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Priest Builds

Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · Changes vs Classic

Priests are cloth healers and shadow casters. Forever gives them a large new toolkit: Penance for Discipline, Binding Heal, Litany of Light and Prayer of Mending for Holy (all talents), and baseline Shadow Word: Death for Shadow. Divine Spirit is now a trainer spell at 30. Several new spells are racial: Contingency Plan and Confounding Flash (Gnome), Divine Grace (Human), Dark Sacrifice (Undead) and Chastise (Dwarf).

Discipline: Wand and Shield Leveling (level 20)

A low-downtime leveling build: a harder-hitting wand, a stronger shield, more reliable Smites and Holy Fires, stronger instant spells and a first rank of Meditation, so you chain pulls with fewer stops to drink.

Keep Inner Fire and Power Word: Fortitude up, and shield yourself before every pull. Open with Mind Blast or, from level 20, Holy Fire, add Shadow Word: Pain, then let your wand finish the enemy so you start the next pull with more mana. Smite is the filler if the wand is too slow. If a second enemy joins, Psychic Scream buys time. Take Wand Specialization and Twin Disciplines with your first five points, Improved Power Word: Shield and Holy Precision from 15, and Meditation at 20. Some races get extra tools: Night Elves add Starshards (300 Arcane damage over 6 sec at rank 2), Dwarves get Desperate Prayer as an instant self-heal, and Gnomes get Confounding Flash to escape a bad pull.

Discipline: Shield Healer for Dungeons (level 20)

For healing level 20 dungeons: Twin Disciplines strengthens Renew, Improved Power Word: Shield adds 20% to every shield, Silent Resolve lowers the threat of your heals, and Meditation keeps some mana coming back while you cast.

Buff the group with Power Word: Fortitude, shield the tank as the pull starts and keep Renew on them. Heal (a 3 sec cast) is your efficient heal, Flash Heal your fast one, and Lesser Heal tops people up cheaply. A shielded target can't be shielded again for 15 sec, so time the shield for the start of the pull and for damage spikes. If monsters turn on you, Fade, then shield yourself. Mana is the limit at this level, so drink between pulls rather than starting the next one half empty. Some races get extra safety nets: Gnomes can put Contingency Plan on the tank before a boss, and Humans get Divine Grace, an instant heal on an ally below 50% health that also clears Weakened Soul.

Discipline: Holy Fire and Penance Leveling (level 30)

The level 20 leveling build carried on to 30, the current beta cap: Power in Light makes Smite and Penance hit 10% harder on targets burning with your Holy Fire, Meditation reaches 50%, Mental Agility makes your spells cheaper, and all 21 points lead to Penance.

Shield, open with Holy Fire so Power in Light is active, then Smite and Penance while it burns, with Shadow Word: Pain and Mind Blast for extra damage; let the wand finish. Penance heals you instead when a fight goes badly: 184 healing instantly and every 1 sec for 2 sec, on a 12 sec cooldown. Divine Spirit, which every priest now learns from the trainer at 30, adds 17 Spirit for 1 hour, and with Meditation at 50% that Spirit keeps working while you cast. Night Elves also get Starshards (528 Arcane damage over 6 sec at rank 3). The talent teaches Penance rank 1; the trainer sells rank 2 at 40, rank 3 at 50 and rank 4 at 60.

Discipline: Shield and Penance Healer (level 30)

For healing dungeons at the level 30 cap: Penance joins the shield, Soul Warding takes away the shield's cooldown and makes it cheaper, Meditation reaches 50%, and Inner Focus makes one big heal free. Divine Spirit is a trainer spell at 30 in Forever, so it no longer costs points.

Shield the tank, use Penance on whoever needs it most every time its 12 sec cooldown is up, and keep Renew rolling. With Soul Warding the shield has no cooldown, so shield anyone a loose monster hits; Weakened Soul still stops you shielding the same player again for 15 sec. Heal rank 3 (490 to 556) is the efficient heal and Flash Heal the fast one. Prayer of Healing heals the target's whole party but costs 410 mana at rank 1, so it's the best use of Inner Focus. Cast Divine Spirit, learned from the trainer at 30, and Power Word: Fortitude on the group before the first pull. Renewed Hope and Divine Aegis sit deeper in the tree and need more points than a level 30 character has. Gnomes add Contingency Plan (the client doesn't include its shield and heal amounts yet) and Humans add Divine Grace, both on 10 min cooldowns.

