Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration will show you how, brought to you by Joe Perez, otherwise known as Lodur from World of Matticus and the For The Lore podcast.
Last week, we went over some blue posts about healing and restoration shaman, as well as a small discussion of the difference in Healing Waves. We also had news of a new beta build last week, and with that build came the news of brand new glyphs for many or the classes like rogues and shaman, as well as the new glyph system.
Some of the glyphs we use regularly have been updated, as well as some people may not have really given much thought to using. There has even been a return of some that were scrapped in the Wrath of the Lich King beta phases prior to its release. Some of these may offer game-changing, play-altering effects to our mechanics, while others just add a fun flavor to our classes. So what can we look forward to with restoration shaman glyphs in Cataclysm? That is exactly what I would like to talk about this week.
With new glyphs also comes the introduction of a new level of glyphs for all classes. We now have prime glyphs, major glyphs and minor glyphs. Prime glyphs have the biggest impact on the game, changing base spell effects without any drawback, reducing major cooldowns and things like that. Major glyphs have an impact on the gameplay, but some of them come with a drawback. While still having a big impact on the game, most of them are deemed to have a smaller impact than prime glyphs. Minor glyphs do things like remove the need for reagents, change minor cooldowns or change the way a spell looks. Shaman got some cool new toys, and some of the glyphs were divided between their prime and major rankings.
Keep in mind that this is information based on the beta and is subject to change. You may see some of the major glyphs become prime or vice versa.
- Earth Shield Increases amount healed by 20 percent.
- Earthliving Weapon Increases periodic heal effect by 20 percent.
- Fire Elemental Reduces cooldown by 5 minutes.
- Riptide Increases duration by 40 percent (6 seconds).
- Water Shield Increases passive mana regen by 50 percent.
- Chain Heal Increases healing on secondary targets by 15 percent; reduces healing on main target by 10 percent.
- Ghost Wolf Additional 10 percent movement speed.
- Grounding Totem Reflects instead of absorbs spells, but cooldown increased by 45 seconds.
- Healing Stream Totem Increases fire, frost and nature resistance.
- Healing Wave When healing someone else, you also receive 20 percent of the healing done.
- Hex Reduces cooldown by 15 seconds.
- Shocking GCD of Shock spells reduced to 1 second.
- Totemic Recall Refunds an additional 50 percent of the mana cost of recalled totems. (Totemic Recall baseline refunds 25 percent of the cost.)
Grounding Totem's glyph is a new one. At the cost of increasing the cooldown of the totem, you can have it do a spell reflect rather than just kill the spell. You may think this is only a PvP glyph, but I've been playing around with it a little, and it is surprising how many boss spells can actually be reflected back on them. Makes for some interesting play, that's for sure. Glyph of Hex goes from increasing the damage taken to break the hex to instead reducing the cooldown. Right now with a 45-second cooldown, it isn't the greatest CC, but with this glyph bringing it down to 30 seconds, it isn't that bad. Again, another glyph that may see some PvE play, as CC in the early dungeon content is pretty necessary to survival. Glyph of Totemic Recall is another new one and one that goes hand in hand with the Water Shield glyph. With mana at a premium for healers, being able to recoup a little bit more mana may actually matter. Especially if you find yourself totem dragging on a fight, anything to help you get a little bit back could count for quite a bit.
Glyph of Ghost Wolf can also potentially be useful, considering Ghost Wolf is usable indoors now , and with Ancestral Swiftness already increasing the speed of the spell and making it instant-cast on top of being very low in the enhancement tree, the glyph could potentially be useful. It also moves up from the minor glyph category, up to major. I've included the Glyph of Shocking on the list because with Focused Insight, players may find themselves casting more shocks, and being able to do it pretty much at will can be useful. I haven't played around with it much, but I think that it is a contender for live use.
- Arctic Wolf Your Ghost Wolf form looks like an arctic wolf.
- Astral Recall Reduces cooldown by 7.5 minutes.
- Renewed Life Reincarnation no longer needs a reagent.
- Water Breathing No longer requires a reagent.
- Water Walking No longer requires a reagent.
So what do you think of the glyphs so far? Do you want to see some more fun glyphs? Which ones would you change and why?
Again, keep in mind things may change, as this is still in a beta phase. New glyphs may be added, old ones could be removed, and as spells change, so too may their glyphs. As always, be sure to check WoW.com for the latest Cataclysm news. Next week, I'll be talking about healing at 85 and Spiritwalker's Grace.
Show your totemic mastery by reading Totem Talk. Whether it's Matt Sampson's elemental edition, Joe Perez's coverage of restoration or Rich Maloy's enhancement edition, WoW.com's shaman experts have you covered.