Why the Lowest Common Denominator Works: No WoW-Killer In Sight

This is something I’ve been pondering for months: why WoW is going to be so hard to knock off its pedestal as the premier MMORPG. There are a number of factors involved, but there’s one I haven’t seen anyone else mention, so here we go:

0. Blizzard Are Just Good

Diablo was still in the top 20 selling PC games of 2008, a decade after release.

1. Status Quo

WoW isn’t just the market leader at the moment, it’s the shark in the wading pool; in April 2008 it had 62.2% of the market. 11.5 million subscribers is a huge number for any new game to beat.

2. Experience

Existing games have found their user base by now, and subscriber numbers aren’t likely to grow radically unless something really surprising happens. The next game to ‘win’ the market is likely to be a new game, and WoW has a four-year head start. Blizzard has a very experienced team; they’ve been at this for four years now.

Similarly experienced publishers don’t have any competing products:

  • NCSoft (Lineage, CoX, Guild Wars) flopped with Tabula Rasa;
  • Sony Online Entertainment (EQ, EQ2, SWG) have displayed a long history of misreading what customers want, culminating in the way they snatched defeat from the jaws of victory with Star Wars Galaxies and Vanguard;
  • Turbine (AC, AC2, DDO, LotRO) have a mixed recent history; D&D Online failed dismally (and really, how do you mess up that license?!), while LotRO was somewhat successful – but far from innovative;
  • Funcom (Anarchy Online, AoC) have yet to release an MMO that hasn’t been dogged by near-fatal flaws;
  • Mythic (DAoC, WAR) arguably flopped with WAR; it sold 1.2 million copies, but retained only 25% of those players less than three months after release;

(Of course, that’s far from an exhaustive list.)

And, in an almost unbeatable position, WoW itself offers four years’ worth of content – eighty levels of quests, zones and dungeons, plus major chunks of raiding content at 60, 70 and 80. That’s far more than any new game can reasonably expect to offer, but it certainly affects the perceptions of the player base – lack of content has been a common complaint regarding recent releases.

3. The Mac Factor

Unlike most other MMORPGs, WoW runs natively on Macs, which is a significant advantage. Analysts say Apple has anywhere from a 10% share to 21% share of the consumer market, which is a big captive audience with little competition.

4. Community

Leafshine discussed this back in September, and BBB posted about it recently: the massive communities surrounding WoW give it a huge competitive advantage. (No need for me to restate their points; they’re both great posts.)

5. Low Barrier to Entry = Critical Mass
This is the factor that hasn’t really been talked about yet, although it’s related to the previous two points.

WoW is easy to run. It doesn’t have the latest, greatest graphics – especially not in the beginner zones, for new players. It doesn’t require the latest, greatest computer to run it. Anyone who’s interested can pick it up and try it out, and provided your computer was bought, oh, probably some time in the last half-dozen years, you can play WoW — which stands in stark contrast to recent releases like WAR or AoC.

On a PC, WoW requires a minimum of a 1.3 GHz CPU, half a gig of RAM, and a tiny 32MB video card. There aren’t many awesome games you can play when you’ve got a computer that’s five years behind the tech curve — but WoW is one of them.

This means that WoW has been, and is, very accessible to non-gamers. It’s perfectly playable for people with home computers they just used for email and browsing the web; it’s usable for people with laptops they bought for school. This has made it very easy for gamer types to bring their spouses, siblings and friends into the WoW-playing fold – “look, you don’t need a computer as good as mine, just install this trial copy on your laptop and let’s have fun running around Dun Morogh killing troggs!”

I doubt I’m telling you anything you don’t know. I bet that just about anyone reading this can name several people they know who’d never have considered themselves a gamer or bothered with anything beyond Bejewelled or Solitaire until someone got them hooked on WoW.

Not only does this create gamers by expanding the potential market for the game, but it creates critical mass within the game. If you’re looking for an MMO you can easily play with your spouse – who’s never been into computer games, but is willing to humor you – then WoW is the obvious choice. If you’re going to play a game with your preteen son or daughter, WoW will probably run on their computer where Warhammer wouldn’t. (There’s some interesting data on couples and family who play together at the Daedalus Project.)

And this effect, I feel, snowballs. The more people you know playing WoW, the more likely you are to pick it up yourself, and then you become part of the critical mass convincing the next person to pick it up.

This effect would be true of any MMO, of course – but only WoW is accessible enough, hardware-wise, to truly capitalize on it.

