Overview
A Light-and-Shadow caster who can focus on healing, protection or Shadow damage. Target selection matters as much as the spell: party healing follows the party you select.
- Role
- Healer · Ranged DPS
- Primary stats
- Intellect · healing or spell damage
- Combat range
- Ranged
- Resource
- Mana
Choose Shadow when your main task is solo damage and questing. Choose Discipline when you want to heal around shields, Penance and Weakened Soul interactions. Choose Holy for a broader direct/group-healing route with Prayer of Mending. The two healer allocations are intended for playing with a group; they are not a Shadow damage build with a different label.
Reviewed November 2, 2026. All three 51-point allocations were entered in the current Forever calculator and checked for prerequisites, totals and point order. Selected-rank effects and equipment use the current database. It now shows Holy Binding as a passive Flash Heal interaction and Shadow Word: Death backlash at 30% maximum health; those supersede the earlier beta guide’s descriptions. No live-tested raid ranking is claimed.
Choose Damage, Shield Healing or Holy Healing
Three different responsibilities
| Route | Choose it for | Key tools |
|---|---|---|
| Shadow · 20/0/31 | Solo questing and sustained Shadow damage. | Mind Flay, Devouring Plague, Vampiric Embrace and Shadowform. |
| Discipline · 31/20/0 | Healing around absorption and direct recovery. | Soul Warding, Penance, Renewed Hope and Power Infusion. |
| Holy · 20/31/0 | Direct and party healing with a regular group. | Holy Binding, Prayer of Healing and Prayer of Mending. |
Numbers mean Discipline / Holy / Shadow. Talents ordinarily start at 10 and reach 51 points at 60. Talented Legacy ranks can move access earlier without raising the maximum. Change points at a class trainer; Dual Specialization opens at 40.
Keep the equipment and action bars for the job you plan to do. Shadow damage gear and a wand do not automatically prepare you to sustain a dungeon’s healing. A healer who repeatedly spends the pull’s Mana on damage has made a different resource choice from a healer preserving a recovery window.
Shadow · 20/0/31Solo-oriented Spirit Tap route with range and Mana support.
Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.
1/1
This build: 1/1.
Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form.
Requires 30 points in Shadow Talents; Requires 1 point in Vampiric Embrace5/5
This build: 5/5.
Increases your Shadow damage done by 10%.
Requires 25 points in Shadow Talents2/2
This build: 2/2.
Reduces the mana cost of your Devouring Plague by 50%. Targets that die while Devouring Plague is active spreads it, jumping to 2 nearby enemies within 10 yds for the remaining duration.
Requires 20 points in Shadow Talents1/1
This build: 1/1.
Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec.
Requires 15 points in Shadow Talents3/3
This build: 3/3.
Your Shadow damage spells have a 100% chance to increase the Shadow damage the target takes from you by 2% for 15 sec, stacking up to 5 times.
Requires 15 points in Shadow Talents3/5
This build: 3/5.
Your Mind Blast and fully channeled Mind Flay causes Dark Inspiration, increasing yours and your party's Spirit by 9% for 10 sec.
Requires 15 points in Shadow Talents1/1
This build: 1/1.
Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.
Requires 20 points in Shadow Talents2/2
This build: 2/2.
Each instance of damage of Mind Flay deals 20% more damage than its previous instance of damage.
Requires 10 points in Shadow Talents; Requires 1 point in Mind Flay1/1
This build: 1/1.
Assault the target's mind with Shadow energy, causing 63 Shadow damage over 3 sec and slowing their movement speed by 50%.
Requires 10 points in Shadow Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the cooldown of your Psychic Scream spell by 4 sec.
Requires 10 points in Shadow Talents; Requires 5 points in Blackout2/2
This build: 2/2.
Increases the range of your offensive Shadow spells by 20%.
Requires 5 points in Shadow Talents2/2
This build: 2/2.
Increases the duration of your Shadow Word: Pain spell by 6 sec.
Requires 5 points in Shadow Talents0/5
Not selected. Maximum rank 5 reference:
Reduces the cooldown of your Mind Blast spell by 2.5 sec.
Requires 5 points in Shadow Talents0/5
Not selected. Maximum rank 5 reference:
Gives your Shadow damage spells a 10% chance to stun the target for 3 sec.
First row; no earlier points required.5/5
This build: 5/5.
Gives you a 100% chance to increase your Spirit by 100% for 15 sec after killing a non-trivial target or when an enemy afflicted by your Vampiric Embrace dies. For the duration, 50% of your Mana regeneration will continue while casting.
First row; no earlier points required.3/5
This build: 3/5.
Improves your chance to hit with Shadow spells by 3%.
