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Heirloom Farming Methods

[Update 09/17/13: Conversion rates between Honor and Justice Points has been increased from 375>250 to 500>250, causing a significant increase in the amount of farming required.]

Heads Up – F2P Heirloom Guides Coming Soon
During the past couple of weeks I’ve had a lot of increased traffic on my heirlooms guides, and I’ve had more contact from readers than I have for quite a while. With F2P twinking on a rise right now a lot of people are wondering why I haven’t bothered to cover the PvP heirlooms in my guides. In short, I have.

PvP heirlooms, in general, are not as powerful as PvE heirlooms. PvP heirlooms are defined as those that grant a bonus to Resilience, while PvE heirlooms are those that do not. PvP Heirlooms don’t often show up in my guides because they aren’t as good as PvE heirlooms and if I’m going to write a guide then I’m going to do it with optimization in mind.

However, for the sake of all those F2P players, there will be an heirloom guide soon that’s directed specifically at you and how to go about farming heirlooms for each class taking into account the amount of time it takes to farm Honor and the relative value of PvE pieces versus PvP pieces.

Now, back to your regularly scheduled blog post…
There are multiple ways to farm heirlooms in the game right now, some of which are faster than others. Prior to Blizzard making the change that now allows us to convert Justice Points to Honor and vice versa, some of the heirlooms were theoretically out of reach for players that did not take part in the activities that rewarded the type of currency used for the different heirlooms. Thanks to that change though, the heirlooms can be purchased by players who enjoy any combination of questing, PvP, and PvE.

Today we’re going to take a look at the possible farming methods and how quickly you can farm certain heirlooms. First I’ll explain the various farming methods, and then I’ll give my opinion on which methods of farming I suggest for different types of players.

Methods of Farming

Farming Justice Points (JP)
Cataclysm Instances: 140 per dungeon, 7 per week = 980 JP/wk
Cataclysm Heroics: 70 per boss (varies by dungeon)
Weekly Wrath Raid Quest: 138 JP
Honor Conversion: 375 Honor = 250 JP 500 Honor = 250 JP, no limit
To see a full list of the ways to farm JP, see Wowhead’s listing of Justice Points (JP).

Heirloom Costs: Armor 2,175, Shoulders 2,175, Weapons 2,175-3,500, Trinkets 2,725

I mentioned this type of farming first because the Justice Points are the currency for the majority of the heirlooms available, and because between the JP and Honor heirlooms, JP are almost always the better choice.

Easy Farming: As far as easy farming goes, running the seven random Cataclysm dungeons each week is the “easiest” way to farm JP. The few times that I have farmed dungeons for JP, it took me 1-2 evenings worth of LFG to finish all seven. You never know, even in normal dungeons, how good or bad the rest of the team will be in LFG, and you may or may not be able to talk guild members into doing this farm with you to speed it up. [Update: As I am no longer actively playing WoW, I don't know what the easiest way to farm straight JP is right now.]

Fast Farming: The fastest way to farm JP, that I know of, is to actually farm Honor instead and then convert it to JP. A few months couple of years ago Cynwise wrote a post called The Carrot and the Stick which talks about this a bit. Because of how much of each currency you earn in relation to the activities that grant them, you can earn Honor at a significantly faster rate than you can earn JP, making the conversion rate of Honor -> JP faster than farming JP itself. In the time it takes me to farm seven dungeons for just 980 JP, I can farm roughly two whole heirlooms worth of Honor.

Heroic Farming: While most people farm Heroics for extra Valor Points, each heroic boss does reward JP as well. How much JP you get per dungeon depends on how many bosses the dungeon has to offer. Do you want to run dungeons that have seven bosses for more JP/dungeon, or do you want to run dungeons with only 3-4 bosses for more JP/hour? How much time you have to run them is the real deciding factor. If you’re farming Heroics anyway, you might as well get some heirloom profit out of the deal too.

Farming Honor Points
Heirloom Costs: Armor 2,175, Shoulders 2,175, Weapons 2,175-3,500, Trinkets 2,725

The PvP Heirlooms that originally appeared in Wintergrasp are purchased with Honor. In most cases, the PvP heirlooms are not as powerful as the PvE heirlooms. They can be better for PvP at some levels because they all offer Resilience, but they gain that stat at the expense of other stats so in most cases you get better heirlooms from JP than you do from Honor.

The great thing about Honor is that it can be farmed on any toon from level 10 on, which is especially important for free account players since they don’t have access to a character that can farm JP. It’s also good for people on new accounts who like to do PvP while they level since they can buy heirlooms even without having high level characters.

The most efficient way to farm honor is to do so on a high level character because the higher your level (and your opponent’s level) the more Honor you receive, and the higher your level the higher the Honor rewards are from completing battleground tasks such as capturing flags/nodes or destroying towers/gates/NPC Leaders. But, just because you get more honor at high levels than you do at low doesn’t mean you can’t farm for heirlooms on low level toons.

Honor Farming Without PvP: There are two ways you can farm Honor without doing any actual PvP. First is the Wintergrasp daily quests which each reward 24 Honor. The only quests there that require some form of PvP are the ones that want you to destroy enemy siege vehicles or to protect your own siege vehicles, all others can be done with no PvP at all (you can kill NPC’s for the one that asks for 10 kills). Winning Wintergrasp gives you Honor as well, and since Cataclysm I have not seen more than 8 people in WG at one time, making the battles extremely fast and easy. Losing Wintergrasp should give you honor as well, but I honestly haven’t lost in Wintergrasp since Cataclsym so I have no idea how much it is.

If you control Wintergrasp then you can take advantage of the second type of PvP’less Honor farming, which is Northrend dungeons. While your faction controls WG, all Northrend dungeon bosses reward Honor in addition to their normal rewards. During Wrath you got Stonekeeper Shards for killing the bosses while in control of WG, but with the currency consolidation of Cataclysm those shards were converted to Honor.

Thirdly we have Northrend’s PvP Daily Quests in areas such as Grizzly Hills’ Venture Bay. You will get flagged for PvP while you do some of these quests, so it’s possible that you’re opening yourself up to being ganked by passers by, but in my experience most of Northrend is pretty well dead right now and you shouldn’t have a problem. This honor grind isn’t especially fast, but it is a way to farm honor and gold at the same time, and one of these quests in particular is infinitely repeatable for 9 honor each time. It’s the quest that makes you pick up a small container of something that causes you to move incredibly slow while carrying it, so it does get very boring but at least it’s possible.

Fast Farming: If you want Honor fast there are a few options. Tol Barad is first on the list because it gives high amounts of honor regardless of win or loose, it’s typically finished quickly, and so many people are killed in such short bursts of time that Honor adds up fairly quick. Second is the Call to Arms (CtA) and/or Random BG queues. Call to Arms is most beneficial when it’s applied to battlegrounds that are already known for high honor rewards such as Alterac Valley (AV), Strand of the Ancients (SotA), and Isle of the Crusader (IoC). Call to Arms happens every weekend, while during the week your only option for bonus Honor is Random BG queues. [Update: TB is still a decent source of Honor, but now almost nobody actually goes there so it does take time and you'll often end up there alone and you may be the only person there the whole time or you might find yourself up against a group of 4-5 people with the same idea and you get slaughtered. Still a decent source of honor considering time investment, but it's not exactly fun these days.]

Wintergrasp is still a fairly decent place to farm up some quick Honor by doing the quests and scoring a victory. It’s an easy place to score a quick 200 or so Honor.

Farming Champion’s Seals
Seals/Day from Daily Quests: 14
Seals/Day from Heroic ToC: 3
Heirloom Costs: Armor 60, Shoulders 60, Weapons 60-95, Trinkets 75

The heirlooms that you purchase with Champion’s Seals are the same that you purchase with Justice Points.

In order to farm Champion Seals you need to have completed the full quest line in the Argent Tournament located in Icecrown. Once you’ve opened all of the quest lines you need to select the Champion’s Purse as your reward for all of the daily quests as each one rewards a single Champion’s Seal. You’ll also get another three from doing a full clear of Heroic ToC each day.

You can easily get 14 Seals per day solo, and may or may not need help clearing H-ToC. If you just do the daily quests then you can earn a new heirloom piece every 5-6 days. It’s a slow process compared to the other types of heirloom farming, but it does offer other side benefits such as earning gold and racial faction reputation, and extra Seals can go towards purchasing pets and mounts.

If you’re not in a hurry to farm heirlooms with this method, then just doing the daily quests and skipping the Heroic ToC clears. Doing this will add 1-3 days of farming per heirloom. I haven’t tried to solo H-ToC, so I don’t know how easy or hard it might be. With level 85 characters I suspect that it will be fairly easy to two-man the heroic version.

Farming Guild Reputation
Available Heirlooms: Cloaks and Helms
Heirloom Cost: 1,200g (Cloaks), 1,350g (Helms)

This grind is a different type of grind. Rather than earning rewards that you use to purchase the heirlooms this grind rewards you with the ability to purchase them in the first place. Both of these types of heirlooms are purchased with gold, and both require you to be Honored with your guild. Your guild itself must also be level 10 to unlock the Cloaks for purchase, and level 20 to unlock the Helms.

This is the only way to get access to heirloom cloaks and helms, and I suspect that Blizzard will keep it that way.

For some people 1,200g is nothing at all, while for others it really can be quite a grind. When you look at purchasing all of the different helms and cloaks available those numbers can really add up quick as well. There are a lot of different ways to earn gold in WoW, and I’m not about to go into details on the various ways. If you want easy gold farming, do your daily quests at level 85. If you want a bit more work, start playing the auction house. If that’s not enough, start playing the auction house while maximizing your characters professions and flipping potentially lucrative items.

Farming Fish
Required Fishing Skill: 1+

There’s only one fish farming heirloom, but it’s also the only way to obtain this heirloom and the only one of its kind as of the current patch (4.2).

The Dread Pirate Ring requires you to win the Kalu’ak Fishing Derby which takes place every Saturday at 2 PM server time, lasting for 1 hour or until someone claims the prize. In order to win you must be the first person to catch and return the Blacktip Shark to the quest giver. You can catch the shark in any Northrend fishing pool, and there is no specific rank of fishing required in order to catch it. If you decide to farm for this heirloom, be aware that this tournament typically lasts for less than 10 minutes.

If you’re serious about farming for this ring, I suggest you do a little research before hand. If you would like to know how to best go about winning this tournament, I direct you to the master fishermen of El’s Extreme Anglin’.

Farming Suggestions

In this section I want to address you, the reader, to help you decide what kind of farming might be best suited to your particular playstyle.

Raiders
If you classify yourself primarily as a raider, then you’re likely in the habit of running heroic dungeons, and you probably hit the JP cap regularly. If this is the case, then farming for heirlooms is part of your normal activities (as you likely are already aware). In addition to your regular Heroic runs though, try to add in the seven Normal dungeon runs each week as well. As a raider you likely have gear that far outclasses the normal dungeons, which should make running them significantly faster (especially if you have a full group of raiders running them).

