Pick your role first. Shadow pressures with DoTs, Silence and
Mana Burn; Disc keeps a teammate alive with shields, heals and timely dispels. Both need to know when it is safe to cast and when to spend a defensive. This guide covers level-60 builds, ability priorities and each matchup using beta 1.60.1 data.
PvP shorthand: a quick glossary
- Shadow / Disc
- Shadow Priest and Discipline Priest. Disc is the usual shorthand for Discipline.
- Cast / kick
- Casting a spell / interrupting it. Players may say “kick” even when the interrupt is not the Rogue ability Kick.
- Silence / school lockout
- Silence prevents spellcasting; a school lockout blocks the interrupted school. They are different effects.
- CC / DR
- Crowd control / diminishing returns. Repeated control in the same DR category has a shorter duration.
- Burst / cooldowns
- A short damage window / abilities with a cooldown. “Use defensives” means spend defensive cooldowns.
- DoT / HoT
- Damage over time / healing over time.
- Dispel / purge
- Remove an effect. An offensive dispel, often called a purge, removes a buff from an enemy.
- Kite / peel / fake cast
- Keep an enemy at range / help a teammate shake off attackers / cancel your cast to bait an interrupt.
- Opener / reset
- Your opening sequence / disengaging to set up another attempt.
How to play Priest in WoW Forever PvP
A Priest is a cloth caster without an escape. You cannot
Blink like a Mage or
Vanish like a Rogue, so you survive by refusing to die rather than running away. Your shield absorbs damage and prevents cast pushback,
Psychic Scream sends enemies fleeing for 8 seconds, and healing and dispels put you back in the fight. If a Rogue decides when a fight begins, a Priest decides who survives it.
Shadow applies pressure with damage over time and control. Apply Pain and Plague, hit with Mind Blast, and use
Mind Flay to slow enemies and keep them from reaching you. Scream when they reach melee range, Silence when they start healing, and burn their mana if they have any. Level 40 brings
Shadowform, your major milestone: in form, Shadow spells cost half as much and you take 15% less physical damage.
Healing revolves around shields. A shield is instant and absorbs damage, preventing cast pushback while it holds. Behind it, heal, remove sheep, fears and roots from allies, and strip shields and blessings from enemies. Forever gives Discipline
Penance, which can heal or deal damage. Holy gets
Prayer of Mending, which jumps between injured allies.
Both roles share the same weaknesses: little armor, no escape, and limited mana if you play carelessly. Enemies focus Priests first, especially healers, so positioning and shields matter more than impressive damage numbers.
The important rule: Shadow and healing both work in battlegrounds, world PvP and duels. In battlegrounds, Shadow silences enemy healers, scatters groups around flags and burns mana. In the world, a healer turns a Rogue or Warrior partner into a boss. In duels, Discipline outlasts other Priest builds. Below, each role has advice for every setting.
Since October 15, Devouring Plague has a 24-second cooldown,
Shadow Word: Death an 18-second cooldown and
Vampiric Embrace a 30-second cooldown; Embrace can no longer be resisted. Fourth-row
Dark Inspiration grants you and your party 3/6/9/12/15% Spirit for 10 seconds after Mind Blast or a full
Mind Flay channel. Firing a wand requires standing still for 0.5 seconds.
Specs: Classic versus Forever
Classic PvP Priests fell into two camps. Shadow, usually 18/0/33 or 20/0/31, was considered one of the best dueling and world PvP classes. Organized battleground teams rarely wanted it, seeing it as a weaker Warlock, but it caused chaos in random queues. Healers used Discipline 32/19/0 or 33/18/0 with
Power Infusion, or Holy 21/30/0, thriving in battlegrounds and groups but struggling in duels. Veterans generally recommended Discipline as the more durable PvP healer.
Forever reshuffles much of this. All Priests now get
Fear Ward and Devouring Plague, not just Dwarves and Undead. Shadow gains
Shadow Word: Death; Silence also interrupts for 3 seconds; Shadowform halves Shadow spell costs, though its damage bonus is smaller. Discipline gains
Penance, shields without a cooldown for allies and shields from critical heals. Holy offers useful passives for every role: damage-pushback protection for all spells and 10% less spell damage taken.
At the beta's level 30 cap, Discipline was the strongest Priest duelist: Shadow lacks its form until 40, while
Penance decided fights. On October 8, Blizzard fixed a bug that treated
Penance as a 3-second channel rather than 2 seconds, noticeably reducing its damage and healing. Mobalytics then lowered Priest from S to A in its dueling tier list, but Discipline remained one of the strongest level 30 dueling builds.
Level 60 will look different. Shadow gains its form and doubled Shadow critical damage bonus; PvP critical strikes are no longer reduced as of October 8, and Pain and Plague can now crit. However,
Vampiric Embrace is shorter and
Shadow Weaving only benefits you. We therefore expect three workable options: Shadow for duels, world PvP and random battlegrounds; Discipline for duels and small-group healing; Holy for healing large battleground teams. This is a projection: nobody has played Forever at 60 yet.
| Spec | In Classic | In Forever | Best suited to |
|---|---|---|---|
| Shadow | Best Priest for duels and world PvP; rarely invited to organized battleground teams | Form at 40, half-cost Shadow spells, | Duels, world PvP, random battlegrounds |
| Discipline | Durable PvP healer with | Duels, small-group and battleground healing | |
| Holy | Group healer, 21/30/0 | Healing large battleground teams | |
| Shadow with Holy | Did not exist | Pushback protection for every spell and 10% less spell damage taken | Shadow in battlegrounds and against casters |
| Did not exist | Shields and | Duels and world PvP without Shadowform | |
| Smite and Holy Fire | An unusual choice | Dedicated Holy damage talents, but the highest Smite rank is less than half as strong as in Classic | A niche enthusiast's build |
Choosing a race
Race matters more for Priests than for Rogues: alongside normal racials, each race has Priest-specific spells, extensively reworked in Forever. Still, choose a race whose appearance and lore you enjoy. The difference is a few abilities on multi-minute cooldowns; you will play this character for a long time, and enjoying it matters more than percentages in a table.
Six races can be Priests in Forever: Human, Dwarf, Night Elf and Gnome for Alliance; Undead and Troll for Horde. Gnome Priest is new in Forever. Skyborne, Orcs and Tauren cannot be Priests.
For maximum performance, Undead are commonly recommended for Horde healing and Trolls for Shadow, including by Mobalytics. Alliance Gnomes offer a second area-control effect, Humans remove stuns, and Dwarves bring Stoneform and Desperate Prayer, now exclusive to them in Forever. Blizzard has promised a racial review, so this table may still change before launch.
| Race | Priest racials | General racials | Summary |
|---|---|---|---|
| Human | For healers: immediately shield a teammate again | ||
| Dwarf | Stoneform removes bleeds, poisons and diseases. Earth Fury gives +2% critical damage and healing regardless of weapon, not critical strike chance. | Stoneform removes poisons, diseases, bleeds and Blind | Most durable against Rogues |
| Night Elf | Against Rogues and Warriors | ||
| Gnome | Escape Artist instantly removes roots and slows and grants 3 seconds of immunity. Eureka! lasts 8 seconds without charges and also works with Power Word: Shield. | Escape Artist removes slows and roots | A second area-control ability |
| Undead | The classic Horde choice, especially for healing | ||
| Troll | Berserking gives +10% casting speed | For Shadow; put the Hex on the enemy healer |
Abilities: what to press, when and why
Below are the Priest abilities that matter in PvP, grouped by purpose. Highest-rank level 60 numbers come from Forever tooltips and may change before launch.
Defense and survival
Power Word: Shield is your defining ability. It is instant and at level 60 absorbs 950 damage, or 1140 talented, preventing cast pushback while it holds. Afterward,
Weakened Soul prevents a new shield on that target for 15 seconds; the shield itself has a 4-second cooldown. Apply it before enemies reach you and before every long cast.
At level 60,
Inner Fire grants nearly 1400 armor for 20 hits; with talents, over 2000 armor and 32 charges. Keep it active: armor matters against Warriors, Rogues and Hunters.
Psychic Scream fears up to 5 nearby enemies for 8 seconds, with fewer targets at lower ranks. Its cooldown is 30 seconds, or 26 talented.
Dispel Magic cannot remove it, but any damage can break the fear, including your own Pain and Plague. Scream when enemies are close and have already spent their stuns and insignia, not in the first second of combat.
