TalentsWith 5.0, we have a new talent system that is more compact and vastly simpler to use. Rather than meticulously min/maxing your spec and then more or less ignoring it for the rest of the expansion, the new system encourages on-the-fly talent swapping to meet the needs of a given encounter. A useful talent guide needs to identify not only the mechanics of each talent choice, but where that talent might shine (or not). With that in mind, I've arranged the guide by tiers, and within each tier described the strengths and weaknesses of each talent.
Tier 1 - Level 15 - MovementTier 1 is the movement tier, giving us options for our movement increase.


Speed of Light grants 70% movement speed for 8 seconds on a 45-second cooldown.
Long Arm of the Law grants 45% movement speed for 3 seconds every time you hit with Judgment.
Pursuit of Justice grants 15% movement speed plus an additional 5% movement speed per Holy Power, up to a maximum of 30% total.
There's really no wrong choice in this tier, so it's ultimately up to you to choose how you want your movement increase bonus. In some sense, this is the ideal example of the intent of the new talent system.
Having a sprint-like effect is very strong, so Speed of Light is a great choice. Speed of Light will shine on fights where there's a brief period of movement every so often, with long lulls in-between. Historical examples include Garrosh (Jade Serpent phase), Lei Shen (movement from pillar to pillar), Ragnaros (molten seeds), and many others.
Long Arm of the Law is potentially the weakest of the three for protection. To have any control over it we need to hold back on Judgment, costing us HP generation (and survivability). It is incredibly good as a gap closer, since we'll often be using Judgment when something's at range. So it's a solid choice for closing distance to new targets. But again, those targets actually need to be within Judgment range for it to work. I don't think it's a bad choice, just not as strong as the other two for most tanking situations. Historical examples: Any fight with adds.
Pursuit of Justice is the "always-on" choice, giving us the baseline 15% movement speed we're used to from the old version of the talent. It also gives a stacking HP bonus that's contingent on Holy Power, which is strong for protection as we'll be regularly banking HP to 5. Thus, in most cases we will have an almost static 30% speed buff from Pursuit of Justice. This is great for extended movement periods as well, as you can bank 3 HP before the movement and keep the speed boost. Historical Examples: Ragnaros (World of Flame), Nefarian (add kiting), Heigan (dance).
Theck's Recommendation: Going into last expansion, I favored Pursuit of Justice. I have now completely converted over to a Speed of Light junky - having a sprint is awesome. But you really can't go wrong with any of them. Pick whichever you like best, and respec whenever a boss encounter favors a different choice.
Tier 2 - Level 30 - Crowd ControlTier 2 is the crowd control tier, giving us options for mob handling.


Fist of Justice replaces Hammer of Justice, effectively reducing the cooldown to 30 seconds and increasing the range to 20 yards.
Repentance incapacitates a rarget for 1 minute on a 15-second cooldown, but has a 1.7-second cast time. The incapacitate is broken by damage.
Blinding Light blinds all targets within 10 yards for 6 seconds, with a 2-minute cooldown. Blind is broken by damage.
None of the abilities in this tier will have any effect on bosses, but they're all useful in a variety of other contexts (including adds).
Fist of Justice gives you more flexibility with in-combat stuns, and might see use on boss encounters with adds. Remember, stun time can translate to a pretty significant reduction of damage intake, so this will likely be the default choice for boss encounters. Historical Examples: Any boss fight with adds
Repentance essentially gives you a mage's Polymorph spell. Since it has a cast time and a 15-second cooldown, it's not likely to be much help if someone breaks that CC. Since the tank sets the pace in most 5-mans, it's about the only CC ability you can be sure
will get applied. It's generally of little use on boss encounters though. Historical Examples: Challenge Modes, Wind Lord Mel'jarak.
6.0 Change: Blinding Light is the familiar 6-second Blind that we used to get as a level 87 spell pre-6.0. Now it's a talent, and as far as I can tell the glyph that turns it into a 3-second knockdown has been removed. This was instrumental on certain fights in Siege of Orgrimmar (Jade Serpent phase of heroic Garrosh, for example), but without the glyph I'm not sure it's that useful. Damage breaks the blind, and protection has several AoE abilities built into our single-target rotation (unglyphed Avenger's Shield, unglyphed Holy Wrath, and Consecration). I guess it will still interrupt casts, but without the 3-second knockdown there's nothing preventing the enemy from just starting to cast again immediately.
Theck's Recommendation: Fist of Justice for general raiding, but any choice is fine for 5-mans.
Tier 3 - Level 45 - HealingTier 3 is the healing tier, and specializes in improving our ability to sustain ourselves.


