The Light and How to Swing It: Paladin Protection glyphs

We've recently looked at builds for protection and retribution, so let's continue that trend and take a look at glyphs. I'm going to review all of them, as we're getting pretty close to Cataclysm, and I'm going to also review them in a more global context instead of talking about what is going to help you on hard-mode Lich King.
The way I've set it up is that everything that you're likely going to want without question has an asterisk next to it; those are pretty much things you'll want to take. If you look through the major and minor glyphs, you'll notice that there aren't very many marked as such. There's a reason for that. We just don't have that many spectacular glyphs that are useful in all situations for those types. That's not to say the other glyphs are bad (well, some are, but we'll get to that), but they're more situational and require some choice on your part.
Prime glyphs
Crusader Strike* Increases the critical strike chance of Crusader Strike by 5%. A good threat talent. You will be hitting Crusader Strike every 3 seconds most of the time, so that does add up.
Hammer of the Righteous Increases the damage of both the physical and Holy components of Hammer of the Righteous by 10%. Unfortunately, we're pretty sure this doesn't affect the AoE part of the spell, and that really brings it down. If that's intentional, then it's not that great of a glyph. If it's a bug and gets fixed, then it becomes much better. Inquisition at 81 will help buff up that additional holy damage as well. However, like I said, until they fix the AoE portion of this glyph, it really isn't worth taking.
Judgement Your Judgement deals 10% more damage. According to the theorycrafters, it's a decent glyph, but you're better off with the CS glyph over the Judgement one.
Word of Glory* Increases the healing done by Word of Glory by 10%. If you've been taking advantage of a self-healing style of tanking using Word of Glory, this is a good glyph to nab. If you've not been using such techniques, then you're better off looking elsewhere.
Seal of Insight* While Seal of Insight is active, the effect of your healing spells is incrased by 5%. I like the self-healing builds for survivability and that's why I'm including this glyph. With Eternal Glory, the extra 5 percent adds up. Also take into account that having Seal of Insight itself up, you'll be adding to that self-healing.
Seal of Truth* Your Seal of Truth also grants 10 expertise while active. This is a great glyph for threat, as it provides a boatload of expertise while you have Seal of Truth up. If you're under the expertise soft cap, this will provide a great boost to meet it, and if you're over, then it's still helping you avoid parries until you start getting into huge amounts of expertise.
Shield of the Righteous* Increases the damage of Shield of the Righteous by 10%. An extra 10 percent damage to our hardest-hitting ability? Yes. Very much yes. This will likely be in just about everyone's glyph set unless you're doing specialty builds.
Major glyphs
Ascetic Crusader Reduces the mana cost of Crusader Strike by 30%. This takes it down from 10 percent base mana to 7 percent base mana. It's not a huge amount of savings, but it could add up over the course of a fight. I'd really look at other options first and only come back to this if you're having mana issues with things like Consecration.
Cleansing Reduces the mana cost of your Cleanse by 20%. Much like Ascetic Crusader, we're talking about a difference of about 3 percent base mana. This is really situational and likely something you'll only grab for either PvP or special encounters in smaller raids, as you won't be doing your own cleansing most of the time.
Consecration Increases the duration and cooldown of Consecration by 20%. Fewer casts, but longer cooldowns. In a world with less AoE in general, it's not that big of a deal.
Divine Plea Your Divine Plea provides an additional 5% of your total mana. We're not as reliant on Divine Plea as we used to be, and 5 percent of our total mana doesn't add up to much. This is really a glyph for holy paladins.
Dazing Shield Your Avenger's Shield now also dazes targets. If you miss the old dazing Avenger's Shield for certain situations, then you can bring it back with the application of a glyph. If you're thrilled to be rid of daze on Avenger's Shield, then you can just skip this glyph and keep on going. There are situations where you'll likely want it back, and this gives you the option.
Divine Protection Removes the physical damage reduction of your Divine Protection but increases the magical damage reduction by 20%. Very cool, but very situational. That's taking magic damage reduction up to a whopping 40 percent and not 24 percent like those things are usually worded. High-magic fights? Extremely useful. High-melee fights? Extremely worthless. This is one of those that you'll want to swap out for the encounter and probably swap back to whatever you normally use. Definitely a great glyph, but fairly limited in scope.
