Talent DetailsThis section will provide a brief discussion of each talent available, sorted by tree and tier.
ProtectionTier 1:
Divinity - This talent has slimmed down a little since 3.3, gaining 1% healing and shedding two talent points. Given that we have fewer points, it's roughly equivalent to the old talent. However, with the new healing model in Cataclysm, this talent becomes much more powerful. The less overhealing you receive, the better Divinity is. Out of the options in tier 1, it's the best choice.
Seals of the Pure - A flat 12% increase to seal damage for 2 points. While they've reduced the proportion of our damage coming from seals, this is still the best threat increase in the first tier.
Eternal Glory - A 30% chance to consume 0 Holy Power when you cast Word of Glory
was great before WoG gained a cooldown. Now it's just a very weak DPS talent. If you rarely ever tank with SoT, this might be worth having, but in most cases you're better off taking SotP.
Tier 2:
Judgements of the Just - Now much lower in the tree (and thus available to all three specs), JotJ is our version of every tank's attack speed debuff. The Seal of Justice effect is irrelevant to us, but the attack speed slow and lack of other attractive options in this tier makes this a mandatory talent. Yes, a Holy or Ret could bring it in Cataclysm, but they have better places to spend those points and you don't.
Toughness - A 10% buff to armor from items doesn't really take much discussion. Another mandatory talent.
Improved Hammer of Justice - A 20-second reduction in our stun is useful, though probably not game-breaking. Now that we have an off-GCD interrupt in Rebuke, HoJ doesn't see that much use in PvE. If we run into a fight where we're tanking stunnable adds that hit fairly hard, this might turn into an interesting damage reduction talent, but right now it's mostly for PvP.
Tier 3:
Hallowed Ground - An increase in damage and mana efficiency for one of our signature AoE moves. This talent provides a small increase in single-target DPS, but a larger increase in AoE DPS. More importantly, it reduces Consecration's mana cost, which makes it easier to slip into our rotation without accidentally running out of mana. Experienced Tankadins will tell you that this talent is unnecessary, even while AoE tanking. However, it's all a matter of convenience, and can be a useful set of "training wheels" for newer tankadins just getting their feet wet with the new 4.x mechanics. It's certainly a talent to consider if AoE damage is an important factor in an encounter, or just to speed up trash clears.
Sanctuary - Damage reduction, crit immunity, and our old Blessing of Sanctuary mana regen mechanic all rolled into one talent. There is no better definition of "mandatory" in my book.
Hammer of the Righteous - Our old 51-point talent has been revamped into an AoE alternative to Crusader Strike. While we'll only use this for AoE tanking, it's going to be a significant portion of our AoE threat, so it's a mandatory talent.
Wrath of the Lightbringer - A huge damage increase on Crusader Strike and Judgement would be enough to make this talent a potent DPS choice. The fact that it boosts Holy Wrath and Hammer of Wrath crit chances is just icing on the cake, and makes this the
best single-target threat talent in the tree. Since it improves Holy Wrath, it's also likely to be a better AoE threat talent than Hallowed Ground for groups of 10 or fewer, and certainly better for snap aggro. This is such a huge chunk of our threat generation that it's mandatory.
Tier 4:
Reckoning - After years of derision, Reckoning is finally getting a revamp. It's now down to 2 points, at 10% chance per point (a big buff), but only triggers off of blocks (a slight nerf). In the end though, this is an overall improvement because it scales with our mastery stat. This is the third-best single-target threat talent in the tree, behind Wrath of the Lightbringer and Sacred Duty.
Shield of the Righteous - Our other staple protection ability is now one of our Holy Power "finishers" and a Tier 4 talent. ShoR is basically an Eviscerate fueled by Holy Power, and will be our primary finisher for single targets. Mandatory.
Grand Crusader - This is our fancy new proc-watching talent, which gives us a chance to reset the cooldown of Avenger's Shield. Since we'll be casting Crusader Strike or HotR on cooldown, this will give us a reasonable number of procs. The addition of Holy Power to the proc in 4.1 and the addition of Avenger's Shield to Sacred Duty have made this a fairly strong talent, and is now well worth taking.
Divine Guardian - Raidwall returns, this time in a compact one-point package with none of the damage redirect baggage. An extremely potent cooldown, it's an attractive option for moving down the tree if you'll be doing any raiding. Note that unlike the Wrath version of DG, this one no longer affects the caster, meaning you can't use it as a personal damage cooldown.
