Эта страница пока не переведена. Английская версия
Priest Talent builds
Rotations & Guide · PvE guide · PvP guide · Talent builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Other classes: Warrior, Paladin, Hunter, Rogue, Shaman, Mage, Warlock, Druid
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.
- Wand Specialization 2/2: Both ranks raise your wand damage by 25% (13% at rank 1). The wand costs no mana, so finishing every enemy with it is how a Discipline priest keeps drinking to a minimum.
- Twin Disciplines 3/5: Three ranks add 3% to the damage and healing of your instant spells, and Shadow Word: Pain and Renew are instants you cast in almost every fight. Power in Light, the other damage talent in tier 1, works on targets with your Holy Fire or Shadow Word: Pain on them, but it only adds to Smite and Penance: this build finishes enemies with the wand and uses Smite only as a filler, and Penance comes at 30, so Power in Light waits for the level 30 build.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more (7% and 14% at ranks 1 and 2), so the shield you cast before each pull soaks more hits and protects your casts for longer.
- Holy Precision 2/3: Two ranks improve your chance to hit with Holy spells by 12%. A missed Smite or Holy Fire wastes the whole cast and its mana, which hurts most against elites and enemies above your level.
- Meditation 1/3: Rank 1 lets 17% of your mana regeneration continue while casting, so some mana keeps coming back during the fight; ranks 2 and 3 (33% and 50%) follow at 30.
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.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells, and Renew, which you keep on the tank all fight, is your main one at this level. Tier 1 has no other healing talent, and tier 2 needs five points here.
- Improved Power Word: Shield 3/3: All three ranks add 20% to every Power Word: Shield absorb (7% and 14% at ranks 1 and 2), your most-used spell as a Discipline healer.
- Silent Resolve 2/3: Two ranks lower the threat of all your spells by 20%, heals included, so monsters stay on the tank; they also shorten stuns, fears and silences on you by 10%.
- Meditation 1/3: Rank 1 lets 17% of your mana regeneration continue while casting, which helps a healer who rarely stops casting; ranks 2 and 3 (33% and 50%) come at 30.
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 with your Holy Fire or Shadow Word: Pain on them, Meditation reaches 50%, Mental Agility makes your spells cheaper, and all 21 points lead to Penance.
- Wand Specialization 2/2: Both ranks add 25% wand damage; the wand is still your mana-free finisher.
- Twin Disciplines 3/5: Three ranks add 3% to the damage and healing of your instant spells, which now include Penance as well as Shadow Word: Pain and Renew.
- Power in Light 5/5: All five ranks make Smite and Penance deal 10% more damage (2% per rank) to targets afflicted with your Holy Fire or Shadow Word: Pain. Shadow Word: Pain lasts longer than Holy Fire's burn, so keep it on the target and Smite and Penance keep the bonus after the burn ends.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, so your pre-pull shield lasts longer.
- Holy Precision 2/3: Two ranks improve your chance to hit with Holy spells by 12%, so fewer Smites, Holy Fires and Penances are wasted.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, up from 17% at rank 1, so you drink far less between pulls.
- Mental Agility 2/3: Two ranks cut the mana cost of Smite, Holy Fire and your instant spells by 7%; Shadow Word: Pain, Power Word: Shield, Renew and Penance are all instant.
- Penance 1/1: Teaches Penance: 42 Holy damage to an enemy, or 126 healing to an ally, instantly and every 1 sec for 2 sec. It's a tier 5 talent, so it needs 20 points in the tiers above it, which is why every other point in this build is in Discipline too.
Shield, open with Holy Fire and add Shadow Word: Pain: either one turns on Power in Light, and Shadow Word: Pain lasts longer than Holy Fire's burn, so Smite and Penance keep the bonus after the burn ends. Mind Blast adds extra damage; let the wand finish. Penance heals you instead when a fight goes badly: 126 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.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells: Renew and now Penance.
- Improved Power Word: Shield 3/3: All three ranks add 20% to every Power Word: Shield absorb, and all three are required for Soul Warding.
- Silent Resolve 2/3: Two ranks lower the threat of all your spells, heals included, by 20% and shorten stuns, fears and silences on you by 10%.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, which is what keeps a healer going through long dungeon pulls.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance; pair it with Prayer of Healing, your most expensive heal. Since the 1 October build the critical bonus no longer applies to periodic effects such as Renew.
- Mental Agility 3/3: All three ranks lower the mana cost of your instant spells by 10%, and a Discipline healer's shields, Renews and Penances are all instant.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its mana cost. The shield's cooldown is 4 sec, so this removes it, and you can shield several players back to back when a pull goes wrong.
- Mental Strength 2/5: Two ranks raise your total Intellect by 4%, a bigger mana pool for long fights.
- Penance 1/1: Teaches Penance: 126 healing to an ally, or 42 Holy damage to an enemy, instantly and every 1 sec for 2 sec. The talent teaches rank 1; trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60.
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.
- Twin Disciplines 5/5: All five ranks add 5% to the damage and healing of your instant spells, and in PvP you cast mostly instants: Renew on the run and Shadow Word: Pain on anyone chasing you. Tier 2 needs five points here.
- Silent Resolve 3/3: All three ranks shorten stuns, fears and silences on you by 15% (5% per rank), the reason a Discipline priest takes it in PvP. Its 30% threat reduction only matters against monsters.
- Improved Power Word: Shield 2/3: Two ranks make Power Word: Shield absorb 14% more. While the shield holds, damage doesn't interrupt your casts, so a bigger shield keeps your heals going for longer; the third rank comes at 30.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Flash Heal when you're being focused, or a free Mind Blast to finish someone. It takes the place of Meditation from the dungeon build.
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.
- Twin Disciplines 5/5: All five ranks add 5% to the damage and healing of your instant spells, now including Penance.
- Silent Resolve 3/3: All three ranks shorten stuns, fears and silences on you by 15%. The threat reduction only matters against monsters.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Martyrdom 2/2: Both ranks give a 100% chance to gain Focused Casting for 6 sec after you take a melee or ranged critical strike: you stop losing casting time to damage and resist Interrupt effects 20% better, just when a Warrior or Rogue is hitting hardest.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free emergency heal, or a free Mana Burn.
- Mental Agility 2/3: Two ranks lower the mana cost of Smite, Holy Fire and instant spells by 7%; your shields, Renew, Shadow Word: Pain, Psychic Scream, Dispel Magic and Penance are all instant.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its cost, so you can shield yourself and then a teammate without waiting.
- Improved Mana Burn 2/2: Both ranks take 1.0 sec off Mana Burn's cast (0.5 sec at rank 1), so you spend less time open to interrupts while you drain an enemy healer or caster.
- Improved Inner Fire 1/3: Rank 1 adds 15% to Inner Fire's armor and 4 more charges, so it lasts longer when a Warrior or Rogue is on you.
- Penance 1/1: Teaches Penance: 126 healing to a teammate or 42 Holy damage to an enemy, instantly and every 1 sec for 2 sec, so it's both your quickest heal and an instant finisher.
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.
Discipline: Holy Fire and Penance Leveling with Power Infusion (level 40)
The level 30 leveling build carried to 40, with every point still in Discipline. Level 40 has never been playable in the beta (it stopped at 30), so this is planned from the client data and untested. Soul Warding and Inner Focus join, Holy Precision and Twin Disciplines reach full ranks, and the 31st point buys Power Infusion.
- Wand Specialization 2/2: Both ranks add 25% wand damage; the wand still finishes mobs for no mana.
- Twin Disciplines 5/5: All five ranks add 5% to the damage and healing of your instant spells: Shadow Word: Pain, Penance and Renew.
- Power in Light 5/5: All five ranks make Smite and Penance deal 10% more damage to targets afflicted with your Holy Fire or Shadow Word: Pain, so open every pull with one of them.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Holy Precision 3/3: All three ranks improve your chance to hit with Holy spells by 18%, so fewer Smites, Holy Fires and Penances miss.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, so you drink far less between pulls.
- Mental Agility 3/3: All three ranks cut the mana cost of Smite, Holy Fire and your instant spells by 10%.
- Penance 1/1: Teaches Penance. Rank 2 from the trainer at 40 deals 50 Holy damage to an enemy, or 200 healing to an ally, instantly and every 1 sec for 2 sec.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its cost, so the shield is ready again as soon as Weakened Soul fades.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Mind Blast to open, or a free Heal when two mobs are on you.
- Mental Strength 3/5: Three ranks raise your total Intellect by 6%, more mana between drinks.
- Power Infusion 1/1: Power Infusion, the Discipline capstone: 20% more spell damage and healing for 15 sec. Use it on yourself for an elite or a bad pull; in a group, give it to a caster.
Shield, open with Holy Fire and add Shadow Word: Pain, then Smite and Penance while Power in Light is on; Mind Blast on cooldown and the wand to finish. Shadow Word: Death (32) is an instant finisher for a mob that's nearly dead, but if it doesn't kill, you take 10% of your maximum health as backlash. With Soul Warding the shield has no cooldown of its own, so reshield as soon as Weakened Soul fades. Power Infusion and Inner Focus are both 3 min cooldowns: save them for elites. At 40 the trainer sells Greater Heal (794 to 894), Penance rank 2, Mind Blast rank 6 and Inner Fire rank 4.
Discipline: Shield and Penance Healer with Power Infusion (level 40)
The level 30 healing build carried to 40, all in Discipline. The beta stopped at 30, so level 40 has never been playable and this build is planned from the client data, untested. Renewed Hope makes your heals crit more often on shielded players and shortens Weakened Soul, Mental Strength reaches 10% Intellect, and Power Infusion is the capstone.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells: Renew and Penance.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Silent Resolve 3/3: All three ranks cut the threat of all your spells, heals included, by 30% and shorten stuns, fears and silences on you by 15%.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, so you drink far less between pulls.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Greater Heal or Prayer of Healing when a pull goes wrong.
- Mental Agility 3/3: All three ranks lower the mana cost of your instant spells by 10%: shields, Renews and Penances.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its mana cost, which removes the cooldown altogether: only Weakened Soul decides when a player can be shielded again.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Penance 1/1: Teaches Penance. Rank 2 from the trainer at 40 heals 200 instantly and every 1 sec for 2 sec, or deals 50 Holy damage to an enemy.
- Renewed Hope 5/5: All five ranks give Flash Heal, Lesser Heal, Heal, Greater Heal and Penance 10% more critical chance on a target with Weakened Soul, and each of those heals takes 5 sec off that Weakened Soul. Shield first, heal the same player, and they can be shielded again sooner.
