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Reader Comments (Page 1 of 1)
8-09-2008 @ 5:43AM
Eric Iberri said...
"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)
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