A Shadow Priest's take on the new Priest glyphs

Glyph of Psychic Scream - Increases the duration of your Psychic Scream by 3 seconds.
Not bad, not amazing. You can argue that those 3 seconds will never, ever come into play in PvP, and you would be mostly correct. PvE, I've never said "Oh man I wish my silly fear lasted THREE MORE SECONDS" but oh well. Not all glyphs need to be drool-worthy. A Psychic Scream glyph might be something I would use while leveling. Reducing the cooldown by another 1-3 seconds would be far superior, though.
Glyph of Shadow Word: Death - Targets below 35% health take an additional 5% damage from your Shadow Word: Death spell.
Kinda counter-intuitive to the new talent Pain and Suffering, but more damage is more damage. I don't see anything really very wrong with this glyph. Should be good for PvP, good for leveling. Works against Pain and Suffering for raiding, but like I said, yay damage. EDIT: What I mean by counter-intuitive is that Pain and Suffering reduces how much damage we take, but now we're buffing that damage back up. It isn't a huge deal, more damage is awesome, but I would rather see that damage placed on a different spell for a raiding setting. It's quality everywhere else.
Glyph of Mind Flay - Increases the range of your Mind Flay spell by 5 yards but it no longer reduces the target's movement speed.
I can't help but feel somewhat insulted by this. Mind Flay being a 30 yard range really should be baseline, not requiring talents and glyphs to still be one of the ranged nukes with the shortest range in WoW. And of course, it isn't simply a 'more range!' buff either. There's a downside, removing the snare which was laughable to begin with. I almost want to say "I hope Frostbolt loses its snare, too" but I don't really mean that. I don't want to bring Mages down with me. The Mind Flay debacle just blows my mind.
I do not understand why they can't put Shadow Priests on equal ground with the other caster classes in a raid as far as range, even after the removal of the snare. I don't get it. Even Arcane Missiles gets 36 yards. It's the same kind of spell! I really would like to try and rationalize this, but I don't think there is actually a way to do so at this point.
Glyph of Fade - Attacks made against you while Fade is active have a 10% chance to refresh its duration back to full.
I actually do not understand this glyph. If it works as the wording implies, it simply increases the duration on your current Fade. This glyph, as the wording explains it, is almost entirely useless. Let's take a closer look at it:
PvE: Fade does not gain anything by being on you for a longer period of time. You drop a set amount of Threat when you hit the button, and then that threat comes back 10 seconds later. However, if you are still being hit by a mob after you have used Fade, extending the spell's duration is not going to do a whole lot for you. It doesn't reduce your threat further, it doesn't increase your survival. It does nothing.
PvP: Shadow Priests have access to Improved Shadowform, which reduces all movement impairing effects when you use Fade in Shadowform. This snare removal happens when you push the Fade key. For the rest of the Fade duration, you have no snare resist, removal, or anything of that sort. It only occurs when you push the button. It happens once. Extending the duration does nothing whatsoever.
Now, if they changed a simple duration increase to recasting Fade entirely, that could be useful. If you pop Fade to escape a Hamstring, and then the Warrior closes that gap again before Fade is over and reapplies the snare, a 10% chance to break that Hamstring again would be great. However, that's not what the text implies. So... right now, that tooltip screams, "I am useless and terrible and nobody loves me!" but it has the potential to be nice if they completely reword it to do something else entirely. In its current form, this glyph does nothing.
Glyph of Shadow Word: Pain - Increases the duration of your Shadow Word: Pain by 3 sec.
Are you serious? Why does this even exist. It has no purpose. It is going to die cold and alone. The new Shadow talents render it totally useless and Holy or Disc would never, ever take it over something else. If this glyph affected Vampiric Touch, then it would be worth considering. Even if this is a Minor Glyph, there are no situations where it would have a use.
To sum up my feeling on these glyphs: It's a beta. I'm sure these aren't done, and I'm positive this isn't the completed list. Many of these will change, and more will be added to them. That being said, holy crap these are terrible!
