Spiritual Guidance: So, you want to play a Priest...
Every Saturday, Eliah or Elizabeth will bring you their thoughts on the Priest class with Spiritual Guidance. Whether it's keeping your fellow players alive or melting their faces, you can read about it here!There are lots of reasons you might want to play a Priest. Perhaps you like the idea of smiting your enemies (sure, you can pick fights with any class, but you have to be a Priest to do any literal smiting). Perhaps you want to melt faces (no class does it better!). Perhaps you want to help your groupmates by providing healing (Vampiric Embrace is healing, right?). Or maybe you enjoy the god-like feeling of being completely in control of which members of your party live or die.
Before we talk about the best way to level a new Priest, however, let's talk about what Priests can do -- and whether the class is right for you. Then, if you're really convinced a Priest is the way to go, we'll talk about picking the right race (with race-specific class skills, this can be an important choice for a Priest) and getting started.
What the heck can a Priest do?
Priests can fill two essential roles:
- Healing: Priests don't have the best survivability or mana efficiency, but they are very versatile healers with a variety of abilities to fit any situation. Other healing classes have their specialties, but Priests are the jack-of-all-trades of healing classes, with direct healing, heals over time, damage shields, and useful buffs.
- DPS: Though a properly specced holy/discipline Priest can put out reasonable DPS, shadow spec is where it's at. Shadow Priests put out DPS while healing and restoring mana to their party.
What's it like to level a Priest?
Priests aren't the fastest levelers, no matter how you spec them. Up to level 40, you'll find your Priest to kill and advance more slowly than average. After 40, a Shadow Priest can pick up shadowform -- and the increase in both damage and survivability results in a noticeable improvement in leveling speed. However, even if you want to stick with a healing build, healing Priests have the abilities (and talent options) to solo at a reasonable pace. (It's still slower than average, but it's completely doable.)
A healing Priest may also be able to do a good amount of leveling in dungeons or in groups, which you may find faster and more efficient than leveling solo. However, this is completely dependent on the quality of the group -- leveling up with friends will be fast and fun, while leveling up with PuGs will be slow and agonizing.
So, you still want to play a Priest?
The first step to creating your new Priest is choosing a race. Racial selection is a bit more important for a Priest than for other classes, as the Priest class has a selection of skills unique to players of a specific race (each race has two abilities, the first at level 10 and the second at level 20). So when considering a race, you need to take into account not only their standard racial abilities, but also their class racial abilities. Alliance players may chose from four races: Human, Dwarf, Night Elf, and Draenei. Horde players may chose from three races: Undead, Troll, and Blood Elf. The Priest's race-specific abilities are as follows:
- Desperate Prayer (Human, Dwarf): An instant-cast, mana-free self-heal on a 10-minute cooldown. An excellent skill for soloing or saving yourself in any emergency situation. If you want to play an Alliance Priest, this skill should make you strongly lean towards Human or Dwarf. You receive the first rank at level 10 (healing for 134 to 170 health) and the last rank at level 66 (healing from 1601 to 1887).
- Hex of Weakness (Troll): A curse that reduces healing and damage done by the target. This is a situationally useful spell that provides a small benefit. It's okay, but not a must-have. You receive the first rank at level 10 (reducing damage done by 2 and healing received by 20%) and the last rank at level 70 (reducing damage done by 35 and healing received by 20%).
- Starshards (Night Elf): a DoT doing arcane damage to the target. Though it's not a terrible thing to have an extra damage spell in your arsenal while leveling, it's not going to make or break your character. You receive the first rank at level 10 (doing 60 damage over 15 seconds) and the last rank at level 66 (doing 785 damage over 15 seconds).
- Symbol of Hope (Draenei): regenerates mana for 15 seconds for the Priest's entire party on a 5-minute cooldown. (Symbol of Hope is considered a Discipline ability and is thus castable in Shadowform.) A great group utility skill, even at high levels. You receive Symbol of Hope at level 10 and though there's only one rank, the ability scales with level, from 33 mana per 5 seconds at level 10 to 333 mana per 5 seconds at level 70.
- Touch of Weakness (Undead, Blood Elf): A debuff that reduces damage done and does shadow damage to its target whenever the target melees the Priest. It's nice for soloing and okay for PvP, but it's not a make or break ability. You receive the first rank at level 10 (reducing damage done by 2 and damaging the target by 8 whenever the target melees the Priest) and the last rank at level 70 (reducing damage done by 35 and damaging the target by 80 whenever the target melees the Priest).
- Chastise (Dwarf, Draenei): Does holy damage and stuns the target for 2 seconds (the stun breaks on damage) -- only works on humanoids. Extra damage certainly can't hurt for leveling and the stun can buy you time to heal or escape, if necessary -- but it does relatively low damage for a relatively high mana cost and is only usable on a small subset of mobs in the game. Again, not a skill that will make or break you. You receive the first rank at level 20 (doing 47 - 53 damage) and the last rank at level 70 (doing 370 - 430 damage).
