The Light and How to Swing It: Retribution paladin glyphs

Hey there, paladins. Sorry I missed you all last week, but I caught something after visiting family for the weekend. Traveling hundreds of miles just to catch the flu. Ugh.
In other news, the world has shattered with patch 4.0.3a. The good news is that we should have some tauren paladins at this point on the live realms, or people who are about to either race/faction-change to them or roll up new ones. The bad news is that there still aren't going to be worgen paladins in Cataclysm. I had thought Blizzard would have reconsidered its poor decision by this point, but Blizzard's devs still haven't accepted the fact that werewolves with glowing wings are cool. Oh, well.
Today, we're talking retribution glyphs. A lot of you probably have your glyphs set up at this point but might be unsure of what you ended up picking. Others of you might be looking for alternatives that match up better with how you're playing the spec. And others are here because you read all of the articles on the site or are interested in rolling one of those cowadins I mentioned earlier.
Prime glyphs
Crusader Strike* This ups the critical strike chance of your main attack by 5 percent. Not too surprisingly, this is a must-have glyph.
Exorcism This adds a DoT component to your exorcism attacks. The DoT does an additional 20 percent damage over 6 seconds. This isn't a bad glyph, but unfortunately for it, there are better ones to choose from. This comes in a close fourth, and you may want to swap it in depending on your playstyle.
Judgement Being as Judgement isn't a massive damage ability like it was back at the beginning of Wrath and instead is now just rotational damage and buff upkeep, the additional 10 percent damage isn't all that exciting for us.
Seal of Truth* With the advent of reforging, this glyph adds a bit more complexity. Sure, a flat 10 expertise skill (not rating) is a major boon, but you can also reforge any existing Expertise on gear into other stats like crit, haste, or mastery. If you're over the cap and don't want to muck with reforging, then you could always just swap this out for Glyph of Exorcism above.
Templar's Verdict* Here's another must-have glyph: a 15 percent damage buff to your primary holy power finisher. This is going to be your Number 2 glyph.
Major glyphs
Ascetic Crusader* This is probably going to be your biggest mana saver in the major glyph department. More mana means more chances to use Consecration, and as such, you'll want to grab this one. The rest of them really come down to playstyle.
Consecration This will increase Consecration's duration from 10 seconds to 12 seconds in total and take the cooldown from 30 seconds to 36 seconds. With the way the Cataclysm dungeons are set up, trash groups take longer to kill and you're not often doing a lot of AoE to begin with. However, this is an extremely expensive ability now, and anything to offset its cost is useful. Use at the discretion of your playstyle.
Divine Plea The ability Divine Plea has been nerfed from providing a 25 percent mana boost down to a 10 percent boost. So, the relative power of the glyph has gone up, but the ability's usefulness has gone down a bit. Still, it's a free 10 percent mana or 15 percent with this glyph.
Divinity This is now the only way to get mana out of Lay on Hands. It's 10 percent of your maximum mana, which is the same as the new Divine Plea. Over the course of a long fight, you'll get more mana back from the Divine Plea's glyph than you will this one, but over a short burst, having two abilities that give you back 10 percent each would be more useful. In essence, your mileage may vary.
Hammer of Wrath Of the mana-saving major glyphs, I'd have to say this is one of my favorites. I really like the talent Sanctified Wrath and being able to pop Avenging Wrath in order to start nuking my target from afar. As my playstyle lends itself to that, I get a lot of use out of reducing Hammer of Wrath's cost to 0. Your playstyle might lend itself differently, so choose accordingly.
Holy Wrath This is a pretty good glyph for solo play in Cataclysm. We're going to be seeing a lot of dragonkin and elementals in the expansion, both in dungeons and while questing. Being able to stop them in their tracks for a couple seconds could be useful to both you and your party.
