Priest PvP
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Changes vs Classic
Priests are cloth healers and shadow casters. Forever gives them a large new toolkit: Penance for Discipline, Prayer of Mending and Binding Heal for Holy, and baseline Shadow Word: Death for Shadow. Several new spells are racial: Contingency Plan and Confounding Flash (Gnome), Divine Grace (Human), Dark Sacrifice (Undead) and Chastise (Dwarf). The client also has a Litany of Light passive that no trainer teaches yet.
Discipline Priest PVP guide
Discipline is the hardest priest to kill at level 20. Unbreakable Will and Silent Resolve shorten stuns, fears and silences, Power Word: Shield keeps damage from interrupting your casts, and Inner Focus gives you one free spell with extra critical chance. Your damage is low, so you win by staying up: heal your team in battlegrounds and outlast opponents in the open world.
Burst
- Inner Focus: Your next spell costs 100% less mana and gains 25% critical chance. Put it on Mind Blast to open or finish, or save it for a heal when you're focused.
- Mind Blast: Your biggest single hit: 65 to 71 Shadow damage at rank 2. Use it first, while nobody is hitting you.
- Shadow Word: Pain: Instant: 108 Shadow damage over 18 sec at rank 3. Put it on and keep moving.
- Holy Fire: An opener from range: 51 to 65 Holy damage plus 20 more over 10 sec. Its cast is long, so don't start it while you're being hit.
- Starshards: Night Elf only: instant, 300 Arcane damage over 6 sec at rank 2. Cast it at the start of every fight.
Control
- Psychic Scream: 2 enemies within 8 yards flee for 8 sec at rank 1. Use it when melee players reach you, then heal or run; damage may break it early, so don't hit them while they flee.
- Dispel Magic: Removes 1 harmful spell from a teammate or 1 beneficial spell from an enemy. Strip a buff that makes your target harder to kill, or clear a spell that's slowing or disabling your team.
- Fear Ward: On yourself or a teammate before a fight with a class that fears: the next fear fails. It lasts 3 min, so cast it ahead of time.
- Chastise: Dwarf only: instant Holy damage that roots a humanoid for up to 2 sec, enough to step out of a melee player's reach and start a heal.
- Confounding Flash: Gnome only: confuses up to 5 enemies within 8 yds for 3 sec. Any damage breaks it, so use it before your Shadow Word: Pain is on them.
- Hex of Weakness: Troll only: cuts the healing a target receives by 20% and lowers their melee attack power. Put it on the enemy your team is trying to kill.
Staying alive
- Power Word: Shield: Shield yourself as soon as someone targets you. While it holds, damage doesn't interrupt your casts; afterwards you can't be shielded again for 15 sec.
- Renew: Instant heal over 15 sec; keep it on yourself while you move.
- Flash Heal: Your fast heal, 174 to 214. Cast it right after Psychic Scream while the attacker runs.
- Inner Fire: Keep it up: rank 2 adds 495 armor, and each melee or ranged hit uses one of its charges.
- Desperate Prayer: Dwarf only: an instant 247 to 305 heal on yourself, on a 10 min cooldown.
- Divine Grace: Human only: an instant heal on a teammate below 50% health that also removes Weakened Soul, so you can shield them again at once. It can't target you.
- Elune's Grace: Night Elf only: reduces the chance melee and ranged attacks hit you by 50% for 15 sec, or until you're missed 3 times.
- Feedback: Human only: for 15 sec, every spell cast at you burns 18 of the caster's mana and hits them with Shadow damage.
- Touch of Weakness: Undead only: the next melee attacker takes Shadow damage and loses melee attack power for 2 min. Recast it once it triggers.
- Shadowguard: Troll only: 3 charges that each deal Shadow damage to whoever hits you with a spell, melee or ranged attack. It lasts 10 min, so keep it up while you quest.
