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glyphs Retribution Paladin: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

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This article is no longer being updated. Please check our Retribution Paladin guide, which is fully compatible with Mists of Pandaria, and is being constantly updated. Thank you.

In preparation for the updates to our guides for Mists of Pandaria Patch 5.0.4, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.

Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Retribution Paladin rotation and playstyle (such as from reading our guide).

We will first list the most important changes to the Retribution Paladin Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.

Finally, we will give you some information about the most useful talents and glyphs you should choose.

New Abilities

  • trade_archaeology_gemmeddrinkingcup.jpgBoundless Conviction is a new passive ability granted to all Paladins. It increases Holy Power capacity to 5 (from 3). Abilities that cost Holy Power can still only consume a maximum of 3 Holy Power, so this change allows you to pool Holy Power and it will alter gameplay somewhat.
  • ability_paladin_hammeroftherighteous.jpgHammer of the Righteous is an AoE attack that generates a charge of Holy Power.
  • spell_holy_auramastery.jpgDevotion Aura is a defensive raid cooldown. It is a combination of the old spell_holy_powerwordbarrier.jpgDivine Guardian (which was previously only available to Protection Paladins and has been removed from the game) and spell_holy_auramastery.jpgAura Mastery (which was previously only available to Holy Paladins and has been removed from the game) abilities. The 20% magic damage reduction will probably be its most useful feature.
  • Tier 3 talents offer you a choice between ability_paladin_blessedmending.jpgSacred Shield and inv_torch_thrown.jpgEternal Flame (and ability_paladin_gaurdedbythelight.jpgSelfless Healer, but this is a passive talent). We discuss these talents in greater depth in the Talents section.
  • Tier 5 talents offer you a choice between ability_paladin_holyavenger.jpgHoly Avenger and two passive talents, ability_paladin_sanctifiedwrath.jpgSanctified Wrath and spell_holy_divinepurpose.jpgDivine Purpose. We discuss these talents in greater depth in the Talents section.
  • Tier 6 talents offer you a choice between spell_paladin_holyprism.jpgHoly Prism, spell_paladin_lightshammer.jpgLight's Hammer, and spell_paladin_executionsentence.jpgExecution Sentence. We discuss these talents in greater depth in the Talents section.

Changes to Existing Mechanics

Removed Abilities

Rotation and Spell Usage

The Retribution Paladin rotation remains similar to the Cataclysm version, detailed in our guide. It is likely to end up being:As you will notice, there is no longer a need for two different priorities (one below 3 Holy Power and one at 3 Holy Power), thanks to Holy Power having a maximum capacity of 5, but abilities still only utilising 3 Holy Power. The result is that even if you use a Holy Power generating move at 3 Holy Power, it will not be wasted.

In multiple target situations, the chief (and possibly only) differences are:

Talents

Tier 1 talents offer a choice between 3 means of increasing your movement speed:
  • ability_paladin_speedoflight.jpgSpeed of Light, an active movement speed boost that lasts for 8 seconds;
  • ability_paladin_longarmofthelaw.jpgLong Arm of the Law, a passive ability that increases your movement speed by 45% for 3 seconds each time you judge;
  • ability_paladin_veneration.jpgPursuit of Justice, a passive talent that increases your movement speed by 15% at all times and grants you an additional 5% for each charge of Holy Power you currently have (up to a maximum of 3).
Your choice here will depend greatly on the requirements of the encounter. Each of these talents has specific merits, and you will need to think about how your playstyle can best make use of these.

Tier 2 talents offer a choice between 3 utility spells:

  • spell_holy_fistofjustice.jpgFist of Justice, a 6 second stun on a 30 second cooldown. This is an improved version of spell_holy_sealofmight.jpgHammer of Justice (an ability granted to you by default), the improvement being the increased range at which it can be cast and the lower cooldown.
  • spell_holy_prayerofhealing.jpgRepentance, a 1 minute long form of crowd-control that is broken by damage.
  • achievement_bg_topdps.jpgBurden of Guilt, a passive talent that slows the target of your spell_holy_righteousfury.jpgJudgment by 50% for 12 seconds.
These spells will be largely irrelevant for raiding. Picking one over the others will be a matter of personal preference or, possibly, encounter mechanics.

