Spiritual Guidance: The top ten shadow priest glyphs, page 2

6. Glyph of Inner Fire
Let's take a moment to appreciate the value of Inner Fire. As shadow priests at level 80, we know to keep it up at all times for the spellpower buff. We don't get that spellpower buff until we hit Northrend though, so when leveling, we appreciate it for it's ability to reduce the damage we take instead.
The Glyph of Inner Fire is all about survivability. Since the glyph boosts our armor only, though, deciding whether or not to take it requires a little bit of thought. The facts:
- The Glyph of Inner Fire is a huge boost to Inner Fire but a small boost to your damage mitigation. The 50% figure makes for a sexy tool tip. In practice, though, a glyphed Inner Fire will only give you an additional 5% or so damage mitigation. That's nothing to sneeze at, but it's important knowing the "real" number before you make an informed decision.
- The armor bonus only matters against physical attacks. If you're running instances or raiding, the bulk of the damage you're going to be taking probably won't be physical. That severely hampers the value of the glyph at level 80.
7. Glyph of Dispersion
Glyph of Dispersion at number seven? Talk about underrated!
Granted, this glyph does little to help your DPS. In fact, using Dispersion more often could even reduce your DPS. But it does provide a huge boost to your survivability and your mana regen ability. Considering whether or not to take this glyph requires you to consider the benefits of being able to use Dispersion more often:
- More casts of Disperse means fewer out-of-mana moments. This shouldn't be much of an issue in raids (though it can be!) as it is in five-man instances where tanks seldom stop for DPS casters to regain mana. Being able to Disperse between pulls is a great way to keep the blue bar topped off. It's also a good way to reduce downtime while soloing -- just pop dispersion on your way to the next pull.
- Being able to use Dispersion more often adds survivability. This can be key in raid fights like Sindragosa (to reduce a nasty hit of Unchained Magic, or to reduce Asphyxiation damage) or Professor Putricide (sneaking through slime when you get trapped). It can also be great if you accidentally grab aggro in a five-man group.
- Dispersion is they key to recovering from an accidental death. If you just got a battle res, you're in dire straits -- you come back to life with precious little health and mana. Hitting dispersion immediately after you pop back does two key things: it wards off death long enough for healers to restore your health, and it regenerates 36% of your max mana so you can actually cast spells again.
8. Glyph of Fade
Okay, um. Yikes. Glyph of Fade is number eight? I mean, I know we're starting to reach the bottom of the barrel at number eight, but ... really?
Let's not get the wrong idea here -- Fade is a great spell. It's good for shaking off accidental aggro and it's good for messing with pets' heads and breaking movement imparing effects (with Improved Shadowform). But considering the benefits of this glyph ... do you really need those eight seconds of cooldown time? Are you really spamming Fade that badly?Let's just remind ourselves: Fade doesn't erase aggro permanently, it just sweeps it under the rug for a few seconds. The aggro you built up will come back when Fade is over, so unless you stop DPS on whatever's attacking you, you'll probably grab aggro right back once Fade's duration is up. And Fade will never shake a target off you unless someone else has at least some aggro on it first. That considered ... why are you grabbing this glyph again?
Final verdict: Useless while soloing.
9. Glyph of Flash Heal
Glyph of Flash ... wait, what? Are we serious? It's a ten percent savings on a spell that kicks us out of Shadowform.
- Come on.
- No.
- Don't you dare.
10. Glyph of Mind Control
I like the idea of the Mind Control spell, and Glyph of Mind Control does take mitigate one of my key gripes about the spell -- it breaks too easy. Still, unless you're going into battlegrounds with a really specific strategy about throwing your opponents off cliffs ... I'm sorry, I just don't see how anyone can justify taking it over some of the other great glyph choices.
Maybe if Mind Control gave you the ability to blow your adversaries' cooldowns? Oh man, how sweet would that be? (Hint to Blizzard developers: do that.)
Final verdict: Potentially useful in PvP, but not much useful anywhere else. Maybe the Instructor Razuvious fight in Naxx? But when was the last time you were in there?
The runners up
So, that's the top ten. The presence of some of those glyphs bothers me, but what I think bothers me most is that a few decent glyphs were left off the list. It's a travesty that Glyph of Flash Heal made the list and Glyph of Dispel Magic (#11) didn't. Granted, it's really only going to be useful in PvP, and the 3% healing isn't huge, but when is Glyph of Flash Heal ever going to be useful?