If you’re in a guild where the players who raid are set and you’re already geared far beyond heroics and JP purchases, then your next best option is most likely PvP. If you’re already fully geared beyond the usefulness of heroics then you’re probably sick of seeing the dungeons and can’t stand the thought of farming them anyway and PvP could provide a nice change of scenery for you.

Also keep in mind that the Honor -> JP conversion doesn’t have to wait until you have an entire heirloom’s worth of Honor. If you have 2,000 JP and you’re trying to buy an heirloom that costs 2,175 then the fastest way for you to get those extra points is probably going to be a quick trip to Tol Barad which should get you more than enough Honor for a single conversion that will give you another 250 JP to get that purchase. Mixing and matching activities like this doesn’t hold you back in farming for heirlooms. Just keep an eye on how much you need versus how easy it is to obtain more and what you have the time to do.

Some raiders like to enjoy their downtime away from the raid and take it easy. For you I suggest the Argent Tournament farming of Champion’s Seals. There’s a good chance that those of you who fall into this category have already farmed this area for every mount and pet it has to offer, but it’s still a legitimate method of heirloom farming if you’re still looking for heirlooms.

PvP Haters
People who can’t stand PvP, like my wife, will most likely stick to farming Heroic dungeons and/or the seven weekly normal dungeons for their Justice Points. Since you’re not going to participate in PvP, the next best option to dungeons is going to be the Argent Tournament.

If you fall into this category, refer to the Raider category directly above. You’ll follow that same advice, minus the PvP portion. Since you’re not into PvP, you have little reason to bother with even looking at the PvP heirlooms. However, there are still three items that the PvP vendors offer that don’t have an equivalent item from the PvE vendors: Battleworn Thrash Blade (procs extra, free attacks), Pristine Lightforge Spaulders (plate caster shoulders), and Inherited Insignia of the Horde/Alliance (PvP trinket with Resilience).

Of those three items, the one you’re most likely going to be interested in is the Pristine Lightforge Spaulders as they are the only piece of plate-caster heirloom armor in the game. You may or may not be concerned about the Thrash Blade, it’s a good weapon if you like to use enchants that proc, but even then it’s outclassed by most of the JP heirlooms regardless. Very few of you will be interested in the Insignia as it’s a PvP trinket and very little PvE content has enough crowd control for you to concern yourself with having it.

PvP Lovers
If you’re into PvP, then you’re already on the fast track for heirloom collecting. Arenas aren’t going to help you with heirlooms unless the season is about to restart. Arenas award Conquest Points which cannot be used to purchase heirlooms. Non-Rated Battlegrounds are the primary source of Honor points, and that’s what you need for heirlooms.

Most Honor heirlooms are overall weaker than the Justice Point heirlooms. While most of the stats will be either the same or very close to one another, the Honor heirlooms replace one or more attributes from the JP versions with a bonus to Resilience (a PvP stat for those that aren’t aware). That’s why PvE heirlooms are usually more powerful than their PvP counterparts, because Resilience isn’t always useful (especially in PvE where it’s almost worthless).

If you’re going to farm for the PvE heirloom via PvP activities, you’ll have to convert your Honor into Justice Points to buy them. It costs 375 Honor to purchase 250 Justice Points, so you’re taking a 33% loss during the conversion. That’s a pretty hefty conversion fee, but you can still farm Honor more than 33% faster than you can farm JP, so you’re still ahead in terms of time investment.

Most heirlooms have a similar item on the other side of the PvP/PvE fence, but not all of them. A couple of the items that are PvP only are: Battleworn Thrash Blade (procs extra, free attacks), Pristine Lightforge Spaulders (plate caster shoulders), and Inherited Insignia of the Horde/Alliance (PvP trinket with Resilience). For those three items you need to farm Honor instead of JP, so if you want those then you’re already on the right side of that fence and don’t need to bother with a conversion fee.

You should also consider running at least some of the seven weekly dungeon runs that award Justice Points. Most of these can be done in a reasonable amount of time and doing a couple of them back to back should give you a BG or two worth of JP after conversion. If you can’t stand LFG and you don’t have guildmates that want to run normals, then by all means forget about these and stick to PvP.

Solo Gamers, Questers, and Altoholics
If you fall into this category then there’s no clear cut path that you’re going to follow by definition of this classification. If you like PvP at all, then PvP is your fastest source of heirlooms with the assumption that you don’t mind doing quite a bit of PvP. If you’re the type that likes to dip their toes into a bit of everything then you’re actually in a pretty good spot for heirloom farming because you can get all of the different types of currency and use them as needed.

While doing straight PvP farming is faster than doing straight PvE farming, the fastest method possible is to actually combine the two methods by taking advantage of all of the options that grant large amounts of JP and Honor. Take advantage of Tol Barad when you see it up. If you don’t like PvP much, try to stick to the large groups and assist the other people rather than running off and doing your own thing. You can also help in TB by driving the siege vehicles to the towers if you’re on offense or going to destroy those siege vehicles if you’re on defense. Take advantage of Wintergrasp as well, as participation is usually very low which means victory is often easy, and the quests there are very quick and easy to do for extra Honor.

Whether or not you participate in the Argent Tournament is up to you. Since these types of players are more likely to spend time on multiple characters, you may or may not feel that a third form of farming is worth your time. JP and Honor can both be mixed and matched as needed because of the conversion, where Seals are Seals are Seals, end of story. On the other hand, doing these dailies on multiple characters every day means you can get basically one heirloom every week per character. So if you have three characters that will farm all of the quests, then you’ll be able to buy roughly three heirlooms every week. It might not be as effective at mass farming as PvP or dungeon runs, but it’s also less time intensive and can be done here and there as you have time as opposed to long stretches dedicated to dungeons or BG’s.

Trial Accounts
Your only option for getting heirlooms is to farm Honor in battlegrounds. F2P accounts that participate in PvP are twinks even if they don’t want to be twinks because those accounts are forced into the 20-24 twink bracket. Farming Honor can be a real struggle for you, especially if you’re only getting WSG queues and have problems with capturing flags.

Warsong Gulch is the single-worst battleground in the entire game for honor rewards, and farming kills by camping the graveyard does almost nothing to counter this fact. If you are on a trial account and are specifically farming honor to get heirlooms queue for Arathi Basin. Do everything in your power to get the gold together to buy your mount, and then go to AB.

When the time comes to decide whether you want PvE heirlooms or PvP heirlooms, there are a couple of things to consider. First there are some PvP pieces that while lacking secondary stats do have higher +Stamina values which might be appealing to you. Second is that PvE heirlooms cost significantly more than PvP heirlooms because of the 33% conversion fee. To give you an idea, take a look at the comparison below of Honor values between both types of heirlooms.

Honor Values
PvP Heirlooms: Armor 2,175, Shoulders 2,175, Weapons 2,175-3,500, Trinkets 2,725
PvE Heirlooms: Armor 3,375, Shoulders 3,375, Weapons 3,375-5,250, Trinkets 4,125

As you can see, once the conversion is taken into account, that’s a lot of honor farming on a character who might average anywhere from 30-150 honor per game. Also, keep in mind that if you are going to do the JP conversion, there’s still an Honor cap of 4,000 so if you get anywhere close to that number you need to start converting to JP so that you don’t end up losing honor from already being capped. Only the cheapest JP heirlooms can be purchased with a small enough amount of honor that you won’t break the Honor cap.

 
4 Comments

Posted by on October 28, 2011 in Caster, Guide, Leveling, Melee, Play Styles, Player vs Player

 

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New Heirlooms in 4.3

In Patch 4.3 the Darkmoon Faire is going to get a nice little revamp (details here). I’ve never been too big on the faire beyond abusing the vendors there to get high selling mats for cheap vendor prices that I could toss on the AH for a quick, easy profit. My lack of interest almost made me ignore the information regarding the faire, but I was bored anyway (and about to leave work for the day) so I figured I might as well take a look.

Most of what the notes mentioned weren’t bad, but nothing that would get me otherwise interested in the DMF, until I stumbled onto this:

“We have adorable companion pets inludin’ a fez-wearing monkey, a plethora of profession recipes, toys, balloons, souvenirs, delectable carnival snacks and beverages, heirlooms for the little ones, and even replicas of long-lost suits of armor that we’re offering for your Transmogrification needs.”

Unfortunately for us, there’s no more mention of heirlooms in the article, so we don’t know for sure what it refers to. It could be new heirlooms, it could be existing heirlooms, or it could be other items all together that they simply used the word to describe. Without the details, one can only hope and imagine.

But wait… we do have details!
Turn the page to find out more…

 

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Shadow Priest PvP Guide

PLEASE NOTE: This guide was written in 2011 and has not been updated since. Some of the information is still applicable, but as far as actually playing the class consider all of this incredibly outdated.

It occurred to me a few days ago that I haven’t actually put anything related to Shadow Priest PvP on the blog since shortly after I first started. Since that’s really the only thing I’ve done on that toon since the time I first got into arenas, I think it’s time I shared some of what I’ve learned.

As Fox Van Allen of WoW Insider was looking for Shadow PvP sources for his article this week, I decided I’d better fire up that speech-to-text software and get my virtual blogging fingers moving.

Getting Your Rear in Gear
The first step of getting into PvP is your gear. If you’re starting from scratch then your quickest method of gearing is crafted gear, which will be consist of pieces from the Bloodthirsty Embersilk and Bloodthirsty Fireweave sets. Overall, the Embersilk set has more pieces with the stats you’re looking for, but you should look at Fireweave as well just in case there are pieces you’d rather have from it (the Fireweave Pants in particular). The only set bonus on these is a 2 piece that grants +400 Resilience, which most likely stacks if you want to grab at least two pieces from each set for twice the bonus.

These new crafted pieces are actually really good, almost as good as the Vicious pieces. While they’re very close in raw stats, even higher in some cases, than the Vicious gear, they have a comparatively weak set bonus and no sockets where the Vicious gear has 8.

From there you’ll have to start your grinds of Honor and Conquest points to purchase better gear. Honor farming will get you the Vicious Gladiator’s Raiment and Vicious Gladiator’s Investiture sets. The Raiment set is the DPS version, and Investiture is the “healer” version. I list both of them because even though the healer version is supposed to be for healers, many Shadow Priests will still prefer it over the Raiment for the 4 piece set bonus since the DPS 4pc kind of sucks.

Blizzard has discussed methods of preventing Priests from getting dual 2pc bonuses by taking some pieces from both sets, but as far as I know they haven’t actually done it yet so you can still double-dip in the Vicious sets, or you can go for the 4pc bonus of your choice. The Raiment gives you Crit, Haste, and Mastery while the Investiture gives you Spirit (Hit), Crit, and Haste. The Raiment 4pc lowers the cast time of your nukes while the 4pc Investiture makes your PW:Shield remove movement impairing effects and make you immune to slows for 4 seconds when cast on yourself.