First row; no earlier points required.0/2
Not selected. Maximum rank 2 reference:
Increases Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%.
Requires 25 points in Shadow Talents0/1
Not selected. Maximum rank 1 reference:
Launches a volley of holy light at the target, causing 45 Holy damage to an enemy, or 134 healing to an ally, instantly and every 1 sec for 2 sec.
Requires 20 points in Discipline Talents0/5
Not selected. Maximum rank 5 reference:
Your heals from Flash Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 10% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 5 sec.
Requires 20 points in Discipline Talents; Requires 1 point in Soul Warding0/1
Not selected. Maximum rank 1 reference:
Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.
Requires 30 points in Discipline Talents; Requires 1 point in Penance5/5
This build: 5/5.
Increases your total Intellect by 10%.
Requires 5 points in Discipline Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the casting time of your Mana Burn spell by 1.0 sec.
Requires 15 points in Discipline Talents0/1
Not selected. Maximum rank 1 reference:
Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.
Requires 15 points in Discipline Talents; Requires 3 points in Improved Power Word: Shield0/3
Not selected. Maximum rank 3 reference:
Your non-periodic critical heals create a protective shield on the target, absorbing 15% of the amount healed. Shields up to (20 * 60) damage and lasts 12 sec.
Requires 25 points in Discipline Talents0/3
Not selected. Maximum rank 3 reference:
Increases the Armor bonus of your Inner Fire spell by 45% and increases its total charges by 12.
Requires 15 points in Discipline Talents3/3
This build: 3/3.
Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 10%.
Requires 10 points in Discipline Talents3/3
This build: 3/3.
Allows 50% of your Mana regeneration to continue while casting.
Requires 10 points in Discipline Talents1/1
This build: 1/1.
When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is a non-periodic spell and capable of a critical effect.
Requires 10 points in Discipline Talents0/2
Not selected. Maximum rank 2 reference:
Gives you a 100% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%.
Requires 5 points in Discipline Talents3/3
This build: 3/3.
Increases the damage absorbed by your Power Word: Shield by 20%.
Requires 10 points in Discipline Talents0/3
Not selected. Maximum rank 3 reference:
Reduces the threat generated by your spells by 30% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 15%.
Requires 5 points in Discipline Talents3/5
This build: 3/5.
Increases the damage and healing of your instant cast spells by 3%.
First row; no earlier points required.2/2
This build: 2/2.
Increases your damage with Wands by 25%.
First row; no earlier points required.0/3
Not selected. Maximum rank 3 reference:
Improves your chance to hit with Holy spells by 18%.
Requires 5 points in Discipline Talents0/5
Not selected. Maximum rank 5 reference:
Your Smite and Penance spells deal 10% increased damage to targets afflicted with your Holy Fire or Shadow Word: Pain.
First row; no earlier points required.Open this exact build in the Forever calculator ↗
Read the complete allocation as text
- Shadow: Spirit Tap 5/5
- Shadow: Improved Shadow Word: Pain 2/2
- Shadow: Shadow Reach 2/2
- Shadow: Shadow Focus 3/5
- Shadow: Mind Flay 1/1
- Shadow: Improved Mind Flay 2/2
- Shadow: Vampiric Embrace 1/1
- Shadow: Shadow Weaving 3/3
- Shadow: Dark Inspiration 3/5
- Shadow: Silence 1/1
- Shadow: Devouring Contagion 2/2
- Shadow: Darkness 5/5
- Shadow: Shadowform 1/1
- Discipline: Wand Specialization 2/2
- Discipline: Twin Disciplines 3/5
- Discipline: Mental Strength 5/5
- Discipline: Meditation 3/3
- Discipline: Mental Agility 3/3
- Discipline: Inner Focus 1/1
- Discipline: Improved Power Word: Shield 3/3
Discipline · 31/20/0Shield/direct-healing route with Penance and Power Infusion.
Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.
1/1
This build: 1/1.
Launches a volley of holy light at the target, causing 45 Holy damage to an enemy, or 134 healing to an ally, instantly and every 1 sec for 2 sec.
Requires 20 points in Discipline Talents5/5
This build: 5/5.
Your heals from Flash Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 10% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 5 sec.
Requires 20 points in Discipline Talents; Requires 1 point in Soul Warding1/1
This build: 1/1.
Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.
Requires 30 points in Discipline Talents; Requires 1 point in Penance5/5
This build: 5/5.
Increases your total Intellect by 10%.
Requires 5 points in Discipline Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the casting time of your Mana Burn spell by 1.0 sec.
Requires 15 points in Discipline Talents1/1
This build: 1/1.
Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.
Requires 15 points in Discipline Talents; Requires 3 points in Improved Power Word: Shield3/3
This build: 3/3.
