Sujet : Glyph of the Battle Healer reworked

While this change grieves me, I rationally cannot argue against it. It was largely the product of the law of unintended consequences -- coming into Mists, we were going to tank with Seal of Truth, and eventually were shifted to using Seal of Insight instead. This opened up the wow gold Glyph of the Battle Healer as an option for prot, whereas it was designed for holy paladins who wanted to stand in melee and generate holy power with Crusader Strikes.

So suddenly it because very, very viable for protection paladins to strap on that glyph and pour out free heals to those in melee. And it only got more powerful as we stacked more and more haste, and made our Insight procs (and thus the free heals) more frequent. Battle Healer also allowed paladin tanks to game healing aggro for some raid encounters, like Tortos, which simplified solo-tanking the whole fight.

In short, it was very broken and we should be grateful we were allowed to play with it as long as we have.

So now, the change coming in 5.4 is that the glyph will convert the self-heal proc into a smart heal that will hit the "most wounded member of your raid or party instead of you." In other words, using the glyph will remove the personal survivability benefit of Seal of Insight.

This will neuter the glyph's mandatory nature (it's probably the only glyph I've never removed once it was equipped) and make using it in higher level of content nigh-suicidal. I can see corner cases where it'll still be viable for prot, particularly on a fight where raid damage is more concerning than tank damage. And farm content, of course.

Some new glyphs datamined

On the bright side, the nerf will free up that glyph slot for some of the possible new glyphs that have been dug up, including:

Glyph of Divine Shield - Removing harmful effects with Divine Shield heals you for x% for each effect removed.

Could be pretty useful on some debuff heavy fights. One of those super-situational glyphs.

Glyph of Devotion Aura - Devotion Aura no longer affects party or raid members, but the cooldown is reduced by x sec.

Maybe worth it in a 25s raid that suffering (read: enjoying) a glut of paladins, and then probably only worth it for the tank to give themselves another cooldown.

Glyph of Hand of Sacrifice - Hand of Sacrifice now reduces damage taken by the target by 20%, but no longer redirects damage to the Paladin.

Good for non-tanks who want to use the spell. Personally, I'd stick to unglyphed Hand of Sacrifice and its 30% damage reduction effect, since the damage hook isn't really that worrisome.