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Priest PvE guide
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 Priest PvE guide
Discipline heals by preventing damage. At level 20 you keep a group alive with Power Word: Shield, Renew and three direct heals, and the dungeon build adds 5% to Renew from Twin Disciplines, 20% to every shield, less threat from your heals and the first rank of Meditation. Penance, a heal that can also hit enemies, is the Discipline tier 5 talent at 30.
Your job in a group
You're the group's healer. Shield the tank as each pull starts, keep Renew on them, heal with Heal and cover sudden damage with Flash Heal, and buff everyone with Power Word: Fortitude before the first pull. Silent Resolve lowers the threat of your heals, and Fade hands a monster back to the tank when it turns on you. For crowd control you have Shackle Undead on one undead enemy and Psychic Scream when enemies reach you. Fear Ward protects the tank from the next fear, Dispel Magic removes harmful magic, Cure Disease removes diseases, and Resurrection brings back anyone who dies once the fight is over. You have no interrupt at level 20.
Opener
- Power Word: Fortitude: On every member of the group before the first pull.
- Inner Fire: On yourself, so a monster that breaks loose does less damage to you.
- Power Word: Shield: On the tank as they pull. Rank 3 absorbs 154 damage before Improved Power Word: Shield, and the tank can't be shielded again for 15 sec, so time the next one for the first big hit after that.
- Renew: Right after the shield, so it ticks while the tank builds threat; rank 3 heals 125 over 15 sec.
- Heal: Start it as soon as the tank's health starts to fall: it heals 250 to 290 at rank 1, your biggest heal, but it's also your slowest.
Cooldowns
- Contingency Plan: Gnome only: put it on the tank before a boss or a big pull. The next time damage drops them below 35% health it shields and heals them; the client doesn't include how much.
- Divine Grace: Human only: an instant heal on an ally below 50% health that also removes Weakened Soul, so you can shield them again straight away. It can't target you and has a 10 min cooldown.
- Desperate Prayer: Dwarf only: an instant heal on yourself, 247 to 305 at rank 2, for when a monster hits you hard. 10 min cooldown.
- Dark Sacrifice: Undead only: over 15 sec it turns 400 of your health into mana, 400 plus 100% of your Spirit. Use it when you're low on mana and nothing is attacking you.
- Fade: When your heals pull a monster off the tank: for 10 sec enemies are discouraged from attacking you, so the tank can take it back.
- Psychic Scream: When enemies reach you and there's room for them to run without pulling more: 2 enemies within 8 yards flee for 8 sec at rank 1.
Stats
Healing Power / Spell Power, Intellect, Spirit, Mana per 5 sec, Stamina. Forever raised most priest heal coefficients (Heal rank 1 is 0.857, up from 0.729 in Classic Era, and Lesser Heal rank 3 is 0.714, up from 0.446), so healing on gear adds more to every heal. Intellect is your mana pool. Meditation keeps 17% of your mana regeneration going while you cast at rank 1, and 50% with all three ranks at 30, which makes Spirit worth more for this build than for a Holy priest. Mana per 5 sec adds regeneration too, and Stamina matters little while the tank holds the monsters.
Tips
- While Power Word: Shield holds, damage doesn't interrupt the target's casts, so when a monster turns on you, shielding yourself keeps your heals going.
- Blizzard's notes say Power Word: Shield can now always overwrite an existing shield on a target without Weakened Soul. For a Human priest, Divine Grace removes Weakened Soul, so a tank in trouble can get an instant heal and then a fresh shield straight away.
- Heal (250 to 290 for 155 mana at rank 1) heals more per point of mana than Flash Heal (174 to 214 for 125 mana), so Heal is the better deal whenever you can see the damage coming.
- Put Fear Ward on the tank before an enemy that fears. It blocks the next fear and lasts 3 min, the same as its cooldown, so you can keep it up all run.
- Every talent rank has its own values in the Forever client, so the build's reasons say exactly what each point adds: Improved Power Word: Shield, for example, adds 7%, 14% and then 20% to the absorb.
Holy Priest PvE guide
Holy is the throughput healer: a 15% stronger Renew, more critical heals, a quicker Heal from Divine Fury, and Holy Nova, an instant heal for party members standing near you. At level 20 you heal dungeons with Renew and Heal and save Flash Heal for sudden damage. Binding Heal, a tier 4 Holy talent, arrives at 25; Penance is a Discipline talent that Holy can't reach.
