What glyphs should I take?

July 28, 2009 at 6:07 pm (Circle of Healing, Flash Heal, Glyphs, Guardian Spirit, Guardian Spirit, Mind Flay, Pain Suppression, Pain Suppression, Penance, Power Word: Shield, Prayer of Healing, Renew, Shadow Word: Death, Shadow Word: Pain, Spells)

Picks first, then there is a run down of all the majo glyphs incase you want a little more information.

PicksGlyph screen

Discipline Picks

I raid with Glyph of Penance, Glyph of Flash Heal, and Glyph of Power Word: Shield. In ten mans I would consider dropping Flash Heal for Glyph of Prayer of Healing if you can spare the mana.

Holy Picks

My picks would be Guardian Spirit, Circle of Healing, Prayer of Healing. If you need more mana take Flash Heal over Guardian Spirit for 10 mans, and over Prayer of Healing for 25 mans.

Shadow Picks

My picks would be Shadow, Shadow Word: Pain and Mind Flay as they offer the best DPS boosts and the range advantage from Mind Flay glyph can be a massive boost in certain situations.

Rundown of all the options:


Dispersion : Reduces the cooldown on Dispersion by 45 sec.

You should not really have mana issues as Shadow so being able to use Dispersion more often would only really be useful for avoiding damage. It doesn’t work on many dangerous boss abilities. Essentially this is a PvP glyph and not worth it for PvE.

Mind Flay : Increases the range of your Mind Flay spell by 10 yards, but it only reduces the target’s movement speed by 10%.

A definite PvE glyph and not a bad one. For fights with positioning advantages like Hodir, Iron Council, Vezax etc where you don’t always have a choice where to stand, this glyph is a really nice one. Even where it doesn’t matter where you stand, any time you spend chasing the boss to get in range is a huge amount of wasted DPS.

Mind Sear : Increases the radius of effect on Mind Sear by 5 yards.

Not bad, not bad. In cases where you want to AoE extra radius on your AoE is a nice touch. Ideally if the mobs are grouped well you won’t need it. So I would not recommend taking this glyph regularly.

Shadow : While in Shadowform, your spell critical strikes increase your spell power by 10% of your Spirit for 10 sec.

Straight DPS buff. Given the amount of spirit on pretty much all cloth at the moment this glyph can be reasonably effective.

Shadow Word: Death : Targets below 35% health take an additional 10% damage from your Shadow Word: Death spell.

Shadow Word: Death is not a fantastic DPS boost for Shadow Priest rotations, and 10% for that one spell is not a lot. A poor glyph.

Shadow Word: Pain : Increases the damage done by your Mind Flay spell by 10% when your target is afflicted with Shadow Word: Pain.

10% more Mind Flay damage on most targets. A very good glyph.


Penance : Reduces the cooldown of Penance by 2 sec.

Essentially mandatory. Penance is cheap, powerful, and more importantly it’s the real lynch-pin of the Discipline healing rotation. Currently in 3.1 the effect of Aspiration is applied after the glyph. So Penance has a 10 second base cooldown, has an 8 second cooldown with the glyph, and a 6.4 second cooldown with the glyph and Aspiration. In 3.2 the cooldown of Penance is being increased to 12 seconds, so with Aspiration and glyph that comes down to 8 seconds. This glyph is usually quite expensive to buy, but if you’re serious about Discipline it really is necessary.

Renew : Reduces the duration of your Renew by 3 sec. but increases the amount healed each tick by 25%.

Renew is a relatively poor spell for Disicpline Priests. It is worth using in some situations, but it’s not worth glyphing for. There are better options.

Pain Suppression : Allows Pain Suppression to be cast while stunned.

Whilst primarily a PvP glyph for surviving rogue stun locks, this glyph does have uses in PvE. However, not many bosses actually use stun effects, usually they rely on incapacitate effects, or silences so this Glyph is only situationally useful.

Prayer of Healing : Your Prayer of Healing spell also heals an additional 20% of its initial heal over 6 sec.

For a Discipline priest in 10 man raids you cannot expect to be nothing but a tank healer. On certain fights you will have to contribute to raid healing as well. Glyph of Prayer of Healing is a fantastic glyph therefore for increasing the healing you do with one of your more powerful AoE heals. In 5 man instance this Glyph is also very useful. In 25 man raids you will rarely be doing substantial raid healing and this glyph will probably not be tremendously powerful.

Flash Heal : Reduces the mana cost of your Flash Heal by 10%.

Flash Heal is one of the most casted priest spells. Thus if you have mana issues at all this glyph is a very good way of saving a lot of mana. A very very good glyph.

Power Word: Shield : Your Power Word: Shield also heals the target for 20% of the absorption amount.

Whilst this Glyph doesn’t actually heal for a tremendous amount (usually around 1,300) the shear number of times you cast Power Word: Shield in a fight mean that it can contribute a substantial amount of healing. Another very very good glyph.


Spirit of Redemption : Increases the duration of Spirit of Redemption by 6 sec.

In 25 man raids the contribution of Spirit of Redemption is not fantastic. Being alive for a few extra seconds is rarely going to make a substantial difference to a wiping raid. On the other hand, in 10 mans with fewer healers having you alive for longer can help, and in 5 man instances Spirit of Redemption can often get a group through a boss fight if the healer dies mid way through. Not good for 25 mans, but a strong contender for priests healing 5 man instances.

