Apparently Friends and Family Alpha started for the Expansion Pack recently.
Here is an AIM log (of discussion about the talents/skills) that has been doing the rounds.
Make your minds up in regards to its validity -
http://xemcat.net/xem/xpac/info.txt
*edited with Rogue/Druid/Pally Info from EJ/WoW/FoH forums*
----
Here is the info consolidated slightly
New MAGE Talents:
Fire Tree -
Tier 5
Playing with Fire: Increases all spell damage caused by 1/2/3% and all spell damage taken by 2/4/6%
Tier 6
Blazing Speed: Gives you a 5/10% chance when hit by a melee or ranged attack to increase your movement speed by 50% and make you immune to movement impairing effects. This effect lasts 8 seconds.
Tier 7
Burnout: increases the damage and mana cost of all spells by 2/4/6% after you hit a Dazed opponent with a Fire spell
Tier 8
Empowered Fireball: Your Fireball spell gains an additional 2/4/6/8/10% of your bonus spell damage effects
Tier 9
Dragon's Breath: Targets in a cone in front of the caster take 278 to 322 fire damage and are disoriented for 3 sec
Frost Tree -
Tier 5
Frozen Core: Reduces the damage taken by Frost and Fire effects by 2/4/6%
Tier 6
Ice Floes: Reduces the cooldown of your Cone of Cold, Cold Snap, Ice Barrier and Ice Block spells by 10/20%
Tier 7
Cold Hearted: Increases damage of all spells against wounded targets by 10/20/30%
Arctic Winds: Reduces the chance melee and ranged attacks will hit you by 1/2/3/4/5%
Tier 8
Empowered Frostbolt - identical to empowered fireball
Tier 9
Summon Water Elemental, summons a water elemental to fight for the caster
Arcane Tree -
Tier 5
improved blink: reduces mana cost of blink by 25/50%
Tier 6
arcane potency: increases the critical strike damage bonus of your Arcane spells by 33/66/100%
Tier 7
student of magic: reduces the mana cost of all arcane spells by 5/10/15%
prismatic cloak: reduces all damage taken by 1/2/3/4/5%
Tier 8
mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect
Tier 9
Slow: reduces targets movement speed by 50% and attack/casting speed by 20% for 15 sec
68 mana, instant cast.
New Mage Skills (base, not talented):
Molten Armor(lvl 62):
Causes 60 to 90 fire damage when hit and reduces the chance you are critically hit by melee attacks and spells by 10%
Ice Lance(lvl66):
Deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets
1.5 sec cast, 150 mana
Arcane Blast(lvl 64):
Does 463 to 537 arcane damage
When casted within 8 seconds of previous cast, cast time goes down and mana cost goes up.
Starts out as a 2.5 sec cast, 190 mana cost
Spell Steal (lvl 70):
Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
Instant Cast, 52 mana cost.
Invisibility (lvl 6:
Gives invisibility for 20 seconds. can only see other invisible targets and people who can see invisible targets
5 min cooldown
---------------
New ROGUE skills/talents
Mutilate, 60 energy, daggers, instantly attacks with both weapons and gives 2 combo points
Shiv, instant off-hand attack that gives a 100% chance for the offhand poison to be applied, energy cost depends on weapon speed
Anasthetic poison, 30% chance of reducing threat by a moderate amount, 120 charges
Assassination-
Tier 5:
Fleet Footed - 0/2 - Increases your chance to resist movement impairing effects by 5% and increases your movement speed by 4%. This does not stack with other movement speed increasing effects.
Quick Recovery - 0/2 - All healing effects on you are increased by 10%. In addition, your finishing moves cost 40% less Energy when they fail to hit.
Tier 6:
Master Poisoner - 0/2 - Reduces the chance your poisons will be resisted by 2% and increases your chance to resist Poison effects by an additional 15%.
Tier 7:
Deadened Nerves - 0/5 - Decreases all physical damage taken by 1%.
Tier 8:
Find Weakness - 0/5 - Your finishinv moves increase the damage of all offensive abilities by 2% for 10 sec.
Tier 9:
Surprise Attack - 0/1 - Requires 1 point in Vigor. 30 Energy, 15 second cooldown, Instant. A strike that deals 100% weapon damage. This attack cannot be blocked, dodged, or parried. Awards 1 combo point.
Combat
Tier 7:
Vitality - 0/2 - Increases your total Stamina by 3%.
Nerves of Steel - 0/2 - Increases your chance to resist Stun and Fear effects by an additional 5%.
