- Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
- Elemental Oath: This ability is now always on as a passive aura.
- Unleashed Rage: This ability is now always on as a passive aura.
Posts with tag glyph
Attention all raiding healing Priests, this is a public service announcement.
There is a serious bug regarding the Power Word: Shield glyph at the moment which appears to be an unexpected consequence of patch 3.2.2. Stratfu has managed to confirm the bug listed on MMO Champion.
This bug could wipe your raid. I urge raid leaders and guild leaders to inform Priests the Priests in your guild so that they're aware of it
So how does it work and what does it do?The screenshot above is a World of Logs analysis on damaging spells I've cast. You'll see the standard Priest DPS spells on the left. But the right side shows abilities like Shield-Breaker, Swipe and Fireball. Sorry guys, unfortunately we did not gain every spell or ability that every class has access to in the game.
It's best if you read on to find out more details.
What is inscription anyways? I mean, we all know that it's the newest profession, added in Wrath of the Lich King, and it lets you make these "glyphs" which allow you to modify or improve your various class abilities in interesting ways. In gaming terms all that makes perfect sense, but when it comes to telling a story with your character, there are a lot of details missing.
Technically, a glyph is a character or symbol, like a heiroglyph or a pictograph, which we can see to a certain extent when we click on the glyph and put it into our in-game glyph interface -- it looks pretty cool with all those circles and lines and stuff. But what does it really mean? Are you pasting these symbols into a book of some sort? Are they getting magically tattooed onto your skin somewhere?
And where did inscription come from to begin with? Has it been around in Azeroth all along somehow, or was it some sort of ancient knowledge only discovered recently, around the time in the Warcraft lore when the Wrath of the Lich King begins? If it was discovered, then who discovered it and how? How exactly does a scribe learn these glyphs? Does he or she pore over ancient tomes that haven't been read in thousands of years, trying to decipher ancient texts? Or is the art and magic of it more in the artistic calligraphy of it rather than any difficulty in discovering or interpreting the symbols themselves?
There are far more questions than answers when it comes to roleplaying a scribe, and to a large extent each roleplayer is free to choose his or her own approach. What follows is the just one suggestion as to how you might work out a plausible solution -- please feel free to read it and improve upon it in whatever way you like.
Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a new UI and addons blog for WoW. Patch 3.2 nerfs here we go!
Where do I start? There are several intriguing changes impacting the Priest class (specifically those of us that heal). On the one hand I'm partially disappointed by some of the changes. On the other hand I'm relieved because the changes could have been worse.
Let us get to it then, shall we?
We've picked up some more details about professions in Patch 3.2. Some of the changes were covered a few days ago by Eliah. The notes made today elaborate more on engineering, alchemy, fishing and cooking changes.
- Stackable potions now stack to 20.
- Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran.
- Rage potions can now be used by druids.
I have an entire guild bank tab filled with nothing but Mana Injectors. I was both saddened and delighted when I heard that potions now stack to 20. Big plus to Potion of Speed and Potion of Wild Magic since those will be stackable now. But are they going to be completely useless? Nope! Wait until you see the Engineering changes. It means I don't have to make any more injectors! New epic gem transmutes are on the way too!
More profession changes after the jump.
"Is there any particular time that my guild should start 10-man Ulduar hard modes?"
Filed under: The Queue
Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is Matt Low, the grand poobah of World of Matticus and a founder of Plus Heal, a new UI blog for all classes. So how about them 3.1.2 changes?
The upcoming 3.1.2 patch is introducing some minor modifications to some of our Priestly spells. I'd have to say that it's an overall net nerf to Discipline. But in all honesty, I did feel we were slightly overpowered. Yes I'd say some of these were designed to address PvP concerns. Now I don't PvP competitively but when Priest/Rogue or Priest/Anything starts to have mass appeal, I pay a bit more attention and I ask questions to the players that do arena often. It's not that I don't like to arena or hit the battlegrounds. It's always been a time factor for me (due to raiding, writing and school). PvP simply gets the short end of the stick and ends up being something I can't get involved with.
If you are a Scribe who has not yet stepped into the glyph market since patch 3.1 went live on Tuesday, April 14th, then you'd better hustle!
As we discussed pre-patch, the glyph market is undergoing a radical shift. For a limited time, perhaps very limited, it is soaring to epic heights. Unfortunately, this will not last, and I expect the market to take a sobering downturn in the next couple of weeks.
This upswing is also affecting related markets, such as those for inks and herbs, and although we will likely see a bit of a price crash once the glyph market deteriorates, these should stabilize relatively quickly.
Today, I will be reviewing why and how the glyph market is changing, and make some predictions for the future. I will also discuss how you can earn some of this post-patch wealth, as well as ways to continue making some profit even after the demand for glyphs drops. I will also be pointing you to some interesting stories around the web of how other Scribes are cashing in this week!
What is a grue?
The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale. (source)
"Regarding the shift in glyphs...what happens if you want to use a Glyph of Levitate in both specs? What if you don't care enough about your off spec to get new glyphs each time you switch specs (for instance, keep your holy glyphs when you switch specs to shadow to quest?) Does it eat up your glyphs anyhow?"
A no-nonsense increase in DPS to replace a glyph that nobody ever took? Why not? Considering Incinerate spam is part of Destruction's deal, this is a pleasant glyph to have.