The PvP trinket is an equipped accessory you activate to break control on yourself. In the beta tooltip, the Greater Insignia of the Horde and Alliance versions remove stuns, fear, slows and other loss-of-control effects; they do not grant immunity to the next CC. Rank 2 means your PvP rank, not character level; the exact launch reward still needs confirmation.
Fear Ward is available to every Priest in Forever, not just Dwarves, but now both its cooldown and duration are 3 minutes. It blocks only one fear, so apply it to yourself or a partner when you see a Warlock, Priest or Warrior. You can no longer maintain the old constant coverage. It does not protect against
Death Coil.
Fade lowers your threat against creatures for 10 seconds, and it only helps in a group where the creature can switch to someone else. It is useless against players, despite the Russian tooltip suggesting enemies cannot attack you. From level 34,
Levitate lets you fall slowly and walk on water, but breaks on damage. It can save you from a cliff fall and serve as a spare buff to absorb an enemy dispel.
Shadow damage
Shadow Word: Pain is your main damage-over-time spell: around 760 damage over 18 seconds at level 60, lasting 24 seconds with talents. Apply it to nearby enemies to build pressure and stop Rogues and Druids from stealthing.
Mind Blast is Shadow's main direct-damage cast: 1.5 seconds, an 8-second cooldown or 5.5 talented, and roughly 500 damage. Cast it behind a shield, immediately after Scream, or with
Inner Focus.
Mind Flay is the 11th Shadow point. It is a 3-second channel that damages and slows the target by 50%, keeping melee at range. Since October 15,
Improved Mind Flay only makes each
Mind Flay tick deal 10/20% more than the previous one; it no longer changes range or the slow. Our PvP builds spend those points elsewhere.
Every Priest gets
Devouring Plague in Forever. It has a 24-second cooldown and heals you for all damage dealt. It is a disease, so Druids, Mages, Warlocks, Hunters, Rogues and Warriors cannot remove it; Paladins, Shamans, Priests and Dwarves can.
Shadow Word: Death is a new Forever spell learned at level 32. It is instant, has an 18-second cooldown and deals around 460 damage. If the target survives, you take damage equal to 10% of your health, making it a finisher rather than a routine attack.
Vampiric Embrace is the 16th Shadow point. For 30 seconds, your party is healed for 20% of your Shadow damage. Embrace has a 30-second cooldown and can no longer be resisted. In Classic it lasted a minute with a 10-second cooldown, so now apply it for burst windows. It is a curse: Mages, Druids and any Orc can remove it.
Shadowform is the 31st Shadow point, unlocked at level 40. It grants +10% Shadow damage, halves Shadow spell costs, doubles their critical damage bonus and reduces physical damage taken by 15%. You cannot heal in form, but can use everything else: Blizzard explicitly says all spells except healing are allowed. Leaving form to heal is expensive because reentering costs 40% base mana.
Blackout gives Shadow spells a 10% chance to stun for 3 seconds. Testers report that this rolls on application, not on every tick. The old rank 1 Pain stun-fishing trick is weaker in Forever because low ranks trigger talents less often.
Control, interrupts and dispels
Silence is the 21st Shadow point. It prevents spellcasting for 5 seconds; if the target is casting, it also interrupts and locks the spell school for 3 seconds. That interrupt is new in Forever; Classic Silence only silenced. Its cooldown is 45 seconds and range 20 yards. Use it on a healer's cast or
Polymorph, and do not waste it on a Paladin under
Voice of Truth or into
Grounding Totem.
At level 60,
Mind Control, rank 3 learned at 58, controls a humanoid up to level 74 for one minute. It has a 3-second cast and 20-yard range; while channeling, you stand still and are vulnerable. Undead break it with
Will of the Forsaken, and the rank 2 insignia probably does too. Its main uses are walking enemies off cliffs or into water, moving a healer away from a flag carrier, or leading enemies into your guards.
Mana Burn burns up to 790 mana with a 3-second cast, or 2 seconds talented, and deals damage equal to half the mana burned. It is a key tool against Paladins, Druids, Shamans, Priests and Mages, but useless against Warriors and Rogues.
Dispel Magic removes magical control from allies, including
Polymorph, Fear,
Hammer of Justice,
Frost Nova and roots, and strips enemy shields and blessings. From level 36 it removes two effects at once. It does not remove Psychic Scream, Blind (a poison), curses, poisons, or Rogue and Warrior stuns. Forever has no Mass Dispel.
Cure Disease and
Abolish Disease remove diseases. Every Priest has Plague in Forever, so these abilities matter more than in Classic.
Healing
The level 60 Priest healing toolkit. Numbers are for the highest ranks.
| Spell | Cast time | Healing | When to use |
|---|---|---|---|
| 1.5 sec | 778-914 | Main PvP heal | |
| 3 sec | around 1900-2100 | When left alone or behind a shield | |
| instant | 830 over 15 seconds | While moving; different Priests' Renews stack | |
| 2 sec channel | 3 ticks of 425 | Discipline, 12 sec cooldown; also damages enemies | |
| 1.5 sec | 778-914 to the target and yourself | Holy, 16th point | |
| instant | around 410 per trigger, up to 5 jumps | Holy, 31st point, 10 sec cooldown | |
| instant | heals the party and damages enemies within 10 yards | Holy, 11th point; avoid using near friendly Sap or your Scream |
Discipline talent abilities
Inner Focus makes your next spell free and grants +25% critical strike chance if it is not periodic. It is off the global cooldown, so use it with Mind Blast or
Greater Heal. Its cooldown is 3 minutes.
Power Infusion is the 31st Discipline point and requires
Penance.
Power Infusion grants +20% spell damage and healing for 15 seconds on a 3-minute cooldown. It does nothing useful for Rogues or Warriors: use it on yourself or an allied caster.
Soul Warding,
Renewed Hope and
Divine Aegis are new Discipline shield talents. Warding removes the shield cooldown;
Renewed Hope increases healing critical chance on targets with
Weakened Soul and removes 5 seconds of that debuff;
Divine Aegis creates a shield worth 15% of critical healing. Together they create a cycle: shield, two or three heals, then shield again.
Quick reference
| Ability | Level | Cooldown | PvP use |
|---|---|---|---|
| 6 | 4 sec | Absorb damage and prevent cast pushback | |
| 14 | 30 sec | Fear nearby enemies | |
| 18 | - | Remove control from an ally or buffs from an enemy | |
| 20 | 3 min | Block one fear | |
| 20 | 24 sec | Damage and self-healing | |
| 24 | - | Burn a healer's or caster's mana | |
| 30 | - | Walk an enemy off a cliff or toward allies | |
| 32 | 18 sec | Finish a target while moving | |
| 34 | - | Slow falling and water walking | |
| talent, 20 | - | Slow a melee opponent | |
| talent, 30 | 12 sec | Healing or damage | |
| talent, 30 | 45 sec | Silence and interrupt a cast | |
| talent, 40 | - | Damage, mana efficiency and physical damage reduction |
Combos: building a fight
A combo is a sequence you repeat in almost every fight. A Priest's main rule is defense first, then damage or healing. Shield before enemies reach you, and Scream only after they have spent their stuns.
- Shadow: opening a duel. Prepare
Inner Fire, plus Touch of Weakness if Undead. Then shield, Pain, Plague, Embrace, Mind Blast and Flay. Scream only when the enemy is close and has no insignia available. - Shadow burst.
Inner Focus and Mind Blast with +25% critical strike chance, followed by
Shadow Word: Death if the target is low. Shadowform doubles the Shadow critical damage bonus, making this your most dangerous second. - Against Rogues. Use the rank 2 insignia on
Kidney Shot rather than
Cheap Shot, then Scream immediately. While the Rogue flees, apply Pain, Plague and a shield. - Against casters.
Mana Burn, Silence their heal or
Polymorph, and dispel buffs. Humans activate Feedback at the start of the enemy's spell sequence. - Against Priests. Dispel
Fear Ward, then Scream and immediately Mind Blast: after your Scream, they cannot answer with Silence in time. - Against Druids.
Mana Burn when they leave form to heal. Silence immediately after Nature's Swiftness, then dispel that buff. - Gnome. Confounding Flash, step back, then Scream when Flash ends. They belong to different diminishing-return categories, so both last fully. Dwarf. Chastise, step back and cast safely.