Battlegrounds
You're a healer. Stay behind your team and out of melee range, keep Renew and Power Word: Shield on whoever the enemy is hitting, and heal with Heal when you're safe and Flash Heal when you're not. Enemy players will come for you first, so shield yourself early and let Unbreakable Will and Silent Resolve shorten the stuns and fears that stop your heals. On a control point or a flag defence, stand where your defenders can reach you and use Psychic Scream when melee players jump you on the point. When your team carries a flag, follow the carrier with shields and Renew rather than carrying it yourself. Blizzard has announced a new 15 vs 15 battleground, Darkspear Islands, with control points and Arathi Basin-style flag captures and defence; which battlegrounds and level brackets are open in the beta isn't confirmed.
Open-world PvP
On a PvP ruleset realm you can be attacked in contested zones. Discipline is hard to kill but slow to kill with, so pick fights you can outlast: shield, Shadow Word: Pain, Mind Blast, then your wand, healing yourself whenever it gets close. If you're ganked, shield before anything else, Psychic Scream the attacker away and heal or run while they flee; don't stand and trade hits with a Rogue or Warrior who opened on you. Keep Inner Fire and Power Word: Fortitude up at all times so you're ready when it happens. At a contested quest objective, watch the approaches, keep your shield ready, and stop to drink out of sight. Blizzard's notes say a Rogue who Saps a PvP-flagged target is now flagged for PvP too.
Matchups
- vs Warrior: Warriors hit hard in melee, slow you with Hamstring and interrupt with Shield Bash if they carry a shield. Charge can't be used once they're in combat, so after a Psychic Scream the ground you gain is real. Keep Inner Fire up, shield before they reach you, Renew while you back off, and let Shadow Word: Pain and your wand wear them down. Intimidating Shout (from 22) is a fear, so Fear Ward helps against it.
- vs Rogue: Rogues open from Stealth, often with Sap, then use Gouge and Kick to stop your casts; Kick locks you out of that school of spells for a few seconds. When one appears, shield, Psychic Scream and heal while they run. Evasion only raises their dodge chance, so it doesn't stop your spells. Their stun openers (Cheap Shot at 26, Kidney Shot at 30) aren't learned yet at 20, and Unbreakable Will will shorten them when they are.
- vs Mage: Mages fight from range: Frostbolt slows you, Frost Nova freezes you in place, Fire Blast is instant and Polymorph turns you into a sheep, though any damage breaks it. Shield yourself before their big casts so the damage doesn't interrupt your heals, and keep Shadow Word: Pain on them while you're frozen. Blink (from 20) frees them from stuns and roots, so save Psychic Scream for when they're next to you.
- vs Warlock: Warlocks stack damage over time, heal themselves with Drain Life and Fear you for up to 10 sec. Fear Ward yourself before the fight so the first Fear fails, and Unbreakable Will shortens the rest. Their Voidwalker, Succubus or Incubus adds pressure; Psychic Scream can send the pet running too. Dispel Magic on yourself can clear one of their harmful spells, and Mind Blast plus Shadow Word: Pain keeps pressure on them while you heal through theirs.
- vs Hunter: Hunters want range: Concussive Shot slows you, the pet keeps you busy, and Freezing Trap (from 20) freezes the first enemy that walks onto it for up to 10 sec. Watch the ground near a Hunter who has been standing still, break line of sight to stop their shots, and shield yourself. Put Shadow Word: Pain on the Hunter, not the pet, and Psychic Scream the pet when it's on you. Night Elves' Elune's Grace makes their shots miss more often.
- vs Shaman: Shamans interrupt with Earth Shock, which also locks that school of spells briefly, slow with Frost Shock (from 20) and heal themselves. Tremor Totem (from 18) removes Fear from their party, so look for it before you Psychic Scream; totems have only 5 health, so any hit destroys one. Purge removes one magic effect, so recast your shield and Inner Fire if they're stripped.
- vs Paladin: Paladins are hard to kill: Divine Protection makes them immune to attacks and spells for 8 sec, Lay on Hands heals them for their maximum health once, and Hammer of Justice stuns you. Blessing of Freedom (from 18) frees them from slows, and Voice of Truth (new in Forever, from 20) makes them immune to silence and interrupts for 6 sec. Don't try to burst through their cooldowns; keep Shadow Word: Pain up, shield yourself, and use Dispel Magic to strip one of their Blessings.
