~Talents~
I will list the talents that I have/going to get, explaining what they do, at how many points I have it it's going to be and the reason why I have it. Then afterwards I'm going to explain what I think Elves should use, if any changes. Then lastly I will explain the other talents and the reason as to why I don't think they are worth it.
For Human:
Blessed Recovery: Increases the amount of health restored by Heal. At 5/5 it's 250 plus 6% of your maxed mana. Your main heal gets increases by a lot as you level up and gear up with this.
Blooming Life: Increases the max health bonus from Blessing of Life. At 5/5 it's 5% extra Health. 5% doesn't sound like much but it does turn out to be a lot!
Natural Healing (Human): Reduced the cool down of heal and mana cost. At 4/4 It's 2 seconds off and 20% mana. Allows you to use less pots and pump out your heals faster which is great for tough or AoE bosses.
Fortune's Wheel: Increases the duration of Blessings of Fortune and the effect of healing skills casted on the target. At 3/3 it increases the buff by 30mins and 6% effect. I use it cause it means less buffing so less mana cost also to be able to increase my heals on party members.
Source of Magic: Increases your max Mana. At 4/4 it's 4% plus 200. With the talent to increase your heal by your mana it will help support your heals and more mana means more time before needing to pot.
Instant Healing (Human): Increases the amount of health restored by Light of Healing. At 3/3 it increases by 300 plus 3% of max mana. Again, increasing the amount you can heal with one skill really does make a big difference.
Calmness: The mana cost of your healing skills is reduced. At 4/4 it reduces them by 24%. I think this is pretty obvious, anything that reduces mana cost is a positive.
Tranquillity: Reduced the threat generated by healing skills and the chance of being interrupted while casting heals. At 4/4 is reduced the threat by 40% and the interrupted by 60%. It may not seem like it's important but I tried without it and my heals got interrupted a lot more also the threat usually shouldn't be a problem but if you have a bad tank you'll need it and it helps your tank to keep tanking!
Recuperate (Human): Increases the duration of Light of Healing. At 2/2 it increases it by 4 seconds. By putting the points in here you gain yourself 4 more seconds to help keep your party alive.
Tenacious Heart: The duration of Blessings of Tenacity increase and mana cost is reduced. At 3/3 it increases by 30 mins and mana reduced by 30%. Allows you to cast it less and reduces the amount, simply, a great way to save important mana.
Awareness: Increases the Health and Mana restored when the target is revived with Light of Resurrection. At 2/2 it increases it by 40%. This what when you do have to revive someone, which is hopefully rare, you can have them back up at half way. This comes in really handy if you have another healing class and have the chance to res.
Divine Shield: Creates a shield around the target. At 2/2 it will absorb 80% for 21 seconds or up to 80% of your target's max hp. In tight situations this can come in really handy, on you or the tank.
Armor of Light: Blessings of Tenacity increases your defense. At 2/2 it increases it by 6%. Giving your whole party even more defense reduces the amount of damage they take and you have to heal.
Immortal Shield: Increases the damage that can be absorbed by Divine Shield. At 3/3 it increases it by 60% of their maximum health and 3% of your max mana. Allows the shield to last long so you can
Gift of the Goddess: Increases the amount of health restored and stacks with all other bonuses. At 3/3 increases the amount of healing by 15%. Every heal is increased by 15% which mean you get to heal more!
Light of Benevolence: Increased the healing bonus of Attack of Sympathy. 1/2 is 5%, 2/2 will be put here when I get it, guess would be 10. My guess this will increase the healing bonus that's taken from your attack. So instead of 23% it'll be 28%.
For Elves:
Natural Healing will give a 10 second buff that increases heals by 5/10/15/20% so if you heal someone twice the second time will give a lot more. Though you usually don't need to heal twice in that time. If you want to leave that then go for it if you want something else sure but read the other talents and what I think of them. To get the the higher ones you're going to need 3 points in something random, my suggestion would be the crit heal chance - Healing Spirit.
Instant Healing: This reduces the cool down by 1/2/3 seconds, so it will go down to 1 second cool down and make this your primary heal. Heal will be useful for a quick boost but as an elf this will be the best way to heal your party members.
Recreation: Increases the healing effect of Light of Healing by 50/100/150 plus 0.5/1.0/1.5% of max mp. Not as good as the human one but with that being your main heal you gotta get it.
The not so good talents:
Brilliance and God's Gift: Reducing the cool down of only 1min in total and some extra heal on a rarely used skill isn't worth the points. Without that God's Gift you can't get and once again, it's on a useless talent. God's Gift allows an extra heal if they get hit but it really doesn't help much in my eyes.
Divine Light: This skill makes you stand still for the 4 seconds that it heals for. The 4 seconds that you can't do anything another party member could die. Your Light of Healing doesn't give the same effects but is just as good and allows you to heal more efficiently.
Combined Healing: Restoring MP sounds like it's soooo awesome! Then you get it and it gives (Let's go off my mp and it maxed) 876mp per time you cast heal while they are on light of healing. They have pots which are better and should use them, and so should you.
Holy Power: This increases you attack after you cast heal, etc. I tried this out once and as soon as you do one attack it's gone and you have to restack it. Also it doesn't give a really high boost.
Healing Spirit: Crit heal chance can be good to hopefully get higher numbers more often. You can put your points in here but with so many skills that you can get you need to weigh up what is worth removing for a -chance-.
Rapid Healing: With this your target needs to have Light of Healing on and for you to heal them. Unless they are really low hp wise you rarely need to use both of the heals on one person.
Enlightenment: This is a really good skill that reduced your mana cost of heals. I haven't tried it yet but I would say it's good. Only thing is by the time you're up high enough to get it the other talents are much more important. It would be something to look at after 70+
I put a red box around Light of Benevolence cause I haven't got it yet but it is my next talent to get.