- Power Infusion 1/1: Power Infusion: 20% more spell damage and healing for 15 sec. On yourself it covers a hard boss phase; on a damage caster it ends the fight sooner.
Shield the tank, then heal through the shield: Renewed Hope gives your Heals, Greater Heals and Penances extra critical chance on anyone with Weakened Soul and cuts 5 sec off it, so the tank can take a fresh shield sooner. Penance on cooldown, Renew on the tank, Heal rank 4 (611 to 691) for steady damage and Greater Heal (794 to 894, from 40) for big hits; it's a 3 sec cast, so start it early. Prayer of Healing rank 2 (40) heals 257 to 273 to the whole party and is still the best use of Inner Focus. Power Infusion is a 3 min cooldown: keep it for a boss. Lightwell (40) is a trainer spell in Forever, so any priest can drop one before a boss for the party to click.
Discipline: Shield and Mana Burn PvP with Power Infusion (level 40)
The level 30 PvP build carried to 40. It's planned from the client data: the beta stopped at 30, so level 40 has never been playable. Improved Inner Fire reaches full ranks, Mental Strength and Mental Agility fill in, one rank of Renewed Hope brings the tree to 30, and Power Infusion is the capstone.
- Twin Disciplines 5/5: All five ranks add 5% to the damage and healing of your instant spells, Penance included.
- Silent Resolve 3/3: All three ranks shorten stuns, fears and silences on you by 15%. The threat reduction only matters against monsters.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Martyrdom 2/2: Both ranks give a 100% chance to gain Focused Casting for 6 sec after a melee or ranged critical strike: no lost casting time from damage and 20% more resistance to Interrupt effects.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free emergency heal, or a free Mana Burn.
- Mental Agility 3/3: All three ranks lower the mana cost of Smite, Holy Fire and your instant spells by 10%.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its cost, so you can shield yourself and then a teammate without waiting.
- Improved Mana Burn 2/2: Both ranks take 1.0 sec off Mana Burn's cast, so you spend less time open to interrupts.
- Improved Inner Fire 3/3: All three ranks add 45% to Inner Fire's armor and 12 more charges, so it lasts through a Warrior's or Rogue's opening.
- Penance 1/1: Teaches Penance: rank 2 at 40 heals a teammate for 200 or hits an enemy for 50 Holy damage, instantly and every 1 sec for 2 sec.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Renewed Hope 1/5: One rank gives Flash Heal, Heal, Greater Heal and Penance 2% more critical chance on a target with Weakened Soul and takes 1 sec off that Weakened Soul; it's also the point that brings the tree to the 30 Power Infusion needs.
- Power Infusion 1/1: Power Infusion: 20% more spell damage and healing for 15 sec. On yourself it powers a burst of Penance and Mind Blast; on a teammate Mage or Warlock it can end a fight.
Keep Inner Fire up (rank 4 at 40 adds 945 armor), shield before anyone reaches you, and heal with Flash Heal and Penance between hits. Mana Burn rank 3 (40) drains 442 to 468 mana, and with Improved Mana Burn it's a short cast: use it on enemy healers when your team is safe. Power Infusion goes on yourself or a damage dealer when the enemy healer is drained or out of position. Shadow Word: Death (32) is an instant finisher, but costs you 10% of your maximum health if the target survives, so only use it on a player who's nearly dead. Martyrdom covers your casts after a critical hit once the shield is gone.
Discipline: Holy Fire and Penance Leveling with Spirit Tap (level 50)
The level 40 leveling build plus Divine Aegis, full Mental Strength and five points in Shadow for Spirit Tap. Untested: the beta stopped at 30, so this level 50 build is planned from the client data.
- Wand Specialization 2/2: Both ranks add 25% wand damage; the wand still finishes mobs for no mana.
- Twin Disciplines 5/5: All five ranks add 5% to the damage and healing of your instant spells: Shadow Word: Pain, Penance and Renew.
- Power in Light 5/5: All five ranks make Smite and Penance deal 10% more damage to targets afflicted with your Holy Fire or Shadow Word: Pain, so open every pull with one of them.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Holy Precision 3/3: All three ranks improve your chance to hit with Holy spells by 18%, so fewer Smites, Holy Fires and Penances miss.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, so you drink far less between pulls.
- Mental Agility 3/3: All three ranks cut the mana cost of Smite, Holy Fire and your instant spells by 10%.
- Penance 1/1: Teaches Penance. Rank 3 from the trainer at 50 deals 68 Holy damage to an enemy, or 268 healing to an ally, instantly and every 1 sec for 2 sec.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its cost, so the shield is ready again as soon as Weakened Soul fades.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Mind Blast to open, or a free Greater Heal on yourself.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Power Infusion 1/1: Power Infusion: 20% more spell damage and healing for 15 sec, for elites and pulls that go wrong.
- Divine Aegis 3/3: All three ranks make your non-periodic critical heals shield the target for 15% of the amount healed, for 12 sec; solo, a critical Heal on yourself also soaks part of the next hits.
- Spirit Tap 5/5: Five points in Shadow's first tier: after a kill, a 100% chance to raise your Spirit by 100% for 15 sec. Meditation already keeps 50% of your regeneration going while you cast, so the doubled Spirit is what refills you between pulls.
The same pull as at 40: shield, Holy Fire, Shadow Word: Pain, then Smite and Penance while Power in Light is on, with Mind Blast on cooldown. Spirit Tap now doubles your Spirit after every kill, so chaining pulls costs far less drinking. Penance rank 3 (50) heals 268 per volley when a fight goes badly, and Divine Aegis turns your critical heals into small shields. Shadow Word: Pain rank 7 (50) deals 582 over 18 sec, and Mind Blast rank 7 comes at 46. Shadow Word: Death rank 3 (48) finishes mobs, with the same 10% backlash if they survive.
Discipline: Discipline Healer with Divine Aegis (level 50)
The level 40 healing build plus Divine Aegis, and ten points in Holy for Holy Specialization and Improved Renew. The beta stopped at 30, so level 50 has never been playable: this is planned from the client data and untested.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells: Renew and Penance.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Silent Resolve 3/3: All three ranks cut the threat of all your spells, heals included, by 30% and shorten stuns, fears and silences on you by 15%.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, so you drink far less between pulls.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Greater Heal or Prayer of Healing when a pull goes wrong.
- Mental Agility 3/3: All three ranks lower the mana cost of your instant spells by 10%: shields, Renews and Penances.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its mana cost, which removes the cooldown altogether: only Weakened Soul decides when a player can be shielded again.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Penance 1/1: Teaches Penance. Rank 3 from the trainer at 50 heals 268 instantly and every 1 sec for 2 sec.
- Renewed Hope 5/5: All five ranks give Flash Heal, Lesser Heal, Heal, Greater Heal and Penance 10% more critical chance on a target with Weakened Soul, and each of those heals takes 5 sec off that Weakened Soul. Shield first, heal the same player, and they can be shielded again sooner.
- Power Infusion 1/1: Power Infusion: 20% more spell damage and healing for 15 sec, for the hardest part of a boss fight.
- Divine Aegis 3/3: All three ranks make your non-periodic critical heals shield the target for 15% of the amount healed, for 12 sec, so a critical Greater Heal also soaks part of the next hits.
- Holy Specialization 5/5: Five points in Holy's first tier add 5% critical chance to every Holy spell, heals included: more critical heals for Divine Aegis to turn into shields.
- Improved Renew 2/3: Two ranks add 10% to Renew's healing, the heal you keep on the tank between shields.
Shield the tank, Penance on cooldown, Renew rolling, and Greater Heal rank 2 (46) for the big hits; Renewed Hope and Holy Specialization add critical chance, and every critical heal leaves a Divine Aegis shield behind. Prayer of Healing rank 3 (50) heals 390 to 412 to the whole party; pair it with Inner Focus. Shield rank 8 (48) absorbs 591 before talents. Prayer of Fortitude (48) buffs the whole party's Stamina at once, so you no longer need a Power Word: Fortitude for each player.
Discipline: Shield and Mana Burn PvP with Renewed Hope (level 50)
The level 40 PvP build plus full Renewed Hope, Divine Aegis and Meditation. Level 50 has never been playable in the beta (it stopped at 30), so this is planned from the client data and untested.
- Twin Disciplines 5/5: All five ranks add 5% to the damage and healing of your instant spells, Penance included.
- Silent Resolve 3/3: All three ranks shorten stuns, fears and silences on you by 15%.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Martyrdom 2/2: Both ranks give a 100% chance to gain Focused Casting for 6 sec after a melee or ranged critical strike: no lost casting time from damage and 20% more resistance to Interrupt effects.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free emergency heal, or a free Mana Burn.
- Mental Agility 3/3: All three ranks lower the mana cost of Smite, Holy Fire and your instant spells by 10%.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its cost, so you can shield yourself and then a teammate without waiting.
- Improved Mana Burn 2/2: Both ranks take 1.0 sec off Mana Burn's cast, so you spend less time open to interrupts.
- Improved Inner Fire 3/3: All three ranks add 45% to Inner Fire's armor and 12 more charges.
- Penance 1/1: Teaches Penance: rank 3 at 50 heals a teammate for 268 or hits an enemy for 68 Holy damage, instantly and every 1 sec for 2 sec.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Renewed Hope 5/5: All five ranks give Flash Heal, Heal, Greater Heal and Penance 10% more critical chance on a target with Weakened Soul, and each of those heals takes 5 sec off it, so you can shield the same player again much sooner.
- Power Infusion 1/1: Power Infusion: 20% more spell damage and healing for 15 sec, on yourself or on the teammate doing the killing.
- Divine Aegis 3/3: All three ranks make your non-periodic critical heals shield the target for 15% of the amount healed, for 12 sec, and Renewed Hope's extra critical chance makes those shields more common.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, for long battlegrounds.
Shield, then heal the shielded player: Renewed Hope makes the heal more likely to crit and shortens Weakened Soul by 5 sec, and Divine Aegis turns the crit into another shield. Penance rank 3 (50) is your instant heal or finisher, Mana Burn rank 4 (48) drains 576 to 610 mana, and Psychic Scream rank 3 (42) fears 4 enemies. Shadow Word: Death rank 3 (48) finishes a fleeing player, at the cost of 10% of your health if it doesn't kill. Keep Inner Fire rank 5 (50) up against melee.
