The Light and How to Swing It: Hot talents and glyphs for holy paladins

The holy paladin talent tree has historically had issues with its filler talents. While many of the talents and abilities were spec-defining, there were other talents that literally had no purpose and were never taken. I'm talking about Sacred Cleansing, which actually didn't work at all throughout most of Wrath. How could we forget Purifying Power, whose usefulness was completely negated by the Glyph of Holy Wrath, which itself was only used to exploit a difficult encounter? Even with all of these junk talents in the tree, we also had a distinct lack of DPS talents, leaving holy paladins nearly helpless when left to fend for themselves.
Cataclysm's new truncated talent trees resolve many of the issues our previous talent tree had, as well as providing several DPS talents to give us some flexibility when we need to up our damage output. Exorcism has finally become the spammable attack we can use from range to nuke our targets, and Crusader Strike gives us some DPS presence while we're in melee range as well. The core focus of the holy paladin will always be healing, but it's nice to see that Blizzard created talents and glyphs to support both the healing paladin and the pseudo-shockadin that's emerging in Cataclysm.
The core healing build and its variations
Due to the reduced size of the new holy talent tree, there are really only a handful of non-standard talents available. The core healing build incorporates all of the talents that are important to healers, as well as picking up the very important Improved Judgement talent from the retribution tree. The next eight points are considered to be floaters, and there are a lot of viable options and use situations for each. We can stuff them into the holy tree to pick up all of the great buffs to Exorcism, or we can place them in the early tiers of protection and retribution to bolster our healing. Blessed Life is really the single "PvP-only" talent in the tree, and I can see all of the others getting used as some point.
Protection sports two interesting talents for holy paladins, Divinity and Eternal Glory. I like Divinity's clear boost to our healing throughput, and in a world where we've traded our Holy Light firehose for a squirt gun, we're going to need it. Eternal Glory could be fun to play with, but the retribution talents are just a bit too tempting for me. The second tier of protection is also incredibly weak for healers, only providing secondary buffs. Smaller groups may want a paladin to provide Judgements of the Justice, but there are simply too many specs that provide that bonus already.
We're already committed for two points into retribution for Improved Judgement, so we may as well continue down that tree. Crusade provides us with a huge buff to our Holy Shock and will be picked up by healing and DPS builds alike. In the second tier, all three talents provide attractive options. Guardian's Favor buffs some of our utility spells, while Rule of Law actually buffs our Word of Glory holy power release. I'll be honest -- I'm actually going to pick up Pursuit of Justice. I'm addicted to the speed increase, and I'd gladly trade a bit of healing throughput for increased mobility. Between PoJ and Speed of Light, holy paladins are going to be quite nimble.
Prime glyphs are simple and sweet
When it comes to holy's options for prime glyphs, we really don't have much to choose from. The obvious first pick is Glyph of Holy Shock. Considering how often we'll be using it and the various effects that are activated on a crit from HS, this glyph should always be in use. Our next two glyphs give us a choice between Glyph of Word of Glory, Glyph of Seal of Insight and Glyph of Divine Favor. I'd like to say it's a hard choice, but Glyph of Divine Favor is simply too weak to be valuable. The SoI glyph bolsters every single heal we cast, and the WoG glyph provides a much-needed throughput boost to our free heal. WoG's zero-mana cost is nice, but it needs good throughput to see actual use. This glyph helps ensure that. There's also a Glyph of Exorcism that a holy paladin could use to bolster DPS.
Major glyphs looking all too familiar
If you're playing a holy paladin today, you'll recognize several of the major glyph options. There's Glyph of Beacon of Light, which will prove to be just as important in Cataclysm as it is today due to the high mana cost of Beacon. There's also Glyph of Divine Plea, which literally boosts its mana return by 50 percent. This glyph is going to be crucial to holy paladin mana regeneration in Cataclysm, which is already a bit at risk due to the removal of Illumination.