Tier 3 talents offer a choice between 3 healing spells:

ability_paladin_blessedmending.jpgSacred Shield provides an absorption shield that lasts for 30 seconds and absorbs a small amount of damage every 6 seconds. Sacred Shield can only be active on one target at once. The absorption amount scales with your gear. This spell could provide you with a substantial amount of absorbed damage over the course of an entire fight.

inv_torch_thrown.jpgEternal Flame is a HoT that can be kept at 100% uptime. It costs Holy Power to use, and this ability replaces inv_helmet_96.jpgWord of Glory. Due to the Holy Power cost, this ability will turn out to be a DPS loss and it should not be taken.

ability_paladin_gaurdedbythelight.jpgSelfless Healer grants you a stacking buff, each time you use spell_holy_righteousfury.jpgJudgment, which reduces the mana cost of your next spell_holy_flashheal.jpgFlash of Light by 35% and increases its amount of healing by 35%, but only if cast on other players than yourself. This effect stacks up to 3 times. Since it will not benefit your survival, and it is unlikely that you will need to help out on healing the raid, this talent will probably not be chosen very often. Still, it could have usefulness on certain fights.

As a default choice, we believe that Sacred Shield will be best (provided that you keep 100% uptime on it on yourself or on another raid member). In certain situations, though, the other two talents may also work.

Tier 4 talents offer a choice between 3 talents that grant you some utility:

  • spell_holy_sealofwisdom.jpgHand of Purity is an active ability with a 30 second cooldown that reduces the damage the target takes from DoTs by 70% for 6 seconds. From the description, it sounds like this ability is quite strong. It remains to be seen, however, how many boss abilities are affected by this.
  • spell_holy_unyieldingfaith.jpgUnbreakable Spirit is a passive talent that reduces the remaining cooldown of spell_holy_divineshield.jpgDivine Shield, spell_holy_divineprotection.jpgDivine Protection, and spell_holy_layonhands.jpgLay on Hands by 1% for each charge of Holy Power you use, up to a maximum of 50% of the cooldown's duration. The ability seems most useful in reducing the cooldown of Lay on Hands, allowing you to cast it more often, saving raid members who are dangerously low on health.
  • ability_paladin_clemency.jpgClemency is a passive talent that essentially grants your Hand spells two charges. This allows you to use them twice before the cooldown is triggered. This will most likely be of use in conjunction with spell_holy_sealofsacrifice.jpgHand of Sacrifice.
It is very difficult to tell which of these talents will be the best choice. In all likelihood, this will depend on the encounter. For instance, Hand of Purity's value would be greatly diminished on a fight without any DoTs on the tank, while Clemency would be very potent on a fight where there is ample opportunity to cast Hand of Sacrifice.

In any case, since you are going to spend global cooldowns to cast these abilities (except Clemency, which is passive), the result will be a small DPS loss. However, the benefit to the raid is likely to be greater.

Tier 5 talents offer a choice between 3 spells that improve your DPS:

ability_paladin_holyavenger.jpgHoly Avenger causes your Holy Power generating abilities to generate 3 Holy Power instead of 1 for 15 seconds, every 2 minutes. It is similar to the old spell_holy_proclaimchampion_02.jpgZealotry cooldown. If this talent is taken, the rotation during Holy Avenger will probably be: ability_paladin_sanctifiedwrath.jpgSanctified Wrath increases the duration of spell_holy_avenginewrath.jpgAvenging Wrath by 50% and, while it is active, reduces the cooldown of spell_paladin_hammerofwrath.jpgHammer of Wrath by 50%. This will undoubtedly also be a DPS increase, but it is hard to say, yet, how great of one.

spell_holy_divinepurpose.jpgDivine Purpose gives you a chance, each time you use an ability that costs Holy Power, to have your next Holy Power-costing ability (cast within 8 seconds) cost no Holy Power and be cast as though you had 3 Holy Power. While this is also a DPS increase, we believe that its randomness factor will ultimately make it less desirable than the other two talents.

As such, we currently feel that Holy Avenger will be the best choice, but this still remains to be determined by the actual balancing of these abilities.

Tier 6 talents offer a choice between 3 hybrid DPS-healing spells:

spell_paladin_executionsentence.jpgExecution Sentence is a single target DPS spell that deals damage to the target in an escalating manner (slowly at first, and then ramping up to a burst).

spell_paladin_lightshammer.jpgLight's Hammer places a hammer at a targeted ground location. The hammer deals damage to nearby enemies and heals nearby allies.

spell_paladin_holyprism.jpgHoly Prism, when cast on an ally, heals them and deals damage to all nearby enemies. When placed on an enemy, it deals damage to that enemy and heals all nearby allies. As a Retribution Paladin, you will most likely use this on yourself or another ally, so that the spell damages nearby adds.

