This FAQ is still a work in progress, I do not claim to know everything, your comments and suggestions are welcome. Your questions will be answered as quickly as possible.
|Parts of this page were originally written by Agoge.
Welcome to the Allakhazam Priest Forum FAQ. I would like to thank you for the opportunity to write and share all of the information that I have learned over the three years I have played. I have played both a Shadow Priest and a Holy/Disc Priest. Though the Shadow Priest FAQ looks to be good, I am here to write about Holy/Disc.
Though I will be refreshing a little of the Shadow Priest, my main focus is on the Holy/Disc Priest. Saying this, I have leveled both of my priest by speccing shadow. On one, I switched to Holy/Disc to be a healer. I cannot give accurate answer on leveling a Holy/Disc priest just end game.
The Priest class is the most well known for it healing ability. Though a priest can spec down the shadow tree to become a powerful damage dealer, the priest class will spend the majority of there time healing.
The priest class can only wear cloth armor. Though like a mage, the priest, in a group, is near the rear of the pack. Expect to spend the majority of your healing the tanks up front. The higher in level that you get, the more cloth armor that comes with +healing and +spell damage on it. Though most of the low level gear will most likely have +int, +spirit, +mana/sec., on armor and weapons, you will find that most have bonuses to these items.
The two important stats are +healing, and in-casting regen (with ooc regen coming after that, still important for 5SR and Innervates). So basically, tons of healing, and a balance of mana/5 and spirit. Pre-50's, it's better to have a good amount of spirit along with balanced int and stam.
Primal Mooncloth + Whitemend are incredible for healers; the lack of stamina can be a bit of a problem, but nothing a secondary stamina set can't make up for. Gems should almost all be Royal Nightseye, unless there's an awesome socket bonus, in which case the +heal/+int noble topaz (Luminous?) will do. Best meta socket is probably the 5% mana restore on cast, since the "healing" one requires you to essentially give up all your Royal Nightseye.
Though priests start the game out with maces, at level 10 for both Alliance and Horde, priests can train to use a staff. In end game, maces will have more of the +healing than a lot of staffs. Though staffs while leveling will give better bonuses towards +int and +spirit.
Though your mace and staff are a contribute to your stats, wands also can have stats on them as well. Wands may also have the stats +int and +spirit. While leveling, it is a good idea to find a wand with +spell damage or as high +int as possible.
Enchantments will augment your stats and can be added to most item slots. In most cases, unless you're already an enchanter you're better of waiting until level 70 before you start spending huge amounts of gold on enchants.
In each class, you start the game off with few abilities. As you increase in level, so do your talents and abilities. I am going to list each spell and will divide up into 3 trees; Holy, Discipline, and Shadow. Spells are categorised by which tab of your spellbook they appear, this does not necessarily reflect they are part of, or limited to that school. Please note that only the maximum level of each spell is listed.
Mana costs are subject to talent adjustments in some cases, the full costs are listed below. Base mana is the amount of mana you would have without gear, enchants or indeed any intellect. For a priest this is around 2340 at level 70.
|12% of base mana
|Attempts to cure 1 disease effect on the target, and 1 more disease effect every 5 seconds for 20 seconds.
|Heals a friendly target and the caster for 1042 to 1338.
|Circle of Healing
|Heals friendly target and that target's party members within 15 yards of the target for 475 to 525.
|12% of base mana
|Removes 1 disease from the friendly target.
|Heals a friendly target for 1101 to 1279.
|A slow casting spell that heals a single target for 2396 to 2784.
|Heal your target for 712 to 804.
|Consumes the enemy in flames that cause 412 to 522 fire damage and an additional 165 fire damage over 10 seconds.
|Heal your target for 135 to 157.
|Prayer of Healing
|A powerful prayer heals party members withing 30 yards for 1246 to 1316.
|Prayer of Mending
|40 yds, 10 sec cooldown
|Places a spell on the target that heals them for 800 the next time they take damage. When the heal occurs, Prayer of Mending jumps to a raid member within 20 yards. Jumps up to 5 times and last 30 seconds after each jump. This spell can only be placed on one target at a time.
|Heals the target for 1110 over 15 seconds.
