WoW Patch 3.1 PTR Paladin glyphs

Glyph of Exorcism - Increases damage done by Exorcism by 20%. (Old: Your Exorcism also interrupts spellcasting for 2 sec.)
You really didn't think they'd let us keep the interrupt now that it can be cast on any target, did you? Of course not. However, this glyph is a solid choice for the third glyph slot for every Retribution Paladin, who will have Exorcism firmly in their rotations. While we pine for the loss of a possible spell interrupt, the DPS increase is pretty solid.
Glyph of Divinity - Your Lay on Hands grants twice as much mana as normal and also grants you as much mana as it grants your target. (Old: Your Lay on Hands also grants you as much mana as it grants your target.)
The mana returns are great, but there are better glyph choices out there, specially the new ones introduced in Patch 3.1, particularly the next one...
Glyph of Lay on Hands -- Reduces the cooldown of your Lay on Hands spell by 5 min.(Old: Increases the mana restored by your Lay on Hands spell by 20%)
Now this is an awesome glyph. Without talents, this allows the use of one of the best emergency buttons ever every 15 minutes. With Improved Lay on Hands, that gets cut down to 11 minutes. It still won't be usable in Arenas, of course, but the change makes it excellent for raiding. We'll probably need to use it a lot in Ulduar, anyway. Also, expect Blizzard to change the 4-piece set bonus of the Tier 3 Redemption set, designed during a time when Lay on Hands was on a one-hour cooldown.
More glyphs of pure win after the jump...
Glyph of Beacon of Light *new* - Increases the duration of Beacon of Light by 30 sec.
Okay, so not all the new glyphs are pure win. This isn't so bad, though, it's a mana conservation glyph that effectively shaves off about a third of the cost of the Beacon and also eases micromanagement.
Glyph of Hammer of the Righteous *new* - Your Hammer of the Righteous hits 1 additional target.
This is a solid DPS increase with no downside. It's excellent threat generation for multiple targets -- not that Paladin tanks really needed help in that regard -- but if you see the other glyphs available you probably wouldn't give this one a second look.
Glyph of Divine Storm *new* - Your Divine Storm now heals for an additional 15% of the damage it causes.
Raiding Retribution Paladins, who currently struggle to find the optimal third glyph, now have another option in addition to the redesigned Glyph of Exorcism. While not contributing to raw DPS, this is decent raid utility which might help during progression where raids generally take a beating. It's also an option for Arena PvP for more team healing.
Glyph of Shield of Righteousness *new* - Reduces the mana cost of Shield of Righteousness by 1 to 6%.
What does 'by 1 to 6%' mean, exactly? Aside from being vague, a mana cost reduction to an already cheap spell (it costs 6% of base mana) that's used mostly by a spec that should have very few mana problems (thanks to the reworked Guarded by the Light) is just rubbish. Alright, so much for pure win.
Glyph of Divine Plea *new* - While Divine Plea is active, you take 3% reduced damage from all sources.
Try to wrap your head around this one for a moment... the change to Guarded by the Light allows Divine Plea to be up virtually all the time. With this glyph, that translates to a near permanent 3% damage reduction. That makes this glyph arguably the best tanking glyph ever. See? There are some pure win glyphs.
Glyph of Holy Shock *new* - Reduces the cooldown of Holy Shock by 1 sec.
If you're a Holy Paladin these days and you're not using Holy Shock, you're doing it wrong. With this glyph, Holy Shock becomes even more of a staple spell. Everywhere around the world, we just heard the sound of all Shockadins soil their pants. Thank you very much.
Glyph of Hand of Salvation *new* - When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.
The PvE implications are pretty simple... if you accumulate threat, you can buy yourself some time while those mobs beat on you. On the other hand, the new feature means Paladins get a 20% damage reduction every two minutes on a Hand spell. It doesn't activate Forbearance, doesn't prevent the use of Avenging Wrath or anything like that. It turns Hand of Salvation into a straight up survivability spell on a relatively short cooldown. PvP glyph, anyone? I only wish it could be used on tanks.
There you have it. The new batch of glyphs in Patch 3.1. If our glyph choices were limited to a few, they've certainly expanded them. It should be a really fun time for Paladins when the patch finally makes it live.
Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1. Filed under: Paladin, Patches, Analysis / Opinion






Reader Comments (Page 1 of 3)
Breu Feb 24th 2009 7:33PM
first first?
Poorlvl55 Feb 24th 2009 7:39PM
You have lost all rights to post on this site. Thank you, and good night.
Tumleren Feb 24th 2009 7:40PM
"Everywhere around the world, we just heard the sound of all Shockadins soil their pants."
..I'm not sure I want to know what that sounds like
Jaidean Feb 24th 2009 7:57PM
It's probably not going to be a very loud soiling. I haven't seen a Shockadin in months.
