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评论来自
42107
Normallny (if recasting every 5min) Mana Tide will give
<mana>/250 mp5
, with this glyph it will be
<mana>/214 mp5
.
In practice with ~10000mana (now it's pretty normal) it will be 40mp5 versus 46,7mp5, and let's say with 15000 mana (in Wotlk) it will be 60mp5 vs 70mp5.
I really doubt this glyph will be popular considering the fact, that Blizzard is planning on reworking mana regeneration of all classes and shadow priests will boost whole raid, not only party.
Better option is to get some glypsh for heals.
评论来自
Carighan
I dunno. Seeing how short mana lasts on beta, and seeing Mana Tide is less of a
flat regen
and more of a
I need that mana NOW
ability...
I think this might come in handy. Usually MTT gives 6%/tick, 24% total. With this it's 7%/tick, 28% total.
4% extra mana pool might not seem much, but it's on-demand. Might be nice at times.
I'm still pondering what to get anyways. The Water Shield charge-glyph seems like a guaranteed must-have, Chain Heal glyph is so/so (12,5% on the last target is really not much :S ), so I'm open to playing with them. Even considered Healing Stream already.
I
will
have 2+ Shamans in my raid, I can just let another one give Mana Stream (for the whole raid), and I give a +20% Healing Stream with all my +healing bonus. It'd be a lot of healing.
Anyways, not necessarily a bad glyph. Very situational though, granted. :)
评论来自
76234
Figure a full healer/caster group, 12k mana each. With a 5min cooldown on
Mana Tide
this comes out to 8mp5 per person (40mp5 total).
Glyph of Water Mastery
, at level 70, provides an extra 15mp5 total, though the balance of this may change at 80. Also, take into account how much mana
Water Shield
will restore before you're low enough to use
Mana Tide
.
That's all numbers though, for an actual fight, total mana restored by
Mana Tide
will vary.
Water Mastery Glyph will always be a static 15mp5.
With a 9k mana pool (starter 70 approximate): 3.3mp5 - 7.5mp5 (16.7mp5 - 37.5mp5 total).
With a 12k mana pool (end level 70 approximate): 4.4mp5 - 10mp5 (22.2mp5 - 50mp5 total).
So even in a worst case scenario, Mana Tide Glyph will always restore more mana to your raid than Water Mastery Glyph.
Values based on a 12k mana pool.
5min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 8mp5 (40mp5)
6min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 6.7mp5 (33.3mp5)
7min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 5.7mp5 (28.6mp5)
8min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 5mp5 (25mp5)
-Mana Tide (2): 960 mana per person (4800 total) - 10mp5 (50mp5)
9min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 4.4mp5 (22.2mp5)
-Mana Tide (2): 960 mana per person (4800 total) - 8.9mp5 (44.4mp5)
10min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 8mp5 (40mp5)
11min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 7.3mp5 (36.4mp5)
12min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 6.7mp5 (33.3mp5)
13min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 6.2mp5 (30.8mp5)
-Mana Tide (3): 1440 mana per person (7200 total) - 9.2mp5 (46.2mp5)
14min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 5.7mp5 (28.6mp5)
-Mana Tide (3): 1440 mana per person (7200 total) - 8.6mp5 (42.9mp5)
15min Fight
-Mana Tide (3): 1440 mana per person (7200 total) - 8mp5 (40mp5)
评论来自
76234
Figure a full healer/caster group, 12k mana each. With a 5min cooldown on
Mana Tide
this comes out to 8mp5 per person (40mp5 total).
Glyph of Water Mastery
, at level 70, provides an extra 15mp5 total, though the balance of this may change at 80. Also, take into account how much mana
Water Shield
will restore before you're low enough to use
Mana Tide
.
That's all numbers though, for an actual fight, total mana restored by
Mana Tide
will vary.
Water Mastery Glyph will always be a static 15mp5.
With a 9k mana pool (starter 70 approximate): 3.3mp5 - 7.5mp5 (16.7mp5 - 37.5mp5 total).
With a 12k mana pool (end level 70 approximate): 4.4mp5 - 10mp5 (22.2mp5 - 50mp5 total).
So even in a worst case scenario, Mana Tide Glyph will always restore more mana to your raid than Water Mastery Glyph.
Values based on a 12k mana pool.
