Update: Rift 1.11 Clerics


 * Justicar is no longer considered a Support soul for LFG. Warden, Druid, and Defiler now are.

CABALIST
The Cabalist soul has seen some major changes to help make its use more understandable and to make it easier to combine with other souls. The most significant change is the removal of the Decay mechanic.

Cabalist Gift: Increases your damage by 1% per point spent in the Cabalist soul.

Major Ability Changes:
Sigil of Secrecy: Now also interrupts the actions of its targets.
 * Curses: These no longer trigger from the target's ability usage and no longer have cooldowns.
 * Shadow's Touch: This is now exclusively single target. Bound Fate has been moved to 0 points and had its cooldown removed to compensate.
 * Obliterate: Now a self buff that makes Tyranny of Death and Mass Disintegration only affect one target, but deal double damage. Does not trigger global cooldown.
 * Dark Passage: This now works like Pyromancer's 'Flicker' - removes control effects and teleports the caster - and is purchasable in the third tier of the Soul Tree.
 * Sign of Asias: Now reduces the global cooldown triggered by AoEs to 1 second, and makes Bound Fate insta-cast.
 * Maelstrom: Separated effects in PvP vs. PvE. In PvE it pulls in up to 5 mobs and snares them. In PvP it only pulls 3 players/pets with no snare. The radius in either situation is 30 meters.
 * Curse of Solitude: Can now only affect one target at a time.
 * Shadow Breach: Increases Dodge chance by 30%. Restores 5% health each time the Cleric Dodges for 10 seconds. 1 minute cooldown.

New Root Abilities:

 * Tyranny of Death: Instant cast. Deals AoE Death damage after 10s. Triggers early if damaged by your Tyranny of Death.
 * Sigil of Spirits: Instant cast. AoE effect that increases non-Physical damage taken by the affected targets by 5%. [Basically, a castable AoE version of Inquisitor's Clinging Spirit.]
 * Disintegration: Instant cast. Deals AoE Death damage and triggers Tyranny of Death. 15 second cooldown.
 * Esoteric Estimations: 10-second duration channeled ability. Restores 5% mana per second.
 * Well of Souls: Pulses area damage at the location of the target. 15 second cooldown.
 * Sigil of Catastrophe: Instant cast. AoE ability that applies all Sigils at once. 1 minute cooldown.
 * Curse of Anarchy: Instant cast. AoE pulsing Death damage.
 * Unleash Oblivion: 2.5-second duration channeled ability. Deals Death damage in an expanding ring that then contracts inwards at the end of the duration, dealing the damage again to targets within the ring. 1 minute cooldown.

Removed Root Abilities:

 * Vile Power: Merged into Ravaging Darkness.
 * Distorted Shadows
 * Lurking Decay
 * Tyranny
 * Grasping Waters
 * Mien of Aggression
 * Nebulous Haze

New Soul Tree Abilities:

 * Secrets of the Deep: Increases your damage dealt by 1/2/3/4/5%.
 * Shackles of Fate: Your Bound Fate has a 50/100% chance to spread your Tyranny of Death from the target to each enemy it hits.
 * Pain of the Chosen: Increases your Critical Hit chance with Curses by 5/10%.
 * Mass Reversal: Raid-wide version of Cabalist's Reversal of Fortune (spell reflect). 45 second cooldown.
 * Seeping Death: Damage shield that deals AoE Death damage when hit. Can only be maintained on 1 ally at a time.
 * Dark Manifesto: Increases the effect of Spell Power on your Tyranny of Death and Well of Souls by 3/6/9/12/15%.
 * Swift Disintegration: Increases the effect of Spell Power on your Mass Disintegration by 15/30%.
 * Eccentric: Increases your Critical hit chance with Tyranny of Death and Bound Fate by 2/4/6/8/10%.

Removed Soul Tree Abilities:

 * Dark Omen
 * Surge
 * Undertow
 * Negation of Life

DRUID
The Druid now has a wider selection of pets as well as an increased emphasis on positioning. They not only now have tank pets and a ranged DPS pet, but Druids gain a number of benefits when attacking from behind.

Druid Gift: Increases damage done by 1% per point spent in the Druid soul. Increases damage done by the Cleric's pet by 3%, and healing done by the Cleric's pet by 4%, per point spent in the Druid soul.