Discipline: Discipline Solo Build for Level 60 (level 60)
The level 50 build finished at 60, for questing and farming at the level cap. Level 60 has never been playable in the beta, which stopped at 30, so this is planned from the client data and untested. Improved Inner Fire and Martyrdom help when mobs are on you, and the Shadow points go on to a longer Shadow Word: Pain and better Shadow hit.
- Wand Specialization 2/2: Both ranks add 25% wand damage; the wand still finishes mobs for no mana.
- Twin Disciplines 5/5: All five ranks add 5% to the damage and healing of your instant spells: Shadow Word: Pain, Penance and Renew.
- Power in Light 5/5: All five ranks make Smite and Penance deal 10% more damage to targets afflicted with your Holy Fire or Shadow Word: Pain, so open every pull with one of them.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Holy Precision 3/3: All three ranks improve your chance to hit with Holy spells by 18%, so fewer Smites, Holy Fires and Penances miss.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, so you drink far less between pulls.
- Mental Agility 3/3: All three ranks cut the mana cost of Smite, Holy Fire and your instant spells by 10%.
- Penance 1/1: Teaches Penance. Rank 4 from the trainer at 60 deals 92 Holy damage to an enemy, or 425 healing to an ally, instantly and every 1 sec for 2 sec.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its cost, so the shield is ready again as soon as Weakened Soul fades.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Mind Blast to open, or a free Greater Heal on yourself.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Power Infusion 1/1: Power Infusion: 20% more spell damage and healing for 15 sec, for elites and pulls that go wrong.
- Divine Aegis 3/3: All three ranks make your non-periodic critical heals shield the target for 15% of the amount healed, for 12 sec.
- Spirit Tap 5/5: After a kill, a 100% chance to raise your Spirit by 100% for 15 sec, so you refill between pulls.
- Improved Inner Fire 3/3: All three ranks add 45% to Inner Fire's armor and 12 more charges, so melee mobs take longer to wear it down.
- Martyrdom 2/2: Both ranks give a 100% chance of Focused Casting for 6 sec after a melee or ranged critical strike: no lost casting time from damage and 20% more resistance to Interrupt effects.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain, so Power in Light stays on longer.
- Shadow Focus 3/5: Three ranks improve your chance to hit with Shadow spells by 3%, for Shadow Word: Pain, Mind Blast and Shadow Word: Death.
Nothing changes in the pull: shield, Holy Fire, Shadow Word: Pain, then Smite and Penance under Power in Light, Mind Blast on cooldown, and the wand or Shadow Word: Death to finish. At 60 Penance rank 4 heals 425 per volley, Holy Fire rank 8 hits for 184 to 232 plus 75 over 10 sec, and Smite rank 8 (54) is the last Smite. Inner Fire rank 6 adds 1395 armor before Improved Inner Fire. Martyrdom and the shield keep Smite from being pushed back when two mobs are on you.
Discipline: Discipline Healer for Level 60 (level 60)
The level 50 healing build finished at 60, with seventeen points in Holy for Divine Fury, Inspiration and Improved Healing. The beta stopped at 30, so level 60 has never been playable: this is planned from the client data and untested.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells: Renew and Penance.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Silent Resolve 3/3: All three ranks cut the threat of all your spells, heals included, by 30% and shorten stuns, fears and silences on you by 15%.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, so you drink far less between pulls.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Greater Heal or Prayer of Healing when a pull goes wrong.
- Mental Agility 3/3: All three ranks lower the mana cost of your instant spells by 10%: shields, Renews and Penances.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its mana cost, which removes the cooldown altogether: only Weakened Soul decides when a player can be shielded again.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Penance 1/1: Teaches Penance. Rank 4 from the trainer at 60 heals 425 instantly and every 1 sec for 2 sec.
- Renewed Hope 5/5: All five ranks give Flash Heal, Lesser Heal, Heal, Greater Heal and Penance 10% more critical chance on a target with Weakened Soul, and each of those heals takes 5 sec off that Weakened Soul. Shield first, heal the same player, and they can be shielded again sooner.
- Power Infusion 1/1: Power Infusion: 20% more spell damage and healing for 15 sec, for the hardest part of a boss fight.
- Divine Aegis 3/3: All three ranks make your non-periodic critical heals shield the target for 15% of the amount healed, for 12 sec, so a critical Greater Heal also soaks part of the next hits.
- Holy Specialization 5/5: Five points in Holy's first tier add 5% critical chance to every Holy spell, heals included: more critical heals for Divine Aegis and Inspiration.
- Improved Renew 2/3: Two ranks add 10% to Renew's healing.
- Divine Fury 5/5: All five ranks take 0.5 sec off Heal and Greater Heal, so Greater Heal lands sooner after the damage.
- Inspiration 3/3: All three ranks raise the target's armor by 25% for 15 sec after a non-periodic critical heal; with your extra critical chance the tank will have it often.
- Improved Healing 2/3: Two ranks cut 10% off the mana cost of Lesser Heal, Heal, Greater Heal and Penance.
Shield the tank, Penance on cooldown, Renew rolling, and Greater Heal for the big hits, now 0.5 sec faster with Divine Fury and cheaper with Improved Healing. Every critical heal leaves a Divine Aegis shield and Inspiration's armor on the target. Prayer of Healing ranks 4 and 5 both come at 60; rank 5 heals 631 to 667 to the whole party. Prayer of Spirit (60) buffs the party's Spirit at once. Keep Power Infusion and Inner Focus for bosses.
Discipline: Discipline PvP for Level 60 (level 60)
The level 50 PvP build finished at 60 with ten points in Holy: Twilight Focus, Improved Renew and the full 10% from Spell Warding. It's planned from the client data: the beta stopped at 30, so level 60 has never been playable.
- Twin Disciplines 5/5: All five ranks add 5% to the damage and healing of your instant spells, Penance included.
- Silent Resolve 3/3: All three ranks shorten stuns, fears and silences on you by 15%.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, and all three are required for Soul Warding.
- Martyrdom 2/2: Both ranks give a 100% chance to gain Focused Casting for 6 sec after a melee or ranged critical strike: no lost casting time from damage and 20% more resistance to Interrupt effects.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free emergency heal, or a free Mana Burn.
- Mental Agility 3/3: All three ranks lower the mana cost of Smite, Holy Fire and your instant spells by 10%.
- Soul Warding 1/1: Takes 4 sec off Power Word: Shield's cooldown and 15% off its cost, so you can shield yourself and then a teammate without waiting.
- Improved Mana Burn 2/2: Both ranks take 1.0 sec off Mana Burn's cast, so you spend less time open to interrupts.
- Improved Inner Fire 3/3: All three ranks add 45% to Inner Fire's armor and 12 more charges.
- Penance 1/1: Teaches Penance: rank 4 at 60 heals a teammate for 425 or hits an enemy for 92 Holy damage, instantly and every 1 sec for 2 sec.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Renewed Hope 5/5: All five ranks give Flash Heal, Heal, Greater Heal and Penance 10% more critical chance on a target with Weakened Soul, and each of those heals takes 5 sec off it.
- Power Infusion 1/1: Power Infusion: 20% more spell damage and healing for 15 sec, on yourself or on the teammate doing the killing.
- Divine Aegis 3/3: All three ranks make your non-periodic critical heals shield the target for 15% of the amount healed, for 12 sec.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, for long battlegrounds.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell, for when your shield is down and Martyrdom hasn't triggered.
- Improved Renew 2/3: Two ranks add 10% to Renew's healing, the heal you keep on yourself while you run.
- Spell Warding 5/5: All five ranks reduce all spell damage you take by 10%, which counts most against Mages, Warlocks and Shadow Priests.
Inner Fire rank 6 (60), Shadow Protection and the shield before the fight, then heal through the shield with Penance and Flash Heal rank 7 (56); Renewed Hope and Divine Aegis make every heal on a shielded player worth more. Twilight Focus and Martyrdom keep your casts going under melee pressure, and Spell Warding cuts the damage casters do to you by 10%. Mana Burn rank 5 (56) drains 738 to 780 mana and Psychic Scream rank 4 (56) fears 5 enemies. Shadow Word: Death rank 4 (56) finishes a fleeing player, at the cost of 10% of your health if it doesn't kill.
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.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell (23% and 47% at ranks 1 and 2), so Smite keeps going while an enemy hits you.
- Holy Specialization 2/5: Two ranks add 2% critical chance to Holy spells such as Smite and Holy Fire, and bring tier 1 to the five points tier 2 needs.
- Divine Fury 5/5: All five ranks take 0.5 sec off Smite, Holy Fire, Heal and Greater Heal (0.1 sec per rank), and all five are required for Searing Light at 25.
- Holy Nova 1/1: Teaches Holy Nova: 25 to 29 Holy damage to every enemy within 10 yards and 47 to 55 healing to your party there, with no threat. A small extra for when enemies crowd you; trainers sell rank 2 at 28.
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.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing (5% per rank), the heal you'll keep on the tank all fight; Blizzard's notes say Renew can now land critical hits too.
- Holy Specialization 2/5: Two ranks add 2% critical chance to your Holy spells, which covers every heal, and bring tier 1 to the five points tier 2 needs.
- Divine Fury 5/5: All five ranks take 0.5 sec off the cast of Heal, your main heal at this level, and of Greater Heal later.
- Holy Nova 1/1: Teaches Holy Nova: heals all party members within 10 yards for 47 to 55 and damages enemies there with no threat, good when the group is stacked on the tank.
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%.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell.
- Holy Specialization 5/5: All five ranks add 5% critical chance to Smite, Holy Fire and Holy Nova.
- Divine Fury 5/5: All five ranks take 0.5 sec off Smite and Holy Fire, and all five unlock Searing Light.
- Holy Nova 1/1: Hits enemies within 10 yards and heals your party there with no threat; rank 2 from the trainer at 28 deals 45 to 53, and Searing Light can make it free.
- Blessed Recovery 3/3: After a melee or ranged critical hit, or a single attack that takes more than 30% of your maximum Health, all three ranks heal you for 25% of the damage over 6 sec (8% and 17% at ranks 1 and 2).
- Searing Light 2/2: Both ranks raise all your Holy damage by 5% and give each periodic tick of Holy Fire a 10% chance to make your next Holy Nova cost no mana.
- Holy Reach 2/2: Both ranks add 20% range to Smite and Holy Fire, so you can pull from further away, and widen Holy Nova by 20%.
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.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing, and Blizzard's notes say Renew can now land critical hits.
