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DPS/Off-Heals Spirit Build

By Gangfire - 4 years, 6 months ago

Class
Priest - PVE
Build
21/25/5
Version
1.13 Phase 2
Discipline
Unbreakable Will

Unbreakable Will

/

Increases your chance to resist Stun, Fear, and Silence effects by an additional 3%.

Increases your chance to resist Stun, Fear, and Silence effects by an additional 3%.

Next level:

Increases your chance to resist Stun, Fear, and Silence effects by an additional 6%.

Increases your chance to resist Stun, Fear, and Silence effects by an additional 6%.

Next level:

Increases your chance to resist Stun, Fear, and Silence effects by an additional 9%.

Increases your chance to resist Stun, Fear, and Silence effects by an additional 9%.

Next level:

Increases your chance to resist Stun, Fear, and Silence effects by an additional 12%.

Increases your chance to resist Stun, Fear, and Silence effects by an additional 12%.

Next level:

Increases your chance to resist Stun, Fear, and Silence effects by an additional 15%.

Increases your chance to resist Stun, Fear, and Silence effects by an additional 15%.

Wand Specialization

Wand Specialization

/

Requires Wands

Increases your damage with Wands by 5%.

Increases your damage with Wands by 5%.

Next level:

Increases your damage with Wands by 10%.

Increases your damage with Wands by 10%.

Next level:

Increases your damage with Wands by 15%.

Increases your damage with Wands by 15%.

Next level:

Increases your damage with Wands by 20%.

Increases your damage with Wands by 20%.

Next level:

Increases your damage with Wands by 25%.

Increases your damage with Wands by 25%.

Silent Resolve

Silent Resolve

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Reduces the threat generated by your spells by 4%.

Reduces the threat generated by your spells by 4%.

Next level:

Reduces the threat generated by your spells by 8%.

Reduces the threat generated by your spells by 8%.

Next level:

Reduces the threat generated by your spells by 12%.

Reduces the threat generated by your spells by 12%.

Next level:

Reduces the threat generated by your spells by 16%.

Reduces the threat generated by your spells by 16%.

Next level:

Reduces the threat generated by your spells by 20%.

Reduces the threat generated by your spells by 20%.

Improved Power Word: Fortitude

Improved Power Word: Fortitude

/

Increases the effect of your Power Word: Fortitude and Prayer of Fortitude spells by 15%.

Increases the effect of your Power Word: Fortitude and Prayer of Fortitude spells by 15%.

Next level:

Increases the effect of your Power Word: Fortitude and Prayer of Fortitude spells by 30%.

Increases the effect of your Power Word: Fortitude and Prayer of Fortitude spells by 30%.

Improved Power Word: Shield

Improved Power Word: Shield

/

Increases the damage absorbed by your Power Word: Shield by 5%.

Increases the damage absorbed by your Power Word: Shield by 5%.

Next level:

Increases the damage absorbed by your Power Word: Shield by 10%.

Increases the damage absorbed by your Power Word: Shield by 10%.

Next level:

Increases the damage absorbed by your Power Word: Shield by 15%.

Increases the damage absorbed by your Power Word: Shield by 15%.

Martyrdom

Martyrdom

/

Gives you a 50% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases resistance to Interrupt effects by 10%.

Gives you a 50% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases resistance to Interrupt effects by 10%.

Next level:

Gives you a 100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases resistance to Interrupt effects by 20%.

Gives you a 100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases resistance to Interrupt effects by 20%.

Inner Focus

Inner Focus

/

Instant
3 min cooldown

When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.

When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.

Meditation

Meditation

/

Allows 5% of your Mana regeneration to continue while casting.

Allows 5% of your Mana regeneration to continue while casting.

Next level:

Allows 10% of your Mana regeneration to continue while casting.

Allows 10% of your Mana regeneration to continue while casting.

Next level:

Allows 15% of your Mana regeneration to continue while casting.

Allows 15% of your Mana regeneration to continue while casting.

Improved Inner Fire

Improved Inner Fire

/

Increases the Armor bonus of your Inner Fire spell by 10%.

Increases the Armor bonus of your Inner Fire spell by 10%.

Next level:

Increases the Armor bonus of your Inner Fire spell by 20%.

Increases the Armor bonus of your Inner Fire spell by 20%.

