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Beast Mastery Hunter: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

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This article is no longer being update. Please check our Beast Mastery guide, which is fully compatible with Mists of Pandaria, and is being constantly updated. Thank you.

In preparation for the updates to our guides for Mists of Pandaria Patch 5.0.4, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.

Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Beast Mastery Hunter rotation and playstyle (such as from reading our guide).

We will first list the most important changes to the Beast Mastery Hunter Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.

Finally, we will give you some information about the most useful talents and glyphs you should choose.

New Abilities

  • Tier 4 talents offer you a choice between ability_hunter_aspectoftheviper.jpgFervor and ability_hunter_readiness.jpgReadiness (and ability_hunter_thrillofthehunt.jpgThrill of the Hunt, but this is a passive talent). We currently believe that Fervor is the least attractice choice. Which of the other two is a larger DPS gain remains to be determined, but it is important to note that Readiness can also help you reset cooldowns of useful abilities such as ability_whirlwind.jpgDeterrence.
  • Tier 5 talents offer you a choice between ability_hunter_murderofcrows.jpgA Murder of Crows, ability_hunter_sickem.jpgDire Beast, and ability_hunter_catlikereflexes.jpgLynx Rush. At the moment, it seems that A Murder of Crows is the biggest DPS boost. It is interesting to note that your Mastery (ability_hunter_beasttaming.jpgMastery: Master of Beasts) does not affect A Murder of Crows or Dire Beast, but does increase the damage of Lynx Rush (despite this, Lynx Rush still remains weak).
  • Tier 6 talents offer you a choice between ability_glaivetoss.jpgGlaive Toss, ability_hunter_resistanceisfutile.jpgPowershot, and ability_hunter_rapidregeneration.jpgBarrage. While each of these abilities seems designed for multiple target DPS, we would put forth that Barrage will prove to be the most useful in both single and multiple target situtions. This remains to be determined accurately, however.
  • ability_hunter_bestialdiscipline.jpgStampede is a burst DPS ability, that causes all your current pets (all 5 of them - the ones in your stable are not counted) to attack the target for 20 seconds. Due to its 5 minute cooldown, this spell is not affected by ability_hunter_readiness.jpgReadiness.
  • ability_hunter_sickem.jpgBeast Cleave is a passive ability that enables Beast Mastery Hunters to do competitive AoE DPS. It grants a buff to your pet, each time you deal damage with ability_upgrademoonglaive.jpgMulti-Shot, which causes your pet's attacks to deal 30% of the damage your Multi-Shot dealt, to all nearby targets, for the following 4 seconds. It is important to note that this buff duration does not extend past 4 seconds in the event that you cast Multi-Shot again while it is active, making it inefficient to spam Multi-Shot.
  • ability_trueshot.jpgTrueshot Aura increases the attack power of all raid members by 10%. Even though this is a passive ability, it is an important raid-buff that we considered worth mentioning (this was previously only available to Marksmanship Hunters).

Changes to Existing Mechanics

  • Minimum range has now been removed from the game. You can shoot the target from any range.
  • ability_hunter_killcommand.jpgKill Command no longer requires that your pet be within 5 yards of the target, the ranged having been extended to 25 yards. This addresses a long-standing concern of Beast Mastery Hunters, which often caused Kill Command to malfunction.
  • ability_hunter_assassinate2.jpgKill Shot's cooldown is reset if it does not kill the target. This effect can only happen once every 6 seconds. This used to be provided by a glyph, in Cataclysm.
  • ability_hunter_cobrashot.jpgCobra Shot now generates 14 focus instead of 9.
  • inv_misc_monsterclaw_03.jpgFrenzy has been redesigned. On paper, the ability was greatly improved. Your pet's stacking attack speed buff now grants 10% increased attack speed per stack (up to 5 stacks), up from 6%. It now has a 40% chance of proccing off of each of your pet's basic attacks, and it lasts for 30 seconds. In practice, however, the proc rate seems very low, and the buff often ends up dropping before reaching maximum number of stacks.
  • ability_hunter_focusfire.jpgFocus Fire has also been greatly improved, granting you an additional 3% ranged haste for each stack of Frenzy consumed (6%, up from 3%).
  • ability_hunter_snipershot.jpgHunter's Mark now increases damage done to the target, by ranged attacks, by 5%. Previously, it used to increase the attack power of the ranged attackers against the target. Since the attack power increase was fixed, this change allows Hunter's Mark to scale with your gear.
  • spell_nature_ravenform.jpgAspect of the Hawk now increases attack power by 10%, instead of by a fixed value. This allows it to scale with your gear.