Your non-periodic critical heals create a protective shield on the target, absorbing 15% of the amount healed. Shields up to (20 * 60) damage and lasts 12 sec.
Requires 25 points in Discipline Talents0/3
Not selected. Maximum rank 3 reference:
Increases the Armor bonus of your Inner Fire spell by 45% and increases its total charges by 12.
Requires 15 points in Discipline Talents3/3
This build: 3/3.
Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 10%.
Requires 10 points in Discipline Talents3/3
This build: 3/3.
Allows 50% of your Mana regeneration to continue while casting.
Requires 10 points in Discipline Talents1/1
This build: 1/1.
When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is a non-periodic spell and capable of a critical effect.
Requires 10 points in Discipline Talents0/2
Not selected. Maximum rank 2 reference:
Gives you a 100% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%.
Requires 5 points in Discipline Talents3/3
This build: 3/3.
Increases the damage absorbed by your Power Word: Shield by 20%.
Requires 10 points in Discipline Talents0/3
Not selected. Maximum rank 3 reference:
Reduces the threat generated by your spells by 30% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 15%.
Requires 5 points in Discipline Talents5/5
This build: 5/5.
Increases the damage and healing of your instant cast spells by 5%.
First row; no earlier points required.0/2
Not selected. Maximum rank 2 reference:
Increases your damage with Wands by 25%.
First row; no earlier points required.0/3
Not selected. Maximum rank 3 reference:
Improves your chance to hit with Holy spells by 18%.
Requires 5 points in Discipline Talents0/5
Not selected. Maximum rank 5 reference:
Your Smite and Penance spells deal 10% increased damage to targets afflicted with your Holy Fire or Shadow Word: Pain.
First row; no earlier points required.0/1
Not selected. Maximum rank 1 reference:
Places a spell on the target that heals them for [(172 + (Healing * 0.42899999 )) * ( 1 * 1 )] the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Requires 30 points in Holy Talents; Requires 1 point in Spirit of Redemption0/3
Not selected. Maximum rank 3 reference:
Increases the amount healed by your spells by 10%.
Requires 25 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
Increases your spell healing by up to 25% of your total Spirit and your spell damage by up to 8% of your total Spirit.
Requires 20 points in Holy Talents0/1
Not selected. Maximum rank 1 reference:
Upon death, the priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
Requires 20 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
When you cast a healing spell, gain Mana equal to 10% of the base cost of the spell if your previous heal was a different spell.
Requires 20 points in Holy Talents1/1
This build: 1/1.
Each time you heal a target other than yourself with Flash Heal, you are healed for 50% as much. This healing generates no threat.
Requires 15 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Increases your Holy damage done by 5%, and gives a 10% chance each time your Holy Fire spell deals periodic damage for your next Holy Nova to cost no Mana.
Requires 15 points in Holy Talents; Requires 5 points in Divine Fury3/3
This build: 3/3.
Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 15%.
Requires 15 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 20%.
Requires 15 points in Holy Talents3/3
This build: 3/3.
Your non-periodic critical heals increase your target's Armor by 25% for 15 sec.
Requires 10 points in Holy Talents0/3
Not selected. Maximum rank 3 reference:
After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 25% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing.
Requires 10 points in Holy Talents0/1
Not selected. Maximum rank 1 reference:
Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 50 to 57. These effects cause no threat.
Requires 10 points in Holy Talents5/5
This build: 5/5.
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.5 sec.
Requires 5 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
Reduces all spell damage taken by 10%.
Requires 5 points in Holy Talents0/3
Not selected. Maximum rank 3 reference:
Increases the amount healed by your Renew spell by 15%.
First row; no earlier points required.3/3
This build: 3/3.
Gives your spells a 70% chance to not lose casting time when you take damage.
First row; no earlier points required.5/5
This build: 5/5.
Increases the critical effect chance of your Holy spells by 5%.
First row; no earlier points required.Open this exact build in the Forever calculator ↗
Read the complete allocation as text
- Discipline: Twin Disciplines 5/5
- Discipline: Mental Strength 5/5
- Discipline: Inner Focus 1/1
- Discipline: Improved Power Word: Shield 3/3
- Discipline: Meditation 3/3
- Discipline: Soul Warding 1/1
- Discipline: Mental Agility 3/3
- Discipline: Penance 1/1
- Discipline: Renewed Hope 5/5
- Discipline: Divine Aegis 3/3
- Discipline: Power Infusion 1/1
- Holy: Twilight Focus 3/3
- Holy: Holy Specialization 5/5
- Holy: Divine Fury 5/5
- Holy: Inspiration 3/3
- Holy: Improved Healing 3/3
- Holy: Holy Binding 1/1
Holy · 20/31/0Group-healing route with Holy Binding and Prayer of Mending.
Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.
1/1
This build: 1/1.
Places a spell on the target that heals them for [(172 + (Healing * 0.42899999 )) * ( 1 * 1 )] the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Requires 30 points in Holy Talents; Requires 1 point in Spirit of Redemption3/3
This build: 3/3.
Increases the amount healed by your spells by 10%.
Requires 25 points in Holy Talents5/5
This build: 5/5.
Increases your spell healing by up to 25% of your total Spirit and your spell damage by up to 8% of your total Spirit.
Requires 20 points in Holy Talents1/1
This build: 1/1.
Upon death, the priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
Requires 20 points in Holy Talents1/2
This build: 1/2.
When you cast a healing spell, gain Mana equal to 5% of the base cost of the spell if your previous heal was a different spell.
Requires 20 points in Holy Talents1/1
This build: 1/1.
Each time you heal a target other than yourself with Flash Heal, you are healed for 50% as much. This healing generates no threat.
Requires 15 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Increases your Holy damage done by 5%, and gives a 10% chance each time your Holy Fire spell deals periodic damage for your next Holy Nova to cost no Mana.
Requires 15 points in Holy Talents; Requires 5 points in Divine Fury3/3
This build: 3/3.
Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 15%.
Requires 15 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 20%.
Requires 15 points in Holy Talents0/3
Not selected. Maximum rank 3 reference:
Your non-periodic critical heals increase your target's Armor by 25% for 15 sec.
Requires 10 points in Holy Talents0/3
Not selected. Maximum rank 3 reference:
After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 25% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing.
Requires 10 points in Holy Talents1/1
This build: 1/1.
Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 50 to 57. These effects cause no threat.
Requires 10 points in Holy Talents5/5
This build: 5/5.
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.5 sec.
Requires 5 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
Reduces all spell damage taken by 10%.
Requires 5 points in Holy Talents2/3
This build: 2/3.
Increases the amount healed by your Renew spell by 10%.
First row; no earlier points required.3/3
This build: 3/3.
Gives your spells a 70% chance to not lose casting time when you take damage.
First row; no earlier points required.5/5
This build: 5/5.
Increases the critical effect chance of your Holy spells by 5%.
First row; no earlier points required.0/1
Not selected. Maximum rank 1 reference:
Launches a volley of holy light at the target, causing 45 Holy damage to an enemy, or 134 healing to an ally, instantly and every 1 sec for 2 sec.
Requires 20 points in Discipline Talents0/5
Not selected. Maximum rank 5 reference:
Your heals from Flash Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 10% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 5 sec.
Requires 20 points in Discipline Talents; Requires 1 point in Soul Warding0/1
Not selected. Maximum rank 1 reference:
Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.
Requires 30 points in Discipline Talents; Requires 1 point in Penance5/5
This build: 5/5.
Increases your total Intellect by 10%.
Requires 5 points in Discipline Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the casting time of your Mana Burn spell by 1.0 sec.
Requires 15 points in Discipline Talents1/1
This build: 1/1.
Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.
Requires 15 points in Discipline Talents; Requires 3 points in Improved Power Word: Shield0/3
Not selected. Maximum rank 3 reference:
Your non-periodic critical heals create a protective shield on the target, absorbing 15% of the amount healed. Shields up to (20 * 60) damage and lasts 12 sec.
Requires 25 points in Discipline Talents0/3
Not selected. Maximum rank 3 reference:
Increases the Armor bonus of your Inner Fire spell by 45% and increases its total charges by 12.
Requires 15 points in Discipline Talents2/3
This build: 2/3.
Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 7%.
Requires 10 points in Discipline Talents3/3
This build: 3/3.
Allows 50% of your Mana regeneration to continue while casting.
Requires 10 points in Discipline Talents1/1
This build: 1/1.
When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is a non-periodic spell and capable of a critical effect.
Requires 10 points in Discipline Talents0/2
Not selected. Maximum rank 2 reference:
Gives you a 100% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%.
Requires 5 points in Discipline Talents3/3
This build: 3/3.
Increases the damage absorbed by your Power Word: Shield by 20%.
Requires 10 points in Discipline Talents0/3
Not selected. Maximum rank 3 reference:
Reduces the threat generated by your spells by 30% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 15%.
Requires 5 points in Discipline Talents5/5
This build: 5/5.
Increases the damage and healing of your instant cast spells by 5%.
First row; no earlier points required.0/2
Not selected. Maximum rank 2 reference:
Increases your damage with Wands by 25%.
First row; no earlier points required.0/3
Not selected. Maximum rank 3 reference:
Improves your chance to hit with Holy spells by 18%.
