The Light and How to Swing It: Choosing holy paladin major glyphs

Prime glyphs have been designed by Blizzard to be no-brainers; they're powerful, and their purpose is clear. While there are four different prime glyphs that a holy paladin can choose from, most holy paladins will neglect the Glyph of Divine Favor and pick the other three. Some of the high-end paladins (such as Diamondtear) swear by the Divine Favor glyph, as they rely on their cooldowns heavily during the hardest heroic encounters. If you find yourself ignoring Word of Glory, you can sacrifice its glyph for Divine Favor as well.
Minor glyphs are largely irrelevant for us, as they only cut down the mana cost of spells that we normally cast while out of combat. It's cool to save mana, but the minor glyphs are really automatic and almost pointless. The major glyph situation is quite different for holy paladins. We have a smorgasbord of major glyphs to choose from, with each offering unique benefits. I find myself changing my major glyphs quite often, as many of them are only valuable in certain situations.
Divine Protection rules
When I was first building my Cataclysm talent trees, I wasn't quite sold on Paragon of Virtue. I like the idea of making my cooldowns more usable, but one of my biggest weaknesses is forgetting to use them. Often, when watching videos of myself healing, I will kick myself for never using Guardian of Ancient Kings or Avenging Wrath. Once I started using Divine Protection, I knew that Paragon of Virtue was for me. It was redesigned in Cataclysm, and with PoV, it lets us cut down our incoming damage every 40 seconds. Preventing damage is always more effective than healing it afterwards, and I find that it's easy to just push DP any time a major boss attack is incoming.
Bosses don't tend to do a lot of physical damage to the raid. While Lord Marrowgar did cleave everyone with his Bone Storm, most AoE and raid-damaging abilities are magical in nature. By using the Glyph of Divine Protection, you can cut that incoming magical damage by an amazing 40%. On a fight like Nefarian that has incredible predictable bursts of damage, the glyph outpaces all others. The survivability boost is welcomed, but the mana savings are worth it by themselves.
Assuming that Nefarian's Electrocute normally deals around 100,000 damage, we can count on glyphed DP to cut that down by 40,000, meaning that the glyph reduces 20,000 damage. It would cost us about 5,000 mana to use a couple of heals to bring that health back. The key is that we can use glyphed Divine Protection multiple times throughout the fight, giving us free mana every time. Even if we only use DP on half the Electrocutes, we still saved 20,000 mana, which is more than double the mana return from Glyph of Divinity. Even without the glyph, you should be using Divine Protection to help buffer the incoming damage from any boss attack. Never say no to saving mana.
Most majors are about mana
When trying to judge the value of a major glyph, I like to focus on how much mana it will save me (or grant me). Glyph of Divinity is good for about 10,000 mana, but only once per fight. If you can count on Lay on Hands being available, you're going to get a ton of extra mana when you need it the most. The Glyph of Beacon of Light yields only 1,400 mana every time we switch our Beacon targets, which isn't really that often. I dropped the Beacon glyph from my build recently, and I don't miss it at all. With its 5-minute duration and 50% healing reduction, there's really no reason to change it rapidly. I might save 1,400 to 2,800 mana per encounter with this glyph, which is why it's now gone.
Glyph of Cleansing saves us around 660 mana every time we Cleanse. The value of the glyph obviously depends on how regularly we're Cleansing, which isn't too often in the current raiding tier. On a fight like Cho'gall, I'll end up dispelling around 10 times –- once for each Corruption: Accelerated. For the Ascendant Council, I dispel about 10 times as well. The result of 20% off of each dispel means we'll save over 6,000 mana with the glyph, placing it well ahead of Beacon of Light in potency. The catch is that there aren't that many fights where we dispel at all. In heroic dungeons, however, debuffs are rampant, and I always swap to my Glyph of Cleansing before a long night of running dungeons.