Discipline: Silent Resolve Shield PvP (level 20)

For PvP at level 20: Silent Resolve shortens the stuns, fears and silences that stop a healer by 15%, Twin Disciplines strengthens the instant spells you cast on the move, Improved Power Word: Shield adds to your shield, and Inner Focus gives you one free spell with extra critical chance when a fight turns. It gives up the dungeon build's Meditation, so drink between fights.

Before a fight, keep Power Word: Fortitude and Inner Fire up and shield yourself; while the shield holds, damage doesn't interrupt your casts. Heal with Flash Heal when you're under pressure and with Heal when nobody is hitting you, and keep Renew on whoever is taking damage. Psychic Scream breaks up melee players who reach you, Fear Ward protects you or a teammate from the next fear, and Dispel Magic strips a buff from an enemy or clears a harmful spell from a friend. Save Inner Focus for a free Flash Heal when you're focused, or a free Mind Blast to finish a fleeing enemy. Your race adds a lot here: Dwarves get Desperate Prayer and Chastise, Humans Divine Grace and Feedback, Gnomes Confounding Flash and Contingency Plan, Night Elves Elune's Grace and Starshards, Undead Touch of Weakness and Dark Sacrifice, and Trolls Hex of Weakness and Shadowguard.

Discipline: Shield and Mana Burn PvP (level 30)

For PvP at the level 30 cap: the level 20 PvP build plus Martyrdom against melee critical hits, Soul Warding for back-to-back shields, Improved Mana Burn to drain enemy healers faster, Improved Inner Fire against melee, Mental Agility for cheaper instant spells, and Penance. Compared with the dungeon healing build it gives up Meditation and Mental Strength for Martyrdom and a faster Mana Burn.

The level 20 plan with more tools. Penance heals an ally or damages an enemy instantly and every 1 sec for 2 sec, so it's both your quickest heal and an instant finisher. Mana Burn, learned at 24, is your answer to enemy healers and casters: this build shortens its cast, and Inner Focus can make it free. Soul Warding takes away Power Word: Shield's cooldown, so you can shield yourself and a teammate back to back, and Martyrdom protects your casts after a melee critical hit once the shield is gone. Keep Inner Fire up against melee and recast it when the charges run out, and put Shadow Protection on yourself against Warlocks and Shadow Priests. Mind Control, learned at 30, can take a humanoid enemy out of a fight, but it's a long cast, so only start it when nobody is hitting you.

Holy: Smite Leveling (level 20)

A Holy damage build for leveling: Divine Fury speeds up Smite and Holy Fire, Twilight Focus gives your casts a 70% chance to shrug off interruption from damage, and five points in Divine Fury set up Searing Light at 25.

Shield yourself, open with Holy Fire from range, then Shadow Word: Pain. Smite is your main nuke, with Mind Blast on cooldown and the wand to finish. Forever lowered Smite's base damage but raised its spell power coefficient to 0.714 from rank 3, so spell damage on gear makes it much stronger. Holy Nova's damage is small and rank 1 costs 185 mana, so keep it for tight spots rather than using it as your pack rotation. Before 20, put your first five points into Twilight Focus and Holy Specialization and the next five into Divine Fury. Night Elves can add Starshards (300 Arcane damage over 6 sec at rank 2) after Shadow Word: Pain.

Holy: Renew and Heal Dungeon Healer (level 20)

For healing level 20 dungeons: a 15% stronger Renew, more critical heals from Holy Specialization, a Heal that's half a second faster, and Holy Nova for groups that stand together.

Keep Renew on the tank and use Heal as your main heal; Divine Fury makes it a quicker cast, so start it as soon as the tank takes damage. Flash Heal is for spikes and Power Word: Shield for sudden danger. When everyone is standing together, Holy Nova heals the whole group without threat, though at 185 mana it's not cheap. Fade if your heals pull monsters off the tank. Humans also get Divine Grace, an instant heal for an ally who drops below 50% health.

Holy: Smite Leveling with Searing Light (level 30)

The level 20 Smite build carried on to 30, the current beta cap: Searing Light adds 5% Holy damage and free Holy Novas, Holy Reach adds range, Blessed Recovery heals back big hits, and Holy Specialization reaches 5%.

Holy Fire from range, then Shadow Word: Pain and Smite, with Mind Blast on cooldown. Searing Light gives each Holy Fire tick a chance to make your next Holy Nova free, so when two enemies reach you, a free Holy Nova is worth casting. Smite rank 5 does only 76 to 86 base damage for 140 mana, so spell damage gear is what makes this build hit hard; until you have some, lean on Mind Blast and the wand, and Night Elves on Starshards too. Penance is a Discipline talent, so a Holy build can't reach it. Divine Spirit, now a trainer spell at 30, adds Spirit for faster regeneration between pulls.

