Diplomacy
- (Passive) Reputations gains increased by 10%
Every
Man for Himself - Removes
all movement impairing effects and all effects which cause loss of
control of your character. Shares a cool down with other similar
effects.
Mace
Specialization (Passive)
Expertise with Maces and Two - Handed Maces Increased by 3
Sword
Specialization (Passive)
Expertise with Swords and Two-Handed Swords Increased by 3
The
Human Spirit (Passive)
Spirit Increased by 3%
Dwarf
Find
Treasure - Allows the dwarf
to sense nearby treasure, making it appear on the minimap.
Frost
Resistance - (Passive)
Reduces the chance you will be hit by Frost spells by 2%
Gun
Specialization - (Passive)
Your chance to critically hit with Guns is increased by 1%
Mace
Specialization - (Passive)
Expertise with Maces and Two-Handed Maces increased by 3%
Stone
form - Removes all poison,
disease, and bleed effects and increases your armor by 10% for 8 seconds
Night Elf
Elusiveness
- (Passive) Reduces the chance enemies have to detect you while
Shadowmelded or Steallthed
Nature
Resistance - (Passive)
Reduces the chance you will be hit by Nature spells by 2%
Quickness
- (Passive) Reduces the chance that melee and ranged attackers will hit
you by 2%
Shadowmeld
- Causes the Night Elf to
slip into the shadows, reducing the chance for enemies to detect your
presence. Lasts until cancelled or upon moving. Any threat is restored
versus enemies still in combat upon cancellation. Two minute cool down.
Wisp
Spirit - (Passive) Transform
into a wisp upon death, increasing speed by 25%
Draenei
Gem
cutting - (Passive)
Jewelcrafting skill increased by 5
Gift
of the Naaru - Heals the
target of 50 damage over 15 sec. The amount healed is increased based
on the caster’s Spell Power or Attack Power, whichever is
higher. 3 minute cool down.
Heroic
Presence - (Passive)
Increases the chance to hit with all spells and attacks by 1% for you
and all party members within 30 yards
Shadow
Resistance - (Passive)
Reduces the chance you will be hit by Shadow Spells by 2%
Horde
Undead
Cannibalize
- When active regenerates 7% of total health every 2 seconds for 10
seconds. Only works on Humanoids or Undead corpses within 5 yards.
Shadow
Resistance - Reduces the
chance you will be hit by Shadow spells
Underwater
Breathing - Underwater
breath lasts 233% longer.
Will
of the Forsaken - Removes any
Charm, Fear, and Sleep effect.
Troll
Beast Slaying -
Damage dealt versus Beasts increased.
Berserking
- Increases attack speed by
20% for 10 seconds.
Bow
Specialization - Chance to
critically hit with Bows is increased by 1%.
Da
Voodoo Shuffle - Reduces the
duration of all movement impairing effects by 15%.
Regeneration
- Health regeneration rate increased by 10%. 10% of total Health
regeneration may continue during combat.
Throwing
Specialization - Your chance
to critically hit with Throwing Weapons is increased by 1%.
Bloodelves
Arcane Affinity
- Enchanting skill increased by 10.
Arcane
Torrent - Silences all
enemies within 8 yards for 2 seconds and restores 6% of your Mana. 2
minute cool down.
Magic
Resistance - Reduces the
chance you will be hit by spells by 2%.
In
the end be sure to stay true to yourself with your choice of
race. No one wants to play something they can’t stand to look
at. While some racial abilities are slightly better than others none
stand out so much that the choice shouldn’t be completely
based on your personal preference.
If you are truly unsure of what race to pick then check out our list of
races
right
here. In this list
you’ll be able to see the various abilities each race has
along with how they look.
Mana is the magical energy that almost all casters draw on to cast
spells. The amount of mana you have is mostly determined by your
intelligence, while the speed at which it regenerates is determined by
your spirit, the amount of MP5 you have, and a small portion of your
intelligence.
Having enough mana is critical to the Priest class as all of your
abilities require mana to be used. If you run out of mana on a fight
you will still be able to attack with your wand, however this will
severely hinder your healing and DPS. Blizzard has however given
Priests the ability to use a Shadowfiend. This spell summons a shadowy
fiend to attack the Priest’s target. While attacking, the
Shadowfiend allows the caster to receive 5% mana on each attack.
Don’t let this spell make you lax in your mana awareness
though. Learning how to manage your mana as with all caster classes is
very important, but can only be done with lots of trial and error.
When playing in a group, or solo it is important to understand which
heals you should use based on the situation you find yourself in. While
big heals may seem appealing they are not always the best choice. Large
heals will gain you tons of threat, take quite a bit of time to cast,
and will use a big chunk of your mana pool. When healing, keep your
options open and cast the heal that will best benefit the situation
instead of just the biggest one available.
No matter if you are in a large raid, a small group, PvPing or solo
healing a Priest should never underestimate the power of their Renew.
