Historically Priest has been the strongest and most versatile PvP healer in vanilla wow. Going into forever with the addition of penance, disc priest is in a strong position to retain that title and allow players to excel at all forms of PvP whether it be solo or with a group.
Why Priest?
Strengths And Weaknesses
- Very versatile kit
- Strong casts as well as instants
- Lots of CC, Damage and Utility options
- Strong with a group or Solo
- Can carry a team fight with good positioning
- Shield isn't affected by Mortal Strike
- Low mobility and CC is very low range
- Mana intensive - requires gear, consumes and class understanding to manage well
- Positioning mistakes are very punishing
Spellbook Breakdown
Healing
Power Word: Shield (10% healing coefficient) - Used regularly and early on anyone taking HIGH damage or about to that has some other buffs to protect it from being purged. Not affected by mortal strike.
Renew (100% healing coefficient) - Used regularly and early on anyone taking damage as long as they have buffs to protect it from being purged.
Flash Heal (~43% healing coefficient) - Used in emergency situations when incoming damage is high, somebody is low or casting is risky.
Heal (~86% healing coefficient) - Used when casting is safe and you want to be efficient.
Greater Heal (~86% healing coefficient ) - Used when casting is safe and you want to be efficient while doing a LOT of healing.
Penance (~57% healing coefficient) - Should be Prioritized over everything, great healing per mana and healing per second and very safe due to frontloaded healing on early ticks even if you get stopped later.
Damage
Shadow Word: Pain (120% Spellpower coefficient)
Devouring Plague (80% Spellpower coefficient)
Mind Blast (~43% Spellpower coefficient)
Smite (~71% Spellpower coefficient)
Holy Fire (~100% Spellpower coefficient)
Penance (~57% Spellpower coefficient)
Starshards (100% Spellpower Coefficient)
CC
Psychic Scream - used to peel people off yourself, thin out the pack or cc healers to score a kill
Mind Control - rarely used but can be used to force interrupts, delay for your psychic scream cooldown or help to control a healer for longer in order to score a kill
Confounding Flash (gnome) - can be used for extra CC to escape or in combination with mind control to score a kill
Chastise (Dwarf) - can be used in combination with grenade to guarantee a hit
Utility
Dispel Magic - Removes two Magic buffs from an enemy or debuffs from a friend
Mana Burn - good for gaining a mana edge in a battle or forcing casters to back off
Power Infusion - big dam for big friend
Priest Basics
Healing
Press
Penance on cooldown - it is strong, safe, and efficient, making it your baseline spell. Outside of
Penance, focus on maximizing the value of
Renew and
Power Word: Shield. Avoid applying these to unbuffed targets, as enemies can easily dispel them; use some Rank 1 spells first to act as dispel fodder if the enemy team or player has a
Dispel Magic or
Purge. This is described in greater detail in the downranking section.
If a teammate is in immediate danger, do not waste time setting up rank 1 buffs. Use
Flash Heal if
Penance is on cooldown, or
Power Word: Shield as a last resort if it is at risk of being purged. Keep in mind,
Flash Heal is mana-inefficient and should not be overused, but efficiency never takes priority over keeping someone alive. During slower phases with safe positioning, rely on
Heal or
Greater Heal for efficiency.
In 1v1 situations, and when tanking a melee player, make sure to use all your instant heals before resorting to
Flash Heal, especially against opponents with an interrupt.
Damage
Unless playing solo, your goal is to assist your DPS/Team with burst damage to finish a player off rather than tunnel-vision damage the entire time. Keeping your team alive is always the main priority; trading a teammate for a kill provides zero net advantage.
When the pace of the fight slows down, contribute efficient damage with
Shadow Word: Pain and
Mind Flay if you've specced into it. These spells assist with pressuring enemies, prevent restealths and, apply slows to help prevent your DPS from being kited. Use
Mind Blast and
Shadow Word: Death as your burst potential when going for a kill.
Dispel Magic often delivers far higher value and efficiency than raw damage so always be on the look out for opportunities to use it, things like enemy HoTs/Shields/strong buffs or removing CC from allies are high priority. See the section on dispelling for more information.
Crowd Control (CC)
Pushing aggressively for a
Psychic Scream is usually a bait, but timing it correctly can instantly win the fight. Knowing when to make this move separates good Discipline Priests from great ones.
Playing safe at a distance is usually easier and can still win fights, but staying too passive can cause you to miss kill opportunities. Beginners should start by focusing on positioning, party survivability, dispels, and light damage assistance early on. As your situational awareness improves, optimal moments to push for a
Psychic Scream will become intuitive rather than forced.
Positioning
Positioning as a Discipline Priest in Classic relies heavily on mastering max-range spacing: aim to stay 30 yards from your damage target and 40 yards from your heal target (with adjustments based on the specific PvP context).
Running recklessly into the fight to hit a Psychic Scream rarely pays off; in most cases, you gain far more value simply by avoiding enemy damage and crowd control. Adapt by using terrain and line-of-sight obstacles to disengage from enemies, build distance, and reset the fight. Often fights can come down to delaying until fear is back up or getting away for a drink.
General Strategy and Mindset
Battlegrounds
In large-scale fights, stay in the backline 30 to 40 yards from the main fight. Any enemy melee attempting to reach you must push through your entire team and likely get focused down. If they keep chasing, pull back further to drag them out of their healers' range. In smaller skirmishes where everyone is closer together, use