Regardless of which Vicious set you aim for first, make sure your first purchase is the gloves for an extra 3 seconds off of your Psychic Scream cooldown. Gloves are cheap, and they’re the only piece that offers an additional bonus on top of just raw stats, so they’re your best initial purchase.

Once you start farming your Conquest points via Arenas and Rated Battlegrounds, it’s time to start grabbing Ruthless Gladiator’s set pieces. The set bonuses and which stats are given from which set remain the same as the Vicious set, they just have higher values of the attributes. If you want your gloves to be your first Ruthless purchase instead of your first Vicious, that’s fine as well.

I’d give you a Wowhead link to the Ruthless gear, but those links are a little odd right now. If you want to look at individual pieces then you can do a search for “Ruthless Gladiator’s” on Wowhead and it will pull up the list for you. Once Wowhead gets the items linked right, I’ll add a link to the post, but right now the set bonus is linking back to a set a few seasons ago so I’m going to leave it out for now.

Are You Ready? (Stat Goals)
There are a few stat goals that you want to meet before you get started with PvP, though what goals you have is going to depend on what PvP activity we’re talking about.

If you’re just now getting started and BG’s are what you’re focusing on, then just go in there with whatever you’ve got quick and easy access to. If that’s all PvE gear, that’s fine. If you can get your hands on some crafted pieces or have some Honor points sitting around for Vicious, then grab what you can and keep on going.

If you’re getting ready for Arenas, then you want to shoot for around 1,500-2,000 Resilience before you get started unless you aren’t too bothered by losses. If you’re looking at RBG’s or more serious Arena play, then you want to shoot for a minimum of 3,000 Resilience before you get too serious about them.

Spell Penetration is a pretty big deal. If you’re new to BG’s then whatever you can get is better than nothing. If you’re looking at serious play though, then you want to shoot for the cap of 240. This cap is easy to hit, you can do it with a cloak and a ring, or a cloak and an enchant and call it done, but make sure you don’t skip out on this cap. Only Mages can actually reach that 240 range, while all of the other classes can be covered by just 195. Mages can deal some crazy burst damage though, so I suggest you aim for 240.

Hit is another important stat, and PvP being PvP, the cap on hit is fairly low. Shoot for around 4-5% hit, preferably through the use of Spirit rather than the actual Hit stat so that you’re getting mana regeneration out of the deal as well. A lot of off-set PvP gear will give you the option between a piece that offers Hit and another that offers the same amount worth of Spirit – always go for the Spirit piece. You’re shooting for somewhere between 400-500 Spirit to hit that cap.

Spec’tacular (Shadow PvP Spec)

Above is spec that I prefer to use in the arenas. I didn’t put any points Improved Shadow Word: Pain which other shadow priests often ask about, mostly because I rarely use my DoT spells when doing arenas, which is my preferred method of PvP at level 85. I also didn’t put any points into Paralysis, even though it’s another CC ability, which is another question often asked. This one I don’t use mostly because it’s only situationally useful, and in my arena teams our first kill target is usually a caster which makes limiting their movement worth very little.

Improved SW:Pain isn’t bad if you’re actually using your DoT’s. If I were focused on larger arena teams or BG/RBG’s then I might try to find points I could place there. Paralysis can be good, especially against melee teams or in other PvP settings, I just don’t take it as a matter of personal preference for my 2v2 setups.

Glyphs
I use the glyphs that best fit my playstyle. With 2v2 being my focus, I’m primarily dealing damage via nukes rather than DoT’s and using my glyphs for extra survivability or utility.

Prime: Dispersion, SW: Death, Mind Flay
Major: Psychic Horror, Fade, Mass Dispel
Minor: Fading, Levitate, Fortitude

Dispersion reduces the spell’s cooldown, which is especially useful to me in arenas and RBG’s. SW:Death causes the cooldown to instantly reset itself once per 6 seconds if you cast it on a target below 25% health and it doesn’t kill them, which is almost always when you’re dealing with PvP targets because of Resilience; it’s one of the most important glyphs you can take if you’re going to do arena. Mind Flay is the only damage spell that I use in every match regardless of my opponents or which form of PvP I’m doing, so I take it over SW:Pain because I know I’ll utilize it no matter what.

Psychic Horror is one of the most useful spells we have access to, so reducing it’s cooldown by any amount is worth it to me. Fade is great for reducing the cooldown of its spell which allows me to break movement debuffs with Fade instead of having to potentially waste something more important like Dispersion. Mass Dispel is one I value a lot for reducing the cast time of Mass Dispel down to 0.5 seconds, as the reaction time on removing a Paladin’s bubble can easily be the difference between victory and defeat, and not removing a DK’s ice cubes in time can cost your team a BG match.

The minor glyphs are all pretty boring. I use Fading only because there’s so many freaking Frost DK’s out there right now slowing me every 2 seconds, so reducing its mana cost is a real bonus. Fortitude is for those Purge-happy Shamans out there removing your buffs like nobody’s business, cutting the cost of reapplying the buff in half. Levitate is there just because I hate dealing with reagents and never want to find myself needing to do a crucial BG jump only to find in midair that I have no reagents.

Your Tears Fuel Me… (Crowd Control and Cooldowns)
Arena matches are more or less decided by two things: Crowd Control and Cooldowns.

Crowd Control
We have a few different forms of Crowd Control (CC) available to us. First up is Psychic Scream, an AoE fear spell. By default this has a 30 second cooldown, which can be lowered by 4 seconds with talent points, and by an additional 3 points with the PvP Gloves. You can also use the Glyph of Psychic Scream to cause the targets to tremble in place instead of runny around crazily, but it increases the cooldown by 3 seconds. I’m not a fan of using the glyph for this spell, but I do love reducing its cooldown for more frequent use. You can use this spell either defensively, causing melee targets to run away from you or your teammates, or you can use it offensively as a spell interrupt or to get some free cast time on a target while he and/or his healer can’t respond.

Next up is Psychic Horror, a talent-purchased spell that causes the target to tremble in horror for 3 seconds and also disarms them for 10 seconds. The default cooldown on this beauty is 2 minutes, though you can lower it to a minute and a half with the Glyph of Psychic Horror which I definitely suggest that you do. Defensively, I use this to strip melee classes of their weapons and to get some distance from them (or closing that distance if it’s a Hunter). Offensively, I typically cast this on healers to either burn them or their teammate(s) down during the 3 second “stun”.

Next we have, Silence which is semi-CC, I guess. It’s a ranged silence that lasts for 5 seconds. The cooldown is 45 seconds long, and sadly there’s nothing you can do to reduce that. Defensively this is best used on enemy casters, Paladins, or Shamans. You can also use it defensively on Warriors, especially when you see them rushing into a group of your team during BG’s as they’ll often use their Shouts which this will stop. Offensively, this is for healers first and DPS casters second. I typically use this on healers unless I’m facing a Mage, in which case I’ll hit the Mage right after he burns his cooldowns.

Then we have the crowd favorite, Mind Control which lets you take control of an opponent for a few seconds. In BG’s I use this to make people jump off of cliffs, or in AV I like to control the tank or healer while they’re fighting our bosses. In Arena this is best used either to remove a healer while your partner(s) focus the DPS, to force people into Line of Sight (LoS) situations, or in a chain AoE effect. The chain AoE effect is Mind Control (which turns them into an ally), Leap of Faith to pull them to you (which also breaks the MC channel, turning them back into an enemy), and then Psychic Scream to fear them away.

Last on our list is the nearly worthless, Shackle Undead. It’s only useful against Death Knight ghouls in PvP. I see very, very few DK’s in PvP actually using their ghouls right now other than to summon and then immediately sacrifice for health. Power shifts all the time though, so you want this somewhere that you can easily cast it even if it doesn’t necessarily merit its own keybind.

Cooldowns
We have a lot of really good cooldowns as well. Some of our cooldowns are also our CC, but here are the others.

Fade doesn’t seem much like a PvP cooldown at first glance, but talents in the Shadow tree cause it to become one. By default its only real use is to make enemy pets drop you as their target, though that typically only works in BG’s against people who don’t really know what they’re doing. The cooldown is 30 seconds, but you can reduce that by 9 seconds with the Glyph of Fade and another 6 seconds with the Veiled Shadows talent. The Phantasm talent in the Shadow tree also causes Fade to remove all movement impairing effects which is why it’s on my cooldowns list. I do use the Glyph of Fade, but don’t get it confused with the Glyph of Fading which just reduces the mana cost.

Fear Ward is a fairly good defensive cooldown, preventing the next fear effect used on the target. It has a 3 minute duration and a 3 minute cooldown, with a glyph that reduces the cooldown and duration by 60 seconds. I don’t bother with the glyph, but I do like the spell itself. The best use of this spell is to use it when you actually need it rather than just starting the match off with it, but it’s hard to judge when your opponents might use a fear and when they won’t so you might want to use it as a starting buff regardless if you’re not good at reading your opponents.

Hymn of Hope is a mana regenerating cooldown, the use of which is hard to really say in a blog post as it can be very situational. It’s a channeled spell that can restore mana to your teammates as well, but because it’s channeled it leaves you vulnerable. If you have a chance to cast it without being harassed then great, but if not then you’re best bet is to get whatever use out of it you can and sick your Shadowfiend on someone either right before or right after you cast Hymn of Hope. Doing this will maximize your mana return. The cooldown on this sucker is a whopping 6 minutes, so don’t expect to be able to use it very often.

Shadowfiend is a really cool mana return cooldown which summons a little shadow monster to go beat up your enemies and restore your mana every time he hits. The cooldown is 5 minutes, but it can be reduced by 10 seconds with points in Sin and Punishment and another 60 seconds with points in Veiled Shadows. The glyph is pretty mediocre, and I wouldn’t suggest it as my Shadowfiend almost never gets killed.

Divine Hymn is an AoE healing cooldown. It’s similar to a Druid’s Tranquility spell, restoring a fair amount of health to targets within range while you channel it. I use it for my 2v2 team every now and then, but most often in BG’s and RBG’s.

Leap of Faith is a fantastic spell, pulling a friendly target to yourself. The cooldown on this one is 1.5 minutes with no way to reduce it. I most often use this to actually save my teammates in arena, pulling them to me followed by a bubble and then a heal if I can afford it and have the time to do so, or to just give them time to run and heal themselves or whatever they can do. However, you can also use this offensively both to pull your melee members over to a target or in a CC combo that I mentioned above which is to Mind Control an enemy, followed by Leap of Faith to bring them to you, followed by Psychic Scream to make them run away. This is best used on healers, but it’s also great for peeling melee off of your teammates.

Dispersion is last up on the list, our keystone talent at the end of the Shadow tree. Dispersion is great for restoring your mana, but it’s also fantastic for breaking out of CC since it removes all roots and snares, and it also reduces all the damage you take by 90% while it’s active. The cooldown on this is 2 minutes, but can be reduced by 45 seconds with the Glyph of Dispersion. I usually use this for the damage reduction, and pretty often for the mana regen as well. I usually cast either a Psychic Scream or a PW:Shield when the effect wears off, depending on the situation. I like to try to force tunnel visioned melee targets to follow me during Dispersion and then CC them where I can LoS their healers before burning them down.