|Brings a dead player back to life with 1100 health and 1150 mana. Cannot be cast while in combat.
|Smite an enemy for 545 to 641 Holy damage.
|14% of base mana
|Dispels magic on the target, removing 2 harmful spells from a friend or 2 beneficial from an enemy.
|3% of base mana
|Wards the friendly target against Fear. The next Fear effect used against the target will fail, using up the ward. Lasts 3 min.
|A burst of Holy energy fills the caster, increasing armor by 1580. Each melee or ranged damage hit against the priest will remove one charge. Last 10 min or until 20 charges are used.
|100 mana, reagent:Light Feather
|Allows the caster to levitate, floating a few feet above the ground. While levitating, you will fall at a reduced speed and travel over water. Any damage will cancel the effect. Last 2 min.
|Drains 1021 to 1079 mana from a target. For each mana drained this way, the target takes 0.5 shadow damage.
|33% of base mana
|Dispels magic in a 15 yard radius, removing 1 harmful spell from each friendly target and 1 beneficial spell from each enemy target. Affects a maximum of 10 friendly targets and 10 enemy targets. This dispel is potent enough to remove Magic effects that are normally undispellable.
|Power Word: Fortitude
|Power infuses the target increasing their Stamina by 79 for 30 min.
|Power Word: Shield
|40 yds, 4 sec cooldown
|Draws on the soul of the party member to shield them, absorbing 1315 damage. Last 30 seconds. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 seconds.
|Prayer of Fortitude
|1800 mana, reagent:Sacred Candle
|Power infuses the target's party, increasing their Stamina by X for 1 hour.
|Prayer of Spirit
|1800 mana, reagent:Sacred Candle
|Power infuses the target's party, increasing their Spirit by 50 for 1 hour.
|Shackles the target undead enemy for up to 50 seconds. The shackle unit is unable to move, attack or cast spells. Any damage caused will release the target. Only one target can be shackled at a time.
|330 mana, 30sec cooldown
|Fade out, discouraging enemies from attacking you for 10 seconds.
|30 yds, 8sec cooldown
|Blast the target for 708 to 748 Shadow damage.
|20 yds, Channeled
|Controls a humanoid mind up to level 62, but increases the time between attacks by 25%. Last up to 1 min.
|Soothes the target, reducing the range at which it will attack you by 10 yards. Only affects Humanoid targets level 85 or lower. Last 15 seconds.
|50000 yds, Channeled
|Allows the caster to see through the target's eyes for 1 min. Will not work if the target is in another instance or on another continent.
|210 mana, 30sec cooldown
|The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 seconds. Damage caused may interrupt the effect.
|Shadow Word: Death
|30 yds, 6 sec cooldown
|A word of dark bidding that inflicts 572 to 664 Shadow damage to the target. If the target is not killed by Shadow Word:Death, the caster takes damage equal to the damage inflicted upon the target.
|Shadow Word: Pain
|A word of darkness that causes 1236 Shadow damage over 18 seconds.
|30 yds, 5min cooldown
|Creates a shadowy fiend to attack the target. Caster receives mana when the shadow fiend deals damage. Last 15 seconds.
These are the spells located in the spellbook at level 70 without using any talent points. Though new spells are available to the priest once using talent points in the talent trees.
To view these new spells available when using talent point please go HERE for more information.
For the priest there are three talent trees represented here. They are Holy, Discipline, and Shadow. I will give you each talent as if they were maxed with talent points.
|Gives you a 70% chance to avoid interruption caused by damage while casting any healing spell.
|Increased the amount healed by your renew spell by 15%
|Increase the critical effect chance of your Holy spells by 5%
|Reduce all spell damage taken by 10%
|Reduces the cast time of your Smite, Holy Fire, Heal and Greater Heal spells by 0..5 seconds.
|1 point, 185 mana
|Causes an explosion of holy light around the caster, causing 28 to 32 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 52 to 60. These effects cause no threat.
|After being stuck by a melee or ranged critical hit, heal 25% of the damage taken over 6 seconds.
|Increase your target's armor by 25% for 15 seconds after getting a critical effect from your Flash Heal, Heal, Greater Heal, Binding Heal, Prayer of Healing, or Circle of Healing spells.