Your job in a group
You're the group's healer. Keep Renew on the tank, heal with Heal (Divine Fury makes it quicker) and use Flash Heal for sudden damage. Holy Nova heals party members within 10 yards with no threat when the group stacks, and Power Word: Fortitude buffs the whole party. Shackle Undead holds one undead enemy out of a pull, Psychic Scream scatters enemies that reach you, Fear Ward saves the tank from the next fear, Dispel Magic and Cure Disease clean up harmful effects, and Resurrection brings back anyone who dies. You have no interrupt at 20; Fade hands monsters back to the tank if your heals pull them.
Opener
- Power Word: Fortitude: On every member of the group before the first pull.
- Inner Fire: On yourself, in case a monster reaches you.
- Renew: On the tank as they pull: rank 3 heals 125 over 15 sec, and Blizzard's notes say Renew can now land critical hits.
- Heal: Start it as soon as the tank takes damage. Divine Fury shortens the cast, but start it early anyway: it heals 250 to 290 at rank 1.
- Power Word: Shield: On the tank when a pull hits harder than expected; they can't be shielded again for 15 sec.
Cooldowns
- Holy Nova: When the group is stacked: heals party members within 10 yards for 47 to 55 and damages enemies there, with no threat.
- Divine Grace: Human only: an instant heal on an ally below 50% health that also removes Weakened Soul. It can't target you and has a 10 min cooldown.
- Desperate Prayer: Dwarf only: an instant 247 to 305 heal on yourself at rank 2, on a 10 min cooldown.
- Contingency Plan: Gnome only: on the tank before a boss; the next time damage takes them below 35% health they get a shield and a heal over 15 sec. The client doesn't show how much.
- Dark Sacrifice: Undead only: turns 400 of your health into mana over 15 sec, when nothing is attacking you.
- Fade: If your heals pull a monster off the tank: enemies are discouraged from attacking you for 10 sec.
Stats
Healing Power / Spell Power, Intellect, Mana per 5 sec, Spirit, Stamina. Heal's coefficient is 0.857 in Forever (0.729 in Classic Era) and Lesser Heal rank 3's is 0.714, so healing on gear adds a lot to every heal. Intellect is your mana pool. The level 20 build has no Meditation, so Spirit's regeneration works mostly between casts; at 30, Divine Spirit (a trainer spell) and the tier 5 talent Spiritual Guidance can make it worth more, though the level 30 build takes Litany of Light in that tier.
Tips
- If a monster turns on you, shield yourself: while Power Word: Shield holds, damage can't interrupt your heals. Then step toward the tank so it gets pulled off you. Twilight Focus, in the PvP build, is the talent that protects casts after the shield breaks.
- Holy Nova's damage and healing cause no threat, so it's safe to cast during a pull when you're worried about drawing monsters.
- Without Meditation your mana comes back mostly between casts, so drink between pulls instead of starting the next one half empty.
- Lesser Heal rank 3 heals 151 to 175 for 75 mana, a cheap way to top up someone missing a little health.
Shadow Priest PvE guide
Shadow is the priest's damage spec: Mind Blast, Shadow Word: Pain and Mind Flay, with Shadow Focus adding 5% hit and Improved Mind Blast bringing Mind Blast back 1.5 sec sooner. At level 20 you're a ranged damage dealer with a shield and heals for emergencies; Vampiric Embrace, Shadow Weaving and Silence arrive by 30, and Shadowform needs level 40.
Your job in a group
You deal ranged damage. Put Shadow Word: Pain on the main target and fit Mind Blast in on cooldown once the tank has threat, with Mind Flay in between; Mind Blast causes a lot of threat, and no Shadow talent lowers it, so give the tank a head start. You're also a backup healer: Power Word: Shield, Renew and Flash Heal can save a pull, and Power Word: Fortitude buffs the group. Shackle Undead holds one undead enemy, Psychic Scream scatters enemies that reach the casters, Fear Ward protects the tank, and Mind Flay's slow keeps a fleeing monster from bringing help. Dispel Magic, Cure Disease and Resurrection round out the kit. You have no interrupt at 20.
Opener
- Power Word: Fortitude: On every member of the group before the first pull.
- Shadow Word: Pain: On the main target once the tank has hit it: 108 Shadow damage over 18 sec at rank 3, and Improved Shadow Word: Pain makes it last longer.
- Mind Blast: After the tank has had a few seconds of threat; 65 to 71 damage at rank 2, but it causes a high amount of threat.
- Starshards: Night Elf only: instant, 300 Arcane damage over 6 sec at rank 2; use it every time it's ready.
- Mind Flay: Your filler between Mind Blasts: 63 Shadow damage over 3 sec, and a 50% slow on anything that tries to run.