Major Ability Changes:

 * Fervent Strike: Now deals additional damage when hitting the target from behind.
 * Combined Effort: Damaging attack that also causes the target to take more damage from you and your pet.
 * Spirits: These are now a line of pet buffs that cause the pet to proc various effects.
 * Slumber: Now instant-cast.
 * Fury of the Fae: Moved this from the Satyr pet to the Druid as a toggled ability.
 * With the addition of new types of Satyr and Faerie pets, the existing pets now have more specific names (Faerie Healer, Greater Faerie Healer, and Greater Satyr Destroyer).
 * Reduced aggro from all pet abilities other than those used by the Satyr Protector.
 * The Greater Satyr Destroyer greatly benefits by striking from behind the enemy.
 * Eruption of Life: Increased the base damage values.
 * Grim Silence: Reduced cooldown to 30 seconds. Now also interrupts the target.
 * Spirit of Aid: Renamed to Aid of the Forest, now stacks with Spirit abilities.

New Root Abilities:

 * Summon Satyr Protector: Summons a tank-type Satyr pet, the Satyr Protector.
 * Summon Greater Satyr Protector: Even better version of the Satyr Protector.
 * Summon Greater Faerie Seer: Summons a pure DPS version of the Faerie pet.
 * Trickster's Bluff: Pet Buff. Causes the pet's damaging abilities to proc an Attack Power/Spell Power debuff on the target. Stacks with Spirit abilities.
 * Spirit of Upheaval: Pet Buff. Causes the pet's damaging abilities to proc AoE Earth damage.
 * Spirit of Asphodel: Pet Buff. Causes the pet's damaging abilities to proc additional Life damage.
 * Thorns of Ire: Ranged debuff that causes the enemy to take additional Physical damage when hit. 3 second cooldown between increased damage hits.
 * Peace of the Forest: 10 second duration, channeled ability. Restores 5% mana per second.
 * Fae Extraction - Instant cast, not on global cooldown. Teleports the target to directly in front of you, facing away from the caster. 15 second cooldown.
 * Subtlety: Instant cast, not on global cooldown. Allows the next 10 damaging abilities from you and your pet to ignore 50% of the target's Armor and Resistance. 1 minute cooldown.
 * Life Breach: Self Buff. Causes damaging abilities you use from behind a target to proc additional Life damage.
 * Through Step: Causes Fae Step to teleport you behind the target.
 * Strength of the Fae: Reduces the damage taken by the Druid and the Druid's Pet by 50% for 10 seconds. 2 minute cooldown.

Removed Root Abilities:

 * Bombard
 * Fae Hammer
 * Track Fae
 * Crag Hammer
 * Mien of Aggression
 * Slothful Spirit
 * Spiteful Spirit
 * Strength of the Fae
 * Rage of the Fae

New Soul Tree Abilities:

 * Guiding Hand: Increases the damage done by you and your pet by 1/2/3/4/5%.
 * Speak Softly: Increases your Wisdom by 2/4/6/8/10%. Also reduces damage taken by your pet by 1-5%.
 * Carry a Big Stick: Increases your Fervent Strike's positional damage bonus by 5/10/15%.
 * Mercurial: Increases the damage done by your instant-cast abilities by 2/4/6/8/10%.
 * Pierce the Veil: Fae Step increases your movement speed by 25/50% for 5s.
 * Life Touched: Increases damage dealt by Combined Effort by 10-20%.
 * Curious Precision: Increases your chance to Critically Hit with Fervent Strike by 3/6/9%.
 * Overproliferation: Increases your Spell Power's effect on Eruption of Life by 15/30%.
 * Intensity of Purpose: Increases your pet's damage dealt by 5-15%, healing done by 10-30%, and reduces the damage your pet takes by 5-15%.
 * Teamwork: Your Combined Effort increases damage dealt by the Cleric and the Cleric's pet by an additional 5/10/15%.
 * Celerity: Reduces your pet's global cooldown and cast times by 0.25/0.5s.
 * Cloak of Leaves: Causes your next Combined Effort to Stun the enemy for 2 seconds, and deals 50% more damage.

