Browsing the rets on the ladder and most of the 2k+ players use this glyph and im confused as to why, to me it sounds terrible, 3 holy power for a bad heal and a small damage increase for 6 seconds, am i missing something?
Browsing the rets on the ladder and most of the 2k+ players use this glyph and im confused as to why, to me it sounds terrible, 3 holy power for a bad heal and a small damage increase for 6 seconds, am i missing something?
9% damage increase for a heal that you would've cast anyway is not bad, imo!
Word of Glory is used a lot in arena, so enhancing it to give you a damage boost when you have to heal is just icing on the cake.
Edit: miss-read
Last edited by mmoce5000874e1; 2014-03-03 at 01:45 PM.
I think it's because the constant healing you do as a ret in arena with the holy power. I was wondering the same when I started PvPing a month ago on my ret and then after a bit I realized how much you use WoD.
Man often meets his destiny, on the path he takes to avoid it.
It's like Enhancement, Healing Storm might as well be baseline. We *need* it, and without it our self-healing and survival is abysmal compared to how average it is at the moment. When Elemental Blast is off cooldown, all you do is use Maelstrom Weapon on Healing Surges. Lightning Bolt isn't worth casting unless you're 100% sure that the target will die.
Enough of Enhancement, but this applies almost directly to Retribution with the Word of Glory Glyph being almost constantly used on Word of Glory whenever you're unable get the up time for a Templar's Verdict, except you get an extra damage bonus. Selfless Healer is basically Maelstrom Weapon, also.
It's interesting how comparable the specializations are, but both are kind of average this season. Retribution was rumored be getting a large buff in Warlords of Draenor simply because Divine Protection won't be dispellable but take that with a grain of salt (it would definitely fix a lot of Paladin issues, but do not trust to hope).
Is a WoG that heals for around 30k actually worth using over a TV?
I didn't think Divine Protection was dispellable as is. But I do think that Paladins suffer a lot from offensive dispels probably more than most classes, if anything I'd like to see the whole mechanic dramatically toned down or removed. Sacrifice and most Paladin Hands need to be immune from offensive dispelling.
I'd also like to see Shattering Throw just removed altogether (not glyph) and Immunities becoming just that... Immunities with no removal whatsoever. Life Cocoon, massive damage reduction like Pain Suppression, Touch of Karma, all cannot be removed, I think it's time they catch up.
My bad, I should of clarified further. What I meant by Divine Protection not being able to be dispelled was that things such as Mass Dispel and Shattering Throw were either being removed or were changed to unable the removal of immunity's such as Divine Protection and Ice Block.
I'd been under the impression WoG wasnt even worth having keybound, thanks for clarifying a few things for me.
If WoG is 25-30k now... a 20% buff would only get us up to 30-36k, not 50-60k - that would be a 50% buff, which is very unlikely to occur for the spell itself. The tuning for the way healing operates at a macro level in PvP for difference classes/specs is a different matter.
Agreed, especially with the battle fatigue it's become just stupid. Battle Fatigue doesn't affect warrior mobility and massive % reduction cooldowns, nor DK death grip and their massive % reduction cooldowns. It's mainly in place to keep healing in line, but right now Ret self-healing (as part of mitigation package) is a joke.
Not like there are that many alternatives, might as well use the WoG glyph
its like i always say, dead dps do NO dps, using WoG to heal up instead of dealing damage that will get healed up by a hot that just ticks after the damage or a shield is wasted effectiveness. and as others have said, you dont do damage outside of bursting and CC chains anyway. arena is just a "wait for cooldowns, and see if they mess up trying to live through it"