Spiritual Guidance: Level 5 to 20

Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!
Wrath is almost upon us. As a result, you may have decided that you have nothing better to do then to roll a Priest! A quick glance at the WI leveling guides shows completed class guides for every almost every other class but Priests!
This must be changed. The countdown has begun.
Elizabeth wrote a great post about the initial levels of Priesting. I'm assuming that you've decided to actually commit to rolling and leveling a Priest. If you're not sure about the class yet, you may want to read up on it some more in terms of what they can and can't do. I'll discuss talents below the level by level breakdown.
Level by level break down
Level 6: You get access to Power Word: Shield, and a buffed version of Smite. What Power Word: Shield does is it places a protective shield around you which absorbs damage dealt to you by external forces (mobs and spells but it will not protect you against fall damage). With the shield active, your spells won't be interrupted. At the same time, you'll have a debuff up known as Weakened Soul which effectively means that you can't shield yourself for a period of time. Your spell cast order will change slightly at this point. Instead of Smite, Smite, Smite it will instead now be Power Word: Shield, Smite, Smite, Smite.
Level 8: The first heal over time spell in the game is now available to you. Learn to embrace Renew. You will be using often throughout the game on yourself and on others. Instead of a direct heal, it functions as a spell that periodically heals a target. More importantly, it is an instant cast spell allowing you to drop it on someone who took some damage but isn't expected to take any further damage. A common tactic with Renew is if a friendly target took a hit but isn't the focus of the mob is for you to drop a quick renew on him before switching back to healing the main player who holds attention on the enemy.
More importantly, you get another primary using spell called Fade. It temporarily reduces your aggro for a small period of time. If your healers are causing you to pull threat, use this to buy yourself some time for other players to jump ahead of you. Note that Fade is going to largely be useless if you're not in a group with other players.
Level 10: Level 10 is the first big hoo-rah level for most Priests. Your arsenal starts opening up. Spells like Mind Blast and the second rank of Shadow Word: Pain are now at your disposal. Not only that, now you've earned god mode powers with the ability to cast Resurrection among other players. This is also the last level you'll get to train and use Lesser Heal before graduating to stronger heals in the later levels.
To further cement this landmark occasion, you are granted access to your first set of Priestly racials:
Again, spell cast is going to change slightly at this point. I still open with Power Word: Shield and Smite, but my third spell will be a Mind Blast instead followed by repeated Smites. If you're facing chunkier mobs, feel free to throw a DoT on them such as Starshards (if you're a Night Elf) or a Shadow Word: Pain. By chunky mobs, I mean mobs that are a good number of levels higher than you or select bosses.
Level 12: Sadly, not a lot of cool toys at level 14. Your longevity does increase with an upgraded Power Word: Fortitude and Power Word: Shield. A new spell called Inner Fire is introduced which will help increase your survivability by upping your armor count. Remember to keep this spell active at all times.
Level 14: Your highlight spell you gain at level 14 is Psychic Scream. This Fear type spell is a doubled edged sword. Know when it's appropriate to use and understand when it is too dangerous to be considered. Psychic Scream is the Priest's ultimate red button. Think of it as an in-case-of-emergency-break-open-glass. Mobs within melee range of your Priest will become frightened and run around the area potentially attracting the attention of multiple mobs. Ergo, if things are getting frantic, it's best to try to pull the enemy (or enemies) from other mobs before lighting up the Psychic Scream.
When you do blow Psychic Scream, open up with heals on yourself and watch for the effect to wear off. Squeeze a Power Word: Shield upon yourself and you might be able to land a slightly improved Smite or two on melee mobs before they get within striking distance. Again, I reiterate, it is a last ditch spell.
Don't forget to train your next rank of Renew. Cure Disease will also come in handy for the rare Diseases you might encounter at this point in the game. Keep it handy on the bar.
Level 16: Nothing major at level 16 other than a brand new healing spell aptly named... Heal! Heal packs more of a punch than it's counterpart Lesser Heal. Depending on how you talent at this point, Heal might not take the full 3 seconds to cast. If you don't have the talent reduction, keep Lesser Heal on the bar as it's still slightly faster than Heal.
