The Holy Paladin Guide for WotLK
The Holy Paladin Guide
Last updated on 12/28/2008
While talking about skills can be useful, sometimes you need to crunch the numbers to see what wins out. This is where these tools can come in, to help you find out what gear is better for you. As far as I know there is no Holy Paladin spreadsheet updated for 3.0, but if there is please let me know and I'll include. Your only option now is to use Rawr, you can read more about it in the Rawr Healadin Module thread.
There are many acronyms in WoW, and Paladins are doing there part to keep that true. For the new Paladins out there this is to help you not be totally confused while reading posts.
Assumed Raid Buffs
With the changes to buffs so that they are almost all raid wide, it is safe to assume during discussion you will have these buffs (unless otherwise stated).
For each stat I will try to demonstrate what 100 items points gives, which is equivalent to 5 epic quality Northrend gems. For most stats 1 item point is equal to 1 point in the stat. The exceptions are Spell Power (1 item point = 1.166 sp), Mp5 (1 item point = 0.4mp5) and Stamina (1 item point = 1.5 stamina).
While this won't increase how much healing you do directly, a dead healer is not doing any healing. You won't need stamina for all fights though, but if you are going to get a piece with low (or no) stamina I would recommend keeping a set of gear around that has higher stamina. So you can throw them on for fights with heavy AoE damage. For 100 item points you get 150, which with BoK becomes 1650 health.
Intellect has received a HUGE boost with WotLK mechanics, and is now the best stat for Holy Paladins by far. Let me list what 100 Intellect gives you:
Despite being told while WotLK was still in its initial phases that they wanted to make spirit good for all healers, nothing ended up getting changed. Spirit still is as crappy as ever for Paladins, you are never out of the 5SR to gain any mana from it. 100 spirit gives you nothing :(.
Increases how much healing your spells do at a rate dependent on each spell, exact values are given in the spells section. FoL scales really well with Spell Power because it has a low mana cost, but gets more benefit from Spell Power then most 1.5sec spells. So once you get to higher gear levels its low amount of base healing won't really matter, since 75% of the healing it does is from Spell Power. 100 Item points gives you 120 Spell Power, which increases each FoL by 134, and HL by 223.
Critical Strike Rating
Critical Heals end up healing for 50% more and cost 60% less mana, and 100 Spell Crit gives +2.17% crit rate at 80. Crit scale really well, but it starts out not being that great compared to other stats. This graph shows you how much effective mana is gained when you add 1% crit at varying initial crit rates. As you can see crit scales geometrically with itself, because you spend the extra mana from crit heals casting more heals which can crit. So going from 48% to 49% crit gives you twice as much mana as going from 0% to 1% crit. It also scales with how big your effective mana pool is.
Crit Rating is a good stat, especially at high gear levels. Though Intellect gives you 1/3 of the amount of Crit for the same item points, while also giving you all the additional mana.
Increases how fast your heals cast, but they cost the same amount of healing per mana. 10% Spell Haste does not mean your spells cast 10% faster, rather it means in a given time period you will cast 10% more spells. So the cast time after haste is calculated by (Base Cast Time)/(1 + Spell Haste). The more haste you get the less cast time it will reduce, but it will increase how many spells you can cast by the same amount. Its important to note that all haste effects (Wrath of Air, Sanc Ret, JotP, and Gear) stack multiplicatively. So with all of them you only need 20.6% haste from gear to get haste soft capped (50%, for 1sec GCDs). 100 Spell Haste at 80 will give you 3% haste. With the amount of mana we have now and that people rarely die if a HL reaches them. Haste increases the chance that HL will reach them in time, and increase the amount we can put out.
Mana per 5 sec
Gives you the specified amount of mana over 5 seconds, wether or not you have been casting a spell. This stat is pretty crappy now, with Divine Plea intellect is better then it in every single way by far. 100 item points will give you 40mp5, which is 2880 mana over 6 minutes. Even though it isn't a great stats, you can't just ignore it though. Items with mp5 can still be really good. Just because of there higher ilvl, or not being any better itemized items of the same ilvl.
Holy Paladins are no longer restricted to just casting two spells in combat. We got a few new good ones, and some old ones are now worth using. At level 80 a Paladin has 4394 base mana, which is a 48% increase over level 70. This is a brief run down of all the skills.
