Paladin glyphs and Blizzard's direction for the class

Glyph of Seal of Command
Increases the chance of dealing Seal of Command damage by 20%.
From how I read this, it seems like the glyph increases the proc rate of Seal of Command by 20%. Since Seal of Command currently works through a PPM or Proc Per Minute, mileage may vary depending on your weapon. With an optimal 3.8 speed weapon, Seal of Command can proc around a whopping 64% of the time. Note that PPM calculations for SoC are done after haste is factored in. It's a definite increase in DPS and provides a slightly more consistent burst.
Glyph of Hammer of Justice
Increases your Hammer of Justice duration by 1 sec.
This glyph extends the stun duration to 7 seconds -- still not enough to deal dual Judgements. Pure PvE Paladins might want to skip on this glyph, but it's a particularly powerful glyph for PvP especially when specced and geared for the 20 second cooldown (3/3 Improved Hammer of Justice + PvP set bonus). Taking advantage of the stun even without the glyph every 20 seconds subjects it to diminishing returns, so longer stuns won't necessarily go the full duration against a single target. However, this works extremely well with the Glyph of Crusader Strike, slimly allowing 2 Crusader Strikes against a stunned target.
Glyph of Blessing of Wisdom
Your Blessing of Wisdom causes your target to also regenerate health at the same rate as mana.
The wording on this is a bit confusing. Does the health regeneration tick at the same rate as the mana that Blessing of Wisdom confers? Or all mana regeneration as the wording can imply? I'm betting on the former, which translates to 71 health and mana every 5 seconds at the current highest rank in Wrath Beta. This makes it a highly desirable raiding glyph. If it works with all mana regeneration, then it's pretty broken as it reworks spells like Innervate and Evocation.
Glyph of Hammer of Wrath
Increases the range on Hammer of Wrath by 5 yards.
Always a situational spell, Hammer of Wrath is essentially a PvP spell because it actually lowers Paladin DPS in raids as it resets the swing timer. In the old scaling and coefficients, at least. That said, PvE Paladins rarely need the extended range as Paladin DPS is melee-based (yes, even Shockadins). With only 6 glyph slots to fill, this is pretty low on the list of glyphs to get.
Glyph of Crusader Strike
Your Crusader strike deals 20% more damage when your targe is incapacitated or stunned.
With the removal of the Judgement refreshing aspect of Crusader Strike, it seems clear that Blizzard wants Retribution to be a PvP-favored tree. This glyph is simply begging Retadins to stun their target at every possible opportunity and unleash crazy burst DPS. Because many dungeon mobs and virtually all bosses cannot be stunned, this is for PvP. And it's delicious.
Glyph of Consecration
Increases the radius of Consecration by 1 yards.
If there were an ugly, unwanted stepchild of glyphs, this would be it. A 1 yard increase to Consecration is fairly small. The spec that uses it the most right now, Protection, works off being close to their target. Multiple mobs stack on or near the Paladin, rendering the extra 1 yard next to useless. It has limited use even in PvP, where it is often used in close quarters. Blizzard revised it to scale with both Spell and Attack Power, which is enough of an improvement for now.
Glyph of Righteous Defense
Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
A taunt that works better? Yes, please. This is a must-have glyph for every Paladin tank, specially with the new and improved, no-cost Righteous Defense. The worst thing to see in a raid is a mob resisting just as it's about to lay the smackdown on your squishy friends.
Glyph of Avenger's Shield
Your Avenger's Shield hits -2 fewer targets but for 100% more damage.
The multi-target design of Avenger's Shield was designed primarily for multiple mob pulls. It was never intended to be part of a DPS spell cycle with a 0.5 second cast time and 30 second cooldown. With increased damage and fewer targets, however, it becomes more tailored for PvP than PvE. Not a fantastic glyph, by any means, but a purely preferential one.
Glyph of Turn Evil
Reduces the cooldown on Turn Evil by 5 sec.
This glyph doesn't make any sense right now because Turn Evil in the Beta doesn't have a cooldown (as opposed to 30 seconds on live realms). Because of its situational nature, I expect it to remain that way, similar to Warlock Fears. Either Turn Evil or this glyph is likely to change soon. At any rate, this should be a minor glyph.
Glyph of Exorcism
Your Exorcism also interrupts spellcasting for 0 sec.
The long-clamored for spell interrupt! Except it only works on Undead and Demons... that actually cast spells. Or maybe also against Lichborne- or Metamorphosis-specced Death Knights and Warlocks. This looks like another candidate for the minor glyph category and is likely to change when glyphs finally go live.
Glyph of Blessing of Kings
Your Blessing of Kings also increases attack power on affected targets by 3%.
Another DPS bent for the Protection tree, although inferior to Blessing of Might with the new scaling and coefficients. It also indicates that Blizzard intends for Blessing of Kings to lean towards melee classes, making the bonus useless to casters, on whom the buff is also applied to.
Glyph of Flash of Light
Your Flash of Light heals for 50% less initially but also heals for 200% of its initial effect over 0 sec.