Next level:

Increases the Armor bonus of your Inner Fire spell by 30%.

Increases the Armor bonus of your Inner Fire spell by 30%.

Mental Agility

Mental Agility

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Reduces the mana cost of your instant cast spells by 2%.

Reduces the mana cost of your instant cast spells by 2%.

Next level:

Reduces the mana cost of your instant cast spells by 4%.

Reduces the mana cost of your instant cast spells by 4%.

Next level:

Reduces the mana cost of your instant cast spells by 6%.

Reduces the mana cost of your instant cast spells by 6%.

Next level:

Reduces the mana cost of your instant cast spells by 8%.

Reduces the mana cost of your instant cast spells by 8%.

Next level:

Reduces the mana cost of your instant cast spells by 10%.

Reduces the mana cost of your instant cast spells by 10%.

Improved Mana Burn

Improved Mana Burn

/

Reduces the casting time of your Mana Burn spell by 0.25 sec.

Reduces the casting time of your Mana Burn spell by 0.25 sec.

Next level:

Reduces the casting time of your Mana Burn spell by 0.5 sec.

Reduces the casting time of your Mana Burn spell by 0.5 sec.

Mental Strength

Mental Strength

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Increases your maximum Mana by 2%.

Increases your maximum Mana by 2%.

Next level:

Increases your maximum Mana by 4%.

Increases your maximum Mana by 4%.

Next level:

Increases your maximum Mana by 6%.

Increases your maximum Mana by 6%.

Next level:

Increases your maximum Mana by 8%.

Increases your maximum Mana by 8%.

Next level:

Increases your maximum Mana by 10%.

Increases your maximum Mana by 10%.

Divine Spirit

Divine Spirit

/

285 Mana
30 yd range
Instant

Holy power infuses the target, increasing their Spirit by 17 for 30 min.

Holy power infuses the target, increasing their Spirit by 17 for 30 min.

Force of Will

Force of Will

/

Increases your spell damage by 1% and the critical strike chance of your offensive spells by 1%.

Increases your spell damage by 1% and the critical strike chance of your offensive spells by 1%.

Next level:

Increases your spell damage by 2% and the critical strike chance of your offensive spells by 2%.

Increases your spell damage by 2% and the critical strike chance of your offensive spells by 2%.

Next level:

Increases your spell damage by 3% and the critical strike chance of your offensive spells by 3%.

Increases your spell damage by 3% and the critical strike chance of your offensive spells by 3%.

Next level:

Increases your spell damage by 4% and the critical strike chance of your offensive spells by 4%.

Increases your spell damage by 4% and the critical strike chance of your offensive spells by 4%.

Next level:

Increases your spell damage by 5% and the critical strike chance of your offensive spells by 5%.

Increases your spell damage by 5% and the critical strike chance of your offensive spells by 5%.

Power Infusion

Power Infusion

/

20% of base Mana
30 yd range
Instant
3 min cooldown

Infuses the target with power, increasing their spell damage and healing by 20%. Lasts 15 sec.

Infuses the target with power, increasing their spell damage and healing by 20%. Lasts 15 sec.

Holy
Healing Focus

Healing Focus

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Gives you a 35% chance to avoid interruption caused by damage while casting any healing spell.

Gives you a 35% chance to avoid interruption caused by damage while casting any healing spell.

Next level:

Gives you a 70% chance to avoid interruption caused by damage while casting any healing spell.

Gives you a 70% chance to avoid interruption caused by damage while casting any healing spell.

Improved Renew

Improved Renew

/

Increases the amount healed by your Renew spell by 5%.

Increases the amount healed by your Renew spell by 5%.

Next level:

Increases the amount healed by your Renew spell by 10%.

Increases the amount healed by your Renew spell by 10%.

Next level:

Increases the amount healed by your Renew spell by 15%.

Increases the amount healed by your Renew spell by 15%.

Holy Specialization

Holy Specialization

/

Increases the critical effect chance of your Holy spells by 1%.

Increases the critical effect chance of your Holy spells by 1%.

Next level:

Increases the critical effect chance of your Holy spells by 2%.

Increases the critical effect chance of your Holy spells by 2%.

Next level:

Increases the critical effect chance of your Holy spells by 3%.

Increases the critical effect chance of your Holy spells by 3%.

