The Art of War(craft): Introductory guide to fighting priests

Priests are an interesting study for this series, primarily because out of all the game's ten classes, they are the only ones with two talent trees devoted to healing. This means that two out of three times, you'll be encountering a healing priest. That's not exact math, but you know what I mean. Shadow, the class' DPS tree, has had an interesting history with viability and acceptance, having been known as a PvP tree in the game's early years, later gaining raid viability and losing PvP luster. In the current environment, shadow remains a popular PvP tree but it is far easier to find success in Arenas and Battlegrounds with a healing spec. In this regard, discipline, the mitigation tree formerly considered to be complementary and gimmicky has shone.
Naturally, most fights against priests, particularly discipline-specced ones, will be long and difficult for most classes. That said, let's take a moment to examine the various abilities used by priests on the battlefield. A priest's repertoire of common spells is rather limited, and most of their key abilities will depend on their spec. A rundown of stuff to expect from them after the break.
Power Word: Shield
Priests rely on various Power Word spells, a couple of buffs and a pair of attacks that will be commonly seen used by priests of all specs. The most common and probably most important one among these is Power Word: Shield, which is a damage mitigation spell that will keep a priest or her allies alive. Priests rely on a lot of self-buffs, so it's pretty important to get them off when you engage. Offensive dispels such as Purge and Dispel Magic or even Spellsteal are great spells to use against priests. Warriors can go for Shield Slam and hunters can use Tranqulizing Shot. Classes without offensive dispels must rely on consuming the shield with damage instead. The spell has a short, four-second cooldown but the good news is that it also applies a debuff called Weakened Soul, preventing the application of another Power Word: Shield for another 15 seconds. The 4-piece PvP set bonus will reduce that to 13 seconds, so try to keep track of the debuff whenever you can. Your best opportunity to deal damage is when Power Word: Shield is off and Weakened Soul is in effect.
Power Word: Fortitude and other self buffs
Priests also have an important buff that increases their health, which means removing it is almost like landing an attack. Power Word: Fortitude can also be improved through talents, and almost every priest who PvPs will have the improved version. It's important to keep the priest stripped of all buffs such as this one and Divine Spirit and Shadow Protection because it becomes easier to target the more important shield buff. In PvP, even the most seemingly worthless buffs function as a buffer to protect other, more important spells. Power Word: Fortitude has no cooldown but is a pretty expensive spell for a priest to keep recasting and priests would sooner heal themselves. Priests also use Inner Fire, which helps them against melee classes. The good news is that fast attack classes such as rogues can dispel this rather easily by consuming its charges and not too many priests will reapply it mid-combat as there are far better spells to spend a global cooldown on.
Shadow Word: Pain and other offensive spells
This is the third standard spell that any priest will use. Shadow Word: Pain is instant cast, allowing priests to keep moving throughout the battle. Most healing priests won't bother with anything else offensively, especially when they're focused on survival. Also expect them to throw out the more utilitarian Devouring Plague, which also heals them. Keep in mind that Shadow Word: Pain is a magic effect and Devouring Plague is a disease effect, so being able to remove one or the other will help ease the pressure on you defensively. Despite the fact that a priest will probably be healing on the battlefield, you'll always have to watch out for a Shadow Word: Death as a gambit, too. A priest that has created some distance and has time to cast can also cast Mind Blast, but don't worry too much about it. Unless they're seasoned PvP veterans, most healers will have tunnel vision regarding their roles and won't access their offensive repertoire the way a shadow priest would.
Psychic Scream
This is one of the best peeling spells in the game, and all priests know how to use it mostly because it's one of those spells that serve them well while leveling. Psychic Scream is also the priest's most clutch and powerful crowd control ability (although the audacious will use Mind Control) for PvP. Most priests will use it to scatter melee and to peel at the first opportunity to start the cooldown, which is at 30 seconds. This makes it easier to track and worthwhile to use a cc-break on. This is arguably a PvP priest's favorite spell and they will use it often so watch for it. It's a Fear effect, so be aware of the spells that allow you to break or prevent it such as a Tremor Totem or even another priest's Fear Ward.