Renew is a HoT (heal over time) that will help keep you or your party
alive while leaving you free to cast other heals. Another tool that
Priests can use to assist them in healing is Power Word: Shield. While
not technically a heal, this shield will absorb damage which will keep
the target alive while the Priest heals them to full.
While healing you will gain threat just like any other class. While
healers very rarely pull threat, sometimes it just happens. Priests can
easily drop this threat by using their Fade ability.
Shadowform is the exact opposite of healing and represents the
Priest’s affinity with death. Shadowform is the choice for
those Priests who wish to do DPS. Once activated the Priest will turn
dark in color, in essence becoming one with the shadows. Shadowform
increases the Priest’s Shadow damage, reduces all damage to
the Priest, and also reduces the threat generated. It also grants the
periodic damage from Shadow Word: Pain, Devouring Plague, and Vampiric
Touch spells the ability to critically hit for 100% increased damage.
While in this form the Priest may not cast holy spells, meaning that
the Priest cannot heal themselves, or the raid quickly. However if
needed the Priest can come out of Shadowform at any time (even in
combat) with the cost of some mana to heal if needed. Priests using
this form can however cast Power Word: Shield.
Shadow Priests bring several benefits to raids, including Vampiric
Touch (does Shadow damage and causes up to 10 party/raid members to
gain 1% of their maximum mana back when the Priest deals damage from
Mind Blast), Vampiric Embrace (afflicts the target with
Shadow energy that causes the Priest to be healed by 15%, and other
party members to be healed for 3% of any Shadow spell the Priest
deals), and
When I first started off as a healer (my first character was a
Paladin) I thought, why the hell would I need to know first aid, I can
just heal myself. It turns out that many healers have this opinion, and
suffer for it later.
All healers NEED to know first
aid
in the end game as a way to heal yourself without spending any mana. In
end game instances and raids you will take damage due to AOE damage and
zone effects, and mana is critical in long fights. Bandaging lets you
heal yourself (usually more than enough) and still allows you to
regenerate mana while doing it. Because it is not a cast, the 5 second
mana regeneration rule does not apply to it and you can step out of
combat for a little bit, bandage yourself and come back into the fight
with more mana than you left.
In an emergency first aid
can also be used on another target, although it is likely to be
interrupted if you try it on someone in combat. Don't try this as it
doesn't do much, but still puts the 30 second cool down on them. If you
are going to use a bandage on someone wait until they step away from
combat and drop aggro.
For the reasons explained
here, I would suggest that everyone level first aid as they level their
character. I have gone back to level it twice once I was level 60 and
it is not fun.
The
Basics - Picking a Profession
|
Picking
a profession can be a daunting task. Everyone wants to pick the
profession that is best for them and their class. The Priest class is
no different with some professions clearly being better than others. To
help make your decision please visit our
Priest Profession Guide.
Holy
Holy Priests should try to stack haste up to between 12-14%, and pick
up as much Intellect as possible. Spellpower will be the next stat a
Holy Priest should look for as you just can’t go wrong with
it and you can honestly never have enough. Spirit has recently been
nerfed, however it still remains an important stat for Priests, however
not THE most important stat. 11 Spirit will get you roughly 4 Mp5, and
stacking Spirit will allow you to regen mana during your down time.
Crit is a valuable stat, although not something you should stress over,
especially after you reach 30% raid buffed. Goals to set for the start
of Ulduar 25 are to have 2800 spell power, 25-28% crit, and 12% haste,
along with around 500 Mp5 fully raid buffed.
Discipline
Disc Priests have a different healing style from Holy Priests and as
such they have different stat requirements. One of the most important
stats for a Disc priest is crit, as several of their spells rely on it.
As such they are required to have slightly more than a Holy Priest.
Disc Priests should pick up to 11% haste, stacking any more than that
is just a waste. Spellpower is excellent for a Disc Priest especially
since unlike Holy Priests they do not have Spiritual Guidance. Stack as
much Intellect as possible; it not only broadens your mana pool but
also helps your Mp5. Finally you can also stack some Spirit. How much
you want is in my opinion up to the individual Priest. Remember 11
Spirit equals 4 Mp5. Goals to have for the start of Ulduar 25 should be
2500 Spell Power, 35% crit, 8% haste, and roughly 500 Mp5 while fully
raid buffed.
Shadow
Shadow Priests looking to do damage should gear out with as much Spell
Power as possible. Once again, you can never go wrong with this stat.
For Shadow Priests hit is very important and all priests should try to
reach the hit cap (290 with talents) as quickly as possible. Stamina is
also important for the Shadow Priest as they will need to be able to
survive encounters as they cannot heal themselves. Mp5 and Spirit,
while not as important to a Shadow Priest as a healing Priest, will
still be found on their gear, and can be useful stats to have, although
Shadow Priests will not enchant or gem for them.