Psychic Scream more frequently to create breathing room, reposition, or kite. Terrain and architecture throughout the battleground are great tools to help you line of sight enemies or avoid damage and buy you time. A lot of your stronger tools are cooldown based, albeit a short one, this means the more you can delay a fight the more often you can use these tools to outvalue enemies.
Power Word: Shield,
Penance and
Psychic Scream are good examples of this.
World PvP
Very unpredictable. In addition to your core kit, try to make use of everything available to you to disengage from enemies and keep them at a distance, that can even mean terrain objects like trees and steep hills as well as any real LoS objects you can find. Make use of your gadgets and consumables as they can turn the tide of a battle and you never know if another enemy is about to join the fight so closing it out asap with mana remaining is always a priority. Remember it's better to not get hit at all than to take damage and heal it up.
Dueling
You can't make much use of range or line of sight early on in a duel, this means you need to play for control. Try to survive until you're able to land a full
Psychic Scream on your opponent (without them using
Greater Insignia of the Alliance or breaking it in various other ways) and use these opportunities to reposition, kite and drink. You can try to disengage a caster early if you feel like you're falling behind but be aware of the duel area and of the opponent chasing you down. As disc you mostly want to outlast opponents, whether that be their mana, their health or by surviving until you can land full fears and wearing them down.
Mana Burn is strong against casters and other healers here, especially if you have the
Improved Mana Burn talent.
I will likely write an entire separate guide on basic duelling strategy against each class in the future but this is outside of the scope of this guide.
Downranking
When to downrank
Generally, you will mostly downrank buffs to serve as dispel protection for your primary spells (
Power Word: Shield,
Renew, or
Inner Fire) against enemy Priests, Shamans, and Warlocks. Outside of buff protection, downranking other Rank 1 spells is mainly done for raw mana efficiency, but recently blizzard has allowed us to fish for procs like
Blackout with rank 1 spells again like
Shadow Word: Pain. Keep in mind that low-rank heals receive a drastically reduced spell damage/healing coefficient, this could make them less efficient than some higher rank spells. The addon Spellcoda is invaluable in allowing you to check the Coefficient, healing per second and mana efficiency of individual spells and ranks.
What to downrank
Trash Buffs - to protect
Renew/
Power Word: Shield (assuming max rank versions have been purged)
- Rank 1
Power Word: Fortitude - Rank 1
Renew - Rank 1
Inner Fire (when no melee on you) - Rank 1
Divine Spirit (if you've already buffed above) - Rank 1
Shadow Protection (if you've already buffed above) - Rank 1
Fade (rare)
Other
- Rank 1
Holy Nova - to get stealthers out for cheaper than using max rank - Rank 1
Psychic Scream - to save mana when fearing 1-2 targets - Rank 1
Shadow Word: Pain - to break grounding totem, stop restealths, proc blackout etc - Rank 1
Mind Flay - to slow somebody down at range for cheap
Heals
Heal - efficient slow heal, you don't always need to use max rank
Greater Heal as it heals for a ton and will usually overheal a bunch. You can judge for yourself which keybind and use depending on your gear, usually you'll start at rank 4 and work down to rank 2 over time.- Rank 1
Flash Heal - if you're super oom and want to get some extra healing out it can be useful but it's relatively rare to use.
Dispelling
Dispel Magic removes 2 MAGIC buffs or debuffs, some classes have more important things to remove than others, these are the most important things to look out for from each class.
Priest
Generally worth purging a lot as they have some strong base buffs and you want to have them relatively clean so that you can remove stuff on demand as they use it.
Renew - be careful, they can bait dispels with rank 1 renew which isn't worth the mana to dispel.
Power Word: Shield - huge value to purge this
Power Infusion
Shadow Word: Pain - be careful of rank 1
Devouring Plague - need to use abolish disease for this but it's big value to remove.
Mage
Can be tricky to get into a good position where you can purge them enough without falling too far behind.
Polymorph (Off others)
Ice Barrier
Frost Nova - Prio removing this to deny ice lance/shatter value.
Missile Barrage
Presence of Mind (arcane mages are rare, if you're fast and manage to snipe it - even rarer
Arcane Power
Warlock
Removing their dots and fears quickly can reduce a ton of the warlock pressure which quickly escalates if you allow them to get going due to the high value nature of dot global presses.
Corruption
Demonic Brand
Wrack
Fear (Off others)
Seduction (Off others)
Shaman
Ghost Wolf (if kiting them)
Frost Shock (if kiting them)
Nature's Swiftness - rare to dispel but big value if you snipe it
Riptide
Druid
You can deny a swiftmend if you remove the rejuvenation/regrowth hot before their global is up
Nature's Swiftness - rare to dispel but big value if you snipe it
Rejuvenation -
Regrowth
Entangling Roots
Paladin
Their CC and blessings are core parts of their kit and very detrimental to them if removed.
Hammer of Justice (off others)
Repentance (off others)
Blessing of Freedom
Blessing of Protection
Blessing of Sacrifice
Hunter
Hunter generally gains distance with freezing trap, if you can dispel it and keep a melee on target they are relatively squishy.
Freezing Trap (off others)
Talents
This spec is predominantly for Solo World PvP and Duelling. The extra damage from shadow coupled with Silence and lower fear cooldown allows the priest more kill potential than a regular disc spec.
Talent Build
Leveling Path
- 10

