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Fire Mage: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

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This article is no longer being updated. Please check our Fire Mage guide, which is fully compatible with Mists 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 Fire Mage rotation and playstyle (such as from reading our guide).

We will first list the most important changes to the Fire Mage 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.

Changed Mechanics

The main changes for Fire Mages are related to Ignite, which is now your Mastery, Hot Streak, which has been redesigned to remove Ignite Munching, and Living Bomb, which is now optional.

spell_fire_incinerate.jpgMastery: Ignite is your new Mastery. Increasing Mastery Rating will now increase the amount of damage that Ignite does on your target. As you can read in the tooltip, when the effect is refreshed, it creates a new 4-second DoT and whatever remained on the DoT that was refreshed is added to the new DoT. In theory, this should remove Ignite Munching from the game, especially as it seems, from our tests, that spell_fire_flamebolt.jpgFireball and spell_fire_fireball02.jpgPyroblast can no longer hit the target at the same time. The closest we managed to reach was a 1-millisecond difference, but the lag on the beta could be preventing us from testing this precisely.

The old ability_mage_hotstreak.jpgHot Streak and ability_mage_hotstreak.jpgImproved Hot Streak talents have been removed. The proc that these talents granted is now added to the mechanics of spell_fire_fireball02.jpgPyroblast, as you can read in the tooltip. Scoring a critical strike will cause your character to proc ability_mage_hotstreak.jpgHeating Up. Scoring a second critical strike in a row, will cause Heating Up to be transformed into ability_mage_hotstreak.jpgPyroblast!, the new equivalent of the old Hot Streak proc. This distinction is very important because Heating Up and Pyroblast! can coexist on your character. It means that if you score a third critical strike in a row, it will not be wasted. However, if you score a fourth critical strike in a row, without having used your proc of Pyroblast!, then you will have wasted a proc.

Also, instant-cast spell_fire_fireball02.jpgPyroblasts can now proc ability_mage_hotstreak.jpgHeating Up or transform Heating Up into ability_mage_hotstreak.jpgPyroblast!. It was not the case in Cataclysm.

Finally, ability_mage_livingbomb.jpgLiving Bomb is now a Tier 5 talent, which makes it optional. As a result, it no longer has any meaningful interaction with any of your Fire Mage-specific abilities. It is not spread by spell_mage_infernoblast.jpgInferno Blast (the spell that replaces spell_fire_fireball.jpgFire Blast, see the next section), unless you use a specific glyph, and it is no longer taken into account for spell_fire_sealoffire.jpgCombustion.

New Abilities

You have the following new abilities:

Removed Abilities

Rotation and Spell Usage

The rotation is not greatly changed from what it was in Cataclysm (see our Fire Mage guide). For single-target damage, you will need to choose spell_mage_nethertempest.jpgNether Tempest as a Tier 5 talent and spell_mage_runeofpower.jpgRune of Power as a Tier 6 talent.

The rotation will be as follows:

Also, you will need to keep ability_mage_moltenarmor.jpgMolten Armor up at all times.

Cooldowns

  • ability_mage_timewarp.jpgTime Warp and spell_fire_sealoffire.jpgCombustion work in the same way that they used to in Cataclysm, except that ability_mage_livingbomb.jpgLiving Bomb being optional, it no longer interacts with Combustion. Also Combustion now has a 45-second cooldown.
  • spell_mage_altertime.jpgAlter Time is a very interesting cooldown. We see two main ways of using it. If you cast it while you have a powerful trinket proc or while ability_mage_hotstreak.jpgPyroblast! is up, you will either extend the duration of the trinket proc by 6 seconds or benefit from Pyroblast! a second time after 6 seconds. If you cast it before receiving a large amount of damage or a dangerous debuff, then, after 6 seconds, the damage or the debuff will be gone.

AoE Rotation

Your AoE rotation will still consist in performing your single-target rotation on one enemy. spell_mage_infernoblast.jpgInferno Blast will automatically spread your DoTs to nearby enemies. Note that spell_fire_sealoffire.jpgCombustion will always reset the cooldown of spell_mage_infernoblast.jpgInferno Blast. Additionally, you can choose ability_mage_livingbomb.jpgLiving Bomb as your Tier 5 talent and keep it up on 3 enemies (or use inv_glyph_majormage.jpgGlyph of Fire Blast to automatically spread it).