With how much mana you can have now, because of Intellect and Divine Plea, this is your main spell that you can spam most of the fight. Holy Light receives 188.5% of spell power per cast if you have Healing Light, which was buffed by 25% with WotLK. There are a lot of new mana reduction effects (Libram, GSoW, and 4pcT7) that if you have all them brings the HPM for HL and FoL very close. Remember that the amount of mana returned by Illumination is unchanged, so these effects are even more powerful. HL will very often overheal with how much we can cast it now, but that is okay. Unless you are going OOM before the fight ends, it doesn't matter how much it overheals.
Flash of Light
This is now used when mana is tight, or if there is a lull in a fight and not much is needing healing. It receives 113% of spell power per cast, if you have Healing Light. This was buffed by 25% with WotLK, so it scales even better with +healing now.
Yay! This spell has sucked for so long, it used to only deal damage, and now it is finally a good healing spell. This spell got greatly improved in WotLK, to heal for a lot more, have a 40 yd range as a heal (finally), and a 6 sec cooldown. Along with Infusion of Light, which makes it so whenever you crit with Holy Shock, your next FoL is instant or your next Holy Light is 1 sec shorter cast time. It receives 90.5% of spell power per spell casting, if you have Healing Light. This is great a spell to use when you are moving and can't cast anything else, or the tank took a huge burst and they will likely die before you can get a Holy Light off. It is around as efficient as Holy Light, so I wouldn't use it in place of FoL if you don't need the extra hps or an instant heal.
Beacon of Light
This is the spell that we were given to help us deal with being able to heal multiple targets at the same time. This is no CoH or Chain Heal, but its not meant to be. It can be much better, or it can be worse, it depends on the situation. This only takes into account effective heals, so if you heal someone for 4k, but they are only down 3k then the BoL will get healed for 3k. A common complaint of it is that it can't be relied on because of overheals not providing any healing. It also only works on Paladin healing abilities, so if you have a trinket (or something else) that heals then that won't proc BoL. If you place the Beacon on tank and go to raid heal you will need to watch the tanks health still and be ready to toss Holy Lights on him when needed. It can be a huge mana sink to keep it up, but it can be very worth in a lot of situations. But don't feel like you need to have 100% uptime on it, sometimes it just won't be effective when you only have 1 target that can use heals.
A perfect example of using it while tank healing is in Illidan Phase 2. While you can't rely on it to keep the tank you are healing alive, you can use it to greatly help the other tank stay alive. So at the start of P2 I will cast it on the tank the I am not healing, and then just heal my tank as normal. Let me tell you, getting a 1.7sec 10k Holy Light crit (with AW) that heals my tank, and then heals the Beacon for 10k is amazingly awesome.
First I will clarify how SS works, when you cast the spell on someone they gain a 30 second buff. Nothing happens until the target takes damage, when they do they will take the full amount, but will gain a second buff. This new buff will absorb the next 500 + 75% of your Spell Power damage and then expire, while it is active it will also increase the crit rate of FoL by 50%. This 2nd buff lasts a maximum of 6 seconds, and can only occur every 6 seconds. The ICD on the proc is shared between all SS's on the target, so it doesn't stack between multiple Paladins.
This is most effective on Tanks since they take damage often, but can also be useful on group members if you know they are going to be taking damage more often then every 6 seconds.
With WotLK this now effects healing, but is reduced to a 20% increase. In 3.0.8 its was changed to no longer cause a GCD, and to only cause a 30sec blackout period with Bubble. So its much easier to use while healing, and should be used often unless you think you might need Bubble in those 30 seconds.
This spell gives an insane amount of mana back, and makes Intellect an amazing stat. You do lose healing output, but the extra amounts of Holy Lights it lets you cast makes it worth it on all but trivial fights.
This is unchanged with WotLK, but with IoL it warrants no longer being relegated to just a HL macro. Saving it to use with HS for when the tank gets a big burst, for a combo with HL, can be very useful.
Nothing really changed with DI, try to save it for when you are going to be casting a lot of Holy Lights or have to renew BoL. But, don't let it sit off cooldown for too long.
Lay on Hands
Is significantly better to use in fights now, since it no longer drains all of your remaining mana. Its uses are pretty obvious, save it for when the tank gets a huge burst and will likely die before a cast time spell reaches him. If you cast this on yourself with Glyph of Divinity and Glyph of Lay on Hands you will get 4680 mana back. Which is a substantial amount mana if you won't need to use it on the tank.