Tier 8:
Blade Twisting - 0/5 - Gives your Sinister Strike, Backstab, Gouge, and Shiv abilites a 5% chance to DAze the target for 8 sec.
Tier 9:
Shadow Strikes - 0/1 - Requires 1 point in Adrenaline Rush - All melee attacks against Poisoned or Dazed targets cause additional Shadow damage equal to 10% of the weapon damage.
Subtlety:
Tier 7:
Enveloping Shadows - 0/3 - Increases your chance to avoid area of effect attacks by an additional 5%.
Cheat Death - 0/5 - You have a 4% chance to completely avoid and damaging attack that would otherwise kill you.
Tier 8:
Sinister Calling - 0/5 - Requires 1 point in Premeditation. Increases your Agility by 2%.
Tier 9:
Cloak of Shadows - 0/1 - Instant, 2 min cooldown. When activated, you become immune to all spells for 4 sec. This will not remove existing effects, though you will be immune to the effects while Cloak of Shadows is active.
---------------
New DRUID Talents/Skills
Total spell damage bonus is now displayed in the UI.
Frenzied Regeneration now scales with stamina. For Rank 3, each point of rage is now converted to 17 health plus some percentage of your stamina (looks like 1%).
Moonfury's tooltip now reads increases damage to all Balance damage spells, which means it probably is now applied after bonus spell damage effects.
Travel Form model has been changed to a stag.
No word about Stormcrow Form, but I wouldn't rule it out as a level 70 flying mount.
Balance Talents
Tier 5
Gusting Winds: Increases the damage done by your Cyclone and Hurricane spells by 10/20/30%.
Tier 6
Dreamstate: Gives you a 33/66/100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.
Tier 7
Improved Moonkin Form: Requires 1 point in Moonkin Form. Increases all spell damage caused by 1/2/3% and reduces the base mana cost of Moonkin Form by 5/10/15%. Note: This means Moonkin now costs as much as Travel and Aquatic Forms.
Strength of the Moon: Increases spell damage by up to 5/10/15/20/25% of your total intellect.
Tier 8
Empowered Starfire: Your Starfire spell gains an additional 2/4/6/8/10% of your bonus spell damage effects.
Tier 9
Force of Nature (Rank 1): The force of nature radiates from the Druid, silencing enemies within 10 yards for 2 sec. and causing 192-212 Nature damage. Note: 2 minute cooldown.
Feral Combat Talents
Tier 5
Feral Recovery: All healing effects on you are increased by 10/20%. In addition, the act of shapeshifting has a 25/50% chance to remove one harmful effect.
Tier 6
Primal Instinct: Increases your chance to resist stun, charm, and trap effects by 3/6/9/12/15%.
Tier 7
Animal Reflexes: Increases your agility by 2/4/6/8/10% while in Cat, Bear, and Dire Bear forms.
Predatory Will: Reduces the cooldown of Growl and increases the duration of Tigers Fury by 1/2 sec.
Tier 8
Heightened Senses: Increases your attack power by up to 10/20/30/40/50% of your intellect.
Tier 9
Scent of the Pack: Reduces damage taken in Bear Form and Dire Bear Form by 0.4%, and increases damage done in Cat Form by 0.6% for every party or raid member within 45 yards with Mark of the Wild or Gift of the Wild active. So 10% less dmg taken in bear and 15% more damage done in catform in a 25 man raid.
Restoration
Tier 6
Natural Resilience: Increases your mana regeneration while in all forms by 10/20/30%.
Tier 7
Healing Mastery: Increases the critical effect chance of your healing spells by 1/2/3/4/5%.
Improved Innervate: Reduces the cooldown of Innervate by 20/40/60 sec.
Tier 8
Nature's Reprieve: Gives you a 20/40/60/80/100% chance to gain Mana equal to the base cost of your spell after healing a wounded target with Healing Touch, Regrowth, or Swiftmend.
Tier 9
Harmonize: Distributes damage taken by party members within 30 yards between the party while in effect. Note: Its a self cast buff that lasts up to 30 seconds.
New Base Spells
Cyclone (Balance): Throws your target into the air, disorienting the target and causing Nature damage over 3 seconds but making the target immune to other damage during that time.
Mangle (Cat Form): Stuns the enemy and deals damage per combo point.
Feral Strike (Bear Form): An attack that deals damage and converts each extra point of rage into damage and causes a high amount of threat.
Enervate (Restoration): Drains mana, energy, or rage every second for 20 seconds.
