Spec, Builds, Talents and Glyphs
On this page, we present the viable talent and glyph choices for Holy Paladins in World of Warcraft WoD 6.2.2. We detail what each of the talents and glyphs do and in which situations they should be taken.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
Talents can easily be changed, thanks to Tomes of the Clear Mind. You will frequently find yourself changing talents and glyphs between encounters, in order to adapt your play style to different mechanics. Therefore, it is important to understand what each of your talents does and how they affect your play style.
2. Tier 1 (Level 15) Talents↑top
Tier 1 talents offer you a choice between 3 means of improving your movement speed.
- Speed of Light is an active ability, with a 45-second cooldown, which increases your movement speed by 70% for 8 seconds.
- Long Arm of the Law causes your successful Judgments to increase your movement speed by 45% for 3 seconds.
- Pursuit of Justice passively grants you 15% increased movement speed, and an additional 5% increased movement speed for each charge of Holy Power that you have, up to a maximum of 3 (so, up to a grand total of 30% increased movement speed).
Speed of Light is excellent because it offers you a reliable movement speed burst. Given the drawbacks of the other two talents, Speed of Light should be your default choice.
Pursuit of Justice offers you a constant, passive movement speed boost, which is excellent for moving out of harmful effects. That said, it does not stack with the movement-speed-increasing feet enchant, and you will seldom have 3 Holy Power charges when you are on the move.
Long Arm of the Law offers more frequent but shorter bursts of speed than Speed of Light. It requires you to judge in order to get the speed boost, however, and overall we do not recommend it.
3. Tier 2 (Level 30) Talents↑top
Tier 2 talents offer you a choice between 3 means of crowd-control.
- Fist of Justice is an improved version of Hammer of Justice, which it replaces. Fist of Justice stuns the target for 6 seconds, with a 30-second cooldown, from a 20-yard range.
- Repentance puts the (Demon, Dragonkin, Giant, Humanoid, or Undead) target to sleep for 1 minute. Damage done to the target will break the effect, and only one target can be under this effect at one time (from the same Paladin).
- Blinding Light is an active ability that disorients all enemies within 10 yards for 6 seconds. It has a 2-minute cooldown.
The talent choice here is largely irrelevant, and it will not affect your performance in any way. You should choose based on your own preference, or on the requirements of the encounter, in terms of add crowd-control.
That said, you will probably find Fist of Justice to be the most useful option in the vast majority of encounters. The stun provided by it is one of the longest single target stuns in the game, and it has no significant resource cost attached to casting it.
4. Tier 3 (Level 45) Talents↑top
Tier 3 talents offer you a choice between 3 healing abilities.
- Selfless Healer causes your Judgments to reduce the cast time and Mana cost of your next Flash of Light by 35% per stack, and to increase its effect by 35% per stack when used on players other than yourself. The effect can stack up to 3 times.
- Eternal Flame replaces Word of Glory. It costs Holy Power (up to 3), heals the target for an amount roughly equal to Word of Glory's healing, and places a HoT on the target, lasting 10 seconds per charge of Holy Power used. When Eternal Flame is used on yourself, the HoT's power is increased by 50%.
- Sacred Shield places a 30-second buff on the target, which then goes on to create a damage absorption shield every 6 seconds. The individual shields being broken by damage or expiring has no effect on the main buff. Sacred Shield can be active on more than one target at once. It uses a charge system, having 3 charges and a 10-second recharge time.
The best choice in this tier is Eternal Flame. Sacred Shield is not as good, while Selfless Healer is not at all viable.
5. Tier 4 (Level 60) Talents↑top
Tier 4 talents offer you a choice between 3 ways of situationally improving your utility.
- Hand of Purity places a 6-second buff on a target, reducing the damage they take from harmful periodic effects by 80%. It also reduces all damage taken by 15%.
- Unbreakable Spirit reduces the cooldown of Divine Shield, Divine Protection, and Lay on Hands by 50%.
- Clemency gives each of your Hand spells 2 charges. This means that you can use them twice before triggering the cooldown (but the cooldown will begin ticking as soon as it is used for the first time).
We believe Unbreakable Spirit should be the default choice in most encounters. It greatly improves survivability (by allowing more frequent use of Divine Protection) and utility (allowing you to bypass mechanics or reset debuffs more often with Divine Shield).
Clemency will literally double your already powerful utility. In case your Hand spells turn out to be useful in an encounter, this talent will undoubtedly be a strong choice.
Hand of Purity's usefulness depends greatly on the number of effects that are affected by it. If it works against relevant boss mechanics, it can be an excellent cooldown to use on the tank.
6. Tier 5 (Level 75) Talents↑top
Tier 5 talents offer you a choice between 3 powerful performance-enchancing talents.
- Holy Avenger is a 2-minute cooldown that, for 18 seconds, causes your abilities that generate Holy Power to deal 30% additional damage and healing, and to generate 3 charges of Holy Power, instead of 1.
- Sanctified Wrath passively increases the duration of Avenging Wrath by 50%, and it increases the critical strike chance of Holy Shock by 20%. Additionally, while Avenging Wrath is active, it reduces the cooldown of your Holy Shock by 50%.
- Divine Purpose gives your Word of Glory and Light of Dawn a 25% chance to make your next Word of Glory or Light of Dawn free of Holy Power cost, and to have it cast as though 3 Holy Power charges were consumed.
Sanctified Wrath is the strongest choice in this tier.
Divine Purpose's randomness makes the talent less desirable to you as a healer, since you may get its benefit when you do not need it, and you may need it when it does not proc.