Requires 5 points in Discipline Talents0/5
Not selected. Maximum rank 5 reference:
Your Smite and Penance spells deal 10% increased damage to targets afflicted with your Holy Fire or Shadow Word: Pain.
First row; no earlier points required.Open this exact build in the Forever calculator ↗
Read the complete allocation as text
- Holy: Twilight Focus 3/3
- Holy: Improved Renew 2/3
- Holy: Divine Fury 5/5
- Holy: Holy Nova 1/1
- Holy: Holy Specialization 5/5
- Holy: Holy Binding 1/1
- Holy: Improved Healing 3/3
- Holy: Spirit of Redemption 1/1
- Holy: Spiritual Guidance 5/5
- Holy: Spiritual Healing 3/3
- Holy: Litany of Light 1/2
- Holy: Prayer of Mending 1/1
- Discipline: Twin Disciplines 5/5
- Discipline: Mental Strength 5/5
- Discipline: Improved Power Word: Shield 3/3
- Discipline: Inner Focus 1/1
- Discipline: Meditation 3/3
- Discipline: Soul Warding 1/1
- Discipline: Mental Agility 2/3
Leveling Talents and the Actual Unlock Points
Follow the main-tree order before taking the support points shown in the finished build. This avoids delaying Penance, Prayer of Mending or Shadowform while buying several attractive early passives from another tree.
Shadow · complete 10–60 point order
Point order for this build
| Level | Talent reached |
|---|---|
| 10–14 | Spirit Tap → 5/5 |
| 15–16 | Improved Shadow Word: Pain → 2/2 |
| 17–18 | Shadow Reach → 2/2 |
| 19 | Shadow Focus → 1/5 |
| 20 | Mind Flay → 1/1 |
| 21–22 | Improved Mind Flay → 2/2 |
| 23–24 | Shadow Focus → 3/5 |
| 25 | Vampiric Embrace → 1/1 |
| 26–28 | Shadow Weaving → 3/3 |
| 29 | Dark Inspiration → 1/5 |
| 30 | Silence → 1/1 |
| 31–32 | Devouring Contagion → 2/2 |
| 33–34 | Dark Inspiration → 3/5 |
| 35–39 | Darkness → 5/5 |
| 40 | Shadowform → 1/1 |
| 41–42 | Wand Specialization → 2/2 |
| 43–45 | Twin Disciplines → 3/5 |
| 46–50 | Mental Strength → 5/5 |
| 51–53 | Meditation → 3/3 |
| 54–55 | Mental Agility → 2/3 |
| 56 | Inner Focus → 1/1 |
| 57 | Mental Agility → 3/3 |
| 58–60 | Improved Power Word: Shield → 3/3 |
Discipline · complete 10–60 point order
Point order for this build
| Level | Talent reached |
|---|---|
| 10–14 | Twin Disciplines → 5/5 |
| 15–19 | Mental Strength → 5/5 |
| 20 | Inner Focus → 1/1 |
| 21–23 | Improved Power Word: Shield → 3/3 |
| 24 | Meditation → 1/3 |
| 25 | Soul Warding → 1/1 |
| 26–27 | Meditation → 3/3 |
| 28–29 | Mental Agility → 2/3 |
| 30 | Penance → 1/1 |
| 31–34 | Renewed Hope → 4/5 |
| 35–37 | Divine Aegis → 3/3 |
| 38 | Renewed Hope → 5/5 |
| 39 | Mental Agility → 3/3 |
| 40 | Power Infusion → 1/1 |
| 41–43 | Twilight Focus → 3/3 |
| 44–45 | Holy Specialization → 2/5 |
| 46–50 | Divine Fury → 5/5 |
| 51–53 | Holy Specialization → 5/5 |
| 54–55 | Inspiration → 2/3 |
| 56–58 | Improved Healing → 3/3 |
| 59 | Inspiration → 3/3 |
| 60 | Holy Binding → 1/1 |
Holy · complete 10–60 point order
Point order for this build
| Level | Talent reached |
|---|---|
| 10–12 | Twilight Focus → 3/3 |
| 13–14 | Improved Renew → 2/3 |
| 15–19 | Divine Fury → 5/5 |
| 20 | Holy Nova → 1/1 |
| 21–24 | Holy Specialization → 4/5 |
| 25 | Holy Binding → 1/1 |
| 26–28 | Improved Healing → 3/3 |
| 29 | Holy Specialization → 5/5 |
| 30 | Spirit of Redemption → 1/1 |
| 31–35 | Spiritual Guidance → 5/5 |
| 36–38 | Spiritual Healing → 3/3 |
| 39 | Litany of Light → 1/2 |
| 40 | Prayer of Mending → 1/1 |
| 41–45 | Twin Disciplines → 5/5 |
| 46–50 | Mental Strength → 5/5 |
| 51–53 | Improved Power Word: Shield → 3/3 |
| 54 | Inner Focus → 1/1 |
| 55 | Meditation → 1/3 |
| 56 | Soul Warding → 1/1 |
| 57–58 | Meditation → 3/3 |
| 59–60 | Mental Agility → 2/3 |
Shadow: Mind Flay at 20, Vampiric Embrace at 25, Silence at 30 and Shadowform at 40. The route takes Shadow Reach 2/2 and Shadow Focus 3/5; it does not take Improved Mind Blast or Early Demise. The later Discipline points provide Mana support and Wand Specialization, not Penance or Power Infusion.