- Healing: shield cycle. Shield your partner, cast one or two heals, which shorten
Weakened Soul with
Renewed Hope, then shield again. Humans can immediately re-shield through their Divine Grace racial. - Healing under attack. Shield yourself, Scream if two or more enemies are close, then heal. Damage cannot push back casts while your shield holds.
Mind Control. First check whether the target is Undead and whether their insignia is ready. Then cast for 3 seconds and move them somewhere unhelpful to their team: off a cliff, into water or toward your guards.
Diminishing returns
Repeated control of the same type on one enemy lasts progressively less time until its counter resets, after 15-20 seconds in Classic. These categories matter for Priests.
| Category | Priest ability | Shared with | What this means |
|---|---|---|---|
| Fear | Psychic Scream | Warlock Fear and | Scream immediately after a Warlock fear or Seduction lasts half as long |
| Silence | Silence | Silence immediately after a Rogue's Kick silence is shorter. This category is new and did not exist in Classic | |
| Charm | Gnomish | ||
| Incapacitate | Dwarf Chastise, Gnome Flash | Flash and Scream belong to different categories | |
| Random stuns | Blackout | Weapon and talent procs | Blackout does not shorten Rogue stuns, or vice versa |
| No diminishing returns |
Builds: which talents to take and why
Below are six level 60 builds: standard Shadow, anti-caster Shadow, Discipline, Holy, a hybrid without Shadowform, and niche Holy damage. Each has an in-game-style talent tree, an explanation of every talent and a leveling order. The number in an icon's upper-left corner is the level at which you take its first point.
Talents unlock at level 10 and reset at your class trainer; dual specialization arrives at 40. You still cannot combine Shadowform and
Penance: that requires 52 points. We will update the builds if talents change before the November 4 launch.
Three numbers such as 20/0/31 show talent points in the three trees, from left to right: Discipline, Holy, Shadow. They are not character levels.
Shadow: duels, world PvP and random battlegrounds (20/0/31)
The successor to Classic's Shadow PvP build. Forever fits the entire Shadow PvP toolkit into exactly 31 points: Blackout, Scream every 26 seconds, Silence, Embrace and Shadowform. The remaining 20 points go into Discipline survival: shorter control, stronger shields, more armor and
Inner Focus burst. Its weakness is cast pushback without a shield; in form, your sustain is limited to shields, Plague and Embrace.
Blackout 5/5Shadow spells have a 10% chance to stun for 3 seconds. Five points here are required for
Improved Psychic Scream.
Improved Shadow Word: Pain 2/2Pain lasts 24 seconds instead of 18: fewer refreshes and more damage.
Shadow Reach 2/2+20% range for offensive Shadow spells: Blast, Pain and Death reach 36 yards, Flay 24.
Shadow Focus 3/5Shadow spell hit chance. Classic PvP needed 3%; Forever's requirement is still unknown.
Mind Flay 1/1
Mind Flay: a 3-second damaging channel that slows by 50%. Your main way to keep melee away.
Improved Psychic Scream 2/2Scream every 26 seconds instead of 30.
Improved Mind Blast 5/5Mind Blast cools down faster, reaching 5.5 seconds at 5/5.
Vampiric Embrace 1/1Embrace: your party heals from your Shadow damage for 30 seconds. Also the prerequisite for Shadowform.
Shadow Weaving 3/3Each Shadow spell adds a stack, up to +10% to your Shadow damage.
Silence 1/1Silence: 5 seconds of silence and a 3-second spell interrupt. A true Priest interrupt, on a 45-second cooldown.
Darkness 5/5+10% Shadow damage and the points needed to reach Shadowform.
Shadowform 1/1Shadowform: more damage, half-cost Shadow spells, doubled Shadow critical damage bonus and 15% less physical damage taken.
Twin Disciplines 5/5+5% damage and healing for instant spells: Pain, Plague and Renew.
Silent Resolve 3/3Stuns, fears and silences last 15% less time on you.
Martyrdom 2/2After taking a critical hit, damage cannot push back your casts for 6 seconds, and you are harder to interrupt.
Improved Power Word: Shield 3/3Shields absorb 20% more: 1140 instead of 950.
Mental Agility 3/3Instant spells cost 10% less: shield, Pain, Plague, Silence and Scream.
Inner Focus 1/1
Inner Focus: a free Blast or Death with +25% critical strike chance every 3 minutes.
Improved Inner Fire 3/3
Inner Fire grants 45% more armor and 32 charges instead of 20. A major help against melee.
Level-by-level order
- 10–14
Blackout 5/5 - 15–16
Improved Shadow Word: Pain 2/2 - 17–18
Shadow Reach 2/2 - 19
Shadow Focus 1/5 - 20
Mind Flay 1/1 - 21–22
Improved Psychic Scream 2/2 - 23–24
Improved Mind Blast 2/5 - 25
Vampiric Embrace 1/1 - 26–28
Shadow Weaving 3/3 - 29
Improved Mind Blast 3/5 - 30
Silence 1/1 - 31–32
Improved Mind Blast 5/5 - 33–34
Shadow Focus 3/5 - 35–39
Darkness 5/5 - 40
Shadowform 1/1 - 41–45
Twin Disciplines 5/5 - 46–48
Silent Resolve 3/3 - 49–50
Martyrdom 2/2 - 51–53
Improved Power Word: Shield 3/3 - 54–56
Mental Agility 3/3 - 57
Inner Focus 1/1 - 58–60
Improved Inner Fire 3/3
Shadow for battlegrounds and caster matchups (8/12/31)
A new option unavailable in Classic. Battlegrounds expose you to several enemies at once, many casting spells. Forever's
Twilight Focus protects every cast from damage pushback, not just healing, allowing Mind Blast, Flay,
Mana Burn and
Mind Control to finish under pressure.
Spell Warding reduces magic damage by 10%;
Silent Resolve shortens control chains;
Devouring Contagion spreads Plague from a dead enemy to two nearby targets. The price is a weaker shield and no
Improved Inner Fire armor or
Inner Focus, so standard Shadow is better against Warriors and Rogues one on one.
Blackout 5/5Shadow spells have a 10% chance to stun for 3 seconds; Pain on multiple targets gives more chances. Required for
Improved Psychic Scream.
Improved Shadow Word: Pain 2/2Pain lasts 24 seconds, staying active longer across multiple targets.
Shadow Reach 2/2Blast, Pain and Death reach 36 yards, letting you attack from behind allies.
Shadow Focus 3/5Shadow spell hit chance. Forever's requirement is still unknown.
Mind Flay 1/1
Mind Flay slows a flag carrier by 50%.
Improved Psychic Scream 2/2Scream every 26 seconds. On Darkspear Islands, it sends enemies into the water.
Improved Mind Blast 3/5Mind Blast cools down faster.
Vampiric Embrace 1/1Embrace: you and your party heal from your Shadow damage for 30 seconds. Required for Shadowform.
Shadow Weaving 3/3Up to +10% to your Shadow damage.
Silence 1/1Silence on the enemy healer: silence plus a 3-second interrupt.
Devouring Contagion 2/2Plague costs half as much and jumps to two enemies within 10 yards if its target dies. In a team fight, that means free extra DoTs.
Darkness 5/5+10% Shadow damage and the points needed to reach Shadowform.
Shadowform 1/1Shadowform: half-cost Shadow spells, doubled Shadow critical damage bonus and 15% less physical damage taken.
Twin Disciplines 5/5+5% instant-spell damage for Pain and Plague.
Silent Resolve 3/3Stuns, fears and silences last 15% less time; battlegrounds have plenty of them.
Twilight Focus 3/3A 70% chance that damage will not push back any spell: Blast, Flay,
Mana Burn or
Mind Control.
Improved Renew 2/3Points to unlock the next row. Renew can only heal you outside Shadowform.
Spell Warding 5/510% less damage from all spells.
Blessed Recovery 2/3After a critical hit or a hit exceeding 30% of your health, recover part of that damage over 6 seconds.