|Increase the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing, Holy Nova and Circle of Healing spells by 20%.
|Reduces the mana cost of your Lesser Heal, Heal, and Greater Heal spells by 15%.
|2 points, must have 5 points in Divine Fury
|Increases the damage of your Smite and Holy Fire spells by 10%.
|Reduces the mana cost of your Prayer of Healing and Prayer of Mending spells by 20%.
|Spirit Of Redemption
|Increases your total Spirit by 5% and upon death, the priest becomes the Spirit of Redemption for 15 seconds. 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 effects ends, the priest dies.
|Increases spell damage and healing up to 25% of your total Spirit.
|Surge of Light
|You spell criticals have a 50% chance to cause your next Smite spell to become and instant cast, cost no mana but be incapable of a critical hit. This effect last 10 seconds.
|Increases the amount healed by your healing spells by 10%
|Gives you a 6% chance to enter a clearcasting state after casting any Flash Heal or Greater Heal spell. The clearcasting state reduces the mana cost of your next Flash Heal or Greater Heal spell by 100%.
|1 point, 225 mana, 6 min cooldown, must have 1 point in Spirit Of Redemption
|Creates a holy lightwell. Members of your raid or party can click the lightwel to restore 801 health over 6 seconds. Any damage taken will cancel the effect. Lightwell lasts for 3 min or 5 charges.
|Critical hits made against you have a 60% chance to prevent you from being critically hit again for 6 seconds.
|Your Greater Healing spell gains an additional 20% and your Flash Heal gains an additional 10% of your bonus healing effects.
|Circle of Healing
|1 point, 300 mana, 40 yd range
|Heals friendly target and that target's party members within 15 yards of the target for 285 to 315.
|Increases your chance to resist Stun, Fear, and Silence effects by an additional 15%.
|Increase your damage with wands by 25%
|Reduces the threat generated by your Holy and Discipline spells by 20% and reduces the chance your spells will be dispelled by 20%
|Improved Power Word: Fortitude
|Increase the effect of your Power Word:Fortitude and Prayer of Fortitude spells by 30%.
|Improved Power Word: Shield
|Increases the damage absorbed by your Power Word:Shield by 15%.
|Gives you a 100% chance to gain the Focused Casting effect that last for 6 seconds after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from loosing casting time when taking damage and increases resistance to interrupt effects by 20%
|Reduces the mana cost of your Dispel Magic, Cure Disease, Abolish Disease and Mass Dispel spells by 15%.
|1 point, 3 min cooldown
|When activated, reduces the mana cost of your next spell by 101% and increases its critical effect chance by 25% if it is capable of a critical effect.
|Allows 30% of your mana regeneration to continue while casting.
|Improved Inner Fire
|Increases the Armor bonus of your Inner Fire spell by 30%
|Reduces the mana cost of your instant cast spells by 10%
|Improved Mana Burn
|Reduces the casting time of your Mana Burn spell by 1 second.
|Increases your maximum mana by 10%
|1 point, 285 mana, 30 yd range, requires 3 points in Meditation
|Holy power infuses target, increasing their Spirit by 17 for 30 min.
|Improved Divine Spirit
|2 points, requires 1 point in Divine Spirit
|Your Divine Spirit and Prayer of Spirit spells also increase the target's spell damage and healing by an amount equal to 10% of their total Spirit.
|Your Smite and Mind Blast spells have an additional 4% chance to hit. In addition, these spells cause 10% additional damage against feared targets.
|Force of Will
|Increases your spell damage by 5% and the critical strike chance of your offensive spells by 5%.
|1 point, requires 5points in Mental Strength, 3 min cooldown
|Infuses the target with power, increasing there spell damage and healing by 20%.Last 15 seconds.
|Causes 50% of the damage absorbed by your Power Word:Shield to reflect back at the attacker. This damage causes no threat.
|Increase your total stamina, Intellect, and Spirit by 5%.
|1 point, 3 min cooldown
|Reduces all damage taken by 60% for 8 seconds.
|Gives you a 100% chance to gain 100% bonus of your Spirit after killing a target that yields experience or honor. For the duration, your mana will regenerate at a 50% rate while casting. Last 15 seconds.