Discipline: Inner Focus at 20, Soul Warding at 25, Penance at 30 and Power Infusion at 40. Renewed Hope starts at 31 and Divine Aegis at 35. Holy Binding belongs to the late Holy splash and arrives at 60 in this route, so it is not an early Discipline healing button.
Holy: Holy Nova at 20, Holy Binding at 25, Spirit of Redemption at 30 and Prayer of Mending at 40. The support-tree Soul Warding arrives at 56. This route has Litany of Light at 1/2 and does not have Penance, Renewed Hope or Divine Aegis.
Shared training milestones, separate from talent points
| Level | Tool | Practical change |
|---|---|---|
| 18 | Dispel Magic | Friendly Magic removal and an intentional enemy purge option. |
| 20 | Fear Ward / Devouring Plague / Flash Heal | Shared tools rather than race-exclusive Fear Ward or Plague. |
| 30 | Prayer of Healing / Divine Spirit | Party healing by selected target; Spirit buff is baseline. |
| 32 | Shadow Word: Death / Abolish Disease | A damaging finisher with serious backlash; sustained disease removal. |
| 40 | Greater Heal | A larger direct heal joins the trained toolkit. |
In a healing group, keep Fear Ward, disease removal and Dispel on reachable binds even while leveling Shadow. Their availability does not depend on taking the healing trees.
Shadow Rotation: Damage That You Can Sustain
Before the full Shadow kit, use the spells and wand actually available, with Shadow Word: Pain on enemies that will live long enough for useful ticks. Spirit Tap supports recovery after a qualifying kill. Finish a safe, low-health enemy with the wand when that saves useful Mana, rather than automatically spending another expensive spell into overkill.
- Keep useful periodic damage on a durable target.
Use Shadow Word: Pain and Devouring Plague when their damage will matter. Devouring Plague has a twenty-four-second cooldown in the current reference and also heals the caster through its damage. It is available to all Priest races at 20.
- Use Mind Blast and complete useful Mind Flay channels.
Mind Blast and a fully completed Mind Flay can trigger Dark Inspiration. Improved Mind Flay increases later damage instances relative to earlier ones. Clipping every channel casually loses those later instances and the completed-channel interaction; still move or interrupt for a real mechanic.
- Use Vampiric Embrace for the party’s actual need.
It turns part of your Shadow damage into party healing, but it is not a replacement for an assigned healer’s whole toolkit. Its presence also changes Spirit Tap’s qualifying death trigger. Shadow Weaving increases damage taken from you, not every Shadow caster in the party.
- Treat Shadow Word: Death as a health decision.
It is learned at 32 and has an eighteen-second cooldown. If it fails to kill the target, the current backlash is 30% of your maximum health. Keep a health buffer for that cost and incoming damage; do not use the old ten-percent assumption in a survival plan.
Shadowform at 40 changes both damage and resource use. Its current reference reduces Shadow spell Mana costs, improves the Shadow critical-damage bonus and reduces physical damage taken. It also prevents casting healing spells while active. Leave the form deliberately when a real heal is needed; a planned heal that the active form will not allow is not recovery already in progress.
Devouring Contagion can spread the remaining Devouring Plague duration to two nearby enemies when the afflicted target dies. That is remaining time, not a freshly restarted full-duration effect. Consider nearby neutral or controlled enemies before relying on a spreading disease during a tightly arranged pull.
Do not add Early Demise’s execute-range critical bonus to this build: it is not allocated. Nor does the range from Shadow Reach remove line-of-sight and positioning requirements. Stay where the channel can finish without putting the next enemy pack behind you.
Discipline: Shield, Weakened Soul and Penance
Power Word: Shield has a spell cooldown and a separate target restriction through Weakened Soul. Soul Warding shortens the first and reduces Mana cost; it does not simply erase the target debuff. Track which condition is preventing the next shield before repeatedly pressing the same key.
- Put prevention on a target that needs it.
