With Mists of Pandaria, paladins can begin choosing their talents beginning at level fifteen. As of Mists of Pandaria talents are no longer tied to specializations. Players may choose a new talent from the same group of three talents at periodic levels (15, 30, 45, etc.).
Starting at level 10, a Paladin can begin spending talent points to gain new abilities and spells, strengthen existing abilities, and specialize how he/she functions. See the entry on Talents for more information about the Talent system. Paladin Talents have undergone significant changes since the game was released, most notably with the patch 2.3 Retribution Tree revamp.
Paladins train in three schools: Holy, Protection, and Retribution.
Which talent trees the Paladin spends points in determines the Paladin's role in parties and raids. Holy Paladins are strong single target healers, and are able to do burst spell damage if specced properly. Protection Paladins make great tanks. Retribution Paladins are powerful melee DPS.
One talent to be aware of in PvE is Pure of Heart It was found during the Grobbulus encounter in Naxxramas the reduced time of the disease made it harder for paladins to get to a safe distance before the debuff wore off. Similar situations have been seen when fighting Rotface in Icecrown Citadel.
Reduces the mana cost of Exorcism by X%. In addition, you have a Y% chance when casting Holy Shock to make your next Exorcism spell instant and cost no mana.
Increases the critical effect chance of your Holy Shock by X%. In addition, your Holy Shock critical effects reduce the cast time of your next Holy Light by Y sec.
Grants hit rating equal to X% of any Spirit gained from items or effects, and increases the range of your Judgement by Y yards. In addition, your Judgement instantly heals you for Z.
The target becomes a Beacon of Light to all members of your party or raid within a 60 yard radius. Each heal you cast on party or raid members will also heal the Beacon for 50% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 5 min.
Gives you a X% bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.
Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of Devotion Aura, Resistance Aura, and Retribution Aura by 100%. Lasts 6 sec.
Consumes all Holy Power to send a wave of healing energy before you, healing up to 5 of the most injured targets in your party or raid within a 30 yard frontal cone for X per charge of Holy Power.
The Protection tree contains talents focused on defense, damage mitigation, damage return and one-handed weapons.
Paladins receive Avenger's Shield as soon as they choose protection spec. It is the only ranged ability that a protection paladin has to pull with other than via items or via proximity/judgements or other close range abilities, it bounces and tags a total of 3 targets and applies a 6 second snare to its targets. With 3.0 and inscription, this ability can be modified with a Glyph to increase its damage by 100% while reducing the number of targets hit by 2, making it ideal for tanking hard hitting mobs or bosses that you want to have individual tanks upon. Since patch 2.3, there are more useful talents than the points we can spend, so we see a lot of tanking builds with some minor variation here and there. However, as long as it contains the following core talents, it should be viable: Redoubt (Now with Shield Specialization built into it), Toughness, Improved Righteous Fury, Anticipation, Blessing of Sanctuary, Sacred Duty, One-Handed Weapon Specialization, Holy Shield, Ardent Defender, Combat Expertise, Avenger's Shield, Hammer of the Righteous.
Other talents worth noting for paladin tanks include: Guarded by the Light, which provide some protection against spell damage and reduces mana costs of Holy Shield, Avenger's Shield and Shield of Righteousness; Blessing of Kings, and Touched by the Light, which eliminates the need for gear that adds spell power.
Reckoning is a very good skill when AOE leveling/farming. With more than four to five mobs keep hitting you, reckoning will be up most of the time. This is a very significant improvement in dps, health regen or mana regen when combined with Seal of Righteousness, Seal of Light, or Seal of Wisdom respectively. Nevertheless, its usefulness in end-game instance tanking is not much, so most tankadins would put the points to some where else at level 70.
Concerning PvP, paladin's protection tree is not as designed as the warrior's against enemy spellcasters, since your damage output comes from blocking and being hit by melee damage, and your improved armor and defense will not lower spell damage at all. With Reckoning however, at close proximity to casters, higher damage output may be dealt. Improved Hammer of Justice is excellent if they're trying to cast, so not only do you interrupt them, but you can also get in heals more frequently. Also, with Sacred Duty, you can use Divine Shield while still pummeling spellcasters without slowing or stunning effecting you, and like before, more time for healing as well. Improved Concentration Aura is also useful, especially if you have caster groupmates. Stoicism provides some protection against stun and dispel.
Hurls a holy shield at the enemy, dealing X Holy damage, silencing and interrupting spellcasting for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets.