Judgement of Wisdom/Judgement of Light
With Crusader Strike no longer refreshing Judgements and JotP, a Holy Paladin needs to actually judge on a regular basis. There are two main different strategies you can use for judging, you can either be trying to keep a 100% JotP uptime, or to keep 100% uptime on the Judgement debuff. It costs 3 GCDs per 2 min to keep JotP up, and 7 GCDs per 2 min to keep JotP and Judgement debuff up. Either way though with 15% extra haste you will be able to get more total healing spells out even after "wasting" 7 GCDs.
JoL was also buffed with WotLK and is definitely worth keeping up, but it scales significantly better with AP then SP. So if you have a Ret or Prot pally in the raid it is better for them to do JoL and you do JoW. Conversely though the Ret/Prot Pally will have a much more reliable uptime on there Judgement, since sometimes you just can't spare the global, and some classes are dependent on 100% JoW uptime for their DPS cycle. So if you can't guarantee to keep up JoW, it might be better for you to do your weaker JoL.
Hand of Sacrifice
The new version of this spell for WotLK is now very useful for PvE. A good button to use to help keep your tank alive when he gets some burst on him. Be careful though, the tank can take a lot of damage which will the be transfered to you. If your tank has BoL on him, it can be useful to just heal yourself while HoS is active so you don't die.
Hand of Protection
Nothing new with this for WotLK besides a new name. Its good to use on someone when they pull aggro. Can also be used on tanks in some fights when you need to force a tank transition.
Hand of Salvation
This now gives 20% threat reduction over its duration. A dps will likely call for you to use it on them when they are close to pulling aggro.
Most of the individual stats are discussed in the stats section. So this section is going to more geared for abnormal stats on items like meta gems, librams, and trinkets.
While there will always be one stat that is the best for you, that doesn't mean you should stack it with little concern for the cost. The more of a stat is on the item, the more items points it takes per stat point. For example, one item could have 10 intellect, or it could 8 intellect and 7 crit rating, while being the same item level. So it is in your best interest most of the time to have items with balanced stats, and use gems to stack a stat since they are exempt from this rule. Sometimes balanced items won't always be the best, or the distribution of stats on another item could be better, but in the general case balanced items are better.
WotLK added a lot of new options for meta gems to choose from. For all the comparisons I am using 1400 Int and 25114 mana as a base, approximately mostly epic gear that is favoring Int. I also assume a 6 min fight, 4 Divine Pleas, and 90% Replenishment uptime.
[Insightful Earthsiege Diamond] (5% chance to restore 600 mana with a 15 second ICD)
[ZZOLD Design: Revitalizing Skyflare Diamond]
This is can be a good meta if you feel your burst healing is too low. Normally HL crits are big enough that the extra amount healed is often wasted, so that I find the extra HLs I can cast while using an IED better.
[Ember Skyflare Diamond]
[Beaming Earthsiege Diamond]
[Libram of Renewal]
This is a huge increase in output, because of how much mana it saves. It reduces the cost of your Holy Light spell by almost 10%, it is the best libram you can get. Remember that Illumination works off of base mana, so you will still get the same amount of mana back from crits.
[Deadly Gladiator's Libram of Justice]
This is a good Libram and works well with the style of FoL. It just can't rival the massive mana reduction on Libram of Renewal.
[Libram of Tolerance]
I don't see any situation where I would use it over Renewal. Since I can use the 113 mana I saved on a Holy Light to do a lot more than 265 healing.
Just a list for now, I'll add some discussion for them later.
[Living Ice Crystals]
[Illustration of the Dragon Soul]
[Soul of the Dead]
[Darkmoon Card: Illusion]
[Darkmoon Card: Greatness] (+90 Intellect version)
[Embrace of the Spider]
[The Egg of Mortal Essence]
[Figurine - Sapphire Owl]
Personally at 80 I am going to use Holy Light, Divinity, and Seal of Wisdom for my Major Glyphs. Here are all of the options you have currently.
Glyph of Holy Light
With 3.0.3 this Glyph got change, so the initial target of the heal can no longer get a proc from the Glyph, and how much it procs for is different. If your heal doesn't crit, it will proc off of effective healing amount if its less then 50% overheal, otherwise it will proc off total amount. If it does crit, it will proc off of effective healing amount if its less then 66% overheal, other wise it will proc off total amount. It does not smart heal, but rather heals 5 random targets in range. Which greatly diminishes the effect compared to CoH, but it can be very effective at healing when the whole raid takes damage. It can do a substantial amount of healing in some fights (I have had up to 15% of healing done), so I wouldn't go anywhere without it.
