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WoTLK: Inscriptions for Priest Spells......Follow

#1 Aug 15 2008 at 11:20 AM Rating: Good
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Lurking on the Shammy forum I found a thread that I thought should be sharred amongst us Priests. (if it already has then my bad)

http://www.mmo-champion.com/index.php?topic=12440.msg185985;topicseen#new

Inscrition sounds like it will make our spells "crazy sick" (thats for all you young wipersnappers). This will be one hell of a money maker if you invest in leveling it before others.

Three seconds longer on my renew is crazy. I think renew is my number one Healing spell atm.

I also like the one that lets our spirit of redemption have an additional 4 seconds if you crit while in spirit of redemption form. I wonder just how long you could stay around after dieing with a **** load of +crit.

All in all this new tradeskill looks very appealing to me.
#2 Aug 15 2008 at 12:28 PM Rating: Good
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117 posts
I don't think my Link worked. Here is the info I was trying to link.

Priest (Skills List / Talent Calc. (8770))

Glyph of Lightwell 01 (Priest) (Class: Priest) - Increases the amount healed by your Lightwell by 1 to 6%
Glyph of Renew 01 (Priest) (Class: Priest) - Increases the duration of your Renew by 3 sec.
Glyph of Circle of Healing 01 (Priest) (Class: Priest) - Your Circle of Healing spell heals 1 additional target.
Glyph of Psychic Scream 01 (Priest) (Class: Priest) - Increases the duration of your Psychic Scream by 3 sec.
Glyph of Dispel Magic 01 (Priest) (Class: Priest) - Your Dispel Magic also heals your target for 3% of maximum health if it removes a damaging effect.
Glyph of Fear Ward 01 (Priest) (Class: Priest) - Reduces cooldown and duration of Fear Ward by 30 sec.
Glyph of Flash Heal 01 (Priest) (Class: Priest) - Your Flash Heal has a 50% chance to reduce the cast time of your next Greater Heal by 0.3 sec
Glyph of Prayer of Healing 01 (Priest) (Class: Priest) - Increases the radius of your Prayer of Healing spell by 5 yards.
Glyph of Mind Flay 01 (Priest) (Class: Priest) - Increases the range of your Mind Flay spell by 5 yards but it no longer reduces the target's movement speed.
Glyph of Shadow Word: Death 01 (Priest) (Class: Priest) - Targets below 35% health take an additional 5% damage from your Shadow Word: Death spell.
Glyph of Holy Nova 01 (Priest) (Class: Priest) - Your Holy Nova spell heals for an additional 30% but deals 1 to 0% less damage.
Glyph of Fade 01 (Priest) (Class: Priest) - Attacks made against you while Fade is active have a 10% chance to refresh its duration back to full.
Glyph of Spirit of Redemption 01 (Priest) (Class: Priest) - Critical heals cast while Spirit of Redemption is active increase the remaining duration of Spirit of Redemption by 4 sec.
Glyph of Inner Fire 01 (Priest) (Class: Priest) - Your Inner Fire has 10 additional charges.
Glyph of Shadow Word: Pain 01 (Priest) (Class: Priest) - Increases the duration of your Shadow Word: Pain by 3 sec.
Glyph of Mind Control 01 (Priest) (Class: Priest) - Increases the duration of your Mind Control spell by 12 sec.
Glyph of Mind Soothe 01 (Priest) (Class: Priest) - Increases the duration of your Mind Soothe spell by 5 sec.
Glyph of Shackle Undead 01 (Priest) (Class: Priest) - Extends the range on Shackle Undead by 5 yards.
Glyph of Mass Dispel 01 (Priest) (Class: Priest) - Reduces the mana cost of Mass Dispel by -20%.
Glyph of Smite 01 (Priest) (Class: Priest) - Increases the chance you'll resist spell interruption when casting your Smite spell by 50%.
#3 Aug 15 2008 at 1:25 PM Rating: Decent
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67 posts
"Glyph of Spirit of Redemption 01 (Priest) (Class: Priest) - Critical heals cast while Spirit of Redemption is active increase the remaining duration of Spirit of Redemption by 4 sec."

0_o

... Do you think this stacks? If it does, can you imagine?

