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tanking glyphsFollow

#1 Sep 04 2009 at 2:19 PM Rating: Default
anything specific i should get?
#2 Sep 04 2009 at 3:42 PM Rating: Good
Pretty sure FAQ has this but,

Seal of Vengeance
Divine Plea
Hammer of Righteousness
#3 Sep 05 2009 at 6:22 PM Rating: Decent
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277 posts
I have the above, although I swapped out Seal of Vengance glyph for the taunt resist one.
#4 Sep 05 2009 at 11:08 PM Rating: Good
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1,882 posts
I'd definitely swap out hammer of justice for the vengeance glyph. 10 expertise rating is huge chunk of stats you don't have to bother gearing for.
#5 Sep 06 2009 at 12:28 AM Rating: Excellent
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2,183 posts
ekaterinodar wrote:
I'd definitely swap out hammer of justice for the vengeance glyph. 10 expertise rating is huge chunk of stats you don't have to bother gearing for.


Um, who took that? o.O

Anyway to add my opinion: Divine Plea, Hammer of the Righteous, Judgement, Righteous Defense, and Seal of Vengeance are your best options. I'd say it would depend on your stats which would be "best" for you, but assuming good hit and expertise I'd definitely go with the first 3 I listed: Divine Plea, Hammer of the Righteous, and Judgement. I've seen other people talk about the Glyph of Salvation as an extra "OH SNAP!" button, but I personally don't like it.
#6 Sep 06 2009 at 1:19 AM Rating: Default
Maulgak wrote:
ekaterinodar wrote:
I'd definitely swap out hammer of justice for the vengeance glyph. 10 expertise rating is huge chunk of stats you don't have to bother gearing for.


Um, who took that? o.O

Anyway to add my opinion: Divine Plea, Hammer of the Righteous, Judgement, Righteous Defense, and Seal of Vengeance are your best options. I'd say it would depend on your stats which would be "best" for you, but assuming good hit and expertise I'd definitely go with the first 3 I listed: Divine Plea, Hammer of the Righteous, and Judgement. I've seen other people talk about the Glyph of Salvation as an extra "OH SNAP!" button, but I personally don't like it.


Definitely not.

If you use Hammer of the Righteous, you do not use Judgement and vice-versa. You are horribly gimping yourself as a tank.

Unless you gem for Expertise(which you should quit and roll War), 10 SOLID Expertise is undeniably good. SoV should be on every Prot Pally.

Divine Plea = 3% Damage Reduction = best seal we have.

Seal of Vengeance = 10 Expertise(not Rating..). A must because avoiding Parries/Dodges = VERY important.

Now you have 2 options:

Judgement = 10% Dmg. Considering our Judgements are crap and the DPS/Threat increase is terribly mediocre. Only grab if you REALLY need the additional threat.

Hammer of Righteousness = 4th hit with Hammer. Only useful on trash/Heroics. Good if you are an OTank or don't raid. I kept this one since I do a lot of running dungeons with friends and simply enjoy it. No real value in late raiding.

As for the others mentioned, terrible. Hand of Salv is worthless since losing threat = bad tank. Righteous Defense does NOT miss enough to be worth it, and if you're losing threat enough to be riding the cool down for RD/Hand of Reckoning you need better gear, not a glyph to make it hit more.

If, however, you have SOMEHOW reached the Expertise Cap without gearing horribly then sure, go for Plea/Judgement/Hammer. If you don't, go Plea/SoV/Hammer or Judgement. Plea and SoV are pretty much required.
#7 Sep 06 2009 at 1:56 AM Rating: Good
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2,183 posts
SarionBelmont wrote:
Hammer of Righteousness = 4th hit with Hammer. Only useful on trash/Heroics. Good if you are an OTank or don't raid. I kept this one since I do a lot of running dungeons with friends and simply enjoy it. No real value in late raiding.