Level 18: Your responsibilities have increased with the acquisition of Dispel Magic. This spell will remove a buff from enemies and debuffs from friends. I don't recall using it extensively at the lower levels, but you never really know. Bind it to an easy to reach key (like "e"). Other highlights include the next rank of Shadow Word: Pain and Desperate Prayer (for us Dwarves and Humans anyway).
Level 20: Here we go! This is the next level where you get your second set of Priestly racials. Now everyone gets access to Fear Ward.
New Racials include:
The DPS arsenal expands yet again with the inclusion of Holy Fire. The current incarnation of the spell renders it largely useless. Once Wrath hits, however, the speed should be significantly quicker. It'll be a 1.5 second cast (I think). Priests also get their first form of crowd control in the look of Shackle Undead. This spell will become incredibly useful especially when you begin questing in the Darkshire area with the various Undead mobs running around. The next rank of Fade and another interesting spell known as Mind Soothe becomes available.
Mind Soothe effectively reduces the range at which targets will lock on to you. This becomes useful if you're trying to get somewhere fast. You can use Mind Soothe to help increase the buffer in distance that you have against mobs you're trying to sneak by. Personally, I never used it that often as I relied on my damage spells to clear the path to my destination.
That just about covers it from levels 1-20! I'll delve quickly into talents.
I wouldn't advise investing any points into Discipline just yet. You benefit more from the other trees purely from a leveling stand point. Do invest in Spirit Tap right away the moment you turn 10. It's under the Shadow tree and it'll help reduce downtime you have when facing off against mobs. The next 5 talents are entirely up to you. I preferred to remain viable for instance healing so I opted for a Holy/Disc type of build. In other words, take the first 5 points of Holy Specialization to increase your critical strike chance of your Holy spells. Note that this isn't the most optimal build to go as a Priest. If you want to stick with damage dealing and leveling as quick as possible, then pour a good chunk of your points into Shadow.
In the coming weeks ahead, I'll do my best to brief you and prepare you as much as I can.
Looking for tips and tricks for leveling up your mains or alts? Check out our page of WoW Insider Class Leveling Guides!
Filed under: Human, Talents, Leveling, Draenei, How-tos, Priest, Trolls, Undead, Dwarves, Night Elves, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Aerei Sep 15th 2008 6:22AM
Touch of Weakness is at level 10. I also think you missed Flash Heal, which is important given that it means no longer worrying about downgrading to Lesser Heal, unless you're really starved for mana. Not even for that, when 3.0 hits.
Aerei Sep 15th 2008 6:23AM
Oh, and you may want to close that italics tag you left open somewhere. ;)
Eternalpayn Sep 15th 2008 6:38AM
I'm enjoying the italics tag. Also, as someone who has a little level 23 holy priest, I am happy to see you started this guide again.
Jane Gray Sep 16th 2008 7:49AM
Why would anyone roll a priest right now? Wrath is going to be cruel:
Shadow priests are sadder than the whiny lovechild of a mage and a shaman, and holy priests are all rerolling Druid to get our circle of healing back.
Delodax Sep 15th 2008 6:27AM
Another popular way to distribute talent points from a solo leveling perspective is to put the first 5 points into wand spec and then proceed to spirit tap in the shadow tree.
oldwisemonk Sep 15th 2008 10:19AM
This.
And Enchanter-made wands. Get one at lvl 5 and enjoy being OP until at least lvl 10. Lucky you, though, there's another Enchanter-made wand at 13. Easy breezy.
Chris Anthony Sep 15th 2008 11:29AM
I'm not sure what advantage you get from taking Wand Specialization first, but I see a significant advantage to taking Spirit Tap first and then taking Wand Spec as your wand damage naturally becomes lower and lower relative to the mobs' health. I do, however, agree that a good wand is a priest's best friend, whatever tree they're in.
nav Sep 15th 2008 8:01AM
You also need to file this under 'blood elves'.