Dual-Specs Info At Last

Blizzard have finally released information on the dual specs feature talked about for months. You can read the full Q&A on the official site; here are some of the highlights, with my reactions.

Nethaera: Who will be able to use it?
Ghostcrawler: Players who have reached the maximum level will be able to set up dual specs.

Nethaera: Why do players need to be max level in order to do this?
Ghostcrawler: We didn’t want to burden lower-level players with extra complexity as they’re working to level up and learn their class. But if the feature proves popular we might consider expanding it.

Frankly, I hope they do expand it; it’d be tremendously useful to be able to have a DPS spec and a tanking or healing spec while levelling.

Nethaera: How will you be able to set up a dual spec?

Ghostcrawler: Players will be able to visit their trainer and pay a one-time fee to be able to use it.

Nice and easy.

Nethaera: How do you switch between specs?
Ghostcrawler: Players will be able to switch between their talent specs by visiting any Lexicon of Power provided they’ve paid for the ability to have a secondary spec.

Lexicons of Power will be available in major cities, and inscribers will also be able to create a new item that summons one. Anyone can purchase this item, but it requires a ritual of several players to summon it for use by the party. It’s similar to a repair bot in that it will exist in the world for a short duration.

It’s important to keep in mind that you will not be able to switch specs while in combat or Arenas. While you won’t be able to switch your spec without the Lexicon, you will still be able to look at your secondary spec whenever you want to.

Nethaera: Will solo players have the ability to switch their specs outside of the cities or will they still need to visit a Lexicon of Power?
Ghostcrawler: Solo players will still need to go into the city to visit the Lexicon of Power to switch their talent spec or will need to get together with other players to summon one in.

Okay, that’s a pretty awesome way of handling it. I’ll be interested to see whether the item used to summon a Lexicon requires a Scribe to use it – will raids need to take Scribes for Lexicons in the future, in the way they need an Engineer for Repair Bots now? My guess is yes.

Nethaera: Can I respec only one of my talent sets, or will I need to respec them both if I reset one?
Ghostcrawler: When you reset your talents, it will look at the spec you currently have in use as the talent set you want to change.

Excellent. I’d been wondering how they were going to tackle multiple specs for those people for whom two regular specs isn’t enough. You’ll still have to fiddle about with the manual respecs when you go to and from your third spec, but at least it’ll be a simple process.

Nethaera: Will players be confined to only setting up two specs?
Ghostcrawler: We will be launching the feature with just two specs, but depending on how we feel it works out, we might consider additional specs in the future.

Speaking as someone with about five specs to choose from, I hope they decide to add more.

Nethaera: Will you be able to switch gear easily to match your spec?
Ghostcrawler: At the same time we implement dual specs, we will also be setting up a gear system. The feature is called “Gear Manager.” It can also be used to just swap weapons or trinkets or put on that tuxedo to strut around town. It will not automatically switch your gear when you change your talent spec, but it will allow for an easy gear change between them. The feature may not be fully functional immediately in the PTR, but we’ll have more information to share about it before too much longer.

Hello, in-game ItemRack! ItemRack’s one of my ‘can’t live without it’ addons; this might relegate it to a nice optional extra, or replace it altogether.

Nethaera: Will you be able to change your Glyphs as well?
Ghostcrawler: Glyphs will be tied to each talent spec so that if you switch between them, so too will the Glyphs. You’ll notice the UI will have changed a little bit so that the Glyph panes show up alongside the Talent panes now that they are associated.

Excellent! Of course, if you do want to change glyphs around in a raid, you’ll have this handy summonable Lexicon of Power…

Nethaera: What about hotbars? Will players be able to save them for the talent spec they’re running?
Ghostcrawler: Yes, you will be able to save hotbars and use them with your talent specs. It just saves your bars at the same time as it saves the glyphs and talents. If you want to switch to your other action bar, you will need to change specs.

Five bucks says this breaks every hotbar addon in heinous ways. Most of the addon authors will no doubt be all over the PTR getting their addons ready for the changeover; I hope the author of my bar mod of choice (Macaroon) does the same.

Nethaera: Is there a way for players to choose their talents without them being saved? Currently, once you spend your talent point, it’s spent unless you pay the respec cost again.
Ghostcrawler: With the dual spec feature, we are going to allow players who respec to configure all their talents before they get saved. They will be able to allocate the points, then choose if they want to use that as their spec, rather than needing to carefully diagram out their talents ahead of time. This will allow players a little more freedom when deciding on the talents they want to pick and avoid costly mistakes.