Face Melting (Offensive Spells)
There are two methods of damage dealing that we can use: direct damage and damage over time.

For arenas I almost never bother with DoT’s other than to pressure healers. With so many high-burst classes in arenas right now I have to go with direct damage in 2v2 which means Mind Spike and Mind Blast spam. Using these nukes along with CC, I typically kill my focus target within two rotations unless I’m forced to play defensively. When I’m forced to defense, I will use my DoT’s, but if there’s a healer on the other team I won’t bother unless I can afford the time to cast Vampiric Touch first. I use Mind Flay primarily to set up Archangel procs for mana regen and the damage boost, or to slow melee that are harassing my team, or to slow our kill target if he’s trying to get LoS.

When I’m doing a direct damage rotation I use either Mind Spike x2, Vampiric Touch, Mind Blast, or Mind Spike x3, Mind Blast, depending on my current mana situation. To get the most damage out of this rotation you want to build up your Shadow Orbs (at least 1, 3 if possible) through Mind Flay cast, activate Archangel once you’ve got 5 stacks of Evangelism, and then go to town with the nukes.

In BG’s or in 3v3+ arenas I use my DoT’s all the time to keep pressure on as many people at once as I can so that I can then focus my nukes on the healers. When I’m not in 2v2 arena, I also tend to use the majority of my cooldowns and CC defensively, save for when we’re burning down a healer or a flag carrier in which case I’m likely all offense. If you are going to use your DoT’s, then your optimal rotation is SW:Pain, Mind Flay until you get at least 1 Shadow Orb, Mind Blast, Vampiric Touch, Devouring Plague, and then spam Mind Flay.

Devouring Plague deserves a special mention here because it’s our only source of spammable, instant damage. The mana cost for spamming it is pretty steep, but if you need to kill someone who’s low on health or you need to get them within that 25% range so that SW:Death deals its full damage, then it’s worth the price. Typically, I kill targets with SW:Death casts, and it usually takes two casts to kill someone, but for those times that I don’t manage to finish them off Devouring Plague is the answer.

Shadow Word: Death is how I kill almost every target because that’s what it does and it does it well. With all the resilience and healing that goes on in PvP though, I almost never kill a target with a single cast, I have to have the Glyph of SW:Death to instantly remove its cooldown when it fails to kill so that I can cast it again. When I’m not close to killing someone, and I have spent at least 10% of my mana, I use SW:Death if it’s active to trigger the Masochism talent which restores 10% of your mana when SW:Death fails to kill a target.

Heward’s Handy Haversack (Other Useful Spells)
You get bonus points if you know where that title came from, and extra bonus points if I spelled it wrong and you can prove it.

Some spells that you need to keep in mind whenever you’re doing PvP can be the deciding factor in a match.

Power Word: Shield is one of the few healing-type abilities that we can use that doesn’t kick us out of Shadow Form. In my 2v2 team I’m typically casting this on my partner because everyone loves to focus him while they let me melt their faces. When my partner switches to his other toon in the team though, the rolls are switched. Combining PW:Shield with Dispersion, Fade, Psychic Scream/Horror, and Silence make me one of the best kiting machines around which is often an easy when if we’re facing opponents prone to tunnel vision.

Cure Disease does just what it says, and it too can be cast without breaking Shadow Form. Other Shadow Priests are about the only ones you’ll use this against.

Dispel Magic isn’t quite as great as it used to be (no) thanks to current changes which allow only the healing specs to dispel your teammates. You can either remove two Magic debuffs from yourself or to remove 1 buff from an opponent. I don’t often use this offensively, even though I really should, instead I’m typically defensive with this.

Mind Vision is a spell that so many Priests simply dismiss, but it’s so incredibly useful in PvP. It won’t do you much good in arenas because they’re all so small, but in BG’s and RBG’s it’s fantastic. I use this most often to track down EFC’s so that I can tell my team where the flag is going, or to find my own EFC to know his path so that I can move to assist him. It’s also great for spying on other locations around a map such as Arathi basin or Eye of the Storm, though, allowing me to report on the defenses of each location.

Mana Burn is another spell ignored by the PvE crowd, which means a large portion of the PvP crowd forgets it exists as well. If you’re having trouble bringing down a healer, it’s because you didn’t burn his mana first. It’s especially effective against Paladin healers, but it’s a great spell against any caster. Whether you’re better off burning mana or just nuking someone has way too many variables for me to go over, but definitely do not ignore this spell, especially in arenas.

Holy Nova deserves a mention just to find those stinking Rogues, Druids, and Mages (invisibility). You don’t want to spam this because of its mana cost, but it’s the only proactive method you have to finding stealthers.

Mass Dispel is last up on this list. It’s an AoE dispell that can clear up to 10 debuffs from your team and up to 10 buffs from your opponents. The most important thing to remember about this spell is that it can dispel buffs that are otherwise impervious; namely a Paladin’s bubble and a Mage’s Ice Block spell. Letting a Paladin be immune to everything for 10 seconds is never a good idea if you can help it, nor is allowing your whole team to sit frozen in a Death Knight’s Hungering Cold spell. Mass Dispel can take care of all of that. And don’t forget to use the glyph that goes with it, reducing its cast time from 1.5 seconds down to 0.5 seconds.

 

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Reputation Guide: Cenarion Circle

About two years ago, I wrote a pretty guide on farming reputation with the Cenarion Circle (seen here). That worthless guide still gets a lot of traffic, so I decided to go take a read through it this week to see just how bad it was. It’s bordering on worthless; not to mention the fact that I misspelled the name in the first place. /facepalm

That’s one wrong that I can make right though, so this time we’re going to look at farming Cenarion Circle reputation with some information that might actually be useful. I’ll go over what quests you need to do, items you need to collect, and mobs you need to kill. I’ll also talk about what the benefits are to farming this reputation so that you know ahead of time what you’re getting out of it.

One of the great things about this reputation grind is that all of the methods available to earn reputation can be done all the way to Exalted, so if you find a method that you like you can just stick with it until you’re done.

Cenarion Circle Rewards
Most of the rewards for grinding this reputation come in the form of professions recipes. However, there is also a title that you can earn by becoming exalted with both the Cenarion Circle and the Cenarion Expedition.

Blacksmithing Recipes
Heavy Obsidian Belt: Requires Friendly
Ironvine Belt: Requires Friendly
Ironvine Gloves: Requires Honored
Light Obsidian Belt: Requires Honored
Ironvine Breastplate: Requires Revered
Jagged Obsidian Shield: Requires Revered
Obsidian Mail Tunic: Requires Exalted

None of these are especially useful in today’s game.

Enchanting Recipes
Enchant Cloak – Greater Fire Resistance: Requires Friendly
Enchant Cloak – Greater Nature Resistance: Requires Honored

Both of these grant 15 Resistance to their respective elements, and both can be placed on BoA cloaks (thus usable by twinks), so there is still some use for them even if it’s a bit small.

Leatherworking Recipes
Bramblewood Belt: Requires Friendly
Sandstalker Bracers: Requires Friendly
Spitfire Bracers: Requires Friendly
Bramblewood Boots: Requires Honored
Sandstalker Gauntlets: Requires Honored
Spitfire Gauntlets: Requires Honored
Bramblewood Helm: Requires Revered
Sandstalker Breastplate: Requires Revered
Spitfire Breastplate: Requires Revered
Dreamscale Breastplate: Requires Exalted

None of these are especially useful in today’s game.

Tailoring Recipes
Cenarion Herb Bag: Requires Friendly
Sylvan Shoulders: Requires Friendly
Sylvan Crown: Requires Honored
Gaea’s Embrace: Requires Revered
Satchel of Cenarius: Requires Revered
Sylvan Vest: Requires Revered

None of the gear is especially useful in today’s game. However, the herbalism bags can still bring a surprising amount of gold in on some servers. On my Alliance server you probably couldn’t sell one of these if your account’s security depended on it. But, on my Horde server you can sell the 24 slot Satchel of Cenarius for about 250g. The 20 slot Cenarion Herb Bag doesn’t sell as well, and you can buy 20 slot profession bags (for most professions) from vendors in Outlands and now some of the racial capitals such as Orgrimmar as well.

With 32 and 36 slot Herbalism bags available now the potential profitability of these two is very much server dependent, so be sure to check prices on your local AH before you decide to farm this rep strictly for the sake of selling these bags.

Title
“[YourName], Guardian of Cenarius”: Requires Exalted with the Cenarion Circle and Cenarion Expedition

One of the best titles for a Druid, hands down. It’s a great title for any class, not just the Druid, it’s just especially cool for them.

Farming Items
If you like to do you reputation grinding by farming items or buying them from the Auction House, then the Encrypted Twilight Text is what you’re looking for. You can farm these off of the humanoid mobs in Silithus that have “Twilight” in their name.

These Twilight mobs all have a chance to drop these texts, and their drop rate isn’t too bad, while the supply of mobs to farm them from is fairly high. So you shouldn’t have too much trouble farming these.

There’s also a an elite mob that paths around a couple of different places in Silithus called the Twilight Prophet who always drops 7-10 of the texts when you kill them. They can spawn at either of their locations or even both at the same time, and their spawn timers are 1-2 times per hour. They’ll be accompanied by two melee mobs who also have chances to drop the texts just like the other twilight mobs in the zone.

The Twilight mobs also drop a 3-piece cloth armor set which used to allow you activate stones around the twilight camps to summon elementals who could be killed for other quests and reputation. The cloth items still drop, but you can no longer use them to summon the elementals, so there’s no reason to farm these anymore. If you do find some of these cloth pieces your best option is just to vendor them, you might be able to sell them on the auction house if someone isn’t aware that they’re no longer useful, but it can’t be disenchanted either, so your best bet is to just vendor dim and get what small amounts of money you can.

Here is a map of the general location of all of the Twilight mobs, minus the Twilight Prophet:

This map shows the spawn points and pathing locations of the Twilight Prophet elite mobs:

Grinding Mobs
All of the Twilight mobs in Silithus will grant you 10 Reputation (before any bonuses), except for the Twilight Prophet who rewards 30 Reputation. The respawn rate of the mobs themselves is pretty average, but with four camps located around the zone it shouldn’t be too hard for you to get a steady farming rotation established, including a quick run down the Prophet’s spawn points.

You can also grind mobs in the Ruins of Ahn’Qiraj (AQ20) raid instance (which is now only a 10 man raid in Cataclysm). A full clear of the instance will grant you roughly 2,000 Reputation. Bosses grant 110 Reputation, except for Ossirian (final boss) who rewards 220 Reputation. That’s a total of six bosses, so 770 of the reputation for a full clear comes from bosses and the other 1,200 or so from the trash if you feel like calculating your chances for earning rep while skipping bosses if that’s how you’d prefer to do it. Most of the bosses really aren’t that hard to defeat, even solo, so there’s really no need for you to skip bosses.