Alex Ziebart Sep 15th 2008 9:20AM
I have defeated our oppressive italics overlords.
Rejoice, my brethren.
Aerei Sep 15th 2008 5:44PM
Have I mentioned you're one of my two favourite bloggers here? (It's a tie with Zach.)
spectra Oct 29th 2008 6:13AM
Its strange that he advices smitespam instead of wanding. At lvl 5 you can get a lesser magic wand and at lvl 13 you can get a greater magic wand. These wands do good damage and they cost no mana at all. Mobs at these levels go down fast even while wanding, but it takes quite some time to regain the lost mana. If you wand you way from lvl 5 to 15 (or perhaps even to lvl 20) It will go a lot faster. You don't need to shield/smite/drink, just renew when needed and wand away...
Clairedelune Sep 15th 2008 9:14AM
Renew is more useful than is given credit at early levels. Combined with Divine Fire, it can keep you alive for less mana than a shield. As someone who levelled holy, the rotation was holy fire, shadow word pain, smite, wand wand wand wand, and renew if I needed it. The spells used don't matter that much, but open with holy fire if you have it for the small DoT effect.
The main thing about HoTs (and DoTs) is you really want them to tick their fullest. Putting renew on somebody who won't take any more damage (unless they are very injured) is a waste of those healing ticks. Renew really shines if someone is taking a low intensity beating. Just ask those medicine men in northern STV!
Naix Sep 15th 2008 9:38AM
You also forgot to add the part about dieing and running back to your corpse every other mob. Thats important too you know.
Chris Anthony Sep 15th 2008 9:45AM
You know, you'd be a much better troll if you were actually competent in the language in which you were trying to troll.
Naix Sep 15th 2008 12:21PM
If only I were trying to troll. Thanks anyway.
I have played a priest to 70 and by far it's way harder than any other class.
Chris Anthony Sep 15th 2008 12:41PM
So've I. If you have a hard time leveling a priest, you're doing it wrong.
Naix Sep 15th 2008 1:46PM
Having 5 level 70s the priest class is defiantly the hardest no matter what you spec. On the hard core servers (PVP) you are a sitting duck as a priest. Back in the day a shadow priest was feared and avoided, but that is not the case today. Every zone was a uphill battle you would hope alliance was not in the same area. Anymore than 1 mob and you might as well bubble and run. With my warlock, druid, rogue, and hunter taking on 3+ mobs 3 or 4 levels higher is challenging but not impossible.
Chris Anthony Sep 15th 2008 9:39AM
Everybody has their own preferred sequence; frankly, I don't think spamming Smite is really as good a choice as people make it out to be, especially if you've put points into Wand Specialization. From level 10 to 19, my rotation of choice is to pull with Mind Blast and start backing away from the mob; cast Shadow Word: Pain while moving; once the global cooldown is up, stop moving and cast Smite twice, and then wand the mob to death, tossing up a Renew between Smite and Shoot if you need it. At 20 and after, Holy Fire makes an excellent pulling spell, since you don't have to worry about the long cast time being interrupted. Use Holy Fire to pull, and start backing away; cast SW:P while you're moving; cast Mind Blast as soon as the GCD is up; cast Smite; and then start wanding, with a Renew as appropriate. With Spirit Tap, a good wand, and decent gear, I can go (at level 20) for 10-15 fights without having to eat or drink, and I'm still using that rotation at 70. (For dailies, I tend to open with Shadow Word: Death instead of Holy Fire, to avoid people grabbing the mob while I'm casting. Renew will easily take care of the missing health.)
As for talents - well, as it happens, I posted a level-by-level breakdown of my favorite talent spec just the other day: http://www.etherjammer.com/blog/?p=556
Naix Sep 15th 2008 10:01AM
In a few days all previous talent builds will be useless.
Chris Anthony Sep 15th 2008 10:03AM
Yes, if by "a few days" you mean "two months".
You're not even trying today, Naix. Did you not get enough rest this weekend or something?