Glyph of Divine Plea obviously takes the cake for mana regeneration from major glyphs. It works out to grant us 3% of our maximum mana per minute, which means it's worth roughly 15,000 mana during a 5-minute fight. We do have to find opportunities to use Divine Plea in order for the glyph to be effective, but with Divine Plea's new 9-second duration, that's not too difficult. I would say that the Glyph of Divine Plea is about as close to mandatory as a major glyph can be.
Light of Dawn versus raid size
The only major glyph that actually increases our throughput is the Glyph of Light of Dawn, which lets our AoE heal hit six targets at once. The glyph is incredibly valuable for healers in 25-man raids since it's easy to hit six injured people with the cone. For 10-man raiders, hitting six players can be more difficult and definitely not guaranteed.
In a way, the prime glyph for Word of Glory and the major glyph for Light of Dawn are intertwined. We have a relatively fixed amount of holy power generation, and we should be glyphing for the holy power release that we use the most. I actually glyph for both normally, but that's because I never remember to use Divine Favor.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Kvothe Apr 17th 2011 8:13PM
One thing to consider when making your Major Glyph choices is that the Glyph of Divinity is currently bugged, and grants 20% of total mana instead of 10%, making it even more competitive as a candidate for the slot.
I personally as a 10 man raider chose to use Divinity, Divine Protection, and Divine Plea, though depending on raid size, encounter, and playstyle, your mileage may vary.
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Sky Apr 17th 2011 11:34PM
What's your take on Glyph of Lay on Hands. I know it's incredibly situational but if I find that I'm not having any mana problems do you think that it's a valid choice?
Emophia Apr 18th 2011 12:00AM
Why 2/2 Imp Judgements instead of 2/2 Eternal glory?
Sky Apr 18th 2011 12:38AM
Im guessing to get Pursuit of Justice which gives bonus movespeed. I use a 33/4/3 build which is the same as above except with 2 points in Paragon of Virtue, 1 point in Blessed Life, and 1 point in Eternal Glory. I don't put points in Pursuit, only 1 point in Imp Judgment and only 1 point in Last Word. Movement speed is nice but I really like being able to use Hand of Sacrifice which is an underrated external cooldown imo. I don't like the idea of going 2/2 in Eternal Glory and 2/2 in Last Word since more often than not I'm using LoD as my main HoPo heal which reduces the effectiveness of WoG talents. But if you're mainly tank healing then going 2/2 in both WoG talents may be a better choice for you.
Sky Apr 18th 2011 12:47AM
Here's a link btw if you wanna see it:
http://www.wowhead.com/talent#scIozrduufkhoZco:aVmafszMc
Joshjgray1 Apr 18th 2011 5:12AM
@Sky
Build is good - similar to mine except I recommend taking 1 point out of Tower of Radiance and putting it in Blessed Life. Particularly if you're crossing Beacons with another Holydin - you just shouldn't be directly healing your beacon since overall it's an up to 33% reduction in throughput and efficiency.
OT
Im still a little unsure about the DP glyph. Yeah reduced damage is nice but Holydins' free self healing normally heals you up regardless, so I'm not sure about saving mana with it. I do see the value on some of the Heroic fights - But mostly to stop touching rather than just to save mana.
The Beacon glyph really shines on Heroic Chimaeron when I shift beacon twice per feud (once onto the feud tank and then back onto the dps tank afterwards). You're looking at 8+ refreshes depending on RNG.
Joshjgray1 Apr 18th 2011 5:14AM
* ... but mostly to stop yourself dying than to save mana
gg Autocorrect. :-P
Dee Eff See Apr 19th 2011 11:15AM
@ Josh
Why 8+ refreshes? You have 2 real tanks plus a DPS "main" tanking I assume. So you apply beacon to the 1st off tank prior to starting. He takes doubles and the first fued because he doesn't have break yet. Then you switch and the 2nd off tank takes doubles and the second fued. Switch again, etc.
So, it seems like you guys are switching a lot more than you need to. You are probably going to get 4 fueds, so should only be 3 reapplications of beacon, therefore 4500 mana.