Which of these talents you will choose depends on whether you wish to damage a single target (Execution Sentence) or multiple enemies (Light's Hammer or Holy Prism). In the case of multiple enemies, it will also depend on how these adds enter the encounter and how they behave.

Glyphs

There are several Major Glyphs that can, in certain situations, be useful (Minor Glyphs are purely cosmetic):
  • inv_glyph_majorpaladin.jpgGlyph of Inquisition reduces the damage bonus of spell_paladin_inquisition.jpgInquisition by 15%, but increases the duration by 100%. This is obviously a DPS loss, but it will make the rotation easier to maintain for those who are less experienced with the spec.
  • inv_glyph_majorpaladin.jpgGlyph of Harsh Words allows your inv_helmet_96.jpgWord of Glory to be used as a damaging spell against enemies. Currently, this seems to do a decent amount of damage, making it a viable alternative to spell_paladin_templarsverdict.jpgTemplar's Verdict when you are out of melee range.
  • inv_glyph_majorpaladin.jpgGlyph of Mass Exorcism causes your spell_holy_excorcism_02.jpgExorcism to deal 25% of its damage to nearby enemies. As a drawback, Exorcism is reduced to melee range. This glyph could prove to be a DPS increase in very specific situations (where you are in melee range for the whole fight and there are adds next to the boss).
  • inv_glyph_majorpaladin.jpgGlyph of Templar's Verdict has a small damage reduction effect. For 6 seconds after using spell_paladin_templarsverdict.jpgTemplar's Verdict, you take 10% reduced damage. This will probably be mandatory for raiders.
This concludes our Retribution Paladin preview for Mists of Pandaria. We hope you have enjoyed reading it and that it proved useful to you. As always, we are looking forward to reading your opinions on the matter!
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You forgot that Ret can use Hammer of the Righteous now. It is their HoPo generator for AE situations.

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You forgot that Ret can use Hammer of the Righteous now. It is their HoPo generator for AE situations.

Thanks. It's been fixed now :)

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Be careful

It seems that the Exorcism Glyph increase the cooldown of exorcism to 19,5 s and it matters because it gives you Holy Power. So I prefer using the two Word Of Glory glyphes instead, that I only cast for burst DPS under Holy Anvenger and Holly Wraith and ideally at the end of Ancient King (the pet)

Those burst having a different GCD, I use /Macro to cast them together.

Am I right ?

Also, what do you think about Haste priority under critical strike ? With Holy Power given by so many casts, and passive abilities proc on automatic attacks ?

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Be careful

It seems that the Exorcism Glyph increase the cooldown of exorcism to 19,5 s and it matters because it gives you Holy Power. So I prefer using the two Word Of Glory glyphes instead, that I only cast for burst DPS under Holy Anvenger and Holly Wraith and ideally at the end of Ancient King (the pet)

Those burst having a different GCD, I use /Macro to cast them together.

Am I right ?

Also, what do you think about Haste priority under critical strike ? With Holy Power given by so many casts, and passive abilities proc on automatic attacks ?

I hadn't noticed that inv_glyph_primepaladin.jpgGlyph of Mass Exorcism increases the cooldown of spell_holy_excorcism_02.jpgExorcism by 5 seconds, but you're right, it does.

I'm not going to put it in the article yet, though, since I don't believe it is intended. The glyph tooltip doesn't mention it. When it becomes confirmed, I'll update the article. If it turns out that it is intended, then I don't know what the effects will be. As it is, we've got a fairly decent Holy Power generation, so it might not be a big hit to our DPS to use this glyph - especially if it ends up hitting the secondary targets (the only situation in which I postulated this glyph may be useful).

As for stat weights, it's honestly premature to make assumptions.

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Due to Art of War, I'm sure how much that cooldown increase actually matters. But yeah, hopefully it is a bug.

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I asked about the glyph of mass exorcism on the beta forums, and GC said it was a bug that would be fixed. So no worries there.

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Due to Art of War, I'm sure how much that cooldown increase actually matters. But yeah, hopefully it is a bug.

Yep, true. The proc rate seems pretty decent.

I asked about the glyph of mass exorcism on the beta forums, and GC said it was a bug that would be fixed. So no worries there.

Thanks for asking on the official forums, and for posting back here. I suspect it was not intended, so I'm glad to see that confirmed.

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I thought I had read that they were removing Consecration and Holy Wrath for Ret but I didn't see those mentioned under the removed abilities?