- Holy Specialization 5/5: All five ranks add 5% critical chance to your Holy spells, every heal included, which also feeds Inspiration.
- Divine Fury 5/5: All five ranks take 0.5 sec off Heal's cast, and off Greater Heal's later.
- Holy Nova 1/1: Heals all party members within 10 yards with no threat when the group is stacked; rank 2 from the trainer at 28 heals 77 to 87.
- Inspiration 2/3: Two ranks make your non-periodic critical heals raise the target's armor by 17% for 15 sec, so a critical Heal on the tank also makes the next hits hurt less.
- Improved Healing 3/3: All three ranks cut 15% off the mana cost of Lesser Heal, Heal and Greater Heal, the heals you cast most.
- Holy Binding 1/1: Teaches Binding Heal: heals a friendly target and you for 223 to 271 in one cast. The talent teaches rank 1; trainers sell rank 2 at 32 and more ranks up to rank 6 at 56.
- Litany of Light 1/2: Rank 1 returns mana equal to 5% of a heal's base cost whenever your previous heal was a different spell, so a Renew, Heal and Binding Heal mix pays you back; rank 2 doubles it to 10% with your next point.
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.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage while casting any spell, the most important PvP talent for a healer who's being hit.
- Improved Renew 2/3: Two ranks add 10% to Renew, your instant heal while you're running, and Blizzard's notes say Renew can now land critical hits.
- Spell Warding 3/5: Three ranks reduce all spell damage you take by 6% (2% per rank), a direct cut to casters' damage on you.
- Divine Fury 2/5: Two ranks take 0.2 sec off Heal, Smite and Holy Fire, and bring the build to the ten points tier 3 needs.
- Holy Nova 1/1: Instantly hits enemies within 10 yards for 25 to 29 Holy damage and heals party members within 10 yards for 47 to 55, so you can heal while you run.
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.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage while casting any spell.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing, the heal you keep rolling on yourself during a chase.
- Spell Warding 5/5: All five ranks reduce all spell damage you take by 10%.
- Divine Fury 2/5: Two ranks take 0.2 sec off Heal, so it's quicker to land between enemy attacks.
- Holy Nova 1/1: Instant heal for party members within 10 yards and damage to enemies there, for healing while you move.
- Blessed Recovery 3/3: After a melee or ranged critical hit, or a single attack that takes more than 30% of your maximum Health, all three ranks heal you for 25% of the damage over 6 sec.
- Holy Binding 1/1: Teaches Binding Heal: heals a teammate and you for 223 to 271 in one cast, which suits a healer who's being chased.
- Improved Healing 3/3: All three ranks cut 15% off the mana cost of Lesser Heal, Heal and Greater Heal, the heals you'll cast most in a long battleground.
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.
Holy: Smite Leveling with Spiritual Guidance (level 40)
The level 30 Smite build carried to 40, with Spiritual Guidance in Holy and five points of Power in Light in Discipline. Level 40 has never been playable in the beta (it stopped at 30), so this build is planned from the client data and untested.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell.
- Holy Specialization 5/5: All five ranks add 5% critical chance to Smite, Holy Fire and Holy Nova.
- Divine Fury 5/5: All five ranks take 0.5 sec off Smite and Holy Fire, and all five unlock Searing Light.
- Holy Nova 1/1: Hits enemies within 10 yards and heals your party there with no threat; rank 3 from the trainer at 36 deals 70 to 80, and Searing Light can make it free.
- Blessed Recovery 3/3: After a melee or ranged critical hit, or a single attack that takes more than 30% of your maximum Health, all three ranks heal you for 25% of the damage over 6 sec.
- Searing Light 2/2: Both ranks raise all your Holy damage by 5% and give each periodic tick of Holy Fire a 10% chance to make your next Holy Nova cost no mana.
- Holy Reach 2/2: Both ranks add 20% range to Smite and Holy Fire and widen Holy Nova by 20%.
- Spiritual Guidance 5/5: All five ranks add spell damage equal to up to 8% of your total Spirit (and healing up to 25%), so Spirit on your gear makes Smite hit harder.
- Power in Light 5/5: Five points in Discipline's first tier: Smite deals 10% more damage to targets afflicted with your Holy Fire or Shadow Word: Pain, and you open every pull with Holy Fire anyway.
Holy Fire from range, Shadow Word: Pain, then Smite: Power in Light makes every Smite hit 10% harder while either is on the target. Mind Blast on cooldown; a free Holy Nova from Searing Light when two mobs reach you. Shadow Word: Death (32) finishes a mob that's nearly dead, with 10% of your maximum health as backlash if it survives. Smite rank 6 (38) does 88 to 100 base damage and Holy Fire rank 4 (36) 81 to 103 plus 35 over 10 sec, so spell damage on gear still makes the biggest difference. Greater Heal (40) is there if a pull goes badly.
Holy: Holy Healer with Prayer of Mending (level 40)
The level 30 healing build carried to 40, all in Holy. The beta stopped at 30, so level 40 has never been playable: this build is planned from the client data and untested. Spiritual Guidance turns Spirit into healing, Spiritual Healing makes every heal stronger, and Spirit of Redemption opens the capstone, Prayer of Mending.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing.
- Holy Specialization 5/5: All five ranks add 5% critical chance to your Holy spells, every heal included, which also feeds Inspiration.
- Divine Fury 5/5: All five ranks take 0.5 sec off Heal's and Greater Heal's casts.
- Holy Nova 1/1: Heals all party members within 10 yards with no threat when the group is stacked; rank 3 from the trainer at 36 heals 108 to 124.
- Inspiration 2/3: Two ranks make your non-periodic critical heals raise the target's armor by 17% for 15 sec.
- Improved Healing 3/3: All three ranks cut 15% off the mana cost of Lesser Heal, Heal, Greater Heal and Prayer of Mending.
- Holy Binding 1/1: Teaches Binding Heal: heals a friendly target and you in one cast. Rank 3 from the trainer at 38 heals 349 to 417.
- Litany of Light 2/2: Both ranks return mana equal to 10% of a heal's base cost whenever your previous heal was a different spell.
- Spirit of Redemption 1/1: On death you become the Spirit of Redemption for 15 sec and can cast any healing spell for free before you die. It's here mostly because Prayer of Mending needs it.
- Spiritual Guidance 5/5: All five ranks add healing equal to up to 25% of your total Spirit.
- Spiritual Healing 2/3: Two ranks add 7% to the amount healed by all your spells; the third waits for level 50.
- Prayer of Mending 1/1: Teaches Prayer of Mending: it heals the target for 172 the next time they take damage, then jumps to a party member within 20 yards, up to 5 times. Put it on the tank before the pull and recast it whenever it's ready.
Prayer of Mending on the tank before the pull and again whenever it's ready; it jumps around the party as they take damage. Renew on the tank, Heal rank 4 (611 to 691) for steady damage and Greater Heal (794 to 894, from 40) for big hits; Divine Fury makes it a shorter cast. Mix in Binding Heal and Flash Heal so Litany of Light keeps refunding mana. Prayer of Healing rank 2 (40) heals the whole party for 257 to 273. Lightwell (40) is a trainer spell in Forever: drop one before a boss and tell the group to click it.
Holy: Twilight Focus Healer with Prayer of Mending (level 40)
The level 30 PvP build carried to 40 for Prayer of Mending, which needs Spirit of Redemption and 30 points in Holy. Untested: the beta stopped at 30, so this level 40 build is planned from the client data. Spiritual Guidance and Spiritual Healing make every heal bigger on the way.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing, the heal you keep rolling on yourself during a chase.
- Spell Warding 5/5: All five ranks reduce all spell damage you take by 10%, which counts most against Mages, Warlocks and Shadow Priests.
- Divine Fury 2/5: Two ranks take 0.2 sec off Heal and Greater Heal, so they're quicker to land between enemy attacks.
- Holy Nova 1/1: Instant heal for party members within 10 yards and damage to enemies there, for healing while you move.
- Blessed Recovery 3/3: After a melee or ranged critical hit, or a single attack that takes more than 30% of your maximum Health, all three ranks heal you for 25% of the damage over 6 sec.
- Holy Binding 1/1: Teaches Binding Heal: heals a teammate and you in one cast; rank 3 at 38 heals 349 to 417.
- Improved Healing 3/3: All three ranks cut 15% off the mana cost of Lesser Heal, Heal, Greater Heal and Prayer of Mending.
- Spirit of Redemption 1/1: On death you get 15 sec as the Spirit of Redemption to heal for free. It's the price of Prayer of Mending, but those free heals can still save a teammate.
- Spiritual Guidance 5/5: All five ranks add healing equal to up to 25% of your total Spirit.
- Spiritual Healing 3/3: All three ranks add 10% to the amount healed by all your spells.
- Prayer of Mending 1/1: Teaches Prayer of Mending: instant, it heals the target the next time they take damage and jumps to a party member within 20 yards, up to 5 times. Keep it on whoever the enemy is hitting.
Prayer of Mending on yourself or the teammate under attack: it's instant and heals each time someone takes damage, so it works while you move. Renew and Holy Nova are your other heals on the run; Flash Heal and Binding Heal when you have a moment, and Greater Heal (40) only when nobody is on you. Mana Burn rank 3 (40) drains 442 to 468 mana from an enemy healer. Twilight Focus, Spell Warding and Blessed Recovery keep you standing and casting.
Holy: Smite Leveling with Mental Agility (level 50)
The level 40 Smite build plus Holy Precision, Twin Disciplines, Mental Agility and Meditation in Discipline. Level 50 has never been playable in the beta (it stopped at 30), so this is planned from the client data and untested.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell.
- Holy Specialization 5/5: All five ranks add 5% critical chance to Smite, Holy Fire and Holy Nova.
- Divine Fury 5/5: All five ranks take 0.5 sec off Smite and Holy Fire, and all five unlock Searing Light.
- Holy Nova 1/1: Hits enemies within 10 yards and heals your party there with no threat; rank 4 from the trainer at 44 deals 99 to 113, and Searing Light can make it free.
- Blessed Recovery 3/3: After a melee or ranged critical hit, or a single attack that takes more than 30% of your maximum Health, all three ranks heal you for 25% of the damage over 6 sec.
- Searing Light 2/2: Both ranks raise all your Holy damage by 5% and give each periodic tick of Holy Fire a 10% chance to make your next Holy Nova cost no mana.
- Holy Reach 2/2: Both ranks add 20% range to Smite and Holy Fire and widen Holy Nova by 20%.
