Majors:
- Glyph of Lesser Healing Wave -- Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield. :: You want this one if you're doing a lot of tank healing. If raid healing, it's a bit of a waste.
- Glyph of Earth Shield -- Increases the amount healed by your Earth Shield by 20%. :: This one is good whether you are tank healing or raid healing. Why? ES should always be on the tank, so making it heal for more will help out quite a bit.
- Glyph of Chain Heal -- Your Chain Heal heals 1 additional target. :: If you are raid healing, this one is a must-have. A bit of a waste if you're tank healing.
- Glyph of Water Mastery -- Increases the passive mana regeneration of your Water Shield spell by 30%. :: More Mp5 from your water shield, which should always be up. Helps to keep from going OOM.
Minor:
- Glyph of Water Shield -- Increases the number of charges on your Water Shield spell by 1. :: This used to be bigger when crits consumed orbs. But for lack of anything else Minor, this one is still nice for the raid damage you do take.
There are a couple glyphs that others might take, I don't see them being as useful as the glyphs listed above.
Mana Tide: Mana Tide is dropped on occasion. And while more mana from Mana Tide is nice, you're going to take up a glyph slot that should be used by a more powerful glyph.
Healing Stream: There's a reason it's often called "Overhealing Stream". It is a party-only totem. If you happen to be tank healing, and are in the same group as the tank, and can always keep the totem up in range of the tank, it could be useful. Having it tick away on a raid group that's not taking much damage is a waste of a glyph slot.
Earthliving Weapon: An increased chance to trigger the earthliving hot is interesting... the problem though is that the HoT that results is somewhat weak. Not as powerful as, say, chain heal hitting a fourth target.
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