|Gives your shadow spells a 10% chance to stun the target for 3 seconds.
|Reduces the threat generated by your Shadow spells by 25%
|Improved Shadow Word: Pain
|Increases the duration of your Shadow Word:Pain spell by 6 seconds.
|Reduces your targets chance to resist your shadow spells by 10%.
|Improved Psychic Scream
|Reduces the cooldown of your Psychic Scream spell by 4 seconds.
|Improved Mind Blast
|Reduces the cooldown of your Mind Blast spell by 2.5 seconds.
|1 point, 45 mana, Channeled
|Assault the target's mind with shadow energy, causing 75 shadow damage over 3 seconds and slowing their movement speed by 50%.
|Reduces the cooldown of your Fade ability by 6 seconds.
|Increases the range of your offensive shadow spells by 20%.
|Your Shadow damage spells a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 2% and last 15 seconds. Stacks up to 5 times.
|1 point, 225 mana,requires 2 points in Improved Psychic Scream
|Silences the target, preventing them from casting spells for 5 seconds.
|1 point, 30yd range, 10 second cooldown
|Afflicts your target with Shadow energy that causes all party members to be healed for 15% of any Shadow spell damage you deal for 1 min.
|Improved Vampiric Embrace
|2 points, requires 1 point in Vampiric Embrace
|Increases the percentage healed by Vampiric Embrace by an additional 10%.
|Reduces the mana cost of your Mind Blast, Mind Control, and Mind Flay spells by 15%.
|Reduces the chance you'll be critically hit by all spells by 4%.
|Increase your shadow spell damage by 10%.
|1 point, 1.5second cooldown
|Assume a Shadowform, increasing your Shadow damage by 15% and reducing Physical Damage done to you by 15%. However, you may not cast Holy Spells while in this form.
|Increase the critical strike chance of your Mind Blast and Shadow Word:Death spells by 15%.
|Your Shadow Word:Pain, Mind Flay and Vampiric Touch spells also cause the target to take an additional 5% spell damage.
|1 point, 325 mana, 30yd range, requires 1 point in Vampiric Embrace and 1 point in Shadowform
|Causes 450 shadow damage over 15 seconds to your target and causes all party members to gain mana equal to 5% of any Shadow spell damage you deal.
Coming Soon - Until then, please refer to RPZip's Macro Guide
By: lsfreak and MookusOU
For builds, a 23/38 is, to the best of my knowledge, one of the best all-around healing builds. Once you get deeper into endgame (or if you're with a really good group and just goofing around in 5-mans :P ), getting 41 points into Holy for Circle of Healing becomes more useful (since an entire melee group, and sometimes ranged groups, will be taking several thousand damage at once).
Something along the lines of this. However, having one priest with DS and IDS is still very useful for the boost in damage and regen. For a much more casual build, if someone can't afford respeccing every other day, one of the best builds is going to be a PI/SoL build of some sort, but it'll be tougher to heal than a deeper Holy priest (but by no means impossible - with decent gear, an spriest can heal non-heroics, there's a PvP-heavy 41/20 priest in my guild that does quite well in Kara and heroics.
I speak of Holy priests but in reality almost all healing priests are a mixture of Dis/Holy.
In this build Holy Nova and Inner Fire are used as filler talents. They can both be changed without major effect.
In this build the Disc tree is stripped down to the minimum in order to acquire ImpDS. ImpDS is a good buff that adds roughly 40-50 Healing or DPS to your casters so it is well worth giving up some of your own healing power in order to increase group efficiency.
This build assumes that the raid already has a holy priest with the ImpDS buff. This healer goes for pure healing power and AoE healing instead.
You can toy with this build a bit but the important thing is to have the raw healing talents of the ImpDS build and then Circle of Healing for raid-wide AoE healing (Prayer of Healing only does your party and Prayer of Mending is very unpredictable/unreliable).
This build keeps many of the key talents from the ImpDS build but switches things a bit to boost damage and pickup Surge of Light.
First and foremost, I would like to thank Allakhazam for letting me write this FAQ. I would also like to thank RPZip, MookusOU, RedPhoenixxx, RoqueGnome,and Runthunter for the information and support they have given.
Please post any comments and corrections as I will make changes accordingly.