The new Paladin talents are Awesome with a capital Awesome.
Wowhead Paladin talent tree
I'll leave the analysis of the Holy tree to the experts, but the new stuff going into the Protection and Retribution trees leaves me drooling. Some off-the-cuff analysis based on major talent changes follows.
* Divine Strength is 50% stronger and is in the Protection tree. It makes no more sense here than in Holy, but I guess the Retribution tree was bloated enough. Anticipation is where my first 5 points are going.
* Divine Guardian - When you pop Divine Shield, all party/raid members in 30 yards take 30% less damage. This could be a PvP talent... it could also find some very interesting uses in PvE, as long as the Paladin using isn't the main tank.
* Touched by the Light - You get spellpower equal to 30% of your Stamina. Byebye specialized Paladin tanking gear. This will let you use Warrior gear and still be able to generate threat. The healing bonus is interesting for an offheal role.
* Hammer of the Righteous (51 point talent) - Cleave-type ability (hits 3 targets) for 100% of weapon damage as Holy damage, high threat, 6 sec CD. Not like we needed a new AoE threat tool, but here it is. It looks like it'll be nice to use inbetween other cooldowns.
Generally, the Protection tree seems pretty straightforward; there are no serious mechanical changes and only one new active ability.
Unfortunately, there are not enough points to get all desirable tanking talents plus the good tanking abilities from the Retribution tree.
Here's one build idea
that uses all the good Protection talents, with 4 points left over.
* Heart of the Crusader - as discussed in the patch notes, this replaces Imp JotC and gives all debuffing Judgements the 3% crit bonus it previously gave only to JotC.
* Conviction - applies to spells now. Nice.
* Sanctified Retribution - Retribution Aura increases damage by 2% (replaces Sanctity Aura).
* Sheath of Light - 30% of attack power becomes spellpower (finally!), plus crit heals leave a HoT for 60% of their effect, making Retribution heals less of a joke.
* Judgements of the Wise - Judgements restore 60% of damage caused as mana to up to 3 party members. This is a massive improvement from the original Sanctified Judgements.
* Repentance - Duration increased to 1 minute, affects more types of creatures. Finally a respectable CC.
* Sanctified Wrath - Massively buffs Hammer of Wrath and Avenging Wrath. Massively.
* Swift Retribution - Retribution Aura gives 3% haste.
* The Art of War - Crusader Strike has a 15% chance to make your next Judgement do double damage. Kind of odd, but I can see this being useful.
* Righteous Vengeance - 15% critical strike damage bonus. Wow.
* Divine Storm - Instant attack that damages up to 4 nearby enemies and heals up to 3 party or raid members for 20% of the damage caused. 10 sec cooldown.
It's obvious that Retribution Aura is the intended aura of the Retribution tree. This is a welcome change from when it was totally worthless other than for tanks. Between the AP->Spellpower conversion that we get at long last, and the mana/healing we provide to raid/party members, the group utility of the Retribution Paladin is significantly buffed.
This is the best raid build
I could come up with on short notice. An argument could be made for dropping Improved Blessing of Might and going for Blessing of Kings instead.
On a mechanical note, the reduction in the number of Auras and Blessings, plus the raidwide applicability of Auras, means that there's no longer a practical advantage to having more than 3 Paladins in a raid. This seems consistent with the Shaman changes, too.
I'm very, very pleased by the new talents and will be interested to see how they play out with the other classes.