Between Light and Shadow
Every party has someone everyone turns to when the tank's health falls, and that someone is you. The Light gives Priests shields and healing; Shadow provides damage and power over other minds. In return, they wear cloth. Priests are fragile, have few escapes, and feel vulnerable without a tank or someone else's crowd control.
Every race has its own faith: Humans serve the Church of the
Holy Light, Night Elves worship Elune, and Trolls speak to the loa. Many Forsaken Priests decided their old faith had failed them and followed Natalie Seline, who teaches balance between Light and Shadow. Apprentices of their Cult of Forgotten Shadow prove themselves through deeds. The game makes that literal: at level 5 in Brill, you heal a Deathguard and cast
Power Word: Fortitude on him before receiving your robe. Forever also lets Gnomes become Priests for the first time in a Classic setting.
Healing: shields, five seconds, and a cool head
Blizzard calls Priest the most versatile healer, with fast heals, healing over time, and unique shields.
Power Word: Shield buys time: while it absorbs hits, you can safely cast
Heal. It also leaves
Weakened Soul on the target for 15 seconds, preventing another shield, so your first dungeon teaches you to plan ahead. When everything goes wrong,
Flash Heal heals quickly but burns through mana.
Priest mana follows the five-second rule: spending mana stops Spirit-based regeneration for 5 seconds. Experienced healers begin casts early and cancel if the tank no longer needs them, because a canceled cast does not trigger that rule. Classic's warning against shielding Warrior tanks and starving their rage is outdated in Forever: rage from damage taken is now calculated before absorption.
Meditation allows half your mana regeneration to continue while casting instead of the old 15%.
Renew can now crit, and two Priests can maintain it on the same target.
Shadow: pain that ticks for you
Shadow makes a Priest truly dangerous.
Shadow Word: Pain deals damage while you do something else,
Mind Blast adds a burst,
Mind Flay keeps fleeing enemies close, and
Devouring Plague heals you as well. English-speaking players call it 'melting faces'. One Hunter on Blizzard's forums admitted avoiding Shadow Priests in 2004. The same thread acknowledged the downside: you are terrifying for a minute, then your mana runs out.
Forever has redesigned Shadow.
Devouring Plague is available to every race and, since October 15, has a 24-second cooldown.
Vampiric Embrace no longer lasts the entire fight: it runs for 30 seconds and has a 30-second cooldown. If an affected enemy dies, it grants
Spirit Tap even when someone else lands the killing blow, its main attraction in groups.
Shadow Weaving now benefits only you, not your raid's Warlocks. At level 40,
Shadowform grants 10% Shadow damage instead of the old 15%.
Testers are unhappy: a post arguing that Shadow lacks a group role earned 416 likes, and Blizzard itself acknowledges that its utility falls behind Warlock.
Leveling 1–30: wand, Spirit Tap, and water
The first Priest levels are slow, honestly: all you have is
Smite, a staff for melee, and water. One early beta forum thread was called 'Priest leveling is painful': six spells per mob, with mana nearly empty after one kill. The first reply was simply: get a wand.
An Enchanter friend can make your wand, especially now that Forever's enchanting suppliers sell the materials. Otherwise, check the auction house. Lesser Magic Wand is usable from level 5. From then on, guides estimate that
Shoot provides 40–50% of your damage, costs no mana, and is not interrupted by hits.
Wand Specialization costs 2 talent points in Forever instead of 5, and
Spirit Tap doubles Spirit for 15 seconds after a kill. Together, they make leveling manageable.
The sequence is simple:
Shadow Word: Pain, preceded by
Mind Blast against a tough mob, then wand until it dies. Cast
Power Word: Shield beforehand or when the mob reaches you. Avoid spell finishers, which restart the five-second rule. Keep
Power Word: Fortitude and
Inner Fire active. Use
Psychic Scream, learned at 14, only far from camps: feared mobs can bring friends.
With a friend, things change: shield and
Renew on your partner, wand their target, and downtime falls noticeably.
Dungeons and raids: 'Can you heal?'