Level-by-level order
- 10–14
Blackout 5/5 - 15–16
Improved Shadow Word: Pain 2/2 - 17–18
Shadow Reach 2/2 - 19
Shadow Focus 1/5 - 20
Mind Flay 1/1 - 21–22
Improved Psychic Scream 2/2 - 23–24
Improved Mind Blast 2/5 - 25
Vampiric Embrace 1/1 - 26–28
Shadow Weaving 3/3 - 29
Improved Mind Blast 3/5 - 30
Silence 1/1 - 31–32
Devouring Contagion 2/2 - 33–34
Shadow Focus 3/5 - 35–39
Darkness 5/5 - 40
Shadowform 1/1 - 41–45
Twin Disciplines 5/5 - 46–48
Silent Resolve 3/3 - 49–51
Twilight Focus 3/3 - 52–53
Improved Renew 2/3 - 54–58
Spell Warding 5/5 - 59–60
Blessed Recovery 2/3
Discipline: healer and duelist (34/17/0)
The successor to the deep Discipline build veterans considered Classic's best PvP healer. Shields without a cooldown,
Power Infusion and strong pushback protection combine with Forever's new talents into a cycle: shield, two or three heals, shield again.
Penance heals or damages, giving this healer respectable dueling ability. It lacks
Spiritual Healing,
Prayer of Mending and
Spirit of Redemption, so total healing is lower than Holy's.
Twin Disciplines 5/5+5% instant-spell damage and healing, including Renew.
Silent Resolve 3/3Stuns, fears and silences last 15% less time on you.
Martyrdom 2/2After taking a critical hit, damage cannot push back your casts for 6 seconds, and you are harder to interrupt.
Improved Power Word: Shield 3/3Shields absorb 20% more: 1140 instead of 950.
Inner Focus 1/1
Inner Focus: a free
Greater Heal with +25% critical strike chance every 3 minutes.
Meditation 3/3Half your mana regeneration continues while casting. Healers need every bit of mana.
Soul Warding 1/1
Soul Warding: removes the shield cooldown and reduces its cost by 15%. Shield allies one after another.
Mental Agility 3/3Instant spells cost 10% less: shield, Renew and Dispel.
Penance 1/1
Penance: a 2-second channel with three pulses of 425 healing on an ally or 92 damage on an enemy, on a 12-second cooldown.
Renewed Hope 5/5Healing on a
Weakened Soul target has 10% extra critical strike chance and removes 5 seconds of the debuff, allowing an earlier shield.
Divine Aegis 3/3Each critical heal creates a shield worth 15% of the amount healed.
Power Infusion 1/1
Power Infusion: +20% spell damage and healing for 15 seconds. Use on yourself or an allied Mage or Warlock during burst.
Improved Inner Fire 3/3Healers are focused first, so +45% armor and 32
Inner Fire charges are welcome.
Twilight Focus 3/3A 70% chance that damage will not push back casts.
Improved Renew 2/3Renew heals for 10% more, improving your healing while moving.
Spell Warding 5/510% less damage from all spells.
Blessed Recovery 3/3After a critical hit or a hit exceeding 30% of your health, recover 25% of that damage over 6 seconds.
Inspiration 3/3Critical healing grants the target +25% armor for 15 seconds.
Holy Nova 1/1
Holy Nova: instantly heals nearby party members and damages enemies within 10 yards.
Level-by-level order
- 10–14
Twin Disciplines 5/5 - 15–17
Silent Resolve 3/3 - 18–19
Martyrdom 2/2 - 20–22
Improved Power Word: Shield 3/3 - 23
Inner Focus 1/1 - 24–26
Meditation 3/3 - 27
Soul Warding 1/1 - 28–29
Mental Agility 2/3 - 30
Penance 1/1 - 31–35
Renewed Hope 5/5 - 36–38
Divine Aegis 3/3 - 39
Mental Agility 3/3 - 40
Power Infusion 1/1 - 41–43
Improved Inner Fire 3/3 - 44–46
Twilight Focus 3/3 - 47–48
Improved Renew 2/3 - 49–53
Spell Warding 5/5 - 54–56
Blessed Recovery 3/3 - 57–59
Inspiration 3/3 - 60
Holy Nova 1/1
Holy: battleground healer (20/31/0)
The successor to Classic's 21/30/0. This offers the most healing:
Prayer of Mending jumps through team fights,
Binding Heal heals both you and your target,
Spiritual Healing adds 10% to all healing, and
Spirit of Redemption provides another 15 seconds of free healing after death. It is the weakest Priest duelist, but the most useful in large flag fights.
Twilight Focus 3/3A 70% chance that damage will not push back casts.
Improved Renew 2/3Renew heals for 10% more.
Spell Warding 5/510% less damage from all spells.
Blessed Recovery 3/3After a critical hit or a hit exceeding 30% of your health, recover 25% of that damage over 6 seconds.
Holy Nova 1/1
Holy Nova: instantly heals nearby party members and damages enemies within 10 yards.
Inspiration 3/3Critical healing grants the target +25% armor for 15 seconds.
Binding Heal 1/1
Binding Heal: a 1.5-second cast healing both you and your target for 778-914 each at level 60. Useful when the healer is also under attack.
Improved Healing 3/3Heal,
Greater Heal,
Penance and
Prayer of Mending cost 15% less.
Spirit of Redemption 1/1
Spirit of Redemption: after death, heal for free for another 15 seconds while untargetable. Classic allowed 10 seconds.
Divine Fury 5/5
Greater Heal casts in 2.5 seconds instead of 3.
Spiritual Healing 3/3+10% to all healing.
Prayer of Mending 1/1
Prayer of Mending: instant, with a 10-second cooldown; heals on damage or direct healing and jumps up to 5 times between allies within 20 yards.
Twin Disciplines 5/5+5% instant-spell healing, including
Prayer of Mending.
Silent Resolve 3/3Stuns, fears and silences last 15% less time on you.
Martyrdom 2/2After taking a critical hit, damage cannot push back your casts for 6 seconds.
Improved Power Word: Shield 3/3Shields absorb 20% more.
Inner Focus 1/1
Inner Focus: a free
Greater Heal with +25% critical strike chance.
Meditation 3/3Half your mana regeneration continues while casting.
Mental Agility 3/3Instant spells cost 10% less.
Level-by-level order
- 10–12
Twilight Focus 3/3 - 13–14
Improved Renew 2/3 - 15–19
Spell Warding 5/5 - 20–22
Blessed Recovery 3/3 - 23
Holy Nova 1/1 - 24
Inspiration 1/3 - 25
Binding Heal 1/1 - 26–28
Improved Healing 3/3 - 29–30
Inspiration 3/3 - 31
Spirit of Redemption 1/1 - 32–36
Divine Fury 5/5 - 37–39
Spiritual Healing 3/3 - 40
Prayer of Mending 1/1 - 41–45
Twin Disciplines 5/5 - 46–48
Silent Resolve 3/3 - 49–50
Martyrdom 2/2 - 51–53
Improved Power Word: Shield 3/3 - 54
Inner Focus 1/1 - 55–57
Meditation 3/3 - 58–60
Mental Agility 3/3
Hybrid without Shadowform: Penance and Silence (30/0/21)
For players who prefer control to damage. Discipline provides cooldown-free shields,
Penance,
Renewed Hope and shields from critical heals; Shadow adds Blackout, Scream every 26 seconds and Silence. Without Shadowform you deal less damage, but are hard to kill while silencing and fearing enemies.
For a Mage or Warlock partner, replace Silence with
Power Infusion (31/0/20). They cannot fit together because that requires 52 points. Choose Silence for duels against healers and casters, or
Power Infusion for a caster duo. Open the variant in the calculator →
Twin Disciplines 5/5+5% instant-spell damage and healing.
Silent Resolve 3/3Stuns, fears and silences last 15% less time on you.
Martyrdom 2/2After taking a critical hit, damage cannot push back your casts for 6 seconds.
Improved Power Word: Shield 3/3Shields absorb 20% more.
Inner Focus 1/1
Inner Focus: a free cast with extra critical strike chance every 3 minutes.
Mental Agility 3/3Instant spells cost 10% less.
Soul Warding 1/1
Soul Warding: removes the shield cooldown.
Improved Inner Fire 3/3
Inner Fire armor and charges: melee will be attacking you.
Penance 1/1
Penance: healing and damage on a 12-second cooldown.
Renewed Hope 5/5Healing on a
Weakened Soul target crits more often and removes 5 seconds of the debuff.
Divine Aegis 3/3Critical healing creates a shield worth 15% of the amount healed.
Blackout 5/5Shadow spells have a 10% chance to stun for 3 seconds; required for
Improved Psychic Scream.