- vs Druid: Druids switch forms: shapeshifting frees them from slows and Polymorph, Cat Form lets them Prowl up on you (from 20), Entangling Roots holds you in place and Bash stuns you. In caster form they heal with Rejuvenation and Regrowth, and Dispel Magic can strip one of those. Psychic Scream a cat that reaches you and heal while it runs.
Stats
Stamina, Healing Power / Spell Power, Intellect, Mana per 5 sec, Spirit. In PvP a healer dies to burst long before running out of mana, so Stamina comes first; Improved Power Word: Fortitude raises your own Stamina buff too. Healing and spell power come next, since Forever's higher coefficients make them count for your heals and your Mind Blast. Intellect and mana per 5 sec keep you casting in long battlegrounds. Spirit matters less here, because the level 20 PvP build has no Meditation.
Tips
- Blizzard's notes say Power Word: Shield can now always overwrite an existing shield on a target without Weakened Soul. For a Human priest, Divine Grace removes Weakened Soul, so a teammate below half health can get an instant heal and then a fresh shield straight away.
- Shield yourself before you start casting in a fight: while it holds, damage doesn't interrupt your casts. It's this build's only protection from interruption, since Twilight Focus is a Holy talent.
- Inner Focus has a 3 min cooldown, so plan one use per fight: a free Flash Heal when you're low, or a free Mind Blast to finish a fleeing enemy.
- Your wand costs no mana and Wand Specialization adds 25% to it. After Shadow Word: Pain and Mind Blast, wand a target who isn't threatening you rather than spending mana on Smite.
- Keep Power Word: Fortitude on your whole battleground group; with two points in Improved Power Word: Fortitude it gives 30% more Stamina.
Holy Priest PVP guide
Holy is the PvP healer who keeps casting under pressure. Twilight Focus gives a 70% chance to avoid interruption from damage, Spell Warding cuts the spell damage you take, and Holy Nova is an instant heal for party members near you. Your damage is modest, so in duels you win by outlasting; in battlegrounds you keep your team standing.
Burst
- Holy Fire: Your opener from range: 51 to 65 Holy damage plus 20 more over 10 sec. Divine Fury shortens the cast.
- Mind Blast: 65 to 71 Shadow damage at rank 2; cast it whenever it's ready.
- Shadow Word: Pain: Instant: 108 Shadow damage over 18 sec at rank 3, to keep up pressure while you heal or move.
- Smite: Rank 3 hits for 43 to 49 Holy damage, and Divine Fury makes it quicker. Your filler when nobody is on you.
- Starshards: Night Elf only: instant, 300 Arcane damage over 6 sec at rank 2.
Control
- Psychic Scream: 2 enemies within 8 yards flee for 8 sec at rank 1. Use it when melee players reach you, then heal; damage may break it early.
- Dispel Magic: Removes 1 harmful spell from a teammate or 1 beneficial spell from an enemy: clear what's slowing your team or strip your target's buff.
- Fear Ward: On yourself or a teammate before a fight with a class that fears; the next fear fails.
- Chastise: Dwarf only: roots a humanoid for up to 2 sec and deals Holy damage, time enough to get out of melee range.
- Confounding Flash: Gnome only: confuses up to 5 enemies within 8 yds for 3 sec; any damage breaks it.
- Hex of Weakness: Troll only: the target's healing is 20% less effective and their melee attack power drops. Use it on an enemy with a healer behind them.
Staying alive
- Power Word: Shield: Shield yourself when an enemy turns to you; while it holds, damage doesn't interrupt your casts. The target can't be shielded again for 15 sec.
- Renew: Instant heal over 15 sec on yourself or whoever is being hit; Blizzard's notes say it can now land critical hits.
- Holy Nova: Instant: heals party members within 10 yards for 47 to 55 while you run, and hits enemies there.