As a raid, AQ20 will still lock you out if you kill the bosses in there, so if you want to do a constant farm then you’ll need to leave the bosses alone and reset after you’ve removed the trash, otherwise you’ll have to wait until your raid lock resets (every 3 days) to go in again.

Grinding Quests
You can find quests that grant you reputation with Cenarion Circle in Silithus, Desolace, Western Plaguelands, Eastern Plaguelands, Felwood, Un’Goro Crater and Southern Barrens. You can find a list of quests by following this link to Wowhead.

Desolace and Silithus are the two primary questing hubs, so if you’re going to farm the quests I would definitely start with those two since they have the most potential to get to the most reputation in the shortest amount of time.

If you’re a Druid then your level 20 class quest to go to SFK will grant you 500 reputation, and your level 50 class quest to go to BRD will reward 350 reputation. If you’re not a Druid… lesson learned, time to reroll.

Grinding Dungeons
The only real dungeon grind is the Ruins of Ahn’Qiraj grind I mentioned above in the Mob Grinding section. None of the other instances, including the Temple of Ahn’Qiraj, will give you reputation with Cenarion Circle – that I’m aware of. This raid has a 3 day lockout, so you can do it 23 times per week depending on where your lockouts fall.

Suggested Farming Method
The way that I suggest you find this reputation is to start out by doing all of the quests in both Silithus and Desolace, and then decide what you want farm. I suggest that you start farming the twilight mobs for the reputation and the twilight texts, especially the prophet. If you are able to solo AQ20, or if you have a guild that wouldn’t mind a fun retro raid, then you can also earn quite a bit of reputation with that. You might find it simpler and less hassle to just farm the twilight mobs for texts instead, which is the method I would likely choose.

Questing is going to be your simplest and “fastest” method of farming the reputation early on, and from there you can move onto grinding either mobs or drops. Many of the quest will require you to kill the twilight mobs who drop those texts anyway, so starting with questing is going to help you with your grinding later on.

If you’ve already completed all of those quests and you’re tired of grinding mobs and running dungeons, then I would suggest you go ahead and do the quests in the other zones that are mentioned above. When doing those other quests I suggest you do them in order of the zones’ average level from highest to lowest.

Also, you want to keep an eye out for the twilight texts on the auction house. With the questing areas newly redone many players are exploring zones again and rolling new toons. Those who quest in Silithus will likely sell their texts on the auction house.

How Long Is This Grind?
This grind really isn’t all that terrible. Some methods of farming the reputation are faster than others, so naturally your mileage may vary. When I did this on my Protection Paladin prior to Cataclysm, the grind took me roughly 4 hours. From what I’ve gathered in researching the changes after Cataclysm, this grind is even faster than that if you have a high level toon.

I am currently leveling up a toon who will farm this reputation for the herbalism bags, and I’ll update this post with the information on how long it takes me to farm it once I have it completed. I also plan to find this on my Druid so that I can get the title, at which point I will have another guide for the Cenarion Expedition as well.

 
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Posted by on June 27, 2011 in Guide, Professions, Reputation

 

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Priest Leveling: 30-49 Holy

Project High Heals
Holy Priest 1-29

Today we’re going to take a look at the next level range for Holy Priests. I’ve been doing quite well on my Holy Priest, Psynister. In the project High Heals portfolio he’s intended to do most of his leveling via dungeons, though that has slowed down for him a bit since getting to Outlands. Queues are taking quite a while, and it’s actually DPS slots that are hard to fill. I guess everyone’s busy leveling tanks and healers right now.

That’s the short and sweet update on Psynister, now lets take a closer look at how to level your own Holy Priest.

Playing a Holy Priest
As I mentioned in the first Holy Priest post, I was a little concerned about leveling a Priest and doing so with a healing spec. Most of that came from their low level problems with mana, but also because I knew my damage was going to suck. My recent experience leveling a Shadow Priest helped me overcome the first of those, while I found the second to not be nearly as bad as I was anticipating.

I don’t hesitate to say that low level PvP as Holy really sucked. I did a pretty fair amount of PvP on Psynister, though of coarse not as much as I did random dungeons. I found that in early PvP I just didn’t have the output on either the healing or killing side of of the fence to really do much of anything. Either my heals were crap, or I ran out of mana too fast to really be useful, or the opponents saw me healing and focused me down. Life in PvP as Holy is freaking hard.

Healing dungeons is, of course, where I definitely shined. Most dungeons I can heal almost entirely with Power Word: Shield and Renew, with a few Heal casts thrown in from time to time to help keep the tank topped off “just in case”. When the group was doing well with agro I had no problems at all. When DPS started to pull threat though, things got pretty chaotic and my mana issues really started to show. In dungeons where AoE damage exists it’s just downright brutal. Priests don’t have access to AoE healing at this level, the best you can do is throw bubbles/renew on multiple targets and hope for the best, but that drains your mana quick. (There’s another answer, called Lightwell, but I’ll get in to that later.)

Otherwise, I found playing a Holy Priest to be very fun in Dungeons, not so much in PvP, but also surprisingly powerful in questing.

Holy-Specific Tips
Leveling as Holy isn’t too dissimilar from leveling as any other spec, it’s all in how you go about doing it. The most important thing to remember early on is not to waste your mana. Once you’ve got the mana management under control there’s no stopping you.

Questing – Your biggest hurdle in questing is your damage. You get almost nothing to buff your damage output as Holy, because you’re basically designed to be a healer. Using the Glyph of Smite becomes key for that reason, because increasing your damage output means you’re also spending less mana. Originally I had taken the Engineering profession to make use of explosives as a way to both increase my damage and decrease my mana consumption, but it didn’t take me long to figure out that it wasn’t necessary so I switched his professions.

Healing – Power Word: Shield and Renew are your best friends in this level range. I usually trade off between using those two, casting the next when the first wears off. Flash Heal is usually a waste of your mana, so you really want to save this for when there’s a real emergency. Heal is a great spell that I do use quite a bit thanks to its low mana cost. Mana is still an issue in the lower portion of this level range, so do your best not to using healing spells when they aren’t needed. You don’t have to top everyone off all the time if they’re not taking enough damage to require it.

Remember that your job as a healer is to help your group live long enough to kill the mobs. It’s not your job to see that everyone in the group has full health all the time, and it’s not your job to make sure nobody ever dies, you’re just there to keep people up until victory is achieved. Heal those who need healing in order for the group to be victorious. If you have a high DPS player who’s constantly pulling threat and causing you to spent a ton of mana to keep both them and the tank alive, let them die. You’re not there to enable morons, so save your mana for heals that matter and resurrect him when it’s over.

PvP – In PvP you’re usually going to need to rely more on your expensive heals and cut back on the slow, cheap heals. Bubbles and Flash Heals are very common in PvP, so expect to see your mana fluctuate a lot. In the 40’s you’re going to face Rogues, Warriors, Feral Druids, and Ret Paladins that are going to destroy you and everyone else. Melee DPS is incredibly powerful in the 40’s, so much so that I’m almost to the point that I refuse to even take part in PvP if my character is in the 40’s brackets.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 30-39

  • Shackle Undead (32): Shackles the target undead enemy for up to 50 seconds. The shackled unit is unable to move, attack, or cast spells. Any damage caused will release the target. Only one target can be shackled at a time.
  • Shadow Word: Death (32): A word of dark binding that inflicts Shadow damage to the target. Deals three times as much damage to targets below 25% health. If the target is not killed by SW:Death, the caster takes damage equal to the damage inflicted upon the target.
  • Levitate (34): Allows the friendly party or raid target to levitate, floating a few feet above the ground. While levitating, the target will fall at a reduced speed and travel over water. Any damage will cancel the effect. Lasts 10 minutes.
  • Mind Vision (36): Allows the caster to see through the target’s eyes for 1 minute. Will not work if the target is in another instance or on another continent.
  • Greater Heal (38): A slow casting spell that heals a single target for 992 to 1152.
  • Mind Control (38): Controls a humanoid mind up to level 52, but increases the time between its attacks by 25%. Lasts up to 30 seconds.

I went ahead and listed Shackle Undead just because it’s really the only form of CC that you have access to. You’re not very likely to cast this while you’re leveling save for a few zones scattered here and there. There are a few dungeons that it’s useful in, such as Scholomance and Stratholme, but most of the time this spell is pretty useless. But, when you find yourself healing a group in Strath and the stupid tank refuses to taunt the stinking skeletons flinging Frostbolts at your face, a shackle will shut them down.

SW:Death is a great spell for finishing off targets who are low on health. The real benefit of the spell though is when you combine it with the Glyph of Spirit Tap, which causes SW:Death to restore 12% of your total mana when you kill a target with SW:Death. I suggest you grab that glyph the second you train this spell and start practicing the art of stealing all the killing blows. Just make sure you don’t accidentally kill yourself when casting it.

Levitate is a pretty cool buff, I especially like it for being able to walk on water. If you’ve ever read my Mage guides, you’ll also know I have a deep love for things that let me jump off of cliffs or dismount in midair and survive, so I love casting this thing all the time. The only drawback – you can’t jump when it’s active and that bugs me something fierce.

Mind Vision is a really cool spell, one that I absolutely love for PvP. Need to find out where your EFC is going to so you can heal him? Mind Vision! Need to know where the EFC is hiding so you can direct the assault team? Mind Vision! Need to help a group of clueless PUG’s in LFG find their way back to the group? Mind Vision!!! I use LFG a lot, and I’m real big on farming low level content for drops, mats, or to rush lowbies through it. This means I’m very familiar with almost every dungeon map and can guide people to the group through almost any of them. I had to do it twice in Scholomance as many players who started in late BC or after have never even been there.

Greater Heal takes a while to cast, but it’s the single largest heal we have. I typically use this on a tank who’s low on hit points, right after I bubble him, or when he’s currently immune to a new bubble and needs a large heal.

Mind Control is one of the most enjoyable spells we have. There are few things I love doing more in PvP than making someone jump off of a cliff and die. In PvE I like to use it in dungeons to injure certain adds, pull additional mobs, or provide my own group with buffs from the mob. You probably won’t use it a whole lot as a healer outside of PvP, but it can definitely be fun to play with. In places like Alterac Valley, it’s especially fun to Mind Control the enemy tank or healer and then watch your mini-boss destroy people.

Level 40-49

  • Prayer of Healing (44): A powerful prayer heals the friendly target’s party members within 30 yards for 367 to 387.
  • Binding Heal (48): Heals a friendly target and the caster for 564 to 724. Low threat.