Control Beast (Balance): Controls a beast up to level 77 but increases the time between attacks by 25%. Lasts up to 1 min.
--------------------------------------
New PALADIN skills/talents
Spiritual Attunement (66): Gives the Paladin mana when healed by other friendly targets. The amount of mana gained is equal to 10% of the amount healed.
Blessing of Spell Warding (6Cool: A targeted party member is protected from all magical attacks for 10 sec, but during that time they are Silenced. Players may only have one Blessing on them per Paladin at any one time. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection, Blessing of Spell Warding, or Blessing of Protection again for 1 min.
Crusader Aura (64): Increases the mounted speed by 20% for all party members within 40 yards. Players may only have one Aura on them per Paladin at any one time.
Seal of Blood (64): All melee attacks deal additional Holy damage equal to 30% of normal weapon damage, but the Paladin loses health equal to 10% of the total damage inflicted. Unleashing this Seal's energy will judge an enemy, instantly causing 409 to 451 Holy damage at the cost of 136 to 151 health.
Avenging Wrath (70): Increases all damage caused by 30% for 20 sec. Causes Forebearance.
New Talents:
Holy
Pure of Heart, requires 20, 3 point talent
Increases the paladin's chance to resist curse/disease by 5(10/15?)%
Purifying Power, requires 25, 2 point talent
Reduces the mana cost of Consecration and Cleanse by 5(10?)%, and increases the critical strike chance of Holy Wrath and Exorcism by 10(20?)%
Blessed Life, requires 30, 5 point talent
All attacks against you have a 2(10?)% chance to cause half damage
Light's Grace, requires 35, 3 point talent
Your Holy Light has a 33(100?)% chance to cause our next Holy Light spell cast within 15 seconds take .5 seconds less casting time.
Holy Guidance, requires 35, 5 point talent
Your damage/healing is increased by 7(35)% of your Int.
Divine Illumination, requires 40, 1 point talent
Reduces mana costs of all spells by 50% for 20 seconds, 2 minute cooldown.
Protection
Improved Resistance Auras, requires 20 points, 2 point talent
Your resistance auras also reduce spell damage by additional 3(6?)%
Improved Divine Shield, requires 25, 2 point talent
Lowers the cooldown for Divine Shield by 30 (60?) seconds, and lowers the attack speed penalty by 50(100?)%.
Ardent Defender, requires 30, 5 point talent
When your health is below 20(100???)%, reduces all damage against you by 10%
Ed: I have no idea which part scales, but a perma defensive stance doesn't seem hideously out of line, and makes deep prot a whole new level of appealing.
Lasting Defense, requires 35, 3 point talent
When struck by a melee attack, you have a 4(12?)% chance to gain 50% of the damage taken in mana.
Weapon Expertise, requires 35, 5 point talent
Increases skill iwth all weapons by 2(10?)
Avenger's Shield, requires 40, 1 point talent
range 8-30 (shooting range), Requires shield, 30 sec cooldown
(Listed are from the talent, it may scale with level, there don't seem to be any ranks on the trainer)
500 mana, 270-330 damage.
Hurls a holy shield at the enemy, dealing listed damage, and then bouncing to additional close targets. Affects 3 targets total.
Retribution
Crusade, requires 20, 3 point talent
Increaes all damage to Humaniod, Undead, Demon and Elemential foes by 1(3?)%
Improved Sanctity Aura, requires 25 and Sanctity Aura, 2 point talent
The amount of healing done to targets affected by Sanctity Aura is increased by 3(6)%
Divine Purpose, requires 30, 5 point
Decrease the chance that melee and ranged attacks will critically hit you by 1(5?)%.
Empowered Judgement, requires 35, 3 point
Gives your Judgement a 33(100?)% chance to refund 50% of the mana cost of th judged spell
Fanaticism, requires 35, 5 point
Increases the critical strike chance of Seal of Command and all damaging Judgements by 2(10)%
Sanctified Crusader, requires 40, 1 point
In addition to the normal effect, your Judgement of the Crusader will increase the critical strike chance of all attacks made vs the judged target by an additional 2%
-------------
New WARLOCK skills:
Soulshatter (66): Reduces threat by 30% for all enemies. (2 health, Soul Shard, 5 min. cooldown.)
Incinerate (64): Deals 357 to 413 Fire damage to your target and an additional 89 to 104 Fire damage if the target is affected by an Immolate spell. (256 mana, 2.5s.)