Dispel Magic and Mass Dispel
As powerful as priests are when it comes to buffing themselves, they also have the best magical dispels in the game. Dispel Magic and Mass Dispel are both offensive and defensive dispels, allowing priests to remove buffs from enemies and debuffs from their allies and themselves. The best priests use these abilities judiciously, enabling themselves freedom from magical snares and roots and removing pesky buffs -- Mass Dispel is one of only two abilities that counters a Paladin's Divine Shield. PvP priests -- shadow priests, in particular -- also sometimes use Glyph of Dispel Magic, making their dispel a heal as well.
Mana Burn
Priests are a fearsome opponent for any spellcaster because of Mana Burn. Although not as powerful as it once was, Mana Burn timed and spammed right can quickly deplete your mana pool. The most basic tip to avoid it? Line-of-sight. This is harder to do in the Battlegrounds than in the smaller, controlled spaces of Arenas, but is still a good thing to remember for casters. It is from the shadow school, so interrupting or locking out this spell probably isn't the wisest thing. Out of all a priest's spells, you should be more concerned about the spells they can draw from the holy school, namely...
Heals
Needless to say, every priest knows how to heal herself. Renew is likely to be the most commonly used, as it has excellent synergy with Power Word: Shield. It is instant cast, affording priests great mobility, and is a heal-over-time spell on top of a priest's numerous self-buffs. By now it should be obvious that a priest is at a disadvantage against classes that have offensive dispels and interrupts (congratulations, Shamans). Managing to keep a priest stripped leaves them with little alternative but to go for heals with a casting time such as Flash Heal or, more rarely, Binding Heal or Greater Heal. If you can interrupt spells, wait for those as they'll lock out the priest from over half of her spells and most healers won't be familiar with their spells from the shadow school except for Psychic Scream.
Because of their extremely high survivability, it will be common to find discipline priests in PvP and the comparatively squishier holy priests less frequently. The two specs have different tools and play differently from each other despite both being dedicated to healing (one could also argue that discipline is more about mitigation rather than healing). Of course, shadow has its own unique play style and wonderful toys, as well. Tomorrow, we'll take a look at the three different specs to give you an idea of what to expect when they PvP and what you can do to counter them.
Filed under: Priest, Analysis / Opinion, PvP, The Art of War(craft) (PvP)






Reader Comments (Page 1 of 2)
zetathran Feb 25th 2010 7:19PM
Just a few minor notes: Power Word: Shield has no cooldown for a Disc priest (not to be confused with weakened soul debuff), and inner fire cannot be dispelled.
In my opinion priests more than any other healer are dangerous if left alone (mana burn, dispels, damage) and most profitable to simply attack constantly (cloth, all powerful heals on cooldowns, only escape spell on a moderate length cooldown). Also, priests themselves are the most susceptible to mana burn, kind of ironic.
Zach Feb 25th 2010 11:15PM
Was going to go into more detail about the specs tomorrow. Watch for that!
Redielin Feb 25th 2010 7:29PM
Some minor details. Inner fire is no longer dispellable. It is actually pretty good against melee, especially when glyphed.
The cooldown on Psychic scream is affected by PVP gloves, and can also be talented down. It is not one of the best PVP peels, since it has a cooldown and is trinketable and dispellable. It is aoe, but also subject to the hit stat.
Renew is good, but not the best. You'll see a whole lot more Prayers of Mending before you see Renews, although they go together. Careful about DOTing the entire team if there's a Priest around because you'll be helping them transfer Prayer of Mending.
Priests also have no way to dispel poisons or curses. If you have access to those debuffs, you will have a better time against Priests than other classes.
Priests can also go on the offensive with their Holy school using penance, smite and holy fire, and if properly talented and glyphed, they can be moderately dangerous. The dots aren't too exciting without shadow talents, but they are there and they do hurt.
PW:Shield most likely will have no cooldown if the Priest is Discipline because of Soul Warding, however it will still be subject to Weakened Soul.
Pain suppression can also be glyphed to be castable while stunned. Might want to watch for that if you're a stunning type of class.
If you can dispel, and time your damage for when the Priest has weakened soul on themselves, you should do well.
Zach Feb 25th 2010 11:12PM
Thanks for reminding me! Inner Fire was changed to a physical effect in the same patch as mage armors, right? Let me correct that.
Formalpig Feb 25th 2010 7:36PM
Ehmmm... A guide to fighting priests that doesn't mention Penance?
Zach Feb 25th 2010 11:15PM
Penance is spec-dependent. Doing that part tomorrow.