Selfless Healer gives you a mana-free, instant-cast Flash of Light every ~15 seconds that heals for an additional 105% if cast on an ally. If you cast it on yourself, though, it doesn't get the bonus 105%, though it does benefit from Resolve.
Eternal Flame replaces Word of Glory, and adds a heal-over-time (HoT) component that lasts 30 seconds, ticking every 3 seconds. When used on yourself, the HoT effect is 50% stronger. Bastion of Glory affects
only the direct component,
not the HoT.
Sacred Shield gives us a damage absorption shield every 6 seconds for 30 seconds. Note that this benefits from Resolve when cast on self, and as of 6.0, this can crit
and multistrike.
6.0 Change: In 5.4, Eternal Flame was the unambiguous winner in this category. But in 6.0, everything gets shuffled. Spell coefficients were tweaked, and more importantly Eternal Flame got heavily nerfed by losing its Bastion of Glory interaction. On the other side, Sacred Shield can now crit
and multistrike. Together, that has made Sacred Shield the clear winner again.
To give you some idea of numbers: Eternal Flame's (EF) base heal is exactly the same as WoG, so the HoT is the only added benefit of the talent. But the HoT only provides about 1/3 as much healing per second as Sacred Shield grants in absorption per second. And absorbs are already preferable to heals, so this tips the scales pretty heavily in SS's favor. The days of abusing Vengeance to be self-sufficient are over.
Selfless healer also lost its interaction with Bastion of Glory, though few people use that talent anyway.
I say that Sacred Shield is the clear winner here, but if you look at the numbers you'll find that none of the three talents are
that terrible. You're looking at changes of about 3k-5k TMI between the three. That's not huge, but on the other hand, there's little incentive to take the one that causes your spikes to be 3%-5% higher either.
Theck's Recommendation: Sacred Shield.
Tier 4 - Level 60 - UtilityTier 4 is the utility tier, improving our... raid utility?


Hand of Purity grants a 6-second buff that reduces DoT damage by 80%, DoT effects that can't be cleared by immunities by 40%, and all other damage by 10%. 30 second cooldown.
Unbreakable Spirit reduces the cooldown of Divine Protection, Divine Shield, and Lay on Hands by 50%.
Clemency gives all of our hand spells 2 charges.
This is a bit of a weird tier, because it's a mish-mash of different stuff. If it weren't for Unbreakable Spirit, I'd call this the "Hands" tier.
Hand of Purity is a pretty obvious choice for boss fights with DoT damage. As protection, we'd choose this to gain an extra cooldown in certain scenarios. Not much to say about it, other than that it's very situational. Examples: Stone Guard, Lei Shi.
Unbreakable Spirit is a great default choice for this tier. It doesn't exactly fit the "Hands/Utility" theme, but it
does reduce the cooldown of Lay on Hands to 5 minutes, Divine Protection to 30 seconds, and Divine Shield to 2.5 minutes. That's incredibly potent for a protection spec, because it gives you more frequent access to 2 major and 1 minor cooldown. Even for some DoT fights, this may edge out Hand of Purity simply because of the raw cooldown-age it lets you toss around. If you're proficient with "stupid pally tricks," a.k.a. using Divine Shield to break or cheese encounters, you'll get a lot of mileage out of this talent.
Clemency has the potential to be game-breaking on certain encounters. Being able to BoP or HoSac two targets to immunity certain encounter mechanics or give your co-tank more cooldown coverage can be huge. It's highly dependent on the boss encounters though - I used it heavily in T14, but almost none in T15 or T16. Your mileage may vary. Examples: Feng, Gara'jal, Elegon, Spirit Kings, Blade Lord, Garalon, Wind Lord, Lei Shi.
Theck's Recommendation: Unbreakable Spirit for general purpose content. Spec Hand of Purity if the boss encounter warrants it, or Clemency if it lets you break certain mechanics.
Tier 5 - Level 75 - Holy Power GenerationTier 5 is the Holy Power generation tier, focusing on ways to increase our resource generation.