Shield before the incoming hit when that is the useful answer. Armor and absorption no longer deny a Warrior’s incoming-damage Rage in Forever, so the old blanket refusal to shield a Warrior for Rage generation is outdated.
- Use Penance on the intended friendly target.
Penance can heal an ally or damage an enemy. Confirm the target before starting its channel. Moving or switching jobs halfway through a poorly chosen cast is not equivalent to landing the heal you meant to use.
- Heal through the Weakened Soul window when healing is needed.
Renewed Hope rewards its listed direct heals on a target with Weakened Soul, increasing critical chance and reducing the debuff’s remaining duration. Use that interaction to recover real damage rather than casting into full health merely to shorten a timer.
- Plan the Mana and power cooldowns.
Inner Focus makes the next spell free and adds a critical-effect benefit where applicable. Use it on a useful cast. Power Infusion is a timed spell-damage/healing boost; give its recipient a real casting window rather than activating it during a forced retreat.
Divine Aegis is triggered by non-periodic critical heals and has its own absorption limits. Renew can critically heal in Forever, but its periodic critical tick is not the same trigger. Do not expect unbounded shields from every heal-over-time tick.
When a stronger existing Power Word: Shield prevents your cast, inspect the current effect instead of treating it as a failed keybind. A shield that cannot legally replace the present one will not become valid through faster repeated input.
Holy: Choose the Heal for the Injured Players
Use Heal or Greater Heal when their cast time and amount fit, Flash Heal when the shorter cast solves the urgent problem, and Renew when healing over time will be useful. Train relevant ranks and judge them against missing health and your Mana budget. The largest displayed heal is not automatically the efficient cast.
Holy Binding is now passive. Healing another target with Flash Heal also heals you for 50% as much. It is not the earlier separate 1.5-second Binding Heal button. If you and a teammate both need recovery, that interaction can be useful without changing targets between two separate heals.
Litany of Light refunds part of a healing spell’s base cost when the previous heal had a different name. This build has one rank, not the full-rank refund. Alternate naturally when the damage calls for different heals; casting a pointless spell solely to change names wastes the resource you were trying to preserve.
Prayer of Healing follows the selected player’s party and pets. Choose a member of the party that actually needs the cast. The current spell reference measures the affected party members’ distance from that target. Selecting an ally in a healthy raid party will not redirect the spell to a different injured party elsewhere.
Prayer of Mending at 40 prepares a target for healing when damage or non-periodic healing triggers it, then the effect jumps to a nearby party/raid member. Keep the bounce range in mind and place it where events can actually trigger the chain. A Renew tick is periodic, so it is not the direct-heal trigger described by that rule.
Spirit of Redemption allows a brief healing window after death, with important movement and action restrictions. Use the free healing meaningfully if it happens, but do not plan a normal pull around dying to obtain it. Its presence also unlocks Prayer of Mending in this talent route.
Dispel, Fear and Recovery Assignments
Pick the tool for the actual condition
| Problem | Tool | Limit to respect |
|---|---|---|
| Harmful Magic on an ally | Dispel Magic | Select the friendly target deliberately; not every debuff is Magic. |
| A dangerous beneficial Magic effect on an enemy | Dispel Magic used offensively | A friendly-only mouseover macro does not automatically perform this job. |
| Disease | Cure Disease, later Abolish Disease | Do not expect the same spell to remove Poison or Curse. |
| An expected Fear | Fear Ward | The next qualifying Fear consumes the ward; plan the recipient and timing. |
| Loose enemies approaching the healer | Fade and movement toward safe help | Threat recovery is not immunity; running through fresh packs can make it worse. |
| A dead teammate after combat | Resurrection | It is not an in-combat resurrection. |
Psychic Scream can turn a bad melee situation into space, but fleeing enemies can reach other packs and damage can break the effect. In a dungeon, communicate that recovery rather than assuming every fear leaves enemies safely beside the tank.
All Priests gain Fear Ward and Devouring Plague at 20, and Divine Spirit is baseline at 30. Race choice still adds distinctive tools, but Dwarf is no longer the exclusive route to Fear Ward and Undead is no longer the exclusive route to Devouring Plague. Use the current race/class reference before creation.
Gear for Casting, Healing and Wand Finishes
Separate wand attack damage from spell bonuses. A wand’s listed DPS applies to wand attacks; its explicit spell-damage line benefits the relevant spells. The October change removed additional wand damage from the user’s spell-damage stat, so a larger spell-power number does not automatically increase the wand’s listed attack damage.