- Heal: 270 to 312 when you have room to cast; Twilight Focus gives you a good chance to finish it even if you're hit.
- Flash Heal: 174 to 214 when you need health now.
- Divine Grace: Human only: an instant heal on a teammate below 50% health that also removes Weakened Soul; it can't target you.
- Desperate Prayer: Dwarf only: an instant 247 to 305 heal on yourself, on a 10 min cooldown.
- Elune's Grace: Night Elf only: reduces the chance melee and ranged attacks hit you by 50% for 15 sec, or until you're missed 3 times.
- Feedback: Human only: for 15 sec, every spell cast at you burns 18 of the caster's mana and hits them with Shadow damage.
Battlegrounds
You're the healer your team builds around. Stand behind your fighters and cast Heal while nobody is on you; Twilight Focus gives you a 70% chance to keep casting when you're hit, and Spell Warding takes 10% off spell damage. When a melee player reaches you, shield, Psychic Scream and keep healing with instant spells: Renew and Holy Nova. On a control point, stand with your defenders so Holy Nova reaches your party within 10 yards. Follow and heal your flag carrier rather than carrying the flag yourself, and call for help early when you're focused. Blizzard has announced Darkspear Islands, a new 15 vs 15 battleground that mixes control points with Arathi Basin-style flag captures and defence; it opens for beta testing later, and which battlegrounds and level brackets are open isn't confirmed.
Open-world PvP
On a PvP ruleset realm, a Holy priest is a tough target but a slow killer. Keep Inner Fire and Power Word: Fortitude up while you quest, and shield yourself the moment someone attacks. Against one attacker, trade your instant spells for their cooldowns: Renew, Shadow Word: Pain, Psychic Scream and your wand, then Heal to full while they're feared. If two players jump you, don't try to win: Psychic Scream both and run toward friends. At a contested quest objective, fight with room behind you, keep an eye on the approaches, and rest out of sight. Blizzard's notes say a Rogue who Saps a PvP-flagged target is now flagged for PvP too.
Matchups
- vs Warrior: Warriors want to stay on you: Hamstring slows you and Shield Bash interrupts if they carry a shield. Charge only works out of combat, so once the fight starts, Psychic Scream wins you real distance. Shield before they reach you, keep Inner Fire up, and heal with Renew and Holy Nova while you back away. Intimidating Shout (from 22) is a fear, so Fear Ward blocks it.
- vs Rogue: Rogues open from Stealth with Sap or Gouge and interrupt with Kick, which also locks that school of spells. Heal with instant spells when a Rogue is next to you: Renew, Holy Nova and your shield don't give Kick anything to interrupt. Psychic Scream when they commit, then Heal. Evasion only raises their dodge chance, so your spells still land.
- vs Mage: Mages slow you with Frostbolt, freeze you with Frost Nova and can Polymorph you, though any damage breaks it. Spell Warding cuts their damage by 10%, and Twilight Focus helps your heals through their hits. Keep Shadow Word: Pain on them, shield before their big casts, and heal through their damage; they have no heals, so a long fight favours you.
- vs Warlock: Warlocks stack damage over time and Fear you for up to 10 sec. Fear Ward yourself first and Spell Warding takes 10% off their spells. Dispel Magic on yourself can clear one of their harmful spells. Fear is what stops a Holy priest from healing through Drain Life, so don't let the ward lapse. Psychic Scream also hits their pet.
- vs Hunter: Hunters slow you with Concussive Shot, set Freezing Trap (from 20) and let the pet chase you. Their damage is physical, so Spell Warding won't help; lean on your shield, Inner Fire and line of sight. Heal yourself behind cover and Psychic Scream the pet when it's on you.
- vs Shaman: Shamans interrupt with Earth Shock and slow with Frost Shock (from 20). Tremor Totem (from 18) removes Fear from their party, so break it first; totems have only 5 health. Purge can strip your shield, so be ready to recast it. Spell Warding takes 10% off their Lightning Bolts and shocks.
