Spiritual Guidance: Priestly racials

Priests are an unusual class, because they're the only class in the game that has different skills available to them depending on their race. Each race gets two racial skills, most of which are minor, making minimal impact on your gameplay, but some of them are great skills that you'll find exceptionally helpful as you level up -- or at end game. The fact that some of them are useful and others are -- well, to be nice we'll just call them "less useful" -- is a point of contention amongst Priests. Priests who picked a race with a poor selection of racial skills complain that the skills are unbalanced, while Priests who selected a race with useful skills say that complainers simply lacked foresight when first creating their character.
Today we're going to look over the different racial abilities available to Priests and discuss whether the selection is really fair to Priest players.
Desperate Prayer: Instantly heals the Priest, with no mana cost, on a 10-minute cooldown. Available to Humans and Dwarves starting at level 10.
An excellent skill for solo and group PvE as well as PvP. Who, after all, can say no to a mana-free heal? Through the levels, it's about as effective as a Flash Heal. And its relatively short cooldown means that it's usually available to use when you need it.
WoW Insider rates this ability an A+. Useful in all situations you might find yourself and can make the difference between life and death for both you and your group (as your group isn't likely to survive if you find yourself dead).
Hex of Weakness: Reduces physical damage done by your target and reduces the effectiveness of healing on that target by 20%. Available to Trolls starting at level 10.
HoW isn't a great skill, but it has its uses. In a group or raid situation, it's always helpful to have less damage hitting your main tank. In PvP, it doesn't hurt to reduce healing effects on a target, if they have dedicated healing on their side -- and reducing damage by 35 may not seem like much, but it does add up over time.
WoW Insider rates this ability a B+. It can be handy in nearly every situation you find yourself in (so long as you remember to cast it!) -- it's a minor effect, but its impact adds up over time.
Starshards: A channeled spell doing damage over time to your target. Available to Night Elves starting at level 10.
A handy spell for leveling up, especially if you aren't speccing Shadow. It's decent damage and can take the place of Mind Flay in a DPS rotation. But if you're speccing Shadow, you're probably going to be using Mind Flay instead.
WoW Insider rates this ability a B-. It can be useful while you're leveling, at least if you're trying to level with an unfriendly leveling spec.
Symbol of Hope: Regenerates mana for members of the Priest's party over 15 seconds on a 5-minute cooldown. Available to Draenei starting at level 10.
A great skill for all times and places. Any form of mana regeneration is highly desirable, and having an ability that regenerates mana not only for themselves, but also for the rest of their party, is extremely handy, especially for late game instances and raids.
WoW Insider rates this ability an A. Useful for end-game raids and instances, where the mana it restored can make a difference for the better. However, less useful in PvP, where you're likely to end up dead before you end up out of mana, and leveling, where you usually have plenty of time to regenerate mana by drinking between pulls.
Touch of Weakness: Does damage to and reduces the damage caused by anyone who hits the Priest while the buff is active. Available to Undead and Blood Elves starting at level 10.
WoW Insider gives this ability a B-. Handy for leveling and PvP, and the damage reduction can be the difference between life and death in some situations. (35 less damage per hit doesn't seem like a lot, but it adds up.) However, the fact that the target has to hit you before it does anything makes it nearly useless for groups and raids.
Consume Magic: Dispels one beneficial effect on the priest in exchange for restoring mana on a 2-minute cooldown. Available to Blood Elves starting at level 20.
Restoring mana is always helpful, but in the case of Consume Magic, it comes at a fairly high cost. When you use it, it dispels one Priest buff from you at random. This could be a cheap cast like Inner Fire (375 mana per cast at level 70) or it could be an expensive cast like Power Word: Fortitude (2080 mana per cast at level 70) for a mana restore of 453 to 488 (again, at level 70).
WoW Insider gives this ability a C. The restored mana can be useful, and it could even make the difference between a wipe and a successful pull. However, you don't now what it will take from you when you cast it -- it could be something you need. And the mana it restores simply isn't terribly overwhelming compared to the mana cost of the buffs it could dispel.
Devouring Plague: A shadow damage DoT that heals the Priest for the damage it deals. Available to Undead starting at level 20.
Excellent spell for leveling or PvP. Not only does it do damage, but it also heals you. Not hugely useful for late game groups and raids, however, since healing duties will often prevent you from having the time or mana to use it. (But great for a Shadow-specced raider!)
WoW Insider gives this ability an A. Excellent utility in a variety of situations, though as with most damage spells, it might not find space on your toolbar
Elune's Grace: Temporarily reduces ranged damage taken and increases dodge chance on a 5-minute cooldown. Available to Night Elves starting at level 20.