Well, there’s a feature that’s about four and half years overdue. ;-)

Loot Progression and Emblem Types

Some information has started to trickle out from Blizzard about the way loot will work in the next tier of raid content. Some of it’s what I expected, some of it surprises me.

Here’s some of what we know, now.

  • There will be a new Emblem type: the Emblem of Conquest.
  • You will be able to spend Emblems of Conquest on Deadly Gladiator gear in the same way you can spend Emblems of Valor on Hateful Gladiator Gear right now.
  • There will be a new boss in a new wing of the Vault of Archavon, who will be able to drop some, but not all, of the new top-tier PvP items (Furious Gladiator gear), random Honor items, and any of the T8 PvE set items.

(Source: this post by Kalgan.)

  • PvE gear progression is basically this: Naxx 10 < Naxx 25 = Ulduar 10 <Ulduar 25.
  • Ulduar-10 will have gear roughly equivalent to Naxx 25 in quality; you gear up for Ulduar-10 in Naxx-10.
  • (That said, Ulduar-10 will have 10-man T8, not recycled 25-man T7.)
  • Ulduar-25 will have gear that’s a step up from the iLvl 213 stuff from Naxx 25; you gear up for Ulduar-25 either in Naxx-25 or Ulduar-10.
  • There’s no mention of a new 10-man Emblem type.
  • The logical conclusion: Emblems of Heroism will continue to buy iLvl 200 stuff (equivalent to Heroic epics and T7.10), but there are no plans for new items at this level. Emblems of Valor will buy iLvl 213 stuff (T7.25 and T8.10). Emblems of Conquest will buy iLvl 226 stuff (T8.25).

(Sources: these posts from Bornakk: 1, 2, 3, 4)

In other words: there’s no benefit to hoarding your Emblems of Heroism, because you won’t be able to buy any new items with them. (I’m spending them on Ret gear.) Emblems of Valor, however, are worth saving for the T8 10-man gear, in case there are some decent sidegrades there.

Paladin Changes in 3.0.9

(I originally titled this post “Divine Plea Nerf Ahead of Schedule” but I thought that sounded too bitter.)

At the end of last week, I posted about the changes Blizzard announced for 3.1, including a nerf to Divine Plea (changing the healing penalty from 20% to 50%).

Not content to wait until 3.1, Blizzard continues the fine tradition of hasty nerfs to paladins (I sound bitter, don’t I?) by implementing this change in 3.0.9, which is going live this week with no PTR test time.

The paladin-relevant part:

  • The duration on all Seals has been increased to 30 minutes and can no longer dispelled.
  • Divine Plea: The amount healed by your spells is reduced by 50% (up from 20%) but the effect can no longer be dispelled.
  • Sanctified Seals: This talent no longer affects dispel resistance, but continues to affect crit chance.

Glyphs

  • Glyph of Holy Light — Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 8 yards of the initial target. (Down from 20 yards, Tooltip text fix, was already hotfixed to 8 yards in game)
  • Glyph of Seal of Righteousness — Increases the damage done by Seal of Righteousness by 10%. (Old – Reduces the cost of your Judgement spells by 10% while Seal of Righteousness is active.)

If you’re curious why I’m bitter about the Divine Plea change, this post provides some backstory. It’s not that I object to the nerf in principle; it’s the implementation. Blizzard has shown a tendency, lately, to nerf first and test later, and paladins have copped quite a lot of that. Rolling a significant nerf like this into an abrupt live patch release, weeks (if not months) ahead of the overall changes to mana regen mechanics for every other healing class, strikes me as unduly hasty. Again.

Best In Slot Holy Paladin Gear List, v.1

This post refers to gear that drops in 25-man raids. If you’re looking for a list of gear to get ready for raiding, you might be more interested in my Pre-Raid Holy Paladin Gear List instead.

This post aims to provide a nice ‘wishlist’ of holy pally gear to aim for. Let me say up front that if you think I’m wrong about a piece of gear, that’s fine; I know that balancing spellpower, crit, haste and intellect is a personal juggling act and nobody knows your playstyle better than you do.

A couple of points to note:

a) In my opinion, ideal paladin gear has intellect, crit, haste (within reason; excess haste is useless) and spellpower, and doesn’t waste item budget on less valuable stats like spirit or mp5. This obviously affects the selection of items I consider ‘best in slot’.

b) I won’t be recommending anything lower than mail armor, and even then I won’t be recommending a lot of that. The debate about holy paladins wearing cloth and leather rages on, but for my part: I’m a plate elitist, and I make no bones about recommending plate to other paladins.