I know this is purely subjective but was wondering about how the heals for Ret feel? With the right build, do you think there could come a time when if you stacked multiple ret's for dps that you could cut a healer and could it be efficient? I know it's very early for this type of conjecture but this is the first thing that has interested me into trying MoP.

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I thought I had read that they were removing Consecration and Holy Wrath for Ret but I didn't see those mentioned under the removed abilities?

Oh gosh, right you are! Updated that section now. Thanks!

I know this is purely subjective but was wondering about how the heals for Ret feel? With the right build, do you think there could come a time when if you stacked multiple ret's for dps that you could cut a healer and could it be efficient? I know it's very early for this type of conjecture but this is the first thing that has interested me into trying MoP.

Well, Ret healing is fairly solid, especially since inv_helmet_96.jpgWord of Glory now only has a 1.5 second cooldown and Holy Power generation is much higher than in Cataclysm. Having said that, however, I don't think you could ever have "multiple rets" making up for a healer. And I don't see why you would. They would, maybe, manage to keep players alive, but at a great cost to their DPS.

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I don't really agree with the rotation set up here. The part I don't agree with is how/when you cast Templar's Verdict. Before explaining myself, here's my proposed rotation:

The reason I put it this way instead of just "Templar's Verdict at 3 HP" is because holy power generation is the biggest priority outside of Inquisition. If you cast a Templar's Verdict at 3 HP when you have, for example, one of the holy power generation spells ready to use, you are delaying the next Templar's Verdict by a global cool down. Instead, you should generate that holy power immediately to get the cool down going. The only reasons Templar's Verdict should be cast is if you cannot generate holy power with the current global cool down because you are either maxed out on holy power or everything that generates holy power is on cool down already. What do you think? Do you agree with this line of thinking?
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I don't really agree with the rotation set up here. The part I don't agree with is how/when you cast Templar's Verdict. Before explaining myself, here's my proposed rotation:

The reason I put it this way instead of just "Templar's Verdict at 3 HP" is because holy power generation is the biggest priority outside of Inquisition. If you cast a Templar's Verdict at 3 HP when you have, for example, one of the holy power generation spells ready to use, you are delaying the next Templar's Verdict by a global cool down. Instead, you should generate that holy power immediately to get the cool down going. The only reasons Templar's Verdict should be cast is if you cannot generate holy power with the current global cool down because you are either maxed out on holy power or everything that generates holy power is on cool down already. What do you think? Do you agree with this line of thinking?

I agree absolutely. I've modified the rotation to reflect this :) Thanks a lot for your post!

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No problem! The only other possible change to that rotation is going to be the order of the things between the two templar verdicts. That will have to be training dummy tested and theory crafted though. I'll have to wait for the training dummies personally though. That will all depend on the final scaling factors applied to each of the individual spells. Also, we need to see the effect of haste....I have a feeling there will be haste soft caps with rotation changes.

Edited by kretan

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I'm having a hard time finding info on Seals? Could someone enlighten me on changes if any? I am SOOO excited for my Ret pally. This (from reading) seems to be the playstyle I have wanted my ret to be for a long time (and to an extent was in cata) - a dps with lots of damage mitigation aides and heals.Posted Image

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I'm having a hard time finding info on Seals? Could someone enlighten me on changes if any? I am SOOO excited for my Ret pally. This (from reading) seems to be the playstyle I have wanted my ret to be for a long time (and to an extent was in cata) - a dps with lots of damage mitigation aides and heals.Posted Image

Sorry for the long delay. spell_holy_sealofvengeance.jpgSeal of Truth remains your main DPS seal. In AoE situations, you can switch to spell_holy_righteousnessaura.jpgSeal of Righteousness.

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Are they still on the GCD? I thought I read that they might come off.

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They remain on the global cooldown.

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      TALENTS:
       
      Tier 1: Doesn’t matter
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of the Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice. I prefer Totemic Persistence with CBT because it gives you the flexibility to use other Water Totems without ruining your CBT timings.
      You can use Call of Elements in this fight too but there is no specific advantage to it. CoE is very good when you have to use a utility Totem twice in a row due to fight mechanics (Tremor, Windwalk, Capacitor, etc.) or when the overall damage is so high, that even one more HST could help. There’s nothing like this on Kargath.
       
      Tier 4:
      Elemental Mastery: we don’t need additional CDs for this fight.
      Ancestral Swiftness: no real need for additional Haste or instant casts.
      Echo of the Elements: I would say that this is our talent of choice on Kargath. A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output.
       