- 11

- 12

- 13

- 14

- 15

- 16

- 17

- 18

- 19

- 20

- 21

- 22

- 23

- 24

- 25

- 26

- 27

- 28

- 29

- 30

- 31

- 32

- 33

- 34

- 35

- 36

- 37

- 38

- 39

- 40

- 41

- 42

- 43

- 44

- 45

- 46

- 47

- 48

- 49

- 50

- 51

- 52

- 53

- 54

- 55

- 56

- 57

- 58

- 59

- 10Twin Disciplines

- 11Twin Disciplines

- 12Twin Disciplines

- 13Twin Disciplines

- 14Twin Disciplines

- 15Silent Resolve

- 16Silent Resolve

- 17Silent Resolve

- 18Holy Precision

- 19Martyrdom

- 20Meditation

- 21Meditation

- 22Meditation

- 23Improved Power Word: Shield

- 24Inner Focus

- 25Mental Agility

- 26Mental Agility

- 27Mental Agility

- 28Improved Inner Fire

- 29Improved Inner Fire

- 30Improved Mana Burn

- 31Improved Mana Burn

- 32Penance

- 33Improved Power Word: Shield

- 34Improved Power Word: Shield

- 35Twilight Focus

- 36Twilight Focus

- 37Twilight Focus

- 38Blackout

- 39Blackout

- 40Blackout

- 41Blackout

- 42Blackout

- 43Improved Shadow Word: Pain

- 44Improved Shadow Word: Pain

- 45Shadow Reach

- 46Shadow Reach

- 47Shadow Focus

- 48Shadow Focus

- 49Shadow Focus

- 50Shadow Focus

- 51Mind Flay

- 52Improved Psychic Scream

- 53Improved Psychic Scream

- 54Vampiric Embrace

- 55Shadow Weaving

- 56Shadow Weaving

- 57Shadow Weaving

- 58Silence

- 59Devouring Contagion

Good For Solo Gameplay / Duelling
Option to flex points out of shadow weaving and into dark inspiration.
Racials
Gnome
Solid all round pick, every racial gives good value and provides absolute value, often reactively so a good choice for new players
Confounding Flash - 0.5 sec cast holy school, poly DR, can combo it with mind control for a strong cc chain.
Contingency Plan - The ward and both the procs are magic so can be dispelled.
Escape Artist - can be combo'd with confounding flash and a speed increase to gain distance and kite.
Eureka! - decent value when you have to do a lot of healing in a short space of time. (flash or greater)
Expansive Mind - 5% mana, nuff said.
Engineering Specialization - 20% less chance MULTIPLICATIVE, not additive.
Night Elf
Good pick, most of the racials are strong and provide good value but some require the player to make pro-active choices to outplay opponents and gain value which requires a degree of experience and understanding.
Shadowmeld - Can be used to hide out of combat. can drink->meld with it. can be used in combat to avoid casts (have to use it before the cast goes off, it's not like wotlk meld) but incurs 2min cd then.
Starshards - Insanely overtuned, 1800damage/6 100% sp coefficient arcane school. Expect it to get nerfed but have fun while it lasts.
Elune's Grace - Requires good understanding of opposing class and pro-active play to avoid key abilities like kidney shot or viper sting.
Elune's Light -
Quickness - 2% movespeed stacks with other movespeed buffs so has niche kiting value, until you meet a tauren at least.
Wisp Spirit - if you don't die you won't need it.
Dwarf
Decent pick however chastises long cooldown and low duration makes it relatively unreliable. Has fewer points of value than gnome and night elf.
Chastise - 2 second root, 2 minute cooldown, 20 yard range, can be combo'd with a grenade for a guaranteed hit.
Desperate Prayer - Strong defensive self heal, affected by MS. 10 min cd
Stoneform - Strong defensive option vs rogues, can be used to remove wound poison or blind, diseases like devouring plague and warrior/rogue/feral bleeds.
Artisan's Precision - now you only need 3% more spell hit :)
Big Game Hunter - relatively inconsequential but extra damage vs hunter pets and shapeshifted druids.
Human
The buffed human spirit and will to survive sadly doesn't give enough value to be considered for pvp compared to the other race choices.
Feedback - incredibly weak for the mana cost, can proc
Blackout
Divine Grace - can't be used on yourself but removes weakened soul so can be a good tool in group combat
Will to Survive - very strong and does not share cooldown with PvP trinket but human's lack of other valuable pvp racials sadly make it a weaker choice
Perception - only useful against rogues and druids and tricky to actually get value out of due to the nature of stealth