Crimpshrine Feb 25th 2010 7:36PM
Thanks for this series, I've enjoyed all of the different "fighting class X" articles. My main is a priest and I have a lot of (I'll try to be constructive) criticism on this one.
In case you've missed it, Shadow is currently one of the strongest specs of any class in BGs, if played correctly, ever since the advent of hasted DOTs. The key is that my enemy typically does not notice when I Vampiric Touch, Devouring Plague, and Shadow Word: Pain them. Or at most they notice that they received "some DOT from somewhere" and have no idea how hard all three of those are about to tick. By the time they have identified me, I'm guaranteed to be out of charge range but still within shadow spell range and landing an Improved Mind Blast on them for half of their remaining health (the DOTs having removed about a third already). Now they have a 50% healing debuff so their pocket druid can't keep up, and between Mind Flay and SW:Death they are toast.
That's my perspective from being the shadow priest; and on another note, I also play mid-level (39s, 49s, etc.) hunters and warlocks, and one of the few classes/specs they cannot be fairly sure of destroying one-on-one is the shadow priest. Especially a Draenei shadow priest with their racial heal, that's a tough one to crack. Seems to me one of the main problems is they can dispel one of my DOTs and I can dispel zero of theirs.
You didn't mention anything about a Disc priest's ability to pop Power Infusion followed by Holy Nova spam, which can take out nearly any opponent who allows themselves to get below 10% health in close quarters. Perhaps a rare case, but a good number of my Killing Blows on my Disc spec (again in BGs, I don't arena) are indeed from Holy Nova spam. It's not as powerful as a good arcane mage's Arcane Explosion, but the self heal makes it pretty successful.
When you said Inner Fire is probably worth dispelling, you may have forgotten the major Spell Power buff it contributes. Inner Fire is absolutely worth dispelling IMHO... maybe only in BGs, again, that's my only PvP experience. Likewise, Inner Fire is absolutely worth recasting in-combat for any priest above roughly 50% health, otherwise the loss of spell power means more certain defeat.
The idea that a priest would *ever* cast Greater Heal in a PvP scenario is pretty crazy to me (such a long cast, and definitely not worth the points to speed its casting) and I'm not sure if I can find anywhere that you even mentioned Penance or the necessity of interrupting it or the benefits of doing so.
When you say not to worry too much about Mind Blast -- any BG priest I know will cast it every time they get enough distance and if they're a well geared 80 they will likely crit with it for over 6K. That's a pretty big hit to not worry too much about. Not that their victim can really do anything about that since the only reason the priest has that much distance at the moment is the victim is Feared with trinket on CD.
I've never heard of a Shadow Priest glyphing Dispel Magic -- must be an arena trick? In BGs you need primarily maximum damage glyphs plus reduced Dispersion CD for more escapes and less downtime. AFAIK glyphing Dispel Magic is a favorite of the Disc priest who makes herself the pocket healer for a flag carrier in EOTS and WSG. They are almost sure to be Dispelling that FC dozens of times in a good flag run (especially in Warsong Gulch) and might as well have some of those dispels add a heal.
Mana Burn: I used to spec my Disc guy for fast Mana Burn, and specialized it enemy Paladin takedowns (in coordination with a melee assistant to keep them occupied). Lately, though, I found that even when talented for reduced casting time, you can't top the fact that Mana Burn still has a cast time, Dispel Magic is instant, *plus* Dispel magic removes a buff while Mana Burn only saps mana. When faced with that choice, I'll choose the Dispel every time, especially against Paladins and Druids, and since I've been working this way I've killed and assisted in killing many more of them than when I used to Mana Burn. Try Mana Burning a really well geared and played Druid or Shaman right now... and watch them stop everything and just laugh at you out of pure pity.
Crimpshrine Feb 25th 2010 7:38PM
Oh that's right! Inner Fire no longer dispellable... I've been too busy benefiting from that to notice the other side of it :)
Hangk Feb 25th 2010 7:58PM
"The benefits of interrupting Penance"? Like, the benefit to you of me wasting my Mind Freeze? That thing lands its biggest heal as soon as you cast it. You've almost certainly Power Infusioned before casting it, so it's getting its cast time reduced 20% after the effect of the haste on your gear; let's say it's down to 1.5 seconds now. Halfway through your cast -- three-quarters of a second later, now -- it 'ticks' again for another heal. At this point, my interrupt lands, and prevents only the last tick of healing. Your man is already healed to full, and now you can cheerfully Mana Burn in my face because I followed your advice.