Filed under: Priest, Analysis / Opinion, Expansions, Wrath of the Lich King






Reader Comments (Page 1 of 2)
Texicles Aug 9th 2008 4:42AM
I'm not a Spriest (I don't even play one on TV), but these glyphs are balls
Doc X Aug 9th 2008 9:00AM
Lucidique said...
"Apart from okay damage dealing, shadow priests rule is a supportive one, just like Enhancement Shamans."
Oh, you mean Enhancement Shamans that can put out 2.2k+ DPS in the current end game (along with Elemental Shamans and Ret Pallies that also bring support to the raid)?
Lucidique said...
"They are a mana battery for a healing group."
A role that they will now share with Survival Hunters, another class/spec combination that will be able to out-DPS Shadow Priests. Better to bring a Holy Priest to give out Fort buffs, or have a Disc Priest in Raid Group 8 waiting outside the raid to do Fort and Divine Spirit.
I play a raiding Shadow Priest and I'm very comfortable with playing a utility role in the end game. However, the rationale behind reducing the mana return percentage on VT was to allow for increased Shadow Priest DPS. This hasn't happened in Beta according to guildmates and my reading of the Beta Forums.
The consensus of almost all Priests posting on the Beta Forum is: Mind Flay should have range increased, snare removed and damage co-efficient increased to that of Arcane Missles. Requiring us to use an Inscription slot to make the range of our primary spamable damage spell EQUAL to that of other DPS classes is insulting.
Looks more and more like DK will be the way to go until Blizzard treats Shadow Priests like more than second class citizens.
Jorelos Aug 9th 2008 4:45AM
"I do not understand why they can't put Shadow Priests on equal ground with the other caster classes in a raid as far as range"
Really? you really don't know? It's because shadow priests always have been and probably always will be the black sheep of damage casters in wow and while shadow priests are a cool little pvp novelty that's really all they are, as far as raids are concerned I'd much rather have a properly specced lock in the raid with me for dps since they can do potentially much more to the table as it were.
Jorelos Aug 9th 2008 4:55AM
To clarify the scope of the above comment that applies to not only range as the quote talks abut but also really why shadow priests in general have been neglected by blizz.
Aziri Aug 9th 2008 5:14AM
Really? I'm sure you're healers would disagree.
Especially with the new potion changes.
Lucidique Aug 9th 2008 5:36AM
Apart from okay damage dealing, shadow priests rule is a supportive one, just like Enhancement Shamans. They are a mana battery for a healing group.
Tesnia Aug 9th 2008 4:54AM
Rock bottom.
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50 feet of crap.
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Shadow priest Glyphs.
jappaex Aug 9th 2008 5:06AM
Exactly.. there is not a single positive thing about the gyphs
Redielin Aug 9th 2008 5:07AM
@Jorelos
Too bad Shadow Priests are terrible at pvp at the moment, and everyone wants them in their raids because they give as much mana regen as chain chugging mana potions.
That doesn't change the fact that a lot of people who play shadow priests, especially before TBC, did so to pvp (face melters). The rest of us wanted to be "the best healing class".
@ Blizzard
This is a great game, with lots of great things about it. However, the priest class (especially the Holy and Discipline trees) just has a lot of things that don't make sense. A mana burning spell that costs more mana to cast than it burns? A HOT you have no control over and breaks on damage? Honestly, it seems like the WOW developers have a hard time understanding certain classes and how they are played.
These glyphs are just another example of the developers not thinking through this class clearly.
Maybe, somewhere on a worksheet, the math works out and priests are fine.
They just aren't very fun to play when their talents and spells (and Glyphs) don't make much sense.
Charlie Aug 9th 2008 9:25AM
Holy and Disc specs especially?
I don't know about you buddy, but i love playing my priest in both PvP (disc) and PvE (holy). Feedback has always been a sketchy talent, and penance can barely be considered a hot. Its only 3 seconds. (plus it heals for a shitload).
Plus the Holy Glyphs are amazing. Infinate Death anyone?
Redielin Aug 9th 2008 5:34PM
Yeah I'll grant that the holy glyphs look pretty awesome.