The final glyph again provides us with an interesting choice, this time between Glyph of Divinity and Glyph of Light of Dawn. Glyph of Divinity can score us a ton of mana when we need it, and I can see this becoming the go-to glyph that holy paladins use to help solve their mana issues. On a fight where longevity is key, the Divinity glyph is incredibly powerful. The Light of Dawn glyph is a double-edged sword, as it reduces the cooldown from 30 seconds to 20 seconds but also reduces the total amount healed as well. As long as our spellpower is high enough, this won't be too big of a cut, and the glyph is still a boost to our total throughput. Considering that both of our AoE heals are on cooldowns, I can see this glyph being very popular.
Minor glyphs are exactly the same
You're probably already using these glyphs today, considering they haven't changed since Wrath. There's the Glyph of Lay on Hands, which shortens the cooldown by a full 2 minutes and provides us with the only tangible bonus. We can also use Glyph of Seal of Insight to save us a bit of mana if we die in combat and are resurrected in battle. The Glyph of Blessing of Kings (or Might) will allow us to buff for less and make rebuffing resurrected players less damaging to our mana pool. There are really no other options for a holy paladin, which is fine. The rest of our glyph options are very solid, and even the fact that Glyph of Lay on Hands actually does something valuable is considered an improvement when compared to many other classes' glyphs.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
daan.leijen Oct 10th 2010 6:15PM
What's the deal with denounce? I first thought we would dps for mana, but it's tooltip just makes DPS'ing sound cheaper. What exactly is the idea behind it?
Deathknighty Oct 10th 2010 6:24PM
Basically, if you're not healing, you shouldn't feel guilty about throwing some damage at the boss, so they're reducing the mana cost needed to do so. ;)
ToyChristopher Oct 10th 2010 6:46PM
It doesn't even make dps sound cheaper it makes dps possible. Exorcism costs 30% base mana without denounce (that's as expensive as Divine Light). With it's low damage output you are guaranteed to go oom before you kill even one mob without picking up denounce.
With the damage from seals being nerfed and the low damage output of our other moves like consecration, without exorcism the holy paladin is basically doing no damage at all. So as a raiding holy paladin you will have to have dual spec (or a dps partner) for dailies unless you won't to kill mobs with the lowest dps holy paladins have seen yet.
K Oct 11th 2010 4:27PM
Don't forget that you can use Crusader Strike to do damage and buff your healing via the holy power that it generates.
Deathknighty Oct 10th 2010 6:23PM
Basically, if you're not healing, you shouldn't feel guilty about throwing some damage at the boss, so they're reducing the mana cost needed to do so. ;)
Deathknighty Oct 10th 2010 6:24PM
Oops, was meaning to reply to daan.leijen there.
g2g591 Oct 10th 2010 6:30PM
Just figured I'd remind you guys, we only get 5 points NOT in holy to play with for 4.0.1 this Tuesday. I plan to grab divinity and eternal glory in prot myself, playing with this build on the PTR, its really quite fun to use a word of glory, only to find out you get another one free, I even had 2 procs in a row once.
@daan: We (and other healing classes) have the option to grab those DPS talents for times when we're bored in something we dramatically overgear. More healing doesn't make heroics go any faster ;)
Boobah Oct 10th 2010 6:49PM
Just remember, if take those two your Judgements will have no more than a 20 yard range.
ToyChristopher Oct 10th 2010 6:42PM
Eternal glory is more than fun to play with. I've had it proc 5 to 6 times in a row a couple times. Using Word of Glory is a boost to efficiency and hps over using holy shock and holy light.
I love pursuit of justice, but there is no way it can hold up to the power of eternal glory. If you were going into the second tier of ret you should probably be picking up rule of law over pursuit of justice anyway.
So far the standard cookie cutter tree is this: http://cata.wowhead.com/talent#scIbzrduuczhbZcb
In fact I would argue that the above is really the only true option for raiders. The talent tree revamp really didn't do holy paladins any wonders.