Here is an AIM log (of discussion about the talents/skills) that has been doing the rounds.
Make your minds up in regards to its validity -
http://xemcat.net/xem/xpac/info.txt
*edited with Rogue/Druid/Pally Info from EJ/WoW/FoH forums*
----
Here is the info consolidated slightly
New MAGE Talents:
Fire Tree -
Tier 5
Playing with Fire: Increases all spell damage caused by 1/2/3% and all spell damage taken by 2/4/6%
Tier 6
Blazing Speed: Gives you a 5/10% chance when hit by a melee or ranged attack to increase your movement speed by 50% and make you immune to movement impairing effects. This effect lasts 8 seconds.
Tier 7
Burnout: increases the damage and mana cost of all spells by 2/4/6% after you hit a Dazed opponent with a Fire spell
Tier 8
Empowered Fireball: Your Fireball spell gains an additional 2/4/6/8/10% of your bonus spell damage effects
Tier 9
Dragon's Breath: Targets in a cone in front of the caster take 278 to 322 fire damage and are disoriented for 3 sec
Frost Tree -
Tier 5
Frozen Core: Reduces the damage taken by Frost and Fire effects by 2/4/6%
Tier 6
Ice Floes: Reduces the cooldown of your Cone of Cold, Cold Snap, Ice Barrier and Ice Block spells by 10/20%
Tier 7
Cold Hearted: Increases damage of all spells against wounded targets by 10/20/30%
Arctic Winds: Reduces the chance melee and ranged attacks will hit you by 1/2/3/4/5%
Tier 8
Empowered Frostbolt - identical to empowered fireball
Tier 9
Summon Water Elemental, summons a water elemental to fight for the caster
Arcane Tree -
Tier 5
improved blink: reduces mana cost of blink by 25/50%
Tier 6
arcane potency: increases the critical strike damage bonus of your Arcane spells by 33/66/100%
Tier 7
student of magic: reduces the mana cost of all arcane spells by 5/10/15%
prismatic cloak: reduces all damage taken by 1/2/3/4/5%
Tier 8
mind mastery: increases spell damage by up to 5/10/15/20/25% of your total intellect
Tier 9
Slow: reduces targets movement speed by 50% and attack/casting speed by 20% for 15 sec
68 mana, instant cast.
New Mage Skills (base, not talented):
Molten Armor(lvl 62):
Causes 60 to 90 fire damage when hit and reduces the chance you are critically hit by melee attacks and spells by 10%
Ice Lance(lvl66):
Deals 219 to 281 frost damage to an enemy target. Damage is increased by 200% against frozen targets
1.5 sec cast, 150 mana
Arcane Blast(lvl 64):
Does 463 to 537 arcane damage
When casted within 8 seconds of previous cast, cast time goes down and mana cost goes up.
Starts out as a 2.5 sec cast, 190 mana cost
Spell Steal (lvl 70):
Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
Instant Cast, 52 mana cost.
Invisibility (lvl 6:
Gives invisibility for 20 seconds. can only see other invisible targets and people who can see invisible targets
5 min cooldown
---------------
New ROGUE skills/talents
Mutilate, 60 energy, daggers, instantly attacks with both weapons and gives 2 combo points
Shiv, instant off-hand attack that gives a 100% chance for the offhand poison to be applied, energy cost depends on weapon speed
Anasthetic poison, 30% chance of reducing threat by a moderate amount, 120 charges
Assassination-
Tier 5:
Fleet Footed - 0/2 - Increases your chance to resist movement impairing effects by 5% and increases your movement speed by 4%. This does not stack with other movement speed increasing effects.
Quick Recovery - 0/2 - All healing effects on you are increased by 10%. In addition, your finishing moves cost 40% less Energy when they fail to hit.
Tier 6:
Master Poisoner - 0/2 - Reduces the chance your poisons will be resisted by 2% and increases your chance to resist Poison effects by an additional 15%.
Tier 7:
Deadened Nerves - 0/5 - Decreases all physical damage taken by 1%.
Tier 8:
Find Weakness - 0/5 - Your finishinv moves increase the damage of all offensive abilities by 2% for 10 sec.
Tier 9:
Surprise Attack - 0/1 - Requires 1 point in Vigor. 30 Energy, 15 second cooldown, Instant. A strike that deals 100% weapon damage. This attack cannot be blocked, dodged, or parried. Awards 1 combo point.
Combat
Tier 7:
Vitality - 0/2 - Increases your total Stamina by 3%.