- Spiritual Guidance 5/5: All five ranks add spell damage equal to up to 8% of your total Spirit, so Spirit on your gear makes Smite hit harder.
- Power in Light 5/5: All five ranks make Smite deal 10% more damage to targets afflicted with your Holy Fire or Shadow Word: Pain.
- Holy Precision 3/3: All three ranks improve your chance to hit with Holy spells by 18%, so fewer Smites and Holy Fires miss.
- Twin Disciplines 2/5: Two ranks add 2% to the damage of your instant spells, Holy Nova and Shadow Word: Pain; they also bring Discipline to the 10 points Mental Agility needs.
- Mental Agility 3/3: All three ranks cut the mana cost of Smite, Holy Fire and your instant spells by 10%.
- Meditation 2/3: Two ranks let 33% of your mana regeneration continue while casting, so you drink less between pulls.
Holy Fire, Shadow Word: Pain, then Smite under Power in Light, with Mind Blast on cooldown and a free Holy Nova when two mobs reach you. Mental Agility and Meditation are the big change: Smite and Holy Fire cost 10% less and part of your regeneration keeps going while you cast, so you can chain more pulls. Smite rank 7 (46) deals 119 to 133 and Holy Fire rank 6 (48) 123 to 155 plus 50 over 10 sec. Shadow Word: Death rank 3 (48) is your instant finisher.
Holy: Holy Healer with Spiritual Healing (level 50)
The level 40 healing build plus the last ranks of Spiritual Healing and Inspiration, and eight points in Discipline for Twin Disciplines and Mental Strength. The beta stopped at 30, so level 50 has never been playable: this is planned from the client data and untested.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing.
- Holy Specialization 5/5: All five ranks add 5% critical chance to your Holy spells, every heal included, which also feeds Inspiration.
- Divine Fury 5/5: All five ranks take 0.5 sec off Heal's and Greater Heal's casts.
- Holy Nova 1/1: Heals all party members within 10 yards with no threat when the group is stacked; rank 4 from the trainer at 44 heals 147 to 171.
- Inspiration 3/3: All three ranks make your non-periodic critical heals raise the target's armor by 25% for 15 sec.
- Improved Healing 3/3: All three ranks cut 15% off the mana cost of Lesser Heal, Heal, Greater Heal and Prayer of Mending.
- Holy Binding 1/1: Teaches Binding Heal: heals a friendly target and you in one cast. Rank 5 from the trainer at 50 heals 589 to 699.
- Litany of Light 2/2: Both ranks return mana equal to 10% of a heal's base cost whenever your previous heal was a different spell.
- Spirit of Redemption 1/1: On death you become the Spirit of Redemption for 15 sec and can cast any healing spell for free. It's needed for Prayer of Mending.
- Spiritual Guidance 5/5: All five ranks add healing equal to up to 25% of your total Spirit.
- Spiritual Healing 3/3: All three ranks add 10% to the amount healed by all your spells.
- Prayer of Mending 1/1: Teaches Prayer of Mending. Rank 2 from the trainer at 50 heals for 298 each time it triggers, jumping to a party member within 20 yds, up to 5 times.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells: Renew, Holy Nova and Prayer of Mending.
- Mental Strength 3/5: Three ranks raise your total Intellect by 6%, a bigger mana pool for long fights.
Prayer of Mending rank 2 (50) on the tank whenever it's ready, Renew rolling, Greater Heal rank 2 (46) for big hits and Heal for the rest. Alternate heals so Litany of Light keeps refunding mana. Prayer of Healing rank 3 (50) heals 390 to 412 to the whole party; Holy Nova when everyone is stacked in melee. Prayer of Fortitude (48) buffs the whole party's Stamina at once. Lightwell rank 2 (50) gives 1165 health over 10 sec to whoever clicks it.
Holy: Holy PvP Healer with Twin Disciplines (level 50)
The level 40 PvP build plus full Divine Fury, two ranks of Holy Specialization and five points of Twin Disciplines for your instant heals. Level 50 has never been playable in the beta (it stopped at 30), so this is planned from the client data and untested.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing, the heal you keep rolling on yourself during a chase.
- Spell Warding 5/5: All five ranks reduce all spell damage you take by 10%, which counts most against Mages, Warlocks and Shadow Priests.
- Divine Fury 5/5: All five ranks take 0.5 sec off Heal and Greater Heal, so they're quicker to land between enemy attacks.
- Holy Nova 1/1: Instant heal for party members within 10 yards and damage to enemies there, for healing while you move.
- Blessed Recovery 3/3: After a melee or ranged critical hit, or a single attack that takes more than 30% of your maximum Health, all three ranks heal you for 25% of the damage over 6 sec.
- Holy Binding 1/1: Teaches Binding Heal: heals a teammate and you in one cast; rank 5 at 50 heals 589 to 699.
- Improved Healing 3/3: All three ranks cut 15% off the mana cost of Lesser Heal, Heal, Greater Heal and Prayer of Mending.
- Spirit of Redemption 1/1: On death you get 15 sec as the Spirit of Redemption to heal for free; it's the price of Prayer of Mending.
- Spiritual Guidance 5/5: All five ranks add healing equal to up to 25% of your total Spirit.
- Spiritual Healing 3/3: All three ranks add 10% to the amount healed by all your spells.
- Prayer of Mending 1/1: Teaches Prayer of Mending: instant, and rank 2 at 50 heals for 298 each time it triggers before jumping to a party member within 20 yds.
- Holy Specialization 2/5: Two ranks add 2% critical chance to your Holy spells.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells: Renew, Holy Nova and Prayer of Mending, the heals you cast on the move.
Keep Prayer of Mending on whoever is being hit and Renew on yourself, and use Holy Nova while you run; Twin Disciplines makes all three 5% stronger. When you have room to cast, Flash Heal or Binding Heal, and Greater Heal only when nobody is on you. Psychic Scream rank 3 (42) fears 4 enemies and Mana Burn rank 4 (48) drains 576 to 610 mana from a healer. Shadow Protection rank 2 (42) adds 45 Shadow resistance.
Holy: Holy Solo Build for Level 60 (level 60)
The level 50 Smite build finished at 60, for questing and farming at the level cap: full Meditation, Twin Disciplines and Mental Strength, and Inner Focus. Level 60 has never been playable in the beta, which stopped at 30, so this is planned from the client data and untested.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell.
- Holy Specialization 5/5: All five ranks add 5% critical chance to Smite, Holy Fire and Holy Nova.
- Divine Fury 5/5: All five ranks take 0.5 sec off Smite and Holy Fire, and all five unlock Searing Light.
- Holy Nova 1/1: Hits enemies within 10 yards and heals your party there with no threat; rank 6 from the trainer at 60 deals 174 to 200, and Searing Light can make it free.
- Blessed Recovery 3/3: After a melee or ranged critical hit, or a single attack that takes more than 30% of your maximum Health, all three ranks heal you for 25% of the damage over 6 sec.
- Searing Light 2/2: Both ranks raise all your Holy damage by 5% and give each periodic tick of Holy Fire a 10% chance to make your next Holy Nova cost no mana.
- Holy Reach 2/2: Both ranks add 20% range to Smite and Holy Fire and widen Holy Nova by 20%.
- Spiritual Guidance 5/5: All five ranks add spell damage equal to up to 8% of your total Spirit, so Spirit on your gear makes Smite hit harder.
- Power in Light 5/5: All five ranks make Smite deal 10% more damage to targets afflicted with your Holy Fire or Shadow Word: Pain.
- Holy Precision 3/3: All three ranks improve your chance to hit with Holy spells by 18%, so fewer Smites and Holy Fires miss.
- Twin Disciplines 5/5: All five ranks add 5% to the damage of your instant spells, Holy Nova and Shadow Word: Pain.
- Mental Agility 3/3: All three ranks cut the mana cost of Smite, Holy Fire and your instant spells by 10%.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, so you drink far less between pulls.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Holy Fire to open on an elite, or a free Greater Heal.
The pull is the same as at 50: Holy Fire, Shadow Word: Pain, Smite under Power in Light, Mind Blast on cooldown, and a free Holy Nova when Searing Light procs. At 60 Holy Fire rank 8 hits for 184 to 232 plus 75 over 10 sec, Smite rank 8 (54) for 160 to 180, and Holy Nova rank 6 deals 174 to 200 around you. With full Meditation, half your regeneration keeps going while you cast. Shadow Word: Death rank 4 (56) finishes mobs, with 10% of your health as backlash if they survive.
Holy: Holy Healer for Level 60 (level 60)
The level 50 healing build finished at 60 with Meditation, Inner Focus and Mental Agility from Discipline. The beta stopped at 30, so level 60 has never been playable: this is planned from the client data and untested.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing.
- Holy Specialization 5/5: All five ranks add 5% critical chance to your Holy spells, every heal included, which also feeds Inspiration.
- Divine Fury 5/5: All five ranks take 0.5 sec off Heal's and Greater Heal's casts.
- Holy Nova 1/1: Heals all party members within 10 yards with no threat when the group is stacked; rank 6 from the trainer at 60 heals 288 to 334.
- Inspiration 3/3: All three ranks make your non-periodic critical heals raise the target's armor by 25% for 15 sec.
- Improved Healing 3/3: All three ranks cut 15% off the mana cost of Lesser Heal, Heal, Greater Heal and Prayer of Mending.
- Holy Binding 1/1: Teaches Binding Heal: heals a friendly target and you in one cast. Rank 6 from the trainer at 56 heals 757 to 893.
- Litany of Light 2/2: Both ranks return mana equal to 10% of a heal's base cost whenever your previous heal was a different spell.
- Spirit of Redemption 1/1: On death you become the Spirit of Redemption for 15 sec and can cast any healing spell for free. It's needed for Prayer of Mending.
- Spiritual Guidance 5/5: All five ranks add healing equal to up to 25% of your total Spirit.
- Spiritual Healing 3/3: All three ranks add 10% to the amount healed by all your spells.
- Prayer of Mending 1/1: Teaches Prayer of Mending. Rank 3 from the trainer at 60 heals for 413 each time it triggers, jumping to a party member within 20 yds, up to 5 times.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells: Renew, Holy Nova and Prayer of Mending.
- Mental Strength 5/5: All five ranks raise your total Intellect by 10%, a bigger mana pool for long fights.
- Meditation 3/3: All three ranks let 50% of your mana regeneration continue while casting, which is what keeps a healer going through long fights.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Greater Heal or Prayer of Healing when a pull goes wrong.