Focused Shield Your Avenger's Shield hits 2 fewer targets, but for 30% more damage. Spectacular single-target glyph. It is awesome with Grand Crusader procs. The problem is that this is also a massive threat decrease for packs and trash and can possibly make some pulls harder. I really enjoy being able to nab threat on three targets during a pull real quick before the DPS can touch them. If you're preparing for a boss fight with mostly single-target damage, then absolutely grab this glyph. If you're preparing for a fight that has a bunch of adds or dealing with a lot of packs, then you'll want something else. However, it is still an awesome glyph.
Hammer of Justice Increases your Hammer of Justice range by 5 yards. Really a PvP glyph, but has the potential for certain other fights. Swap it in if you've got a situation where you might need it, but it likely won't be in your usual lineup.
Hammer of Wrath Reduces the mana cost of Hammer of Wrath by 100%. The mana savings isn't that big of a deal in the long run. If things are almost dead, then you're probably not going to need the extra mana for other things.
Hand of Salvation Hand of Salvation no longer permanently reduces threat over time, but instead reduces all threat as long as Hand of Salvation lasts. Extremely situation, but potentially extremely powerful. If you've ever had a tank-swap fight in which the other tank keeps missing his taunts (or you're the tank missing taunts), then being able to suddenly drop another person's threat to 0 for a short period of time can be extremely useful. It will give you time to build up threat of your own and potentially bypass theirs. If nothing else, it allows for time while taunts come off cooldown.
Holy Wrath* Your Holy Wrath now also stuns Elementals and Dragonkin. I love the stun on Holy Wrath. It's just a cool thing that makes me giddy. Being swarmed by undead? Holy Wrath, and they're all sitting there stunned for a brief moment while Consecration ticks away on them. The two types of bad guys we're going to be seeing a lot of in Cataclysm are elementals and dragons, so this really just extends the spell to keep doing what it was useful for in BC and Wrath. That and you can never have enough stuns available.
Long Word Your Word of Glory heals for 50% less up front, but provides an additional 50% healing over 6 seconds. There's a lot of debate over this glyph. First, we're not sure exactly how it's interacting with Guarded by the Light. We're pretty sure only the direct heal portion is affecting the talented damage shield. Secondly, Protector of the Innocent only works off of the initial cast and not the HoT part, so those of you wishing for a massive self-healing boost can forget it. Then we've got the interaction with Eternal Glory. That allows you to self-heal multiple times in a row, which would overwrite your HoT each time effectively losing that 50 percent of the heal. With all of this combined, I'm not really seeing it for even the self-healing crowd out there. There's even debate in the holy paladin camp as to whether or not they want this glyph. However, for Word of Glory self-spam, it is probably out.
Turn Evil Reduces the casting time of your Turn Evil spell by 100%, but increases the cooldown by 8 seconds. Cool utility glyph, but you'll probably never get to use it in Cataclysm. It is probably best to skip it.
Minor glyphs
Blessing of Kings Reduces the mana cost of Blessing of Kings by 50%. Better choice than the seal glyphs as people die and need reblessed or as people fight over buff management.
Blessing of Might Reduces the mana cost of your Blessing of Might by 50%. Probably this for the same reason as the Blessing of Kings glyph. It's better than the seal glyphs and you've got space for it.
Justice Reduces the mana cost of Seal of Justice by 50%. Not really the greatest choice. You've got plenty of opportunities during downtime between fights to refresh your seals and they don't require that much mana to start with, especially as you can just toss out a judgement at the start of the fight (or hit Divine Plea) and get that mana back extremely quickly. The only situation I can argue for is battlegrounds, in which you die a lot and need to recast your seals in order to get back into the fray.
Lay on Hands* Reduces the cooldown of your Lay on Hands spell by 2 minutes. Lay on Hands can be a really helpful cooldown during larger fights for both you and other people. I've saved healers who were getting tunnel vision and DPS who got knocked too far away from the healers with this. Having it on a shorter cooldown is always a good thing.
Righteousness Reduces the cost of Seal of Righteousness by 50%. Not worth it. See Glyph of Justice.
Truth Reduces the mana cost of Seal of Truth by 50%. Still not worth it. See Glyph of Justice.
Insight Reduces the mana cost of Seal of Insight by 50%. Really not worth it. See Glyph of Justice.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Bert Nov 3rd 2010 5:09PM
I love these articles but I was a little disappointed by this.... I was hoping to find a nice setup you all would recommend but it seems more like a list of how much our protection glyphs suck or are situational at best.... I'm curious what WoW.com's setup would be if you all had to choose!
