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Posts with tag Glyph-of-Beacon-of-Light

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

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, and you can catch me weekly on the Matticast.

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.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Holy paladins are all about throughput

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like how to pull off an awesome dive heal, as pictured above.

Blizzard has tried to give holy paladins so many interesting tools. We saw our first absorption effect in our level 80 ability, Sacred Shield. Its potency was limited due to the proc mechanics involved, and once it was limited to a single target, it became just another buff we kept active. The dev team tried giving us not one but two different HoTs. The first was via the old Glyph of Flash of Light, which took our weakest heal and cut its up-front healing in half in exchange for a weak HoT. It simply didn't make sense.

The second HoT we received came from the interaction between Infusion of Light and Sacred Shield, which would put a HoT on our SS target when we used FoL on him. While more powerful than the last iteration, it was still far too weak to make any difference, and its limitation of a single target really made it untenable. Our ability to prevent damage via absorption effects or proactively heal damage via HoTs was basically nil, and holy paladins relied on massive throughput to solve every healing dilemma. It looks like that model hasn't changed today.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

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

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered.

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.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

WoW Patch 3.1 PTR Paladin glyphs


Delicious new glyphs and some rework of old ones in this massive content Patch 3.1. In the midst of all the excitement, let's try to look at the Paladin glyphs and what they mean for the class.

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...

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Filed under: Paladin, Patches, Analysis / Opinion

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