That's the key right there for this particular Glyph in question. I was starting to think it useless for raiding until recently when someone, I forget who, brought up picking up adds mid fight. Situational, yes, but may I point out that the OP stated nothing regarding his/her experience or status as a tank. Maybe this person is only running Heroics. Maybe they're running hard modes (which I find doubtful they'd be at that point and not know which Glyphs are best). Maybe they're just starting and are undergeared so they need any threat type Glyphs more than anything else.

About the Salvation Glyph, as far as I'm aware our threat is crazy high! There have been a few topics talking about this here already that the threat reduction from using Hand of Salvation does not endanger a Tankadin losing threat when used properly, so unless the recent 10% RF nerf has had THAT big of an impact, then I don't see why this isn't a viable alternative as an extra CD. Again, I personally wouldn't take it, but I was just pointing it out as a possible alternative cause again, we don't know what this person is tanking.
#8 Sep 06 2009 at 2:29 AM Rating: Good
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218 posts
Divine Plea is the only one you'll want 100% of the time.

Vengeance glyph is one you'll want almost all the time, but depending on your gear you might not need it. Personally I swapped out when I hit 31 expertise without the glyph (no I don't gem expertise). Really wish ToC gear had more hit than expertise.

The 3rd glyph is really just what you need most at the moment. Hammer glyph is nice for multi mob tanking, but is worthless when it comes to boss tanking. I'd only take it if you find yourself either off-tanking or tanking heroics more often than raid bosses.

Righteous Defense if you are seriously lacking hit, and even then it'd be a tough sell.

I've recently picked up Salvation glyph, and while I was skeptical, it's really grown on me. 20% straight up dmg reduction is really good in a pinch. While lowering your threat may seem odd, it's really not that big a deal, In raids I usually call it out when I'm about to use it so that dps know to watch threat for a few seconds. It work's really well when combined with another "lesser" cd such as a divine sacrifice, or a hand of sacrifice, hell even a bubble/ full stack of HoT's. The key to using it is knowing when you can.
#9 Sep 06 2009 at 5:25 PM Rating: Good
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Apparently I was half awake last night when I replied. I'm reading through now and seeing what was said and just totally misread.

Hammer of Righteous glyph is VERY situation. Even as an OT there are very few situations where there are so many adds with so much DPS being applied that consecration isn't enough.

As for taunt resist glyph. My gear is Ulduar 10 starting quality and I have about 200 hit. Below the cap, but my taunt rarely misses and when it does I do have a second one. If you're having to spam your taunt you're either in a very specific fight, your DPS is doing something wrong, you're doing something wrong, or you're horribly unlucky. The amount of times I have to actually taunt is so small that devoting a glyph slot to it is overkill.


I use Glyph of Salvation with a self cast macro. It is a lifesaver. In a pinch you can get up to 70% damage reduction with divine protection. Its great for fights when you're just getting hammered. It is very rare that anyone is doing enough DPS that using salvation will cause me to lose aggro. Again, its the DPS's responsibility to make sure they don't pass your threat.

The Expertise from Vengeance glyph is insane. Its a huge amount of expertise you don't have to gear or gem for. 10 expertise rating turns into a substantial amount of actual expertise points.

Last but not least glyph of divine please is a must have. If you're tanking it is rare you will not have divine plea up. Its a guaranteed 3% mitigation. Combined with your other talents to reduce damage and a long fight, that's a whole lot of healing your healers never have to do.
#10 Sep 06 2009 at 11:33 PM Rating: Good
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591 posts
Divine plea is mandatory, SoV is pretty close to mandatory even when over soft cap(26)especially with the relatively new info that's emerged over at Maintankadiin. Here's a link if you care, and here's the conclusion that was reached for those of you who don't:)

Quote:
Theckhd at maintankadin.com wrote:
For a single target:

* Expertise is about 73% as effective as dodge rating for reducing incoming damage (0.207% reduction for 1 expertise skill, compared to 0.282% reduction for an equivalent amount of dodge rating at reasonable DR levels).
* Expertise is about 69% as effective as dodge rating for reducing the number of incoming attacks that connect (0.4 attacks for 3.116 expertise skill, compared to 0.578 for an equivalent amount of dodge rating).
* Each point of expertise rating also gives us about 1/3 of a point of STR.


