Very much likely a glyph to remove the knockback from the spell whilst lowering the cooldown or doing something other minor, just like the typhoon/blast wave glyphs.
I really don't see why removing the knockback is necessary in the case of shamans...simply using Fire Nova Totem as a precursor, causes the targets to be stunned, and those targets will not be affected by the knockback. For Tauren shamans it's even easier; all they have to do is War Stomp (Albeit, that option would only be available while it is not on cooldown). Obviously this is assuming you have Improved Fire Nova Totem, but I figure it's a rather nice talent that almost all elemental shamans should have.
Similarly, mages may be able to prevent Blast Wave's knockback by using Frost Nova first, but I would appreciate if a mage would confirm this for me. I am not quite sure about druids, as I do not know much about them, so I couldn't say for sure if there is any similar way in their case to negate the knockback through existing means. Keep in mind however, that Typhoon, aside from being directional, is a mere 5 yard knockback. If anyone in raid honestly complains about a measly 5 yards, they really need to get a grip.
There are already ways to prevent an annoying knockback in a raid and you still get to use it for the fun stuff in PvP. In fact, if all this glyph does is increase the mana gained back, it is truly worthless. Any elemental shaman worth their salt, with Unrelenting Storm and Elemental Focus and Mana Shield active, should have no problem with mana going through any given fight in a raid. Even spamming my cast order as quickly as possible (Flame Shock, Lava Burst, Lightning Bolt x2, Earth Shock, Lava Burst, Lightning Bolt x2) takes five minutes to reduce me from 18000 mana to 0, assuming I never use Thunderstorm. And that's if I am by myself, ignoring the fact that in a 25-man raid, you would have such ridiculous MP5, it would be a non-issue anyway. Point is, any glyph would be better off even just increasing the damage dealt than simply increasing the mana gained.
This is a raiding glyph.
Removing the knockback effect and increasing the mana regen basically turns this into an mp5 based ability.
Immensely useful, I expect all raiding ele shamans will take it.
I have no idea why it's not ingame though...
Is the knockback effect a disadvantage in PvE? Yes and no.
In a normal trash-pack, you will likely interrupt the tanking by using knockback. But again, who cares about that extra small amount of DPS in a single trash-fight? At least bosses won't get knockback, so you can use it freely on them (if you can get close enough to the boss).
There are of course fights like Sartharion, where you may have to run away from the adds in order to get the 8% mana without having to knock them away from the tank. However, on this fight, you may also get into a situation where you need to get the adds away from you, or where Thunderstorm can do the last few damage to one or two low-HP adds.
And don't forget about fight likes Gluth where the knockback effect is actually quite effective at pushing back the adds.
As a casual PvP'er, there's no way I would ever get this glyph for the small raiding-advantage. But even if I were a 100% raider, I doubt I would get it. The 2% extra mana is not very important at all, especially not since the recent patch boosted our already high mana-efficiency. And I doubt a little more damage on trash (and Sartharion) is worth sacrificing a nice ability on Gluth and maybe a few other fights.
the knockback is thunderstorms main purpose! so this becomes usless item like junk
With dual specs, and the opportunity of raiding and PvP spec combos, this glyph I imagine will get a LOT more popular.
It seems all shamans have water walking and water breathing, so this will be a perfect third glyph for the PvE spec.
As a tank (paladin and druid), Thunderstorm is the most annoying spell in the world. Nothing worse than laying down consecration and then having your dps blast the mobs out of it.
Can easily save a tanks life on trash if you use it right. You almost never see people do that though, which is why knockbacks are so shunned in PvE
...but it no longer knocks enemies back.
What trickery is this?
I can see the reasons for getting this glyph, but I do have one question:
It's made to improve the top-level Elemental talent, and the Elemental tree is made for ranged DPS. Why would you need to be close enough for the knockback to affect the mobs in the first place?
@Dradee: I know its PvP uses; I was referring to why people get so %^&*!y in PvE when an Elemental Shammy doesn't have this glyph when they shouldn't even be getting close enough for the kb to even do anything.
I can't believe people are even talking about this glyph with any interest. I don't know a single elemental shaman that has any issues with mana that they would consider this glyph. Unless your spamming chain heals, which means your healers are bad. there is almost no reason to use this. Heroic Gun Ship 25 is the only fight I've encountered where I've (once or twice) needed to use Thunderstorm for mana, usually only when I'm not paying attention to my Water Shield charges. Other than that, maybe useful if you just anhked, but even then 2% is not a whole for a ele shaman imo. And let's not forget the usefulness of the knockback people. Interrupt + Knockback + Dmg is nothing to be laughed at, just be aware of your surroundings. My favorite use for it was always Anuburak in ToC. I'd knockback any small adds on healers and clothies during burrow phase, and it was also useful for knocking the big adds onto the ice if the offtank was being bad, which was usually the case. As for ICC, Saurfang is the only fight I can think of its usefulness. I really am sick of people yelling in raids when they see people use this spell CORRECTLY. They see some add in midair and they yell in vent "wtf shaman", with not so much a clue as to how/why I used it. "Oh sorry buddy, sorry I interrupted glacial blast, saved your squishy ass, and knocked the caster back towards the DK tank's D&D. REALLY SORRY!"
Friends don't let friends use Thunderstorm near AoE groups w/o this glyph.
Ok, to the people saying 2% is nothing, over a 10 minute fight it makes a giant difference. Assuming all Ele Shammies have Glyph of Thunder, you could activate 10% mana every 35 seconds. If you use it every 35 seconds over 10 minutes, it will give you 172k mana back if you have 100k mana on the dot. With the same mana pool & only 8% mana back, you would gain 135k. 37k difference, meaning 37k difference in mana & thats almost 2 potions. Not to mention the difference only goes up as you gain more mana. Being a tank on many toons, and an experienced raider, the pushback is nearly worthless, never worth the 37k mana and the one fight per expansion its truly useful on. Oh wait yeah, if all this is enough, Its MINOR, & much better than saving a few silver on water breathing/walking reagents.
this glyph will stop your random dungeon groups from hating you :)
It's good for
In Mists of Pandaria this glyph has modified.
OLD: Glyph of Thunderstorm - Increases the mana you receive from your Thunderstorm spell by 2%, but it no longer knocks enemies back or reduces their movement speed.
NEW: Glyph of Thunderstorm - Removes the knockback effect from your Thunderstorm spell.
In MoP, Removes the knockback effect from your Thunderstorm spell.
what's the point of this glyph? in PVP, you definitely want the push back. In PVE, there are many better DPS skills.
Why Blizzard even bother making this? Bliz should make something else more useful or at least make it look cooler.
Now in WoD, since there is no longer a mana regen attached to Thunderstorm, what reason would you use the spell except for knocking something back?
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