Prayer of Healing is your first real AoE healing spell. It’s not great, but it’s pretty much like casting Heal on everyone at the same time. The good thing is, you’re getting that healing out to the whole team, the bad thing is, the heal itself is relatively weak. At this level range though, it will likely save you from a wipe if you need it. A very important note about this spell though, especially for PvP, is that it does not require line of sight to heal your team, so you can use it to heal through walls.

Binding Heal is a great spell. It costs the same amount of mana and cast time as Flash Heal so it’s definitely not cheap, but it heals for just a little bit less than Flash Heal and that healing hits both you and your target. It’s like poor man’s AoE, healing two targets instead of an actual area. The special thing to note about Binding Heal is that both of its heals essentially count as individual healing effects for the purpose of most procs that trigger off of healing or critical effects.

Leveling a Holy Priest

  • Questing Single Mob: Mind Blast, (HW: Chastise), Holy Fire, Smite spam, SW: Death
  • Questing Multi-Mob: [target 1] Shadow Word: Pain, Devouring Plague, [target 2] Mind Blast, Holy Fire, Smite spam, [when possible] SW: Death

Questing Single Mob
I pull with Mind Blast mostly because it’s cheap on mana and it has a short cast time. I often follow that up with Holy Word: Chastise to take advantage of it’s stunning effect while I cast the next spell, but with a 30 second cooldown it’s not always available and I don’t worry about it. Holy Fire does good damage with a short cast time, and it applies a DoT debuff. That debuff allows the Glyph of Smite to activate which increases Smite damage, which you’ll cast repeatedly (spam) until the target is dead or near death. At that point you want to finish off the target with Shadow Word: Death. Another of our glyphs, Glyph of Spirit Tap, restores 12% of your base mana over time when you kill a target with SW:Death.

If you’re healing in a dungeon you’ll use a similar rotation for damage if your tank has a lot of survivability and doesn’t need much healing. Whether you’re going to deal damage in dungeons or not, you still want to snipe every killing blow you can with SW:Death casts so that you can get the 12% mana regeneration from the Glyph of Spirit Tap. If you’re not using that glyph, then you don’t need to worry about getting the killing blows, but if you have mana issues then this is your most reliable solution.

Questing Multi-Mob
When I’m facing multiple mobs as Holy I do go ahead and use my DoT’s, but only on a single target. DoT the first target, burn the second one down, and then finish off the first with Smite spam. If you pull more than two, then still just DoT the first target and then leave him alone while you focus on the others so that your DoT’s can actually deal their damage and be worth the mana it costs to cast them.

The higher you get in level though, the less useful those DoT’s become. Now that I’m in Outland I find that casting those DoT’s doesn’t deal anywhere near enough damage to justify their mana cost, and they do very little in the way of actually helping me through the encounter or killing mobs faster. Damage is damage, but I don’t know that I’m actually saving any time at all by using them.

At this level rang, though, the DoT’s are at least pretty decent so go ahead and use them, but feel free to use your mana on bubbles/heals instead and just burn them down one at a time.

How to Heal: 49 Holy Priest
When you’re actually filling your healing role rather than questing it’s probably a good idea for you to have a clue how to actually, you know, heal. The numbers in the next section are based on the level 49 version of the spell, unmodified by talents or gear.

Healing Spells
Flash Heal: 28% base mana, 1.5 second cast, heals for 744-864
Power Word: Shield: 34% base mana, instant cast, absorbs damage
Renew: 17% base mana, instant cast, heals 145 every 3 sec for 12 sec.
Heal: 9% base mana, 3 second cast, heals for 372-432
Greater Heal: 27% base mana, 3 second cast, heals for 992-1152
Prayer of Healing: 26% base mana, 2.5 second cast, heals party members within 30 yards for 367-387
Binding Heal: 28% base mana, 1.5 second cast, heals target and caster for 564-724

Resurrect: 60% base mana, 10 second cast, non-combat resurrection
Cure Disease: 16% base mana, instant cast, removes 1 disease
Dispel Magic: 16% base mana, instant cast, removes 2 harmful magic effects

Your most expensive spell as a healer continues to be PW:Shield. The damage that it absorbs is pretty significant even though you’re not using a Discipline spec. I do use this quite a bit, but rarely will I use it on anyone other than the tank or myself. Flash Heal and Binding Heal are tied for the next highest base mana cost, and for cast time as well. Flash Heal restores more health to the single target, but Binding Heal restores almost the same amount of health and does so to both you and your target making it my usual preference if I’ve taken any damage at all.

Greater Heal is next on the list of highest mana cost, but it’s the single largest heal you have available to you. Talent points can cause some of your other heals (Flash and Binding) to reduce both the cast time and mana cost of this spell which can really help if you need to put out a lot of healing a short amount of time. It does have a long cast time, but the heal is worth it if you have either a bubble or a renew up to help bide the time you need to get this big boy off.

Prayer of Healing comes next, and thank the Light we finally have some AoE heals! Granted, it doesn’t heal for all that much, but it’s a shorter cast time than Heal and restores roughly the same amount of health as a Heal, except it does it to your entire party. Also, this heal does not require line of sight to heal your party, which is extremely useful in PvP especially. You can use this when fighting bosses in AV by standing on the other side of a wall or even outside the building all together. You can use it in Arenas when you’re pillar humping, or in WSG when your flag carrier is on the roof and you’re down in the flag room.

Talent Spec: 49 Holy Priest

  • Holy Concentration (+2) 3/3: Increases the amount of mana regenerated from Spirit while in combat by an additional 30%.
  • Divine Touch 2/2: Your Renew will instantly heal the target for 10% of the total periodic effect.
  • Lightwell 1/1: Creates a Holy Lightwell. Friendly players can click the Lightwell to restore health of 6 seconds. Attacks done to you equal to 30% of your total health will cancel the effect. Lightwell lasts for 3 minutes or 10 charges.
  • Spirit of Redemption 1/1: Upon death, the priest becomes the Spirit of Redemption for 15 seconds. 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.
  • Serendipity 2/2: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 10%. Stacks up to 2 times. Lasts 20 seconds.
  • Inspiration 2/2: Reduces your target’s physical damage taken by 20% for 15 seconds after getting a critical effect form your Flash Heal, Heal, Greater Heal, Binding Heal, Penance, Prayer of Mending, Prayer of Healing, or Circle of Healing spell.
  • Chakra 1/1: When activated, your next Heal, Flash Heal, Greater Heal, Binding Heal, Prayer of Healing, Prayer of Mending, Mind Spike or Smite will put you into a Chakra state (see below).

With mana problems still plaguing you, Holy Concentration can be a real Light-sent blessing by increases your mana regeneration during combat. I chose to go with Divine Touch next since Renew was still one of my primary forms of healing at that level, and having it heal for 10% of its effect right when you cast it gives us both a small form of instant healing as well as allowing the rotation of bubble > renew > bubble to be even more effective.

I decided to pick up Lightwell next because I finally started to get into situations where healing more than one person at a time was really important and not just because people were being stupid. When you get into dungeons in your 30’s and 40’s, particularly Scholomance, you’re going to start facing AoE damage a lot more. You’ll see some of that in instances like Shadowfang Keep earlier, and Maraudon later on as well. While Lightwell doesn’t actually provide any AoE healing, it does allow your entire party to get their own HoT effect on demand by clicking to activate it, and it really has become a wonderful addition to my healing abilities.

I decided to go ahead and pick up Spirit of Redemption (or Fail Angel as it’s often called) next, mostly because I was getting th crap kicked out of me in PvP and wanted some options to heal when things went bad for us, and also because I had a string of random queues where the freaking tanks had no idea what a taunt was nor how to generate AoE threat which meant my face was served up as an appetizer. Being able to heal even after you’re dead seems like more of a raid tool, but it really does help in other situations as well.

Serendipity is the talent I mentioned earlier in the article that allows you to reduce the casting time and mana cost of your Greater Heal or Prayer of Healing. The main reason I took this was, again, because of our otherwise lack of AoE healing abilities. When things get hairy I try to Flash Heal/Binding Heal the two most injured target, and then either use Greater Heal on a target near death or Prayer of Healing for a smaller heal on the whole group. Doing this gives me the ability to dish out a solid amount of healing across the entire party in a fairly short amount of time. I do find it more useful in PvP than in LFG, and it would be even more useful in a raid.

Inspiration is a talent that I skipped early on because I had no need to reduce damage on my tanks when they almost never took any damage in the first place. The further I got though, the more useful something like this would be, so I picked it up. Whenever you get a crit with almost any of your healing spells, the target gains 10% damage reduction for 15 seconds.

And the last talent we get in this level bracket is Chakra, which is a completely new feature in this expansion. When you cast one of the triggering spells (listed in the description above), you enter a Chakra state related to the triggering spell. This Chakra state is basically a buff that stays active until cancelled. I’ll give more detail in the next section, but basically using Chakra either makes you better at single target healing, AoE healing, or better at dealing damage while questing.

Substitution: Serendipity isn’t for everyone, and its not nearly as useful in 5 mans as it is in raids or PvP just because of the nature of what it does and how you have to trigger it. If you don’t want to take this on a character you’re just questing on or doing a lot of LFG, then switch these two points out for Tome of Light which will reduce the cooldown on your Holy Word spells by 15%, allowing you to use HW:Chastise (in particular) more frequently.

Glyphs

Prime Glyphs

Now that we get some instant healing to Renew from our talent points, the instant heal from the Glyph of PW:Shield seems an even better fit. I still did the majority of my healing through this level range with nothing more than bubbles and Renew, and I love this glyph. Renew is still another great option, and it is the one that I chose for my second slot at level 50, but until then I think PW:Shield is the better option.

Major Glyphs

  • Glyph of Spirit Tap: When you kill a target with your SW:Death and yield experience or honor, you instantly receive 12% of your total mana over 12 seconds.
  • Glyph of Smite: Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.
  • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.

You’ll have to make a decision at level 32 as to whether you want to switch immediately to Spirit Tap or hold off until level 50 when you get your second set of glyph slots. If mana is still your main problem, then make the switch to Spirit Tap. If you’re doing just fine with your mana, then keep Smite if you’re going to do a lot of questing. If you’re more into dungeon running then Spirit Tap is probably your best choice, but Psychic Scream is still a really good option if you find there’s a need for AoE fear to be used.

My personal preference is to switch to Spirit Tap at level 32, and then add Smite back in when you reach level 50.

Minor Glyphs

Minors being minors, they all pretty well suck. Levitate is the most important one to me, personally, because I hate dealing with reagents, and it provides the most literal benefit. Reducing the casting cost of buffs is all fine and good, but you almost never need to reapply them during combat (outside of PvP) which means if you’re worried about the mana cost then you can just sit down right after buffing everyone and drink back to full.

Chakra
At this level you can only activate half of the real usefulness of Chakra, simply because the other half requires another talent point which you won’t get until level 51. However, Chakra is still useful by itself and it is important to know what it does and how to use it effectively. Since the next guide will include that talent point we’re missing, I’ll go back over Chakra and its interaction with the other half of it next time.

