Both Warrior tanking and Paladin talent all the big topic in World of Warcraft, maybe you need take one day to finish it, but here we just point something and a little tips, read after me.
The easy part points can be spent in one of three talent schools. The talent schools can seem daunting at first, and with mistakes costing gold to rework them, it's best to have a plan before placing points into talents willy-nilly. Most of the hybrid classes have a leveling spec ("spec" is the short form of Talent Specialization) which is then changed to the desired end-game spec later on. For leveling, the Paladin is able to use any of the three talent trees, although most find it easier to level using the Retribution tree. The choices really come into focus when thoughts turn from leveling towards the style of play for the end game.
A retribution Paladin can heal when extra healing is needed, and that a protection Paladin can dish out damage when they aren't tanking. holy is on one end of the scale with high-levels of support and retribution is on the other. That doesn't mean that a retribution Paladin can't support the group though. The fun aspect of being a Paladin is that no matter how the talent points are slotted, the healing buttons still work. While all three trees are viable for PvE, it is generally accepted that the protection tree is the least attractive for waving the PvP flag. Conversely, the current state of the game provides Holy spec Paladins a rightful spot at the top of the arena standings, and Retribution Paladins can really hold their own as well.
As a Paladin increases intellect and gathers healing gear that has spell critical rating advantages, the healing done has a higher chance to crit, and thus activate the Illumination talent. When Illumination activates, the next healing spell (any of the three a holy Paladin will use) will cost 60% less mana. More spell criticals means cheaper follow up heals. Continuing down that chain and taking Divine Favor (DF) allows a holy Paladin to activate Illumination on command because Divine Favor provides a guaranteed spell critical, thus activating DF. But IoF reduces the cast time of the next Holy Light or Flash of Light by one second whenever Holy Shock lands as a critical.









