Your next Holy Light or FoL heal 60% more, and have reduced mana cost and cast time / Your next 2 Holy Lights heal 80% more, cost 50% less mana, and are instant cast
Value: High / Medium
While Hand of Divinity has great synergy with Tyr's Deliverance, Divine Favor will give you more consistently strong buffed casts so your default in most cases should be Divine Favor. When running Divine Favor, you'll generally want to default to using it with Flash of Light. When running Hand of Divinity, always group it with Tyr's Deliverance.
Spending Holy Power has a 25% chance to trigger Glimmer of Light's healing and damage
Value: Required
With how core Glimmer of Light has become to Holy Paladin this patch, there is no build in which you shouldn't run this talent.
The cooldown of Aura Mastery is reduced by 30 seconds / Aura Mastery also increases raid members healing received by 10%
Value: Medium / Low
Unwavering Spirit can be very strong if the damage patterns of a specific fight or dungeon work well with 2.5 minute Aura Mastery. Meanwhile, Protection of Tyr is pretty much useless except for very niche situations in raid where there was unhealable damage consistently going out DURING Aura Mastery DR. Overall this is generally a situational talent you'd only pick up for something specific that it countered.
Consuming Infusion of Light reduces the cooldown of Holy Shock by 2 seconds
Value: Medium
This talent will either be very strong or relatively useless, depending on the build you're running. It's core to the rotation of Infusion Caster builds, but instant cast crusader builds won't be hard casting much outside of Hand of Divinity uses.
Sacrifice a portion of your own health to instantly heal an ally
Value: Medium
Light of the Martyr remains a very strong spot heal, but the need for it has diminished significantly with Dragonflight playstyles having so much more spot healing the Shadowlands. In builds that make use out of Maraad's Dying Breath, it will still be required of course but otherwise it should only be run if there's a specific encounter with very high spot healing requirements during heavy movement.
Glimmer can affect 5 additional targets / Glimmer is increased by 25%, but it can only affect 1 target at a time
Value: High / Low
Illumination will always be the default talent choice in this node as it will increase your Divine Toll's power, your Glimmer throughput, and your Daybreaks significantly. You should only ever take Blessed Focus if you're trying to counter a specific fight where only one person needs throughput or you're parsing for boss damage lol.
When an ally with your Beacon of Light is damaged below 30% health, they gain an absorb
Value: Medium
There's a lot of good to be said about an absorb that triggers at low health on priority targets, but it's not a very large shield. Also you should only ever run this if you're also running Beacon of Faith / Virtue as they both greatly increase the power of Saved by the Light.
Hurls a hammer, damaging nearby enemies and healing nearby allies / Fires a beam that deals damage to an enemy and heals allies
Value: Required
These are the abilities that the entire
Aberrus tier set is based around, making them now a core part of our kit this season. Your choice in raid should generally be Light's Hammer as it will provide the most throughput for the least GCDs, but in Mythic+ you want to run Holy Prism for the huge spot healing and instant holy power generation. The general rule for what to use Holy Prism on with the tier set is to cast it on an ally if you want single target healing or damage, and cast it on an enemy if you want AoE healing.
Judgment, HL and FoL have a chance to increase the healing of your next HS by 10% of all damage and effective healing you do within the next 10 seconds
Value: Medium
This talent is decent for builds that use a lot of Holy Light and Flash of Light, but otherwise is pretty weak compared to the other options in this tier of talents so it's unlikely to see much play in builds that don't cast frequently.
Your allies with Glimmer of Light take 16% reduced damage, split evenly among them
Value: Required
This talent is required for all builds as it provides a significant amount of DR spread amongst your active allied glimmers. This can and should be heavily min/max'd in Mythic+, especially with uses of Daybreak.
50% of Glimmer of Light's overhealing is converted into an absorb shield
Value: Required
Making one of your highest passive healing sources convert its overhealing in an absorb is just about the best thing you could ask for in any build. This talent should always be taken as it increases your allies' effective health and greatly increases your healing efficiency.
Shield of the Righteous deals extra damage to its first target struck and every 5 casts makes your next WoG or LoD free
Value: Required (M+) / Low (Raid)
In Mythic+, there isn't a single better talent you could ask for. This not only provides you with significantly higher active priority damage on fights with low healing requirements, but it also provides you with free healing spenders even when spending on damage. In raid, you should never be spending your Holy Power offensively so this talent will see no meaningful use.
Infusion of Light increases Flash of Light healing by 20%, or makes Holy Light and Judgment refund 0.5% of your max mana
Value: Medium
For any build that makes heavy use of Holy Light or Flash of light this will be very strong for, but any other builds would be wasting a point spending it here unless you really need the mana efficiency from Judgment.
Beacon of Light transfers an additional 10% of the amount healed
Value: Required
This may be one of the strongest talents in the entire tree, increasing all the healing funneled into your Beacon targets. There isn't a single build this shouldn't be taken with.
Judgment has a 30% chance to cast Consecration at the target's location
Value: Medium
This will give you a solid amount of free damage in Mythic+ as it doesn't count towards the standard consecration cap of 1 (it's in addition to your manual casted Consecrate). As for raid, it's free damage and will double dip your Golden Path healing if you're talented into it, so it's still a solid pickup.
Increases the range of Light of Dawn to 25 / 40 yards
Value: Situational
While this should never be taken in M+ because you should always spend your holy power on WoG, you may occasionally want to pick this up in raid on fights where the melee group doesn't really need any healing and the ranged aren't close by.
Casting FoL or HL on your Beacon grants 1 Holy Power, and on targets without Beacon has a chance to grant 1 Holy Power
Value: Medium
Similar to Divine Revelations, this talent is also core for casting heavy builds and relatively useless for the other. For the builds that do run this, it will make hard casting one of your main sources of Holy Power generation.
Holy Shock and Judgment have an 8% increased critical strike chance
Value: Required
Every build wants Holy Shock and Judgment crits, regardless of if it's just to make them hit harder or to guarantee more Infusion procs. Divine Glimpse gives us just that, making it a required pickup for all situations.
Light of the Martyr's damage and healing is increased by 10% each time it is cast up to 5 times
Value: Medium
Untempered Dedication should only be run if you plan on also taking
Maraad's Dying Breath, creating a powerful build centered around Light of the Martyr.