/cast [harm] Hand of Judgment; [mod:shift][help] Righteous Defense
It casts the single target taunt if you are targeting an enemy, and Righteous Defense otherwise. If you press the Shift key, it should always cast Righteous Defense.
/cast [harm] Hand of Judgment; [mod:shift][help] Righteous Defense
7) Hand of Judgement - All paladins receive a single-target, 30 yard taunt on an 8 sec cooldown. This spell also does minor Holy damage in order to break CC and the like for pulling ease.
1) Divine Protection no longer causes an attack penalty. Divine Shield's penalty was changed to 50% less damage done by the paladin.
2) Sacred Duty: This Protection talent no longer affects the attack penalty of Divine Shield and Divine Protection, but grants additional bonus Stamina.
4) Judgement of Wisdom now returns a percentage of base mana instead of a percentage of max mana.
5) All mana drain effects now return a percentage of max enemy mana (making mana drains less punishing to paladins and other characters without large mana pools.)
6) Judgements of the Pure: This Holy talent now increases the damage done by Seals and Judgements.
7) All paladins receive a single-target taunt (name TBD) as a base ability.
3) Avenging Wrath, Divine Shield, Divine Protection, and Hand of Protection have a shared, 30-second cooldown. The Forbearance effect is no longer triggered by Avenging Wrath.
You can use Hand of Protection during the internal cooldown, just not on yourself. The idea is to prevent the paladin from being able to combo damage immunity. We want you to still be able to use it on others.
I decided to spec holy to get in groups. I was wondering if you had any guidelines in terms of what stats to shoot for, for heroics. Right now I'm about 1100 +spell, 15% crit, 115 mp5 (without BoW). From what I've read on EJ I should be stacking int wherever possible, but I feel like my mp5 is really low. Although I have so much mana (13k unbuffed) I'm not sure running out is an issue, unless the fight goes beyond 5 minutes.
I did manage to heal heroic UK with two early wipes due mostly to my newbness (remembering to use Lay of Hands would have prevented both). I just got the feeling that I was undergeared while running it because I was really struggling to keep up with the tank on most pulls and I rarely ever had time to heal anyone else taking damage.

I would agree with you if it wasn't for one thing. What could you give paladins instead of designing the class around FoL, that the other healers don't have?
Seal of Light
14% of base mana
Instant cast
Fills the Paladin with divine light for 2 min, healing up to 5 friendly party or raid members for [A * AP * WS + B * SPH * WS] with each melee attack. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will heal the friendly party or raid member with the highest threat for [C * AP + D * SPH] over 20 sec. (Does not stack. A, B, C, D are values such that the ability is balanced and worthwhile)