Glyph of Flash of Light
This is getting changed to +5% FoL crit chance in 3.0.8. Reduces the average cost of FoL by 9.21, and increases the average amount healed by 2.5%. The Glyph I would consider using this over is Glyph of Divinity. I don't currently cast FoL enough to make it better then Divinity though, but with low gear levels or long fights it can be better.
Glyph of Seal of Wisdom/Glyph of Seal of Light
Both really good glyphs, especially since you will be keeping a Seal up anyway for JotP.
GSoW ends up reducing the average mana cost of Holy Light by more then 5%, because it doesn't change the amount of mana returned by Illumination. With Libram and 4pcT7, GSoW takes the mana cost from 1102 to 1044. Crits restore an average 344 mana, with 45% crit rate. That takes the average cost for HL without SoW to be 758, and 700 with it. That is a 7.6% average mana cost reduction.
GSoL will be better if you are having issues with not having enough burst healing, otherwise GSoW lets you output a lot more healing.
Glyph of Divinity
A good Glyph with no downside. If you cast LoH on yourself with this you will get double the mana returned. Which will make it great for fights where you are crunched on mana, and don't need the burst heal of a Lay on Hands.
Glyph of Spiritual Atunement
You will need to get healed for 117,000 healing by another healer for this to return more mana then Divinity.
Glyph of Cleansing
Not a good Glyph, since if you are spending a lot of GCDs on cleanse you won't have mana issues.
Glyph of Lay on Hands - A big increase to LoH mana for a minor glyph, use this one.
Glyph of the Wise - Great Glyph to use with Glyph of SoW. Saves the cost of approximately 1 FoL per cast.
Glyph of Blessing of Kings - If you have Kings, this makes your life easier, and there is no better 3rd minor for raids.
While you can only use 1 per fight now, you do have some choice about which that will be.
Runic Mana Potion - The good old bland mana potion. Thankfully they also greatly reduced the range of mana restored.
Potion of Nightmares - This got changed from its former brethren, so that it lasts 6 seconds and is no longer dispellable. Can definetly see being able to use this easily in many fights for the extra 1200 mana over Runic. I will carry a stock of both of these along with me.
Potion of Speed - This could be useful in some fights if you know there will be 15 seconds where you will need to totally maximize output.
Potion of Wild Magic - Same idea as Potion of Speed, but I don't see any reason to use this one over a Potion of Speed though.
These are the 4 relevant different buff types, but you can get different food that give the same benefit. Just chose them how you would your gems.
Imperial Manta Steak
Mighty Rhino Dogs
Spiced Wyrm Burger
Flask of the Frost Wyrm - A solid throughput increase, my flask of choice for WotLK.
Flask of Pure Mojo - With how poorly Mp5 has scaled to WotLK content I don't see any reason to use this over Frost Wyrm.
Flask of Distilled Wisdom - Sadly this flask from Vanilla WoW is still half decent. I wouldn't use it over Frost Wyrm though.
Elixir of Deadly Strikes
Elixir of Lightning Speed
Elixir of Mighty Thoughts
Elixir of Might Mageblood
Spellpower/Mighty Thoughts could beat out Frost Wyrm (67 SP vs 45 Int), but is more expensive to keep up while learning a boss.
They discontinued these with WotLK, and any old ones you have will not work on your new WotLK weapons.
VII. Trade Skills
Listed are the benefits you get from being each profession. With WotLK enchants can require you to have the profession to receive the stats, so you can no longer level Enchanting (or any other profession) for ring enchants and then drop it.
Mixology - 37 Spell Power or 13mp5 depending on Flask used. Also reduces how much gold you spend on consumables.
Socket Glove/Socket Bracer - Gives you 38 Spell Power, 32 Int, 32 Crit, 32 Haste, or 12mp5.
Enchant Ring - Greater Spellpowerx2 - Gives you 38 Spell Power.
Hyperspeed Accelerators - Which is pretty crappy for healing, it averages to 23 haste rating, and the normal spell power enchant is better then that.
Unbreakable Healing Amplifiers - Decent helm to start off with, but can be replaced easily with [Helm of Purified Thoughts] from AC rep.
Lifeblood - Small amount self healed, but it is off the GCD.
Master's Inscription of the Storm or Master's Inscription of the Crag - 37 Spell Power increase over The Sons of Hodir version.