Next level:

Increases the critical effect chance of your Holy spells by 4%.

Increases the critical effect chance of your Holy spells by 4%.

Next level:

Increases the critical effect chance of your Holy spells by 5%.

Increases the critical effect chance of your Holy spells by 5%.

Spell Warding

Spell Warding

/

Reduces all spell damage taken by 2%.

Reduces all spell damage taken by 2%.

Next level:

Reduces all spell damage taken by 4%.

Reduces all spell damage taken by 4%.

Next level:

Reduces all spell damage taken by 6%.

Reduces all spell damage taken by 6%.

Next level:

Reduces all spell damage taken by 8%.

Reduces all spell damage taken by 8%.

Next level:

Reduces all spell damage taken by 10%.

Reduces all spell damage taken by 10%.

Divine Fury

Divine Fury

/

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.1 sec.

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.1 sec.

Next level:

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.2 sec.

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.2 sec.

Next level:

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.3 sec.

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.3 sec.

Next level:

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.4 sec.

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.4 sec.

Next level:

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.5 sec.

Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.5 sec.

Holy Nova

Holy Nova

/

185 Mana
Instant

Causes an explosion of holy light around the caster, causing (10,7% of Spell power) Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for (10,7% of Spell power)1. These effects cause no threat.

Causes an explosion of holy light around the caster, causing (10,7% of Spell power) Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for (10,7% of Spell power)1. These effects cause no threat.

Blessed Recovery

Blessed Recovery

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After being struck by a melee or ranged critical hit, heal 8% of the damage taken over 6 sec.

After being struck by a melee or ranged critical hit, heal 8% of the damage taken over 6 sec.

Next level:

After being struck by a melee or ranged critical hit, heal 16% of the damage taken over 6 sec.

After being struck by a melee or ranged critical hit, heal 16% of the damage taken over 6 sec.

Next level:

After being struck by a melee or ranged critical hit, heal 25% of the damage taken over 6 sec.

After being struck by a melee or ranged critical hit, heal 25% of the damage taken over 6 sec.

Inspiration

Inspiration

/

Increases your target's armor by 8% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell.

Increases your target's armor by 8% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell.

Next level:

Increases your target's armor by 16% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell.

Increases your target's armor by 16% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell.

Next level:

Increases your target's armor by 25% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell.

Increases your target's armor by 25% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell.

Holy Reach

Holy Reach

/

Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 10%.

Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 10%.

Next level:

Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 20%.

Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 20%.

Improved Healing

Improved Healing

/

Reduces the Mana cost of your Lesser Heal, Heal, and Greater Heal spells by 5%.

Reduces the Mana cost of your Lesser Heal, Heal, and Greater Heal spells by 5%.

Next level:

Reduces the Mana cost of your Lesser Heal, Heal, and Greater Heal spells by 10%.

Reduces the Mana cost of your Lesser Heal, Heal, and Greater Heal spells by 10%.

Next level:

Reduces the Mana cost of your Lesser Heal, Heal, and Greater Heal spells by 15%.

Reduces the Mana cost of your Lesser Heal, Heal, and Greater Heal spells by 15%.

Searing Light

Searing Light

/

Increases the damage of your Smite and Holy Fire spells by 5%.

Increases the damage of your Smite and Holy Fire spells by 5%.

Next level:

Increases the damage of your Smite and Holy Fire spells by 10%.

Increases the damage of your Smite and Holy Fire spells by 10%.

Improved Prayer of Healing

Improved Prayer of Healing

/

Reduces the Mana cost of your Prayer of Healing spell by 10%.

Reduces the Mana cost of your Prayer of Healing spell by 10%.

Next level:

Reduces the Mana cost of your Prayer of Healing spell by 20%.

Reduces the Mana cost of your Prayer of Healing spell by 20%.

Spirit of Redemption

Spirit of Redemption

/

Upon death, the priest becomes the Spirit of Redemption for 10 sec. 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 effect ends, the priest dies.

Upon death, the priest becomes the Spirit of Redemption for 10 sec. 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 effect ends, the priest dies.

Spiritual Guidance

Spiritual Guidance

/

Increases spell damage and healing by up to 5% of your total Spirit.

Increases spell damage and healing by up to 5% of your total Spirit.

Next level:

Increases spell damage and healing by up to 10% of your total Spirit.