Holy Avenger is an updated version of Zealotry - every Holy Power generator deals 30% more damage and grants 3 HP instead of 1 while the buff is active. 18-second duration, 2-minute cooldown.
Sanctified Wrath increases the damage of Holy Wrath by 100% and causes it to generate a charge of Holy Power.
Divine Purpose is much like the Cataclysm version - any Holy Power finisher has a 25% chance to grant the Divine Purpose buff, which lets you cast a finisher at no cost. Can chain proc, as well.
6.0 Change: Sanctified Wrath was redesigned because we lost Avenging Wrath. Which is probably good, because the Judgment cooldown reduction thing felt sort of awful. The new version is much,
much nicer.
Holy Avenger gives you 20-30 seconds of guaranteed SotR uptime, which makes it a strong mitigation cooldown. Also note that when alternating between tanking and off-tanking, HA can give you better effective SotR uptime than the other two options. In 6.0, it falls behind Divine Purpose and Sanctified Wrath in survivability, but sits squarely in the middle for DPS.
Sanctified Wrath gives least survivability, but the highest DPS of the three options. It's your go-to for parsing, but note that if you take this talent you want to prioritize Holy Wrath ahead of Avenger's Shield (i.e. CS>J>HW>AS>fillers is your HPG priority). It's also your go-to if you want Holy Wrath to hit like a truck. If you take SW and glyph Final Wrath, it'll hit for 3x as much as it does baseline.
Divine Purpose gives you the highest survivability, but the lowest DPS boost. Since the uptime isn't controllable, it requires a little more finesse to use well than Holy Avenger or Sanctified Wrath. It's also incredibly fun.
Theck's Recommendation: All three are good choices. Which you take will really depend on the nature of the encounter you're preparing for and your personal preference. I mostly used DP for T16, but I'm looking forward to playing with SW some because Holy Mack Truck sounds fun.
Tier 6 - Level 90 - New AbilitiesTier 6 is the Ability tier, giving us three new spells to choose from.


Holy Prism either damages a target and radiates healing or heals a target and radiates damage. 20-second cooldown, instant effect.
Light's Hammer is sort of like Consecration, but damages enemies
and heals 6 friendly players within the area of effect, and snares enemies it damages by 50%. 1-minute cooldown, effect lasts 14 seconds (8 ticks, 2-second intervals, ticks immediately).
Execution Sentence is a DoT or a HoT depending on whether the target is hostile or friendly. The damage or healing ramps up from small to large over the duration, with the last tick being significantly larger. It's purely single-target healing or damage. 1-minute cooldown, DoT or HoT lasts 10 seconds.
These spells were re-tuned in 6.0, but otherwise unchanged mechanically. The nice thing is that they all provide similar amounts of DPS now, and fit at the same point in the rotation (right behind Avenger's Shield).
Holy Prism is kind of nice in that it fills a niche we're currently lacking, namely burst AoE threat. By self-casting it, you'll hit up to 5 enemies around you with holy damage. That combined with the short cooldown makes it an excellent skill for initial aggro on trash packs. Casting it on a single target (i.e. a boss) radiates healing, which in theory could help with melee healing on damage-heavy fights, but those heals won't be buffed by Resolve. That said, the short cooldown means that it takes more GCDs than either of the other options.
Light's Hammer is nice because you don't have to choose between its healing and damage. It's not as much DPS as Execution Sentence on a single target, but on 2 or more targets it pulls ahead. With the loss of Vengeance, it will be less useful as a raid cooldown than in 5.x as Resolve won't buff it's group healing.
Execution Sentence is the raw DPS choice. It's a huge amount of damage per cast, and uses only 1 GCD a minute, so it gives the largest single-target DPS boost of any of the three talents. You can cast it on yourself as well, in which case the ramp-up is reversed and it becomes a big initial heal with a decaying HoT.
Theck's Recommendation: I don't think there's any bad choice here. Execution Sentence is the single-target DPS winner, Light's Hammer is the AoE winnner, and Holy Prism is the snap aggro winner. All give similar amounts of survivability, so pick the one that suits the encounter, or whichever one you like best if it doesn't matter.
Tier 7 - Level 100 - StuffTier 7 is.. a tier. I'm not sure there's a theme. Still, we get spells, so lets talk about them.


