In this part I will be giving my opinion on the different talent builds. I will go trough the whole holy talent tree, and have a look at the 20 first points of both protection and retribution in order to complete our specs. I will also add to each talent how much points I put in them for Shibi’s spec.
So, if you don’t feel like reading the whole talent analysis but still want a decent healing spec, feel free to check out Shibi’s future spec (51/20/0)Holy
Spiritual Focus (5)
Reduces the pushback suffered from damaging attacks while casting Flash of Light and Holy Light by 14%-70%.
Pushback reduction can come in handy in panic situations: paladins are the only healers that can wear plate, so you will taking much less damage from mobs hitting you then other classes. Together with concentration aura, this will give you a full pushback immunity, meaning you can keep on healing at the same speed even if you have minor mobs (no interrupts or stuns) hitting you. Max it out in all cases.Seals of the Pure (5)
Increases the damage done by your Seal of Righteousness, Seal of Vengeance and Seal of Corruption and their Judgement effects by 3%-15%.
Extra damage. Now that’s just what we need as healers... no. Unless you want it for solo questing, taking this talent will nerf your healing, so for a pure healing spec leave this out.Healing Light (3)
Increases the amount healed by your Holy Light, Flash of Light and the effectiveness of Holy Shock spells by 4%-12%.
Extra healing. Must have. Divine Intellect (5)
Increases your total Intellect by 3%-15%.
Extra mana is a paladin’s god. Take all you can have: you get healing bonus from it and your divine plea will restore more mana. Unyielding Faith (2)
Reduces the duration of all Fear and Disorient effects by 15%-30%.
Handy for PvP, not worth the points for PvEAura Mastery (1)
Increases the radius of your Auras to 40 yds.
Think about it. Your healing has a 40 yard range, and you should be healing mostly at max range. What’s the use of an aura that’s only benefic to you? Take it.Illumination (5)
After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 20%-100% chance to gain Mana equal to 60% of the base cost of your spell.
As a paladin you will be critting a lot, meaning each time you crit you are basicaly healing for 40% mana cost, which is good. We like mana efficiency.Improved Lay on Hands (2)
Gives the target of your Lay on Hands spell a 25%-50% bonus to their armor value from items for 15 seconds. In addition, the cooldown for your Lay on Hands spell is reduced by 2 min-4min.
Used to cost all the paladin’s mana making it a absolute ultimate heal for the paladin, usualy the last one of the fight unless pots were used. This being changed it is now a very good emergency instant cast huge heal to save partymembers that are (very) low on health. It’s a very good talent to have, and it will take Lay on Hands cooldown from 20 down to 16 minutes. And the armor bonus is also very usefull if cast on the tank.Improved Concentration Aura (3)
Increases the effect of your Concentration Aura by an additional 5%-15% and reduces the duration of any Silence or Interrupt effect used against an affected group member by 10%-30%. The duration reduction does not stack with any other effects.
Here again, it’s good for pvp (maybe) but you don’t need it as a healer. The DPS shouldn’t be taking damage if they do their job, and you have enough with the base 35% from concentration aura to be pushback immune.Improved Blessing of Wisdom (2)
Increases the effect of your Blessing of Wisdom spell by 10%-20%.
It’s good if you have talents left, but not a vital talent to the build even though extra mana regen might look good. (You lose about 14 mp5 compared to the full talent if you skip it.) Pure of Heart (2)
Reduces the duration of Curse and Disease effects by 25%-50%.
Good for pvp as well, but points are needed elswhere for a pure PvE healing build.Divine Favor (5)
Requires Illumination 5
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Must have. Not because of Divine Favor, but because it is a requirement for holy shock.Sanctified Light (3)
Increases the critical strike chance of your Holy Light and Holy Shock spells by 2%-6%.
Extra crit rating means extra healing and more mana efficiency. Gief.Blessed Hands (2)
Reduces the mana cost and increases the resistance to Dispel effects of all Hand spells by 15%-30%.
Using your hands should be avoided as much as possible, as it is a pure emergency button for people that are not doing their job by pulling agro off the tank. Again, mobs will rarely try to dispell your hands, meaning this is a pvp talent as well.Purifying Power (2)
Reduces the mana cost of your Cleanse, Purify, and Consecration spells by 5%-10% and increases the critical strike chance of your Exorcism and Holy Wrath spells by 10%-20%.
Crit rating on Exorcism and Holy Wrath... extra damage, do we want that? And only against undead? For 2 points? No thank you. Even the mana cost reduction isn’t worth the change.Holy Power (5)
Increases the critical effect chance of your Holy spells by 1%-5%.
Crit rating on heals. Good. More spells at half mana cost and more healing.Light's Grace (3)
Gives your Holy Light spell a 33%-100% chance to reduce the cast time of your next Holy Light spell by 0.5 sec. This effect lasts 15 sec.
Usefull when you have to chainheal with holy light (for example when everyone is taking damage, as paladins have no AoE heals spamming Holy Light can save the day.Holy Shock (1)
Requires Divine Favor 1
Blasts the target with Holy energy, causing 340-1,402 Holy damage to an enemy, or 481-2,599 healing to an ally.
Instant cast heal, when it crits you can get a instant cast Flash of Light? Gief!Blessed Life (3)
All attacks against you have a 4%-10% chance to cause half damage.
Good for pvp or solo questing, but our points are needed elswhere if we want to max out our healing.Infusion of Light (1)
Requires Holy Shock 2
Your Holy Shock critical hits reduce the cast time of your next Flash of light spell by 0.75 – 1.5 secs and your Holy Light spell by 0.50 - 1 secs.
Each time you use Holy Shock it gives a chance to lowerHoly Guidance (5)
Increases your spell power by 4%-20% of your total Intellect.
We need loads of intellect to get our mana pool decent. Now that intellect increases our healing as well? Awesome talent, must have.Sacred Cleansing (3)
Your Cleanse spell has a 10%-30% to increase the target's resistance to Disease, Magic and Poison by 30% by 10 sec.
Might be a handy spell on mobs that chaincast debuffs during the whole fight, but 3 points is a lot of points that only get usefull on a very few mobs. Personally I dislike it. Handy for PvP tho.Divine Illumination (1)
Reduces the mana cost of all spells by 50% for 15 sec.
Good spell to have. Good for when the whole group is taking damage and you know you will have to spam holy light, to avoid ending up oom too quickly.Enlightened Judgements (2)
Increases the range of your judgement spells by 15 – 30 yards and increases chance to hit by 2%-4%.
Makes the use of seal of light easier by letting you judge it from max healing range, give a chance to all players to heal for a small amount each time they hit the judged target.Judgements of the Pure (5)
Your Judgement spells increase your casting and melee haste by 2%-10% for 1 min.
Faster casting, and you should have it up for the whole fight if you are keeping judgement of light up. I took it, depends on how you feel about it. You can skip this and take the curse and fear resistance improving talents, that’s how you feel about it.Beacon of Light (1)
The target becomes a Beacon of Light to all targets within a 40 yard radius. Any heals you cast on those targets will also heal the Beacon for 100% of the amount healed. Only one target can be Beacon of Light at a time. Lasts 1min.
Handy spell when you’re dealing with tank+offtank situation. Healing both with 1 spell means you are basicaly healing 2 times as much for the same mana cost, and we like that.