Improved Shadow Word: Pain 2/2Pain lasts 24 seconds.
Shadow Reach 2/2+20% range for offensive Shadow spells.
Shadow Focus 1/5Shadow spell hit chance.
Mind Flay 1/1
Mind Flay: a 50% slow.
Improved Psychic Scream 2/2Scream every 26 seconds.
Improved Mind Blast 3/5Mind Blast cools down faster.
Vampiric Embrace 1/1Embrace: party healing from Shadow damage.
Shadow Weaving 3/3Up to +10% to your Shadow damage.
Silence 1/1Silence: silence and an interrupt, the reason for the build.
Level-by-level order
- 10–14
Twin Disciplines 5/5 - 15–17
Silent Resolve 3/3 - 18–19
Martyrdom 2/2 - 20–22
Improved Power Word: Shield 3/3 - 23
Inner Focus 1/1 - 24–26
Mental Agility 3/3 - 27
Soul Warding 1/1 - 28–29
Improved Inner Fire 2/3 - 30
Penance 1/1 - 31–35
Renewed Hope 5/5 - 36–38
Divine Aegis 3/3 - 39
Improved Inner Fire 3/3 - 40–44
Blackout 5/5 - 45–46
Improved Shadow Word: Pain 2/2 - 47–48
Shadow Reach 2/2 - 49
Shadow Focus 1/5 - 50
Mind Flay 1/1 - 51–52
Improved Psychic Scream 2/2 - 53–54
Improved Mind Blast 2/5 - 55
Vampiric Embrace 1/1 - 56–58
Shadow Weaving 3/3 - 59
Improved Mind Blast 3/5 - 60
Silence 1/1
Niche: Smite and Holy Fire (31/20/0)
An unusual build requested on beta forums: deal damage with Smite, Holy Fire and
Penance, with Discipline supplying shields and
Power Infusion. However, Forever's highest Smite rank deals less than half the damage it did in Classic, so this is a fun build rather than a win-at-all-costs choice.
Power in Light 5/5Smite and
Penance deal 10% more damage to a target affected by your Holy Fire or Shadow Word: Pain.
Twin Disciplines 5/5+5% instant-spell damage and healing.
Improved Power Word: Shield 3/3Shields absorb 20% more.
Silent Resolve 3/3Stuns, fears and silences last 15% less time on you.
Mental Agility 3/3Smite, Holy Fire and instant spells cost 10% less.
Inner Focus 1/1
Inner Focus: a free cast with extra critical strike chance every 3 minutes.
Soul Warding 1/1
Soul Warding: removes the shield cooldown.
Improved Inner Fire 3/3
Inner Fire armor: melee range is dangerous for you.
Penance 1/1
Penance: damage and healing on a 12-second cooldown.
Renewed Hope 2/5Healing on a
Weakened Soul target crits more often.
Martyrdom 2/2After taking a critical hit, damage cannot push back your casts for 6 seconds.
Holy Precision 1/3Some Holy spell hit chance.
Power Infusion 1/1
Power Infusion: +20% damage and healing for 15 seconds; use on yourself for burst.
Holy Specialization 5/5+5% Holy spell critical strike chance.
Twilight Focus 3/3A 70% chance that damage will not push back casts.
Divine Fury 5/5Smite, Holy Fire, Heal and
Greater Heal cast 0.5 seconds faster.
Holy Nova 1/1
Holy Nova: nearby damage and party healing.
Blessed Recovery 2/3After a critical or heavy hit, recover some damage over 6 seconds.
Searing Light 2/2+5% Holy damage and a chance for Holy Fire ticks to grant a free
Holy Nova.
Holy Reach 2/2+20% Smite and Holy Fire range.
Level-by-level order
- 10–14
Power in Light 5/5 - 15–19
Twin Disciplines 5/5 - 20–22
Improved Power Word: Shield 3/3 - 23–25
Silent Resolve 3/3 - 26–28
Mental Agility 3/3 - 29
Inner Focus 1/1 - 30
Soul Warding 1/1 - 31–33
Improved Inner Fire 3/3 - 34
Penance 1/1 - 35–36
Renewed Hope 2/5 - 37–38
Martyrdom 2/2 - 39
Holy Precision 1/3 - 40
Power Infusion 1/1 - 41–45
Holy Specialization 5/5 - 46–48
Twilight Focus 3/3 - 49–53
Divine Fury 5/5 - 54
Holy Nova 1/1 - 55–56
Blessed Recovery 2/3 - 57–58
Searing Light 2/2 - 59–60
Holy Reach 2/2
Which build to choose
- Want kills and control in duels, world PvP and random battlegrounds? Shadow 20/0/31.
- Mostly play Shadow in battlegrounds, or constantly face Mage and Warlock pressure? Shadow 8/12/31.
- Want to heal without being helpless in duels? Discipline 34/17/0.
- Healing large battleground teams in a group? Holy 20/31/0.
- Prefer control to damage, or have not reached Shadowform yet? Hybrid 30/0/21.
- At level 40, get dual specialization: Shadow plus Discipline or Holy. These builds share 17 Discipline points, making the transition familiar.
Shadow: battlegrounds, world PvP and duels
Shadow was Classic's best Priest for duels and world PvP, and likely will be again in Forever. It also has a battleground role, especially in random queues. Almost all Forever battlegrounds are random: there are no rated battlegrounds, and the queue is shared across every ruleset except Hardcore.
In battlegrounds
Shadow offers a distinctive mix: Silence on the enemy healer in a central fight, Scream on a group around a flag, and both offensive and defensive dispels. Classic veterans argued that Dispel alone makes Priest one of Warsong Gulch's most valuable classes: remove sheep and roots from allies, and blessings and shields from enemies.
Other tools matter too: spread Pain for pressure and to prevent Rogues from stealthing; Flay slows flag carriers; Plague spreads through groups with
Devouring Contagion; Death finishes runners.
Mana Burn is effective against healers, but do not overuse it: while burning mana, your team loses your damage.
Remember your range: Silence, Flay and
Mind Control have a base 20-yard range; Scream reaches 8. Shadow fights at medium range and enters groups only with a shield. Random teams focus you less often than healers, so take advantage.
- Enemy flag carrier:
Mind Flay, Pain and Plague, dispel buffs and Free Action Potion, then Death to finish. - The healer sustaining the central fight: Silence while your team attacks a target, and
Mana Burn if you are left alone. - Cloth and casters: Pain, Plague and Mind Blast.
- Melee on you or your carrier: shield, Scream and Flay.
Darkspear Islands
The Islands are Forever's new level 30-60 battleground, 15 versus 15: four bases and a central flag delivered to a controlled base. Cover is scarce, ranged classes outperform melee, and sharks swim in the water. Testers report that fear sends enemies into the sea; one called it the map's strongest spell.
The simple rule: Scream with your back toward land so enemies run into the sea. Do not stand right at the shore, because you can be feared or Mind Controlled toward sharks too. Before fighting near water,
Fear Ward yourself or the carrier. To interrupt a base capture, use Mind Blast or your wand: in Classic, Pain and Flay ticks did not interrupt captures, and the Islands' behavior is not yet verified.
In the world
Shadow is the strongest solo world PvP Priest. Pain, Plague and Embrace sustain you through long fights, Scream buys time, and Shadowform finally addresses the old mana problem by halving Shadow spell costs. If an enemy dies under your Embrace,
Spirit Tap grants mana even if someone else lands the killing blow.
Enemy hotspots are the usual ones: Hillsbrad Foothills, Ashenvale, Stranglethorn Vale and later-level zones. The full table is in the Rogue PvP guide. Priests also enjoy unguarded boats and cliffs ideal for
Mind Control. More on those tricks below.
Duels
Before accepting, apply
Inner Fire and, if Undead, Touch of Weakness. Then follow the classic sequence: shield, Pain, Plague, Embrace, Mind Blast and Flay to keep melee at range. Save Scream until the enemy has spent their insignia and stuns, and Silence for healing or
Polymorph.
Shadow usually has an advantage against Warriors, Paladins and Druids. Insignias and consumables decide Rogue and Mage fights, while a Warlock sharing damage with a demon is the hardest opponent. Agree beforehand whether potions and Engineering are allowed.
Healing: battlegrounds, world PvP duos and duels
Healers are the team's most needed role and its most common targets. Classic veterans considered killing the enemy healer more important than killing the carrier, so every Rogue and Warrior will be looking for you.