Say a poultry 10% crit chance (should be higher but thats just a low estimate). Cast 2x Circle of Healings, thats 2x global cooldowns or 2 seconds (I think right?), with a probable chance of at least a single crit increasing your Spirit form by 4 seconds

So you gain 2 seconds, meaning either cast it 2 more times for 2 more seconds (meaning you should be 4 over at this point) or take those 2 seconds to cast a greater heal or something



I wonder if you could sustain Spirit form indefintely just by spamming Circle of Healing.... Priest face pulling just got viable didn't it? ^_^
#4 Aug 15 2008 at 2:09 PM Rating: Decent
Wyzer wrote:


Say a poultry 10% crit chance (should be higher but thats just a low estimate). Cast 2x Circle of Healings, thats 2x global cooldowns or 2 seconds (I think right?), with a probable chance of at least a single crit increasing your Spirit form by 4 seconds

So you gain 2 seconds, meaning either cast it 2 more times for 2 more seconds (meaning you should be 4 over at this point) or take those 2 seconds to cast a greater heal or something



I wonder if you could sustain Spirit form indefintely just by spamming Circle of Healing.... Priest face pulling just got viable didn't it? ^_^


No, unfortunately not, as things stand currently CoH has a 6 second cooldown in the new expansion, however it would still be potentially the most effective way to increase your spirits time.

Personally I reckon there are some very nice little additions in there, the shackle one at the least means I will be 5 yards closer to safety when using it rather than up next to (or even worse in front of) the tank Smiley: tongue

They'd initially buffed Holy Nova's spell power (along with CoH) on the base spell so the glyph there could make it a must have, rather than the meh spell it is at the moment, unless you want to knock someone out of stealth of course.

They're nice but there's nothing there at the moment which makes me wet myself like some of the other classes, but they have time yet, I have faith...
#5 Aug 15 2008 at 3:24 PM Rating: Good
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67 posts
Commander cococj wrote:
No, unfortunately not, as things stand currently CoH has a 6 second cooldown in the new expansion, however it would still be potentially the most effective way to increase your spirits time.


http://www.worldofwarcraft.com/info/classes/priest/talents2.html

No, they removed it quite awhile ago, back to No cooldown, smart heal (so you are guarenteed to hit 5 targets which means gaurenteed to get 5x chances for a crit) but more mana, which in spirit of redemption form doesn't matter

Theorycrafting is fun ^^
#6 Aug 15 2008 at 4:22 PM Rating: Excellent
Well spotted, they've also removed the buff they made to it's healing power so back to how it is at the moment more or less, except the mana changes, seems a little pointless to be honest I don't think the mana changes are going to make it any less imba which it was beyond a point anyway.

But you have perhaps highlighted the biggest reason they'll either change the spell again or limit the length on the spirit.

Also global cooldown is 1.5 seconds, but with alot of gear having spell haste on I'd think we're talking closer to 1 second, but yeah I already agreed it was still the best way of getting a crit.

Edited, Aug 15th 2008 8:32pm by cococj
#7 Aug 16 2008 at 3:45 AM Rating: Good
CoH is gonna be great if it stays a smart heal with no cooldown across the entire raid, Holy Reach to increase its radius 20%, Devine Providence to increase its healing by 10%, and a glyph to add an additional target. I do 1000 healing per target with it now. On 6 targets...Nice.

Edited, Aug 16th 2008 9:10am by dadanox
#8 Aug 16 2008 at 5:18 AM Rating: Excellent
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679 posts
Quote:
Say a poultry 10% crit chance


Poultry means chicken.

On topic, I'm not a fan of the current shadow glyphs, specificaly the pve ones. I'll wait for a later beta to see if things improve though.
#9 Aug 16 2008 at 8:03 AM Rating: Decent
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67 posts
thegreatmothra wrote:
Poultry means chicken.

Ya, I crit the English language >_< It happens

Commander cococj wrote:
But you have perhaps highlighted the biggest reason they'll either change the spell again or limit the length on the spirit.