- Mental Agility 3/3: All three ranks cut the mana cost of your instant spells by 10%: Renew, Prayer of Mending, Holy Nova and the shield.
- Silent Resolve 1/3: One rank lowers the threat of all your spells by 10% and shortens stuns, fears and silences on you by 5%.
Prayer of Mending rank 3 on the tank whenever it's ready, Renew rolling, and Greater Heal for big hits; rank 5 at 60 heals 1853 to 2067 before talents. Alternate heals for Litany of Light, and with Meditation half your regeneration keeps going while you cast. Prayer of Healing rank 5 (60) heals 631 to 667 to the whole party and is the best use of Inner Focus. Prayer of Spirit (60) and Prayer of Fortitude rank 2 (60) buff the whole party at once. Lightwell rank 3 (60) gives 1600 health over 10 sec per click.
Holy: Holy PvP Healer for Level 60 (level 60)
The level 50 PvP build finished at 60 with Silent Resolve, Martyrdom, Improved Power Word: Shield and Inner Focus from Discipline. It's planned from the client data: the beta stopped at 30, so level 60 has never been playable.
- Twilight Focus 3/3: All three ranks give a 70% chance to avoid interruption caused by damage on any spell.
- Improved Renew 3/3: All three ranks add 15% to Renew's healing, the heal you keep rolling on yourself during a chase.
- Spell Warding 5/5: All five ranks reduce all spell damage you take by 10%, which counts most against Mages, Warlocks and Shadow Priests.
- Divine Fury 5/5: All five ranks take 0.5 sec off Heal and Greater Heal, so they're quicker to land between enemy attacks.
- Holy Nova 1/1: Instant heal for party members within 10 yards and damage to enemies there, for healing while you move.
- Blessed Recovery 3/3: After a melee or ranged critical hit, or a single attack that takes more than 30% of your maximum Health, all three ranks heal you for 25% of the damage over 6 sec.
- Holy Binding 1/1: Teaches Binding Heal: heals a teammate and you in one cast; rank 6 at 56 heals 757 to 893.
- Improved Healing 3/3: All three ranks cut 15% off the mana cost of Lesser Heal, Heal, Greater Heal and Prayer of Mending.
- Spirit of Redemption 1/1: On death you get 15 sec as the Spirit of Redemption to heal for free; it's the price of Prayer of Mending.
- Spiritual Guidance 5/5: All five ranks add healing equal to up to 25% of your total Spirit.
- Spiritual Healing 3/3: All three ranks add 10% to the amount healed by all your spells.
- Prayer of Mending 1/1: Teaches Prayer of Mending: instant, and rank 3 at 60 heals for 413 each time it triggers before jumping to a party member within 20 yds.
- Holy Specialization 3/5: Three ranks add 3% critical chance to your Holy spells.
- Twin Disciplines 5/5: All five ranks add 5% to the healing of your instant spells: Renew, Holy Nova and Prayer of Mending.
- Silent Resolve 3/3: All three ranks shorten stuns, fears and silences on you by 15%.
- Martyrdom 2/2: Both ranks give a 100% chance to gain Focused Casting for 6 sec after a melee or ranged critical strike: no lost casting time from damage and 20% more resistance to Interrupt effects.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a free Greater Heal when you finally get a moment to cast.
Shield yourself, keep Prayer of Mending on whoever is being hit and Renew on yourself, and heal on the move with Holy Nova. Twilight Focus, Martyrdom and Silent Resolve all work to keep you casting: fewer lost casts to damage and shorter stuns and fears. Greater Heal rank 5 (60) is the big heal when nobody is on you, with Inner Focus for a free one. Mana Burn rank 5 (56) drains 738 to 780 mana, Psychic Scream rank 4 (56) fears 5 enemies, and Prayer of Shadow Protection (56) covers your whole group against Warlocks and Shadow Priests.
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.
- Spirit Tap 5/5: All five ranks give a 100% chance, after you kill a non-trivial target, to increase your Spirit by 100% for 15 sec, and for that time 50% of your mana regeneration continues while casting. Chain your pulls and it keeps your mana coming back between them.
- Shadow Focus 1/5: Rank 1 improves your chance to hit with Shadow spells by 1%, and it's the point that brings tiers 1 and 2 to the ten that Mind Flay's tier needs.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain (3 sec at rank 1), so one cast covers more of each fight.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells, so you can pull from further away and keep hitting an enemy you've slowed.
- Mind Flay 1/1: Teaches Mind Flay: 63 Shadow damage over 3 sec and a 50% slow, your filler between Mind Blasts and your way to keep melee enemies away. Trainers sell rank 2 at 28.
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: Shadow Focus and Mind Blast for Dungeons (level 20)
For level 20 dungeons: Shadow Focus adds 5% hit for bosses, Improved Mind Blast brings Mind Blast back 1.5 sec sooner, and a longer Shadow Word: Pain keeps ticking through boss fights. In Forever's current tree Improved Mind Blast sits where Shadow Affinity was, so no Shadow talent lowers your threat: give the tank a head start on each pull.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%, fewer misses on bosses above your level, and fill the five points tier 2 needs.
- Improved Mind Blast 3/5: Three ranks cut Mind Blast's cooldown by 1.5 sec (0.5 sec per rank), so your hardest-hitting Shadow spell comes back sooner. Mind Blast causes a lot of threat and nothing in the Shadow tree lowers it now, so let the tank hit a few times before your first one.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain, so it keeps ticking through longer boss fights.
- Mind Flay 1/1: Teaches Mind Flay: 63 Shadow damage over 3 sec, your filler between Mind Blasts, with a 50% slow for monsters that run.
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 and no talent in this build lowers it, 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.
- Spirit Tap 5/5: All five ranks give a 100% chance to increase your Spirit by 100% for 15 sec after a kill, and since the 1 October build Spirit Tap's own tooltip adds a second trigger: an enemy dying while your Vampiric Embrace is on it.
- Shadow Focus 1/5: Rank 1 improves your chance to hit with Shadow spells by 1%; the level 20 build takes it to reach Mind Flay's tier, and it stays at 30.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec (0.5 sec per rank), so you cast your hardest-hitting Shadow spell more often.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells, so you can pull from further and kite with Mind Flay.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec and a 50% slow, your filler that keeps Shadow Weaving stacked.
- Vampiric Embrace 1/1: For 30 sec, your party is healed for 20% of the Shadow damage you deal; solo, that's steady self-healing. With Spirit Tap, an enemy that dies with Vampiric Embrace on it can also trigger Spirit Tap.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times. Blizzard's 1 October notes say Shadow Weaving can no longer fail to apply.
- Devouring Contagion 1/2: Rank 1 cuts Devouring Plague's mana cost by 25%, and if the target dies with it still on, the plague jumps to 2 nearby enemies within 5 yds for the rest of its duration. Rank 2 (10 yds and a 50% cheaper plague) needs one more point, so level 31 at the earliest.
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; the stacks sit on the target, so each new enemy starts from none. 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 spreads it to 2 nearby enemies when its target dies, so it pays off most when you fight several at once. After Mind Flay at 20, put your next five points into Improved Mind Blast, then take Vampiric Embrace and Shadow Weaving, and Devouring Contagion at 30. 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: a Mind Flay that hits harder with every tick, faster Mind Blasts, longer range from Shadow Reach, Shadow Weaving, Vampiric Embrace healing the whole party from your damage, and Silence to stop a dangerous caster. Nothing in the Shadow tree lowers threat now, so give the tank a head start on each pull.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%, fewer misses on bosses.
- Improved Mind Blast 4/5: Four ranks cut Mind Blast's cooldown by 2 sec (0.5 sec per rank). Mind Blast causes a lot of threat and nothing in the Shadow tree lowers it now, so only use it on cooldown once the tank has a lead.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells, so you can stand further back from the pull and still reach the target with Mind Flay.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec, the filler that keeps Shadow Weaving stacked.
- Improved Mind Flay 2/2: Both ranks make each tick of Mind Flay deal 20% more damage than the tick before (10% at rank 1), so let each channel run to the end rather than cutting it short for another spell.
- Vampiric Embrace 1/1: Heals every party member for 20% of the Shadow damage you deal for 30 sec, which takes pressure off the healer.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times, so steady casting on the main target keeps it high.
- Silence 1/1: Silences a target for 5 sec and interrupts its spellcast for 3 sec: the interrupt a Shadow priest otherwise lacks, for a monster casting a heal, a fear or a big spell.
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). Let each Mind Flay run its full channel, since Improved Mind Flay makes every tick hit harder than the last. On long fights keep Vampiric Embrace up, since every Shadow spell you cast heals the group; its cooldown is no longer than it lasts, so recast it as soon as it fades. 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.
- Blackout 5/5: All five ranks give your Shadow damage spells a 10% chance to stun the target for 3 sec (2% per rank), which can stop a cast or a melee attack before it lands. All five are also required for Improved Psychic Scream at 30.
- Shadow Focus 1/5: Rank 1 improves your chance to hit with Shadow spells by 1%, and it's the point that brings tiers 1 and 2 to the ten that Mind Flay's tier needs.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells, so you can hit casters from further back and keep a slowed melee player in range.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain, so it keeps ticking on a player who runs out of range.
- Mind Flay 1/1: Teaches Mind Flay: 63 Shadow damage over 3 sec and a 50% slow, so a Warrior or Rogue chasing you reaches you more slowly. It's a Shadow damage spell, so it can also trigger Blackout.
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.
- Blackout 5/5: All five ranks give your Shadow damage spells a 10% chance to stun the target for 3 sec, and all five are required for Improved Psychic Scream.
- Shadow Focus 1/5: Rank 1 improves your chance to hit with Shadow spells by 1%, Silence included; the level 20 build takes it to reach Mind Flay's tier, and it stays at 30.
- Improved Mind Blast 3/5: Three ranks cut Mind Blast's cooldown by 1.5 sec, more burst in a short fight.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells, so you can start on casters from further back.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec and a 50% slow for keeping melee players away. Improved Mind Flay is left out: its bonus builds up over a full channel, which is hard to finish while you're being hit, so the tier 3 points go to Improved Psychic Scream instead.
- Improved Psychic Scream 2/2: Both ranks take 4 sec off Psychic Scream's cooldown (2 sec at rank 1), so you can fear melee players more often.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times. Blizzard's 1 October notes say Shadow Weaving can no longer fail to apply.
