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Paladin glyphs and Blizzard’s direction for the class


is shaping up to be one heck of a profession. After seeing the interesting and glyphs in an earlier build of Beta, this latest build pushed yesterday revealed some glyphs and gives us an inkling of where wants to take the class. Unlike the and glyphs, there are no cosmetic ones just yet — what spells could be cosmetically upgraded, anyway? Avenging Wrath, perhaps? Here are the functional ones:

Glyph of Seal of Command
Increases the chance of dealing Seal of Command damage by 20%.
From how I read this, seems like the glyph increases the proc of Seal of Command by 20%. Since Seal of Command currently works through a PPM or Proc Per Minute, mileage may vary depending on your weapon. With an optimal 3.8 speed weapon, Seal of Command can proc around a whopping 64% of the time. Note that PPM calculations for SoC are done after haste is factored in. ’s a definite increase in DPS and provides a slightly more consistent burst.

Glyph of Hammer of Justice
Increases your Hammer of Justice duration by 1 .
This glyph extends the stun duration to 7 seconds — still not enough to deal dual Judgements. Pure PvE Paladins might want to skip on this glyph, but ’s a particularly powerful glyph for especially when specced and geared for the 20 second cooldown (3/3 Improved Hammer of Justice set bonus). Taking advantage of the stun even without the glyph every time 20 seconds subjects to diminishing returns, so longer stuns won’t necessarily go the full duration against a single target. However, this works extremely well with the Glyph of Crusader , slimly allowing Crusader Strikes against a stunned target.

Glyph of Blessing of Wisdom
Your Blessing of Wisdom causes your target to also regenerate the same as mana.
The wording on this is a bit confusing. Does the regeneration tick the same as the mana that Blessing of Wisdom confers? Or all mana regeneration as the wording can imply? I’ betting on the former, which translates to 71 and mana every 5 seconds the current highest rank in Wrath Beta. This makes a highly desirable glyph. If works with all mana regeneration, then ’s pretty broken as reworks spells like Innervate and Evocation.

Glyph of Hammer of Wrath
Increases the range on Hammer of Wrath by 5 yards.
Always a situational spell, Hammer of Wrath is essentially a spell because actually lowers DPS in raids as resets the swing timer. In the old scaling and coefficients, least. That said, PvE Paladins rarely need the extended range as DPS is melee-based (yes, even Shockadins). With only 6 glyph slots to fill, this is pretty low on the list of glyphs to get.

Glyph of Crusader
Your Crusader 20% more damage when your targe is incapacitated or stunned.
With the removal of the Judgement refreshing aspect of Crusader , seems clear that wants Retribution to be a -favored tree. This glyph is simply begging Retadins to stun their target every possible opportunity and unleash crazy burst DPS. Because many dungeon mobs and virtually all cannot be stunned, this is for . And ’s .

Glyph of Consecration
Increases the radius of Consecration by 1 yards.
If there were an ugly, unwanted stepchild of glyphs, this would be . A 1 yard increase to Consecration is fairly small. The spec that uses the most right now, , works off being close to their target. Multiple mobs stack on or near the , rendering the extra 1 yard next to useless. has limited use even in , where is often used in close quarters. revised to scale with both Spell and Attack Power, which is enough of an improvement for now.

Glyph of Righteous Defense
Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
A taunt that works better? Yes, please. This is a must-have glyph for every tank, specially with the new and improved, no-cost Righteous Defense. The worst thing to see in a raid is a mob resisting just as ’s about to lay the smackdown on your squishy .

Glyph of Avenger’s
Your Avenger’s hits - fewer targets but for 100% more damage.
The multi-target of Avenger’s was designed primarily for multiple mob pulls. was never intended to be part of a DPS spell cycle with a 0.5 second time and 30 second cooldown. With increased damage and fewer targets, however, becomes more tailored for than PvE. Not a fantastic glyph, by any means, but a purely preferential one.

Glyph of Turn Evil
Reduces the cooldown on Turn Evil by 5 .
This glyph doesn’t make any sense right now because Turn Evil in the Beta doesn’t have a cooldown (as opposed to 30 seconds on live realms). Because of its situational nature, I expect to remain that way, similar to Fears. Either Turn Evil or this glyph is likely to change soon. any , this should be a minor glyph.