- Consume Magic (Blood Elf): Dispels one beneficial effect from the caster and, in exchange, restores mana, on a 2 minute cooldown. There's only one rank, trained at level 20,but the mana returned increases with level. There's a lot of argument as to how useful this ability is. On one hand, sometimes the extra mana means the difference between casting the heal that saves the group and watching the tank die before your eyes. On the other hand, the buff Consume Magic removes (and it is random -- though it will only chose Priest buffs) may be needed. Depending on your play style, you may or may not appreciate this skill.
- Devouring Plague (Undead): A DoT that does shadow damage to the target and heals the caster, on a 3 minute cooldown. An excellent ability (though the cooldown significantly restricts its use) for leveling or DPSing. You receive the first rank at level 20 (doing 152 damage over 24 seconds) and the last rank at level 68 (doing 1216 damage over 24 seconds).
- Elune's Grace (Night Elf): Reduces the Priest's chance to be hit by melee and ranged attacks by 20% for 15 seconds, on a 3 minute cooldown. There's only one rank, first received at level 20. It's okay for PvP and soloing, but nothing spectacular.
- Feedback (Human): A buff that burns mana and does damage (equal to the amount of mana burned) to any target hitting the Priest. Lasts 15 seconds on a 3-minute cooldown. Rather situational, and the short duration/long cooldown makes it fairly useless.
- Shadowguard (Troll): A self-buff that does damage to anyone who hits the Priest. 3 charges. An okay ability, though the limited charges mean you're casting it constantly if you're trying to use it. The first rank is received at level 20 (doing 20 damage per hit) and the last rank is received at level 68 (doing 130 damage per hit)
However, in the long run, most of these abilities will not make your class significantly easier or significantly harder to play. If you have a strong preference towards a particular race -- go for it! You'll still be able to Priest effectively. I'll see you back here next Sunday for a starter guide on leveling your new Priest!
Looking for tips and tricks for leveling up your mains or alts? Check out our page of WoW Insider Class Leveling Guides!Filed under: Priest, Leveling, Guides, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Elaus Jan 13th 2008 8:34PM
Actually, shadow priest DPS should only be attempted by skilled players, because it is very easy to pull aggro from a tank . High damage + group healing = dead priest.
Nasgoul Jan 23rd 2008 4:51PM
Very good post here. Explains a lot about an important initial choice for priests. While I agree with most of the info above, speaking as a shadow priest, i think you are underselling Starshards. While i dont make a comparison to the mana and health regen of the blood elves, or any other race for that matter, Starshards has improved my dps greatly. While of course being only able to cast it once every 30 secs, it does last for 15 of that. And as the priest is manly a single target killer the 1.5k damage that Starshards do is great. Even in pvp or lvling it is good as it helps with the survivability of the priest. Letting him/her keep moving while doing damage is just so important. But overall great posts for the underserved priest community.
i am the nasgoul
Tasty Jan 13th 2008 8:56PM
Chastise i've found is extremely useful as an interrupt - a skill most priests lack.
Algorithm Jan 14th 2008 11:47AM
It is also amazing for PvP, which this guide doesn't seem to get into.
FelDork Jan 13th 2008 9:06PM
I have a question for any high level priests out there. I'm currently lvl 46 with my belf priest, fully shadow, and was wondering what the ideal spell rotation should be when soloing, thanks
Lee Jan 13th 2008 10:22PM
http://shadowpriest.com
Vishop Jan 13th 2008 10:27PM
Well, the thing is, there's not really a "spell rotation" for SPriests. We have more of a "Spell Priority List" and that's (in my level 62 opinion) this:
1) VT up. All the time. I know you aren't there, but if you don't have this up when you get it, you're missing a dot and the Mana return, which is not gouda.
2) SWP is your most Mana efficient dmg spell. Missing this, you're missing a good chunk of damage.
3) This one is a little situational. VE if you're not too worried about aggro (ie you have a great tank, or it's somewhere where aggro isn't an issue (nowhere you or I are yet.)). Otherwise, Mind Blast whenever it's up.
4) This is either MB or Shadow Word: Death whenever they are off CD.
5) MF whenever any of the above don't apply.
Feel free to tell me I'm wrong, but that's what I've gleaned from the forums.
-Vishop, Detheroc
rafe.brox Jan 14th 2008 11:24AM
@ Vishop
I have to disagree with much of what you say here.
1) VT up. All the time. I know you aren't there, but if you don't have this up when you get it, you're missing a dot and the Mana return, which is not gouda.
