 1000 members is allowed for a single guild in Cataclysm. If your guild exceeds 600 people, don’t worry. You don’t have to make immediate cuts right away. The problem you’ll have is that you will not be able to invite more players until your guild drops under the 600 1000 member count.

Guild experience

Guilds can now earn experience which contributes to the level of a guild. The higher the level, the better the rewards. guilds will have access to all sorts of cool stuff like additional bank tabs, increased experience gain, and increased money gain.

Ways to earn experience

There are a number of ways for your guild to earn experience:

  • Killing bosses in an dungeon (At least 4/5 must be from the same guild)
  • Killing bosses in a raid (At least 8/10 or 20/25 must be from the same guild)
  • Rated PvP like a battleground or an arena where 80% of the group is from the same guild (8/10, 12/15)
  • Doing normal quests or daily quests which award normal experience
  • Players leveling up their professions (any)
  • Players leveling up their reputation (any)
  • Complete guild achievements

The experience cap

As guilds are participating in activities to level up, there is a hard limit on the amount of experience that can be earned for the week. Currently, the guild cap is weekly daily. Not sure if that will be changed to daily upon the launch of the expansion.

Source

I’m not opposed to the idea of imposing a weekly cap instead of a daily cap. This places smaller guilds on a relatively even footing on larger guilds. For example, assuming the weekly cap is something like 10000 experience, the large< Mammoth> guild could easily score 10000 experience within 2 days. However, the smaller <Stingers> guild would take 5 days to reach that amount of experience. It wouldn’t matter though since the cap would then reset every week. Daily would work if the value was small enough that a 10 man guild (for example) would have the opportunity to max out.

Exception: Guild achievements that contribute guild experience will not count towards the cap. If you want to max out your guild fast, all you need to do is knock out some guild achievements!

Source

Guild perks

guild-perks

As long as players have the appropriate reputation with the guild and the guild is at the right level, you’ll be able to access guild perks in a special tab in your spellbook. If you’re wondering where to find Mass Resurrection, this is where it will be.

On a side note, it doesn’t seem like Mass Resurrection has a mana cost associated with it. I also wonder if I’m in Ashenvale and I’m in a party with someone who is in the Barrens, if that player dies, will I be able to resurrect them from a zone away?

Here’s a full list:

Level 2: Fast Track (Rank 1)
Level 3: Mount up
Level 4: Mr. Popularity (Rank 1)
Level 5: Cash flow (Rank 1)
Level 6: Fast Track (Rank 2)
Level 7: Reinforce (Rank 1)
Level 8: Hasty Hearth
Level 9: Reinforce (Rank 2) 
Level 10: Chug-A-Lug (Rank 1)
Level 11: Mobile Banking
Level 12: Mr. Popularity (Rank 2)
Level 13: Honorable Mention (Rank 1)
Level 14: Working Overtime
Level 15: The Quick and the Dead
Level 16: Cash Flow (Rank 2)
Level 17: G-Mail
Level 18: For Great Justice
Level 19: Honorable Mention (Rank 2)
Level 20: Happy Hour
Level 21: Have Group, Will Travel
Level 22: Chug-A-Lug (Rank 2)
Level 23: Bountiful Bags
Level 24: Bartering
Level 25: Mass Resurrection

Guild achievements

guild-achievements-a

Some of these achievements don’t actually seem all that bad. Obviously you need to be in a group that contains a majority of your guild to actually pull them off.

But then you see these achievements…

 guild-achievements-b

… Any farmers out there looking for a guild?

Guild rewards

guild-rewards

Guild rewards (like an additional bank tab) can be bought. Your guild needs to reach the appropriate guild level, have the appropriate achievement, or the members need to have the right reputation to purchase or use them. Members can buy items like that Worn Stoneskin Gargoyle Cape for 1200g. The item is considered bound to the guild. If that player leaves, the item is returned to the bank. Actually, it looks like once a player buys a next generation heirloom item, it’s theirs to keep. No word on whether or not the ability to transfer it to other guild members is going to stick though. The vendors for these can be found in capital cities near the NPCs that offer guild services.

Guild UI Stuff

guild-activity

The guild UI pane experienced an overhaul. There are a number of different ways to sort the guild roster now. You can see how much experience a person has contributed to the guild and where they rank (and look at that Matticus guy, he’s ranked 18th. The hell’s he doing? Sitting around capital cities trolling trade or something?)

guild-profession

You can even sort the roster list by professions and see what everyone in the guild has. The [View All] link shows what your guildies can produce combined. No more having to sticky forum threads with list of players who can craft specialty items.

My personal favourite? No more receiving messages asking “Matt, link enchanting”.

Guild Controls

Shots of the guild controls courtesy of Kurn. As you can see, it looks like ranks can physically be shuffled up and down the ranks. I’m not sure what the cap is on new ranks. Permissions of ranks have largely remained the same. Bank tabs are now purchased directly from guild control instead of the actual bank. Lastly, there is now an option to enable a rank that requires players to have an authenticator before they’re allowed to reach that rank.