Huh? Presumably, the 0 seconds in the spell refers to an actual time (MMO Champion lists it at 1 second), making Flash of Light some sort of mini-Lifebloom. This actually changes the nature of the spell from quick heals to a mitigating Heal-over-Time. I'm not too sold on this one because Flash of Light is one of the most efficient heals in the game in its present form. You want the full heal after a 1.5 second cast, not some HoT-wannabe.
Glyph of Holy Light
Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 5 (yards) of the initial target.
If glyphs were girls, this would be the most beautiful girl in the room. It seems like a no-brainer glyph for all healing Paladins, who have traditionally had difficulty with mutiple targets. 10% of Holy Light spread over 5 targets is rather small, and the 5 (presumably yards) range is short -- but every bit helps, particularly when it doesn't incur any additional cost to mana.
Glyph of Blessing of Might
Your Blessing of Might also grants offensive spell power equal to 10% of the attack power it grants.
This glyph turns Blessing of Might into Sheath of Light's less talented cousin. It's also one of the most desirable glyphs for a DPS-oriented Paladin, particularly Retadins. Because several Paladin spells scale off both Spell and Attack Power, this glyph grants a definite improvement to DPS.
Glyph of Lay on Hands
Your Lay on Hands also grants you as much mana as it grants your target.
Blizzard already polished Lay on Hands to blinding shininess with the reduction to the cooldown and removal of the mana penalty... and this glyph makes it even brighter. This 'uh-oh' button becomes dual purpose allowing the Paladin to heal himself or an ally, buying time, and gaining mana to continue healing (or tanking, or killing...). An awesome glyph that improves an already newly-awesome spell.
Glyph of Seal of Wisdom
While Seal of Wisdom is active the cost of your healing spells is reduced by -5%.
Finally! A reason for healing Paladins to throw up a Seal. This has been my gripe about the seal system, where it didn't make any sense for healers to keep a Seal active. This is an excellent Seal for longevity encounters, working hand-in-hand with Blessing of Wisdom to conserve and regain mana. In the new Potion Sickness-infected world, it just might be what the doctor ordered.
Glyph of Seal of Light
While Seal of Light is active the effect of your healing spells is increased by 5%. Another awesome glyph for healing Paladins that takes the place of Blessing of Light, except that this applies to all healing targets. Many healers could opt to get both this glyph and the Glyph of Seal of Wisdom, considering how both contribute greatly to healing efficiency. It also allows healing Paladins to actively toss up different Seals to get different benefits depending on the state of an encounter. These glyphs are exactly the sort of glyphs that make for involved gameplay.
Currently, it seems that Blizzard isn't quite done with the Paladin glyphs and we're only looking at a portion of what's in store. Some of the glyphs don't make sense under the current build, but at the same time we can get an insight into what Blizzard is planning for the class. They're building more efficient healers who heal better and last longer, more frightening Retadins who'll stun you and proceed to do unspeakable things to you, and to a lesser degree, more workable tanks who, um, can taunt better and say 'uh-oh' with more confidence. I'm sure we'll see more glyphs that help tanking a bit more, as this is what seems to be the most glaring hole. Perhaps a Glyph of Blessing of Sanctuary or Glyph of Holy Shield is in the cards. I'm looking forward to more glyphs as they come.
Filed under: Paladin, Analysis / Opinion, Buffs, Wrath of the Lich King, Inscription






Reader Comments (Page 1 of 2)
Balasan Aug 9th 2008 9:02AM
*Palagasm*
Don't wake me until Wrath comes out. As a holy paladin, I'm excited with Glyph of Holy light, especially if the tales I'm hearing of up to 10k HL heals in wrath stays... 10% of 10k = 1000 healing on nearby targets... yum...
Zach Aug 9th 2008 9:13AM
Heh, except that the 1000 is divided by 5 if there are 5 nearby targets, making it 200. =p The "up to 10%" means it's 10% divided by X, alas.
Ahoni Aug 9th 2008 9:19AM
Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 5 (yards) of the initial target.
The way its worded sounds like it gives 10% of its heal to each of 5 friendly targets. Has this been tested? This would be simply fantastic for healing the main tank, and getting splash heals on the melee group.
awall Aug 9th 2008 9:23AM
Actually, that's not how I would interpret that one. It says 10% of the original heal for up to five friendly players near the original target. Sounds likely that each target could get the full 10%.
Robert M Aug 9th 2008 9:13AM
IN THE NAME OF THE LIGHT, GIVE US A DAMN SPELL INTERRUPT! ALLOW US TO ADD IT TO A PROTECTION TALENT, A BASE ABILITY LIKE SHIELD OF THE RIGHTEOUS, OR EVEN TO A SPECIFIC JUDGEMENT.
It's absolutely absurd that we are the only melee class without an interrupt.
Atros Aug 9th 2008 9:43AM
Eh, Druids don't have one either through talents. The closest is the interrupt that S3/4 Gloves gives to Maim, which is an incapacitate anyway.