Removed Soul Tree Abilities:

 * Touch of the Fae
 * Strength of the Earth
 * Spirit of the Hunter
 * Forest Blessing - This is now built-in functionality for all greater pets.
 * Weight of the World
 * Hot-Blooded

INQUISITOR
The Inquisitor has seen the fewest changes of all of the Cleric souls. The most obvious change is that Life and Death Concord is no longer RNG-based. Instead, your Life spells build up stacks which reduce the casting time of Bolt of Depravity until it can be cast instantly, and reduces the mana cost of Bolt of Depravity by 10% per stack.

Inquisitor Gift: Increases your damage by 1% per point spent in the Inquisitor soul.

Major Ability Changes:
Castigation: Now reduces the cast time and mana costs of Bolt of Judgment and Bolt of Retribution by 5-25%.
 * Bewilder: Now instant-cast with a 30 second cooldown. Lasts for 3s seconds and doesn't break on damage.
 * Nysyr's Rebuke: No longer stuns the target, but ignores 25% of the enemy's Resistance and procs Life and Death Concord on each tick.
 * Spiritual Protection: Now buffs all Resistances.
 * Corporal Punishment: Changed to a permanent 5% damage buff.
 * Symbol of Corruption: Now deals 10-30% of its damage as additional damage.
 * Vex, Sanction: Increased tick interval to 1.5 seconds, meaning damage is now divided over 10 ticks instead of 15.

New Root Abilities:

 * Righteous Deliberation: 10 second duration channeled ability. Restores 5% mana per second.
 * Bolt of Retribution: New version of Bolt of Judgment that ignores 10% of the target's Resistance.
 * Scourge: Higher damage version of Vex.
 * Spiritual Scrutiny: Allows the next 10 damaging abilities to ignore 50% of the target's Resistance. 2 minute cooldown.
 * Radical Coalescence: Resets all Inquisitor cooldowns and grants Unified Theory.
 * Confound: Interrupts the target. 10 second cooldown.
 * Judicial Privilege: Adds 5 stacks of Judicial Privilege. Each stack gives 10% movement speed bonus. When hit, 1 stack is removed and 10% health is restored. 1 second internal cooldown, 20 second duration. 1 minute cooldown.

Removed Root Abilities:

 * Impede
 * Mien of Aggression
 * Divine Pardon

New Soul Tree Abilities:

 * Planar Study: Increases your Spell Power and Weapon Damage by 2/4/6/8/10%.
 * Concentration: Increases the effect of Spell Power on your Bolt of Judgment, Bolt of Retribution, and Nysyr's Rebuke by 3-15%.
 * Agent of Affliction: Increases your damage dealt with damage over time abilities, and with delayed-damage abilities, by 2/4/6/8/10%.
 * Diligence: Increases your single target damage dealt by 4/8/12%.
 * Approbation: Increases your chance to Critically Hit with damage over time abilities by 5/10%.
 * Unified Theory: When Life and Death Concord reaches 5 stacks, your next Bolt of Depravity can be cast instantly.
 * Righteous Indignation: Increases the effect of Spell Power on your Bolt of Depravity, Bolt of Judgment, and Bolt of Retribution by 10/20/30%.
 * Zealotry: Your Fanaticism adds 1/2/3 stacks of Fanatic's Faith, increasing your Critical Hit chance with damaging Life or Death spells by 10% per stack. Each Critical Hit with a damaging spell reduces the stack by 1.
 * Cunning Analysis: Your single target spells ignore 15/30% of the target's Resistance.
 * Pursuit of Truth: Reduces pushback on damaging spell casts by 50-100%. Increases the range of damaging spells by 2.5-5 meters.

Removed Soul Tree Abilities:

 * Inner Focus
 * Fanatic's Faith
 * Unholy Tutelage
 * Determination
 * Corporal Punishment

JUSTICAR
The Justicar remains a healing-themed tanking soul. While they still trigger all of the same heals through damaging abilities, the healing is no longer based on the damage done by the Justicar.

Justicar Gift: For each point in the Justicar soul: Increases Armor by 1%, Resistances by 2%, Endurance by 1.5%, and damage dealt by 0.5%.

