Somewhat off-topic, but as Righteous Fury was brought up here...
For a WP AP-generation outside PvP is seldomly an issue (in PvP without a AP-battery in the group it can become a problem), but RF provides another problem. The RF problems in PvP are different from PvE, here I'll try to focus on the my percieved issues in PvE.
Notice that the healing spells, as seen in Wardb, are for rank 40 untalented. With my talents in Path of Salvation I already heal about the same as rank 40 non-talented.
Having main-healed in sewers and PQ's quite a few times now with my WP, the issue with WP is that things start to get to hell when a squishy starts to take spike-damage. Practically all PvE encounters with champions/heroes I have been in WAR see quite a lot of collateral damage, as there is AoE damage, and sometimes the mob dashes out for a seemingly random player. For this, [spell]8247[/spell] is great, it keeps everybody up through AoE damage and occasional "dash" damage (while most of the healing is wasted, it is still quite efficient, as for 60 RF I keep the tank and myself up, while also making the rest of the group recieve healing constantly). I have two direct heals to use on the tank ([spell]8244[/spell] is really only useful when trying to tank myself, as it costs a crap-load of Righteous Fury, and it seems to build up aggro like nothing else in my arsenal). In multimob situations [spell]8250[/spell] is good, and thus my rotation is Touch of the Divine followed by Smite (that I believe is the perfect rotation, as ToD has a 2s cooler, so an excellent slot to cast Smite
)
When there are less than four mobs the RF goes down all the time unless I use some other damaging ability in the rotation, and in hero fights I usually run a
ToD-RF builder-ToD-RF builder-RF builder rotation. Even with this rotation AP generation is not usually an issue, and I keep AP generating potions in my bags for these long fights; if I see I risk running low AP (say my AP is at ~120 when the hero still have 3/4 health left), it is better to drink the potion *early* so I possibly can drink another near the end if needed.
Things start to go wrong when I see somebody take spike damage too fast. The tank is easy to keep up through spike damage, a quick [spell]8238[/spell] usually is enough, and I still can keep enough RF for ToD's. However, if a squishy too starts to take spike damage, then my healing is screwed unless it is the very end of the battle, because RF will run dry fast (I can't use a RF builder in the rotationto be able to cast the single target heals in required amounts). So either I decide to let the squishy die (to be more correct, I sit here and hesitate what to do and the squishy dies while I try to decide) or I risk losing the tank a bit later (because I am RF dry then). [spell]8237[/spell] really isn't a tool in PvE, because for some reason it generates "sporadic" hate like nothing (the mobs hit me practically instantly after I have tried to use it, and then they happily go whack the tank again doing a neener-neener to me).