Both the 2-Part Tier 17 Set Bonus and the 4-Part Tier 17 Set Bonus have strong interaction with Divine Purpose, so if you have these two set bonuses, then Divine Purpose is still a solid choice.
Holy Avenger is currently not worth considering.
7. Tier 6 (Level 90) Talents↑top
Tier 6 talents offer you a choice between 3 abilities that are centered around damaging multiple enemies and healing multiple allies.
- Holy Prism can be cast on an ally or enemy target. If cast on an enemy, Holy Prism deals damage to them and heals 5 nearby allies. If cast on an ally, it heals that ally and damages 5 nearby enemies.
- Light's Hammer places a hammer at a target location on the ground for 16 seconds. During this time, the hammer will heal the 6 most injured nearby allies, as well as damaging all nearby enemies. Enemies' movement speed is also reduced by 50% for 2 seconds each time they take damage.
- Execution Sentence can be used on enemies or on allies. If used on an enemy, they take a certain amount of damage over 10 seconds (the damage they take is low at first, and it increases gradually). If used on an ally, they will be healed for a certain amount over 10 seconds (in this case, the largest tick occurs first, with the healing then gradually decreasing). If Execution Sentence is dispelled, it will instantly deal damage or healing to the target (depending on who it is cast on) equal to 5 times the value of the most recent tick.
Execution Sentence is very good for single target healing, and it is therefore a great choice in this tier.
Holy Prism is also very strong. You should use this by casting it on the boss or add that is positioned next to your raid members. Light's Hammer is close to Holy Prism, its smart-healing effect being quite useful.
The choice in this tier will greatly depend on the type of damage and raid positioning in the encounter.
8. Tier 7 (Level 100) Talents↑top
Tier 7 talents offer you a choice of 3 ways to enhance your healing performance.
- Beacon of Faith is an active ability with a 3-second cooldown, that acts essentially like a second Beacon of Light, precisely mimicking the effects of your Beacon of Light.
- Beacon of Insight is an active ability with a 15-second cooldown. It allows you to place a buff on an ally, which then causes them to receive 40% more healing from the next direct single target heal (and Holy Radiance) you cast on them within 1 minute. When the effect is consumed, or when the target reaches full health, the Beacon of Insight moves to the most injured ally within 40 yards. There can only be 1 Beacon of Insight active at any one time.
- Saved by the Light passively causes the target of your Beacon of Light to gain a damage absorption shield that absorbs 30% of their maximum health in damage, lasting 10 seconds. The effect is triggered whenever the target of your Beacon of Light drops below 30% health, but it cannot occur more often than once per minute on the same target.
Beacon of Faith is by far the strongest talent in this tier, with the other two options having, at best, very niche uses.
9. Major Glyphs↑top
There are several Major Glyphs that are of interest to you, although none offer clear performance improvements.
- Glyph of Hand of Sacrifice causes your Hand of Sacrifice to no longer transfer damage from the target to you, instead simply reducing the damage that the target takes. This glyph is extremely useful, making Hand of Sacrifice usable in a large number of situations.
- Glyph of Merciful Wrath reduces the cooldown and the effect of Avenging Wrath by 50%. This glyph can be an excellent choice in many situations. This is because Avenging Wrath can often have part of its benefit wasted through overhealing (or through lasting longer than the period of intense damage). Using this glyph means that while Avenging Wrath will be weaker, it will be available much more often.
- Glyph of Flash of Light places a 7-second buff on the targets of your Flash of Light, which increases your next heal on them by 10%.
- Glyph of Cleanse causes your Cleanse to have 2 charges, but the recharge time is increased by 4 seconds (to 12 seconds). Generally, this glyph will be useful if you can spare the slot, because it allows more flexibility in the usage of Cleanse.
- Glyph of Denounce causes Holy Shock to reduce the cast time of your next Denounce by 0.5 seconds per stack, stacking up to 3 times. If you are using a lot of Denounce in a particular encounter, this glyph can prove quite useful.
- Glyph of Divinity increases the cooldown of Lay on Hands by 2 minutes, but causes it to also restore 10% of your maximum Mana when used. If you know that you will use Lay on Hands at very specific moments of the fight, and this glyph does not interfere with that, or if you are only going to get a single use out of Lay on Hands anyway, then this glyph is quite good. Overall, you should almost always be using it.
- Glyph of Protector of the Innocent heals you for 20% of the amount that Word of Glory (or Eternal Flame, in case you have taken that talent) heals its target (this includes multistrikes). It only works if you cast these spells on someone other than yourself. It is a nice way to gain some free self-healing, and it is preferred when there is magic damage in the encounter.
- Glyph of Divine Protection adds 20% Physical damage reduction to your Divine Protection cooldown, at the expense of 20% magic damage reduction. This can be useful in certain situations, particularly in cases of physical raid damage (in which case it should replace Glyph of Protector of the Innocent).
- Glyph of Beacon of Light removes the global cooldown of Beacon of Light, making it much easier to change your Beacon target.
- Glyph of Light of Dawn causes Light of Dawn to affect 2 fewer targets, but to heal each target for 25% more. This glyph is excellent if you are in a 10-man raid, or if you generally want to use Light of Dawn in situations where it will not heal more than a few players.
10. Minor Glyphs↑top
Minor Glyphs are purely cosmetic, and have no effect on your gameplay.
One glyph is worth mentioning, though. Glyph of Righteous Retreat increases the cast speed of your Hearthstone by 50% while Divine Shield is active, allowing you to successfully bubblehearth once again.
Content gathered and originally posted by Vlad at http://www.icy-veins.com/wow