      Tier 5:
      Rushing Streams. No reason for Conductivity - the raid is never stacked.
       
      Tier 6:
      Unleashed Fury: your choice if you are aiming for single target healing in this fight. Not valuable if you chose High Tide in Tier 7.
      Primal Elementalist: An acceptable choice. There is nothing to heal for most of the fight, so you could use elementals for DPS!
      Elemental Blast: I can’t see any reason for having mana issues in this fight, so I wouldn’t take this talent.
       
      Tier 7:
      Cloudburst Totem: This is my preferred Talent for this fight. Damage on the Raid is low, so it feels better to single target heal while CBT will redistribute our healing to the raid.
      High Tide: The only reason to take this talent on Kargath, in my opinion, is when you are assigned to go upstairs. It’s problematic enough to time CBT there, people are running all over the place, so it might be easier to Riptide the group and Chain Heal them.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (you can take something else instead but I don’t see anything really useful)
       
       
      THE BUTCHER (top)
       
      This is the fight with very high raid damage in both Normal and Heroic versions, especially for soaking groups.
      My guild uses a very specific tactic for this boss:
      We have two healers for 2 soaking groups (5+5 people) - myself (Restoration Shaman) and Disc Priest. Our Restoration Druid stays on the raid full time while our Holy Paladin prioritizes the Tanks. Sub-30%, our Healers come into the soaking groups to help minimise the damage, 2 healers in each group.
       
      TALENTS:
       
      Tier 1: I take Nature’s Guardian for accidental (or not accidental Sub-30%) Cleave damage.
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      I prefer High Tide for The Butcher. According to my assignment, I will have at least 5 heavily injured people during the entire fight. It’s clearly worth the constant use of Chain Heal.
      So Call of Elements is my choice here. The overall damage is very high, so even one more HST could help.
       
      Tier 4:
      Elemental Mastery: I wouldn’t take it. The other two talents are much more useful.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams or Conductivity.
      I prefer Rushing Streams but if you are good in handling Conductivity full time on melee - why not?
      You can find the WeakAura for tracking HR with Conductivity talent in our WA thread.
       
      Tier 6:
      Elemental Blast: I would say that this is our talent of choice for the Butcher. The fight is very intense and we’ll need every possible bit of mana.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. If you are using spells wisely, CBT will nicely redistribute your healing to all the injured people.
      High Tide: This is a very good talent for this fight. You will always have a lot of injured people and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (for knockbacks)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a Resto Druid in the raid, it can be a possibility. If you can’t manage your High Tide CH targets without blanketing the raid, it’s a possibility too. But frankly, the amount of Riptides you'll have with the EotE talent should be enough to fully utilize High Tide.
       
       
      TECTUS (top)
       
      This is a fight with very intense movement for the entire raid, including healers.
      The tactic that my guild uses for this boss involves the whole raid spreading out in a big circle around the boss, no stacking.
      We have the assignments for raid healing CDs during Tectonic Upheaval for every Healer too.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘standing in crap’ damage or Astral Shift for Tectonic Upheavals.
       
      Tier 2: Doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of constant movement and obstacles that cause loss of LoS for direct target heals.
      Call of Elements can be a good choice too. One more HST in the moments when you have to run from Crystalline Barrage or around Earthen Pillar could definitely help.
       
      Tier 4:
      Elemental Mastery: You can take it if feeling like one more CD is needed but it will burn your mana really fast.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams is the only choice here really.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      If you are able to cast a lot and burn your mana quickly or if you took Glyph of Riptide for this fight, then take Elemental Blast.
      If you prefer single target spells and CBT, take Unleashed Fury - 50% increased heal is really good - you can cast less and pay more attention to your movement.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. CBT will also nicely redistribute your healing to all injured people when you’re moving around!
      High Tide: good talent for people who are good in positioning or with Glyph of Riptide. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too.
       
       
      BRACKENSPORE (top)
       
      By the tactic my guild uses for this boss, we have assignment for every healer. On Heroic progression you will need two healers assigned to heal mushrooms (one healer in Normal).
      I have to say that a resto shaman with Cloudburst totem assigned to Mushrooms can do miracles ^^. I was able to pull 11% of total healing from CBT on this fight.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘caught in crap’ damage or Astral Shift for Infesting Spores.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a choice too. One more HST on Infesting Spores - why not?
       