Removed Abilities

Rotation and Playstyle

The rotation for Beast Mastery Hunters remains practically unchanged from its Cataclysm version. The only differences arise from the integration of the new abilities. However, since these abilities are on rather long cooldowns, their impact is minimised.
  • Apply and maintain ability_hunter_quickshot.jpgSerpent Sting on the target. ability_hunter_cobrashot.jpgCobra Shot extends its duration, so you should only have to apply it once.
  • Cast ability_hunter_killcommand.jpgKill Command on cooldown.
  • Cast ability_hunter_assassinate2.jpgKill Shot on cooldown. This is only available when the target is below 20% health.
  • Cast ability_hunter_focusfire.jpgFocus Fire whenever your pet's stacks of inv_misc_monsterclaw_03.jpgFrenzy reach 5, or are about to expire (less than 5 seconds left on the buff).
  • Cast ability_impalingbolt.jpgArcane Shot to dump focus.
  • Cast ability_hunter_cobrashot.jpgCobra Shot to generate focus (and extend your Serpent Sting on the target).
Additionally, you should make sure that ability_hunter_snipershot.jpgHunter's Mark is always on the target.

Cooldowns

The new talents provide you with various choices. In this section, we will assume you have taken ability_hunter_murderofcrows.jpgA Murder of Crows, ability_hunter_readiness.jpgReadiness, and ability_hunter_resistanceisfutile.jpgPowershot, as we believe these are currently the most beneficial ones.
  • ability_hunter_runningshot.jpgRapid Fire remains your major DPS cooldown. You should make sure to use it as many times during the fight as possible. Ideally, it should be used when the boss is taking increased damage or when you need to do burst damage. It is also ideal to stack it with your potions or procs from other items or enchants. It is not recommended to stack Rapid Fire with ability_druid_ferociousbite.jpgBestial Wrath.
  • ability_hunter_murderofcrows.jpgA Murder of Crows (in case you have chosen it as a talent) should also be used as many times as possible during a fight. You should ideally use it together with Rapid Fire, so that you can reset both their cooldowns with Readiness (see below).
  • ability_druid_ferociousbite.jpgBestial Wrath should be used on cooldown. Ideally, you should not stack it with Rapid Fire, and you should try to use when ability_hunter_killcommand.jpgKill Command is off cooldown, so that you can use two Kill Commands while Bestial Wrath is active.

    • It appears to still be beneficial not to consume your pet's stacks of inv_misc_monsterclaw_03.jpgFrenzy when you are about to use (or you have just used) ability_druid_ferociousbite.jpgBestial Wrath. This is because your pet receives a greater damage increase from Bestial Wrath, and, coupled with the greater attack speed increase he gains from Frenzy, will benefit more from Bestial Wrath than you would.
  • ability_hunter_resistanceisfutile.jpgPowershot (in case you have chosen it as a talent) should be used on cooldown. You should use this before casting Readiness, so that you can reset its cooldown and cast it again.
  • ability_hunter_readiness.jpgReadiness (in case you have chosen it as a talent) should be used immediately after Rapid Fire, Bestial Wrath, Powershot, and A Murder of Crows, in order to reset their cooldown and allow you to use them again.

Multiple Target Rotation

Against 2-3 enemies, you are best off performing a single target rotation. If it is imperative that the targets are AoE'd, you should spam ability_upgrademoonglaive.jpgMulti-Shot (though this will lower your DPS).

Against 4 or more enemies, you should spam ability_upgrademoonglaive.jpgMulti-Shot. In case the enemies are stationary and in a group, you should place an spell_fire_selfdestruct.jpgExplosive Trap under them.

Your ability_upgrademoonglaive.jpgMulti-Shot damage is boosted by ability_hunter_sickem.jpgBeast Cleave. As we mentioned at the start of this article, Beast Cleave has a 4 second duration, and successive Multi-Shots do not extend the duration past 4 seconds, nor do they increase the benefit of it. As such, you should not "waste" Beast Cleave's effect by casting Multi-Shot more than once every 4 seconds. You should weave other shots in between your Multi-Shots, most notably ability_hunter_cobrashot.jpgCobra Shot, which will provide you with the necessary focus to sustain your Multi-Shot usage.