So, on with the show.

Head

  1. Faceguard of the Succumbed, from Thaddius (and occasionally Gluth).
  2. Valorous Redemption Headpiece, from Kel’Thuzad. (T7 helm)

Faceguard of the Succumbed is the clear winner here, as it features a meta socket. The T7 helm has the meta socket, but unfortunately trades off the Faceguard’s 61 haste for an unappealing 20 mp5. The Helm of Diminished Pride from Maexxna/Gluth has huge crit and spellpower, but no meta socket and no haste, wasting its itemisation budget on mp5 instead.

Neck

  1. Life-Binder’s Locket, from the quest to kill Malygos in Heroic mode.
  2. Cosmic Lights, from Sapphiron.

Despite the mp5, the quest reward necks are excellent. Until you kill 25-man Malygos, however, the drop from Sapphiron is a very strong alternative.

Shoulder

  1. Valorous Redemption Spaulders, from Loatheb or Gluth or purchased with 60 Emblems of Valor. (T7 shoulders)
  2. Elevated Lair Pauldrons, from Malygos.
  3. Epaulets of the Grieving Servant, from Faerlina (and occasionally Gluth).

The Valorous Redemption Spaulders are marginally better than the other shoulders, partly because they’ve got a socket which makes them more flexible, and partly because they contribute towards getting the T7 set bonuses. The Elevated Lair Pauldrons are better than the Epaulets, as an iLevel 226 item, but they waste stats on mp5. They are an upgrade on spellpower compared with the other shoulders, but at this gearing level stacking spellpower is less valuable than stacking int, crit or haste.

Cloak

  1. Pennant Cloak, from Sartharion with 2 or 3 drakes up.
  2. Shroud of Luminosity, from Grobbulus, Gothik, Heigan and Maexxna.

The Pennant Cloak is far and away the strongest cloak for holy paladins currently in-game, and it’s likely to be hotly contested by other casters as well. In comparison, the Shroud is very accessible, and still a very good piece of kit.

Chest

  1. Chestplate of the Great Aspects, from Sartharion.
  2. Valorous Redemption Tunic, from Gluth. (T7 chest)

The Chestplate of the Great Aspects is ahead on every useful stat except Intellect. The T7 chest does have two sockets to the Chestplate’s one, adding greater flexibility, but it just doesn’t hold up.

Bracers

  1. Bands of Mutual Respect, from Instructor Razuvious (and occasionally Gluth).
  2. Bracers of Liberation, from Grobbulus (and occasionally Gluth).

The Bands, despite being mail, are significantly better than the next-best Bracers, largely thanks to their gem slot. The Abetment Bracers from Gothik/Gluth also have a socket, but they waste itemization budget on mp5 so are generally inferior to both bracers listed here.

Gloves

  1. Valorous Redemption Gloves, from Sartharion. (T7 gloves)
  2. Rescinding Grips, from Anub’Rekhan (and occasionally Gluth)

The T7 gloves are best in slot here; they beat the Rescinding Grips partly thanks to the gem slot that makes them more flexible, and partly due to their contribution towards the set bonuses. The Rescinding Grips are good alternatives until you get the Tier token, though.

Belt

  1. Waistguard of Divine Grace, from Patchwerk (and occasionally Gluth).
  2. Girdle of Recuperation, from Razuvious (and occasionally Gluth).

These two items are all but identical, with interchangeable crit and haste ratings. Pick the one featuring the stat you’re stacking.

Legs

  1. Valorous Redemption Greaves, from Thaddius or Gluth, or bought with 75 Emblems of Valor. (T7 legs)
  2. Leggings of Voracious Shadows, from Gluth.

Again, the T7 legs are best in slot; they have marginally more of all the appealing stats, better socket colors, and they’re part of the Tier set. What’s not to love? And best of all, you can buy them with Emblems if the RNG hates you.

Boots

  1. Poignant Sabatons, from Noth the Plaguebringer (and occasionally Gluth).

Really, there’s no competition for these at all, and they’re BoE so you can look for them on your AH.

Rings

  1. Signet of Manifested Pain, from Kel’Thuzad.
  2. Seized Beauty, from Anub’Rekhan, Patchwerk, Faerlina, Noth and Razuvious.
  3. Band of Channeled Magic, bought with 25 Emblems of Valor.
  4. Titanium Spellshock Ring, crafted by Jewelcrafters.