Braundo Nov 3rd 2010 5:32PM
Well, it depends on the encounter.
Stereotypical single-target physical-damage boss fight:
Seal of Truth, Shield of the Righteous, [whatever]
Focused Shield, [whatever], [whatever]
AOE tanking:
Hammer of the Righteous, possibly Word of Glory (minor AOE threat boost from self-heals), [whatever]
Consecration, [whatever], [whatever]
For magic damage fights, use Divine Protection. Holy Wrath will quite possibly be worth keeping equipped all the time in Cataclysm regardless. Almost all of the other glyphs are useful in one or two specific scenarios, and therefore it's good to have all of them available to you to switch around as needed. For an all-around general purpose kit, though, I'd do something like:
Hammer of the Righteous (assuming they fix it), Shield of the Righteous, Seal of Truth
Consecration, Holy Wrath, [whatever] (Divine Protection for magic damage fights)
Lay on Hands, Blessing of Kings, Blessing of Might
Justos Nov 3rd 2010 5:14PM
The prot paladin glyphs are extremely underwhelming. We have only a few glyphs that help us out in a fairly large way. We have a Prime glyph slot that is relatively interchangeable because the glyph choices only provide about a 20-30 dps increase. I'd like to see either a bug fix or a change to the hammer of the righteous ability, as it's our key AoE tanking skill but the glyph only increases single target dps.
Thon Nov 3rd 2010 5:13PM
Holy shit that's alot of tags.
Hollow Leviathan Nov 3rd 2010 6:52PM
I swear one of the tags was help-Im-trapped-in-a-tag-factory, but now I can't find it.
Telwar Nov 3rd 2010 5:16PM
Honestly, none of the minor glyphs are really useful.
For my ret paladin, I took the seal glyphs, since it's entirely possible I'll need to switch seals during a fight. With our TWO blessings, either of which may be easily overwritten, I figure that there won't be much recasting of blessings in the fight.
Granted, the mana costs are so low either way it's not a big deal which one you go with.
Mattimus Nov 3rd 2010 5:17PM
WTB better Minor Glyphs, for Light's sake. Other classes get at least minor cool stuff, like Glyph of the Penguin for mages. The only useful Minor Glyph here is Lay on Hands, since buffs last 30 minutes to an hour, it's really only useful for times when maybe a Shaman dies and has to self-rez, or someone gets Battle-rezzed by a Druid... but often as a tank, I'm too busy keeping aggro over overzealous DPS (which would more often than not be why the person died in the first place) to buff someone. This was really the best they could come up with?
Plus, where's my minor glyph that lowers the CD on Hearthstone to 8 seconds?
Bapo Nov 3rd 2010 8:49PM
Actually, if druid takes a glyph for it, when they brez someone, they can come back with full health
Killerchronic Nov 4th 2010 1:43PM
They may come back up with full health but they don't come back with the same buffs, which was what their point was.
Kar Nov 3rd 2010 5:22PM
I've felt extremely uninformed on the prot pally side of things from this site since 4.0.1. I've been reading awesome articles on most of the other classes that offer solid advice on how to adjust to the changes. Is there really that little interest?
Hal Nov 3rd 2010 6:11PM
I just don't think there's much going on for us. Holy changed the most, Ret is somewhat different, but Prot . . . once you have the talents down (which they covered), it's pretty straight-forward.
The only discussion I'd really like to see is how valuable Mastery is for us tankadins. Obviously, more mitigation is good, but traditionally the amount of Dodge/Parry you'd want was represented by a ratio, due to the diminishing returns. These days, I don't know the relative value of Dodge/Parry/Mastery for us, and it'd be nice to know what it is.
Angus Nov 3rd 2010 7:27PM
Hal:
Until Cataclysm the trick is to reforge dodge or parry to mastery past the threshold where it is better due to the diminishing returns.
The expert explanation:
http://maintankadin.failsafedesign.com/forum/index.php?f=6&t=29787&rb_v=viewtopic
TLDR:
Parry >21.2% reforge some of it to mastery
Dodge >21.6% same as above.
That help?
Chris M Nov 3rd 2010 8:13PM
Unfortunately our Paladin columnist is a bit more of a Retadin or a Holy Paladin than he is a MainTankadin.