Major Ability Changes:

 * Salvation: Triggers for each target hit - heals for 25% of the normal amount when procced from a non-Justicar AoE.
 * Mien of Honor: Now increases healing done by Justicar abilities by 10%. Now persists through death.
 * Mien of Leadership: Now increases your threat generation by 500%. Reduces absorption amount of non-Justicar absorbs by 40%. Persists through death.
 * Interdict: Now a ranged interrupt.
 * Rebuke: Now directly pulls the enemies to you.
 * Just Defense: No longer on global cooldown.
 * Censure: Deals Life damage on up to 10 nearby enemies. Reduces the hit chance of the targets affected by 5% for 15 seconds.

New Root Abilities:

 * Hammer of Duty: Instant cast. Ranged attack that consumes all Convictions and deals Life damage based on the Convictions consumed.
 * Strike of Retribution: Instant cast, not on global cooldown. Deals Life damage. Only usable after Blocking.
 * Hammer of Faith: AoE version of Hammer of Duty.
 * Reckoning: Instant cast. Ranged spell that deals Life damage.
 * Doctrine of Glory: Instant cast. Consumes all Convictions, healing up to 10 party or raid members based on the Convictions consumed.
 * Total Assurance: Instant cast, not on global cooldown. Grants 7 Convictions and increases damage and healing using Convictions by 50% until the granted Convictions are consumed.

Removed Root Abilities:

 * Doctrine of Righteousness

New Soul Tree Abilities:

 * Stronghold: Increases your Endurance by 2/4/6/8/10%.
 * Moment of Truth: Increases your damage and healing using Convictions by 5/10%.
 * Confidence: Your Blocks have a 50/100% chance to grant a Conviction. Cannot happen more than once every 2 seconds.
 * Dominance: Increases the effect of Spell Power on your Hammer of Duty and Hammer of Faith by 25-75%.
 * Just Cause: Increases your maximum Convictions by 1/2/3.
 * Light of Creation: Increases your damage done with Strike of Judgment, Reckoning, Bolt of Radiance, and Doctrine of Authority by 10/20/30%.
 * Divine Right: When already at full health, your Doctrine of Bliss and Doctrine of Loyalty absorb damage equal to 33/66/100% of their normal healing value instead of healing you.
 * Unshakable Faith: Increases your Block Absorption by 2/4%.

Removed Soul Tree Abilities:

 * Hammer of Virtue
 * Vengeful Justice
 * Safe Haven
 * Supremacy
 * Humility

PURIFIER
Still a primary tank healer, the Purifier is now better focused on damage reduction and prevention. They now have a wide variety of buffs and absorption spells that reward planning and preparation!

Purifier Gift: Increases your healing done and absorption granted by 1% per point spent in the Purifier soul.

Major Ability Changes:

 * All Purifier ability damage is now Fire damage.
 * Signs are a new line of self buffs that proc useful effects on their targets when they cast heals or absorbs.
 * Symbols are a consolidation and improvement from existing instant absorb abilities. They all have no cooldown, but apply a debuff (Burnout) that block Symbols from being reapplied to the target for a short time.
 * Restorative Flame has been removed in favor of a new line of spells called Wards. They have long cast times, but apply healing and absorption in equal, large amounts.
 * Caregiver's Blessing is no longer limited in the amount of heals it can trigger on. It lasts for a full hour.
 * Surging Flames has been moved to the Warden (now known as Shared Excess).
 * Sterilize: Reduced cooldown to 20 seconds.

New Root Abilities:

 * Symbol of the Torch: Instant cast. 30 second absorb.
 * Sign of Wrath: Self Buff. Causes heals and absorbs to apply a damage shield on the target that deals Fire damage.
 * Ward of Flame: 3 second cast. Heals and applies a 10 second absorb.
 * Char: 2 second cast. Deals Fire damage over 15 seconds.
 * Sign of Daring: Self Buff. Causes heals and absorbs to increase Armor and Resists by 3%.
 * Symbol of the Hearth: Instant cast. Applies a 30 second absorb on up to 5 party or raid members.
 * Sign of Anticipation: Self Buff. Causes heals and absorbs to increase Dodge, Parry, Block, and Deflect by 3%.
 * Symbol of the Sun: Higher-value version of Symbol of the Torch.
 * Fire Wall: Instant cast. Ground targeted rectangular AoE that deals Fire damage for 10 seconds.
 * Ward of Scorching: 2 second cast. Heals and applies a 10 second absorb. Heals/absorbs a lot, but very mana inefficient.
 * Soul Brand: Instant cast. Restores 7% mana, but increases damage taken by 5% (max 5 stacks).
 * Ward of Fire: Higher-value version of Ward of Flame.
 * Gathering of Flames: Instant cast. Applies a 30 second absorb on up to 10 party or raid members. Heals if the absorb is destroyed by damage. 60 second cooldown.
 * Sign of Faith: Self Buff. Causes heals and absorbs to reduce damage taken by 7%.
 * Eruption: Buff. Deals Fire damage to the target's target whenever you overwrite one of your own absorbs on them. The damage is capped based on the amount of absorption left when it was overwritten. Can only maintain on 1 ally at a time.
 * Premonition: Reapplies your Ward and Symbol currently on an ally after the next three times the ally is damaged.
 * Fiery Will: Increases your Fire spells' damage dealt, healing done, and absorption granted by 25% for 15 seconds. 60 second cooldown.

Removed Root Abilities:

 * Shield of the Ancestors
 * Spirit Rupture
 * Healing Blessing
 * Flames of the Phoenix
 * Restorative Flame
 * Ward of the Ancestors
 * Wisdom of the Era
 * Gathering of the Ancestors
 * Fiery Blessing
 * Surging Flames

New Soul Tree Abilities:

 * Prudence: Increases your absorption granted to allies above 90% health by 5/10/15%, and increases your healing done.
 * Intensity: Increases your healing done and absorption granted by 1/2/3/4/5%.
 * Preservation: Increases your healing done, damage done, and absorption granted from Fire spells by 2/4/6/8/10%.
 * Slow Burn: Increases your healing done and absorption granted with cast-time spells by 2/4/6%.
 * Gesture of Goodwill: Reduces the duration of your Burnout by 5/10s.
 * Searing Heat: Now increases your healing done and absorption granted with single target spells by 2-10%.
 * Inflame: Your Flame Lance and Fire Wall cause an additional 10/20% of their damage over 3 seconds.
 * Kindling: Increases your absorption granted with Wards and Symbols by 5/10/15%, and increases your healing done.
 * Flare-up: Your Symbol of the Torch and Symbol of the Sun reapply if they are destroyed within 1/2/3 seconds of being applied.
 * Clear the Coals: Your single target healing and absorption spells have a 5/10% chance to remove Burnout.
 * Hot Streak: Your Wards reduce the current cooldown of Flashover by 1.5/3 seconds.
 * Safe Haven: Increases the effect of Spell Power on your Wards and Symbols by 5/10/15%.
 * Emblem of Ashes: Your Symbol of the Torch, Symbol of the Sun, and Symbol of the Hearth apply to 1/2 additional party or raid members.
 * Reinforcement: Your Wards reduce damage taken on Blocks, Deflects, and Critical Hits by 2/4/6% for 5 seconds.

Removed Soul Tree Abilities:

 * Protection of the Ancestors
 * Flame Ward
 * Enflamed Rejuvenation
 * Healing Spirit
 * Caregiver's Grace
 * Ancestral Flame
 * Life's Blessing
 * Intense Flames
 * Blessing of the Flame

SENTINEL
Still a primary tank healer, the Sentinel is now better focused on speed and responsiveness. No longer reliant on the RNG for Serendipity procs, they now have many tools at their disposal for reducing their cast times and putting out a lot of healing in a hurry. Of all the healers, they have by far the most cooldowns to respond to any situation.

Sentinel Gift: Increases your healing done and absorption granted by 1% per point spent in the Sentinel soul.

Major Ability Changes:
Touch the Light: Now also reduces the mana cost of the spell it makes Instant by 50%.
 * Serendipity has been removed in favor of permanent reductions in cast times, cast time reductions when healing those low on health, and greater access to cooldowns when you need them.
 * Healing Grace: Renamed to Subtle Invocation.
 * Healing Invocation: Reduced casting time to 2.5 seconds.