Increases spell damage and healing by up to 10% of your total Spirit.

Next level:

Increases spell damage and healing by up to 15% of your total Spirit.

Increases spell damage and healing by up to 15% of your total Spirit.

Next level:

Increases spell damage and healing by up to 20% of your total Spirit.

Increases spell damage and healing by up to 20% of your total Spirit.

Next level:

Increases spell damage and healing by up to 25% of your total Spirit.

Increases spell damage and healing by up to 25% of your total Spirit.

Spiritual Healing

Spiritual Healing

/

Increases the amount healed by your healing spells by 2%.

Increases the amount healed by your healing spells by 2%.

Next level:

Increases the amount healed by your healing spells by 4%.

Increases the amount healed by your healing spells by 4%.

Next level:

Increases the amount healed by your healing spells by 6%.

Increases the amount healed by your healing spells by 6%.

Next level:

Increases the amount healed by your healing spells by 8%.

Increases the amount healed by your healing spells by 8%.

Next level:

Increases the amount healed by your healing spells by 10%.

Increases the amount healed by your healing spells by 10%.

Lightwell

Lightwell

/

225 Mana
1.5 sec cast
10 min cooldown

Creates a holy Lightwell near the priest. Members of your raid or party can click the Lightwell to restore 800 health over 10 sec. Being attacked cancels the effect. Lightwell lasts for 3 min or 5 charges.

Creates a holy Lightwell near the priest. Members of your raid or party can click the Lightwell to restore 800 health over 10 sec. Being attacked cancels the effect. Lightwell lasts for 3 min or 5 charges.

Shadow
Spirit Tap

Spirit Tap

/

Gives you a 20% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Gives you a 20% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Next level:

Gives you a 40% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Gives you a 40% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Next level:

Gives you a 60% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Gives you a 60% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Next level:

Gives you a 80% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Gives you a 80% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Next level:

Gives you a 100% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Gives you a 100% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.

Blackout

Blackout

/

Gives your Shadow damage spells a 2% chance to stun the target for 3 sec.

Gives your Shadow damage spells a 2% chance to stun the target for 3 sec.

Next level:

Gives your Shadow damage spells a 4% chance to stun the target for 3 sec.

Gives your Shadow damage spells a 4% chance to stun the target for 3 sec.

Next level:

Gives your Shadow damage spells a 6% chance to stun the target for 3 sec.

Gives your Shadow damage spells a 6% chance to stun the target for 3 sec.

Next level:

Gives your Shadow damage spells a 8% chance to stun the target for 3 sec.

Gives your Shadow damage spells a 8% chance to stun the target for 3 sec.

Next level:

Gives your Shadow damage spells a 10% chance to stun the target for 3 sec.

Gives your Shadow damage spells a 10% chance to stun the target for 3 sec.

Shadow Affinity

Shadow Affinity

/

Reduces the threat generated by your Shadow spells by 8%.

Reduces the threat generated by your Shadow spells by 8%.

Next level:

Reduces the threat generated by your Shadow spells by 16%.

Reduces the threat generated by your Shadow spells by 16%.

Next level:

Reduces the threat generated by your Shadow spells by 25%.

Reduces the threat generated by your Shadow spells by 25%.

Improved Shadow Word: Pain

Improved Shadow Word: Pain

/

Increases the duration of your Shadow Word: Pain spell by 3 sec.

Increases the duration of your Shadow Word: Pain spell by 3 sec.

Next level:

Increases the duration of your Shadow Word: Pain spell by 6 sec.

Increases the duration of your Shadow Word: Pain spell by 6 sec.

Shadow Focus

Shadow Focus

/

Reduces your target's chance to resist your Shadow spells by 2%.

Reduces your target's chance to resist your Shadow spells by 2%.

Next level:

Reduces your target's chance to resist your Shadow spells by 4%.

Reduces your target's chance to resist your Shadow spells by 4%.

Next level:

Reduces your target's chance to resist your Shadow spells by 6%.

Reduces your target's chance to resist your Shadow spells by 6%.

Next level:

Reduces your target's chance to resist your Shadow spells by 8%.

Reduces your target's chance to resist your Shadow spells by 8%.

Next level:

Reduces your target's chance to resist your Shadow spells by 10%.

Reduces your target's chance to resist your Shadow spells by 10%.