Talents

Tier 1 talents offer you a choice between several movement-enhancing abilities:Narrow Escape seems tailored for PvP use. Thus, in PvE, the choice will almost surely be made between Posthaste and Crouching Tiger, Hidden Chimera. Which of these you choose will depend on the requirements of the encounter, but we currently see Crouching Tiger, Hidden Chimera as being best.

Tier 2 talents offer a choice between ability_theblackarrow.jpgSilencing Shot, inv_spear_02.jpgWyvern Sting, and spell_shaman_bindelemental.jpgBinding Shot. Which one you pick will depend on the encounter, but for raiders, it seems that Silencing Shot will have the most use.

Tier 3 is centered around survival and self-healing. Your options are:

For progression PvE raiding, it would seem that Spirit Bond is at a slight disadvantage. The choice between a powerful, active self-heal and passive damage reduction will probably be determined by the encounter mechanics.

We have discussed Tier 4, 5, and 6 talents at the start of the article.

Glyphs

The only glyph which can play any part in your DPS performance is ability_hunter_assassinate.jpgGlyph of Marked for Death. This causes your ability_impalingbolt.jpgArcane Shot and ability_hunter_killcommand.jpgKill Command to automatically apply ability_hunter_snipershot.jpgHunter's Mark to the target. This will save you a global cooldown at the start of the fight, and it will also save you from having to refresh the buff during the fight.

Of the other glyphs, these can help improve your survivability and they will probably be mandatory for raiders:

ability_druid_ferociousbite.jpgGlyph of Endless Wrath seems very interesting, and it may enable your pet to tank a boss for up to 10 seconds.

Finally, ability_rogue_feint.jpgGlyph of Disengage may prove very useful on some encounters.

This concludes our Beast Mastery Hunter preview for Mists of Pandaria. We hope you have enjoyed reading it and that it proved useful to you. As always, we are looking forward to reading your opinions on the matter!

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      Table of Content:
      GENERAL CONCERNS
      COMMON TALENTS AND GLYPHS
      ENCOUNTER SPECIFICS:
      KARGATH BLADEFIST
      THE BUTCHER
      TECTUS
      BRACKENSPORE
      TWIN OGRON
      KO'RAGH
      IMPERATOR MAR'GOK
       
      This post contains my thoughts regarding resto shaman healing in Highmaul Normal and Heroic.
       
      My guild hasn’t done any Mythic Raiding yet, so you shouldn’t apply anything written here to Mythic without checking.
       
      All the strategies, talents and spells choices are calculated for a ‘standard’ healers setup: 3-4 healers for 20N and 4 healers for 20H, no overgear (my raid average ilvl was 647, healers average 644). This is important to consider because if you overgear and / or overheal (more healers than you need), most of the strategies and talent choices lose their importance - you just heal through the damage with whatever spells.
       
      Our Healer Team composition: Restoration Druid, Restoration Shaman, Holy Paladin, Priest (Holy / Disc, depending on the fight).
       
       
      GENERAL CONCERNS (top)
       
      If there are situations during a raid where you feel that all your heals are going nowhere, try to make some changes to your healing frames. If you are using an add-on for your Healing Frames and not the default Blizz UI, you should be able to track the following:
       
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      2. Shields from Disc Priests
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      4. Raidwide Damage Mitigation and Healing CDs
       
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      You can find the WeakAura for tracking Raidwide CDs in our WA thread.
       
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      COMMON TALENTS AND GLYPHS: (top)
       
      TIER 1:
       
      STONE BULWARK TOTEM
       
      Unlike in MoP, I can’t see any appropriate usage for SBT in Highmaul.
       
      How does it work?
       
      When you summon it, it grants you a 10-second Shield that absorbs (Spell power * 0.875 * 4) damage. After that 10-second period is over, it casts a smaller shield of (Spell power * 0.875) on you every 5 seconds (overriding the previous shield, even the large, initial one, if it is still active). This smaller shield absorbs exactly 4 times less damage than the first shield and lasts for 10 seconds.
       