Crimpshrine Feb 25th 2010 8:00PM
Rats... Hangk saw right through my reverse psychology :(
Wyred Feb 26th 2010 4:46AM
I think you've confused power infusion and borrowed time. Power infusion is a 1.4 minute cd, borrowed time procs when you cast a shield.
Joe Sites Feb 25th 2010 7:47PM
As a priest... I can say that this guide is way too long.
My guide to killing priests:
Target said priest.
Smash your face on the keyboard.
Earn honor points.
But seriously, I just know that in PvP, i die in mere seconds of being targeted.
steven Feb 25th 2010 8:49PM
You my friend are who I practice healing on because we are in the same boat. If I BG in DPS gear, I die when I 1v1 ANY other class. Can not figure that one out. Probably why I stay on a PVE server and do WG every now and then. So I switch to healing in BG's and try to stand next to another caster so if a rogue gets me, the caster can do something to them for me to get away and heal. :)
Meatwadz Mar 2nd 2010 10:57AM
I must say that, as an experienced PVP feral druid, an equally geared disc priest 1v1 will beat me every time, no contest.
Hangk Feb 25th 2010 7:47PM
Disc priests are really, really hard to kill. Their shields are strong, they don't run out of mana, and if you leave them free to cast for a second they can totally ruin your day. As zethran said, you can't leave priests alone. Your most important priority is to keep them from casting Mana Burn -- save your spell interrupt for this and don't bother trying to interrupt Penance, which is the only interruptible spell they will cast unless absolutely necessary.
You probably won't be able to keep them from healing unless someone is able to spam-dispel them while you beat them down (or vice versa). If you lack a pocket dispeller, keep up the pressure and sooner or later they will run out of need to cast a Flash Heal or something else that you can interrupt. At that point, interrupt and unload while they are locked out of the Holy school. If at the end of the school lockout they are still alive, and you don't have a way to continue to silence them, they will heal themselves to full more-or-less instantly. In theory if you repeat this process long enough (like, say, three hours) they will go OOM, but their DPS buddy will have killed your healer and you long before that's ever going to happen.
Crimpshrine Feb 25th 2010 8:07PM
Hangk, you're right, interrupting Penance is probably a waste of time. However, it's worth mentioning that I almost never use Power Infusion before Penance except maybe in the tightest of circumstances. I typically want to save PI for just after I Psychic Scream, so that I can get in a couple of extra damaging spells during the fear.
Seems like nobody has mentioned Desperate Prayer yet either... not that any Priest's opponent can really do much about it, though.
Before I earned better PvP trinkets, earlier in my level 80 BG experience, I used to carry my Alchemist's Stone in one trinket slot for extra Stamina and extra potion effects. With any luck, a Crazy Alchemist's Potion would heal and mana me to at least 80% once per fight. That in addition to Lifeblood, Penance and Desperate Prayer was pretty awesome (read: annoying to opponents). But I don't use it now since other trinkets really are better worth the space.
kpoupart Feb 25th 2010 8:07PM
You also forgot to mention that the Warlocks Fel Hound can nom priest buffs (as well as silencing them) which is why most disc priest just roll over against warlocks.
Reuben Feb 25th 2010 8:33PM
I second this. I PVP in affliction and I don't have any particular problems with priests.
Now, if this were about Paladins...ugh.
duffy45696 Feb 25th 2010 9:07PM
Absolutely do interrupt penance. I've got 2500 spellpower as disc, am using the max rank penance which heals for roughly 2500 per tick (1400 min base, + 50% of spellpower per tick). Assuming an opponent gets me down to half HP (12000) before I start to cast and interrupts it after my first tick, they've got me locked out for 4 seconds at 14000 hp. Counterspelling is twice as effective at allowing you to drop a priest. Combine that with a stun if I get a bit lower and I'm dead.
If you're up against a shadow priest, interrupt mind blast or if you're close enough, mind flay if they're on low HP. Any earlier and they'll wait till its over and disperse. Don't be tempted into interrupting a disc priests mind blast or mind control: they're probably counting on you doing so in order to be able to heal or holy fire for the next 10 seconds without fear of being interrupted. Depending on where you are, don't feel afraid to trinket the first scream you find yourself in: you'll have 25 seconds to apply pressure unless the priest mind controls. In 3s this is less viable as there will likely be more CC to worry about. Count on experienced priests reapplying inner fire.