Oh, and can we also give a shout out to the Glyph of Mind Sear (#12)? Without any kind of buff, the AoE aspect of the Mind Sear spell extends in a ten foot radius from the target. With the glyph, it's increased to fifteen feet. That means the glyph effectively increases the area of the spell's effect from 314 square yards all the way up to 706 -- more than double. That could prove exceptionally useful in Northrend heroics and when you're making giant pulls when soloing (again, great for Loremaster or for soloing old school five-man instances).
Rounding off the list of glyphs I could conceivably see someone taking as a shadow priest is Glyph of Psychic Scream (#14). It strikes me as something of potential use in PvP, depending on strategy. In exchange for 8 extra seconds of cooldown, you get 2 extra seconds of effect. In PvP terms, 2 seconds is a lifetime. Even more situational would be the Glyph of Fear Ward (#18), another PvP-type glyph.
One thing is clear while looking at the list -- there's a lot of dissent about glyph choices out there. And that's because there really are an awful lot of "right answers" when creating a build. You just need to measure each glyph against your play style, and just choose what seems like the most useful and fun set.
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Reader Comments (Page 2 of 3)
Vogie Jul 28th 2010 10:04PM
Me too.
I'd love to know what glyphs a pre-50 shadow priest should use... I have SW:P and PW:S for mine, for survivablity, and trickling mana return (stack up shadow weaving on one target, kill it, then SW:P the next two-three, then PsyScream them... continue until mana runs out)
Pillowpants Jul 28th 2010 7:58PM
As a raiding shadow priest I tend to use Shadow, Mind Flay and Mind Sear. I find mind sear very useful for Heroic Deathwhisper (killing adds in phase 1), Heroic Dreamwalker (Nuking down supressors and rot worms), Heroic Sindragosa (Aoeing down ice tombs) and Lich King (Vile Spirits and Valkyrs).
I previously used SW:P and then Dispersion but have not really found either of them to be as useful as Mind Sear.
Scunosi Jul 28th 2010 10:26PM
Oh is that what you do as Shadow on Dreamwalker? The few times I've brought my Priest alt that far into ICC I've always been stumped on that fight. Everything dies too fast to dot, and just spamming MInd Flay is the best thing I could come up with for most situations. =/
Pillowpants Jul 29th 2010 1:36AM
Yup spam mind sear. It usually makes up more than 70% of my damage.
Alithoe Jul 29th 2010 1:49AM
It's also the best way to make some headway on bonespikes on marrowgar. You don't even have to change targets, just throw a mind sear on Marrowgar when he puts up bone spikes. Now you're hitting all three spikes for ~2.5k, wiht 4k crits each tick. Although this doesn't work nearly as well in 10 man with only one spike to kill, or if all three in 25-man are on hunters.....
Dharmabhum Jul 29th 2010 9:36AM
On Dreamwalker, I usually pop my Engi gloves and tab a lot of Vampiric Touch on mobs. It ticks quick enough with our high haste anyway but the Hyperspeed just makes it a bit quicker. I get one DP off at least during that too, but honestly, most of the time I just switch to my disc spec and heal the floor since that's really the best way to speed up that encounter.
Sequoia Jul 28th 2010 8:04PM
I'm levelling a holy priest (for the love of Elune, I have no idea why) but I really enjoyed this article. I expect it will become very useful to me when I finally drag my weary, defeated baby Light wielder to the trainer to respec. Thanks!
Oteo Jul 28th 2010 8:29PM
Don't tell the Shadow purists this, but Holy is way better for leveling initially (imo). When I leveled my priest I leveled her as lolsmitedps until 50, which is when I dual spec'd for Shadow and switched the Holy spec to one for healing. Just take the damage increasing talents in the Holy tree and get Glyph of Smite. Most things die within a Holy Fire+2 smites.
stabbington Jul 29th 2010 12:40AM
My experience has also been that Holy is faster up until you get Shadowform. I haven't done it lately, though. Look at the low level talents, though. Shadowform is a flat 15% increase. Before that, Holy and Shadow have siimilar damage increasing talents built around their main spells (i.e. Shadow Word: Pain isn't a lot of your damage in the early game when mobs are dying in 2-3 ticks).