Glyph of Exorcism
Your Exorcism also interrupts spellcasting for 0 .
The long-clamored for spell interrupt! Except only works on and Demons… that actually spells. Or maybe also against Lichborne- or Metamorphosis-specced Knights and Warlocks. This looks like another candidate for the minor glyph category and is likely to change when glyphs finally go live.

Glyph of Blessing of Kings
Your Blessing of Kings also increases attack power on affected targets by 3%.
Another DPS bent for the tree, although inferior to Blessing of Might with the new scaling and coefficients. also indicates that intends for Blessing of Kings to lean towards melee , making the bonus useless to casters, on whom the buff is also applied to.

Glyph of Flash of Light
Your Flash of Light heals for 50% less initially but also heals for 200% of its initial effect over 0 .
Huh? Presumably, the 0 seconds in the spell refers to an actual time (MMO Champion lists 1 second), making Flash of Light some sort of mini-Lifebloom. This actually changes the nature of the spell from quick heals to a mitigating Heal-over-Time. I’ not too sold on this one because Flash of Light is one of the most efficient heals in the game in its present form. You want the full heal after a 1.5 second , not some HoT-wannabe.

Glyph of Holy Light
Your Holy Light grants % of its heal amount to up to 5 friendly targets within 5 (yards) of the initial target.
If glyphs were girls, this would be the most beautiful girl in the room. seems like a no-brainer glyph for all healing Paladins, who have traditionally had difficulty with mutiple targets. % of Holy Light spread over 5 targets is rather small, and the 5 (presumably yards) range is short — but every bit helps, particularly when doesn’t incur any additional cost to mana.

Glyph of Blessing of Might
Your Blessing of Might also grants offensive spell power equal to % of the attack power grants.
This glyph turns Blessing of Might into Sheath of Light’s less talented cousin. ’s also one of the most desirable glyphs for a DPS-oriented , particularly Retadins. Because several spells scale off both Spell and Attack Power, this glyph grants a definite improvement to DPS.

Glyph of Lay on Hands
Your Lay on Hands also grants you as much mana as grants your target.
already polished Lay on Hands to blinding shininess with the reduction to the cooldown and removal of the mana penalty… and this glyph makes even brighter. This ‘uh-oh’ button becomes dual purpose allowing the to heal himself or an ally, buying time, and gaining mana to continue healing (or tanking, or killing…). An awesome glyph that improves an already newly-awesome spell.

Glyph of Seal of Wisdom
While Seal of Wisdom is active the cost of your healing spells is reduced by -5%.
Finally! A reason for healing Paladins to throw up a Seal. This has been my gripe about the seal system, where didn’t make any sense for healers to keep a Seal active. This is an excellent Seal for longevity encounters, working -in- with Blessing of Wisdom to conserve and regain mana. In the new Potion Sickness-infected world, just might be what the doctor ordered.

Glyph of Seal of Light
While Seal of Light is active the effect of your healing spells is increased by 5%. Another awesome glyph for healing Paladins that takes the place of Blessing of Light, except that this applies to all healing targets. Many healers could opt to get both this glyph and the Glyph of Seal of Wisdom, considering how both contribute greatly to healing efficiency. also allows healing Paladins to actively toss up different Seals to get different benefits depending on the state of an encounter. These glyphs are exactly the sort of glyphs that make for involved gameplay.

Currently, seems that isn’t quite done with the glyphs and we’re only looking a portion of what’s in store. Some of the glyphs don’t make sense under the current build, but the same time we can get an insight into what is planning for the class. They’re building more efficient healers who heal better and last longer, more frightening Retadins who’ll stun you and proceed to do unspeakable things to you, and to a lesser degree, more workable tanks who, um, can taunt better and say ‘uh-oh’ with more confidence. I’ sure we’ll see more glyphs that tanking a bit more, as this is what seems to be the most glaring hole. Perhaps a Glyph of Blessing of Sanctuary or Glyph of Holy is in the cards. I’ looking forward to more glyphs as they come.

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