I'll start with the Paladin MT:
Holy (9 points)
5/5 Divine Intellect (bridge talent... not that important, but a pally doesn't really need to worry about threat generation)
4/5 Spiritual Focus (yes, this is really a 9 point cost. With imp concentration aura, your pally can 100% heal himself without interuption when stuff really goes bad. Healing also generates threat - so it isn't always the worst thing a pally can do, and when the priest is oom ...
Protection (44 points)
5/5 Redoubt (duh, imp dev is a waste of 5 points, this is needed to help push crushing blows off the hit table... at least some of the time.)
2/2 Guardian's Favor (you're in a group... being able to protect 1 party member from physical damage? Priceless ... since you are multiboxing you can use this to let the mage/etc go crazy and still get them out alive).
5/5 Toughness (Less damage taken = less healing to do)
1/1 Blessing of Kings (don't really need to explain this... but when threat isn't the issue this really is the best blessing. My priest gets more mana/5 from this talent due to spec than from BoW!)
3/3 Improved Righteous Fury (For tanking - a must have)
3/3 Shield Specialization (Not a great talent, but not a bad one either, this is REALLY nice for when you want to pull lowbies through a low level instance - as every block can mitigate 100% of the damage) with +block enchant etc, this talent can actually shine pretty well, esp on mobs with a fast attack speed. If you really want - use the points elsewhere.
3/3 Improved Hammer of Justice
This gives the prot pally some actual CC ability. I use this all the time. Can't keep threat? Stun the mob, and DPS them before they come out of stun.
3/3 Improved Concentration Aura
Since I am in a party of all casters ... this pretty much becomes a staple. My priest becomes uninteruptable while healing (which is good, because it is hard to keep them out of melee while multiboxing).
2/2 Spell Warding (4% less spell damage, need I say more?)
1/1 Blessing of Sanctuary (This is the blessing I use the most as a pally tank. Decent threat generation. Remember lowbie pulling, this helps a lot with that too. Also, mandatory if you want to be Capt. America ...)
2/2 Sacred Duty (6% more stamina, bar none, a must have talent)
2/2 Improved Holy Shield(Debatable, but more blocks=less damage. While this may seem like points spent on DPS, it is in fact spent on mitigation (which is what a paladin tank really needs)
1/1 Holy Shield(Mandatory for Capt. America ... and the core of a paladin tank, Holy Shield generates tons of threat and is low maint for a multi-boxer)
5/5 Ardent Defender(This equates to more mitigation. Always better in the end. While this won't save a pally in situations with crushing blows, it can really help a priest get that critical heal off. It has certainly saved my pally a time or two).
5/5 Combat Expertise (10% more stamina?!?! Can you say HECK YEAH!)
1/1 Avenger's Shield (Not 100% mandatory, and more of a flavor talent, but ideal for establishing early threat. As a multi-boxer this doesn't interfere with CC like it would in a "normal" group - you know very well to do your CC AFTER you use this.)
Retribution (8 points)
5/5 Benediction (bridge talent, but it really helps with a prot pallies low mana pool)
3/3 Improved Seal of the Crusader (While the paladin's DPS doesn't need to be buffed, this increases the DPS from the rest of your party by 1.5-3% depending on their spec/talents ... this multiplies by who you have in the rest of your party so your whole crew has an increase of 5-12% more damage. Not bad for 3 talent points.
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