I really, really hope you mean Vampiric Embrace. For solo play, even with nigh-ridiculous gear, it's simply not possible to do enough damage during the 15sec Vampiric Touch lasts to recoup the cost of casting it in the first place. During group play, it becomes valuable if there are a few mana-based characters in your team.
2) SWP is your most Mana efficient dmg spell. Missing this, you're missing a good chunk of damage.
This is correct, assuming the hostile lives long enough to endure the entire spell effect. Failing that, Mind Flay.
3) This one is a little situational. VE if you're not too worried about aggro (ie you have a great tank, or it's somewhere where aggro isn't an issue (nowhere you or I are yet.)). Otherwise, Mind Blast whenever it's up.
Mind Blast generates a tremendous amount of direct and immediate aggro; healing aggro is treated as approximately 1/3 of DPS aggro, so even a fullbore SP has three seconds' grace period before the first tick of SW:P on an Embraced target for the tank to establish control over the target.
4) This is either MB or Shadow Word: Death whenever they are off CD.
In situations where aggro is not important (solo play, pvp, some boss encounters), this is indeed true. However, laying down the big shadow nukes as fast as you can is an excellent way to spend a lot of time on the floor, even if you've got a quick Fade finger.
5) MF whenever any of the above don't apply.
Mind Flay is a steady, non-spiky, mana-efficient source of shadow DPS, and has the benefit of reigning in those pesky fleeing mobs.
For solo play:
VE, SW:P, Mind Blast, Mind Flay, Mind Flay, Mind Blast, Mind Flay, SW: Death (~10-15% mob health).
Groups:
VE, SW:P... wait for tank to establish aggro ... Mind Blast, Mind Flay, SW:D, repeat end of rotation until mob dies, reapplying VE as soon as it drops, if not before.
Speaking as someone who ran up two SPs, and now heals - let your healer & tank know if you're going to be melting your own face with SW:D throughout the fight, so that they won't wondering what's chewing on the squishie, when it's actually your inner Warlock giving into some self-destructive urges in the name of DPS.
Richelieu Jan 13th 2008 9:08PM
You also have to consider the racial traits, not just the racial spells--especially since all priests now have Fear Ward. If you're Alliance, for end-game holy raid healing I'd take a Human in a heartbeat. +10% to Spirit is just huge in endgame. And the +10% to rep gains is just icing on the cake.
Mushoo Jan 13th 2008 10:16PM
The key to levelling a newbie priest: Enchanting. Or, a bit of money. The enchanting wands that you can create at lower levels are the best DPS I've found - I never use my melee weapon. At level 5 you get a wand that's easily better than any weapon anyone can pick up at that level. You get another one at level 13, with an extra 5-6 DPS over anything else at that level, and so on until you're out of enchanting wands. I got to level 14 in about 6 hours, on my latest priest. Shield: Mind Blast or Smite: Pain: Wand until dead. This cast order will last you until level 20, if you're shadow, when you pick up mind flay. After you get enhanced mind blast, you mostly drop your wand damage, and cycle mind blast and mind flay - Shield: Blast: Pain: Flay: Blast:flay, etc etc. This is my cast order for almost every trash mob, when soloing, even at 70.
anonymoose Jan 14th 2008 12:04AM
OMG as a Nelf priest who has been passed over for pve and pvp groupings for lack of fearward, I am now vindicated in my choice. For years the horrible Nelf priest racials were something of a joke.
At this stage I feel you are underplaying the true beauty of the improvements that have since occurred--rerolling another priest on a pvp server I chose a Nelf for the second time!
Starshards is MANA FREE boys and girls, and it's an effect like warrior horrify and cannot be dispelled! It scales much better than the original version of starshards did and the dps it generates is very noticeable. When I first rolled a Nelf priest years ago the dps was so horribly I didn't have starshards on my action bar until well past 40, and then used it only for adding insult to injury during pvp.
As for Elune's Grace--I think you are completely missing the profound value this can add while leveling the otherwise clothy and vulnerable priest. "Reduces the Priest's chance to be hit by melee and ranged attacks by 20% for 15 seconds" is HUGE and Nelfs everywhere are flipping with glee over it! You say "okay for PvP and soloing" as if this is some small thing but when I spec pain supression let me tell you how awesome this gets: I can pain supress someone else and pop Elune's Grace for myself and it's like having a mini supression on me too. Or if I'm in Arena and need to buy myself more tanking time and I've already used pain supression--I have Elune's Grace to back me up.
You keep mentioning priests as group creatures and we are--but these 2 improved talents are what make my Nelf priest easier to solo and pvp with. I've been thrilled with the changes!
Roll a Nelf--you look good in everything you wear, and you get amazing priest racials. Combined with the Nelf base racial of shadow meld, this is the no brainer choice for a pvp server ally side priest.