- Vampiric Embrace 1/1: For 30 sec, you and your party are healed for 20% of the Shadow damage you deal, so a long duel tilts your way.
- Silence 1/1: Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec: the tool that stops a healer's heal or a caster's big spell.
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.
Shadow: Shadowform Leveling (level 40)
The level 30 leveling build carried to 40, all in Shadow, for Shadowform. Level 40 has never been playable in the beta (it stopped at 30), so this is planned from the client data and untested. Improved Mind Flay, Devouring Contagion's second rank and Darkness come on the way.
- Spirit Tap 5/5: All five ranks give a 100% chance to increase your Spirit by 100% for 15 sec after a kill, or when an enemy with your Vampiric Embrace on it dies, and 50% of your mana regeneration continues while casting for the duration.
- Shadow Focus 2/5: Two ranks improve your chance to hit with Shadow spells by 2%; with Devouring Contagion's second rank they bring the tiers above Darkness to the 25 points it needs.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells, so you can pull from further and kite with Mind Flay.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec and a 50% slow. Rank 3 from the trainer at 36 deals 153 over 3 sec.
- Improved Mind Flay 2/2: Both ranks make each tick of Mind Flay deal 20% more damage than the tick before, so let the channel run to the end.
- Vampiric Embrace 1/1: For 30 sec, your party is healed for 20% of the Shadow damage you deal; solo, that's your healing in Shadowform, where you can't cast heals. Shadowform needs it.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Devouring Contagion 2/2: Both ranks cut Devouring Plague's mana cost by 50%, and if the target dies with it on, the plague jumps to 2 nearby enemies within 10 yds.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage. You can't cast healing spells in it, so Vampiric Embrace and Devouring Plague are your healing.
Go into Shadowform before you pull, Vampiric Embrace first, then Shadow Word: Pain, Mind Blast on cooldown and full Mind Flays in between. Shadowform halves the mana cost of all of that, so Spirit Tap and the wand do the rest. You can't heal in Shadowform: Vampiric Embrace and Devouring Plague rank 3 (36) heal you as you deal damage, and if a fight goes badly, leave the form, shield and Flash Heal. Shadow Word: Death (32, rank 2 at 40) is an instant finisher, but if the target survives you take 10% of your maximum health. Mind Blast rank 6 (40) hits for 250 to 266.
Shadow: Shadowform Dungeon DPS (level 40)
The level 30 dungeon build carried to 40 for Shadowform, all in Shadow. The beta stopped at 30, so level 40 has never been playable: this is planned from the client data and untested. The last rank of Improved Mind Blast, Dark Inspiration for the party's Spirit and Darkness come on the way.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%, fewer misses on bosses.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec. Mind Blast causes a lot of threat, so give the tank a lead first.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells, so you can stand further back from the pull.
- Mind Flay 1/1: Teaches Mind Flay, the filler that keeps Shadow Weaving stacked; rank 3 from the trainer at 36 deals 153 over 3 sec.
- Improved Mind Flay 2/2: Both ranks make each tick of Mind Flay deal 20% more damage than the one before, so let each channel run to the end.
- Vampiric Embrace 1/1: Heals every party member for 20% of the Shadow damage you deal for 30 sec, and Shadowform needs it.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Silence 1/1: Silences a target for 5 sec and interrupts its spellcast for 3 sec: your interrupt for a monster's heal, fear or big spell.
- Dark Inspiration 3/5: Three ranks make Mind Blast and a full Mind Flay raise your and your party's Spirit by 9% for 10 sec, and they bring the tiers above Darkness to the 25 points it needs.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage. You can't cast healing spells in it.
Shadowform before the pull, Vampiric Embrace on the main target, Shadow Word: Pain, then Mind Blast on cooldown once the tank has threat and full Mind Flays in between. In Shadowform your Shadow spells cost half as much, so mana stops being a problem on most runs. You can't heal in the form; if the healer goes down, leave it to shield and Flash Heal. Silence stops a caster's heal or big spell. Nothing in Shadow lowers threat, so Fade if a monster turns to you. Shadow Word: Death (40 for rank 2) finishes a boss at the end, but costs you 10% of your health if the target survives.
Shadow: Shadowform PvP (level 40)
The level 30 PvP build carried to 40 for Shadowform, which also cuts the Physical damage you take by 15%. Untested: the beta stopped at 30, so this level 40 build is planned from the client data. Improved Mind Blast reaches full ranks, and Shadow Focus and Darkness come on the way.
- Blackout 5/5: All five ranks give your Shadow damage spells a 10% chance to stun the target for 3 sec, and all five are required for Improved Psychic Scream.
- Shadow Focus 3/5: Three ranks improve your chance to hit with Shadow spells by 3%, Silence included.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec, more burst in a short fight.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec and a 50% slow for keeping melee players away.
- Improved Psychic Scream 2/2: Both ranks take 4 sec off Psychic Scream's cooldown.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Vampiric Embrace 1/1: For 30 sec, you and your party are healed for 20% of the Shadow damage you deal, which matters more in Shadowform, where you can't cast heals.
- Silence 1/1: Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage. You can't cast healing spells while in it.
Shadowform before the fight, then Mind Blast from range, Shadow Word: Pain and Vampiric Embrace, with Mind Flay to slow a melee player and keep Shadow Weaving stacked. Silence a healer or caster as they start a spell, and Psychic Scream when melee reaches you. In Shadowform you take 15% less Physical damage but can't cast healing spells, so leave the form only when a Flash Heal will save you. The tooltip only rules out healing spells; whether Power Word: Shield still works in the form hasn't been tested. Shadow Word: Death (rank 2 at 40) is an instant finisher; if the target lives, you take 10% of your maximum health. Mana Burn rank 3 (40) drains 442 to 468 mana from a healer.
Shadow: Shadowform Leveling with Dark Inspiration (level 50)
The level 40 Shadowform build plus full Shadow Focus, Early Demise for Shadow Word: Death and Dark Inspiration. Level 50 has never been playable in the beta (it stopped at 30), so this is planned from the client data and untested.
- Spirit Tap 5/5: All five ranks give a 100% chance to increase your Spirit by 100% for 15 sec after a kill, and 50% of your mana regeneration continues while casting for the duration.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells, so you can pull from further and kite with Mind Flay.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec and a 50% slow. Rank 4 from the trainer at 44 deals 225 over 3 sec.
- Improved Mind Flay 2/2: Both ranks make each tick of Mind Flay deal 20% more damage than the tick before.
- Vampiric Embrace 1/1: For 30 sec, 20% of the Shadow damage you deal heals your party, which is your healing in Shadowform.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Devouring Contagion 2/2: Both ranks cut Devouring Plague's mana cost by 50%, and if the target dies with it on, the plague jumps to 2 nearby enemies within 10 yds.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage. No healing spells in the form.
- Early Demise 2/2: Both ranks raise Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%, and Shadowform makes those crits bigger.
- Dark Inspiration 5/5: All five ranks make Mind Blast and a full Mind Flay raise your Spirit, and your party's, by 15% for 10 sec, on top of Spirit Tap after kills.
Shadowform, Vampiric Embrace, Shadow Word: Pain, Mind Blast on cooldown, full Mind Flays, and Shadow Word: Death to finish: Early Demise makes it likely to crit on a mob at 20% health or lower, and a kill means no backlash. Dark Inspiration and Spirit Tap keep your Spirit high, so you rarely stop to drink. Mind Blast rank 7 (46) hits for 315 to 333, Shadow Word: Pain rank 7 (50) deals 582 over 18 sec, and Devouring Plague rank 4 (44) both damages and heals you, the healing you get in Shadowform besides Vampiric Embrace.
Shadow: Shadowform Dungeon DPS with Devouring Contagion (level 50)
The level 40 dungeon build plus full Dark Inspiration, Devouring Contagion, a rank of Early Demise and Spirit Tap. The beta stopped at 30, so level 50 has never been playable: this is planned from the client data and untested.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%, fewer misses on bosses.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec. Mind Blast causes a lot of threat, so give the tank a lead first.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells.
- Mind Flay 1/1: Teaches Mind Flay; rank 4 from the trainer at 44 deals 225 over 3 sec.
- Improved Mind Flay 2/2: Both ranks make each tick of Mind Flay deal 20% more damage than the one before.
- Vampiric Embrace 1/1: Heals every party member for 20% of the Shadow damage you deal for 30 sec.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Silence 1/1: Silences a target for 5 sec and interrupts its spellcast for 3 sec.
- Dark Inspiration 5/5: All five ranks make Mind Blast and a full Mind Flay raise your and your party's Spirit by 15% for 10 sec, mana for the healer as well as you.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage. No healing spells in the form.
- Devouring Contagion 2/2: Both ranks cut Devouring Plague's mana cost by 50%, and when its target dies the plague jumps to 2 nearby enemies within 10 yds, which pays off on trash packs.
- Early Demise 1/2: One rank raises Shadow Word: Death's critical strike chance on targets at or below 20% health by 15%.
- Spirit Tap 5/5: All five ranks give a 100% chance to raise your Spirit by 100% for 15 sec after a kill, so trash pulls refill you.
Shadowform, Vampiric Embrace on the main target, Shadow Word: Pain, Mind Blast once the tank has threat, and full Mind Flays. On trash, put Devouring Plague on the mob that will die first so it spreads to 2 more. Shadow Word: Death finishes a boss below 20% health; if it doesn't kill, you take 10% of your health, so watch your own bar. Mind Blast rank 7 (46) and Shadow Word: Pain rank 7 (50) are the ranks to buy. Silence for casters, Fade if a monster turns on you.
Shadow: Shadowform PvP with Early Demise (level 50)
The level 40 PvP build plus full Shadow Focus, Early Demise, a rank of Improved Mind Flay and five points of Twin Disciplines. Level 50 has never been playable in the beta (it stopped at 30), so this is planned from the client data and untested.
- Blackout 5/5: All five ranks give your Shadow damage spells a 10% chance to stun the target for 3 sec, and all five are required for Improved Psychic Scream.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%, so Silence and Mind Blast land more often.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec and a 50% slow.
- Improved Psychic Scream 2/2: Both ranks take 4 sec off Psychic Scream's cooldown.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Vampiric Embrace 1/1: For 30 sec, you and your party are healed for 20% of the Shadow damage you deal.
- Silence 1/1: Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage.
- Early Demise 2/2: Both ranks raise Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%: an instant finisher for a player trying to run.
- Improved Mind Flay 1/2: One rank makes each tick of Mind Flay deal 10% more damage than the one before.