Claire Jul 29th 2010 7:33AM
Yep, I did a Holy/Shadow hybrid until 40 and it was fabulous.
Tom Jul 28th 2010 8:20PM
I love the Glyph of Dispersion. The ten-man group I run with... well, they're not very good. I hate to say it, but most nights I have to switch to healing when an actual healer gets themselves killed. Each Dispersion is worth its weight in gold when I'm hemorrhaging mana like that.
Scien Jul 30th 2010 12:50PM
Seeing as Dispersion effectively decreases your weight to near-that of air...
TheMeII Jul 29th 2010 6:20AM
for example when pulling all from plague door. it has happened more than once that our healers get slimed. and I have to switch to healing in shadow. it burns my mana and can't afford to dispel since there is damage going everywhere so first all ppl to decent hitpoints and then slime off our disc who then can cont healing and dispelling/massdispelling slimed ppl (we don't have a paladin). after that I'm usually in serious need of dispersion for gaining my mana back or actually I take one tick from Hymn of Hope and then disperse for 50% mana gain.
Dharmabhum Jul 29th 2010 9:38AM
@TheMell You do know that you can Dispel the slime polymorph right? Same with the spider one in Blood. Much easier than trying to heal as a spriest, and with the added benefit of being able to still do damage!
Oteo Jul 28th 2010 8:24PM
I still have Glyph of SW:P on my priest from 3.2... Granted, I don't raid much but what should I replace it with? I occasionally get asked to DPS stuff. Mindflay and Shadow are my other glyphs.
Grainger Jul 28th 2010 8:36PM
For PvE:
Glyph of Shadow
Glyph of Mind Flay
Glyph of Dispersion / Glyph of Mind Sear (carry a stack of each and change as appropriate for each fight)
Dharmabhum Jul 29th 2010 9:57AM
^ This. For a raiding shadow priest (I know that wasn't the full intent of the article, but here is this summary anyway) your glyphs should really be Shadow, Mind Flay and Dispersion/Mind Sear. If you're raiding, you'll know which will be more applicable depending on who you tend to raid with. Like to wtfpwn on trash? Mind Sear can be useful, and its arguably the only one that directly increases damage (after Shadow and Mind Flay). But in ICC, I've found Dispersion to be a life saver, besides the benefits to mana regen if you're ever in long fights due to odd deaths of your fellow raiders.
There's plenty of abilities in ICC that make a 1m15s Dispersion awesome: Bone Spike Graveyard and/or Bone Storm, eating a ghost explosion on LDW rather than running (arguably more dps time if you can time things correctly), mana regen on lootship, helping the healers out on Saurfang if you end up with a Mark and Boiling Blood, negating Pungent Blight, safeguarding yourself from gibs around a big slime when you kite a little one over to it, soaking up a green slime explosion on PP, eating an empowered flame orb on Princes, surviving Blood Bolt Whirl (after Fear Ward/Mass Dispel or Divine Hymn of course), surviving/kiting any mobs on Dreamwalker, Unchained Magic backlask (I've never stopped casting on this fight unless I'm in the iceblock and she's in the air), and soaking Vile Spirits if needed on LK (though Mind Sear would be better as a glyph on LK).
The benefit of a personal damage CD in ICC is huge, especially as raids run with less healers and a huge 30% buff. But you can gimp yourself out of damage if you run the whole six seconds of the Dispersion silence. That's also why every spriest should have this macro to control Dispersion:
#showtooltip
/cancelaura Dispersion
/cast Dispersion
Hit it once and you're Dispersed, hit it again as fast as you want and its gone. Quick enough to absorb a big hit and be back to dpsing asap... just don't spam it or it'll be on and gone before you know it.
Dispersion might not be a dps cooldown which many complain about as a 51 point talent, but if you know how to use it, damn is it awesome!
Iirdan Jul 28th 2010 9:16PM
There needs to be a Shadowfiend in the Letterman picture at the top of the article.
popeguilty Jul 28th 2010 9:36PM
You really should be using SW:D when it's up and you're on the move.
thebitterfig Jul 29th 2010 12:02AM
while probably true (i'll hit it myself when i need to run), using SW:D when you have to move a little doesn't really justify the glyph. 10% damage when the mob is below 35% on a spell you only toss as a gcd filler when running is dwarfed by the utility of reduced dispersion cooldowns.