Verified early and mid-level equipment comparisons
| Item | Current item line | How to compare it |
|---|---|---|
| Lesser Magic Wand | Wand; requires 5; 11.33 listed wand DPS and +1 spell damage/healing. | An early crafted/bind-on-equip comparison; distinguish its two damage roles. |
| Greater Magic Wand | Wand; requires 13; 17.50 wand DPS and +2 spell damage/healing. | Compare the weapon attack upgrade and price before buying. |
| Gravestone Scepter | Wand; 29.00 wand DPS, Spirit and +6 Shadow spell damage. | A concrete later wand reference; the Shadow bonus is school-specific. |
| Emberstone Staff | Staff; requires 17; +24 spell damage and healing. | Captain Greenskin drop. Read the current casting bonus rather than an old stat list. |
| Robes of Arugal | Cloth chest; requires 23; +18 healing and +6 damage. | Archmage Arugal drop; the healing and damage numbers are not interchangeable. |
| Civinad Robes | Cloth chest; Spirit, Stamina, +26 healing and +9 damage. | Compare for a healing set or a mixed leveling set as appropriate. |
| Hypnotic Blade | Main-hand dagger; requires 34; Intellect, Spirit and +44 spell damage/healing. | Arcanist Doan drop. Compare it together with an off-hand. |
| Illusionary Rod | Two-handed staff; requires 34; casting stats, critical chance and +44 spell damage/healing. | An alternative complete weapon setup, not a piece added on top of the dagger/off-hand. |
| Whitemane's Chapeau | Cloth head; requires 39; +20 healing, +7 damage and a faster-revival effect. | High Inquisitor Whitemane drop. It does not turn Resurrection into a combat resurrection. |
Compare a staff with the complete one-hand weapon and off-hand set. Priests can use a dagger, unlike Paladins, but the dagger’s melee DPS is not your Mind Blast damage. Do not throw away a substantial casting bonus simply because a weapon’s physical attack line looks small.
For Shadow, inspect spell damage, Intellect, useful recovery and the hit supplied by your actual talent rank. For healing, inspect the healing line separately from the smaller damage line, the Mana pool and regeneration you can use during casting. Spirit gains extra interactions through talents such as Spiritual Guidance, but the healing and damage percentages are different.
Enchants and Mana Between Pulls
Choose one permanent upgrade per slot for the job you will perform. A healing weapon enchant and a damage weapon enchant are alternatives, not two bonuses you can add to the same weapon.
Exact Forever spell references
| Slot / job | Enchant | Current benefit |
|---|---|---|
| Weapon · healing | Enchant Weapon - Healing Power | Up to 55 healing and 19 damage. |
| Weapon · damage | Enchant Weapon - Spell Power | Up to 30 spell damage; an alternative to the healing enchant. |
| Weapon · Mana pool | Enchant Weapon - Mighty Intellect | +22 Intellect; another alternative on that weapon. |
| Neck | Enchant Necklace - Spell Power | +6 spell damage and healing. |
| Wrists | Enchant Bracer - Lesser Healing Power | +16 healing and +6 damage. |
| Chest | Enchant Chest - Greater Stats | +4 all stats. |
| Feet · recovery | Enchant Boots - Spirit | +5 Spirit. |
| Feet · movement | Enchant Boots - Minor Speed | 4% movement speed; an alternative boot upgrade. |
Drink during useful group pauses, refresh your water supply before leaving town and tell the tank when the next pull exceeds the available Mana. A regeneration talent cannot restore the Mana that an inactive proc or an unusable out-of-casting effect has not actually supplied.
Mouseover Macros With a Clear Target Rule
This Flash Heal macro uses a living friendly mouseover, then your living friendly target, otherwise yourself. It does not choose a rank or decide whether a more efficient heal would fit the incoming damage.
#showtooltip Flash Heal
/cast [@mouseover,help,nodead][help,nodead][@player] Flash HealThis Dispel Magic macro uses the same friendly target rule. Its fallback is deliberately a friendly dispel; it does not automatically purge a selected enemy’s beneficial effect. Keep an intentional enemy-purge bind separately when that job is assigned.
#showtooltip Dispel Magic
/cast [@mouseover,help,nodead][help,nodead][@player] Dispel MagicSources and the Broader Leveling Route
Current rows, selected ranks and spell behavior were checked in the Forever Priest calculator and its database references. All three linked allocations were entered on November 2. The current Shadow Word: Death entry, rather than the old 10% preview, supplies the 30% backlash used here.
Blizzard’s Priest and Warrior deep dive and beta development thread provide the design history and subsequent corrections. The latest calculator changes, including Holy Binding, can be newer than the initial announcement.
Use our leveling route for zones and travel. Cover: Blizzard’s new-combination character preview featuring the Gnome Priest, used as character artwork rather than a recommended equipment set. Original game art and textures © Blizzard Entertainment.