- vs Paladin: Paladins stun with Hammer of Justice, become immune with Divine Protection, and heal big with Lay on Hands; Voice of Truth (from 20) makes them immune to silence and interrupts for 6 sec. You won't burst them, so make it a long fight: keep yourself healed, keep Shadow Word: Pain up, and strip a Blessing with Dispel Magic.
- vs Druid: Druids root you with Entangling Roots, stun with Bash and shapeshift out of slows. Dispel Magic can strip Rejuvenation or Regrowth from them. Against a cat that reaches you, shield, Psychic Scream and heal, and use Holy Nova if you're moving.
Stats
Stamina, Healing Power / Spell Power, Intellect, Mana per 5 sec, Spirit. Stamina first: enemy players focus the healer, and Twilight Focus and Spell Warding only help while you're standing. Then healing power, which Forever's higher heal coefficients reward, and Intellect and mana per 5 sec for long battlegrounds. Spirit rises at 30, when Spiritual Guidance turns it into healing.
Tips
- Spell Warding reduces all spell damage you take by 10%, so you're much tougher against casters than against Warriors and Rogues; against melee, lean on Power Word: Shield and Inner Fire.
- Holy Nova is instant, so it's a heal you can cast while running, and it heals every party member within 10 yards.
- Blizzard's notes say Renew can now land critical hits, and Improved Renew adds 5%, so keep it rolling on yourself during a chase.
- Save Heal for the moments no one is hitting you; under pressure, Flash Heal's faster cast is worth its higher cost per point healed.
- Holy Fire and Smite are Holy spells, so Holy Specialization's extra critical chance and Divine Fury's faster casts help your damage too.
Shadow Priest PVP guide
Shadow is the priest's PvP damage spec. At level 20 every Shadow damage spell can stun through Blackout, Mind Flay slows melee players chasing you, and Psychic Scream, Power Word: Shield and your heals keep you alive while Shadow Word: Pain and Mind Blast do the damage.
Burst
- Mind Blast: Open with it: 65 to 71 Shadow damage at rank 2, and it can trigger Blackout's stun.
- Shadow Word: Pain: Instant: 108 Shadow damage over 18 sec at rank 3, straight after Mind Blast.
- Starshards: Night Elf only: instant, 300 Arcane damage over 6 sec at rank 2; cast it at the start of every fight.
- Devouring Plague: 128 Shadow damage over 24 sec that heals you as it deals damage, on a 1 min cooldown; worth it in any fight that will last.
- Mind Flay: Between Mind Blasts: 63 Shadow damage over 3 sec, slowing the target by 50%.
Control
- Psychic Scream: 2 enemies within 8 yards flee for 8 sec at rank 1. Scream, then Mind Blast and Shadow Word: Pain from range; damage may break the fear early.
- Mind Flay: Slows a melee player by 50% so they can't close the gap again after Psychic Scream ends.
- Blackout: With five points, each Shadow damage spell has a 10% chance to stun the target for 3 sec, so keep casting when a melee player is on you.
- Chastise: Dwarf only: roots a humanoid for up to 2 sec with a little Holy damage, time to get out of melee range.
- Confounding Flash: Gnome only: confuses up to 5 enemies within 8 yds for 3 sec; any damage breaks it, so use it before your damage over time is on them.
- Hex of Weakness: Troll only: the target's healing is 20% less effective and their melee attack power drops, strong against a player with a healer.
- Dispel Magic: Strip 1 beneficial spell from your target before you burst, or remove 1 harmful spell from a teammate.
Staying alive
- Power Word: Shield: Shield yourself before you cast in a fight; while it holds, damage doesn't interrupt your casts. You can't be shielded again for 15 sec.
- Renew: Instant heal over 15 sec; put it on yourself while you kite.
- Flash Heal: 174 to 214 when you need health now, best cast while your target is running from Psychic Scream.
- Inner Fire: Keep it up: rank 2 adds 495 armor against melee and ranged hits.
