Awesome, new talents!
Firstly, I want to preface this by mentioning I already posted this on a paladin-specific thread in the MoP-specific forums, and I'm posting it here as well to illicit more discussion, I doubt mentioning this really means anything but I felt I should make note of it.
I'll be talking about this primarily from the perspective of a Holy paladin, so unless I state otherwise you can assume that's where I'm coming from. I'll start with a long-winded explanation of my concerned for the level 45 talent tier, starting with Selfless Healer.
First off, this isn't a conductive design choice for a holy paladin choosing this in PvE. Because judging costs mana (And it appears that the tooltip has been clarified for seals that they only proc at melee) we do it at very specific times to maintain our regen buff, spamming judgment is generally frowned upon--especially when you can spend that time actually using healing spells.
While the buff does increase the HPM of the spell but it feels a bit too non-fluidic. Simply put, a holy paladin's procs flow from one spell classification into another, you'll cast judgement twice and then you'll be put in a situation where you cannot use judgement until you cast FoL that feels kinda clunky. I don't know, maybe this is all just me being a curmudgeon, maybe it plays better than it sounds.
From a pvp perspective I can see it working, I guess. It's a minor concern but how does this work with Infusion? Can a paladin just cast two instant FoLs in a row? Do you want paladins to have that much freedom with instant-cast healing pvp? Overall, though, I just don't feel myself really liking this choice in a raiding environment.
Moving on, Eternal Flame is a problem. Here's the thing, and this applies to Holy Shield as well, holy power doesn't work in a way where you can just have two single-target heals, especially when, looking down the tree, you're giving us access to other types of HoTs. I'm -always- going to be using the spell that does the most healing, and by the looks of it that would be WoG. Would you give a rogue the option of a different finisher that ultimately does less damage? Of course not, and while you could argue the concern of overhealing, paladins handle WoG in single stacks, usually, so chances of overhealing is fairly low.
The only "Healing"-oriented holy power alternative I can suggest is a sort of Inquisition buff that increases the healing of our mana-based spells by a % and duration per holy power, -that- would be far more engaging a choice.
Finally, Sacred shield... OMG you changed it to be the original, wrath-era Sacred shield, SQUEEEEE! ...Sorry, I see nothing wrong with this talent, my only problem is it needs to have at least a minuet duration, or else holy paladins are going to have way too much buff upkeep on their hands.
That was the only tier I had specific problems with, I'll move on now to more specific abilities.
Hand of Purity is amusing, it's a hand spell specifically designed to annoy affliction warlocks, HA! Unless there's a PvE encounter that specifically does large amounts of periodic damage to particular targets I'm not really going to choose it over the much more useful clemency ability, though.
Speaking of hand spells, Hand of Salvation is back! Unchanged, though... I'm fairly certain nobody missed Hand of Salvation when it disappeared, although it did make our "Hand" toolkit rather stark. The problem is that threat isn't a major issue these days, the bigger issue is Aggro, I think you should change this to the glyphed version by default, which would make it useful without cluttering our glyph table.
Devotion aura--once named Aura mastery--has a slight issue, I think it should cover all magic damage, a new player would never understand that the reason it only protects from certain schools of magic is due to an anachronism regarding auras that no longer exists, and really it's just that: an anachronism.
On that subject, I think we need to talk about raid utility. First off, I'm glad that warriors are getting two raid cooldowns, they look really interesting and cool! Problem is, only one Paladin spec is getting a singe raid cooldown and from a class narrative perspective this is glaringly inconsistent--why are warriors more "inspiring" to their raid than paladins? I don't want to go back to the buff-botting era as much as anyone but with the removal of auras we're pushing further and further away from the concept that paladins are great for empowering your group, that's the underlying point of a lawful good class, and while as a holy paladin this doesn't adversely affect me I'd hate to see ret paladins put on bench for classes that can provide more for the whole raid.
Back onto healing, I still don't see Daybreak anywhere. I'm assuming, unless stated to the contrary, that you turned it into a glyph and made it also affect Crusader Strike and Hammer of the Righteous. Losing it entirely would be rather detrimental to the rotational "Flow" of holy paladins but I can understand if there's a desire for (Optional) simplification by its absence from the holy class.
That's all I really have to say at this time, everything else I haven't thought on enough, or honestly can't determine its value outside of actually testing it (Unbreakable Spirit, for example).
Edited by Diatenium on 2/15/2012 3:25 PM PST