The first thing a party asks a Shadow Priest is whether they can heal. Healers are scarce on beta, and every tree can heal through level 30, although Shadow spends more mana doing it. Cast
Power Word: Fortitude on everyone before entering; it now lasts a full hour. Pause for mana between packs. If healing pulls a mob off the tank, use
Fade, which removes twice as much threat in Forever.
Small details make you a favorite healer.
Dispel Magic at 18 removes the magical sleep cast by Druids of the Fang in Wailing Caverns. At 20 comes
Fear Ward, the reason Classic Alliance raids brought Dwarf Priests to Magmadar and reapplied it to the tank after every fear. Everyone has it now, but both duration and cooldown are 3 minutes, so apply it just before the fear.
At 60, Priests have memorable jobs: in Classic Naxxramas, they control Instructor Razuvious's understudies with
Mind Control and shackle Kel'Thuzad's guardians with
Shackle Undead. Shackle no more than three, or Kel'Thuzad dispels all of them. How these encounters will work in Forever is still unknown.
PvP: fear, shields, and the Lumber Mill cliff
Classic Shadow Priests are among the most difficult one-on-one opponents, with shields, DoTs, healing from Shadow damage, and fear. Before 30, the key tool is
Psychic Scream, fearing two enemies from 14 and three from 28.
Mind Control arrives at 30.
Undead Priests in Forever have
Touch of Weakness, which reduces the attack power of the first enemy to hit them in melee for 2 minutes. Apply it before every fight.
Will of the Forsaken removes fear but grants no protection afterward, so use it after fear lands and let
Fear Ward absorb the first one. On battlegrounds, stay near your flag carrier: shield and
Renew them, then use
Psychic Scream on pursuers.
A favorite Priest trick is
Mind Control: control an opponent and walk them off the Lumber Mill cliff in Arathi Basin. Before October 8,
Penance could decide duels. The author of 'The
Penance Problem' calculated that it healed 45–72% of a Priest's health for about 5% mana. On October 8, channel scaling was corrected from three seconds to two; rank 1's mana cost rose by 50%, while healing at ranks 2 and 4 was separately increased.
What's new in Forever and what testers say
Trainer spells and their levels have changed little since 2004, but much else is different.
Divine Spirit is now a regular spell at level 30, rather than a Classic talent, and
Shadow Word: Death arrives at 32. New talents include
Penance as Discipline's 21st point,
Soul Warding as its 16th, and
Binding Heal as Holy's 16th.
Many spells had their base values reduced by 10–50%, including
Smite,
Shadow Word: Pain, and
Renew, while
Power Word: Shield was barely changed. Spell power now contributes more, and periodic damage and healing, or DoTs and HoTs, can crit.
Testers disagree. Many complain about scarce mana before 40 and gameplay reduced to 'DoT and wand'; others say it was always like that and should be judged at 60. Those Priest threads have no blue replies yet, and beta runs until October 21–22, so numbers may still move.
Is this your class?
Choose Priest if you like being the player nobody starts without: your shield can save a life in half a second, while Shadow lets you decide whose day goes badly. Priests also have memorable tricks, including
Psychic Scream into an enemy crowd and
Mind Vision on the opposing flag carrier.
Know the downsides beforehand: cloth, few escapes, and a life of wands and water before 40. Groups expect you to heal even when you came to deal damage. If the party wipes, you are the first person they ask.
If you are already reaching for a shield, open the Undead Priest 1–30 leveling guide. It covers every step from Deathknell's crypt to Thousand Needles, including wands and class quests. Even with another race, its talents, wands, and mana advice still apply.
Since October 15, Devouring Plague has a 24-second cooldown,
Shadow Word: Death 18 seconds, and
Vampiric Embrace 30 seconds;
Vampiric Embrace can no longer be resisted.
Dark Inspiration in Shadow's fourth row grants you and your party 3/6/9/12/15% Spirit for 10 seconds after Mind Blast or a fully channeled
Mind Flay. Wand shots require standing still for 0.5 seconds.