- Fear Ward: On yourself before a fight with a class that fears; the next fear fails.
- Elune's Grace: Night Elf only: reduces the chance melee and ranged attacks hit you by 50% for 15 sec, or until you're missed 3 times.
- Touch of Weakness: Undead only: the next melee attacker takes Shadow damage and loses melee attack power for 2 min; recast it once it triggers.
- Shadowguard: Troll only: 3 charges that each deal Shadow damage to whoever hits you with a spell, melee or ranged attack.
- Desperate Prayer: Dwarf only: an instant 247 to 305 heal on yourself, on a 10 min cooldown.
- Feedback: Human only: for 15 sec, every spell cast at you burns 18 of the caster's mana and hits them with Shadow damage.
Battlegrounds
You're a ranged damage dealer who can also heal. Stay at the edge of your range behind your melee, put Shadow Word: Pain on as many enemies as you can and Mind Blast whoever your team is focusing; Blackout's stuns help your teammates finish targets. When a melee player dives you, shield, Psychic Scream, and Mind Flay them as they come back. At a control point, spread Shadow Word: Pain across the attackers and top your team up with Renew between casts; a Shadow priest's heals can decide a close fight. Against an enemy flag carrier, Mind Flay's slow keeps them from getting away while your team catches up. Blizzard has announced Darkspear Islands, a new 15 vs 15 battleground with control points and Arathi Basin-style flag captures and defence; which battlegrounds and level brackets are open in the beta isn't confirmed.
Open-world PvP
On a PvP ruleset realm, Shadow is the priest spec best at winning fights you didn't start. When you're ganked, shield first, then Psychic Scream, and Mind Blast and Shadow Word: Pain the attacker while they run; Mind Flay's slow means melee players can't simply chase you down afterwards. When you're the attacker, open with Mind Blast from range, add Shadow Word: Pain, and let Devouring Plague heal you through the fight. Keep Inner Fire and Power Word: Fortitude up while you quest. At a contested quest objective, put Shadow Word: Pain on anyone who arrives and fight at range rather than in the middle of the monsters. Blizzard's notes say a Rogue who Saps a PvP-flagged target is now flagged for PvP too, so your friends can fight back.
Matchups
- vs Warrior: Warriors need to stay in melee: Hamstring slows you and Shield Bash interrupts if they carry a shield, but Charge only works out of combat. Shield, then Psychic Scream when they reach you, Mind Blast and Shadow Word: Pain as they run, and Mind Flay to slow them when they turn back. Every Shadow spell is a chance for Blackout's stun. Intimidating Shout (from 22) is a fear, so Fear Ward helps.
- vs Rogue: Rogues open from Stealth and use Gouge and Kick to stop your casts. Shield as soon as they appear, Psychic Scream, and put Shadow Word: Pain on them so damage keeps landing while they run. Mind Flay slows them if they chase you, and Evasion only raises their dodge chance, so your spells still land. Their stun openers (Cheap Shot at 26, Kidney Shot at 30) aren't learned yet at 20.
- vs Mage: Mages out-range and slow you with Frostbolt, freeze you with Frost Nova and can Polymorph you, though any damage breaks it. Keep Shadow Word: Pain on them so the pressure never stops, shield before their big casts, and Mind Blast whenever it's ready. Blink (from 20) teleports them 20 yards and frees them from stuns and roots, so don't waste Psychic Scream until they're next to you.
- vs Warlock: A damage-over-time duel. Fear Ward yourself before the fight so their first Fear fails, keep Shadow Word: Pain and Devouring Plague on them, and burst with Mind Blast. Dispel Magic on yourself can clear one of their harmful spells. Psychic Scream also hits their pet if it's close to you.
- vs Hunter: Hunters want range: Concussive Shot slows you, Freezing Trap (from 20) freezes the first enemy that walks onto it, and the pet chases you. Use line of sight to stop their shots, put Shadow Word: Pain and Mind Blast on the Hunter rather than the pet, and Mind Flay the pet if it's the one chasing you. Night Elves' Elune's Grace makes their shots miss more often.