Lay on Hands Not recommended anymore, because without Glyph of Divinity, you don't get any mana out of it, and two glyphs to get some mana out of a long-cooldown ability isn't worth it. There's also the bit about it used to be a minor glyph and is now a major glyph, but the other changes to Lay on Hands I think already disqualifies it for mana savings. If you want it for survivability, then go ahead and grab it.
Rebuke If you're one of the designated spell interrupters in your group, then this is a good way of getting rid of that mana cost. If you don't do much spell interrupting at all and don't even have the talent, then ignore this glyph.
Minor glyphs
Blessing of Kings Mana savings on buffs. I'd grab the Blessing of Might glyph first, though, as druids can provide an alternative to Blessing of Kings and usually will.
Blessing of Might I'd grab this before I'd grab Glyph of Blessing of Kings. Blessing of Might is a more unique buff than the other.
Insight It's a good leveling seal to keep yourself alive but not really what you'll be using in dungeons and raids.
Justice If you run a lot of PvP, then grab this, as you'll be casting it after every graveyard rez.
Righteousness You're more likely to be in Seal of Truth than in Righteousness, but if you do need to swap for some reason, it'll probably be in the middle of a fight. You're still probably better off with Glyph of Truth, though.
Truth This is going to be your primary seal while running dungeons and raids, so you'll be casting it the most often.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Necromann Nov 24th 2010 11:05AM
Thanks, I've been having troubles glyphing my ret pally.
eric.knight Nov 24th 2010 11:13AM
I am a fan of the Judgement glyph over the Truth glyph mainly for leveling reasons, since when your soloing you will probably be using Judgement a lot, especially if you have the movement increase talent from it. It's nearly like charging to the next nearest target on a warrior. End game though I'd go with the Truth glyph for raiding if you are having trouble getting that extra expertise.
Hal Nov 24th 2010 11:15AM
*sigh*, Lordy-loo, do our minor glyphs suck.
(cutaia) Nov 24th 2010 11:45AM
Right? Sometimes I want to just go without any minor glyphs as my own personal protest. :D
KrazyKorean728 Nov 24th 2010 11:22AM
One major glyph that I would definately consider mentioning is Salvation. One of our biggest limitations to DPS at the moment is not mana, but rather threat. Instead of turning this into a l2gettankswhocanholdaggro comment, Salvation is a very solid choice for raiders. In order to maximize DPS, I pop Avenging Wrath, pop salvation and go to town on Hammer of Wraths. Without Salvation, I could very easily pull aggro off of tanks.
spalerm0 Nov 24th 2010 11:40AM
With the buff to exorcism, wouldn't that make it a more viable glyph to be using? Making Templar's Verdict, Crusader Strike, and the Exorcism glyphs the must have glyphs for those wishing to max damage?
danny.stout723 Nov 24th 2010 8:13PM
The biggest problem right now with the exorcism glyph, is that the DoT is being clipped every time you cast exorcism again. In a lot of situations this isn't too bad as ret, since your exorcism casts are farther a little bit farther between, but you need to make sure you;re not clipping the DoT if you want to really maximize the effectiveness of this glyph.
Nicknobreak Nov 24th 2010 11:33AM
As a PvP centric ret paladin, which is more preferable? The seal of truth glyph or exorcism?
Groth Nov 24th 2010 11:32AM
Ret's also just been nerfed, so getting glyphs right becomes more important
Moonwolf Nov 24th 2010 11:36AM
thanks for the article. I havent logged in since the shattering but I noted an MVP champ missing here :O which made me very sad... no glyph of salvation anymore? come on, really? for dungeons/raidings it was pretty much a must. Tanks aren't exactly holding aggro like gods nowadays and I have to stop dps sometimes and spent time idle just to avoid killing myself (or others, breath-wise). The retribution paladin is a threat high/not so high damage ratio class (opossed to locks/mages) and as such I believe we are in need of an aggro brake.