Holy: Holy Healer with Binding Heal (level 30)

For healing dungeons at the level 30 cap: Binding Heal heals the tank and you in one cast, Improved Healing makes your main heals 15% cheaper, Inspiration toughens the tank after critical heals, and Litany of Light refunds mana when you vary your heals.

Keep Renew on the tank and use Heal rank 3 (490 to 556) as your main heal. Flash Heal covers spikes, and Binding Heal heals the target and you when you're both hurt. Mixing them isn't just good healing: Litany of Light refunds mana whenever a heal differs from the one before. When most of the party is hurt, Prayer of Healing heals the target's whole party, but at 410 mana it's your most expensive spell. Holy Nova is the no-threat option when everyone is stacked. Cast Divine Spirit, now a trainer spell at 30, on yourself and the other casters. Spirit of Redemption and Spiritual Guidance share Litany of Light's tier; this build takes Litany because it saves mana in every fight.

Holy: Twilight Focus PvP Healer (level 20)

For PvP at level 20: Twilight Focus gives your casts a 70% chance to shrug off interruption from damage, Spell Warding cuts the spell damage you take by 6%, Improved Renew strengthens your instant heal, and Holy Nova is an instant group heal you can cast on the move. Compared with the dungeon healing build it moves points out of Holy Specialization and Divine Fury into defence against casters and interruption.

Keep Inner Fire and Power Word: Fortitude up, and shield yourself when an enemy turns to you. Cast Heal when you're safe; Twilight Focus gives you a 70% chance to finish it even while you're hit. When you're chased, switch to instant spells: Renew, Power Word: Shield and Holy Nova. Use Psychic Scream when melee players reach you, Fear Ward on yourself or a teammate before a fight with a fear caster, and Dispel Magic on enemy buffs and on harmful spells on your team. Race tools: Humans get Divine Grace and Feedback, Dwarves Desperate Prayer and Chastise, Gnomes Confounding Flash and Contingency Plan, Night Elves Elune's Grace, Undead Touch of Weakness and Dark Sacrifice, and Trolls Hex of Weakness and Shadowguard.

Holy: Twilight Focus Healer with Binding Heal (level 30)

For PvP at the level 30 cap: the level 20 PvP build plus Binding Heal to heal a teammate and you at once, Blessed Recovery to heal back part of big hits, Improved Healing for cheaper heals, and the full 10% from Spell Warding. Compared with the dungeon healing build it keeps Twilight Focus and Spell Warding and adds Blessed Recovery, at the cost of Holy Specialization, Divine Fury and Litany of Light.

The same plan as at 20 with bigger tools. Heal rank 3 (490 to 556) is your main heal when you have room to cast, Flash Heal the fast one, and Binding Heal heals a teammate and you together, which suits a healer who's being chased. Prayer of Healing heals a whole party but costs 410 mana at rank 1, so keep it for when most of your group is hurt. Mana Burn (from 24) lets you drain an enemy healer when your team is safe. Penance is a Discipline talent, so a Holy build can't reach it, and Spirit of Redemption is left out because it only helps after you die.

Shadow: Spirit Tap and Mind Flay Leveling (level 20)

The Shadow leveling build: Spirit Tap doubles your Spirit after every kill, Improved Shadow Word: Pain makes it last longer, Shadow Reach adds range, and Mind Flay adds damage and a slow.

Shield yourself, open with Mind Blast, then Shadow Word: Pain. Mind Flay fills the gaps and slows the enemy as it closes in. Let the wand finish enemies to save mana; after each kill Spirit Tap doubles your Spirit for 15 sec, so pull the next enemy soon rather than sitting down straight away. Devouring Plague heals you as it deals damage, but it costs 215 mana for 128 damage at rank 1, so keep it for tough enemies. Night Elves should add Starshards (300 Arcane damage over 6 sec at rank 2) after Shadow Word: Pain. Blackout's stun chance is in the PvP build instead, since Spirit Tap saves more time while leveling.

Shadow: Low-Threat Shadow for Dungeons (level 20)

For level 20 dungeons: Shadow Affinity cuts the threat of your Shadow spells by 30%, so you can keep casting Mind Blast without pulling monsters off the tank, and Shadow Focus adds 5% hit for bosses.