The 3rd glyph as others have pointed out is situational: AS is your best single target threat glyph, HotR is your best heroic/trash/multiple add glyph, HoSalv glyph is extremely situational, but can be nice on fights where you can build a huge threat lead and then get hit by a truck(like Iron Council hardmode). And the taunt glyph is very useful if your hit rating sucks, especially on the 1st boss in TotC which requires a lot of tank swaps.

Personally i run with DP+SoV and swap whatever i feel is best for the 3rd slot on a boss-by-boss basis depending on my role for that particular encounter.
#11 Sep 08 2009 at 4:18 AM Rating: Decent
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3,229 posts
SarionBelmont wrote:
Judgement = 10% Dmg. Considering our Judgements are crap and the DPS/Threat increase is terribly mediocre. Only grab if you REALLY need the additional threat.


Oh dear Smiley: oyvey

#12 Sep 08 2009 at 4:38 AM Rating: Decent
Don't see why the "oh dear" >_> honestly how much damage does your Judgement do? The damage from it is so minuscule it's a terrible glyph. Better to use Potency enchant on Weapon for threat.
#13 Sep 08 2009 at 4:47 AM Rating: Decent
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3,229 posts
SoV(C) stacks 5 times, it's hardly negligible, in fact our pally tank often exceeds 3k DPS in fights, which all adds to aggro/threat retention.
#14 Sep 08 2009 at 7:17 AM Rating: Decent
Judgement adds only to the initial shot of the Judgement strike, not the ticks overtime afaik.

*edit*

Plus our primary damage is from Consecrate, Hammer, SotR and Avenger's Shield, so unless the ticks get the bonus 10% it's negligible.

Edited, Sep 8th 2009 11:18am by SarionBelmont
#15 Sep 08 2009 at 9:30 AM Rating: Decent
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591 posts
Quote:
SoV(C) stacks 5 times, it's hardly negligible, in fact our pally tank often exceeds 3k DPS in fights, which all adds to aggro/threat retention.


SoV and the SoV dot are completely unaffected by the judgement glyph. Straight JoV dam is really quite pathetic even raid buffed(2k non crits). After checking a couple of my recent parses as 0/53/18 JoV is always less than 6% of my overall dps. If using a SotP spec JoV will be a bit higher %, somewhere in the 9% of overall dps.

Judgement glyph is our weakest threat increasing glyph as it only increases judgement dam. Judgement as an ability is decent dps+tps but mostly because it procs SoV, but even so, glyphed AS is about 3x more dps+tps than glyphed judgement.

Quick example(#s taken from a week old parse as 0/53/18 with 2pc t8 bonus):
An average JoV(2.1k noncrit) with a 25% crit rate is aprox 2580 dam per hit. Lets say with lag and 969 that you get 3 judgements in 30sec for a total of 7740 dam. Glyphed increase(10%) would be an extra 774 dam.

Now lets look at average AS(assuming 2200 noncrit) hit(same crit rate) which is aprox 2750 every 30sec. Glyphed increase(100%) would be an extra 2750.


Edited, Sep 8th 2009 12:49pm by mahlerite
#16 Sep 08 2009 at 11:03 AM Rating: Good
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3,229 posts
You misunderstand, I'm not saying glyph for it, but judgement is a valid part of the rotation.
#17 Sep 08 2009 at 11:49 AM Rating: Good
Oh I apologize Goggy. I never meant that you should neglect Judgement. As Prot you should always run the 6969 rotation. Judgement is VITAL as a Pally between Heart of the Crusader and simply the benefit of Judgement of Wisdom's mana back (or Light if you prefer).

I simply meant the Glyph isn't all that awesome :) Sorry for the miscommunication!
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