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      NATURE’S GUARDIAN
       
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      ASTRAL SHIFT
       
      Perfect talent if you are able to plan your actions.
       
      AS reduces all damage for 40%. You should use it when the raid is taking heavy damage from boss mechanics. Force Novas, Expel Magic: Frost, Cleave… Almost every boss uses abilities that you can mitigate with this talent.
       
      TIER 2:
       
      Actually the only talent in this tier that can help us in Highmaul is WINDWALK TOTEM.
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      TIER 5:
       
      In my opinion, the only reasonable choice for most of the fights in this tier would be RUSHING STREAMS.
       
      ANCESTRAL GUIDANCE was nerfed so heavily in WoD, that even while having a 2 min CD, as a major raid CD it converts only 20% of your direct healing to healing on up to 3 nearby injured raid members. It’s such a minor amount of healing that I wouldn’t recommend it for any fight.
       
      CONDUCTIVITY is a very situational talent, simply because it demands a big part of the raid to stay in one spot long enough to fully utilise it. The only fight in Highmaul where people are mostly stacked in one spot is The Butcher. I personally think that additional healing from RS is still better than a possibility not to cast HR on CD. But it’s up to you.
       
      TIER 7:
       
      CLOUDBURST TOTEM or HIGH TIDE
      You should choose whatever is more comfortable for your play style. I checked both of talents in all the Highmaul fights and have to say that there is no significant difference in output numbers if you understand these talents mechanic and plan your behaviour in encounters.
       
      There are a couple of encounters where one of the talents may be slightly more beneficial and I mentioned this in Encounter Specifics, but generally, just play with what you are feeling more comfortable.
       
      Remember that while there are talents that seems preferable to take with CBT or HT, they are not mandatory.
      For example, you can take Echo of the Elements with High Tide, because Unleashed Life empowers your Chain Heal too and additional Riptide without CD will help you to manage High Tide usage easier.
      Or, it's not mandatory to take Totemic Persistence with Cloudburst totem if you prefer not to drop Water totems together but one by one.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM - all fights in Highmaul, except for The Butcher and Mar'goc with Arcane spells have a magic damage component that may be reduced with this Glyph. Even in the Kargath fight, where the boss has only physical abilities, the adds and Pillars add a magic damage component.
       
      GLYPH OF HEALING WAVE - with the new healing style in WoD, we are using HW a lot. So why not get free self heals?
       
      GLYPH OF SPIRITWALKER’S FOCUS - reduces the cooldown of Spiritwalker's Grace by 60 seconds but reduces its duration by 7 seconds. I prefer it above Glyph of Spiritwalker's Grace.
      The reason for this is that in almost all the fights in Highmaul, we have ground abilities from which we have to move out or knockbacks after which we have to run back to our spots. Mostly they are short but frequent. I see many situations where 8 seconds casting on the move every 60 seconds can be more beneficial than being able to cast on move every 2 minutes.
       
       
      ENCOUNTER SPECIFICS (top)
       
       
      KARGATH BLADEFIST (top)
       
      This is the fight with very low raid damage in both Normal and Heroic versions.
       
      TALENTS:
       
      Tier 1: Doesn’t matter
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of the Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice. I prefer Totemic Persistence with CBT because it gives you the flexibility to use other Water Totems without ruining your CBT timings.
      You can use Call of Elements in this fight too but there is no specific advantage to it. CoE is very good when you have to use a utility Totem twice in a row due to fight mechanics (Tremor, Windwalk, Capacitor, etc.) or when the overall damage is so high, that even one more HST could help. There’s nothing like this on Kargath.
       
      Tier 4:
      Elemental Mastery: we don’t need additional CDs for this fight.
      Ancestral Swiftness: no real need for additional Haste or instant casts.
      Echo of the Elements: I would say that this is our talent of choice on Kargath. A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output.
       
      Tier 5:
      Rushing Streams. No reason for Conductivity - the raid is never stacked.
       
      Tier 6:
      Unleashed Fury: your choice if you are aiming for single target healing in this fight. Not valuable if you chose High Tide in Tier 7.
      Primal Elementalist: An acceptable choice. There is nothing to heal for most of the fight, so you could use elementals for DPS!
      Elemental Blast: I can’t see any reason for having mana issues in this fight, so I wouldn’t take this talent.
       