Dragon's Eye Gems - Gives you 33 to a stat, 39 spell power, or 15mp5. These gems are prismatic, so they let you achieve some socket bonuses and meta requirements while only using one gem type.
Sapphire Owl - A really good trinket that is better then many epic trinkets.
Fur Lining - Spell Power - Offers you 37 spell power upgrade over normal enchant.
Toughness - This is pretty useless.
Master of Anatomy - 25 spell crit.
Darkglow Embroidery - 18.75mp5 on average at the cost of Enchant Cloak - Greater Speed.
VIII. Add Ons
A good UI for a healer is essential, you can be much more effective at healing with it then the stock UI. Here are some suggestions for AddOns.
Grid (Raid Frames)
Grid is a raid frame addon that I highly recommend for any healer. It makes it much easier to see the health of everyone in your raid, and is very customizable to fit your needs.
Pitbull (Unit Frames)
I find it much easier to keep track of your health and mana with this, then the insanely small bars in the default UI. This mod is also highly customizable, and can do almost anything you want it to do. XPerl is another popular Unit Frame addon. Both of these can also serve as your raid frames, but I find Grid does a better job.
Parrot (Scrolling Combat Text)
This addon helps me better keep track of damage incoming to me, and the healing I am doing then the default one. Another option is MikScrollBattleText.
Clique (Click Casting)
With a click casting addon you assign a mouse button (like middle mouse) to a spell, and whenever you press that button on a unit frame it casts that spell at that unit. I like using this with Cleanse, because I find I have better reaction times with it. Some people like assigning a button (or key-button combination) to all there heals, and using just that to heal.
PallyPower (Blessing Asssignments)
This AddOn will make your life keeping everyone blessed with the proper blessings much easier. While I am sure a lot of us have had their frustrations with PallyPower, it is significantly better then not using one. An alternative is ZOMGBuffs.
ClassTimer (Spell Timers)
Keeps track of the time left on all of your buffs/debuffs like Beacon of Light and JotP. Being able to see the time left on these spells at a glance makes it significantly easier to keep them up.
IX. Talent Builds
Here are a few sample talent builds that will give anyone a good starting point, and are by no means the only builds you can go. All of them are just guidelines meant to give people an idea of where to start and then customize for themselves.
Paladin (51/0/20) - World of Warcraft: PvE without any Blessing talents
Paladin (51/5/15) - World of Warcraft: PvE with Blessing of Kings
Paladin (51/0/20) - World of Warcraft: PvE with Imp Might and Wisdom
Paladin (51/20/0) - World of Warcraft: A guideline PvP build.
X. Frequently Asked Questions
Q: How much Mp5 is X% Crit worth (or vice versa)?
A: It depends on your spell rotation. If you are mostly spamming just FoL, then crit isn't that much of a mana return. It is when you start using HL heavily, that it overtakes Mp5 in mana returns.
Q: Which is these two items are better for me?
A: Use a theorycrafting tool, it will be able to answer it much better. If for some reason you think it is wrong, post here in detail about why you think it is wrong.
XI. Version History
I just posted the initial version of this thread. It is by no means complete, but it is better then the outdated one for now.
I will be adding a lot more calculations once I get to 80, and I have a much better idea of stats with level 80 gear.
Looks great so far. Been hoping to see something like this for Holy Paladins.
If you were curious of the stats of the pre-made (blue 80 gear with epic neck and rings and the blue Libram is 204 SP to Flash) with 51/5/15 spec and Kings up:
Here is a stab at a 80 PvP build 51/20 Holy/Protection:
Edit: Base Mana is the same for all 80 paladins
Total Mana was around 13.6k
Ya, I will start doing some calculations based on those. Level 80 dungeon blues and heroic epics should be significantly better then that, so they won't be totally accurate though. Do you have the stats for base mana at 80, and total mana with that gear?
For the PvP build, I am surprised you didn't put any points into Light's Grace. I think it is definitely more useful then 3pts in Judgments of the Pure. Besides that though I would probably do a build very similar.
The only nitpick I have with the talent builds is that you didn't take Improved BoW with the PvE Holy builds. I personally would find it much more useful than Improved LoH.
Yea, if you are going to the PvE build without Kings it is can be worth it to pick up Imp BoM/BoW over other talents. I will post up another build that has both of them, but that will be the last variation I will likely post. You could go on forever trying to think of where to spend your "filler" talents that best suits you. Which is a fine thing to discuss, but that is something that would be better to read in discussion and make up your own mind and what talent build you want. All of these talent builds are just guidelines meant to give people an idea of where to start and then customize for themselves.