Nerves of Steel - 0/2 - Increases your chance to resist Stun and Fear effects by an additional 5%.
Tier 8:
Blade Twisting - 0/5 - Gives your Sinister Strike, Backstab, Gouge, and Shiv abilites a 5% chance to DAze the target for 8 sec.
Tier 9:
Shadow Strikes - 0/1 - Requires 1 point in Adrenaline Rush - All melee attacks against Poisoned or Dazed targets cause additional Shadow damage equal to 10% of the weapon damage.
Subtlety:
Tier 7:
Enveloping Shadows - 0/3 - Increases your chance to avoid area of effect attacks by an additional 5%.
Cheat Death - 0/5 - You have a 4% chance to completely avoid and damaging attack that would otherwise kill you.
Tier 8:
Sinister Calling - 0/5 - Requires 1 point in Premeditation. Increases your Agility by 2%.
Tier 9:
Cloak of Shadows - 0/1 - Instant, 2 min cooldown. When activated, you become immune to all spells for 4 sec. This will not remove existing effects, though you will be immune to the effects while Cloak of Shadows is active.
---------------
New DRUID Talents/Skills
Total spell damage bonus is now displayed in the UI.
Frenzied Regeneration now scales with stamina. For Rank 3, each point of rage is now converted to 17 health plus some percentage of your stamina (looks like 1%).
Moonfury's tooltip now reads increases damage to all Balance damage spells, which means it probably is now applied after bonus spell damage effects.
Travel Form model has been changed to a stag.
No word about Stormcrow Form, but I wouldn't rule it out as a level 70 flying mount.
Balance Talents
Tier 5
Gusting Winds: Increases the damage done by your Cyclone and Hurricane spells by 10/20/30%.
Tier 6
Dreamstate: Gives you a 33/66/100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.
Tier 7
Improved Moonkin Form: Requires 1 point in Moonkin Form. Increases all spell damage caused by 1/2/3% and reduces the base mana cost of Moonkin Form by 5/10/15%. Note: This means Moonkin now costs as much as Travel and Aquatic Forms.
Strength of the Moon: Increases spell damage by up to 5/10/15/20/25% of your total intellect.
Tier 8
Empowered Starfire: Your Starfire spell gains an additional 2/4/6/8/10% of your bonus spell damage effects.
Tier 9
Force of Nature (Rank 1): The force of nature radiates from the Druid, silencing enemies within 10 yards for 2 sec. and causing 192-212 Nature damage. Note: 2 minute cooldown.
Feral Combat Talents
Tier 5
Feral Recovery: All healing effects on you are increased by 10/20%. In addition, the act of shapeshifting has a 25/50% chance to remove one harmful effect.
Tier 6
Primal Instinct: Increases your chance to resist stun, charm, and trap effects by 3/6/9/12/15%.
Tier 7
Animal Reflexes: Increases your agility by 2/4/6/8/10% while in Cat, Bear, and Dire Bear forms.
Predatory Will: Reduces the cooldown of Growl and increases the duration of Tigers Fury by 1/2 sec.
Tier 8
Heightened Senses: Increases your attack power by up to 10/20/30/40/50% of your intellect.
Tier 9
Scent of the Pack: Reduces damage taken in Bear Form and Dire Bear Form by 0.4%, and increases damage done in Cat Form by 0.6% for every party or raid member within 45 yards with Mark of the Wild or Gift of the Wild active. So 10% less dmg taken in bear and 15% more damage done in catform in a 25 man raid.
Restoration
Tier 6
Natural Resilience: Increases your mana regeneration while in all forms by 10/20/30%.
Tier 7
Healing Mastery: Increases the critical effect chance of your healing spells by 1/2/3/4/5%.
Improved Innervate: Reduces the cooldown of Innervate by 20/40/60 sec.
Tier 8
Nature's Reprieve: Gives you a 20/40/60/80/100% chance to gain Mana equal to the base cost of your spell after healing a wounded target with Healing Touch, Regrowth, or Swiftmend.
Tier 9
Harmonize: Distributes damage taken by party members within 30 yards between the party while in effect. Note: Its a self cast buff that lasts up to 30 seconds.
New Base Spells
Cyclone (Balance): Throws your target into the air, disorienting the target and causing Nature damage over 3 seconds but making the target immune to other damage during that time.
Mangle (Cat Form): Stuns the enemy and deals damage per combo point.
Feral Strike (Bear Form): An attack that deals damage and converts each extra point of rage into damage and causes a high amount of threat.