Cooldowns
- Devouring Plague: On enemies that will live for the full 24 sec: 128 Shadow damage that heals you. It costs a lot of mana, so skip it on monsters that die fast.
- Fade: When Mind Blast pulls a monster onto you: enemies are discouraged from attacking you for 10 sec.
- Power Word: Shield: On yourself or the tank when a pull goes wrong; the target can't be shielded again for 15 sec.
- Psychic Scream: When enemies reach the casters and there's room for them to run: 2 flee for 8 sec at rank 1.
- Dark Sacrifice: Undead only: turns 400 of your health into mana over 15 sec between pulls or when nothing is attacking you.
Stats
Spell Power / Shadow Damage, Hit, Intellect, Critical Strike, Spirit, Stamina. Forever raised Mind Blast's coefficient to 0.429 and Shadow Word: Pain's to 0.2 (0.364 and 0.154 at the same ranks in Classic Era), so spell and Shadow damage on gear add more than before. Shadow Focus gives 5% hit with Shadow spells; hit on gear still helps against bosses above your level. Intellect keeps you casting. This build has no Meditation, so Spirit's regeneration works mostly between fights.
Tips
- Mind Blast causes a high amount of threat: give the tank a few seconds at the start of each pull before your first one.
- Shadow Focus adds 5% to your chance to hit with Shadow spells, which matters most against bosses above your level.
- Forever's Shadow tree has no threat talent: Improved Mind Blast took Shadow Affinity's place in tier 2, and its three ranks bring Mind Blast back 1.5 sec sooner, which also means more threat. If a monster turns on you, Fade so the tank can take it back.
- Wand between Mind Blasts when mana runs low; Devouring Plague rank 1 costs 215 mana, so keep it for long fights. Blizzard's 1 October notes say Devouring Plague can now critically strike.
Checked against WoW Forever beta build 1.60.1.70658.
Tips & tricks: what ForeverDB learned
Discipline
Updated 31 October 2026 for build 1.60.1.70707 · From the game client
Learning from players: Healing + absorbs/s (EHPS). Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Forever client: No simulation for this spec yet: the order here is the site's rotation card for levels 30-39, with cooldowns and costs from the Forever client. (levels 30–39)
- Forever client: Inner Focus has a 3 min cooldown at levels 30-39 (client data): about once every second or third pull. (levels 30–39)
- Forever client: Contingency Plan has a 10 min cooldown at levels 30-39 (client data): plan on once per dungeon wing, not per pull. (levels 30–39)
- Forever client: Divine Grace has a 10 min cooldown at levels 30-39 (client data): plan on once per dungeon wing, not per pull. (levels 30–39)
- Forever client: There is no simulation for this spec yet. The order shown is the site's rotation card for levels 20-29, using cooldowns and costs from the Forever client. (levels 20–29)
- Forever client: Contingency Plan has a 10 min cooldown at levels 20-29. You can use it once per dungeon wing, not every pull. (levels 20–29)
- Forever client: Divine Grace has a 10 min cooldown at levels 20-29. You can use it once per dungeon wing, not every pull. (levels 20–29)
- Forever client: Desperate Prayer has a 10 min cooldown at levels 20-29. You can use it once per dungeon wing, not every pull. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 40-49, with cooldowns and costs from the Forever client. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Power Infusion has a 3 min cooldown at levels 40-49 (client data): about once every second or third pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Inner Focus has a 3 min cooldown at levels 40-49 (client data): about once every second or third pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Grace has a 10 min cooldown at levels 40-49 (client data): plan on once per dungeon wing, not per pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Contingency Plan has a 10 min cooldown at levels 40-49 (client data): plan on once per dungeon wing, not per pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 50-59, with cooldowns and costs from the Forever client. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Power Infusion has a 3 min cooldown at levels 50-59 (client data): about once every second or third pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Inner Focus has a 3 min cooldown at levels 50-59 (client data): about once every second or third pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Grace has a 10 min cooldown at levels 50-59 (client data): plan on once per dungeon wing, not per pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Contingency Plan has a 10 min cooldown at levels 50-59 (client data): plan on once per dungeon wing, not per pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for level 60, with cooldowns and costs from the Forever client. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Power Infusion has a 3 min cooldown at level 60 (client data): about once every second or third pull. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Inner Focus has a 3 min cooldown at level 60 (client data): about once every second or third pull. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Grace has a 10 min cooldown at level 60 (client data): plan on once per dungeon wing, not per pull. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Contingency Plan has a 10 min cooldown at level 60 (client data): plan on once per dungeon wing, not per pull. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Power Word: Shield: When it's missing from you: On the tank first; rank 5 absorbs 291 before Improved Power Word: Shield, and Soul Warding in the healing build takes away its 4 sec cooldown. (ForeverDB guide, Forever client)