Probably, I was just reading it 'as-is' so (from whats presented thus far) it looks rather overpowered

Think about your average boss fight. Priest(s) pulls, squish, then starts raid healing and goes the entire fight without taking any damage, and with no regards to mana/aggro

Theres got to be something wrong in that equation though
#10 Aug 16 2008 at 7:53 PM Rating: Decent
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1,594 posts
I think the +4 seconds thing will be made to have an internal cooldown of more than the extended length of the spirit.
#11 Aug 17 2008 at 12:36 PM Rating: Good
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626 posts
Quote:
Glyph of Dispel Magic 01 (Priest) (Class: Priest) - Your Dispel Magic also heals your target for 3% of maximum health if it removes a damaging effect.


I might really going to like that one, as sometimes, when I'm struggling to keep the MT up, I can't use a GCD to dispell a damaging effect because the tank would drop. If I could use it the healing would be easier though (would give an example but can't think of any fight just of the top of my head). With the little healing effect added, it might just give me enough time to use it. Time will tell I suppose.
#12 Aug 17 2008 at 9:54 PM Rating: Decent
they should add a does 3% dmg if it removes a benefical effect too the glyph of dispell magic
#13 Aug 18 2008 at 6:24 AM Rating: Good
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1,574 posts
thegreatmothra wrote:
On topic, I'm not a fan of the current shadow glyphs, specificaly the pve ones. I'll wait for a later beta to see if things improve though.


Notice that the Mind Flay Glyph, since it removes the slowing component of the spell, should also change its scaling coefficient. Vanilla Mind Flay gets a low coefficient because of its rooting ability; remove that and it should get 100% of +spell damage instead of, IIRC, 50%.
#14 Aug 21 2008 at 5:37 AM Rating: Decent
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2,634 posts
Quote:
Glyph of Mind Flay 01 (Priest) (Class: Priest) - Increases the range of your Mind Flay spell by 5 yards but it no longer reduces the target's movement speed.
Glyph of Shadow Word: Death 01 (Priest) (Class: Priest) - Targets below 35% health take an additional 5% damage from your Shadow Word: Death spell.
Glyph of Shadow Word: Pain 01 (Priest) (Class: Priest) - Increases the duration of your Shadow Word: Pain by 3 sec.
Glyph of Mind Control 01 (Priest) (Class: Priest) - Increases the duration of your Mind Control spell by 12 sec.


Im not entirely impressed by the shadow priest glyphs.

MF: this one is kinda lame since it no longer reduces movement speed, i assume this is targed more towards raiding that soloing. If you were doing a full blown raid spec, this might be #1 choice, since the ultimate goal would be not taking aggro and never needing the movement speed reducer.

SW: D - Its good and all, but only usefull to grinding for me. I use it in my dps rotation and basically when used it wont proc except if I happen to use it when the mob is close to death. Possibly more useful in soloing than raids/groups.

SW: P - This one is good for pvp and pve (raiding and soloing), as really its the only one that gives you some sort of bonus that is useful in almost every situation. I guess this is good for anyone trying to obtain a good all-around spec.

MC: MC is good, but its not used enough for me to get a glyph for.
#15 Aug 26 2008 at 10:45 AM Rating: Decent
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1,875 posts
im excited for glyphs :D

i only got one profession atm, tailoring, and i got me a herbalist ex-main (rogue woot woot, steal dat herbz)

but see im just for glyphs, im excited for inscription in general

making my own spirit and int scrolls will be awesome for 5 mans where i lack a mage (and odds are i wont be imp ds or even just ds, gotta wait n see... highly considering being pvp holy... lots of goodies for a interesting fun build ^_^)

plus, i think inscription-eers (thats what ill dub them for now) get a extra glyph slot


edit: some glyphs on wowhead (search for glyph of, go to uncatergorized spells) are stupid good

PW:shield heals for 20% fo absorbtion amount? renew duration lower but 40% more potent? sw:Death does 10% extra v 35% and lower targets? mind soothe lasts longer and works DOUBLE EFFECTIVE

lol they just need 1 humanoid instance and priests can solo chest runs lol

but the big one? spirit of redemption

20% on spell cast to extend duration 20 seconds

RENEW SPAM AWAY! even the most disc-based build can afford to abuse that ******** lol (or pvp shadow even.... focus the shadow pri! hes dead, your ****** lol infinitie potent heals)

they better make a limit to how many times, or 2v2 arena is just a pain in the ***

youd HAVE to kill not-the-priest first

but then disc pri-shadow pri would be win

kill either, and you lost forever.... facepalm to victory -_-

Edited, Aug 26th 2008 2:52pm by mongoosexcore
#16 Aug 26 2008 at 10:16 PM Rating: Good
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679 posts
Quote:
MF: this one is kinda lame since it no longer reduces movement speed, i assume this is targed more towards raiding that soloing. If you were doing a full blown raid spec, this might be #1 choice, since the ultimate goal would be not taking aggro and never needing the movement speed reducer.