      Tier 4:
      Elemental Mastery: no need really and it burns your mana too quick.
      Ancestral Swiftness: if you like to cast faster and to have ‘oh, shit’ instant cast once in 90 sec. - it’s your choice.
      Echo of the Elements: I like it on this fight. More UL for mushrooms!
       
      Tier 5:
      Rushing Streams talent would be the best choice here really. Conductivity is very arguable, imo. While there are periods when all the raid is stacked on mushroom, I’m not sure that this time is long enough for using this talent.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would take Unleashed Fury, especially if assigned to mushrooms. 50% increased single heal is really valuable here. If you are healing the raid, Elemental Blast could be your choice too, but frankly, you can refill the mana from blue mushroom.
       
      Tier 7:
      Cloudburst totem: best choice for healing mushrooms. CBT will nicely redistribute your healing on mushroom to the raid.
      High Tide: good talent if you are healing the raid.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it’s weak and burns your mana fast.
       
       
      TWIN OGRON (top)
       
      This is the fight with intensive movement for all the raid, including healers.
      By the tactic my guild uses for this boss, the ranged dps and healers are mostly stacked together and move together, except of moving of fire and Pulverize.
      It would be nice if your hunters will cast Aspect of the Fox, so you could cast when moving from the fire.
       
      TALENTS:
       
      Tier 1: I would advice Nature’s Guardian here, especially if you are not very good in moving out of fire.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of movement it demands.
      Call of Elements can be a good choice too. One more HST for fire times or Pulverize could definitely help.
       
      Tier 4:
      Ancestral Swiftness: don’t think that more Haste could be very useful in this fight.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. I don't think that there is enough time of stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single damage.
       
      Tier 7:
      Cloudburst totem: chose it if you move a lot. CBT will nicely redistribute your healing to all the injured people in the time when you are moving around.
      High Tide: good talent for people who are good in positioning themselves. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too, but remember that it burns your mana!
       
       
      KO’RAGH (top)
       
      This is the fight with a high damage from both the boss mechanics and not paying attention.
      One of the fights where you should use shaman utilities.
      Remember that there are two main healing strategies for this encounter regarding dealing with Expel Magic: Frost: you can heal through it or move away if you don’t have enough HPS throughput.
       
      TALENTS:
       
      Tier 1:
      Nature’s Guardian, if you are not very good in moving out of things.
      Astral Shift if you are able not to forget to use it on Expel Magic: Frost or Expel Magic: Fire.
       
      Tier 2: Windwalk totem! Use it to help the raid to get away from Frost Orbs.
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a good choice too to reset the cooldown of Windwalk totem. Especially if you don’t have druids for Stampeding Roar.
       
      Tier 4:
      Ancestral Swiftness: not sure that more Haste will really shine in this fight, but it worth a shot if you like it.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single person damage.
       
      Tier 7:
      Cloudburst totem: chose it if you like it.
      High Tide: just the same.
      Both talents are valuable for this fight.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF PURIFY SPIRIT (Purify Spirit has 2 charges now. Useful for Expel magic: Fire dispels)
      Other possibilities:
      GLYPH OF SPIRITWALKER’S FOCUS
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts healing output of Riptide!
       
       
      IMPERATOR MAR’GOK (top)
       
      This is a very long fight with a high damage from both the boss mechanics and not paying attention. There are many boss abilities that will do a raid-wide damage if people handle them in wrong way.
       
      TALENTS:
       
      Tier 1: I would recommend Astral Shift here. Use it on Force Novas or when you are Fixated.
      You can take Nature’s Guardian too, but there’s enough raid damage, so I think it’s better to mitigate.
       
      Tier 2: You can use Windwalk Totem on Slow debuff, but I think that it’s better to just dispel it.
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be good for another HST too. It is a long fight, so you’ll be able to use it at least 3-4 times.
       
      Tier 4:
      Ancestral Swiftness or Echo of the Elements: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      Tier 5:
      Rushing Streams talent would be the best choice here. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Elemental Blast.
      The encounter is more than 10 min. long. You will definitely run out of mana without this talent.
       
      Tier 7:
      Cloudburst totem or High Tide: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts you healing output of Riptide!
      (top)
    • By tarokor
      Recently looked at starting to tank with my pally again and was looking through your site regarding tanking. On the Paladin protection page one of the Major glyphs you recommend is shield of the righteous however unless i am going blind it is no longer available as a glyph. Was it renamed or removed and if renamed what is it now called.
      Cheers guys
      ps:- apologies if i am blind, have searched the majors 3 times thou and cannot find it lol