Paladin (53/0/18)- Talent Build
Seems to be more along the lines of what I'd do.
If you're taking PoJ over either Imp LoH or Imp Wisdom then you need to explain why PoJ directly affects our healing. Both those other talents clearly do but the link between faster run speed and more healing isn't clearly defined. I agree that you shouldn't keep adding every variation on spec but you should change the ones that are up there and labeled PvE to not have PoJ when there are healing alternatives available.
I too am hesitant to drop Imp Lay on Hands, I rather choose Aura Mastery and Blessed Life. To armor cap your tank for 15 seconds seems really good to pass up. I wouldn't drop Pursuit of Justice though, unless the quantity of movements fights dropped drastically. In any fight that you are healing and have to move, when you are moving you doing much less healing then if you weren't. PoJ lets you get to where you need to go faster, so you can start healing 15% earlier. Remember sometimes when you just didn't move out of the AoE fast enough? This will help with that, and remember a dead paladin does no healing.
Yes, a Ret paladin can get Kings much easier then Holy can, but some unlucky Paladins might be forced to get it anyway. In 10mans I can see this being much more likely, when a lot of times you won't have a Ret Pally.
Also some good news for Holy Paladins.
Thanks for the post Endoscient, if I could make a suggestion perhaps a section for glyphs in the gear section? I know there aren't a lot of choices atm but they've mentioned expanding them in the future.
Edit: I'll start posting some of the better Wrath items so we can come up with an optimal set with their locations.
Crit: The Turning Tide - Item - World of Warcraft KT 25
MP/5: Torch of Holy Fire - Item - World of Warcraft KT 25
Pennant Cloak - Item - World of Warcraft Sartharion 25 Hard Mode
Voice of Reason - Item - World of Warcraft KT 25
Life-Binder's Locket - Item - World of Warcraft Malygos Quest Item
Crit:Ceaseless Pity - Item - World of Warcraft unknown location
Haste:Chains of Adoration - Item - World of WarcraftNaxx 25 (Multiple Bosses?)
Signet of Manifested Pain - Item - World of Warcraft Likely KT 25, not sure.
Crit:Seized Beauty - Item - World of Warcraft
Haste: Ring of Decaying Beauty - Item - World of Warcraft
Living Ice Crystals - Item - World of Warcraft
Forethought Talisman - Item - World of Warcraft
Illustration of the Dragon Soul - Item - World of Warcraft Sartharion 25
Soul of the Dead - Item - World of Warcraft
Abetment Bracers - Item - World of Warcraft
Bracers of Liberation - Item - World of Warcraft
Zartson's Jungle Vambraces - Item - World of Warcraft
Valorous Redemption Tunic - Item - World of Warcraft
Chestplate of the Great Aspects - Item - World of Warcraft
Chestguard of Bitter Charms - Item - World of Warcraft
Elevated Lair Pauldrons - Item - World of Warcraft Malygos
Valorous Redemption Spaulders - Item - World of Warcraft
Valorous Redemption Gloves - Item - World of Warcraft
Gauntlets of Guiding Touch - Item - World of Warcraft
Rescinding Grips - Item - World of Warcraft
Valorous Redemption Greaves - Item - World of Warcraft
Bone-Inlaid Legguards - Item - World of Warcraft
Legguards of the Apostle - Item - World of Warcraft
Valorous Redemption Headpiece - Item - World of Warcraft
Faceguard of the Succumbed - Item - World of Warcraft
Helm of Diminished Pride - Item - World of Warcraft
Boots of Healing Energies - Item - World of Warcraft
Sabatons of Rapid Recovery - Item - World of Warcraft
Poignant Sabatons - Item - World of Warcraft
Faithful Steel Sabatons - Item - World of Warcraft
Girdle of Unity - Item - World of Warcraft
Waistguard of Divine Grace - Item - World of Warcraft
I am also going to start the trinket section tomorrow, at least listing them all for now.
Double post :(, please delete.
Thanks, I agree the PvE options are fairly slim atm but I hope the second batch of glyphs will add some more options down the road. I also agree the Flash glyph is pretty bad for every scenario I've encountered.
Did these get removed or should they be added to the list?
Glyph of Seal of Wisdom - Item - World of Warcraft
Glyph of Seal of Light - Item - World of Warcraft
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