The Signet from Kel’thuzad is literally the only 25-man ring with all the stats you want and none of the ones you don’t; Seized Beauty is next-best, although the mp5 instead of Haste is something of a waste. The other two rings are reasonable substitutes, although I wouldn’t spend emblems on the purchased ring if you have regular access to Kel’Thuzad.

Trinkets

  1. Illustration of the Dragon Soul, from Sartharion.
  2. Soul of the Dead, from Sapphiron.
  3. Forethought Talisman, from Maexxna, Heigan, Gothik, and Grobbulus.
  4. Darkmoon Card: Greatness, from the Darkmoon Nobles Deck.
  5. Je’Tze’s Bell, BoE world drop.
  6. Embrace of the Spider, from 10-man Maexxna and Gluth.

Trinket selection is a tricky business, as they all have different effects. To be honest, this is one area where I haven’t done enough research to feel comfortable saying that X is better than Y. Input welcome, and I’ll update the post with more guidelines.

Speaking personally, I’m after Illustration of the Dragon Soul and Soul of the Dead.

Weapon

  1. The Turning Tide, from Kel’Thuzad.
  2. Hammer of the Astral Plane, from 10-man Kel’Thuzad.
  3. Life and Death, from Gothik and Gluth.

The Turning Tide is an amazingly good holy paladin weapon; unfortunately, it’s also amazingly good for mages and warlocks, and you’ll have to beat them off with a stick. In the meantime, the other two weapons are both solid all-rounders with a healthy amount of each desirable attribute.

Shield

  1. Voice of Reason, from Kel’Thuzad.
  2. Aegis of Damnation, from 10-man Maexxna and Gluth.

Obviously, Voice of Reason is the stand-out winner here.

Libram

  1. Libram of Renewal, bought with 15 Emblems of Heroism.
  2. Libram of Tolerance, from Patchwerk and Gluth.

Libram use tends to be very situational, but the 10-man Libram of Renewal is a more generally useful choice than the 25-man, except in rare situations where you need high throughput more than mana conservation.

The T7 Set Bonus
I’m assuming here that you’re going to want the four-piece Tier 7 set bonus from your Redemption Regalia, since Holy Light is such an integral part of how we heal in WotLK.

The Tier 7 pieces are already best in slot for shoulders, gloves and legs, which means you have to use either the helm or the chest to get your socket bonus. Looking at what you’re giving up (and for comparison’s sake I’ll assume in all cases you’re socketing items with +16 Int yellow gems).

It’s your choice as to which sacrifice you prefer to make.

Mana Regen Nerf Incoming

Just posted on the WoW forums by Bornakk:

As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

Paladin-relevant parts bolded by me.

I’m not running around QQing about this just yet, until I see some reasoned analysis of the changes, or try it out for myself on the PTR. But you should be aware it’s coming, and I’d recommend analysing your use of Divine Plea to see what it’d feel like if your healing was cut in half when you used it; to keep an eye out for less healing-intensive moments to trigger it.

Learn 2 Ret!

A lot of Holy paladins dally with Ret when they’re not busy raiding, and with good reason: Ret has never been more fun, dynamic, interesting or well-balanced.

However, for the dedicated Holy paladin, Ret is quite a shift in approach, gearing, playstyle, the works. It takes a while to learn your way around this very different, very fun, playstyle.

For a while now, Josh over at Eye For An Eye has been my definitive go-to source for learning how to play a Ret paladin, and how not to. He’s now teamed up with an Enhancement shaman blogger (Stoneybaby of Windfury Crits) and a Rogue blogger (Zaltu of One Rogue’s Journey) to offer a new, definitive melee DPS source: Big Hit Box, a collaborative melee DPS blog.

I look forward to learning how to not suck as Ret. :)

Holy Paladin Glyph Choice

An essential part of playing a spec is choosing the right glyphs to support your spell use. Here’s a quick guide to the best glyphs for Holy Paladins, current as of patch 3.0.8. (I originally covered holy paladin glyphs here and here; however, those posts are out of date since the changes during the WotLK beta and in patch 3.0.8.)

Major Glyphs: Your Choices

Glyph of Holy Light
Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 8 yards of the initial target.

This is an excellent PvE glyph; at no cost, it turns your bomb heal into a mini-AoE which is great for topping up melee in a clustered fight. It’s had a bit of a history; it started in 3.0.2 as a 5-yard range AoE, which was increased to 20 yards in 3.0.8 and then hotfixed down to 8 yards within two days.