Elyxaar Jan 14th 2008 1:27AM
Good for night elves I say. Glad they finally got some useful spells to make up for the fact that they have been relegated from best-looking to third best-looking since TBC came out ;)
Squishy Jan 14th 2008 8:10AM
LOL. Rolling nelf priest because you are "pretty".
LOL. No wonder you posted anonymously.
I prefer utility. If your only goal is PVP, sure go for nelf. But if you want to raid (alliance), there's only one choice - Draenai. +spell hit, and racial healing and mana talents.
anonymoose Jan 14th 2008 10:24AM
"LOL. Rolling nelf priest because you are "pretty".
LOL. No wonder you posted anonymously.
I prefer utility. If your only goal is PVP, sure go for nelf. But if you want to raid (alliance), there's only one choice - Draenai. +spell hit, and racial healing and mana talents."
I've been playing for 2 years, d@m^ right I want my characters attractive--I spend a lot of time looking at them. I raid on a dranei resto shaman and am in BT/MH with her. Hooves get old.
While in raid dranei priests are useful they are not mandatory and plenty of end game guilds are now taking Nelf priests to Illidian, as well as humans.
My userid is one I have been using on this forum for months now and has nothing to do with this post. Troll someplace else.
Squishy Jan 14th 2008 10:42AM
I didn't say they were mandatory. I simply stated the fact that they are the best for alliance raids. +spell hit. Do you know what that means? That's the single most important stat for a caster over spell crit and spell damage. Read any theorycrafting. Max out spell hit before you worry about damage/crit. Draenai bring you 1% closer to the magic 99%.
I've been playing since WoW came out. I rolled dwarf priest for raid utility. I then retired the dwarf when the draenai came out with its better racials including (now nerfed thanks to the whiny horde) fear ward.
Are guilds taking nelf/dwarf/human priests to high-end raids? Sure. Would they prefer draenai? You bet.
I would have left you alone with the PVP comments, but you had to bring in the pretty factor. Casuals/scrubs/newbs are about the pretty. Real players are about getting the job done and bringing the best talents and racials to a raid to, you know, kill bosses.
Lucas Jan 14th 2008 6:37PM
Problem is, when you're a nelf it makes me want to murder you (Im a draenei)
The only thing that stops me from re-rolling horde is the fact that they have belfs, which I hate more than nelfs.
I wonder if I could mind control you in a duel off of a ledge...
Lucas Jan 14th 2008 6:44PM
EDIT:
Dwarves would be the best for PvP in my opinion; stoneskin + desperate heal + chastise.
Dipstick Jan 14th 2008 5:33AM
You should bear this in mind when thinking about survivability in arenas for alliance priests:
Human: Desperate Prayer, Perception
Dwarf: Stoneform, Desperate Prayer, (Chastise)
Night Elf: Shadowmeld, Elune's Grace, (Star Shards)
When it comes down to it, I still think Dwarf Priests win in situations where you don't have someone that can cleanse poisons. Being able to get that viper sting or crippling/wound poison off yourself is a massive help.
Otherwise, Night Elves are fantastic for getting sneaky drinks in without being able to be interrupted.
My own priest is human, and I can honestly say perception isn't that great. I don't think I spotted anything in arena before they could ambush/sap me.
Elmo Jan 14th 2008 6:19AM
Roll Troll
because they rock
Junzim Jan 14th 2008 7:25AM
Having 60'd 2 priests and 70'd another (Haven't logged on my Dwarf Priest since I moved to an RP-PVP realm when they opened) my thoughts on the Troll racials (1 60 and the 70) are as follows:
Hex of Weakness:
Rank 1 is all you need. The Damage reduction is so laughably poor that it's almost entirely irrelevant as a debuff. HOWEVER the -20% healing isn't too shabby at all and since it's still there on Rank 1 of the spell, you effectively get a mini-mortal-strike for pretty much no mana. Sure this isn't amazing, but in a 2v2 arena without someone who can Mortal Strike/Aimed Shot, it's definitely got its uses.
Shadowguard:
Excellent spell for 2 out of 3 PvP priest builds - can't ask for more.
First of all it scales with Shadow Damage, so those face melting Voodoo troll priests can enjoy a bit of extra damage on Melee but crucially, it also can procc blackout! How tasty is that?
Secondly, Disc PvP Priests generally beat Warriors, Rogues and Feral Druids the same way. Reflective Shield and Shadowguard combined with a cheeky SW:P are pretty much the majority of your damage whilst you keep yourself alive. It's the perfect accompaniment to a porcupine priest.
Finally, Troll Berserking is great :) Sure it's not WotF but as a Disc Priest your survivability is already great without adding a 1s Flash Heal to your repertoire. Junzim's Theme Song is "Still Alive", I often find myself singing it whilst I'm surviving for 30+ seconds with 3 Alliance beating on me in Battlegrounds.