New Root Abilities:

 * Urgency: Short-term buff. Increases movement speed by 50% for 10 seconds.
 * Flash of Radiance: Instant cast. AoE Pacify that prevents all offensive actions from the affected targets.
 * Liberty of Thought: Instant cast, not on global cooldown. Removes all control effects.
 * Crucial Invocation: 2 second cast. Heals for a lot, but very mana inefficient.
 * Reverent Supplication: 10 second channeled ability. Restores 5% mana per second.
 * Fullness of Life: Instant cast. Restores health on the target equal to the Cleric's Max Health.
 * Nyol's Hope: Increases healing done by 50% for the next 5 single target heals.
 * Renewed Altruism: Instant cast, not on global cooldown. Resets the cooldown on all Sentinel abilities.
 * Wrathful Exuberance: Buff. Deals Life damage to the target's target whenever you overheal them. The damage is capped based on the overhealing. Can only maintain on 1 ally at a time.
 * Light of Redemption: Instant cast, not on global cooldown. Allows the next Invocation to be cast instantly with no global cooldown triggered.
 * Faith Rewarded: Causes heals to restore additional health if used on someone below 50% health.

Removed Root Abilities:

 * Life's Vengeance
 * Shards of Light
 * Breath of Life
 * Luminous Gaze
 * Quietus
 * Noble Blessing
 * Shared Recovery
 * Healing Benediction

New Soul Tree Abilities:

 * Benevolence: Reduces pushback when damaged while casting heals by 50/100%.
 * Thoughtful: Increases your healing done and absorption granted with cast time spells by 2/4/6/8/10%.
 * Expeditious: Increases your healing done and absorption granted with instant spells by 2/4/6%.
 * Divine Understanding: Increases your healing done and absorption granted with single target spells by 2/4/6/8/10%.
 * Call to Action: Casting a single target heal or absorb on another player under 50% health reduces the cast time of your next single target heal or absorb by 10/20%.
 * Luminous Dawn: Increases your healing done with Life-based heals by 3/6/9%, and damage dealt by Life-based abilities by 3/6/9%.
 * Merciful Appeal: Your Cleansing Prayer and Empowering Light restore 1/2/3% health.
 * Attentive: Increases your maximum mana by 3-6%.
 * Echoes of Altruism - Your Invocations restore additional health equal to 4-12% of the healing done after 1 second.
 * Word of Life - Your single target heals have a 5/10% chance to reduce the mana cost and global cooldown of your next Healing Breath to 0.
 * Gathering of Light - Your Invocations reduce the current cooldown of your Touch the Light by 1.5/3 seconds.
 * Noble Supplications - Increases the effect of Spell Power on your Invocations by 4-12%.
 * Swift Plea - Reduces the cast time of your Invocations by 0.1/0.2/0.3/0.4/0.5s. Reduces the cost of your Invocations by 4/8/12/16/20%.

Removed Soul Tree Abilities:

 * Righteous Burden
 * Walk in the Light
 * Light Concentration
 * Embolden - Moved to the Warden (now known as Distant Shores).
 * Light Efficiency
 * Protect the Flock - Moved to the Warden (now known as Reef Barrier).
 * Lasting Invocation
 * Vested Interest
 * Serendipity

SHAMAN
While the Shaman should look very familiar, it's seen a fair number of changes to give them a better flow and remove much of the RNG reliance. Long Memory is no more. In its place is Pattern of Violence which causes all weapon attacks to reduce the current cooldown of Massive Blow. Brutalize stacking is a non-factor, because it only lasts 4 seconds now, which is faster than you will be able to use Massive Blow again.

Shaman Gift: Increases damage done by 1% per point spent in the Shaman soul.

Major Ability Changes:
Ageless Ice: Now returns 7% mana instead of 10%. Brutalize: Reduced bleed damage to 15-45% of Massive Blow. Duration shortened to 3 seconds. Frozen Embrace: Now increases your chance to critically hit with Air and Water abilities by 5-10%.
 * Vengeances: Now trigger on weapon attacks, instead of melee abilities.
 * Jolt: No longer off of global cooldown, and no longer requires a Critical Hit before it can be used. Rather, it can now be used at any time, but deals far more damage if used after a Critical Hit.
 * Battle Charge: Renamed to Ride the Lightning, and lets you deal Air damage to everyone in range along the way as you charge toward your enemy.
 * Courage spells: Now take the form of Self Buffs which no longer affect your group/raid, but stack on top of normal raid buffs.
 * Heart of the Frozen Sea: Now the only Heart buff and affects all Resistances.
 * Strike of the Maelstrom: Eye of the Storm is gone, but this now spreads Frozen Wrath.
 * Rage of the North: Applies 10 stacks which each increase Critical Hit chance by 10%. Each time you Critically Hit, a stack is removed.