- Twin Disciplines 5/5: Five points in Discipline's first tier add 5% to the damage of your instant spells: Shadow Word: Pain, Devouring Plague and Shadow Word: Death.
The same plan as at 40: Shadowform, Mind Blast, Shadow Word: Pain, Vampiric Embrace, Mind Flay for the slow, Silence for heals and Psychic Scream for melee. Once a player drops to 20% health, Shadow Word: Death with Early Demise is likely to crit and finish them; if they survive, you take 10% of your maximum health, so don't use it while you're low yourself. Psychic Scream rank 3 (42) fears 4 enemies and Shadow Word: Death rank 3 comes at 48.
Shadow: Shadow Solo Build for Level 60 (level 60)
The level 50 Shadowform build finished at 60 for questing and farming at the level cap: Blackout, Improved Psychic Scream and Silence complete the Shadow tree, and the last two points go to Twin Disciplines. Level 60 has never been playable in the beta, which stopped at 30, so this is planned from the client data and untested.
- Spirit Tap 5/5: All five ranks give a 100% chance to increase your Spirit by 100% for 15 sec after a kill, and 50% of your mana regeneration continues while casting for the duration.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec and a 50% slow. Rank 6 from the trainer at 60 deals 390 over 3 sec.
- Improved Mind Flay 2/2: Both ranks make each tick of Mind Flay deal 20% more damage than the tick before.
- Vampiric Embrace 1/1: For 30 sec, 20% of the Shadow damage you deal heals your party, which is your healing in Shadowform.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Devouring Contagion 2/2: Both ranks cut Devouring Plague's mana cost by 50%, and if the target dies with it on, the plague jumps to 2 nearby enemies within 10 yds.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage. No healing spells in the form.
- Early Demise 2/2: Both ranks raise Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%.
- Dark Inspiration 5/5: All five ranks make Mind Blast and a full Mind Flay raise your Spirit by 15% for 10 sec.
- Blackout 5/5: All five ranks give your Shadow damage spells a 10% chance to stun the target for 3 sec, and all five are required for Improved Psychic Scream.
- Improved Psychic Scream 2/2: Both ranks take 4 sec off Psychic Scream's cooldown, for when a pull brings more mobs than you wanted.
- Silence 1/1: Silences a target for 5 sec and interrupts its spellcast for 3 sec: stop a caster mob's heal or its run for help with a spell.
- Twin Disciplines 2/5: Two ranks add 2% to the damage of your instant spells: Shadow Word: Pain, Devouring Plague and Shadow Word: Death.
Nothing changes in the pull: Shadowform, Vampiric Embrace, Shadow Word: Pain, Mind Blast on cooldown, full Mind Flays and Shadow Word: Death to finish. At 60 Mind Flay rank 6 deals 390 over 3 sec, Devouring Plague rank 6 848 over 24 sec, and Mind Blast rank 9 (58) 472 to 498. Blackout's stuns and a faster Psychic Scream help when more than one mob is on you. Silence stops a caster mob mid-heal.
Shadow: Shadow Dungeon DPS for Level 60 (level 60)
The level 50 dungeon build finished at 60: the second rank of Early Demise, and nine points in Discipline for Twin Disciplines and Mental Strength. The beta stopped at 30, so level 60 has never been playable: this is planned from the client data and untested.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%, fewer misses on bosses.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells.
- Mind Flay 1/1: Teaches Mind Flay; rank 6 from the trainer at 60 deals 390 over 3 sec.
- Improved Mind Flay 2/2: Both ranks make each tick of Mind Flay deal 20% more damage than the one before.
- Vampiric Embrace 1/1: Heals every party member for 20% of the Shadow damage you deal for 30 sec.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Silence 1/1: Silences a target for 5 sec and interrupts its spellcast for 3 sec.
- Dark Inspiration 5/5: All five ranks make Mind Blast and a full Mind Flay raise your and your party's Spirit by 15% for 10 sec.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage. No healing spells in the form.
- Devouring Contagion 2/2: Both ranks cut Devouring Plague's mana cost by 50%, and when its target dies the plague jumps to 2 nearby enemies within 10 yds.
- Early Demise 2/2: Both ranks raise Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%.
- Spirit Tap 5/5: All five ranks give a 100% chance to raise your Spirit by 100% for 15 sec after a kill.
- Twin Disciplines 5/5: Five points in Discipline's first tier add 5% to the damage of your instant spells: Shadow Word: Pain, Devouring Plague and Shadow Word: Death.
- Mental Strength 4/5: Four ranks raise your total Intellect by 8%, a bigger mana pool for long boss fights.
Shadowform, Vampiric Embrace on the main target, Shadow Word: Pain rank 8 (58, 762 over 18 sec), Mind Blast rank 9 (58) on cooldown and full Mind Flays. Devouring Plague on trash that's about to die, so it spreads. Below 20% health, Shadow Word: Death with Early Demise is likely to crit; it costs you 10% of your health if the target survives. Silence for casters, Fade if a monster turns on you, and Prayer of Shadow Protection (56) on the group before a Shadow-heavy boss.
Shadow: Shadow PvP for Level 60 (level 60)
The level 50 PvP build finished at 60 with Silent Resolve, Martyrdom, Improved Power Word: Shield and Inner Focus from Discipline, and the last rank of Improved Mind Flay. It's planned from the client data: the beta stopped at 30, so level 60 has never been playable.
- Blackout 5/5: All five ranks give your Shadow damage spells a 10% chance to stun the target for 3 sec, and all five are required for Improved Psychic Scream.
- Shadow Focus 5/5: All five ranks improve your chance to hit with Shadow spells by 5%, so Silence and Mind Blast land more often.
- Improved Mind Blast 5/5: All five ranks cut Mind Blast's cooldown by 2.5 sec.
- Shadow Reach 2/2: Both ranks add 20% range to your offensive Shadow spells.
- Improved Shadow Word: Pain 2/2: Both ranks add 6 sec to Shadow Word: Pain.
- Mind Flay 1/1: Teaches Mind Flay: Shadow damage over 3 sec and a 50% slow.
- Improved Psychic Scream 2/2: Both ranks take 4 sec off Psychic Scream's cooldown.
- Shadow Weaving 3/3: All three ranks give each Shadow damage spell a 100% chance to raise the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
- Vampiric Embrace 1/1: For 30 sec, you and your party are healed for 20% of the Shadow damage you deal.
- Silence 1/1: Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.
- Darkness 5/5: All five ranks raise your Shadow damage by 10%.
- Shadowform 1/1: Shadowform: 10% more Shadow damage, Shadow spells cost 50% less mana, Shadow critical strikes do 100% more bonus damage, and you take 15% less Physical damage.
- Early Demise 2/2: Both ranks raise Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%.
- Improved Mind Flay 2/2: Both ranks make each tick of Mind Flay deal 20% more damage than the one before.
- Twin Disciplines 5/5: All five ranks add 5% to the damage of your instant spells: Shadow Word: Pain, Devouring Plague and Shadow Word: Death.
- Silent Resolve 3/3: All three ranks shorten stuns, fears and silences on you by 15%.
- Martyrdom 2/2: Both ranks give a 100% chance to gain Focused Casting for 6 sec after a melee or ranged critical strike: no lost casting time from damage and 20% more resistance to Interrupt effects, so your Mind Blasts still land with a Rogue on you.
- Improved Power Word: Shield 3/3: All three ranks make Power Word: Shield absorb 20% more, for the shield you put up before you enter Shadowform or when you leave it to heal.
- Inner Focus 1/1: Your next spell costs 100% less mana and, if it's a non-periodic spell, gains 25% critical chance: a likely-crit Mind Blast to open, made bigger by Shadowform's crit bonus.
Shadowform, Inner Focus into Mind Blast to open, then Shadow Word: Pain, Vampiric Embrace and Mind Flay to slow. Silence the healer, Psychic Scream rank 4 (56) fears 5 enemies, and Shadow Word: Death finishes a runner below 20%, at the cost of 10% of your health if they survive. Silent Resolve and Martyrdom keep you casting through stuns and critical hits, and a stronger Power Word: Shield goes up before you shift and whenever you leave the form to heal.
Checked against WoW Forever beta build 1.60.1.70658.
Popular builds
Seen in WoW Forever: 3 players (3 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.
Levels 10–19
1 Priest character at Levels 10–19.
- Discipline: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Levels 20–29
2 Priest characters at Levels 20–29.
- Holy: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
- Shadow: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Best in slot gear at any level: Discipline, Holy, Shadow
Priest abilities
- Focused Casting
- 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, from the Classic class quest Desperate Prayer (rank 1))
- Divine Grace (level 10)
- Hex of Weakness (level 10, from the Classic class quest Hex of Weakness (rank 1))
- Mind Blast (level 10)
- Resurrection (level 10)
- Starshards (level 10, from the Classic class quest Returning Home (rank 1))
- Touch of Weakness (level 10, from the Classic class quest Touch of Weakness (rank 1))
- Inner Fire (level 12)
- Cure Disease (level 14)
- Psychic Scream (level 14)
- Heal (level 16)
- Dispel Magic (level 18)
- Chastise (level 20, from the Classic class quest A Lack of Fear (rank 1))
- Contingency Plan (level 20)
- Dark Sacrifice (level 20, from the Classic class quest Devouring Plague (rank 1))
- Devouring Plague (level 20)
- Elune's Grace (level 20, from the Classic class quest Elune's Grace)
- Fear Ward (level 20)
- Feedback (level 20, from the Classic class quest Arcane Feedback (rank 1))
- Flash Heal (level 20)
- Holy Fire (level 20)
- Mind Soothe (level 20)
- Shackle Undead (level 20)
- Shadowguard (level 20, from the Classic class quest Shadowguard (rank 1))
- Mind Vision (level 22)
- Mana Burn (level 24)
- Binding Heal (level 25)
- Divine Spirit (level 30)
- Mind Control (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 (level 40)
- Lightwell Renew (level 40)
- Prayer of Fortitude (level 48)
- Prayer of Shadow Protection (level 56)
- Prayer of Spirit (level 60)
Common questions
Can Priests wear all cloth armour in WoW Forever?
Yes. Cloth is the only armour type Priests can equip in Forever, so every cloth piece fits them, at every slot. They cannot wear leather, mail or plate.
For weapons, Priests use one-handed maces, staves, daggers and wands, and they cannot use shields.
The full breakdown is on the Priest class page.
Sources: Priest in WoW Forever · checked on build 1.60.1.70532