There are three Chakra states that you can enter, and which one you enter is triggered by a different group of spells. Each state also provides it’s own benefit.

Chakra State: Serenity
Trigger Spells: Heal, Flash Heal, Greater Heal, Binding Heal
Effect: Increases the critical effect chance of your direct healing spells by 10%, and causes your direct heals to refresh the duration of your Renew on the target.

Serenity is the version that I use most often when healing dungeons. Making our direct heals 10% more likely to crit means more chances to proc other effects such as Inspiration, not to mention the increased healing in general that comes with that crit chance. It also allows direct heals to refresh Renew which means I can essentially recast Renew on my tank by casting Heal on them, which is only half the mana cost.

Chakra State: Sanctuary
Trigger Spells: Prayer of Healing, Prayer of Mending
Effect: Increases the healing done by your area of effect spells and Renew by 15% and reduces the cooldown of your Circle of healing by 2 seconds.

I don’t use Sanctuary all that often, but really only because I don’t see a ton of AoE damage. It does make Renew 15% better which is great, but I find Serendipity to be more useful in general. In this level range our only AoE heal is Prayer of Healing, so the only real benefit we receive is the extra healing from Renew compared to Serenity buffing all of our direct heals.

Chakra State: Chastise
Trigger Spells: Smite, Mind Spike
Effect: Increases your total damage done by Shadow and Holy spells by 15%.

Chastise is great for questing. It finally provides us with a damage buff that we’ve been missing all this time. And it’s basically a 15% damage increase across the board for us since it buffs both Holy and Shadow. It’s odd that a talent so deep in the Holy tree would buff Shadow spells, but who am I to argue with extra damage, right?

Gearing Up Your Priest
For Holy you’re looking first and foremost at Intellect on your gear. Intellect provides Spell Power, Mana, and Spell Crit, all of which you’re interested in. Next up is going to have to be Spirit because Priests will do struggle with mana at low levels. Haste comes next as it makes your Renew tick faster and it also allows your heals to cast faster which is really useful when your best filler heal has a base cast time of three seconds.

Cloth is your only option for gear of course, and lucky for us all cloth gear is caster gear, so it shouldn’t be too hard to find. Weapons can be kind of hit and miss, though there are quite a few good staves that drop in dungeons. You can find some decent off-hand weapons from dungeons these days as well, but one-handed caster weapons are pretty rare at low levels.

Even though I have access to some of my Hand Me Down gear, a mace with +22 Intellect being one of them, I didn’t use them on the Priest because I wanted to be as pure as I could to what another player might be since Priests are well known for their mana issues right now.

Macros

#showtooltip
/startattack
/cast Smite
/run UIErrorsFrame:Clear()

I use this type of macro for all of my attacks (Smite, Holy Fire, Mind Blast, SW:Pain, Devouring Plague) mostly so that I have an auto-target and auto-attack built into the spell cast.

#showtooltip
/cast [@focus] Power Word: Shield

This is my “heal with sammich” macro, it allows me to cast my bubble directly on my focus without having to bother with targeting and such. I set the tank as my focus as soon as the group is created and hit this button when the spell wears off.

I use a variation of this for Renew, Heal, Flash Heal, Greater Heal, Binding Heal…basically all of my healing spells, as well so that I can easily heal an instance with one hand while eating a sammich with the other and watching YouTube on the second monitor. LFG can be pretty boring these days when you have a tank with fully enchanted heirlooms who also knows how to play their class well, and I use these when I’m bored and don’t feel like clicking Healbot.

 

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Priest Leveling: 1-29 Holy

Today I give you the second of the Project High Heals leveling guides, focusing today on my Holy Priest, Psynister. At the time of my writing this he is currently sitting at level 60, while my Resto Shaman is taking it easy at level 44.

Up to this point Psynister’s focus has been to level mostly via dungeons. Each of the Project High Heals toons will be leveled fully in their healing spec(s), with each of the four healing classes having a specific type of leveling that they focus on the most, though they all participate in all of the different experience earning methods. I’ve done a really good job of keeping Psynister in dungeons, but he can burn through quest mobs with ease as well.

Playing a Holy Priest
The Holy Priest was one that I was both looking forward to and hesitant about at the same time. On the one hand, I recently leveled a Shadow Priest and am well aware of their mana issues at low levels but confident in my ability to overcome them, while on the other hand Holy is pretty well known as the “just for heals” spec of the Priest so I thought questing was going to suck. Boy, was I wrong.

I did find that low level PvP really sucks as Holy. Sure, I can bubble and I can heal, but my bubbles don’t go very far and while my heals aren’t too bad it’s rare to find a PvP match where I’m not focus fired after the first 3 minutes.

Dungeon healing though was a lot of fun. Bubbles are strong, Renew is a beast, and even at level 60 I get to DPS for some of the fights, healing with nothing more than an occasional bubble/renew or a free, instant Flash of Light when my talents proc. Priests have mana issues at low levels, so that was my main concern about dungeons and also part of why I chose the Priest for the dungeon focus. What I found was that during my 20’s the Undead Racial pretty well took care of any mana issues I had. In the 30’s I didn’t really struggle much at all. In the 40’s I only had mana issues while questing and even then only if I pulled multiple mobs with high cost DoT’s. From the 50’s on – mana issues? What are mana issues?

My biggest challenge in healing dungeons is AoE damage. Before you’re able to employ Chakra as an AoE heal your only option is either spamming bubbles, spamming renew, or getting people click on the Lightwell. I’ve had two dungeons where people actually clicked on it, but both of those went extremely well when they used it.

The hardest thing about healing with a Priest is figuring out which of those eighteen billion healing spells you’re supposed to use and which you aren’t, and when you should use them and when you shouldn’t. But in the 1-29 bracket those many options aren’t opened to you yet, so for now your job is easy.

Holy-Specific Tips
The main thing I want to mention about Holy is that it really does play just like the opposite of Shadow. When leveling as Shadow your DoT’s are amazing, but when leveling Holy your DoT’s are an amazing waste of your mana. Almost all of the Shadow-based spells are a complete waste of both time and mana as a Holy spec, with an exception made for Mind Blast (while leveling) and Shadow Word: Death (which you don’t get until your 30’s).

Healing a dungeon as Holy is simple. In this bracket, with all of two heirlooms to my name, I healed dungeons with Power Word: Shield and Renew, and that’s basically all I needed. I would cast Heal on occasion when I couldn’t bubble, and stupid DPS who liked to pull would require an occasional Flash Heal, but most of my tank healing was strictly bubbles and Renew. I didn’t cast the two at the same time, I used either one or the other.

Mana can become an issue though, especially if there are problems with threat. If you have to heal multiple people then someone’s likely going to die. PW:Shield and Renew are both fairly high on mana cost, so spamming them on the whole party can dry you out quick. I wiped twice in Stockades on my Priest because people were pulling multiple groups and I had no chance of healing them all. Not that I could have done any better at all on my Resto Shaman, but at that level you just don’t have the tools to handle damage on several targets at once while having the mana to back it all up.

Mana is the real key to your success at this level, and the key to that is not over healing. The primary example of that is PW:Shield and Renew. Outside of PvP there is no reason to have both of these spells up on the same target at the same time; not in this level bracket, at least. Renew heals for enough by itself to essentially work just like the bubble does. If you do need some extra healing on him, use your slow cast, low cost spells to top him off. If you know that your Renew isn’t going to be enough because extra mobs just got pulled, then go ahead and apply your bubble before Renew is done ticking so that the extra healing can build up in the background while the mobs are chewing away at the bubble.

Don’t feel like you have to keep your tank, or the rest of the party for that matter, at full health all the time. Pay attention to how much damage he takes and how fast to adjust your healing accordingly. If you have a tank who take almost no damage at all then don’t bother healing them until they’re near half health, and even then just toss a Renew and let it tick to full. If you have a tank that’s just getting demolished who seems like he’s going to die every two seconds then you need to be more active on the healing front.

If your party takes a little damage, don’t worry about it. Either top them off when someone goes afk, or when loot is being rolled on after a boss, or just let them stay where they are. You’re there to keep people alive, not to keep them at full health every step of the way.

The next thing in relation to mana is getting that mana back. I don’t hesitate to say that the Undead racial of Cannibalize was the single most helpful thing I could have done. When the tank goes to pull a new group and I’m at or below 60% of my mana I give him a bubble and then use my racial on one of the mobs we just killed. Every two minutes I get 40% of my health and mana back for munching on a dead humanoid/undead mob, and that is fantastic.

I also dealt with some of these mana potions by making my Resto Shaman an alchemist and making a good deal of mana potions, which also come in very handy. Since I had plenty of mats I made at least a stack of each type of mana potion while I was leveling her Alchemy, and then sent them out to the healers. On average I used 3-5 of each potion, total, for the level bracket they’re meant for. My Shaman never used one outside of PvP, but my Priest used them now and then in his 20’s and 30’s.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 1-10

  • Smite (1): Smite an enemy for 33 to 37 Holy damage.
  • Flash Heal (3): Heals a friendly target for 316 to 366.
  • Shadow Word: Pain (4): A word of darkness that causes 1326 Shadow damage over 18 sec.
  • Power Word: Shield (5): Draws on the soul of the friendly target to shield them, absorbing damage. Lasts 15 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.
  • Inner Fire (7): A burst of Holy energy fills the caster, increasing the armor value from items by 60% and spell power by 23.
  • Renew (8): Heals the target for 62 every 3 sec for 12 sec.
  • Mind Blast (9): Blasts the target for 65 to 67 Shadow damage.

Smite is your spammable attack, the one you’ll use most for your questing. Flash Heal is a powerful and fast, but expensive heal that is best used in emergency situations. Shadow Word: Pain is a pretty strong DoT spell, but as Holy it’s not very valuable and rarely worth its high mana cost.

Power Word: Shield is your bubble, and one of the main keys to your early dungeon healing success, also great for both questing and PvP, especially since it cancels pushback while casting. Inner Fire is a nice spell power buff which is pretty hard to come by at this level, which also has a nice boost to your armor providing extra survivability. This buff no longer has a duration, so once you put it up it will stay up until you die, cancel it, or change specs.

Renew is the other important heal that you have at this level, often healing the target for even more damage per tick than they’re taking. Its mana cost is a little bit on the high side, so make sure you’re not needlessly overwriting it or removing the need for its healing by using a bubble on the target at the same time. Last up is Mind Blast which is a Shadow spell, but this one is cheap on mana, has a fast cast time, and deals some pretty decent damage as well. I often use this to pull with.

By choosing Restoration as your specialization at level 10 you receive all of the following:

  • Holy Word: Chastise (10): Chastise the target for 29 to 31 Holy damage, and disorients them for 3 sec.
  • Spiritual Healing (10): Healing increased by 15%.
  • Meditation (10): Allows 50% of your mana regeneration from Spirit to continue while in combat.
  • Absolution (10): Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
  • When you first get Holy Word: Chastise it’s a little uncertain whether it’s a great spell or a poor spell. The effect is cool, the damage is somewhat low, it’s instant cast which is great, but it also has a ridiculous 30 second cooldown. I generally end up using this one as a chance to interrupt spell casters with the disorient effect, or to finish off mobs that run when low on health (until we get Shadow Word: Death in the 30’s).