- Penance: Whenever it's ready: On cooldown on the most injured player: 126 healing instantly and every 1 sec for 2 sec, 12 sec cooldown. (ForeverDB guide, Forever client)
- Renew: When it's missing from you: Keep it on the tank. (ForeverDB guide, Forever client)
- Heal: Whenever it's ready: Rank 3 heals 490 to 556; your main efficient heal. (ForeverDB guide, Forever client)
- Flash Heal: Whenever it's ready: Fast heal for sudden damage. (ForeverDB guide, Forever client)
Keep up:
- Power Word: Shield on you, at least 0% of the time (ForeverDB guide, Forever client)
- Renew on you, at least 0% of the time (ForeverDB guide, Forever client)
Cooldowns:
- Inner Focus: as needed (ForeverDB guide, Forever client)
- Contingency Plan: On the pull (ForeverDB guide, Forever client)
- Divine Grace: as needed (ForeverDB guide, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Holy
Updated 31 October 2026 for build 1.60.1.70707 · From the game client
Learning from players: Healing + absorbs/s (EHPS). Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Forever client: No simulation for this spec yet: the order here is the site's rotation card for levels 30-39, with cooldowns and costs from the Forever client. (levels 30–39)
- Forever client: Divine Grace has a 10 min cooldown at levels 30-39 (client data): plan on once per dungeon wing, not per pull. (levels 30–39)
- Forever client: There is no simulation for this spec yet. The rotation shown is the site's rotation card for levels 20-29, using cooldowns and costs from the Forever client. (levels 20–29)
- Forever client: Divine Grace has a 10 min cooldown at levels 20-29, according to client data. Plan on using it once per dungeon wing, not once per pull. (levels 20–29)
- Forever client: Desperate Prayer has a 10 min cooldown at levels 20-29, according to client data. Plan on using it once per dungeon wing, not once per pull. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 40-49, with cooldowns and costs from the Forever client. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Grace has a 10 min cooldown at levels 40-49 (client data): plan on once per dungeon wing, not per pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 50-59, with cooldowns and costs from the Forever client. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Grace has a 10 min cooldown at levels 50-59 (client data): plan on once per dungeon wing, not per pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for level 60, with cooldowns and costs from the Forever client. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Inner Focus has a 3 min cooldown at level 60 (client data): about once every second or third pull. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Grace has a 10 min cooldown at level 60 (client data): plan on once per dungeon wing, not per pull. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Renew: When it's missing from you: Keep it on the tank; rank 4 heals 160 over 15 sec, and Improved Renew adds 15%. (ForeverDB guide, Forever client)
- Heal: Whenever it's ready: Main heal: rank 3 heals 490 to 556, and Improved Healing makes it 15% cheaper. (ForeverDB guide, Forever client)
- Binding Heal: Whenever it's ready: When you're hurt too: heals the target and you for 223 to 271 in one cast, and switching to it from Heal triggers Litany of Light. (ForeverDB guide, Forever client)
- Flash Heal: Whenever it's ready: Fast heal for spikes. (ForeverDB guide, Forever client)
- Power Word: Shield: When it's missing from you: On the tank for sudden danger. (ForeverDB guide, Forever client)
Keep up:
- Renew on you, at least 0% of the time (ForeverDB guide, Forever client)
- Power Word: Shield on you, at least 0% of the time (ForeverDB guide, Forever client)
Cooldowns:
- Divine Grace: as needed (ForeverDB guide, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Shadow
Updated 31 October 2026 for build 1.60.1.70707 · From the DPS simulator, the game client
Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Speculation: The class guide's rotation card uses Devouring Plague here and the simulator disagrees: check it in game before trusting either: Leave Devouring Plague out of single-target fights at levels 30-39: the simulator's 60 s fight did 6.9% more damage without it. The class guide disagrees, so treat this as a lead to test. (levels 30–39)
- Speculation: The class guide's rotation card uses Mind Flay here and the simulator disagrees: check it in game before trusting either: Leave Mind Flay out of single-target fights at levels 30-39: the simulator's 60 s fight did 3.5% more damage without it. The class guide disagrees, so treat this as a lead to test. (levels 30–39)
- Simulator: Best consumable at levels 30-39: Scroll of Intellect II (+5.5% DPS in the simulator); then Elixir of Lesser Intellect (+4.7%). (levels 30–39)
- Simulator: The party buff that helps you most at levels 30-39 is Arcane Intellect from a Mage: +9.1% DPS in the simulator. (levels 30–39)