SW: D - Its good and all, but only usefull to grinding for me. I use it in my dps rotation and basically when used it wont proc except if I happen to use it when the mob is close to death. Possibly more useful in soloing than raids/groups.

SW: P - This one is good for pvp and pve (raiding and soloing), as really its the only one that gives you some sort of bonus that is useful in almost every situation. I guess this is good for anyone trying to obtain a good all-around spec.


Agreed, the SW:D one is only a 1-2dps practical increase in a raid boss fight and the SW:P one is pretty weaksauce. The mf one is ok and all, but it fixes only the range in the spell and not the crappy coeficcient (originally used to balance out the snare)

What irritates me most about those shadow glyps is that every single other class without exception has at least one glyph that will predictably and consistently increase the damage done by one or more of their spells. They could easily have done this with the shadow glyps by making one that reduces the cooldown on mind blast or sw:d. Its not too much to ask for tbh.
#17 Aug 27 2008 at 12:53 PM Rating: Good
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1,574 posts
The ones I'd probably get for arena as a Discipline priest, inscription rules permitting, would be Renew, Psychic Scream and Dispel Magic.

The ones I'd probably get for arena as a Shadow priest would be Fade (OMG hax!), Psychic Scream and Shadow Word: Pain.
#18 Aug 28 2008 at 5:00 AM Rating: Good
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349 posts
thegreatmothra wrote:
What irritates me most about those shadow glyps is that every single other class without exception has at least one glyph that will predictably and consistently increase the damage done by one or more of their spells. They could easily have done this with the shadow glyps by making one that reduces the cooldown on mind blast or sw:d. Its not too much to ask for tbh.


This.

Glyphs for shadowpriests look crap to me.

When I look at the glyphs for rogues (my main) I think: I want them all!
When I look at the glyphs for spriests (alt) I think: I don't need any of them.
#19 Aug 28 2008 at 5:16 AM Rating: Default
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Quote:
What irritates me most about those shadow glyps is that every single other class without exception has at least one glyph that will predictably and consistently increase the damage done by one or more of their spells.


Poke me if I'm misunderstanding you, but doesn't the mind flay glyph fall into this category?
#20 Aug 28 2008 at 5:54 AM Rating: Good
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679 posts
Quote:
Poke me if I'm misunderstanding you, but doesn't the mind flay glyph fall into this category?


Nope, the mind flay glyph trades off the range issue for the snare on the spell, it has no effect on the damage of the spell whatsoever. This is the exact reason I'm frustrated with that glyph. the reduced spellpower coefficient on the spell was added because of the snare, which, using the glyph is gone. In addition to this the range is shortened because they could never have allowed such a long range snaring spell with pvp balance in mind. Therefore, to my mind the glyph should have eliminated both the range and the spellpower limitations of the spell at the cost of the snare.

Edited, Aug 28th 2008 9:51am by thegreatmothra
#21 Aug 28 2008 at 6:01 AM Rating: Default
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4,684 posts
Ahh that's my bad... Seen so much glyphs lately I was mixing them up, thought it did 5% more damage in trade for the slow effect.

But then how about the SW:P upgrade? 3 seconds more on it is one guaranteed extra tick?

Edit: I made le grammar mistake

Edited, Aug 28th 2008 3:58pm by Mozared
#22 Aug 28 2008 at 6:19 AM Rating: Good
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679 posts
Quote:
But then how about the SW:P upgrade? 3 seconds more on it is one guaranteed extra tick?


Thats actually the old version of that glyph, the new one reduces the mana cost by 20% or so. Both are pretty worthless when you consider that mind flay refreshes the duration of the current sw:p on the target every time you use it. In pvp it might be useful against a team with a dispel but its worthless in pve.

Still, they say that there are changes in the pipeline to come for shadow, so hopefully they address some of this.
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