Let the tank hit first, then put Shadow Word: Pain on the main target and fit Mind Blast in on cooldown; Mind Blast causes a lot of threat, so give the tank a few seconds on each new pull. Mind Flay fills the rest, and Night Elves add Starshards whenever it's ready. If a monster comes for you, Fade, then shield yourself. On hard pulls your Power Word: Shield and Renew can take pressure off the healer.

Shadow: Vampiric Embrace Leveling (level 30)

The level 20 Shadow build carried on to 30, the current beta cap: faster Mind Blasts, Shadow Weaving, Vampiric Embrace healing you from your own damage, and a cheaper Devouring Plague that spreads when its target dies.

Put Vampiric Embrace on the target first so your Shadow damage heals you, then Shadow Word: Pain and Mind Blast. Mind Flay fills the gaps and keeps Shadow Weaving stacked. Devouring Plague adds damage and healing on tough enemies (since the 1 October build it can also land critical strikes), and Devouring Contagion makes it cheaper and moves it to a nearby enemy when its target dies, so it pays off most when you fight two at once. Night Elves also get Starshards (528 Arcane damage over 6 sec at rank 3). Shadow Word: Death is learned at 32, above the current level 30 cap, and Shadowform needs level 40 and 30 points in Shadow.

Shadow: Shadow DPS with Vampiric Embrace (level 30)

For dungeons at the level 30 cap: low threat, a stronger and longer-ranged Mind Flay, faster Mind Blasts, Shadow Weaving, Vampiric Embrace healing the whole party from your damage, and Silence to stop a dangerous caster.

Vampiric Embrace on the main target first, then Shadow Word: Pain, and Mind Blast on cooldown once the tank has threat, with Mind Flay filling the gaps (Night Elves add Starshards). On long fights keep Vampiric Embrace up, since every Shadow spell you cast heals the group. Save Silence for a caster about to finish something dangerous. Fade if a monster turns to you. Devouring Contagion, in Silence's tier, is the alternative if your group already has enough interrupts.

Shadow: Blackout and Mind Flay PvP (level 20)

For PvP at level 20: five ranks of Blackout give every Shadow damage spell a 10% chance to stun, Shadow Reach lets you hit from further away, a longer Shadow Word: Pain keeps ticking on runners, and Mind Flay slows anyone chasing you.

Shield yourself first; while it holds, damage doesn't interrupt your casts. Open with Mind Blast, put Shadow Word: Pain on straight away and keep casting, since every Shadow damage spell can stun through Blackout. When a melee player reaches you, Psychic Scream them away, then Mind Flay to slow them as they come back, and keep Shadow Word: Pain ticking while you move. Devouring Plague heals you as it deals damage, which wins long duels. Race tools: Night Elves add Starshards (300 Arcane damage over 6 sec at rank 2, instant) and Elune's Grace against melee, Undead Touch of Weakness and Dark Sacrifice, Trolls Hex of Weakness (cuts an enemy's healing by 20%) and Shadowguard, Dwarves Chastise's root and Desperate Prayer, Humans Feedback against casters and Divine Grace for a teammate, and Gnomes Confounding Flash.

Shadow: Silence and Blackout PvP (level 30)

For PvP at the level 30 cap: Silence stops an enemy caster or healer, Improved Psychic Scream brings your fear back sooner, Improved Mind Blast adds burst, Shadow Weaving adds damage, and Vampiric Embrace heals you as you fight. In Forever's tree Silence and Vampiric Embrace sit in different tiers, so 21 points reach both.

Open with Mind Blast from the edge of your range, then Shadow Word: Pain, and put Vampiric Embrace on your target so your damage heals you. Keep Shadow Weaving stacked with Mind Blast and Mind Flay. Save Silence for the moment an enemy starts a heal or a big spell, or to stop a healer while your team kills their target. Psychic Scream comes back faster, so use it freely against melee players and follow it with Mind Flay's slow. Devouring Plague rank 2 (from 28) heals you as it deals damage. Mind Control, learned at 30, can take a humanoid out of a fight, but it's a long cast. Race tools: Night Elves add Starshards (528 Arcane damage over 6 sec at rank 3), Undead Dark Sacrifice for mana and Touch of Weakness, Trolls Hex of Weakness and Shadowguard, Dwarves Chastise and Desperate Prayer, Humans Feedback and Gnomes Confounding Flash.

Checked against WoW Forever beta build 1.60.1.70170.

Best in slot gear at any level: Discipline, Holy, Shadow

Priest abilities