- Simulator: Where your damage comes from at levels 30-39: Mind Flay 32%, Shadow Word: Pain 20%, Devouring Plague 14% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 30–39)
- Simulator: Shadow Word: Pain is worth 8.1% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. It kept it on the target 79% of the time. (levels 30–39)
- Simulator: Wand is worth 6.5% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. (levels 30–39)
- Simulator: Stat values at level 30 (simulator, 1 spell power = 1): Intellect 2.55, Spirit 0.18. (level 30)
- Simulator: Best consumable at levels 20-29: Scroll of Intellect II (+3.7% DPS in the simulator); then Lesser Arcane Elixir (+1.9%). (levels 20–29)
- Simulator: The party buff that helps you most at levels 20-29 is Blessing of Kings from a Paladin: +4.2% DPS in the simulator. (levels 20–29)
- Simulator: Where your damage comes from at levels 20-29: Mind Flay 33%, Starshards 19%, Shadow Word: Pain 19% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 20–29)
- Simulator: Shadow Word: Pain is worth 11.3% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. It kept it on the target 79% of the time. (levels 20–29)
- Simulator: Starshards is worth 7.2% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Leave Devouring Plague out of single-target fights at levels 40-49: the simulator's 60 s fight did 11% more damage without it. The class guide disagrees, so treat this as a lead to test. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Leave Mind Blast out of single-target fights at levels 40-49: the simulator's 60 s fight did 1% more damage without it. The class guide disagrees, so treat this as a lead to test. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Leave Mind Flay out of single-target fights at levels 40-49: the simulator's 60 s fight did 4.8% more damage without it. The class guide disagrees, so treat this as a lead to test. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 40-49: Lesser Arcane Elixir (+2.3% DPS in the simulator); then Briny Seafood Stew (+2.2%). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 40-49 is Blessing of Wisdom from a Paladin: +5% DPS in the simulator. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 40-49: Mind Flay 30%, Shadow Word: Pain 22%, Devouring Plague 15% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Shadow Word: Pain is worth 11.3% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. It kept it on the target 79% of the time. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Wand is worth 8.1% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 50-59: Scroll of Intellect II (+2.7% DPS in the simulator); then Elixir of Lesser Intellect (+1.9%). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 50-59 is Arcane Intellect from a Mage: +5.4% DPS in the simulator. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 50-59: Starshards 26%, Mind Flay 24%, Shadow Word: Pain 20% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Starshards is worth 13.2% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Shadow Word: Pain is worth 9.6% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. It kept it on the target 79% of the time. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at level 60 is Arcane Intellect from a Mage: +3% DPS in the simulator. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at level 60: Mind Flay 30%, Shadow Word: Pain 22%, Starshards 17% (simulator: recommended build, best gear for the level, 60 s single-target fight). (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Shadow Word: Pain is worth 11.8% of your DPS at level 60: the simulator's fight without it did that much less damage. It kept it on the target 96% of the time. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Mind Blast is worth 9.1% of your DPS at level 60: the simulator's fight without it did that much less damage. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Shadow Word: Pain: When it's missing from the target: Keep it on the target: up 79% of the sim's fight; worth 8.1% of your DPS (Simulator, Forever client, ForeverDB guide)
- Starshards: Whenever it's ready: Cast it when it's ready (30 s cooldown); worth 4.9% of your DPS (Simulator, Forever client, ForeverDB guide)
- Mind Blast: Whenever it's ready: Cast it when it's ready (8 s cooldown); worth 2.5% of your DPS (Simulator, Forever client, ForeverDB guide)
- Wand: out of mana: Only when you're out of mana; worth 6.5% of your DPS (Simulator)
Keep up:
- Shadow Word: Pain on the target, at least 75% of the time (Simulator, Forever client)
Before the pull:
- Arcane Intellect (Simulator, Forever client)
- Blessing of Kings (Simulator, Forever client)
- Blessing of Wisdom (Simulator, Forever client)
- Scroll of Intellect II (Simulator, Forever client)
- Mark of the Wild (Simulator, Forever client)
- Elixir of Lesser Intellect (Simulator, Forever client)
- Lesser Arcane Elixir (Simulator, Forever client)
- Briny Seafood Stew (Simulator, Forever client)
Avoid:
- Leave Devouring Plague out of single-target fights at levels 30-39: the simulator's 60 s fight did 6.9% more damage without it. (Simulator)
- Leave Mind Flay out of single-target fights at levels 30-39: the simulator's 60 s fight did 3.5% more damage without it. (Simulator)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Every spec's latest changes. Re-studied every week and after each new game build.
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