      Tier 7:
      Cloudburst Totem: This is my preferred Talent for this fight. Damage on the Raid is low, so it feels better to single target heal while CBT will redistribute our healing to the raid.
      High Tide: The only reason to take this talent on Kargath, in my opinion, is when you are assigned to go upstairs. It’s problematic enough to time CBT there, people are running all over the place, so it might be easier to Riptide the group and Chain Heal them.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (you can take something else instead but I don’t see anything really useful)
       
       
      THE BUTCHER (top)
       
      This is the fight with very high raid damage in both Normal and Heroic versions, especially for soaking groups.
      My guild uses a very specific tactic for this boss:
      We have two healers for 2 soaking groups (5+5 people) - myself (Restoration Shaman) and Disc Priest. Our Restoration Druid stays on the raid full time while our Holy Paladin prioritizes the Tanks. Sub-30%, our Healers come into the soaking groups to help minimise the damage, 2 healers in each group.
       
      TALENTS:
       
      Tier 1: I take Nature’s Guardian for accidental (or not accidental Sub-30%) Cleave damage.
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      I prefer High Tide for The Butcher. According to my assignment, I will have at least 5 heavily injured people during the entire fight. It’s clearly worth the constant use of Chain Heal.
      So Call of Elements is my choice here. The overall damage is very high, so even one more HST could help.
       
      Tier 4:
      Elemental Mastery: I wouldn’t take it. The other two talents are much more useful.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams or Conductivity.
      I prefer Rushing Streams but if you are good in handling Conductivity full time on melee - why not?
      You can find the WeakAura for tracking HR with Conductivity talent in our WA thread.
       
      Tier 6:
      Elemental Blast: I would say that this is our talent of choice for the Butcher. The fight is very intense and we’ll need every possible bit of mana.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. If you are using spells wisely, CBT will nicely redistribute your healing to all the injured people.
      High Tide: This is a very good talent for this fight. You will always have a lot of injured people and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (for knockbacks)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a Resto Druid in the raid, it can be a possibility. If you can’t manage your High Tide CH targets without blanketing the raid, it’s a possibility too. But frankly, the amount of Riptides you'll have with the EotE talent should be enough to fully utilize High Tide.
       
       
      TECTUS (top)
       
      This is a fight with very intense movement for the entire raid, including healers.
      The tactic that my guild uses for this boss involves the whole raid spreading out in a big circle around the boss, no stacking.
      We have the assignments for raid healing CDs during Tectonic Upheaval for every Healer too.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘standing in crap’ damage or Astral Shift for Tectonic Upheavals.
       
      Tier 2: Doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of constant movement and obstacles that cause loss of LoS for direct target heals.
      Call of Elements can be a good choice too. One more HST in the moments when you have to run from Crystalline Barrage or around Earthen Pillar could definitely help.
       
      Tier 4:
      Elemental Mastery: You can take it if feeling like one more CD is needed but it will burn your mana really fast.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams is the only choice here really.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      If you are able to cast a lot and burn your mana quickly or if you took Glyph of Riptide for this fight, then take Elemental Blast.
      If you prefer single target spells and CBT, take Unleashed Fury - 50% increased heal is really good - you can cast less and pay more attention to your movement.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. CBT will also nicely redistribute your healing to all injured people when you’re moving around!
      High Tide: good talent for people who are good in positioning or with Glyph of Riptide. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too.
       
       
      BRACKENSPORE (top)
       
      By the tactic my guild uses for this boss, we have assignment for every healer. On Heroic progression you will need two healers assigned to heal mushrooms (one healer in Normal).
      I have to say that a resto shaman with Cloudburst totem assigned to Mushrooms can do miracles ^^. I was able to pull 11% of total healing from CBT on this fight.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘caught in crap’ damage or Astral Shift for Infesting Spores.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a choice too. One more HST on Infesting Spores - why not?
       
      Tier 4:
      Elemental Mastery: no need really and it burns your mana too quick.
      Ancestral Swiftness: if you like to cast faster and to have ‘oh, shit’ instant cast once in 90 sec. - it’s your choice.
      Echo of the Elements: I like it on this fight. More UL for mushrooms!
       