In battlegrounds
Stay behind allies, near cover and toward the edge of your 40-yard range: that is the range of shield,
Binding Heal and
Prayer of Mending. Keep the carrier within healing range. Use instant spells while moving and long casts from cover.
- Yourself:
Inner Fire, shield before contact, Renew.
Fear Ward yourself if a Warlock, Priest or Warrior is nearby. - Carrier or focused ally: shield, Renew,
Prayer of Mending, then Flash Heal or
Penance. - Control: dispel an ally if it saves them or enables a kill.
- Allied burst:
Power Infusion on a Mage or Warlock;
Inner Focus for a large heal.
What to dispel first
Dispel removes only magic; diseases require separate spells. This priority order works in most situations.
| Priority | What to remove | Examples |
|---|---|---|
| 1 | Control on a healer or carrier | |
| 2 | Roots and slows on the carrier | |
| 3 | Silence on an allied healer | Silence, |
| 4 | DoTs on the carrier | Corruption, Immolate, Pain; Cure Disease removes Plague |
| 5 | Marks on friendly stealth classes | |
| Cannot remove | Not removable with | Psychic Scream, |
| From enemies | Remove buffs | Blessings of Protection and Freedom, Priest shield, |
Surviving focus fire
Maintain shield and
Inner Fire; Scream when two melee attackers reach you. Discipline and Holy passives add toughness.
Silent Resolve shortens control, Martyrdom and
Twilight Focus prevent cast pushback, and
Blessed Recovery restores some damage taken. Holy also has
Spirit of Redemption, allowing 15 seconds of healing after death.
Priests have little large instant self-healing: Desperate Prayer is Dwarf-only in Forever, and Fade does not work against players. Against Rogues and Warriors, use Free Action Potion before contact and stay near allies.
World PvP duos
A Rogue or Warrior with a Priest behind them is a classic world PvP duo. The healer turns the partner into a boss: shield during enemy burst, dispel sheep, Fear and Hammer, and apply
Fear Ward before fighting a Warlock.
In Forever, shielding your Warrior no longer interferes with Rage: since October 8, Rage from incoming damage is calculated as though the absorption were absent.
Binding Heal heals both partner and Priest; Humans can apply a second shield immediately through their Divine Grace racial, while Gnomes prepare Contingency Plan on their partner.
Power Infusion is useless on Rogues and Warriors because it only boosts spells.
Two caveats. You cannot remove Blind from a Rogue because it is a poison. Your Scream can also fear a target your partner has Sapped, so agree on control assignments beforehand.
Discipline duels
Classic healers were weak duelists: durable, but slow to kill. Forever gives Discipline
Penance, shields from critical heals, faster
Renewed Hope cycles and 2-second
Mana Burn. Before October 8, one tester said beta Priests almost never lost duels. After the
Penance nerf, the healer remains durable but has limited damage: three pulses of 92, Smite, Plague and
Shadow Word: Death.
Against casters and Paladins, Discipline has
Mana Burn and Dispel. Against Warriors and Rogues, half those tools do nothing and the fight becomes a long siege. Choose Shadow if winning duels is your main goal; choose Discipline if you want to heal without becoming easy prey.
Against every class
Below is a level 60 plan against every class. Shadow ratings come from Classic guides adjusted for Forever changes. A battleground healer's concerns are simpler: who is hunting you, and what you need to remove.
| Class | For Shadow | Why |
|---|---|---|
| Warrior | easy or even | Shield and armor absorb pressure; Scream and Flay keep them away. |
| Paladin | easy or even | |
| Hunter | even or difficult | |
| Rogue | even | Your insignia timing decides it: use on |
| Mage | even | Dispel Nova before |
| Warlock | difficult | Fear, |
| Shaman | even | Tremor and Grounding Totems, Purge; kill totems before Scream |
| Druid | easy | Cannot remove Plague; |
| Priest | even | A dispel war: |
Warrior
Warrior threats include
Charge, Intercept,
Hamstring,
Intimidating Shout and
Berserker Rage, which grants 10 seconds of fear immunity. From level 40,
Mortal Strike halves healing, including your Plague and Embrace. Flay will not let you escape permanently because Intercept brings the Warrior back, so survive the damage: shield, talented
Inner Fire, and Embrace with Pain and Plague. While the shield holds, it absorbs the Warrior's damage. Scream only after
Berserker Rage expires.
As a healer: Warriors are your main hunters. Shield, Scream after Charge or Intercept, then retreat toward allies.
Hamstring and
Piercing Howl are not magic and cannot be dispelled.
Paladin
Forever also gives Horde an Undead Paladin. Threats include
Hammer of Justice, a 6-second stun at level 60, Repentance,
Voice of Truth, which grants 6 seconds of silence and interrupt immunity, and
Divine Shield. Do not waste Silence during
Voice of Truth. Your main route to victory is
Mana Burn: without mana, the Paladin cannot heal. Dispel Freedom and Protection from them, and Hammer and Repentance from yourself when able. Against Dwarves, bait Stoneform with Plague first.
As a healer: Hammer and Repentance can combine into up to 12 seconds without healing; remove them from allies immediately. Strip Freedom and Protection from enemy carriers.
Hunter
The main threat is
Viper Sting: at level 60 it burns over 1100 mana in 8 seconds, but Forever gives it a 15-second cooldown, or 9 talented, so it cannot stay up constantly. Hunters also have undispellable
Scatter Shot,
Freezing Trap placed under themselves in combat, and stronger pets.
Inner Fire reduces shot damage through armor; Scream both Hunter and pet, apply DoTs and
Mana Burn.
Viper Sting is poison, so Dispel cannot remove it; ordinary Antivenom is insufficient at 60, requiring Potion of Poison Cleansing or Restorative Potion.
As a healer: expect Sting and
Aimed Shot, with a trap at your feet. Remove traps and
Concussive Shot from the carrier, and
Hunter's Mark from friendly stealth classes.
Rogue
Rogues open from stealth, and Forever's Sap no longer breaks it, letting them Sap and choose their moment. The veteran rule: use your rank 2 insignia on
Kidney Shot, not
Cheap Shot, then Scream immediately. Prepare shield,
Inner Fire and Touch of Weakness. Embrace with Pain heals you even while stunned. Against Mind-numbing Poison, rely on instant spells: shield, Pain, Plague and Death. Rogues cannot remove Plague.
As a healer: Rogues specialize in hunting healers. The
High Alert perk does not work in battlegrounds, so stay with allies, shield before the opener and Scream after
Kidney Shot.
Mage
Forever's main Mage threat is
Ice Lance, dealing triple damage to frozen targets. Dispel
Frost Nova immediately before Lance lands. Mages also have
Counterspell,
Polymorph,
Ice Block,
Ice Barrier and
Cold Snap.
Mana Burn forces
Counterspell or Block; remove Barrier and
Mana Shield so only Block remains. If they Block, start Mind Blast, cancel it, then time a completed cast for Block's end.
As a healer: expect
Counterspell on healing, though Scream remains available, and
Polymorph on you. Remove sheep, Nova and
Frostbolt slows from the carrier.
Warlock
Shadow's hardest opponent. Warlocks have Fear,
Howl of Terror,
Death Coil and Succubus Seduction. A Felhunter removes your shield,
Inner Fire and
Fear Ward; DoTs can crit; the demon shares the Warlock's damage taken.
Fear Ward before combat absorbs the first fear, but apply it when
Devour Magic is cooling down or the Felhunter is absent. Open with Plague and dispel Fear, Seduction,
Death Coil, Corruption and Immolate whenever able. You cannot remove curses.
As a healer: Fear,
Spell Lock and
Curse of Tongues threaten you. Remove Fear, Seduction and
Death Coil from allies;
Fear Ward your carrier.
Shaman
Alliance also has Shamans in Forever: Dwarves. Totems last 5 minutes and reach 30 yards. Tremor protects against fear, so destroy it before Scream.
Grounding Totem absorbs a targeted spell, so do not feed it Silence, Plague or
Mana Burn. Shamans remove Plague and strip shield and
Inner Fire with Purge. Against Enhancement, maintain range and Flay.
As a healer:
Earth Shock interrupts healing and Purge removes shields and Renew. Scream during Stormstrike pressure; remove
Frost Shock and Earthbind from the carrier.