Improved Psychic Scream

Improved Psychic Scream

/

Reduces the cooldown of your Psychic Scream spell by 2 sec.

Reduces the cooldown of your Psychic Scream spell by 2 sec.

Next level:

Reduces the cooldown of your Psychic Scream spell by 4 sec.

Reduces the cooldown of your Psychic Scream spell by 4 sec.

Improved Mind Blast

Improved Mind Blast

/

Reduces the cooldown of your Mind Blast spell by 0.5 sec.

Reduces the cooldown of your Mind Blast spell by 0.5 sec.

Next level:

Reduces the cooldown of your Mind Blast spell by 1 sec.

Reduces the cooldown of your Mind Blast spell by 1 sec.

Next level:

Reduces the cooldown of your Mind Blast spell by 1.5 sec.

Reduces the cooldown of your Mind Blast spell by 1.5 sec.

Next level:

Reduces the cooldown of your Mind Blast spell by 2.0 sec.

Reduces the cooldown of your Mind Blast spell by 2.0 sec.

Next level:

Reduces the cooldown of your Mind Blast spell by 2.5 sec.

Reduces the cooldown of your Mind Blast spell by 2.5 sec.

Mind Flay

Mind Flay

/

45 Mana
20 yd range
Channeled (3 sec)

Assault the target's mind with Shadow energy, causing (45% of Spell power) Shadow damage over 3 sec and slowing their movement speed by 50%.

Assault the target's mind with Shadow energy, causing (45% of Spell power) Shadow damage over 3 sec and slowing their movement speed by 50%.

Improved Fade

Improved Fade

/

Decreases the cooldown of your Fade ability by 3 sec.

Decreases the cooldown of your Fade ability by 3 sec.

Next level:

Decreases the cooldown of your Fade ability by 6 sec.

Decreases the cooldown of your Fade ability by 6 sec.

Shadow Reach

Shadow Reach

/

Increases the range of your Shadow damage spells by 6%.

Increases the range of your Shadow damage spells by 6%.

Next level:

Increases the range of your Shadow damage spells by 13%.

Increases the range of your Shadow damage spells by 13%.

Next level:

Increases the range of your Shadow damage spells by 20%.

Increases the range of your Shadow damage spells by 20%.

Shadow Weaving

Shadow Weaving

/

Your Shadow damage spells have a 20% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Your Shadow damage spells have a 20% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Next level:

Your Shadow damage spells have a 40% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Your Shadow damage spells have a 40% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Next level:

Your Shadow damage spells have a 60% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Your Shadow damage spells have a 60% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Next level:

Your Shadow damage spells have a 80% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Your Shadow damage spells have a 80% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Next level:

Your Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Your Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.

Silence

Silence

/

225 Mana
20 yd range
Instant
45 sec cooldown

Silences the target, preventing them from casting spells for 5 sec.

Silences the target, preventing them from casting spells for 5 sec.

Vampiric Embrace

Vampiric Embrace

/

40 Mana
30 yd range
Instant
10 sec cooldown

Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 60 sec.

Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 60 sec.

Improved Vampiric Embrace

Improved Vampiric Embrace

/

Increases the percentage healed by Vampiric Embrace by an additional 5%.

Increases the percentage healed by Vampiric Embrace by an additional 5%.

Next level:

Increases the percentage healed by Vampiric Embrace by an additional 10%.

Increases the percentage healed by Vampiric Embrace by an additional 10%.

Darkness

Darkness

/

Increases your Shadow spell damage by 2%.

Increases your Shadow spell damage by 2%.

Next level:

Increases your Shadow spell damage by 4%.

Increases your Shadow spell damage by 4%.

Next level:

Increases your Shadow spell damage by 6%.

Increases your Shadow spell damage by 6%.

Next level:

Increases your Shadow spell damage by 8%.

Increases your Shadow spell damage by 8%.

Next level:

Increases your Shadow spell damage by 10%.

Increases your Shadow spell damage by 10%.

Shadowform

Shadowform

/

40% of base Mana
Instant
1.5 sec 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.

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.

Priest
0 / 0 / 0
Level required: 60

Description

This is an all-around build for dungeon crawling and questing; tested so far up to level 41, now at 4/25/3.  I've purposely tried to avoid talents which do not increase "combat power" -- the total amount of damage and healing you do against an implacable foe before you die.  Exclusions include talents which solely increase mana or mana regeneration and reduce threat.  The build's focus is not so much leveling quickly but having the greatest chance of winning each fight.