Extremely situational and it doesn't last long enough to be overwhelmingly useful when you have a situation where you might need it. Essentially, you can reduce ranged damage taken and increase dodge chance for 15 seconds out of every 300 seconds.
WoW Insider gives this ability a C-. The buff it gives is highly situational, and in situations where it might be helpful, it doesn't last long enough to make much difference. Perhaps worth casting on the main tank in an instance or casting in PvP when fighting Hunters.
Fear Ward: Protects the target from a single Fear effect, on a 30-second cooldown. (The first Fear that hits the target will remove the buff, but not fear the target.) Available to Dwarves and Draenei starting at level 20.
This ability is incredibly useful in certain group and raid situations that use Fear as a key part of the encounter. While there aren't any encounters in the game that are impossible without Fear Ward, having Fear Ward can make these encounters trivial. Also has use in PvP, where fear is so often used.
WoW Insider gives this ability an A. Many players would call this the best ability for a priest to have -- and plenty of Priests have been allowed or declined entrance to raids based on having or not having it. However, we're only giving it an A because -- while it's incredibly useful when it's useful, it's still situationally useful.
Feedback: A buff that burns the mana of anyone who hits the Priest with a spell, doing shadow damage for each point of mana burned. Lasts for 15 seconds on a 3-minute cooldown. Available to Humans starting at level 20.
At level 70, for a cost of 705 mana, you can burn 165 mana and do 165 damage to your target. There is no situation in which the mana used is worth the amount of mana burned or damage done. In group situations, this skill is essentially useless, as in a perfect world, a Priest in a group shouldn't be taking hits.
WoW Insider gives this ability an F. It's hard to see why anyone would bother training this skill, much less keep it on their hotbar. Even at a time when you happen to be fighting spellcasters, the spell costs a good chunk of mana for a small amount of damage done and mana drained.
So what's the final story? I think looking over this list it's impossible to say all of these skills are of equal use. But how's Blizzard to fix things? The only way to make things 100% equitable for all races of Priest would be to do the same thing Blizzard did with Shamans and Paladins -- where Shamans and Paladins are now open to both factions, giving racial skills to all Priests would stop all arguments of balance. (Though that would give them quite a pile of extra skills.) However, Blizzard has held on to the idea of unique racial abilities since the game's launch, and it seems unlikely, at this point, that they'll give up on the idea. So... for now, if you're planning on starting a Priest character, pay close attention to your race -- some are undoubtedly better than others.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Acariquara Jul 29th 2007 11:00PM
Priestly?
http://www.imagehosting.com/out.php/i270962_JasonPriestly.jpg
Baluki Jul 29th 2007 11:02PM
Oops, you forgot Shadowguard. Not a bad spell. Equal to a Rank 5.5 Lightning Shield. Does anyone know if its power goes up with +dmg gear? I know some racials don't get bonuses (like Gift of the Naaru).
Also, it's not strictly true that Priests are the only class that get racial spells. Remember that Horde and Alliance Paladins have one spell that's exclusive to their faction: Seal of Blood and Seal of Vengeance, respectively.
tripp Jul 29th 2007 11:12PM
Fearward is King!!! Muah ha ha ha!!!
Razko Jul 29th 2007 11:18PM
I have 2 level 70 priests, one of them is undead, other one is night elf.
I played nelf first, mainly pve healing. Then I rerolled horde and was pvping mostly, tried a million specs, but on 70 mostly sticked to shadow for both pve and pvp.
Now I've gone back to my nelf priest, and what I have to say is... GOD I MISS DEVOURING PLAGUE.
Devouring Plague is awesome. It's more like A++++ than A. I was using it everywhere - group pvp, solo pvp, pve. It was much more like a base class skill for me than a racial. It really IS overpowered as a racial, racials should be situational and they all are except Devouring Plague...
I'd do anything right now to get DVP on my nelf priest. Seriously.
Depherios Jul 29th 2007 11:29PM
Shadowgaurd was, last time I checked a nearly 100% spell damage increase. I love Shadowguard! -- Sad to see it forgotten on here...
Also NOBODY EVER considers that the 21 mana RANK ONE Hex of Weakness still reduces healing by 20%... which REALLY helps when fighting healers in ANY situation... especially to hit a flag carrier in WSG or dueling a healer.
GrumblyStuff Jul 29th 2007 11:38PM
Desparate Prayer gets an A+? Oh hellz no. For one, can't be used in Shadow-form. For two, not immune to GCD or silencing effects. A B- at most, I say.
Feedback CAN be good but it's up there with Lolwell and Circle of Loling in terms of amazingly situational spells. Feedback does a mana burn effect for EACH spell that hits you when active. So, you know, F+ maybe. If it was like Inner Fire with charges and actually mitigated the amount of damage caused by the amount it inflicts on your enemies, I might actually get around to training it up in full.