Glyph of Flash of Light
Your Flash of Light has an additional 5% critical strike chance.

This is a solid performer. On one hand, Flash of Light is economical enough that you don’t really need the mana return from a crit, and with Sacred Shield up you’re probably critting 80% of the time anyway. However, a couple of crit Flashes of Light will give a big, fast boost to a tank’s health, and more throughput is never a bad thing.

Glyph of Seal of Light
While Seal of Light is active, the effect of your healing spells is increased by 5%.

This is great to use for increasing throughput, obviously, although it does have the downside of preventing you from using Seal of Wisdom and autoattacking between casts to regenerate mana.

Glyph of Seal of Wisdom
While Seal of Wisdom is active, the cos of your healing spells is reduced by 5%.

This is a good starter glyph to improve mana conservation, which can be an issue for healing paladins early in the gearing process. When combined with a high crit rate, and gear like the Libram of Renewal, you can pump out a lot of healing for a surprisingly low mana cost.

Glyph of Divinity
Your Lay on Hands also grants you as much mana as it grants your target.

This can be very useful in the event of a mana shortage, particularly given that potion use is now very restricted. It works particularly well with a minor glyph listed below. Of note, despite some ambiguous wording it does return mana to you when you cast it on a target without mana (ie a rogue, warrior or death knight); if you cast it on yourself, it returns double the mana, giving you effectively a free mana potion. The mana restoration is also independent of the actual amount healed.

Glyph of Cleansing
Reduces the mana cost of your Cleanse and Purify spells by 20%.

This is the least useful of the holy Glyphs; even in arenas the limiting factor on cleansing is generally GCDs, rather than mana. If post-T7 raid content sees a huge return to decursing fights, this might come into its own, but generally it’s the weakest glyph and I’d avoid using it.

What about Glyph of Spiritual Attunement?

If you’re doing a lot of fights where you take large amounts of damage, and you can rely on someone else to heal you back to full health before you die (which is not necessarily a helpful thing to expect of your healing team), then this glyph can provide a reasonable source of mana return. However, given that Blizzard have stated they want to move away from ‘All AoE, All The Time’ fights, this glyph is likely to be situational at best, and there are far more generally-useful options to choose from.

Minor Glyphs: Your Choices

Recommendations

When you’re just starting out at 80, I’d recommend the following:
Majors: Glyph of Holy Light, Glyph of Seal of Wisdom and Glyph of Divinity.
Minors: Glyph of the Wise, Glyph of Lay on Hands, and dealer’s choice for your third minor. (I used Glyph of Sense Undead to help a bit with questing.)

This gives you a nice AoE effect from Holy Light, mana longevity as long as you have Seal of Wisdom up (which is made cheaper by the minor glyph), and a really nice mana regen effect from your Lay on Hands – top up your mana when you’re using Lay on Hands as an emergency heal, or get a whole mana potion’s worth if you use it on yourself. (Obviously, the minor glyph helps here.)

Once you’re better-geared and mana isn’t an issue, I would recommend:

  • Leave your Holy Light (major) and Sense Undead (minor) Glyphs in place.
  • Replace the Glyph of Seal of Wisdom (major) with Glyph of Seal of Light, and replace the Glyph of the Wise (minor) with Glyph of Blessing of Kings if you’re one of the unlucky Holy paladins who needs to spec for Kings.
  • Replace the Glyph of Divinity (major) with Glyph of Flash of Light; leave the minor Lay on Hands glyph in place. You can still use LoH as a mana restore by casting it on yourself, of course, though you’ll only get normal mana return rather than the double helping you’d get if you still had the major glyph.

These changes will generally improve your throughput significantly at the expense of mana efficiency. If you’re still having problems with mana, stick with the original suggestions. You can, of course, tweak your Glyphs differently – for instance, I know a paladin who has both of the major Seal glyphs, because the other healer in his 10-man team dies a lot so he winds up switching between Seals depending on whether he needs output or longevity.

But Isn’t The Flash of Light Glyph BAD?

No, it’s not. It used to be problematic; before Patch 3.0.8 its effect was: “Your Flash of Light heals for 50% less initially, but also heals for 140% of its inital effect over 12 sec.” Most paladins refused to use this, because it rendered Flash of Light incredibly inefficient if you cast it on the same target within twelve seconds, leaving us with only Holy Light (huge and inefficient) as a spammable heal.

Blizzard clearly agreed that it wasn’t valuable enough, and changed the effect; now it’s a flat 5% bonus to Flash of Light’s crit rate, which is much more useful.