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World of Warcraft- Cataclysm Shaman Glyphs

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					There was 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.
  Prime glyphs
  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. A few things different here: Glyph of ELW now increases
the amount of healing the proc effect instead of increasing the chances or the proc
itself. Glyph of Water Mastery gets a pretty substantial boost, going up to 50 percent
from 30 percent and a 鈥渞 ename 鈥?as the original glyph of WS only increased the
number of charges by one. Mana being a concern as it is, anything that boosts passive
regeneration is good for us. Most players haven 鈥檛 really considered water mastery
necessary in Wrath, but in Cataclysm, I can tell you it has already made a big
difference in the ability to heal instances and tough fights where you have to chain
cast heals to win. A few things changed here, some with different effects and others
that are completely new. Glyph of Chain Heal has been changed a bit here. Formerly,
it increased the number of targets the spell could target by one, bringing them to four
total. Since that effect has been rolled directly into the spell, the glyph has been
changed to increase the healing done on the secondary target by 15 percent for a
sacrifice of 10 percent of healing done to the primary target. When you combine it
with Unleash Elements and Riptide, you can get some pretty interesting results. I 鈥檝
e been using the glyph for a little bit now, and I 鈥檓 surprised at just how good it
actually is. Glyph of Healing Stream Totem also gets a bit of a face lift as well.
Currently it adds 20 percent to the healing it does, but now in Cataclysm it allows the
totem to increase fire, frost and nature resistances of everyone in the party who is in
range of the totem. Seems like a silly change, but running through the Throne of Tides
and Stonecore, I 鈥檝 e seen it to be really quite useful.

				
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