Particularly Valuable Talents

My current Spirit is 171, which Spiritual Guidance turns into a +42 to damage and heals before coefficient modifiers.  Smite is the Holy tree's "bread and butter" spell (i.e. the best non-DoT DPS spell that has no cooldown), which gains a +30 from this talent after the coefficient modifier -- a solid 13% damage increase.

Three points in Blessed Recovery makes 25% of all melee/ranged critical hit damage go away, if you can survive for the next six seconds -- turning a double damage hit into merely 150% damage taken, just like a spell crit.  Well worth taking.

Also nice is Spell Warding -- attenuating all incoming spell damage, and plenty of baddies cast spells and otherwise hit you with elemental damage.  (This talent is one of the very few defenses I'm aware of that reduces Holy damage.)

Holy Nova has a high mana cost but gives one another AOE option, does both damage and healing at the same time, and it generates very close to no threat.

On the Discipline side Unbreakable Will, Improved Inner Fire, Improved Power Word: Fortitude, and Improved Power Word: Shield provide much-needed defense for yourself and your group as a whole.  By default as "clothies" the Priest class is weighted heavily toward the offense so more defense is very welcome.

At maximum spell level Divine Spirit increases Spirit by 40.  Combined with Spiritual Guidance this gives a flat pre-coefficient +10 to damage and healing . . .  not bad for only four points invested, and +15% mana regeneration during combat is a nice bonus.

(In my research I was surprised to discover that Spell Power also increases the strength of Power Word: Shield, and the Spell Power from Spiritual Guidance and Divine Spirit is no exception.)

The single Shadow talent to take is Spirit Tap, which when it activates doubles the bonus from Spiritual Guidance for 15 seconds -- you get another +30 and +10 damage/healing from the examples above.  This works best while solo questing but can also be a nice occasional benefit in groups -- especially since you're one of the heavy hitters.  And Spirit Tap's extra mana regeneration doesn't hurt either.


Gear Selection

The five stats you're interested in are elemental resistances, Stamina, bonuses to spell damage, Spirit, and Intellect, in that order.  Stamina lets you stay in the fight longer so you do more damage and have more player thinking time to pop potions, heal yourself, etc. to stay alive.  Spirit is for increasing the Spiritual Guidance bonuses (and, incidentally, mana recovery).  Spell Power simply provides more damage and healing.  Intellect is for increasing critical hit chance (and giving you more mana to convert into damage).  And elemental resists reduce the chance that spells and spell effects damage or otherwise affect you.

I did a combat power study of my current character and calculated relative values for these five stats, scaled to make a single point of Stamina worth exactly one point . . .

* Stamina: 1

* Elemental Resistance, +1 all: 1.19

* Spell Power: 0.871

* Spirit: 0.218

* Intellect: 0.0186

We can see here that each point of Elemental Resistance is worth 119% as much as a point of Stamina, and so on.

Example: An "of the Eagle" item has +9 Stamina and +8 Intellect; it's value is 9 x 1 + 8 x 0.0186 = 9.149 -- worth a bit more than 9 Stamina, or 91 Health.  Another item gives just +10 Stamina, which gives it a value of 10 x 1 = 10.  The second item gives more combat power so choose it over the first item.

I wanted to test the extreme case -- wearing nothing but Stamina gear -- so . . .  I got naked.  I removed all my gear but still had 72% of my normal health and 61% of my normal mana -- a character's base stats are good enough to avoid becoming a total glass cannon with hardly any mana for spellcasting, so equipping as much Spell Power as you possibly can is viable, followed by Stamina.  (Stamina has a higher per-point value than Spell Power, but items at an equivalent level tend to have about a 50% higher numeric Spell Power score than Stamina, so Spell Power items usually win.)

Practically speaking if you're lacking reasonable Rares you want to shop for these Uncommon items (assuming near-equal minimum levels) in the following priority (a general rule; doing the math yields more accurate results):

* Elemental Resistance items (which give that bonus to all resists; prorate for items which affect just one or two resists)

* Spell Power items which increase Stamina as well

* Spell Power items

* "of Stamina" items

* "of the Whale" items

* "of the Eagle" items

* Spell Power items

* "of Spirit" items

* "of Intellect" items

(It's rather ironic that Spirit from gear isn't worth very much at all for even a Spirit build, but the numbers don't lie.)