Torock Aug 9th 2008 5:24AM
Sounds like Griftah finds himself a new job with Blizzard in the expansion.
machieldejager Aug 9th 2008 5:27AM
"You can argue that those 3 seconds will never, ever come into play in PvP, and you would be mostly correct."
I've lost counts of times where I would run, on my retribution paladin, to a priest to hit him, only to get feared away... and I would drop out of combat before fear would be over. That's how long I run around being useless and not in control.
As for the fade glyph, I can see that being useful in instances / heroics. If you get aggro and fade doesn't make the mob go to somewhere else, the tank will have to come over to you and pull the mob off. Taunt can be on cooldown. With this glyph, the tank will have an easier time pulling aggro as he will need to build less threat for the mob to switch to him.
Alex Ziebart Aug 9th 2008 5:34AM
The additional few seconds added onto Psychic Scream pushes it beyond the CC limit in PvP. Half of the effect of the glyph will not even come into play in PvP combat.
Fade doesn't drop all that much threat, and there is absolutely no way a priest can tank a mob for that long in a PvE setting anyway, unless they vastly outlevel and outgear the content.
Tim Aug 9th 2008 5:30AM
The Fade glyph is comical. What's even more fail about its use in PvE is if you are getting hit while Fade is on, it means you've gotten aggro back anyway. Fade staying on longer is going to do neither harm nor good.
I could see the SWP glyph working for leveling non Shadow Priests who won't have access to P&S.
@Jorelos
You have demonstrated that you have no idea what you're talking about. Shadow Priests are not a PvP spec. They have been extremely viable in the expansion. Have you purchased The Burning Crusade yet?
mushoo Aug 9th 2008 3:31PM
In WotLK, with two points in Improved Shadowform, the Fade ability gives you a 70% chance to avoid losing casting time when hit, an extra 3 seconds of that is kinda nice for soloing.
Procris Aug 9th 2008 5:33AM
Well first thing that springs to mind is what a lot of crap these are. However this in theory is what beta testers are meant to be doing. Reporting how awful this glyphs are and how Blizzard could improve them.
Urthal Aug 9th 2008 5:36AM
I don't understand what's wrong with the "Glyph of Shadow Word: Death"? How does an extra +5% damage to wounded targets interfere with "Pain and Suffering"?
Memzer Aug 9th 2008 6:18AM
Fairly sure he was mixing up SW:P & SW:D there. The SW:D glyph is fine, it's only 5% but damage to targets under 35% health but extra damage is extra damage. The applicable part of the Pain and Suffering talent operating on SW:D simply reduces the backlash damage you take by 60% which is pretty clearly a good thing(tm).
The other part of the Pain and Suffering talent refreshes the duration of your SW:P which does at first glance make the SW:P glyph seem pretty pointless.
That said though the glyph isn't totally useless, it will find use in multi-target situations where you're keeping SW:P on multiple mobs while focusing on another target; and possibly in PvP (escaping targets, mages with their dot duration reduction shield, etc).
I have to agree though with the original poster; the shadow priest glyphs seem fairly lackluster when compared to their disc/holy counterparts or to the glyphs granted to the other classes. It's beta though so here's hoping :)
Eric Iberri Aug 9th 2008 5:43AM
"Glyph of Psychic Scream - Increases the duration of your Psychic Scream by 3 seconds.
Not bad, not amazing. You can argue that those 3 seconds will never, ever come into play in PvP, and you would be mostly correct. PvE, I've never said "Oh man I wish my silly fear lasted THREE MORE SECONDS" but oh well. Not all glyphs need to be drool-worthy. A Psychic Scream glyph might be something I would use while leveling. Reducing the cooldown by another 1-3 seconds would be far superior, though."
How will this never, ever come into play in PVP? How does it not come into play in PVP? Your enemies get feared for 3 more seconds. What about that is bad?
"Glyph of Shadow Word: Death - Targets below 35% health take an additional 5% damage from your Shadow Word: Death spell.
Kinda counter-intuitive to the new talent Pain and Suffering, but more damage is more damage. I don't see anything really very wrong with this glyph. Should be good for PvP, good for leveling. Works against Pain and Suffering for raiding, but like I said, yay damage."