Empowered Seals makes Judgment apply a buff based on your current seal. Seal of Insight will gives
Uther's Insight, which heals for 1% of health every 2 seconds; Seal of Righteousness gives
Liadrin's Righteousness, increasing haste by 15%; Seal of Truth gives
Maraad's Truth, increasing attack power by 15%.
Seraphim costs 5 holy power, but ncreases all of your secondary stats by 1000 for 15 seconds, with a 30-second cooldown.
Holy Shield increases block chance by 15%, deals damage to attackers when you block, and
allows you to block spells.
All of the spells in this tier increase DPS and survivability.
Holy Shield is badass. I may be biased though, I've always loved Holy Shield. Anyway, it gives you a large chunk of block chance and deals reactive damage. But the coolest part is that you can block spells too, which is a neat niche. I desperately want to stack mastery and get an on-use mastery trinket so I can temporarily block-cap against a boss's spell now. It's a little lower single-target DPS than the other options in this sim, but should pull ahead in AoE situations. It's also provides a respectable amount of survivability. Also, there are a fair number of fights in T17 which have magical damage effects that can proc the reactive damage, which may narrow the gap.
Seraphim is a mini-cooldown that costs 5 Holy Power and makes you incredibly tough for 15 seconds. Ideal usage of this will be to pool holy power for 5 seconds or so before the cooldown is up so you can maximize the uptime - unless, of course, you're timing it around tank swaps. It provides very solid damage and a similar amount of survivability to Holy Shield. It also gives us the highest burst damage of any of the three (for a 15-second window, at least). Especially if you decide to pair it with Holy Avenger!
Empowered Seals is "the" seal-twisting talent. In theory, you can alternate seals so that you're keeping all three buffs up for +15% haste, +15% AP, and 1% health per 2 seconds, which is impressive. If you do this, you'll do a similar DPS to Seraphim but have a little less survivability than the other two options.
That said, the real draw of Empowered Seals is versatility. If you just stay in Seal of Insight, you'll be in "survivability mode" and have survivability similar to Seraphim or Holy Shield. However, you'll also do significantly less DPS (by 20% or more). If you switch to twisting only Righteousness and Truth, you'll be in "DPS mode" and do significantly
more damage than the other talents at the expense of gutting your survivability (~10% larger spikes).
You can see how this might play out in progression. If DPS is at a premium, you may take Empowered Seals and try to stay in "DPS mode" as much as possible. If the boss is turning you into a pancake, you might swap to "survivability mode" before taunting but go back to "DPS mode" while off-tanking. The real draw of this talent over Seraphim or Holy Shield is the element of choice - being able to pick which "mode" you're in at various points in the encounter.
Theck's Recommendation: For the beginner tank, I definitely recommend Holy Shield. From a numbers perspective, they're all pretty well-balanced, but Holy Shield takes the least effort and attention. Seraphim takes a little more work and attention, and Empowered Seals takes a
lot more work and attention. It's up to you to determine whether you're skilled enough to employ those two talents properly, because doing so improperly will be a net DPS and survivability
loss compared to Holy Shield.
Empowered Seals and Seraphim could see more use during progression raiding, even though I'm not a huge fan of the seal twisting mechanic myself. Especially on progression, the ability to min/max your DPS by up to 20% on the fly is a huge benefit. On the other hand, if there are enough bosses with magical damage sources, Holy Shield could see a fair bit of use.