    Spiritual Healing is pretty straight forward, you become 15% better at keeping people alive. Meditation is similarly simple, giving you 50% better mana regeneration during combat, and it’s one of the reasons why Spirit is an important stat for us. Absolution is pretty cool, it makes Dispel magic remove 2 Magic debuffs from your target instead of 1.

    Level 11-20

    • Psychic Scream (11): The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 sec. Damage caused may interrupt the effect.
    • Power Word: Fortitude (14): Power infuses all party and raid members, increasing their Stamina for 1 hour. If the target is in your party or raid, all party and raid members will be affected.
    • Resurrection (14): Brings a dead ally back to life with 35% health and mana. Cannot be cast when in combat.
    • Heal (16): Heal your target for 159 to 183.
    • Holy Fire (18): Consumes the enemy in Holy flames that cause 46 to 58 Holy damage and an additional 21 Holy damage over 7 sec.

    Psychic Scream is an ability you want to get familiar with using, yet you need to be really careful of using it when in groups unless you have the glyph for it. It’s an AoE fear that hits up to 5 targets, and I really love this spell. When you’re in dungeons though, generally people hate you for casting this. Using the glyph removes the running away part and instead makes them cower in place for its duration.

    Power Word: Fortitude is the Priest’s signature buff, providing the whole party/raid with an increase to their Stamina. Resurrection is your rez, pretty much the same as every other non-combat rez in the game. Heal is your cheap, cost effect heal that has a long cast time. This is your filler heal, used to keep people up or topped off when there’s no reason to bother with other heals. Apply this liberally to tanks in low level LFG.

    Holy Fire is last up on the list, it’s a great spell that deals both direct damage as well as damage over time. When using the right glyphs you also get an increase in damage to your Smite if the target has your Holy Fire DoT active on them.

    Level 21-29

    • Cure Disease (22): Removes 1 disease from the friendly target.
    • Fade (24): Fade out, temporarily reducing all your threat for 10 sec.
    • Dispel Magic (26): Dispels magic on the target, removing 2 harmful spell from yourself or 1 beneficial spell from an enemy.
    • Devouring Plague (28): Afflicts the target with a disease that causes 1240 Shadow damage over 24 sec. 15% of damage caused by the Devouring Plague heals the caster. This spell can only affect one target at a time.

    Cure Disease does just that, removes a disease from your target. There aren’t a ton of diseases early on, and most of those aren’t very important anyway, but it’s best for you to get used to it now so that when it does matter you know how to use it. Fade isn’t all that important to us unless you’re dealing with a tank with poor threat. I get the most use out of this, as Holy, but using it in PvP to make pets leave me alone.

    Dispel Magic is a nice, versatile dispel. It can be used on both friendly targets and enemies, either clearing harmful debuffs from your team or removing beneficial buffs from your enemies. Devouring Plague is last up on the list. It’s a strong DoT that also heals you for a portion of the damage that it deals. Unfortunately, it too has a high mana cost and is best used by Shadow Priests.

    Leveling a Holy Priest

    • Questing Single Mob: Mind Blast, Holy Fire, Smite spam
    • Questing Multi-Mob: [target 1] Shadow Word: Pain, Devouring Plague, [target 2] Mind Blast, Holy Fire, Smite spam

    Questing Single Mob
    For single mobs it’s a simple matter of just burning them down with Smite spam. I like to pull with Mind Blast, personally, mostly because I like to get extra damage out of Smite by using Holy Fire’s debuff. Normally I would suggest pulling with a spell like Smite because of its longer cast time, but I don’t feel it’s necessary and found that I prefer pulling with Mind Blast so that’s what I do.

    Questing Multi-Mob
    When I’m facing multiple mobs as Holy I do go ahead and use my DoT’s, but only on a single target. DoT the first target, burn the second one down, and then finish off the first with Smite spam. If you pull more than two, then still just DoT the first target and then leave him alone while you focus on the others so that your DoT’s can actually deal their damage and be worth the mana it costs to cast them.

    How to Heal: 29 Holy Priest
    When you’re actually filling your healing role rather than questing it’s probably a good idea for you to have a clue how to actually, you know, heal. The numbers in the next section are based on the level 29 version of the spell, unmodified by talents or gear.

    Healing Spells
    Flash Heal: 28% base mana, 1.5 second cast, heals for 316-366
    Power Word: Shield: 34% base mana, instant cast, absorbs damage
    Renew: 17% base mana, instant cast, heals 62 every 3 sec for 12 sec.
    Heal: 9% base mana, 3 second cast, heals for 159-183

    Resurrect: 60% base mana, 10 second cast, non-combat resurrection
    Cure Disease: 16% base mana, instant cast, removes 1 disease
    Dispel Magic: 16% base mana, instant cast, removes 2 harmful magic effects

    As you can see here, PW:Shield is your most expensive spell that you’ll cast during combat. It’s a great spell, fantastic for healing, but it’s expensive and it doesn’t actually heal anything by default (you can glyph it to do so). Next up is Flash Heal, which is also expensive but it’s your single largest heal in this level range. Again, you don’t want to cast it any more than you have to, but when you have to it’s there for you and it pack a decent punch.

    Renew is next up on the list, and even with no haste at all you can see that it heals for (62 x (12/3=4) = 248) 248 over 12 seconds. The drawback of course is that you have to wait the full 12 seconds before you get that healing. Finally we have Heal which is your cheapest and least effect per-cast heal. Don’t dismiss this one for the low healing value though, because that cheap mana cost makes it one of the best healing options available to you. If you don’t need a big heal right away then Heal is much better than Flash Heal for its low mana cost alone.

    Talent Spec: 29 Holy Priest

    • Improved Renew 2/2: Increases the amount healed by your Renew by 10%.
    • Divine Fury 3/3: Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.5 sec.
    • Surge of Light 2/2: You have a 6% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and cost no mana.
    • Desperate Prayer 1/1: Instantly heals the caster for 30% of their total health.
    • Empowered Healing 2/3: Increases the healing done by your Flash Heal, Heal, Binding Heal and Greater Heal by 10%.
    • Holy Concentration 1/2: Increases the amount of mana regeneration from Spirit while in combat by an additional 15%.

    I started off with Improved Renew mostly so that I could combat those low level mana problems. If Renew heals for more then that means you have fewer heals that you have to cast, so more mana you get to save. This is one of your best investments early on. Divine Fury is another great spell, reducing the cast time on two of your primary questing attacks as well as two of your heals (you don’t get Greater Heal in this level range, though). If you’re going to quest as Holy at all, you want this talent.

    Surge of Light is a really great spell, giving some of your spells (see above) a chance to proc a free, instant Flash of Light. I love this both for questing since it can proc from my Smite spam, as well as dungeon healing (especially when multiple people are taking damage), and it’s fantastic for PvP. I especially love it in PvP when it procs off of a Flash Heal and then procs another Flash Heal, giving me three of this bad boy in a row for the price of one.

    Desperate Prayer was a personal choice and one that a lot of Holy Priests don’t bother taking, especially while leveling. I took this first and foremost because I enjoy PvP while I’m leveling and a free, instant heal for 30% of my health is nothing to sneeze at in PvP. I also took it because there had been several times that I was healing a dungeon where a single heal on me would have prevented a wipe. If you don’t want to put a point here then I suggest you finish off Empowered Healing instead.

    Empowered Healing is a great boost to your healing efficiency, plain and simple. Holy Concentration I took for the mana regen alone. Mana is what it’s all about at this level, and more regeneration was more important to me than Lightwell or even getting some instant healing out of Renew.

    Glyphs

    Prime Glyphs

    My preference for your first glyph is Power Word: Shield because I think at an early level that it provides the most overall benefit and one of the few forms of instant healing you can get. I kept low level tanks alive by alternating casts of PW:Shield and Renew, and this was one of the more beneficial effects for doing that.

    Renew would be my second option for additional healing from it. I do like using Renew and it is really powerful, but I did’t feel that it needed to be any more powerful at that level. Not that more healing is ever a bad thing, but that it wasn’t necessary.

    Major Glyphs

    • Glyph of Smite: Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.
    • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.

    You have two great choices for your first Major glyph. Smite is the big winner if you’re going to do a lot of questing. It’s one of the very few things you can do to increase your damage output as Holy. Psychic Scream though is also great, especially if you’re leaning more towards dungeons. I started off with Scream and eventually switched it over to Smite at which point I did a little questing with my wife’s mage and completely pissed her off when I used Scream and sent her target running behind her while she was trying to cast.

    For those of you who don’t know my wife, pissing her off means you better duck because there’s going to be a heavy object flying at your head in a matter of seconds. Don’t worry, the stapler just barely grazed me this time.

    Minor Glyphs

    Our options for minors is pretty much crap at this level. I prefer Fortitude since I’m a healer and have almost no problem with threat in the first place, though Fading isn’t bad if you’re more into PvP and want to avoid those hunter and warlock pets. Personally, I just skipped the minor glyph until 34 and used Levitate instead, then added Fortitude at level 50.

    Gearing Up Your Priest
    For Holy you’re looking first and foremost at Intellect on your gear. Intellect provides Spell Power, Mana, and Spell Crit, all of which you’re interested in. Next up is going to have to be Spirit because Priests will do struggle with mana at low levels. Haste comes next as it makes your Renew tick faster and it also allows your heals to cast faster which is really useful when your best filler heal has a base cast time of three seconds.

    Cloth is your only option for gear of course, and lucky for us all cloth gear is caster gear, so it shouldn’t be too hard to find. Weapons can be kind of hit and miss, though there are quite a few good staves that drop in dungeons. You can find some decent off-hand weapons from dungeons these days as well, but one-handed caster weapons are pretty rare at low levels.

    Even though I have access to some of my Hand Me Down gear, a mace with +22 Intellect being one of them, I didn’t use them on the Priest because I wanted to be as pure as I could to what another player might be since Priests are well known for their mana issues right now.

    Macros

    #showtooltip
    /startattack
    /cast Smite
    /run UIErrorsFrame:Clear()

    I use this type of macro for all of my attacks (Smite, Holy Fire, Mind Blast, SW:Pain, Devouring Plague) mostly so that I have an auto-target and auto-attack built into the spell cast.

    #showtooltip
    /cast [@focus] Power Word: Shield

    This is my “heal with sammich” macro, it allows me to cast my bubble directly on my focus without having to bother with targeting and such. I set the tank as my focus as soon as the group is created and hit this button when the spell wears off. I use a variation of this for Renew, Heal, and Flash Heal as well so that I can easily heal an instance with one hand while eating a sammich with the other and watching YouTube on the second monitor.

     
     
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