Glyph of Imp - Increases the damage done by your Imp's Firebolt spell by 20%. (Old: 10%)
This significantly packs more punch into an Imp's firepower. A solid choice of glyph for Destruction Warlocks who already invest points in Improved Imp, Demonic Power, and Empowered Imp. It's like having a machine gun. A very talkative, smart-lipped machine gun.
Glyph of Haunt *new* - The bonus damage granted by your Haunt spell is increased by an additional 3%.
Although Haunt was nerfed to apply exclusively to shadow damage, this glyph is hands down the best glyph choice for Affliction Warlocks.
Glyph of Exorcism - Increases damage done by Exorcism by 20%. (Old: Your Exorcism also interrupts spellcasting for 2 sec.)
You really didn't think they'd let us keep the interrupt now that it can be cast on any target, did you? Of course not. However, this glyph is a solid choice for the third glyph slot for every Retribution Paladin, who will have Exorcism firmly in their rotations. While we pine for the loss of a possible spell interrupt, the DPS increase is pretty solid.
Glyph of Divinity - Your Lay on Hands grants twice as much mana as normal and also grants you as much mana as it grants your target. (Old: Your Lay on Hands also grants you as much mana as it grants your target.)
The mana returns are great, but there are better glyph choices out there, specially the new ones introduced in Patch 3.1, particularly the next one...
Glyph of Lay on Hands -- Reduces the cooldown of your Lay on Hands spell by 5 min.(Old: Increases the mana restored by your Lay on Hands spell by 20%)
Now this is an awesome glyph. Without talents, this allows the use of one of the best emergency buttons ever every 15 minutes. With Improved Lay on Hands, that gets cut down to 11 minutes. It still won't be usable in Arenas, of course, but the change makes it excellent for raiding. We'll probably need to use it a lot in Ulduar, anyway. Also, expect Blizzard to change the 4-piece set bonus of the Tier 3 Redemption set, designed during a time when Lay on Hands was on a one-hour cooldown.
More glyphs of pure win after the jump...
Each week Arcane Brilliance writes a column about the ins and outs of Magehood. Mostly, what's in a Mage's hood is the Mage's face (which may or may not have a lower jaw), and what's out of a Mage's hood is fiery death. Did you see what I did there? It's clever word-play, you see...ins and outs...Magehood...in a Mage's hood...out...get it? Oh, fine. You try to come up with something witty every week! It's hard! Stupid italicized introductory paragraphs...I should have just gone with some more Warlock-bashing.
I don't know about you, but when I was a kid, discretionary funds were rare and precious. There were so many toys to buy, and so little money with which to purchase them. If Grandma were to send me a card with five bucks in it for my birthday, that was a windfall of epic proportions. Each purchase had to be carefully planned, each dollar wrung for as much value as it could provide. Use the money now on a Storm Shadow action figure (with combat grip!), or save it to someday replace the NES controller that had died a premature death in the wake of a last second Tecmo Super Bowl loss to my little brother? Yes, my childhood was in many ways resource management training for later years spent playing games like Starcraft.
And games like World of Warcraft.
Do I spend my Stone Keeper's Shards on a meta gem now, or save them for that sweet Mammoth? Use my honor to upgrade my cloak now, or save it and get the trinket? Use that socket for spellpower or hit rating? Kill the Warlock, or kill the Warlock? So many choices.
All of which brings us to this week's topic: what to do with our precious and very limited Glyph slots? Follow me through the jump, and we'll discuss.
Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. Is the Priest usage of Greater Heal fading away? Matticus shall answer!
An excellent thread on Plus Heal has caught my attention and it's a topic that's also been picked up by Kestrel.
It's about the current use of Greater Heal (or lack thereof).
Check your meters. Specifically, check your cast sequences. See if you can determine how often you use Greater Heal on a typical night. If you're a player who uses it often, I applaud you. From a mathematical and healing efficiency stand point, Greater Heal has the edge.
Under lab conditions.
Except raid environments aren't lab conditions. Let's go into detail about when Greater Heal is used in Discipline and Holy after the break.
Yesterday, the healing forums were flooded with complaints largely by Priests alleging that the new 3.0.8 version of the Paladin Glyph of Holy Light was completely overpowered and made Paladins into group healers, shoe-horning them into a niche recently left half-vacant by our Circle of Healing nerf. Such complainants will presumably be happy to hear that the glyph is being hotfixed, reducing the range from 20 yards to 8.
Ghostcrawler calls the glyph "vastly overpowered," and goes on in a later post to give a bit more information. Like most changes, this was not done in response to QQ; as it turns out, the glyph was just overpowered. He also states that [major] glyphs are meant to be "about on par with passive talents" in terms of their power, which is in line with what I've been observing (maybe a few percent increase in damage/healing/mitigation per glyph, for the good ones).
At any rate, sorry to my Holy Paladin friends; I guess this one was just too good to last. I'm still jealous of your everlasting mana.
Patch 3.0.8 has a few changes that should boost us and balance us in some areas. One big change is how Divine Shield, Divine Protection, and Avenging Wrath cannot be used within 30 seconds of each other anymore, and the removal of Forbearance from Avenging Wrath once again. This reworks the quick fix post 3.0 where Retribution Paladins were devastating opponents with wings and a bubble. It wasn't the most elegant solution and hurt Paladin tanking about as much as it toned down Retribution dominance in PvP. With Patch 3.0.8, Paladin tanks can look forward to frontloading massive threat comfortable with the thought that Divine Protection is a mere thirty seconds away. Furthermore, Divine Protection no longer has a penalty, making it nearly identical to a Warrior's Shield Wall. That's right, Tankadins get even better.