Talent calculator just got updated, so make some new ones up.
Retribution Paladin PvE
Not a whole lot changed from the previous build's build. If anything it was just a changing of glyphs. Eye for an Eye, Vindication and Divine Purpose are very much PvP talents and should be avoided. Severely. Since the point of being a Retribution Paladin is damage and not tanking, Eye for an Eye is quickly rendered irrelevant because the point of being a damage-dealer is NOT to get hit. Every boss and their grandpa is immune to Vindication and Divine Purpose again makes the point of being a damage-doler underlined. On a personal level I really liked using Pursuit of Justice, but since no bosses (or mobs, anymore) use Disarm effects and weapon chains already drop the Disarm effects, further making the effect irrelevant. In the off-talents, Divinity will help out because you'll most likely be using Seal of Blood/the Martyr when DPSing in raids except against certain bosses (lookin' at you, Loatheb) in which Command should be used (which is why I spec'd for it), Divine Strength is obvious a talent you put 5 points in, Toughness is really a placeholder because none of the other talents are worth getting as a DPSer, and Improved Devotion Aura is really more for amplified healing than anything else. The one glyph I'm still leery about is Consecration, since you don't have to cast it as often and will save some mana because of it. I would also reccomend glyphing Hammer of Wrath, since it completely removes the mana cost.
Shadow Priest PvE
Not a lot has changed from my other Priest builds either. Psychic Horror is still useful in PvE for those overzealous DPSers (me), and of course any mana regeneration you get through talents is sockets and enchantments you won't have to blow getting MP5. One could argue Improved Mind Blast would be a better thing to spec for, but you can only get the Replenishment from Vampiric Touch when you use Mind Blast, so it's better to not spec for it and let Replenishment tick down and restore mana than have it. Pain and Suffering may also raise some eyebrows, since you may think "why would I want that, it won't do SW:P's damage!" Well you very wrong person, You should only be using Mind Flay once per rotation then using Mind Sear or reapplying DOTs, so it just saves you mana on recasting SW:P. I only wish it worked with Vampiric Touch too. Vampiric Embrace is being increased to five minutes so you should be casting that less often too. Improved VE is too much of a threat-spiker, so don't get that. Over in the off-talents, Twin Disciplines will increase the damage of Mind Flay, Mind Sear, Shadow Word: Pain and Shadow Word: Death, Improved Inner Fire should be taken because IF now grants some Spell Power, raids will love you for Improved Power Word: Fortitude, Meditation is always good because it's a mana-restoring talent based on Spirit, a vital stat for priests, and Inner Focus will help you out with an occasional freebie damage spell with a 25% chance to spike that should always be spent on Mind Blasts. In closing, don't be afraid to use Shadow Word: Death every so often. Yes, the return damage is bad, but throw on Power Word: Shield to mitigate it and you should be fine between that, the fact you're not going to be hit as often in a group setting as you would during solo play, and the fact that heals are going to be flying around like baseballs at Wrigley Field. Glyphing Fade is essentially a "but I might need it later" move since between damage and some healing you're going to be getting aggro faster than other damagers (mages, rogues, hunters, etc.), so using Fade should mitigate that and glyphing it for a reduced mana cost means it's not as big a deal as it would be.
Blood Death Knight PvE
The changes to Blood, Unholy and Frost Aura can be seen as either good or completely irrelevant with Blood being the "irrelevant" take on it. As usual, Blood looks a lot like a DPS tree, no matter how much Blizzard says "all DKs can tank." Really I think they changed Blood Aura into Improved Blood Presence like that just so they could make Blood tank. But I digress. Originally I wanted to put 5 points into Toughness (Frost T1) to fuel Bladed Armor (Blood T2) but having a ghoul pet isn't a bad thing. Rune Tap is one of those things you want to glyph to give the healers a hand every now and then such as against Loatheb. I also would have liked to have picked up Annihilation (Frost T3) so Obliterate can be worked into the rotation more often than just a spike damage dealer near the end of disease durations, but again I just put the points into ghoul pet and Blood-Caked Blade for the spike in DPS and, well, the commandable ghoul that lasts perpetually. Pestilence can also get worked into the rotations more often now with the Glyph of Disease refreshing your diseases on your main target.
Arcane Mage PvE
One could argue that putting the points that were put into Fire would do just as well in Frost, but I prefer this build to amplify other spells that you get in Arcane. As usual, PoM-AP-Pyroblasts are still great (and Pyroblast makes a great opener in any fight, even more so now that Netherwind Presence is around increasing your Haste) and throwing Focus Magic on a healer or another caster helps you and him. If anything, my only gripe is with the minor glyphs for mages, in that the only one they get that's halfway useful is Slow Fall. Honestly, Mana Gem needs to be a Minor, Frost and Fire Ward need to be rolled into a single glyph, and Mage Armor needs to be a Minor.
Elemental Shaman PvE
If I've said it once, I've said it a thousand times: Blizzard has a horrible, horrible habit of putting talents that affect shaman spells in Enhancement and ones that affect melee attacks in Elemental. Reverberation gets passed over for more useful talents, plus with Flame Shock on you want as much time as you can give for it to tick down and do its damage while you throw Lava Bursts and pick off at enemies' health in direct damage. Glyphing Flame Shock keeps you from blowing off Flame Shock to do direct damage, essentially turning Conflagrate into Incinerate. The reason I glyphed Water Shield so heavily is to turn it into a legitmate MP5 ability so you won't be so reliant on Mana Spring Totem or gear, enchantments and gems. Letting Flame Shock burn off (no pun intended) will proc Lava Flows, (from what I can tell) so that should increase DPS in a regular build. Blizzard also seems to have a terrible habit of bringing in Earthbind Totem, trying to make it a legitimate PvE totem, but let's face facts, it's a PvP totem and trying to amplify it with the root from Storm, Earth and Fire (Elemental T7) is not going to make it useful to PvE.
"Pyro-Lock" Destruction Warlock PvE
I use the term "Pyro-Lock" literally because it's heavily built around Fire damage while throwing around a few Shadow Bolts or Shadowfuries. Shadowburn is still a legitimate finisher, and Conflagrate, when glyphed, becomes a great heavy-damage instant-cast spell. Backdraft I had to blow off because early tiers of Destruction have very few good two-point talents. And then the off-talents. At least 7 points have to be put into Affliction for Suppression (reduces need for +Hit gear/enchantments/gems), Improved Curse of Agony (mostly placeholder, some DPS increase, though wether or not Curse of Doom is stronger is questionable since CoA ticks every 3 seconds for 24 seconds and has to be reapplied after that 3 times before CoD does its huge damage every 1 minute) and Improved Drain Soul (mostly for the threat reduction, though the mana restoration when it's channeled when something dies is good too). The Demonology off-talent points are based more around personal survival with points going into Improved Healthstone (the raid likes its lock candy), Demonic Embrace (more stamina = you live longer for when the tank suffers a lag spike) and Fel Vitality (again, more health, but more mana is always good too).