Enervate (Restoration): Drains mana, energy, or rage every second for 20 seconds.
Control Beast (Balance): Controls a beast up to level 77 but increases the time between attacks by 25%. Lasts up to 1 min.
--------------------------------------
New PALADIN skills/talents
Spiritual Attunement (66): Gives the Paladin mana when healed by other friendly targets. The amount of mana gained is equal to 10% of the amount healed.
Blessing of Spell Warding (6Cool: A targeted party member is protected from all magical attacks for 10 sec, but during that time they are Silenced. Players may only have one Blessing on them per Paladin at any one time. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection, Blessing of Spell Warding, or Blessing of Protection again for 1 min.
Crusader Aura (64): Increases the mounted speed by 20% for all party members within 40 yards. Players may only have one Aura on them per Paladin at any one time.
Seal of Blood (64): All melee attacks deal additional Holy damage equal to 30% of normal weapon damage, but the Paladin loses health equal to 10% of the total damage inflicted. Unleashing this Seal's energy will judge an enemy, instantly causing 409 to 451 Holy damage at the cost of 136 to 151 health.
Avenging Wrath (70): Increases all damage caused by 30% for 20 sec. Causes Forebearance.
New Talents:
Holy
Pure of Heart, requires 20, 3 point talent
Increases the paladin's chance to resist curse/disease by 5(10/15?)%
Purifying Power, requires 25, 2 point talent
Reduces the mana cost of Consecration and Cleanse by 5(10?)%, and increases the critical strike chance of Holy Wrath and Exorcism by 10(20?)%
Blessed Life, requires 30, 5 point talent
All attacks against you have a 2(10?)% chance to cause half damage
Light's Grace, requires 35, 3 point talent
Your Holy Light has a 33(100?)% chance to cause our next Holy Light spell cast within 15 seconds take .5 seconds less casting time.
Holy Guidance, requires 35, 5 point talent
Your damage/healing is increased by 7(35)% of your Int.
Divine Illumination, requires 40, 1 point talent
Reduces mana costs of all spells by 50% for 20 seconds, 2 minute cooldown.
Protection
Improved Resistance Auras, requires 20 points, 2 point talent
Your resistance auras also reduce spell damage by additional 3(6?)%
Improved Divine Shield, requires 25, 2 point talent
Lowers the cooldown for Divine Shield by 30 (60?) seconds, and lowers the attack speed penalty by 50(100?)%.
Ardent Defender, requires 30, 5 point talent
When your health is below 20(100???)%, reduces all damage against you by 10%
Ed: I have no idea which part scales, but a perma defensive stance doesn't seem hideously out of line, and makes deep prot a whole new level of appealing.
Lasting Defense, requires 35, 3 point talent
When struck by a melee attack, you have a 4(12?)% chance to gain 50% of the damage taken in mana.
Weapon Expertise, requires 35, 5 point talent
Increases skill iwth all weapons by 2(10?)
Avenger's Shield, requires 40, 1 point talent
range 8-30 (shooting range), Requires shield, 30 sec cooldown
(Listed are from the talent, it may scale with level, there don't seem to be any ranks on the trainer)
500 mana, 270-330 damage.
Hurls a holy shield at the enemy, dealing listed damage, and then bouncing to additional close targets. Affects 3 targets total.
Retribution
Crusade, requires 20, 3 point talent
Increaes all damage to Humaniod, Undead, Demon and Elemential foes by 1(3?)%
Improved Sanctity Aura, requires 25 and Sanctity Aura, 2 point talent
The amount of healing done to targets affected by Sanctity Aura is increased by 3(6)%
Divine Purpose, requires 30, 5 point
Decrease the chance that melee and ranged attacks will critically hit you by 1(5?)%.
Empowered Judgement, requires 35, 3 point
Gives your Judgement a 33(100?)% chance to refund 50% of the mana cost of th judged spell
Fanaticism, requires 35, 5 point
Increases the critical strike chance of Seal of Command and all damaging Judgements by 2(10)%
Sanctified Crusader, requires 40, 1 point
In addition to the normal effect, your Judgement of the Crusader will increase the critical strike chance of all attacks made vs the judged target by an additional 2%
-------------
New WARLOCK skills:
Soulshatter (66): Reduces threat by 30% for all enemies. (2 health, Soul Shard, 5 min. cooldown.)
Incinerate (64): Deals 357 to 413 Fire damage to your target and an additional 89 to 104 Fire damage if the target is affected by an Immolate spell. (256 mana, 2.5s.)