5min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 8mp5 (40mp5)
6min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 6.7mp5 (33.3mp5)
7min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 5.7mp5 (28.6mp5)
8min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 5mp5 (25mp5)
-Mana Tide (2): 960 mana per person (4800 total) - 10mp5 (50mp5)
9min Fight
-Mana Tide (1): 480 mana per person (2400 total) - 4.4mp5 (22.2mp5)
-Mana Tide (2): 960 mana per person (4800 total) - 8.9mp5 (44.4mp5)
10min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 8mp5 (40mp5)
11min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 7.3mp5 (36.4mp5)
12min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 6.7mp5 (33.3mp5)
13min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 6.2mp5 (30.8mp5)
-Mana Tide (3): 1440 mana per person (7200 total) - 9.2mp5 (46.2mp5)
14min Fight
-Mana Tide (2): 960 mana per person (4800 total) - 5.7mp5 (28.6mp5)
-Mana Tide (3): 1440 mana per person (7200 total) - 8.6mp5 (42.9mp5)
15min Fight
-Mana Tide (3): 1440 mana per person (7200 total) - 8mp5 (40mp5)
评论来自
Windscar
For every 10,000 mana you have, you gain 400 mana with this glyph.
While everyone's mana pool does vary, you will obviously use Mana Tide when most of your party members are
begging for more mana.
Also everyone should be sporting around 20k mana with raid buffs so this will most likely give you 800 mana per person per Mana Tide.
For my shaman, in a raid with the Replenish buff scaling like it does (
0.25% MAX mana per second
), stacking int as a shaman is really beneficial (
1 int = 1.1 int
) , (
15% int = heal
),
Flask of Distilled Wisdom
,
Sapphire Owl
with 2
Brilliant Dragon's Eye
+
Darkmoon Card: Greatness
I've decided to move away from Mp/5 and started stacking int alone to benefit a large mana pool and ultimately this glyph to see how well it performs.
Needless to say, I've enjoyed the switch and the Mana Tide glyph has been a good investment.
评论来自
MrSteak
With a 20K pool this effectively gives you and up to 4 others 13.3 MP/5.
Water mastery provides 15.
Assuming perfect conditions, this will be better. It scales better as well.
The difference is when you aren't using mana tide on CD, the benefits drop quickly.
评论来自
459121
All this theorycrafting is well and good, but it totally ignores simple reality factors. In all of this we're assuming that everyone in your party is alive and in range, that they're all mana users, and that they actually
need
the extra mana whenever you're dropping Mana Tide. Unless you're in a 25 man raid with an all healer party, during very long fights the one that'll need mana most is you. Even if you're in an all healer party this might be the case if the other healers aren't pulling their weight (which, in my experience, is all too common). Mana Tide also drops it all in one big burst, which makes it more useful as a spare reserve (a la shadowfiend, pots, or hymn of hope) than as part of your rotation. Water Mastery, on the other hand, is passive regen that's always on as long as you keep your water shield up, which you should be doing anyway. I don't know many resto shammies, myself included, that drop Mana Tide just because it's time to drop it. I also don't know anyone that drops it right off the bat, which is something every poster up there has assumed in their mp5 calculations (heh). Usually it's saved for emergencies, such as if you die and pop Reincarnation. Either way, from a purely practical perspective I'd say Water Mastery is superior to this glyph if you have to choose between them.
评论来自
370864
Remember it's 1% extra to each party member so if you have a party of all mana users it translates to 4% each = 20% extra mana to the whole party.
评论来自
353796
TL;dr: take this glyph for fights shorter than 5mins in an organised raid but, take Water Mastery for everything else.
This glyph CAN be about 5 times better than Water Mastery depending on two points: are you going in a pug raid, or a guild raid? and: are you managing to get nearly full effect out of the mana tide totem?
If it's a guild run, you can count on there being good communication between the entire raid and that you will most likely be grouped with the healers and you can announce shortly before you're about to place mana tide down. And if for some reason you have 2 resto shamans, then you can both glyph this and you can think of it this way: Water Mastery Glyph = 30mp5 each, or you can each get 8% of your max mana back every 5mins.
Assuming 25k mana pool (a little modest considering raid buffs and if you're in icc)
25,000*0.08=2000
30mp5*60 = 1800 mana
Now, if your fight lasts less than 5mins and you've both used mana tide when it's effected at least 2 people fully, then mana tide glyph is better. If the fight lasts more than 5mins, Water Mastery will generally be better. Because on the simple fact, you can't use mana tide totem as soon as the fight starts, you use it when people in your group are low on mana. So you'd generally only get 1 use out of it in a 10 minute fight rather than the assumed 3 uses of using it every cooldown.