New Root Abilities:

 * Numbing Cold: Instant cast. A ranged debuff that reduces healing and absorption received by 10%.
 * Glory of the Chosen: Self Buff. Causes weapon attacks to restore health to the Cleric. Now stacks with Vengeances.
 * Windwalk: Self Buff. Increases Dodge and Parry by 25% for 15 seconds, and movement speed by 50% for 15 seconds.
 * Icy Blow: Weapon attack that deals Water damage.
 * Deep Freeze: Freezes all nearby enemies, stunning them and increasing damage taken from you by 50% for 3 seconds. Debuff portion will function regardless of stun immunity. 1 minute cooldown.
 * Snowbank: Instant. Ranged snare.
 * Glacial Strike: Weapon attack that deals Water damage. Ignores 25% of the target's Resistance. Only usable on targets under 30% health.
 * Courage of the Panther: Self Buff. Causes abilities to ignore 20% of their target's Armor & Resistance.
 * Furious Assault: Self Buff, not on global cooldown. Reduces your global cooldown by 0.5 seconds for 10 seconds. 1 minute cooldown.
 * Rush of Strength: Resets the cooldown on Massive Blow. 30 second cooldown.

Removed Root Abilities:

 * Courage of the Jaguar
 * Fated Blow
 * Glory of the Chosen
 * Mien of Aggression
 * Heart of the Fire Mountain
 * Vengeance of the Piercing Cold
 * Heart of the Twilight Forest

New Soul Tree Abilities:

 * Vicious Streak: Increases the Critical Hit chance of your damaging abilities by 1/2/3/4/5%.
 * Singled Out: Increases your damage dealt with single target abilities by 2/4%.
 * Powerful Grip: Increases your damage dealt with weapon attacks by 2/4/6/8/10%.
 * Furious Blows: Increases the effect of Spell Power on your Crushing Blow, and Icy Blow by 5/10%.
 * Pattern of Violence: Your weapon attacks reduce the current cooldown of Massive Blow by 0.5/1/1.5 seconds.
 * Cold Blooded: Increases your damage dealt with Melee range abilities by 3/6%.
 * Shocking Conclusion: Increases your damage dealt with Lightning by 10/20/30%. Increases your damage dealt with Jolt after a Critical Hit with a weapon attack by 30/60/90%.
 * Frostbite: Your non-Physical weapon attacks increase the damage dealt by your next Physical weapon attack by 10/20/30%.
 * Heavy Weight: Increases your damage dealt with Massive Blow by 10/20%.
 * Wear and Tear: Your damaging abilities ignore 15/30% of the target's Armor and Resistances.
 * Heart of Ice: Increases your damage dealt using Vengeances by 20/40/60%.

Removed Soul Tree Abilities:

 * Unyielding
 * Overwhelming
 * Long Memory
 * Endless Winter
 * Lust for Blood
 * Eye of the Storm

WARDEN
The Warden has received a number of new spells and adjustments to fully flesh them out as the Cleric's premier AoE healing soul. They now have the easiest access to quick-recast area of effect heals, all of which hit up to 10 party or raid members. They are now also built for greater damage potential to increase their utility between raid damage spikes.

Warden Gift: Increases your healing done and absorption granted by 1% per point, and damage done by 0.5% per point spent in the Warden soul.

Major Ability Changes:

 * Single target healing has been reduced in relative effectiveness in favor of increasing DPS and AoE healing effectiveness.
 * Healing Cataract is now fast re-use and accessible at 12 points in the root of the Soul Tree.
 * A number of AoE healing tools have been moved to Warden (and subsequently renamed) from the Sentinel and Purifier, namely: Surging Flames (now Shared Excess), Protect the Flock (now Reef Barrier), and Embolden (now Distant Shores).
 * Orbs of the Stream, Orbs of the Tide: These are now instant cast, last 30 seconds, and have 1 minute cooldowns.
 * Fluidity: Now increases the damage of your damage over time abilities by 3-12%, and the healing done by your heal over time effects by 3-12%.
 * All heal over time abilities can now be specced to not cause any aggro, allowing them to be precast before the tank pulls without having to worry about gaining aggro as a result.
 * Ripple: Now spreads all stacks of Soothing Stream.