Tier 5:
Vindication - Our boss attack power debuff has left Retribution and settled down in the cozy recesses of deep Prot. It's now only 1 talent point and triggers on both CS and HotR,
including any target hit by the Holy Nova component of HotR. Lasting 30 seconds is somewhat irrelevant since we'll be refreshing it every other GCD. In addition, it returns the interrupt portion of Hammer of Justice that was removed in Cataclysm.
Holy Shield - As of 4.2 Holy Shield is an active mitigation ability that boosts our block amount by 20% on a 30-second cooldown. You can argue all day (and we have) about whether this is better or worse than the old passive version, but either way it's a talent you're not going to want to skip.
Guarded by the Light - Increases the amount of healing done by your Word of Glory. The second point will also turn any amount of overheal it does into a damage shield. A lot of players have asked if this is "useless" now that it's been decoupled from Holy Shield, but I think that attitude is short-sighted. It buffs a survivability tool, gives it a new functionality (preventative damage absorb), and makes sure any overheal isn't wasted. That's still far better than spending those points in another unnecessary threat talent.
Tier 6:
Sacred Duty - A flat threat increase, this is the
second-best DPS talent in the tree. With the new 939 rotation, it's no longer necessary to think about Sacred Duty, just treat it as a passive bonus and let it do its thing.
Shield of the Templar - Reduces the cooldown of AS, which is a moderate threat increase in the absence of Grand Crusader procs, as well as the cooldown of GAnK. The one-minute reduction of Avenging Wrath's cooldown is a flat DPS increase as well. In any event, the 3-minute reduction on our Shield Wall makes this a must-have.
Tier 7:
Ardent Defender - Our revamped EH booster is now our 31-point talent and our second tank cooldown. It's only a 20% damage reduction for 10 seconds, but gives us the "extra life" portion ala Guardian Spirit during that period. Certainly a nerf from its previous form, but arguably a better implementation overall.
RetributionTier 1:
Eye for an Eye - This is primarily a PvP talent, but it procs off of a surprising number of things. The value will vary from fight to fight, ranging from nothing to 2-3% of your DPS. If you're not a fan of the extra range of Improved Judgement, it's an option to give you a little more DPS. This might see heavier use in fight-specific builds if it happens to put up good numbers.
Crusade - Now a flat damage boost to Crusader Strike and Hammer of the Righteous, Crusade is still a potent threat talent in both single-target and AoE situations, and easily accessible in the first tier of Ret.
Improved Judgement - Instead of a cooldown reduction (now baseline), this now gives Judgement a 30-yard range, making it useful for picking up adds and brushing those hard-to-reach places. Not strictly necessary from a tank-and-spank point of view, but an incredible increase in utility for one of our staple attacks.
Tier 2:
Guardian's Favor - The old 2nd-tier prot talent is now in tier 2 of Ret. Useful for utility, perhaps a gimmick choice for certain fights at 85, but probably not a talent you'll pick for a general-purpose build.
Rule of Law - This is a potent talent that serves double-duty. The flat 5% crit per point on Crusader Strike and Hammer of the Righteous makes it a strong threat talent for single-target and AoE situations. It also buffs your Word of Glory, giving it a bit of survival value. Whether you're after threat or survivability, Rule of Law is an attractive option.
Pursuit of Justice - Love it or hate it, PoJ is still available to us in Tier 2 of Retribution. The Holy Power generation component is likely to be irrelevant for the majority of boss fights, and the Disarm component has been removed entirely.
HolyTier 1:
Arbiter of the Light - A 6%/12% crit increase on Judgement is a clear threat boost, but it's weak enough that it should be your
last choice for points. It's also a meager survivability boost if you have the T13 2-piece bonus, but again, it's small enough that it's not very attractive. The only reason to take this would be if you're willing to give up the run speed bonus of Pursuit of Justice.
Protector of the Innocent - This talent was nerfed in 4.0.3, and no longer provides the extra healing when you use WoG on yourself. It's thus no longer relevant to prot, and not worth taking in a PvE build.
Judgements of the Pure - This is essentially a 3% haste per point buff since we cast Judgement on cooldown. It will increase melee and seal DPS (from both Seal of Truth and Censure), but won't have a noticeable increase in our GCD-based casts. As a result, it ends up being weaker than Seals of the Pure and Rule of Law. It might have a place in a max-threat build at 80 before we can reach Rule of Law, but that's about it.