But if you pug, just take Water Mastery and save any hassle of announcing or persuading raid leaders to organise the usage of Mana Tide. I took Water Mastery glyph for this reason.
评论来自
Boshnak
And with one fell change, all of the above comments are invalidated as they change it to Glyph of Grounding Totem.. this thing is so awesome. 1 min cooldown and reflects the next spell instead of grounding it, how sweet!
评论来自
636974
sharmans are going to be kick ass in pvp with this (1min spell reflect) spritwalkers grace and the burst from fulmination.
i carnt wait
0
评论来自
467494
I'm VERY curious as to how Glyph of Grounding totem is going to work out.
While on one hand, absorbing 4 spells may be superior to reflecting one.
On the other hand, it just depends
which
spell gets reflected. Reflecting ice lance isn't going to do much, but reflecting a freaking starfire is going to be deadly.
I'd imagine it works on any spell that can normally be absorbed by the grounding totem. If this is the case, I believe I heard from the Grounding Totems page that grounding totems absorb hunter traps and crippling poison :)
评论来自
9945_
Hmm..I wonder what's gonna happen when it reflects a DK's Death Grip. Will the totem grip the Death Knight towards itself then?
评论来自
Faderade
1. Wait for dark simulacrum debuff from a dk. Spam a macro that uses this and then a LvB.
2. DK will be hit by lava burst, "cast" it back at you, and be hit by that one as well.
3. ?
4. Profit
评论来自
109170
Spell Reflect for Shamans! If you are hearing a noise, then you are listening to the sounds of hundreds of druids and mages and death knights crying.
评论来自
126853
Just like Grounding Totem will absorb more than one spell due to latency, it can also reflect more than one spell due to latency.
Duel a mage, have him use mirror image and start attacking you and drop this. You'll see several spells reflected.
评论来自
sztwolf
This is actually OP when i see this even though I'm a happy shaman >=}
评论来自
Onijitsu
So my real question is... does it have any possible applicability (albeit, situational) in PvE raiding?
Boss: I shall squish you like the bug you are!
::: Boss targets random member of the Raid :::
::: Smart Shaman drops his glyphed Grounding Totem :::
BRZZT!
Imagine this being used in Omnitron, when the Giant Lazer 'O Deth fires? OMG, the sexiness!
评论来自
Kanegasi
1. Start duel with Priest
2. Drop Grounding Totem with this glyph
3. Priest casts
Mind Control
4.
INCEPTION
评论来自
648653
My fire mage: Living Bomb check, Pyroblast dot check, Pyroblast crit dot check, now just to clone it all with a
Combustion
anndd..
Grounding Totem: Problem bro?
Me: FFFFUUUU *dead*
评论来自
811385
this often is bad asorbing more spells would be better but nothing is better than almost dying but living because a fire mage killed himself and just asorbing his spell would have killed you
i use this some times
评论来自
HaveyJoe
Cost of Glyph of Grounding Totem: 3
Ink of the Sea
and 1
Resilient Parchment
.
Glyph slot cost: 1 major glyph.
Cooldown cost: 35 seconds.
Watching a warlock
Death Coil
himself:
priceless
.
评论来自
353796
The main use for this in arena would be for reflecting a cast time CC spell like polymorph, fear, cyclone or hex. Drop the grounding totem just before the cast finishes, then watch your opponent either use their trinket which has a 2min CD (while your grounding totem has only a 1 minute CD) or if their trinket has already been used and they don't have another way of removing the CC, you can then follow up with a Hex on them after the reflected CC wears off while you and your teammates nuke or CC the rest of the team.
In the hands of a well skilled shaman with quick reaction time, this glyph can be seen as a second CC against certain classes. And we all know how shaman want more CC.
There are some damage spells worth reflecting due to their immense power, they're a little predictable but also instant cast which makes them unpredictable. Spell reflect a Soulswap, Combustion or a Vampiric Touch/SW:P(or other cast time spells commonly followed with an instant cast, it's my understanding spells cast at almost the same time should both be reflected due to the server being unable to process the spell reflect buff fading that quickly) combo and just start laughing.
If you're not fighting a class with any predictable CC then this glyph will generally be less useful than other major glyphs. Unless you happen to be bursting the opponent at the same time they're bursting you, allowing your burst to be more bursty bursting them into burstedness from the double bursting.
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