- vs Shaman: Shamans interrupt with Earth Shock, slow with Frost Shock (from 20) and heal themselves, so keep up the pressure with Shadow Word: Pain and Devouring Plague. Tremor Totem (from 18) removes Fear from their party; totems have only 5 health, so break it before you Scream. Purge can strip your shield, so be ready to recast it. Trolls' Hex of Weakness cuts their healing.
- vs Paladin: Paladins stun with Hammer of Justice, become immune with Divine Protection for 8 sec and heal with Holy Light and Lay on Hands. Don't waste Mind Blast into Divine Protection; keep Shadow Word: Pain up, strip a Blessing with Dispel Magic, and burst once their cooldowns are gone. Voice of Truth (from 20) makes them immune to silence and interrupts for 6 sec, which will matter once you have Silence at 30.
- vs Druid: Druids root you with Entangling Roots, stun with Bash, and shapeshifting frees them from Mind Flay's slow. Keep Shadow Word: Pain on them through their form changes, strip Rejuvenation or Regrowth with Dispel Magic, and Psychic Scream a cat or bear that reaches you.
Stats
Spell Power / Shadow Damage, Stamina, Hit, Intellect, Critical Strike, Spirit. Spell and Shadow damage make Mind Blast, Shadow Word: Pain and Mind Flay hit harder, and Forever's higher coefficients reward them. Stamina matters far more than in dungeons: a cloth caster caught in melee needs the health to get Psychic Scream and a heal off. Shadow Focus already adds 5% hit; more on gear helps, since a missed Mind Blast in a short fight is costly. Intellect keeps you casting, and critical strikes are a bonus.
Tips
- Blackout's stun can come from any Shadow damage spell, so keep casting on a melee player who's hitting you rather than stopping to run.
- Mind Flay slows the target by 50%, which turns a Warrior or Rogue chase into a fight at range; cast it as soon as Psychic Scream ends.
- Devouring Plague heals you as it deals damage, so in a long duel it's worth its high mana cost.
- Shield yourself before you start a cast in a fight: while it holds, damage doesn't interrupt your casts.
- Your heals are the same as any priest's; a Renew and a Flash Heal on yourself between Mind Blasts often decide a close duel.
Checked against WoW Forever beta build 1.60.1.70009.
Priest abilities
- Focused Casting
- Litany of Light
- Lesser Heal (level 1)
- Power Word: Fortitude (level 1)
- Smite (level 1)
- Shadow Word: Pain (level 4)
- Power Word: Shield (level 6)
- Fade (level 8)
- Renew (level 8)
- Confounding Flash (level 10)
- Desperate Prayer (level 10)
- Divine Grace (level 10)
- Hex of Weakness (level 10)
- Mind Blast (level 10)
- Resurrection (level 10)
- Starshards (level 10)
- Touch of Weakness (level 10)
- Inner Fire (level 12)
- Cure Disease (level 14)
- Psychic Scream (level 14)
- Heal (level 16)
- Dispel Magic (level 18)
- Chastise (level 20)
- Contingency Plan (level 20)
- Dark Sacrifice (level 20)
- Devouring Plague (level 20)
- Elune's Grace (level 20)
- Fear Ward (level 20)
- Feedback (level 20)
- Flash Heal (level 20)
- Holy Fire (level 20)
- Mind Soothe (level 20)
- Shackle Undead (level 20)
- Shadowguard (level 20)
- Mind Vision (level 22)
- Mana Burn (level 24)
- Binding Heal (level 25)
- Mind Control (level 30)
- Penance (level 30)
- Prayer of Healing (level 30)
- Shadow Protection (level 30)
- Abolish Disease (level 32)
- Shadow Word: Death (level 32)
- Levitate (level 34)
- Greater Heal (level 40)
- Lightwell Renew (level 40)
- Prayer of Mending (level 40)
- Prayer of Fortitude (level 48)
- Prayer of Shadow Protection (level 56)
- Prayer of Spirit (level 60)