If there is an exceptionally large number of enemies, use a combination of spell_fire_selfdestruct.jpgFlamestrike and spell_nature_wispsplode.jpgArcane Explosion. spell_frost_icestorm.jpgBlizzard can be used when you cannot get close enough to the enemies to cast Arcane Explosion. Also, spell_mage_frostbomb.jpgFrost Bomb can be chosen as a Tier 5 talent, instead of Living Bomb.

Talents

Tier 1 talents have been designed with mobility in mind. You have the choice between:
  • spell_nature_enchantarmor.jpgPresence of Mind, which should only be chosen for encounters with no movement or for encounters where the small DPS increase it provides is necessary;
  • spell_fire_soulburn.jpgScorch, which should be the default choice for Fire Mages, because it can proc ability_mage_hotstreak.jpgHeating Up and ability_mage_hotstreak.jpgPyroblast!, and because its critical strike chance is increased by ability_mage_firestarter.jpgCritical Mass;
  • spell_mage_iceflows.jpgIce Floes, which allows you to cast two spells while moving and should be used in encounters where you have to move from time to time.
Tier 2 talents have been designed with survivability in mind. You have the choice between:
  • spell_mage_temporalshield.jpgTemporal Shield, which can be very useful in encounters with a lot of raid damage;
  • spell_fire_burningspeed.jpgBlazing Speed, which might be of use in some encounters, though spell_arcane_blink.jpgBlink should be enough in most cases;
  • spell_ice_lament.jpgIce Barrier, which should be the default choice because the shield it gives you also protects you against pushback, resulting in a slight DPS increase.
Tier 3 talents have been designed with crowd control in mind. Whichever talent you will choose will depend on the encounter, but we think that these talents are mostly for PvP and will be mostly irrelevant in PvE:Tier 4 talents have been designed with survival in mind. You have the choice between:Tier 5 talents are AoE damage talents. We have already discussed them in this article. To sum it up, here is what you should base your choice on:
  • spell_mage_nethertempest.jpgNether Tempest should be used in single-target situations or when you are fighting two enemies and want a bit of collateral damage on one of them.
  • ability_mage_livingbomb.jpgLiving Bomb should be used in multiple-target situations.
  • spell_mage_frostbomb.jpgFrost Bomb should be used when you are fighting a very large number of enemies or when you need the slowing effect that it provides.
Tier 6 talents are mana management talents.
  • spell_arcane_arcane03.jpgInvocation is largely useless for a Fire Mage because it forces you to often cast spell_nature_purge.jpgEvocation (making you lose DPS).
  • spell_mage_runeofpower.jpgRune of Power will be the preferred choice for Fire Mages. The increased mana regeneration that it provides is enough to sustain your rotation without ever running out of mana.
  • spell_shadow_detectlesserinvisibility.jpIncanter's Ward seems to be more of a situational talent. We need to see how it will fare in the raid encounters, but we believe that the use of this talent will require encounters where periods of downtime on the boss and periods of raid damage are distinct.

Glyphs

Most of your major glyphs will give you more utility, but from a DPS standpoint, only a few will matter:
  • inv_glyph_majormage.jpgGlyph of Fire Blast will be mandatory in AoE situations as it enables you to spread ability_mage_livingbomb.jpgLiving Bomb with spell_mage_infernoblast.jpgInferno Blast.
  • inv_glyph_majormage.jpgGlyph of Frostfire Bolt can be very useful if you need to add a slow in your rotation. This glyph will line up the cast time of ability_mage_frostfirebolt.jpgFrostfire Bolt with that of spell_fire_flamebolt.jpgFireball, making it possible to swap Fireball for Frostfire Bolt in your rotation (both spells do the same damage).
  • inv_glyph_majormage.jpgGlyph of Arcane Explosion can be useful in AoE situations with a large number of enemies that are not stacking.
  • inv_glyph_majormage.jpgGlyph of Combustion doubles the cooldown and the duration of spell_fire_sealoffire.jpgCombustion. It can be useful for lining up Combustion with periods of increased damage.
  • inv_glyph_majormage.jpgGlyph of Armors increases the defensive effects of your armors by 10%. It can be useful on fights with a lot of magic damage and on which the other major glyphs are not useful.
Among the minor glyphs, only inv_glyph_minormage.jpgGlyph of Momentum might be of interest. It will allow you to blink in the direction where you are going. It can be very useful if you are moving sideways and want to keep facing the boss.

This concludes our Fire Mage 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.
       
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      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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      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
       
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      TIER 2:
       
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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.
       
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      TIER 7:
       
      CLOUDBURST TOTEM or HIGH TIDE
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      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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