Druid
Druids are among Shadow's easiest opponents; Mobalytics calls Priest a Druid's nightmare. They cannot remove Plague. When they leave form to heal,
Mana Burn forces them to either cancel healing by shifting or lose mana. Dispel
Innervate,
Rejuvenation and Barkskin; Silence immediately after
Nature's Swiftness. Against Cat and Bear, maintain shield and
Inner Fire.
Mind Control does not work on Druids in beast forms.
As a healer: remove
Entangling Roots,
Frost Nova and
Concussive Shot from your Druid carrier; remove healing effects and Barkskin from the enemy's.
Priest
The mirror is a dispel war. Strip shield,
Inner Fire,
Fear Ward and
Power Infusion; the enemy will do the same. Cheap buffs such as Levitate or low-rank
Shadow Protection absorb some dispels. Mind Blast immediately after Scream so they cannot respond with Silence.
Improved Mana Burn gives an advantage. Remember that Forever gives both Priests
Fear Ward, access to
Penance through talents and their racial Priest spells.
As a healer: the enemy Priest strips shields and Renew. Rank 1 shields on secondary targets can waste their mana on dispels.
Mind Control tricks and culture
Mind Control is the Priest's most entertaining ability and the source of countless Classic stories. While you control another player, they follow your commands, including walking somewhere they would never choose themselves.
How to drop an enemy: step by step
Almost every Priest joke follows one pattern: take the enemy, walk them to the edge and let go. Here is how to do it without the control breaking halfway.
- Pick the target.
Mind Control takes humanoids: rank 1 at level 30 works on enemies up to 44, rank 2 up to 59 and rank 3 up to 74. A Druid in animal form and a Shaman in
Ghost Wolf are not humanoids, and Undead break free with
Will of the Forsaken, so they make poor targets for jokes. A player who just stepped off a flight path cannot be taken either while Honorless Target is on them. - Stand at the edge yourself. The spell takes 3 seconds to cast from 20 yards and breaks if the target gets more than 100 yards away from you. So stand at the ship's rail or the cliff edge yourself instead of dragging the enemy across the map.
- Don't stall. Control lasts up to a minute, but the target keeps trying to break free, and in Classic diminishing returns apply on players too, so in practice you have a few seconds. Walk the enemy to the edge right away, no sightseeing.
- Protect your body. While you hold the control, your character stands still, and any damage to you shortens it. Check that the target's friends are not around, or start when they are busy.
- Let go at the edge. Walk the enemy over the rail or the cliff edge, or release them in deep water, and the drop or a departing boat does the rest. If the enemy has a Mage's Slow Fall or is a Priest under Levitate, a cliff won't kill them, so take them to a boat instead.
- Expect an answer. Casting
Mind Control on an enemy flags you for PvP, so on Normal rules be ready for a reply after the joke.
Places, legends and ideas
- Boats. There are no guards aboard and nowhere to run.
Mind Control just after departure leaves the enemy in the water while the boat sails away. - The legend of Booms. On US Stonemaul, an Undead Priest named Booms collected a toll at Menethil Harbor. Anyone who refused was walked overboard as the boat departed. He became memorable enough for Blizzard to later add an NPC bearing his name.
- Cliffs and water. Arathi Basin's Lumber Mill, Thousand Needles ledges and bridges are excellent places to drop enemies. Darkspear Islands' shark-filled water serves the same purpose even more reliably.
- The Warsong portal. Classic Priests walked enemies through Warsong Gulch's exit portal, giving them the 15-minute Deserter debuff. Blizzard disabled the portals in 2020. Their status in Forever is unknown.
- Steak for Magni. In 2019 on Arugal, a guild took turns Mind Controlling a Tauren carrying Sulfuras, escorting him through Ironforge to King Magni.
- Killed by the elevator. The old Undercity elevator meme often appears in
Mind Control discussions. We did not, however, find verified stories of players being Mind Controlled into its shaft. - Their own side hits them. While you hold an enemy, they count as friendly to your side and hostile to their own. In February 2020 a Horde Priest took control of the Stormwind herald who announces the Onyxia head buff every day, and about two hundred Alliance players together with the guards killed the herald so the buff could be triggered again. Blizzard replied that this already worked back in 2005 and left the mechanic in. It most likely works the same on players: walk an enemy into their own outpost and their guards will hit them while you hold on. Your guards, on the other hand, won't touch them, which is how the Tauren with Sulfuras was walked through all of Ironforge.
- Bring the flag carrier home.
Mind Control is not on the list of things that drop the flag in Warsong Gulch, so a controlled enemy flag carrier most likely keeps the flag. Walk them to your team, but remember that while they are under your control they count as friendly and your team cannot hit them. So let go right in the middle of your side.
Mind Control also pulls attackers off the flag room roof, as a 2019 Warsong Gulch guide advised. - Into an elite camp. Walk the enemy to elite creatures and make them hit one: the aggro stays on them after the control ends.
- Hunter against their own pet. Take a Hunter and send them at their own pet. It is an old tip, and we'll check it in Forever at launch.
- Parcel to another continent. Booms in reverse: walk the enemy onto a departing boat or zeppelin and stay on the dock yourself. The control breaks at 100 yards and the enemy sails away. We found no stories of this, so you could be the first.
- Blackrock Mountain lava. This trick became a meme even in Hearthstone: the flavour text of Solemn Vigil remembers those Priests walked into the Blackrock lava. In Forever it is fun for level 50+.
- The 2004 beta. In the original game's beta, Priests could take control of enemy-faction vendors and their allies bought goods from them. That was closed long ago, but the story stayed.
- No jokes on Hardcore. In October 2023 Blizzard banned
Mind Control in normal duels on Hardcore realms. It is only allowed in Mak'gora, the duel to the death.
Other tricks
- Cover buffs. Cheap buffs such as Levitate absorb enemy dispels and protect shield and Renew. An old trick that still works.
Mind Vision.
Mind Vision lets you see through a target's eyes. Veterans used /target Name to apply it to an enemy carrier and watch their route.
Holy Nova against stealth. In Classic, rank 1
Holy Nova revealed Rogues and Druids near flags. This is not yet verified in Forever.- Dwarf
Fear Ward bot. In Classic, only Dwarves had
Fear Ward, earning invitations for one buff. All Priests have it in Forever, leaving that meme in the past. - Fade will not save you. Forever's Russian tooltip says enemies cannot attack you, but in fact Fade only lowers your threat by a fixed amount for 10 seconds. Players ignore threat and keep hitting you, and a creature won't let go when you are solo either, since nobody else is on its list. It only helps in a group, where the creature can switch to the tank, and the threat returns after 10 seconds.
Consumables
Consumables use two shared cooldowns. All potions, including mana, healing and Free Action, share 2 minutes. Runes, Healthstones and Whipper Root Tubers share another 2-minute cooldown. You can therefore use one potion and one rune or stone within that period.
Against Rogues and Warriors, control protection is worth more than a mana potion; against casters, the reverse is often true. Dispel cannot remove your poisons, and ordinary First Aid Antivenom does not clear level 60
Viper Sting. See the effect-removal table.
| Item | Effect | Note |
|---|---|---|
| 1350-2250 mana | Main level 60 mana potion | |
| 1050-1750 health | Shares its cooldown with mana potions | |
| 30 seconds of immunity to stuns and movement impairing effects | Does not remove an existing stun; use beforehand against Rogues and Warriors | |
| Removes stuns and movement impairing effects and grants 5 seconds of immunity | From level 47 | |
| For 30 seconds, removes one magic, curse, poison or disease effect every 5 seconds | Against | |
| 6 seconds of immunity to physical damage | Against Warriors and Rogues | |
| Absorbs a large amount of Shadow damage for 2 minutes | Against Warlocks and Shadow Priests | |
| Removes up to four poisons | Against | |
| 900-1500 mana at a cost of 600-1000 health | Separate cooldown from potions | |
| +88 healing or +47 spell damage for 30 seconds | New in Forever; shares the potion cooldown | |
| A 3-second area stun | Useful against melee | |
| Removes movement impairing and loss-of-control effects; a 5-minute cooldown | Rank 2 reward; present in game files, but the launch reward remains unknown |
Macros
Macros let Priests heal, dispel and silence without changing targets. Below are common practical PvP macros from Classic and Forever guides.