Renew : Reduces the duration of your Renew by 3 sec. but increases the amount healed each tick by 25%.

With the various talents Holy Priests have Renew has become a nice little spell. This glyph will increase how fast Renew heals but it will still heal for the same overall amount. I’d say in 25 mans where your HoTs are commonly healed over this Glyph could be useful for allowing you to heal a player up before an overaggressive healer decides to heal over the top of your Renew. This glyph is very much a style decision as it won’t save you mana.

Circle of Healing : Your Circle of Healing spell heals 1 additional target.

A no brainer I would say. 20% more healing on a very good heal. An extra chance to proc Surge of Light. Good choice.

Prayer of Healing : Your Prayer of Healing spell also heals an additional 20% of its initial heal over 6 sec.

A very very powerful glyph although perhaps more so on 10 mans than 25 mans where there is less chance of other raid healer healing over the heal this glyph applies. Nonetheless, 20% more healing from a heal as important as Prayer of Healing is a big deal.

Flash Heal : Reduces the mana cost of your Flash Heal by 10%.

If you flash heal a lot, this saves a lot of mana. Again, if you can spare the mana don’t take it, but it’s a first stop if you are having any sort of mana issues.

Guardian Spirit : If your Guardian Spirit lasts its entire duration without being triggered, the cooldown is reset to 1 min.

The glyph makes Guardian Spirit a much more useful spell. You can cast it much more aggressively and still expect Guardian Spirit to be available when you need it. Every minute you can get yourself an extra 40% healing on a player, and protect them from the chance of death. More uptime of Guardian Spirit means more free healing, more chance of catching somebody who makes a mistake while it’s on them. A very good glyph.

Lightwell : Increases the amount healed by your Lightwell by 20%

Do people use Lightwell yet? General Vezax maybe. I do see people use Lightwell more than in previous patches, but it’s still not a tremendously widely used spell. Of the problems it does have, not healing for enough probably isn’t one of them. A poor glyph.


Dispel Magic : Your Dispel Magic spell also heals your target for 3% of maximum health.

In a PvE situation this glyph is poor. Whilst you may dispel relatively often it is simply not enough to do a substantial amount of healing. On a tank with forty thousand health this glyph will heal for around 1200. That’s not awful, but it doesn’t warrant a glyph spot. Furthermore, this glyph doesn’t effect Mass Dispel. So when there is a lot of dispelling to do, you won’t actually benefit from the glyph.

Fade : Reduces the cooldown of your Fade spell by 9 sec.

Not awful. On a fight like Thorim where there can be aggro problems with new mobs entering the arena this glyph can make a lot of difference to how often you can use Fade. It is extremely situational though and on few other fights will it make a difference. You might consider carrying some around with you, but you wouldn’t want it permanently.

Fear Ward : Reduces cooldown and duration of Fear Ward by 60 sec.

Fear doesn’t play a big role in PvE fights at the moment. Auriaya fears, but rarely does it cause much problem, and rarely would you care to fear ward yourself. That plus bosses tend to fear much more often than once every two minutes, so being able to use Fear Ward every two minutes instead of every three is not going to solve your problems.

Inner Fire : Increases the armor from your Inner Fire spell by 50%.

No, just no. More armor from this will decrease physical damage taken by you. So a fight like Kologarn maybe where everybody takes physical damage this glyph would help. It’s not a good glyph though, there are many better options.

Hymn of Hope : Your Hymn of Hope lasts an additional 2 sec.

Lasting two additional seconds means one extra tick. So that’s 3% more mana to 3 nearby raid members once every six minutes. That’s a very small amount.

Mass Dispel : Reduces the mana cost of Mass Dispel by 35%.

Mass dispel is a good spell, and 35% cheaper is a good saving of mana, but the spell is situational. Rarely in a fight is there a magic effect applied to multiple players which needs to be regularly dispelled. I think of Hodir who freezes people in place and it needs to be dispelled. It’s not common enough to warrant a glyph for it though.

Mind Control : Reduces the chance targets will resist or break your Mind Control spell by an additional 17%.

This glyph makes you hitcapped for the purposes of Mind Controlling targets. That means it’s used by Holy and Discipline priests (who won’t be hit capped) for a fight like Instructor Razuvious 25 man. There is no other reason you should want this glyph.

Psychic Scream : Increases the duration of your Psychic Scream by 2 sec. and increases its cooldown by 8 sec.

Psychic scream is not something to use in raids. For those few situations where you need to shake mobs who have aggro on you, use a Glyph of Fade instead.

Scourge Imprisonment : Reduces the cast time of your Shackle Undead by 0.5 sec.

Maybe in Icecrown Citadel. Right now it’s not important to shackle. Even if it were, this is again a highly situational glyph because rarely is the cast time a problem.

Smite : Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.

Smite is not a viable DPS spell while grouping. This glyph doesn’t change anything.



  1. justsigneduptopost said,

    Excellent guide, thank you for writing it. I will link this in my guild. But I wish the Picks were at the top, as some of the priests there will not make it through. 😉

    • SpotHeal said,

      Point taken, fix made.

      Thanks for the suggestion.

  2. Discipline FAQ « Spot Heal said,

    […] Flash Heal for Glyph of Prayer of Healing if you can spare the mana. For more information I have an article listing every […]

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