What about you?

Are you still floating around somewhere hopping from guild to guild?

Not quite sure what you want or what to do?

You better figure it out fast!

At the very least, I’d suggest guild shopping now. Any guilds that are still actively doing stuff are a good bet to be stable into Cataclysm. To me, that indicates a leadership that has some idea of what they’re doing if they’ve managed to hold things together this long. I know some people are waiting for Cataclysm to arrive before they start the guild shopping process. But isn’t that a bit late though? Wouldn’t you want to look around now at the proven guilds instead of waiting to see what Cataclysm guilds flop or emerge as power houses?

No rush, I suppose. You still have around 2 months.

Frequently asked questions

For achievements like “Bushels and Bushels”, will the amount of herbs I (and other guildies) have farmed before Cataclysm count towards that total? Or do we all start at zero when this gets implemented?

No. Anything gathered before the guild achievements kick in will not be counted. The only exception is the achievement for We Are Legendary.

Question about “mobile banking” and “have group, will travel”: Does the guild share a cooldown, or can anyone in guild with enough rep to use it do so independently?

I can confirm that the guild does not share a cooldown. I activated my guild Mobile Banking ability and checked with the rest of the guild. It activated my 1 hour cooldown but it did not trip the cooldown of anyone else. I suspect Have Group, Will Travel will work the same way.

Smite Healing with the Atonement Spec

Atonement’s one of those really curious talents in the discipline tree. We’ve never really experienced anything like it before and I can understand the reluctance behind taking it.

But it’s got some potential. And I found it fun the few times I pulled it off.

How it works

The basic premise is that you’re unloading Smites on a hostile target. As you’re hitting them with Smite, Atonement activates and heals any player within 8 yards of the target for 100% of the damage that Smite does.

For priests at level 80
For priests at level 85

Here are the key talents:

Atonement: You absolutely need this. Its kind of the central focus. In an earlier build, Smite would heal 60/120% according to the damage dealt. In the current beta build, it dropped down to 40/80%. As of the current PTR for the 4.0.1 patch, it was raised to 50/100%.

Archangel & Evangelism: Both of these talents help with buffing the damage you’re dishing out or allowing you to get some precious mana back.

Divine Aegis: Yup, DA bubbles will appear off of heals from Atonement.

Feel free to pick and choose the rest of them according to your own play style.

Glyphs

You’ll want to get some of these glyphs to help vault your utility.

atone-glyphs

Glyph of Divine Accuracy: I know I have close to zero hit gear. For this spec to work, you need to be able to hit the boss. If you can’t hit the boss, you can’t heal.

Glyph of Smite: The Holy Fire DoT doesn’t last that long, but the does help.

Those are the two main ones and everything else is up to you. However, I would recommend:

You’re in the discipline tree anyway. May as well get some glyphs that augment that tree further.

Spell usage

Open up with a Holy Fire right away, then begin blasting away with a Smite. If you’re lucky, you’ll get in about 4 powered up Smites before th e DoT wears off. You’ll need to eyeball your mana here. Get a full stack of Evangelism going. Between Evangelism and the Glyph of Smite, it should elevate you to some reasonably comfortable numbers.

Once I notice a mana deficit of about 15 – 20%, I’ll pop Archangel and instantly get my mana back and resume Smiting.

You still have access to your healing priest spells. Don’t be tunnel visioned into believing that Smiting is the only way to heal because it isn’t. It is the main focus, but don’t forget about your other heals. Use them in a pinch if you need to. Instead of sitting back and waiting for people to take damage, you’re actively doing something which has a positive side effect.

If you’re in a smaller group environment like a 10-man or a 5-man, you’ll need to keep a closer watch on yourself and any other ranged players that aren’t standing with the melee.

In a raid environment, you can use this to your advantage. If you’re like me and contemplating the usage of a full time Smite priest, that’s one dedicated healer on the melee. That means you can focus the efforts of the other healers on the ranged players and maybe an additional one managing the tanks.

Limitations

I expect there to be some sort of diminishing return. I just don’t have the faintest clue what it would be (as in how many players before the effectiveness reduces). Unless you really want to stack your entire raid on top of the boss, the usability of this spec is going to be limited to melee friendly bosses. You don’t want to tango with Deathwhisper or Saurfang for instance. Either the ghosts or bloodbeasts will tear you and your raid up alive. You’d probably want to revert back to the traditional style of being a disc priest and resort to actual healing if those types of bosses are waiting for you.

No word yet on whether this will  be final in either the PTR or the beta. We’ll know within the next week or so.

What I need to now do is find a volunteer priest willing to go Smite heal in our raids. Anyone else planning on giving this a try when the patch kicks in?