New Root Abilities:
Monsoon: Applies Healing Flood, Healing Spray, and 4 stacks of Soothing Stream on up to 10 party or raid members. 60 second cooldown.
 * Overflowing Renewal: 2.5 second cast heal. Any overhealing is spread to up to 2 additional party or raid members.
 * Geyser: Instant cast. Deals Water damage - less than Waterjet - and heals up to 10 party or raid members near the enemy.
 * Crushing Waves: Instant cast. PBAE knockback. 15 second cooldown.
 * Call of the Depths: 2 second cast. Increasing Water damage over time for 12 seconds.
 * Shared Excess: Buff. Causes 50% of your overhealing on the target to spread to up to 5 party or raid members.
 * Healing Effusion: Instant cast. Restores a lot of health on up to 10 party or raid members, but very mana inefficient.
 * Open Water: 10 second channeled ability. Restores 5% mana per second.
 * Pool of Restoration: Instant cast. PBAE (affecting up to 10 party or raid members) that triggers a second PBAE that heals up to 10 party or raid members. 15 second cooldown.
 * Oversaturation: Instant cast. Deals Water damage to the target whenever a nearby party or raid member is healed (can only trigger once per second). Lasts 15 seconds.
 * Wave of Renewal: 3 second channeled ability. Heals all party and raid members in an expanding ring that then contracts back inwards after the channel time is over, healing everyone inside the ring again. 1 minute cooldown.
 * Flash Flood: Instant cast, not on global cooldown. Causes your next 5 Water-based HoTs or DoTs to function in half the time.

Removed Root Abilities:

 * Healing Current
 * Crushing Wave
 * Track Water Creatures
 * Dissolution
 * Deluge
 * Drown
 * Blessing of the Sea
 * Well of Life
 * Healing Showers

New Soul Tree Abilities:

 * Strength of the Deep: Increases your healing done and absorption granted by 1/2/3/4/5%.
 * Boundless: Increases your damage dealt by 1/2/3/4/5%.
 * Gentle River: Reduces the threat generated by your heal over time spells by 50/100%.
 * Riptide: Increases Spell Crit by 1/2/3/4/5%.
 * Ocean's Bounty: Increases your healing done and absorption granted with area effect spells by 2/4/6%.
 * Harmony in Motion: Increases your damage dealt, healing done, and absorption granted by 1/2/3/4/5%.
 * Distant Shores: Increases the radius of your area effect heals by 1/2/3 meters.
 * Reef Barrier: Your area of effect healing and absorption spells reduce damage taken by 5% for 3/6 seconds.
 * Hidden Reserves: Increases your damage dealt with damage over time spells and healing done with heal over time spells by 3/6/9%.
 * Alluvion: Increases the Spell Power benefit to Soothing Stream, Healing Cataract, and Healing Effusion by 5-10%.
 * Strength of the Sea: Increases the effect of Spell Power on your Water abilities by 5/10/15%.
 * Rising Tides: Your damaging spells reduce the current cooldown of Tidal Surge by 1/2 seconds.
 * Under Pressure: Increases your damage done with Call of the Depths by 5/10/15%.
 * Dangers of the Deep: Your damaging abilities increase your healing done by 1/2/3% for 10 seconds. Max 5 stacks.
 * Invigoration: Your Healing Spray and Healing Flood increase healing received from you by 5/10%.

Removed Soul Tree Abilities:

 * Aquatic Affinity
 * Destructive Tide
 * Surging Rapids
 * Ebb and Flow
 * Restorative Tide
 * Still Waters
 * Tidal Resonance
 * Rising Waters
 * Overflow

Source

 * http://forums.riftgame.com/official-rift-news/patch-notes/335447-1-11-clerics-8-00am-pdt-10-17-12-na-1-00am-gmt-2-00am-bst-18-10-12-eu.html