Mages, polymorph is effective against priests, but they'll probably use shadow word: death's damage component in order to break it as soon as it lands. Counterspell's range can be talented to be longer than shadow word: death's, at least for a disc priest, which can be a good opener in 2s. If they're solo, pretty much anything you can counterspell will be useful and you can keep pressure high enough for them not to offensively dispel. Grab their power word: shield, but shadow protection, fort, spirit and pretty much any other effect have their uses as well.
Priests, remember to be hit capped and dispel fear ward in order to effectively CC. You may wish to only apply fear ward when the priest is near you, but that might consume a global you can use for mana burn. It feels cheap, but if you spring mana burn on another priest and they don't kite in time, its often devastating. Never fear the priest's partner if the priest is nearby as they can just dispel.
Rogues: priests will keep DoTs on you, will attempt to use shadow word: death mouseovers if they catch your stealthed outline and will holy nova so you can't kick any channeled healing spell. Garrotte works as an opener due to the silence component, then you'll want to CoS so they waste fear (+ no DoTs = vanish) to get another opener on them. Wound poison helps a tonne against disc priests.
Feral druids, berserk to prevent fear, pounce interrupt spell casts, keep bleeds up since they can't be dispelled (unlike infected wounds). You'll be able to drop priests very, very rapidly if they don't have high HP and resi or partners who can peel. Resto druids, barkskin to prevent dispels, cyclone them to prevent mana burns, kite if you need to innervate so the priest can't dispel. Moonkin, you need to make sure your pressure is high enough that they don't spend cooldowns dispelling. Typhoon for interrupts.
All DoT classes against healing priests: PoM procs will be very annoying if all team mates are dotted up and they might unexpectedly heal rapidly during a stun.
Ret palas: Are at a major disadvantage due to priests being able to dispel most of your effects as well as not having the same interrupt capacities as other melee. You can't rely on avenging wrath against a priest. If you can trick them into trinketing repentence, awesome. Make fortiutous use of silences and slows (forget what they're called =/) Try using HoJ when they're low in order to burst the final HP down. Holy palas: if the priest team doesn't have a great deal of burst, divine shield to protect your divine plea and then kite. Defensive or offensive HoJs will help a lot. Any spec can use shadow res aura and hope for psychic scream resists, unless the priest is spell pen capped.
Shamans: Wind shear helps incredibly as you'll be able to interrupt every single penance cast the priest tries to pull, tremor totem is a pain to wand down if your team has burst and the priest is trying to LoS and you can purge the priests' shields. However, bloodlust will probably be gone very rapidly, as it can be worth dispelling even with teammates at 50% hp.
Warriors: Mortal strike, rend, hamstring and pummel with high ArP and the priest is done for. Berserking rage the first fear, bladestorm as soon as the second cooldown is up. Charge interrupt casts, use recklessness if the priest lets inner fire drop. If they get a full fear off and are still in charge range, you'll probably be able to get a spell reflect off first. Psychic horror will be annoying, but that's about it.
Hunters: CC, snake trap, concussive shot, freezing trap, spider pet and stay at max shot range and the priest wont have much opportunity to fight back. Only thing to watch out for is when trying to keep the priest busy so they can't drink in arena is that they might try to kill your pet, so have a macro ready to call it back and mend pet.
Warlocks: Watch out for fear ward. Unstable affliction and mana burn is really effective, or chain seducing the priest throughout a match. If you have a fel hunter, you can use it to prevent the priest from drinking in arena. Don't really have a strategy for non affliction locks, but if they don't kite a mana drain you've got it in the bag.
DKs: Abolish diseases is annoying, but will wear away at the priests mana. Death gripping and death striking after a fear can help close gaps. If the priest is constantly dispelling chains of ice, abolishes and trying to shackle your ghoul (save leap for this) you'll eventually win the mana war unless the priest is going offensive.
I'm not a good PvPer, but these are things I've picked up getting beaten in duels as a priest.
Dharmabhum Feb 26th 2010 9:50AM
I guess you could interrupt and silence Penance but as its a disc spell, I'd venture to say that your interrupts and such should be focused on our holy tree since that will lock us out from almost every healing spell as well as most of our offensive capabilities (Holy Fire, Smite) leaving us Mind Blast (longish cooldown) and our utility spells. If you're using your interrupt/silence/lockout as a window to get the kill, save it for holy spells.