Morwyn Aug 9th 2008 10:22PM
If I'm not mistaken, paladins have a stun. Which incidentally, interrupts spells. Also, BE pallies have a racial silence.
hpavc Aug 9th 2008 10:39AM
Hammer is a spell interrupt
Heilig Aug 9th 2008 11:07AM
No, Hammer is a stun. It is also a spell, meaning it is resisted often enough to be called Hammer of Resist.
What we want is a physical interrupt that is classed by the game as an interrupt, not a stun, and not a spell. Kick functions like any melee ability, it never misses if you're hit and expertise capped, and it interrupts spellcasting even if the mob is immune to the silence portion. Pummel works the same way. Counterspell is the same way as well if you're spell-hit capped. Ditto Spell Lock. Ditto Earth Shock. Ditto Feral Charge, which will be usable in Cat form in Wrath.
We want an interrupt. If the glyph for Exorcism turns it into the interrupt we want, that's great. I'm hoping that its interrupt effect will function on all targets if we get the glyph. If it does work that way, problem solved. If not, then we are still the only melee class without an interrupt.
Jordrah Aug 9th 2008 11:32AM
feral cat charge isnt going to interrupt or stun i believe. it will daze the target for 3 sec.
for pvp purposes, we dont need an interrupt. repentance and hammer of justice is enough. its one of our weaknesses.
for pve (tanking) purposes... maybe. if there is a rogue, shaman or warrior on the same mob as you there is no need for one.
Promethus Aug 9th 2008 9:31AM
No it's not absolutely absurd that we are the only melee class without a spell interupt. Thats one of our weaknesses deal with it and get around it.
Glyphs look awesome O.O
Jordrah Aug 9th 2008 11:27AM
hammer of justice on a 20 sec cooldown might as well be an interrupt, counterspell -4 sec on the CD. repentance as well for ret pallys.
now if people want a straight interrupt like Kick or Pummel, then no. we dont get out. get over it. promethus is right.
what i do want is a straight up snare...
glyph of judgement of justice: your judgement of justice also reduces your target's movement speed by X%
Promethus Aug 9th 2008 11:41PM
Where is the 20 seconds coming from? Did they buff the prot talent?
Zach Aug 9th 2008 11:42PM
@Prometheus - Yes, they buffed the prot talent. Getting 3/3 reduces the cooldown by 30 seconds, up from 15.
Argent Aug 9th 2008 9:44AM
"With increased damage and fewer targets, however, it becomes more tailored for PvP than PvE."
screw PVP, it makes AS an awesome tps tool for getting that hard hit in right off the bat. this is GREAT for prot paladins to tank bosses with.
the BoW and HL ones might seem sexy on first look, but i doubt their effect will be much more than cosmetic in the scheme of things. 71 hp/5 just isn't all that much hp when every class is rolling around with 12000-20000 hp.
the real highlights are the seal of light/wisdom and the kings one.
Jordrah Aug 9th 2008 11:24AM
i think the point of the BoW glyph is that in wrath we will have 2 baseline blessings (wisdom and might) and 3 that will be getting used in raids (wisdom, might and kings). basically, you wont ever really need to being more than 3 paladins, one of each spec. Wisdom increasing hp5 means it will be of some use to everyone, i guess.
the BoM glyph kinda confused me though, if what im thinking is right, then i would think the glyph would increase spellpower by a fixed amount, or increase spell damage by a percentage, so to make it useful for all casters not just enh shamans and ret/prot paladins (who are the only classes/specs that use the AP and spellpower stat simultaneously; prot paladins will also scale with AP in case you missed that somewhere)
Khanmora Aug 9th 2008 10:08AM
I was really disappointed with most of the paladin glyphs especially after reading the shaman glyphs, which are SMEXAY.
Hopefully these will get polished in a future build.
onslought Aug 9th 2008 10:53AM
So if I have Glyph of Lay on Hands and use LoH on myself will it double my mana?
Jordrah Aug 9th 2008 11:19AM
im guessing yes, but in raids you use lay on hands when you're low on mana anyway (like say when you dont have enough to even cast FoL) since it uses all your remaining mana. its likely that with this glyph it will be used as a pot in raids and to get some mana back after being mana drained as well as heal someone that is being focus fired in pvp.
Jordrah Aug 9th 2008 11:17AM
Glyph of Holy Shield: each time one of your holy shield charges is consumed there is a 10% it be refreshed or 10% to reset your Holy Shield cooldown.
Imp. Blessing of Kings isnt being tailored for melee classes as much as it is giving an added bonus to tanks since their attacks are all going to scale with AP in some way.
I was under the impression that exorcism was going to be usable on humanoids too, but i dont remember where i got that impression to begin with.
im also hoping glyphs will be interchangable when you're out of combat. Holy paladins could them switch between SoL and SoW, i would use SoL for trash and SoW for bosses, also change out the FoL and HL glyphs as is necessary. i hope they dont end up doing it like they did with JC.