Bloodletter Feb 24th 2009 7:44PM
Glyph of Hand of Salvation *new* - When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.
This won't make it live.
Glyph of Divine Plea *new* - While Divine Plea is active, you take 3% reduced damage from all sources.
This is too overpowered when used in conjunction with GBTL + DP, so I'm betting both testicles it will be nerfed to 1% or removed outright.
Glyph of Divine Storm *new* - Your Divine Storm now heals for an additional 15% of the damage it causes.
Useless, especially with the new Tier 1 Prot Talent (+5% more healing done and received) and the fact that all our auras increase healing done by 6% should we spec.
Should be "Increases DS damage by 5%" to compenaste for talente PVE DPS nerfs and still provite a flat healing boost.
Poorlvl55 Feb 24th 2009 7:46PM
God help you if you lose.
oscurotoro Feb 24th 2009 10:29PM
Bloodletter you have no idea what you're talking about. The divine plea glyph is too make up for the loss of 3% damage reduction on blessing of sanctuary, since prot pallies are the only ones who can keep up divine plea perpetually it only helps them, also 3%... how is 3% overpowered?
OH WOW FOR 6 TALENTS POINTS YOU CAN DO 11% MORE HEALS. 11% MORE FOR A RET PALLY WE CAN DROP ALL THE HEALERS OUT OF THE RAID. I can't quite grasp the concept of "I already have more powerful heals so why would I want even more powerful heals." If this is the case why am I still stacking spell power on my resto druid?
Bloodletter Feb 25th 2009 8:12AM
ROFL, I'm totally sorry, I could've sworn I read 20%.....
Alkaios Feb 24th 2009 7:44PM
Longer Beacon? Yes please.
Doxa Feb 24th 2009 8:19PM
I don't think it is a question of DPS output only. It's also a question of TPS output. Moreover, you've also got wings to use with this for what would end up being still a net gain in TPS.
/castsequence [target=player] reset=180, Avenging Wrath, Hand of Salvation
Zach Feb 24th 2009 8:21PM
@Doxa - I think that's a brilliant macro. However, IIRC Hand of Salvation works 10% off total threat -- not just current generated threat. It takes total threat and reduces it entirely over 10 seconds.
That's pretty huge. Even a 20% DPS increase won't make up for total threat, I think. If you're leaps and bounds above everyone, though, that sounds like a good idea.
Alkaios Feb 24th 2009 9:22PM
What the hell did you just say?
Lol
Beacon has nothing to do with DPS, and less Beacon casts = less threat (if it even causes a marginal amount) and helps save mana and casts for more useful tasks.
Maybe you should play what I assume to be your paladin ALT more often, because I only mentioned Beacon...not Avenging Wrath or HoS.
Doxa Feb 24th 2009 9:02PM
@Alkaios
My comment was obviously intended to be a response to the thread by the OP MisterMoose, not you. Scroll down, insert my comment after Barkley.
Nemsis Feb 24th 2009 7:46PM
Didn't they remove the 3% damage reduction from BoS? So really the Divine Plea Glyph doesn't result in a net gain of damage mitigation.
Breu Feb 24th 2009 8:01PM
Hmm, where did you see the change to BoS? I can't find that on any of the usual sites...
Nemsis Feb 24th 2009 8:13PM
My bad.
I must have misread the note about BoS's change. I probably interpreted the removal the the rage and runic power mechanic as a removal of the damage mitigation.
MisterMoose Feb 24th 2009 7:46PM
I don't know about anyone else, but my Pally can afford to eat 10% of his threat now and then, especially in an emergency. Even against people doing 3k dps I don't have a problem staying ahead of them by a good bit (and it'll be even easier now that all mana concerns are gone so I never have to use Seal of Wisdom).
Doxa Feb 24th 2009 7:56PM
^ This.
If this makes it live I have every intention of actually using that 30-40% threat margin to salv myself.
Barkley Feb 24th 2009 8:01PM
It's a bit harder when struggling against mages and hunters with a 5k tps output. I would use this as an OT on Kel, that's all.
MisterMoose Feb 24th 2009 9:42PM
Well, on a solo boss you aren't going to need it for a the first while. During that time you can use everything you have to up threat a ton (and our threat on Kel is going to go up a lot, since we won't have mana issues with him anymore -- I've always had to use Seal of Wisdom because he doesn't do a lot of damage nor a lot of physical attacks on the tank).
Actually, all that is beside the point. A bit before the adds come out on Kel (or the right time for any boss), you have those 5k dps classes wipe their aggro. (There's also the option of Hand of Salvation being used by other pallies on them to lower their threat when you use it). Overall, there are quite a few options and all of them are easy.