Er, Hand of Salv glyph wut? You planning to use a threat reducer on yourself as a tank? >_>
Er, Hand of Salv glyph wut? You planning to use a threat reducer on yourself as a tank? >_>
Glyph of Sense Undead: 1% more dmg on undead when Sense undead is on.
As long you remember to use Sense undead, it's probably the 2nd best minor glyph you can use. Blessing of king rune will save you a drink occasionally. Blessing of might is kinda worthless if you don't have talent in it. There is usually a warrior or ret paladin around if you're in raid.
With a good macro, you can probably use it efficiently to increase your dmg resistance by 20% at the cost of 2-4% threat for a big attack (you can click it off right after the attack). If you immediatly follow up with a Hand of reckoning (small mana cost and doesnt hurt global cooldown) in case you lose aggro, I can imagine it being semi useful. Same deal if you're offtank and want to give healer some help.Er, Hand of Salv glyph wut? You planning to use a threat reducer on yourself as a tank? >_>
That said, Divine Protection always did the job for me, and using Hand of salvation to save your own ass seem like a hassle that might backfire at you. Maybe there is a few bosses where it could be used efficiently, I havent enough raid experience, but I think other runes will give you less headache.
Glyph of Hammer of Justice is what I would use. It's simple, and the additional target always help when you try to claim multiples target.
With the way taunts work, hand of salv is useful with very good skill even on single tanked mobs, with 2 tanks (i.e. gormok) it's just plain bad ass.
Honestly, though, it's more something to consider if you're the type that carries glyphs around to min/max for different fights than something you'd want to roll with full time.
Also, blessing of kings minor gives you room to kings entire raid without drinking, which is no more or less meaningless than any other minor you'd put in the 3rd slot, but definitely the most convenient when it gets put to use.
Talent Calculator - World of Warcraft
revised semi final build.
should make it to perm final build unless it looks like i have chosen the wrong talents yet again.
just in case no one is playing with the calc, i can't take the point out of attunement/divine gaurdian or sac nor am i able to take 1 out of judgements to max conviction, although i wish i really could lol.
Very few people go without the 1 point in SA, the 2nd one is just skipped because the prot tree is so top heavy and the 2nd point can be overkill when you're tanking hard shit anyway.
Same reason people started considering the 2nd point in judgement, just most of us decided against that one when we realized it's pretty much 100% worthless.
i suppose the question now is which would be superior, leaving 2/2 judge or going 1beni/1judge
Do you find yourself more often not taking hits, or kiting something that actually stays out of range for more than a fraction of a second?
There's your answer.
Have you ever gone OOM since level 71 while tanking?
There's your answer.
Often happen in 5 men heroic when the mob die too fast, and Divine plea wear off between fight. SoR and Consecration drain your mana freaking fast.
Not saying it matter (since it only happen when you're destroying the instance in the first place), but you do run out of mana at time.
Yeah, if it were as simple as "have you run oom" ignoring when and where, bene would be even more extremely obvious choice.
It happens more often than you think. It's pretty common to end a fight with only 7sec left to the buff, and by the time you use SoR and run to the next pull, it's gone. If it happen right after you used Divine Plea, you're left with a long 40-50sec without it, which is quite annoying when you're not getting the mana back from healing (and barely getting hit for block/dodge).
I'm not trying to make a point that it's an issue for Pally, but you do run out of mana when you run with a very well geared group who destroy everything, since all your source of mana are are gone (plea, getting healed, blocking/doding).
It's not like you're going to wipe on trash or anything, and you can always pop a potion in the worst case (or drink for 3 seconds), but you're still out of mana for Cons/SoTR occasionally (SoR, HoTR and RD are more than enough normally to prevent DPS death if you didn't want to wait for you mana).
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And really, if the solution was as simple as "pull faster", I wouldn't be posting this comment. Running out of mana is simply a consequence of rushing through certain heroic as fast as you can.
I can skip consecration of course, I can ghetto pull and use HoTR and taunt, but it's usually more messy this way.
I can't decide on what to glyph over Vengeance: Taunt, HoTR, Judgement? I'm kinda leaning towards HoTR since my AoE threat is kinda bleh.
Am I missing something? Why the switch, expertise is better than ever for pallies >.>
Why would you glyph over vengeance? Vengeance and Divine Plea are the two top major glyphs, it's the 3rd glyph that's meh at best. I use judgement but I think a few of them are acceptable. I'm not sure how you can have "kinda bleh" AoE threat as a paladin. In certain cases it's not ideal (whelps in most cases) but it works and in 5-mans it's excellent.
If you need to deal with more than 3 mobs learn to switch targets quickly. A common 4-mob pull for me is to AS 3 of them and judge the 4th. And unless someone goes batshit crazy on the one mob HotR didn't hit when I got there I never lose threat. And well even if you do...you have two taunts. Get some raid frames to show when others have aggro, clique up righteous defense and taunt anyone who pulls off you.
I don't like to glyph for extra cases, I use DP/SoV/Judge glyphs because they're ALWAYS giving me a bonus. Expertise isn't the best stat for a pally but it's always good to have some, I avoid it on gear since I have 11 baseline and that's acceptable, imo.
Because even without the SoV glyph I am over the expertise dodge cap, and I don't think the parry cap is worth going for compared to a different glyph.
It will still reduce the # of parries.
10 Expertise is huge. Keep it.
Agreed. A glyph for 10 rating over cap would be pretty shit, but -2.5% parry? Still pretty damn hawt. Especially with SoV going to physical hits.