Pain and Suffering reduces the amount of damage that SW:D does to you, not your target. This glyph increases the amount of damage your SW:D deals to your target (and you, if you don't kill your target). How does it work against Pain and Suffering? Pain and Suffering works WITH this glyph because it reduces the damage you receive from SW:D should your SW:D not kill your target.
"Glyph of Mind Flay - Increases the range of your Mind Flay spell by 5 yards but it no longer reduces the target's movement speed.
I can't help but feel somewhat insulted by this. Mind Flay being a 30 yard range really should be baseline, not requiring talents and glyphs to still be one of the ranged nukes with the shortest range in WoW. And of course, it isn't simply a 'more range!' buff either. There's a downside, removing the snare which was laughable to begin with. I almost want to say "I hope Frostbolt loses its snare, too" but I don't really mean that. I don't want to bring Mages down with me. The Mind Flay debacle just blows my mind.
I do not understand why they can't put Shadow Priests on equal ground with the other caster classes in a raid as far as range, even after the removal of the snare. I don't get it. Even Arcane Missiles gets 36 yards. It's the same kind of spell! I really would like to try and rationalize this, but I don't think there is actually a way to do so at this point."
I agree.
"Glyph of Fade - Attacks made against you while Fade is active have a 10% chance to refresh its duration back to full.
I actually do not understand this glyph. If it works as the wording implies, it simply increases the duration on your current Fade. This glyph, as the wording explains it, is almost entirely useless. Let's take a closer look at it:
PvE: Fade does not gain anything by being on you for a longer period of time. You drop a set amount of Threat when you hit the button, and then that threat comes back 10 seconds later. However, if you are still being hit by a mob after you have used Fade, extending the spell's duration is not going to do a whole lot for you. It doesn't reduce your threat further, it doesn't increase your survival. It does nothing.
PvP: Shadow Priests have access to Improved Shadowform, which reduces all movement impairing effects when you use Fade in Shadowform. This snare removal happens when you push the Fade key. For the rest of the Fade duration, you have no snare resist, removal, or anything of that sort. It only occurs when you push the button. It happens once. Extending the duration does nothing whatsoever.
Now, if they changed a simple duration increase to recasting Fade entirely, that could be useful. If you pop Fade to escape a Hamstring, and then the Warrior closes that gap again before Fade is over and reapplies the snare, a 10% chance to break that Hamstring again would be great. However, that's not what the text implies. So... right now, that tooltip screams, "I am useless and terrible and nobody loves me!" but it has the potential to be nice if they completely reword it to do something else entirely. In its current form, this glyph does nothing."
The way Fade works with Improved Shadowform is such: Your Fade ability now has a 100% chance to remove all movement impairing effects when used while in Shadowform. Fade lasts 10 seconds. Let's pretend you have this glyph. You are in Shadowform and you have 2 points in Improved Shadowform. A warrior is attacking you; he hamstrings you. You cast Fade and gain the Fade "buff" for 10 seconds, and the Hamstring debuff is removed. Let's say the warrior then Hamstrings you again, you still have the Fade "buff" up, and let's say the 10% chance to refresh Fade from the glyph procs. It refreshes your Fade duration and removes the new Hamstring.
"Glyph of Shadow Word: Pain - Increases the duration of your Shadow Word: Pain by 3 sec.
Are you serious? Why does this even exist. It has no purpose. It is going to die cold and alone. The new Shadow talents render it totally useless and Holy or Disc would never, ever take it over something else. If this glyph affected Vampiric Touch, then it would be worth considering. Even if this is a Minor Glyph, there are no situations where it would have a use."
Again, how is this never useful? Your SW:P lasts 3 seconds longer, meaning an extra tick. I suppose the new Shadow talent that you say renders it useless is Pain and Suffering... which only refreshes SW:P on a target when you Mind Flay the target. But what if you are casting SW:P on three targets and are not casting Mind Flay on each of those targets? Isn't it nice to have a 3 second longer SW:P on those other two targets? I think so.
--Gorlim, Undead Priest, Bloodscalp (US)