      Tier 5:
      Rushing Streams talent would be the best choice here really. Conductivity is very arguable, imo. While there are periods when all the raid is stacked on mushroom, I’m not sure that this time is long enough for using this talent.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would take Unleashed Fury, especially if assigned to mushrooms. 50% increased single heal is really valuable here. If you are healing the raid, Elemental Blast could be your choice too, but frankly, you can refill the mana from blue mushroom.
       
      Tier 7:
      Cloudburst totem: best choice for healing mushrooms. CBT will nicely redistribute your healing on mushroom to the raid.
      High Tide: good talent if you are healing the raid.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it’s weak and burns your mana fast.
       
       
      TWIN OGRON (top)
       
      This is the fight with intensive movement for all the raid, including healers.
      By the tactic my guild uses for this boss, the ranged dps and healers are mostly stacked together and move together, except of moving of fire and Pulverize.
      It would be nice if your hunters will cast Aspect of the Fox, so you could cast when moving from the fire.
       
      TALENTS:
       
      Tier 1: I would advice Nature’s Guardian here, especially if you are not very good in moving out of fire.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of movement it demands.
      Call of Elements can be a good choice too. One more HST for fire times or Pulverize could definitely help.
       
      Tier 4:
      Ancestral Swiftness: don’t think that more Haste could be very useful in this fight.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. I don't think that there is enough time of stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single damage.
       
      Tier 7:
      Cloudburst totem: chose it if you move a lot. CBT will nicely redistribute your healing to all the injured people in the time when you are moving around.
      High Tide: good talent for people who are good in positioning themselves. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too, but remember that it burns your mana!
       
       
      KO’RAGH (top)
       
      This is the fight with a high damage from both the boss mechanics and not paying attention.
      One of the fights where you should use shaman utilities.
      Remember that there are two main healing strategies for this encounter regarding dealing with Expel Magic: Frost: you can heal through it or move away if you don’t have enough HPS throughput.
       
      TALENTS:
       
      Tier 1:
      Nature’s Guardian, if you are not very good in moving out of things.
      Astral Shift if you are able not to forget to use it on Expel Magic: Frost or Expel Magic: Fire.
       
      Tier 2: Windwalk totem! Use it to help the raid to get away from Frost Orbs.
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a good choice too to reset the cooldown of Windwalk totem. Especially if you don’t have druids for Stampeding Roar.
       
      Tier 4:
      Ancestral Swiftness: not sure that more Haste will really shine in this fight, but it worth a shot if you like it.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single person damage.
       
      Tier 7:
      Cloudburst totem: chose it if you like it.
      High Tide: just the same.
      Both talents are valuable for this fight.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF PURIFY SPIRIT (Purify Spirit has 2 charges now. Useful for Expel magic: Fire dispels)
      Other possibilities:
      GLYPH OF SPIRITWALKER’S FOCUS
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts healing output of Riptide!
       
       
      IMPERATOR MAR’GOK (top)
       
      This is a very long fight with a high damage from both the boss mechanics and not paying attention. There are many boss abilities that will do a raid-wide damage if people handle them in wrong way.
       
      TALENTS:
       
      Tier 1: I would recommend Astral Shift here. Use it on Force Novas or when you are Fixated.
      You can take Nature’s Guardian too, but there’s enough raid damage, so I think it’s better to mitigate.
       
      Tier 2: You can use Windwalk Totem on Slow debuff, but I think that it’s better to just dispel it.
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be good for another HST too. It is a long fight, so you’ll be able to use it at least 3-4 times.
       
      Tier 4:
      Ancestral Swiftness or Echo of the Elements: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      Tier 5:
      Rushing Streams talent would be the best choice here. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Elemental Blast.
      The encounter is more than 10 min. long. You will definitely run out of mana without this talent.
       
      Tier 7:
      Cloudburst totem or High Tide: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts you healing output of Riptide!
      (top)
    • By tarokor
      Recently looked at starting to tank with my pally again and was looking through your site regarding tanking. On the Paladin protection page one of the Major glyphs you recommend is shield of the righteous however unless i am going blind it is no longer available as a glyph. Was it renamed or removed and if renamed what is it now called.
      Cheers guys
      ps:- apologies if i am blind, have searched the majors 3 times thou and cannot find it lol
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