Your Judgement reduces the melee and ranged attack speed of the target by X% for 20 sec. In addition, increases the duration of your Seal of Justice effect by Y sec.
Reduces the chance you'll be critically hit by melee attacks by X% and reduces all damage taken by Y%. In addition when you block or dodge a melee attack you gain Z% of maximum mana.
Hammer the current target for 30% weapon damage, causing a wave of light that hits all targets within 8 yards for X Holy damage. Grants a charge of Holy Power.
Increases the damage of your Crusader Strike and Judgement abilities by X%, and increases the critical strike chance of your Holy Wrath and Hammer of Wrath spells by Y%.
When your Crusader Strike or Hammer of the Righteous deal damage to your primary target, they have a X% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate a charge of Holy Power if used within 6 sec.
Reduce damage taken by 20% for 10 sec. While Ardent Defender is active, the next attack that would otherwise kill you will instead cause you to be healed for 15% of your maximum health.
The Retribution tree contains talents focused on damage output, two-handed weapons, holy damage, and damage avoidance.
DPS Retribution Paladins: Gone from being the underestimated Paladin spec to becoming a formidable holy melee fighter, the Retribution Paladin brings buffs and debuffs, offhealing, cleansing and excellent damage when properly geared. The Retribution tree has both raid and arena viability and can be of interest to any Paladin who would rather deal damage than take or heal it.
For those interested in being a melee damage Paladin, 51 talent points should be invested in the Retribution tree. It is strongly advised that any serious Retribution spec for Divine Storm and Crusader Strike. It is also highly recommended that the Paladin puts 3 points into Heart of the Crusader, as it gives a 3% critical bonus to melee, ranged and spells for everyone who attacks the judged target.
The most common Retribution builds have at least 51 points in the Retribution tree. Several variations of Retribution build exist, such as 0/5/56 or 0/10/51.
As for PvP builds, there are a few variations. A common PvP build tends to be 0/16/45, being specced for increased survivability Divine Purpose and for shorter cooldown on your primary stun Improved Hammer of Justice this build is very potent for high end arena play, as your stun when combined with the Gladiator PvP set bonus and the Improved Hammer of Justice talent has its cooldown lowered to 35 seconds, making it quite semi effective as Crowd Control.
Eye for an Eye is a great talent for PvP, as it returns damage from all criticals against you. This ends up being a noticeable damage increase in PvP, and even while soloing. Vindication is an excellent choice as the 20% reduction of all stats can be very useful in many situations. Note, that most bosses are immune to Vindication, but it still serves a purpose when fighting trash mobs, solo'ing, and of course PvP'ing.
Increases the damage of your Crusader Strike, Hammer of the Righteous, and Templar's Verdict by X%, and the damage and healing of your Holy Shock by Y%. In addition, for 15 sec after you kill an enemy that yields experience or honor, your next Holy Light heals for an additional Z%
You have a X% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect. In addition, increases your movement and mounted movement speed by Y%. This effect does not stack with other movement speed increasing effects.
Your auras increase your party and raid's damage dealt by 3%, and your own damage is increased by an additional 2% at all times. In addition, your Judgement causes Replenishment. Replenishment - Grants up to 10 party or raid members mana regeneration equal to 1% of their maximum mana per 10 sec. Lasts for 15 sec.
An instant attack that causes 100% weapon damage to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused, and will grant a charge of Holy Power if it hits 4 or more targets.
When reduced below 30% health, you gain the Sacred Shield effect. The Sacred Shield absorbs ((1) + (AP * 2.8)) damage and increases healing received by 20%. Lasts 15 sec. This effect cannot occur more than once every 60 sec.
Your Seal of Righteousness, Seal of Truth, and Seal of Justice now also deal 7% weapon damage when triggered. In addition, your Seal of Righteousness now hits up to 2 additional targets.
Increases the critical strike chance of Hammer of Wrath by X%, reduces the cooldown of Avenging Wrath by Y secs and allows the use of Hammer of Wrath at all times during Avenging Wrath.
When you heal others with your Word of Glory, it increases the effectiveness of the heal by X% and increases your damage done by Y% per charge of Holy Power for 10 sec.
Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage from sources other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead.
Reduces the cooldown by X% and mana cost by Y% of your Hand of Freedom, Hand of Salvation and Hand of Sacrifice. In addition, your Cleanse will remove one movement impairing effect if cast on yourself.