Paladin Glyphs in Mists of Pandaria
A look at some of the best new or changed Paladin glyphs coming in Mists of Pandaria, and why they are either good, awful, or interesting.
The new Glyph screen, showing only 6 slots.
Glyphs in World of Warcraft will change a lot when Mists of Pandaria is released. There will no longer be three different classes of Glyphs, instead there will only be two: Major and Minor. As before you will only be allowed three of each type of glyph, however now major glyphs are the only glyphs that boost abilities. Minor glyphs provide very minor changes or cosmetic changes only.
To deal with this massive change to glyphs many of the glyphs themselves have been changed, been removed from the game, and new glyphs have been created.
Here I focus on some of the best of the new or changed Paladin glyphs and why they are either good, awful, or interesting. There are too many glyphs to cover everyone out there, so remember this is just a base list, there are more there.
NOTE: It is of course also very important to remember that this is beta and things are constantly changing,
Mists of Pandaria - Paladin Major Glyphs
Glyph of the Alabaster Shieldstyle="padding: 5px; float: right; width: 250px; text-align: center;"> src="http://www.tentonhammer.com/image/view/231040"
Your successful blocks increase the damage of your next Shield of the Righteous by 20%. This boost can stack up to 3 times.
Another really great ability for tanks, since you will be blocking throughout a fight anyway, and then use your SotR to pickup new adds at distance or for additional threat and damage to a boss. This helps in both situations ensuring more damage or threat. This will become one of the must have tanking glyphs that no Pally Tank should be without.
Glyph of the Ascetic Crusader
This glyph reduces the mana cost of your Crusader Strike and Judgement by 100%.
This is really all about ensuring that Retribution Paladins have enough mana left to use other abilities. Depending on their rotation in Mists of Pandaria and their normal mana regeneration will determine if this is a required glyph or not. In live right now mana is almost never an issue, so we will have to wait and see.
Glyph of Avenging Wrath
This glyph adds another ability to your Avenging Wrath ability, while active you are healed for 2% of your health every 4 seconds.
Since Avenging Wrath lasts 20 seconds that means you are healed for 10% over that time. You can use it at least every 3 minutes which makes it decent ability.
Glyph of the Battle Healerstyle="padding: 5px; float: right; width: 250px; text-align: center;"> src="http://www.tentonhammer.com/image/view/231041"
Melee attacks while using Seal of Insight heals a nearby injured friendly target for 10% of the damage inflicted.
This to me is one of the best of the new glyphs, even if the effect turns out to be insignificant. The reason I like it so much is that it puts some focus on getting healers into melee range and dealing some damage. Even though it may never happen, the idea of a healer being in the fight and mixing it up to provide some secondary healing is a great idea.
Glyph of Consecration
You can now target Consecration anywhere within 25 yards.
This is an awesome ability for tanks, let me explain why. In many boss fights there are adds that spawn during the fight that need to be picked up, however many times that can be hard to do since you need to worry about boss positioning or facing, or they spawn from several points around a room. This ability will allow you to focus on the boss a little more and throw the consecration out to where the adds are coming from to get initial agro, allowing them to come straight to you without even moving.
Glyph of Divine Storm
Your divine Storm also heals you for 1% of your maximum health.
This is an awesome glyph for Retribution Paladins. Given that the Divine Storm ability now costs 3 HP and has no cooldown this glyph isn’t as bad as it first appears. In reality in AOE situations you could probably use Divine Storm every 4.5 6 seconds if you needed to, and that would mean a likely 10% health per minute, which isn’t a bad thing.
Glyph of Divine Plea
This glyph now changes your Divine Pea to have a 5 second cast time instead of being an instant, but it grants the 12% mana instantly once cast and does not reduce your healing.
This is an interesting change as it allows you to get the 12% mana back in 5 seconds instead of over 9 seconds. More importantly you no longer suffer from a healing debuff. The downside though is pretty big in that you need to stand and cast for 5 seconds. I think the change is worth it though because the 50% healing decrease always meant that you could never really use Divine Plea during a fight anyway. Now you can if there is a brief break in the fight and then immediately start casting again.
Glyph of Double Jeopardy
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