Commands and bracketed conditions use English; spell and item names must exactly match your client's language. These examples use the English client. Open your spellbook and Shift-click a spell into the macro window to insert its exact name. Only Shift and Ctrl are used because Alt defaults to self-cast in the modern client. Set focus with the Focus Target keybind or /focus [@mouseover,harm,nodead][]; healers may prefer keeping an ally focused.
Focus is a separately saved target: select an enemy and type /focus before using a focus macro. An @focus macro acts on that saved enemy without changing your current target.
Mouseover means the unit under your cursor, including its unit frame. Hover over the intended target before pressing an @mouseover macro.
#showtooltip Flash Heal
/cast [@mouseover,help,nodead][help,nodead][@player] Flash HealHeals a mouseover ally, otherwise your friendly target or yourself, without losing your enemy target. The same template works for
Greater Heal, Renew,
Binding Heal and
Prayer of Mending.
#showtooltip Power Word: Shield
/stopcasting
/cast [@mouseover,help,nodead][help,nodead][@player] Power Word: ShieldIf a Rogue opens during
Greater Heal, one press cancels the cast and shields you, preventing further damage pushback while it holds. If the target has
Weakened Soul, the button only cancels your cast.
#showtooltip Dispel Magic
/cast [@mouseover,exists,nodead][exists,nodead][@player] Dispel MagicA mouseover ally loses sheep, Fear or roots; a mouseover enemy loses a shield or blessing. Without a mouseover, it uses your target or yourself.
#showtooltip Fear Ward
/cast [mod:shift,@focus,help,nodead][@mouseover,help,nodead][help,nodead][@player] Fear WardShift targets your focus; otherwise a mouseover ally, friendly target or yourself. Its cooldown is 3 minutes, so choose carefully: carrier, partner or yourself when a Warlock, Priest or Warrior is nearby.
#showtooltip Psychic Scream
/stopcasting
/cast Psychic ScreamStops your current cast and immediately fears nearby enemies. An emergency button when a Rogue or Warrior is already on you.
#showtooltip Silence
/stopcasting
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] SilenceSilence a healer or interrupt
Polymorph without switching targets. Focus requires Shift because macro conditions do not check range; an out-of-range focus would otherwise swallow ordinary presses.
#showtooltip Mana Burn
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Mana BurnBurn an enemy healer's mana while your team attacks someone else. Useless against Warriors and Rogues.
#showtooltip Mind Control
/cast [@mouseover,harm,nodead][harm,nodead] Mind ControlControl an enemy without changing targets. Cancel it using the Dismiss button on the control bar that replaces your main action bar, so keep your insignia on a side bar.
#showtooltip
/cast [noform:1] Shadowform; [nochanneling:Mind Flay] Mind FlayEnters form if needed; otherwise casts
Mind Flay without canceling the channel on repeated presses. It never accidentally toggles your form off.
#showtooltip Flash Heal
/cancelform
/cast [@mouseover,help,nodead][help,nodead][@player] Flash HealEmergency healing for Shadow. Every press cancels form, and reentering costs 40% base mana, so reserve it for real emergencies.
#showtooltip Mind Blast
/cast [mod:ctrl] Inner Focus
/cast Mind BlastCtrl gives a free Mind Blast with +25% critical strike chance; otherwise a normal Blast.
Inner Focus is off the global cooldown, so both lines work with one press. Healers can replace Mind Blast with
Greater Heal.
#showtooltip Power Infusion
/cast [mod:ctrl,@player][@mouseover,help,nodead][@focus,help,nodead][help,nodead][@player] Power InfusionCtrl targets yourself; otherwise a mouseover ally, friendly focus or target. Use it on a Mage or Warlock during burst; it does nothing useful for Rogues and Warriors.
#showtooltip
/use [mod:ctrl] Major Healing Potion; Major Mana PotionNo modifier drinks mana; Ctrl drinks healing. Runes and Healthstones share a different cooldown, so make a second similar button: /use [mod:ctrl] Major Healthstone; Dark Rune.
What is new in Forever
The key changes for PvP Priests compared with Classic.
Fear Ward is available to all Priests from level 20, but now both cooldown and duration are 3 minutes.- Devouring Plague is also available to everyone, has a 24-second cooldown and can crit.
- New
Shadow Word: Death at level 32, with the
Early Demise talent supporting it. - Silence also interrupts for 3 seconds and no longer requires
Improved Psychic Scream. - Shadowform halves Shadow spell costs and doubles their critical damage bonus, but grants +10% damage instead of 15%; only healing is forbidden in form.
Vampiric Embrace lasts 30 seconds with a 30-second cooldown;
Shadow Weaving is a target debuff that only increases Shadow damage from you.
Penance,
Soul Warding,
Renewed Hope and shields from critical heals for Discipline;
Penance was nerfed on October 8.
Binding Heal and
Prayer of Mending for Holy, 15-second
Spirit of Redemption, and Lightwell at trainers.
Twilight Focus protects every cast from pushback;
Silent Resolve shortens control by 15%.- DoTs and HoTs can crit, and PvP critical strikes are no longer reduced as of October 8.
- Priest racials were reworked: Gnomes gain Flash and Contingency Plan, Dwarves Chastise, Humans Divine Grace; Desperate Prayer remains only for Dwarves.
Will of the Forsaken no longer grants immunity, while the rank 2 insignia removes all control for every class.- No Mass Dispel, no announced arenas, and Darkspear Islands is the new battleground.
Common mistakes
Almost every Priest has made these mistakes, so do not worry if they sound familiar.
- Screaming before the enemy spends their stuns and insignia.
- Screaming beside
Tremor Totem or with your own DoTs on feared targets: damage breaks fear. - Trying to maintain
Fear Ward continuously: it now has a 3-minute cooldown. - Using
Will of the Forsaken beforehand: it no longer grants immunity afterward. - Wasting Silence into
Grounding Totem or a Paladin under
Voice of Truth. - Expecting
Penance to carry your damage after October 8: it is primarily a healing tool now. - Using
Shadow Word: Death on a full-health target: the backlash damages you. - Repeatedly leaving Shadowform to heal: each return costs 40% base mana.
- Burning a Warrior's or Rogue's mana, or relying on Fade against players.
- Standing at the water's edge on Darkspear Islands: you can be feared toward sharks too.
Frequently asked questions
Which Priest spec is best for PvP in WoW Forever?
For duels, world PvP and random battlegrounds, Shadow 20/0/31 with Shadowform and Silence. For healing, Discipline 34/17/0 is durable and holds its own in duels. Holy 20/31/0 provides the most healing in large battleground fights. At level 40, dual specialization lets you keep Shadow and healing together.
Is Shadow useful in battlegrounds?
Yes. Shadow silences enemy healers, scatters groups with Scream, dispels buffs and burns mana. Classic organized groups rarely invited it, but it is very strong in random queues, and Forever's queues are mostly random.
Can you take Shadowform and
Penance together?
No. Shadowform requires 31 Shadow points and
Penance 21 Discipline points: 52 total, while level 60 gives 51. Talented Hero does not increase the total beyond 51.
Which race should a PvP Priest choose?
The one you enjoy. For optimization, Horde usually favors Undead for healing and Troll for Shadow; Alliance Gnomes offer a second area-control effect, Humans remove stuns, and Dwarves bring Stoneform and Desperate Prayer. Blizzard has promised a racial review before launch.
Do Priests have Desperate Prayer in Forever?
Only Dwarves do. Humans lost it, and Horde never had it, so most Priests lack a large instant self-heal.
Which opponents are hardest for Priests?
Shadow struggles most against Warlocks, followed by Hunters. Druids, Warriors and Paladins are easiest: Druids cannot remove Plague, and Paladins cannot heal without mana.
What does
Dispel Magic remove?
Only magic: sheep, Fear, Seduction, roots,
Hammer of Justice, traps and Silence from allies; shields, blessings,
Innervate and
Power Infusion from enemies. It does not remove Psychic Scream, Blind, poisons, curses or physical stuns.
Changelog
- 20 October 2026: The tricks section is split up: dropping an enemy step by step, places and legends, other tricks. A second check against the October 15 patch using the Wowhead datamine.
- 17 October 2026: Updated for the October 15 beta patch: abilities and talents per the official notes, builds rebuilt for the new talent trees. English version published.
- 15 October 2026: Guide published for level 60: talent tree builds, abilities, how to fight every class and macros.