Glyph of salv did just that. Pop it before your major cooldowns (wings/zealotry) and it was less likely to pull aggro. With its departure there aren't many good major glyphs, only mana savers which, i dunno about other pallies, but in my experience i pretty much never run out of it (using consecration only very rarely, i dont think its worth its mana in dps). Being that the case i guess ill pick up hammer of wrath one...
Also, the minors suck after the shattering. We used to have 1 good minor glyph (lay on hands). now none :(. used to have truth/righteousness to be able to switch from single to multi target whenever i wanted to but they are no way good or anything. I know, minor glyphs should suck and don't impact the game, bla bla, still something useful as sense undead or lay on hands (im asking for just one good minor glyph) or at the very least something cool to watch as polymorph: penguin wouldnt break the class imo.
Anyway thanks!
Mist Nov 24th 2010 11:37AM
Gregg,
Have you talked about how Divine Plea gives tankadins an instant 3 charges of Holy Power and how it should be used?
Gregg Reece Nov 30th 2010 11:03AM
I have not yet. I'm planning on re-doing the ret and prot 101 series as the specs have changed drastically in the past couple months since I wrote it.
Otherwise, for Divine Plea you'll usually want to grab those 3 extra holy power right before a pull so that you can get Holy Shield up and running as soon as possible.
Moonwolf Nov 24th 2010 11:43AM
exactly Krazy Korean. Im in the same boat. and i suspect we will be in cataclysm, specially in 5 mans where well get pug tanks. You posted while i was writing so i didnt get the chance to read it and not post mine :P
P.s.: is there a way to login more less permanently in the forums? having to type address/pass every post is a bit unforgiving :(
Ahoni Nov 26th 2010 9:55AM
There is a "Remember me" check box underneath the text box. Check it before your next post. It works.
Bulbasaur Nov 24th 2010 11:56AM
In the spanish tooltip, the gliph of the ascetic crusader says it reduces the CLOBAL COLDOWN of crusader strike, not its mana cost. I'ts unbelievable.
Bulbasaur Nov 24th 2010 12:00PM
In the spanish tooltip, the gliph of the ascetic crusader says it reduces the CLOBAL COLDOWN of crusader strike, not its mana cost. I'ts unbelievable.
clundgren Nov 24th 2010 12:52PM
Not that glyphs are a hugely pressing concern, but I'm pretty sure that the theorycrafters at EJ have worked out Truth to be the strong #1, TV #2, and prior to the nerf CS #3. Post-nerf, Exorcism competes for the third spot. Judgement is really awful for us now.
Major glyphs don't make a huge amount of difference, so take what suits you, though I note that I haven't used consecration once since 4.01 dropped.
Minor glyphs for retribution are pointless. Take 'em or not; it won't make a lick of difference.
So how about the monster nerfs to ret last night? My ICC dps dropped like a rock. I'm a little confused as to why ret got hit so hard; it's not like we were rocking the charts in PvE or PvP.
The hit to Hammer of Wrath was justified, but why censure and crusader strike? Those are two foundations of our dps, and the buffs to exorcism and TV (very minor) don't come close to compensating.
In PvP it was even worse. Because we have to save HP to heal ourselves, CS is our main attack in PvP and this completely neutered us, especially with Hammer getting the nerf too. Losing Protector of the Innocent, while a needed nerf for Holy, just gutted what was left of our defense.
I'm hopeful that this will all make sense at 85, but nerfing us to the ground seems like a wierd way to get ret paladins excited for Cataclysm.
clundgren Nov 24th 2010 1:01PM
Oh, and the new Divine Storm is brutal. You need at least 5 mobs to make it a dps increase, and we no longer have an AoE finisher. It is now purely for trash packs, and thus is an entirely optional talent for a dps build.
clundgren Nov 24th 2010 12:57PM
Just...no. I have no problem buying into a dark priest, but paladins are servants of the Light. A Forsaken paladin makes no sense whatsoever; dark knights will have to do.
taylory Nov 24th 2010 1:51PM
We don't need no stinkin' Worgen Paladins.
What we NEED are GNOME PALADINS!!!