Fear Ward an A? Oh, you dun wrong, sonny- er, honey.
That's about all I can reasonably complain about though. Well, give Hex of Weakness a bump too.
Zghuk Jul 29th 2007 11:54PM
Desperate Prayer (Humans & Dwarves): B
Hex of Weakness (Trolls): B
Starshards (Night Elves): C
might be good at low levels...
Symbol of Hope (Draenei): A manareg ftw!
Touch of Weakness (Blood Elves & Undeads): C
When a priest is hitten, he is almost always dead... This is only good for low leveling
Consume Magic (Blood Elves): C
mana reg is too low...
Shadowguard (Trolls): C
damage too low :-(
Devouring Plague (Undeads): A
a good DoT
Elune's Grace (Night Elves): D
It's too weak to use it...
Fear Ward (Dwarves & Draenei): A
best buff for priests in game, many bosses and players are using fear
Feedback (Humans): C
The duration is too short, 2 minutes would be okay, but 15 seconds? That's a joke!
Dwarves: B + A (best priest race beforce TBC)
Draenei: A + A (best priest race in the game)
Humans: B + C (pure average, but you have a rep bonus!)
Night Elves: C + D (but they have style and serve Elune...)
Blood Elves: C + C (average)
Trolls: B + C (average)
Undeads: C + A (why heal undeads with 'light'? anyway, best horde priest class)
But you have to mention the "normal" racial traits:
racial traits:
Dwarves: stone form = A
Draenei: GotN: A (good HoT); +spellhit: A
Humans: 10 % spirit = A; 10 % faction points gain = A; perception (pvp) = B
Night elves: shadowmeld = B; quickness = B
Undeads: WotF: A (a feared priest is useless); Cannibalize = B (easier lvling)
Trolls: Beserker: B (faster casts)
Blood Elves: Mana Tap: c (too low); Silence: B
Overall, the best priest class in the game are...
.. the Draenei!
followed by the dwarves, humans and then the night elves
Best horde priest class: the Undeads!
followedy be the trolls and then the blood elves!
So, now lets talk about the shamans ;-)
RogueJedi86 Jul 30th 2007 12:51AM
Wouldn't "Hex of Weakness" get bumped up a little, or at least get a mention on here, for the fact that it makes Al'ar in The Eye rez with 20% less health? That gives Horde a big advantage on that battle, if they have a Troll Priest.
navalpha Jul 30th 2007 1:36AM
oh i used Starshards to level up my NE priest to level 70. It was GREAT.
Pre-BC, there wasnt much +spell damage gear available for priests but in outlands, especially as discipline spec.... oooh baby.
Holy fire -> SW:P -> starshards, the mob was at 20% HP when it got to me. Its a fairly cheap spell to cast, and the damage it does over 6 seconds is increased every 2 seconds. With only 500 spell damage on my priest i was doing close to 2000 damage. Not to mention it is in the discipline tree, so if one of my schools was silenced for any reason, i could use it.
WatcherZero Jul 30th 2007 2:03AM
Desperate Prayer, Fear ward, Devouring Plague should be trainable for all priests.
Star Shards, Feedback and Elunes Grace should be canned.
Hex of Weakness and devouring Plague should be talentable in Shadow Tree, Symbol of hope talentable in Disc tree.
And that would be a nice way of balancing all racial spells :P TBH a better implementation of racials should be that every race has a 4th Talent tree with 11 points in it, all of these would be "Racial Talents" that improve or add racial abilities. E.G Dwarf would have improved stoneform, Night elf improved stealth, Orcs improved bloodlust etc.. as well as weapon, resistance and stat racial bonus improvements. Each race would also have something good for spending the whole 11 points Generic to support all classes e.g. Tauren might have and additional +10% hitpoints building on their racial +5%.
Zghuk Jul 30th 2007 2:41AM
"or at least get a mention on here, for the fact that it makes Al'ar in The Eye rez with 20% less health?"
We still dont know if this behavior is a bug/exploit or is this a "legal" use of the game mechanics.
And... it's only one boss...
Alkahn Jul 30th 2007 2:58AM
Note: you can't target Elune's Grace, so you can't cast it on the tank. It's basically only any use at all in pvp as it only affects the caster, and for its mana cast I could either renew rank 8 for 2K healing or I could Elune's grace and if two hunters fire on me during the 15 seconds I *might* prevent that much damage (except the damage that gets through will no doubt have killed me).
Maybe - maybe - the dodge might save your life. But that's a longshot.
brendan Jul 30th 2007 3:29AM
@Zghuk What exactly are you on about? I applaud you for trying to find the best race- but coming up with seemingly completely random scores with no real justifications to do so just doesn't work. Feedback- C? Hahahaha.