The CS Prime glyph the only 'optional' glyph, Theck has worked it out to 35 DPS at its best, which is less than the ShoR and Truth glyphs provide but drastically better than the other options. Using Insight is a classic 'doing it wrong' example, similar to tanking with Seal of Wisdom back when it existed. The only situation it's acceptable is Heroic LK, and chances are if you're doing HLK25 you know your way around your numbers already.
The DP Major has been bugged since patch, it grants the bonus of the glyph without taking out the physical damage portion and hasn't been fixed yet. It makes it mandatory. Focused shield is a 140 DPS increase, and glyphing for AOE is gimping yourself for boss encounters; that said, all that's left that isn't terrible is Holy Wrath. So now you can stun dragons and elementals for giggles.
As noted, our minors suck. LoH, Truth and Kings. Seeing as we only cast our blessings once (per hour), and the mana cost of Truth (30 mins) is double that of Kings or Might; glyphing Truth gets you more mana back per glyph spot.
If you have two prot specs like me, swap out Focused for Consecrate in the AoE spec for utility, and swap out CS for Hammer in the AoE spec for the minor threat boost provided they ever fix it.
Kar Nov 3rd 2010 9:48PM
Yeah I've been gathering for a while now that this column seems to be more ret oriented. I am glad maintankadin is there but I wish I could get all the good stuff in one place. I love the site as a raid leader because I can find all sorts of wonderful things about other classes but with my own toon I feel like I need to either look somewhere else or guess. Both of which are okay. Half of these glyph suggestions go against what I have found elsewhere and through testing.
MichaelBerean Nov 4th 2010 11:53AM
Right now Hammer of the Righteous = Crusader Strike for single target, the Divine Protection Glyph is not fixed to reduce physical, and there are no important elemental or dragonkin adds. Therefore my current glyph choices are a bit different than they will be in Cataclysm:
11/3/10 Swap Boss (Hand of Salvation Glyph as a backup for aggro swaps)
ShoR, SoTruth, Hammer of the Righteous
DivProt, Hand of Salvation, Focused Shield
LoH, SoTruth, SoMight
11/3/10 Lich King (Hammer of Justice glyph to make tagging Valks easier)
ShoR, SoTruth, Hammer of the Righteous
DivProt, Hammer of Justice, Focused Shield
LoH, SoTruth, SoMight
11/3/10 AoE/Trash (No Focused Shield)
ShoR, SoTruth, Hammer of the Righteous
DivProt, Hammer of Justice, Dazing Shield
LoH, SoTruth, SoMight
Cataclysm Boss
ShoR, SoTruth, CS
Holy Wrath, Focused Shield, HoSalv?
LoH, SoTruth, SoMight
Cataclysm AoE
ShoR, SoTruth, Hammer of the Righteous
Holy Wrath, Hammer of Justice, Dazing Shield
LoH, SoTruth, SoMight
Joe Nov 3rd 2010 5:27PM
Is there an addon that you can set multiple glyph builds (boss, trash, magic, etc) so you can swap them out easily?
Bru Nov 3rd 2010 5:48PM
I'm confused as to why you'd rate the two blessing glyphs as good, when you are NOT going to be casting them as much, and each time you will be casting them, you can drink to regain mana, but call the seal glyphs worthless, when there's still the potential to cast those in combat, or between fast pulls, as the situations requires?
Your thinking is extremely backwards, and the situation where you believe the blessing glyphs would be useful is pure and simple BS. If you're fighting with a druid over kings/mark, or another pally over either blessing, just let them cast the bloody thing and don't worry about it. If it's after a wipe, or a few deaths, then you're going to have a few seconds to drink before you pull. After all, you are the tank.
Bapo Nov 3rd 2010 8:46PM
well to be fair, except for the minor lay on hands, our minor glyphs are pretty much useless. One can't even argue the factor with mana and having to drink, since for both ret and prot, you use a judgement once, and you get a good chunk of mana back.
jbodar Nov 3rd 2010 9:31PM
Esp. when you consider that Seals cost over TWICE the amount that Blessings do.
DuctTape Nov 3rd 2010 6:04PM
Are there any decent addons for managing glyphs yet?
I don't really want to remember the various combinations, or need to push 8 buttons to change. But if I had a "single target fight" button, a "multi target fight" button and a "heavy magic based fight" button, then I would actually use the system.
As it is, I just set and forget.