Choosing enchantments generally follows the same priority.

(I've seen at least one claim that +spell damage gear does not add to Holy spells but playtesting reveals this to be simply untrue.  I made 200 attacks against low-level mobs and compared the average damage against another 200 attacks while not wearing my Spell Power gear, and there was a definite advantage to wearing the Spell Power gear that closely matched after-coefficient expectations.  Maybe no bonus is true in Retail, but not in Classic.)


Other Strategies

I try to avoid accepting the healer role in groups -- the build works better for making casters explode, Holy Nova'ing multiple targets, and off-healing in a pinch.  (And groups tend to treat healers like slave labor -- to most-all Warrior and Druid tanks it's far more important to not waste rage than to wait for the healer to drink and get back up to full mana, so healers can feel like they're being jerked along too fast for comfort.)  But being the main healer is certainly viable, and with little or no gear change one can instantly switch to the healer role if your primary healer dies or has to leave the group.

Food that increases Stamina and Spirit is also very good -- for the extra Health, not so much for the Spirit.  (And if you really want to push the envelope, for any set piece boss battle (one where you can stand in more or less one area without having to move around much), just before the pull build a campfire nearby for that extra +4 Spirit and 1-2 more damage!)


Tactics

When playing solo my usual opener is Power Word: Shield > Holy Fire > Shadow Word: Pain > Mind Blast > Smite x4, then repeating by going back to Mind Blast.  For additional targets after the first use the above but skip Holy Fire, which is less time and mana efficient than Smite, and skip SW: P too if a target's health is maybe two-thirds or less.  (Shadow spells seem to bounce so frequently -- at least in dungeons -- that I'm considering removing them from my rotation.)

Generally in groups I skip Holy Fire altogether.  I hammer targets in target marker order (skull, etc.).

Against casters I generally disregard any target markers except crowd control ones like moon (i.e. Polymorph).  I select one caster -- preferably one at full health -- and try to burn him down using the above rotation but swapping SW: P and Holy Fire.  As soon as he targets me I pop Feedback (Human Priest racial ability).  I have this, plus PW: S, Spell Warding, and some elemental resistances from gear (currently Elemental Rainment, +3 All Resists on my cloak, and +5 Shadow Resist on my wand, plus +30 Shadow Resist from Shadow Protection), so I'm better at tanking casters than the tank, and it takes some of the heat off him.  I can typically solo-kill a caster pretty quickly while losing only a third to a fourth of my health.

In the absence of casters, if there's four or more targets relatively close to one another I wait a few seconds to let the tank grab more than zero aggro and let him take a few hits, then rush forward and spam Holy Nova until out of mana or the number of targets becomes less than four, then back off and wand.  Besides damaging multiple enemies I'm also healing the tank, myself, and most-all melee group members, including all melee pets like voidwalkers and hunter pets (which are currently problematic to heal because they don't appear on the group list underneath their owners).  While wanding I'm essentially a flexible tactical reserve -- I mostly stare at the group's health bars and toss in a few heals as needed, or go to Mind Blast > Smite x4 if my mana regenerates up to about half.

(FOUR is the damage efficiency breakpoint number for Holy Nova -- AOE four or more targets, otherwise attack single targets.  Also, Holy Nova works great in a group but poorly playing solo -- you'll run out of mana before you kill anyone, unless you're farming greys that are low enough.)

No casters and less than four targets?  I follow target markers and/or burn down the enemy with the lowest Health.


The build compares favorably with Shadow-spec builds, even taking Vampiric Embrace and Shadowform into account; offering an estimated 35% more combat power.  Mind Flay is Shadow spec's bread and butter spell, which does significantly less damage than Smite (about a 5:7 ratio), and Shadowform makes Holy Fire -- your best opener -- effectively unavailable.  Also, Holy attacks are less easily resisted since there doesn't seem to be such a thing as Holy Resistance -- my Shadow spells seem to be resisted a lot more than my Holy spells (but Shadow Focus can make this less of a problem).

Overall it's a fun, flexible, and otherwise powerful build to play.

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