Mastari Jul 30th 2007 3:44AM
@2
Shaman: Heroism and Bloodlust...
Zuna Jul 30th 2007 5:06AM
Shadowguard:
Gets 100% of +spelldamage, divided over the three charges. Causes no threat.
- It's an additional buff, which in addition to the ordinary effect works like a buffer against Purge/dispel magic/devour magic/shield slam(!)/spellsteal(I think. Haven't tested it).
- It gets 100% of spelldamage gear, divided over the three charges, and is affected by all shadow talents. With 500 spelldamage and all the essential talents in shadow, it does between 371 (no misery, no shadow weaving) and 415 (misery and full shadow weaving) damage on each charge. With 1000 spelldamage (unlikely, but...) it can do 649 damage per charge with full weaving and misery.
- It is affected by blackout, making it an excellent defensive talent. Anytime you take damage and a shadowguard is expended, the enemy has a 10% chance of being stunned. Particulary annoying for rogues trying to stunlock you.
- It is instant, meaning it's impossible to interrupt in PVP.
- Each proc will give a shadow weaving debuff on the enemy, provided you have the talent. That means it's faster to build up a full stack of shadow weaving.
- If cast pre-combat and you regenerate the mana, it's essentially mana-free damage. With only semigood gear, that's an additional 1000 free damage.
- It's affected by Mental Agility.
- It is extremely mana-efficient, in a 20/0/41 build. Assuming misery but not shadowweaving and 500 spelldamage, it does 4.76 damage per mana. And it scales well with spelldamage gear.
- Soloing, there's no reason not to buff it between each battle, or even mid-battle. Cheap, good damage.
Bottom line: Shadowguard is extremely useful in PVP for a shadow priest. The defensive effect is useful enough that even a holy/disc PVP priest should consider taking Blackout from tier 1 shadow (sacrificing Focused Power from the cookie cutter 28/33 or 27/34 healing build).
Bottom line, it's a great skill. A- only because it doesn't have too much use in instances, it's always useful in PVP and soloing.
Junzim Jul 30th 2007 5:16AM
Shadowguard is great, even as a holy priest since a lot of 1v1 against Warriors/Rogues basically comes down to Shadowguard and SW:P being most of your damage. Sure it's nothing particularly special but it's still always worth casting.
Hex of Weakness in Arenas is a great laugh in 2v2/3v3 if you don't have a warrior on your side. If you get the free seconds to drop it down it's like half a MS for only 35 mana (21 if you've got Mental Agility specced). There's nothing bad about that.
The fact that anything after Rank 1 is a piece of crap is irrelevant ;)
Heckser Jul 30th 2007 6:02AM
I think you've underrated Consume Magic. Sure, the buff it consumes might be costly, but the point of it is to get mana back RIGHT AWAY. The buff consumed doesn't matter in most cases, and the extra mana spend to get the buff back also doesn't matter since if you used Consume Magic you were most likely OOM and had to drink ANYWAY.
Also, I agree with everyone touting the virtues of Shadowguard!
Irawr Jul 30th 2007 6:15AM
The two main ones I disagree with you on are Devouring Plague and Fear Ward.
Fear Ward should be an A+ up there with Desperate Prayer. It is a great buff that any priest without it would generally give multiple internal organs to have.
And Devouring Plague should be at least a C or D. It is very mana intensive and is on a rather long cooldown. It can also be resisted and the health it returns isn't all that amazing. Generally you could kill something quicker than the duration of it, thus wasting your mana.
Bey Jul 30th 2007 7:21AM
When TBC was released I solely rolled a Draenei for the fear ward, whereas the insp presc (mana regen) was just a bonus. I must however say that, pre-raiding, the mana regen is the one I definately use the most. If using it when the cool-down is over, one practically never has to drink for mana regen (not that I have to use it that much cause of spirit tap). More importantly, it can be a small blessing in boss-fights when the group is running out of mana.
Ofcourse I think fear ward is awesome, but very often when using it the warded people get feared anyway because of multiple fears from mobs (or warlocks....).
I think it is still an A, but I keep getting extremely annoyed about the cool-down (30 sec) meaning that I have to spend 2.5 minutes casting it on all members in a 5-man, and 7.5 minutes after that is is out on the first one you cast it on. Recast, etc. etc. This i ofcourse only in zones with multiple mobs using fear, but also in some boss fights when he/she is using multiple fear the recast is very annoying.
Although if combined with trinket, getting 2 fear resists, it is awesome...
p3ngu11 Jul 30th 2007 7:45AM
@2 and 14
The spells have different names, but have the same effect...