The Lesser Evil Apr 18th 2011 3:18AM
"I like the idea of making my cooldowns more usable, but one of my biggest weaknesses is forgetting to use them."
Oh God, me too. I'll completely stress myself out on an encounter, wondering why things have to be so hard for poor, lil' me, and then when the fight is over I'll realize that I neglected to use any of my cooldowns while playing whack-a-player.
As for Glyph of Beacon of Light... I'm still pretty set on playing 'Beacon Before You Heal' when I'm healing. Basically, if someone's dipping low enough where I'll want to use Divine Light on them, I'll generally use Beacon of Light on them so I'll generate extra Holy Power. Am I being dumb? Am I still stuck a week after Cataclysm where I desperately tried to keep people up in heroics, something that was made harder because I couldn't see properly through the tears in my eyes?
The above tactic was more effective when Holy Light still generated Holy Power (R.I.P. oh ye overpowered mechanic), maybe it's time I stop doing that and find a new friend for Glyph of Divine Plea and Glyph of Light of Dawn to play with?
Eberron Apr 18th 2011 6:23AM
With rare exceptions tho I find my Beaconed tank is generally taking pretty steady damage.
I'm a 10m healer so the typical breakdown is our disc priest focus healing the tanks, our resto druid focusing on raid and me bouncing in to spot heal random people who need it.
In that situation I just use my Beacon to ease up on the burden on one of the tanks. Swapping Beacon would be a serious risk to the tank suddenly getting gibbed.
Maybe your experience is different. ^_^
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Holypallyftw Apr 18th 2011 7:57AM
Since I criticized you last week I figured I'd comment that this weeks column is a lot better. The glyph choices re certainly discussed in other places but you went through and calculated the actual mana amounts and added your preferences. Good article. You even have me thinking of trying the Divine Protection glyph on Nef
Anony Moss Apr 18th 2011 9:19AM
Recently I walked away from Tower of Radiance, and I've never turned back. For 5-mans ToR is amazing, but I'm geared well enough to where it simply isn't necessary. For 25-mans, the amount of HoPo generated by ToR is abysmal. I specced out of ToR, into BL.
Reduction on our DivPro timer is great, but I find the reduction on Hand of Sac to be another huge advantage to speccing into Paragon. Hand of Sac is a lifesaver so often. I do find issue with the DivPro major glyph in a lot of settings simply because it leads to more overhealing - that is to say, it's only worthwhile if it prevents your death or directly prevents a heal being needed to be cast on you. Frequently predictable ae damage is coupled with predictable ae healing, and as such reducing the damage we take simply means we're back to full sooner and our Enlightened Judgements, our PotI and any ae heals hitting us are overhealing for more. We have a TON of self healing that comes in without need of wasting heal spells, so the usefulness of DivPro Glyph is very situational. Being able to avoid healing yourself on Nezir when you need to heal the tank or being able to shrug off every other quake during Ascendant Council is top notch. If you're healing the offtank on Nefarion during p3 and can't be in ae heals, again, DivPro glyph is wonderful. If you're standing with the rest of the raid in ae heals tho... it's usefulness is being diminished.
Last thing I'll add - Pursuit of Justice is amazing. It's a significantly noticeable speed increase that has made many encounters significantly easier. From Atramedes to Al'Akir and more, movement is essential in this expansion and I frequently find myself loving the bonus from PoJ. It's saved my life repeatedly already and made my job easier on countless occasions.
Eldoron Apr 18th 2011 9:30AM
really really silly question: why is D. Protection better than D. Shield?
eel5pe Apr 18th 2011 11:19AM
no such thing as a silly question
it's just a matter of cooldowns. on say, Nef phase 3, DivPro is available every crackle.
Gray Apr 18th 2011 9:51AM
>
The e-mail link here is hosed; it simply links to wowinsider.com.
This column is really well done, btw, and a great resource. Thanks much for the effort.