Chase Christian Oct 10th 2010 7:05PM
We'll be casting dozens of Holy Shocks, yet only using Divine Favor once or twice per fight. It will depend on how often we'll need the full 30 seconds of DF.
ToyChristopher Oct 10th 2010 7:08PM
So far in the beta I need the full effect of Divine Favor as often as I can get it, mainly for the haste to deal with group healing. For pure hps increase the holy shock glyph probably wins though.
Poltergeist Oct 10th 2010 11:22PM
Hence the beauty of the new glyph system....being able to glyph depending on your circumstances.
LeepinLeemur Oct 10th 2010 6:47PM
Is "Long Word" Major glyph of no real value?
ToyChristopher Oct 10th 2010 6:58PM
I haven't been able to use this glyph but it doesn't really seem to have a purpose to me. With eternal glory sometimes you can spam Word of Glory, so it wouldn't be good in those situations and really there is no time I would want a 6 second hot, that's just too short.
Chase Christian Oct 10th 2010 7:06PM
We've already had this glyph before, when it was Glyph of Flash of Light. It was absolutely awful.
LeepinLeemur Oct 10th 2010 7:09PM
haha, yeah thanks for the responses. I had just hoped they would fix the bad flash of light glyph.
ToyChristopher Oct 10th 2010 7:11PM
Glyph of flash of light was actually even better than this glyph of long word! The Flash of light hot had a 12 second duration and if I remember actually increased the hps of flash of light if the hot ran to it's full duration.
Glyph of Long Word does seem pretty awful to me... but actually for cataclysm healing I might give a glyph of flash of light a second look (in wrath though it was pretty awful).
ToyChristopher Oct 10th 2010 6:56PM
Also Glyph of Holy Shock is not an obvious choice. Glyph of Word of Glory and Glyph of Seal of Insight are both must haves. Then the choice is between Holy Shock and Divine Favor. Divine Favor provides haste as well as crit. While the crit from Holy Shock is nice, I personally go with divine favor for really helping you out during aoe healing. The only crit bonus we have from Holy Shock is infusion of light, which is on holy light our lowest hps spell. It's nice but if you are using holy light you probably don't really need healing fast.
I would still get Glyph of Beacon of Light, but Beacon does not have a high mana cost in catalcysm, it's only 6% base mana.
Light of dawn is kind of a trash glyph. It already heals for too little to be worth reducing it further.
I do get glyph of divine plea over divinity because I think divinity is bugged on the beta. I rarely use divine plea in combat, but if I do am always forced to cancel it early, so the extra 5% does help.
Tony Oct 10th 2010 7:13PM
Why aren't people picking up 2/2 Paragon of Virtue? You don't need the hit, maybe just one point into Enlighted Judgements so that your judges don't miss. And maybe take one point out of Protector of Innocent. The reason I think we should pick up Paragon of Virtue is because it'll make our wings a 2min CD. So we can use it in conjuction with Divine Plea to minimize the healing debuff. This is the spec I will be trying out
http://cata.wowhead.com/talent#sMIbzrkuufzhbZcb
ToyChristopher Oct 10th 2010 11:30PM
Paragon of Virtue is an attractive talent but we really have no points for it. Maybe one point as you say from Protector of the Innocent, but to hit a raid boss semi-reliably we will need spiritual focus (especially as the hit cap increases in subsequent tiers).
Using Wings to mitigate the healing reduction of Plea probably isn't doing as much as you think on live. Plea reduces the bonus of Avenging Wrath by 50% also, still leaving you with a pretty hefty nerf to healing. In WoTLK our heals hit so hard that hitting for 50% less for 15 second wasn't so bad. I can tell you from cataclysm beta this isn't the case and you won't really want to cast a single heal while under the effects of divine plea. If you try to heal through it, even with avenging wrath, you'll need to resort to higher mana cost heals and actually come out using more mana than you gained.
I save Divine plea for the rare moments when no one needs heals (and usually end up canceling it early), or for out of combat regen.