The Human Spirit - 10% spirit, synergises well with buffed 50% meditation, good for pve
Ruthless - 1% crit
Undead
After dark sacrifice was nerfed to not break cc anymore, undead fell down in value a lot, the reduction to touch of the grave internal cooldown has helped it offensively however. Due to the mana value of dark sacrifice and cannibalize, undead is a solid pick as disc but you may want to consider going troll regardless if you're considering playing shadow too as both races are relatively similar for disc.
Touch of Weakness - considerable AP reduction for melee who hit you, can proc blackout.
Dark Sacrifice - Nerfed to not break CC sadly so just a mana gain tool now.
Will of the Forsaken - Undead's strongest racial, can be to remove magic dust.
Touch of the Grave - Passive extra damage proc, 15 seconds internal cd.
Cannibalize - Strong situational tool to recover mana quickly but requires a corpse.
Troll
A solid group combat and solo combat pick due to the strength of hex of weakness, loses some value if playing with a warrior or hunter who can also apply mortal strike. Has amazing offensive value but lacks some defence so will be reliant on team mates to peel melee at times.
Shadowguard - Procs blackout on melee,ranged and spells, very efficient damage.
Hex of Weakness - 20% ranged Mortal strike without a cooldown is likely the strongest priest racial in the game, can use rank 1 to save mana if you dont need the melee AP reduction (which is also considerable at max rank)
Rapid Regeneration - works the same way as a bandage but heals for slightly more.
Berserking - haste is solid but does not affect channels or dots. reduces gcd.
Regeneration - minor increase to passive health regen, not enough to make a race decision over.
Beast Slaying - relatively inconsequential but extra damage vs hunter pets and shapeshifted druids.
Professions
Professions are currently relatively unknown until we reach max level and find out what's available, engineering is a pretty good bet but the other profession slot is currently undetermined.
- Engineering - lots of grenades, trinkets and useful gadgets that contribute massively to influencing the outcome of a battle.
- Alch/Tailoring/Enchanting/(?) - Some value in each of these, relatively unknown currently which is best.
Gear
Stats
- Spirit - Provides mana regen but only works outside of the 'Five second rule' aka your spirit regen is paused for 5 seconds after spending mana (50% effective with meditation talented)
- MP5 - Provides mana regen all the time
- Intellect - 1 Int gives 15 mana
- Stamina - 1 Stam gives 10 health
- Crit - Our crits are only worth 150% so not something we tend to aim for over other stats
- Armour - Reduces the Physical damage you take, massively increased by inner fire.
- Healing - Increases heals by varying amounts (see coefficients)
- Spell power - Increases damage by varying amounts (see coefficients)
Spell Hit - Likely most of our hit will come from talents but if gear has a good amount of it then it might be preferable in the future.
Stat Priority
Initially look for gear with solid amounts of Stamina and Intellect on, Healing and Spirit/Mp5 are often a 'secondary' stat on these items but can be prioritized more later on to increase throughput in longer fights.
BiS Gearset
(currently unknown)
Consumables
Pot CD
Major Healing Potion
Major Discolored Healing Potion - heals for more than a major health pot but need to combine it with a powerful anti-venom or abolish disease depending which it procs.
Major Mana Potion
Swiftness Potion - great in world pvp for escaping sticky situations
Restorative Potion - can be used pre-emptively to remove CC.
Free Action Potion
Living Action Potion - can be used to get out of stuns if trinket is on CD.
Limited Invulnerability Potion - super useful for tanking melee if you can't escape or get a peel.
Invisibility Potion - must be out of combat to use.
Greater Stoneshield Potion - good to prepop vs a melee in a duel if consumes are permitted.
Magic Resistance Potion - good to prepop vs a caster in a duel if consumes are permitted.
Grenade CD
Iron Grenade - can be used while moving, hard to hit.
Thorium Grenade - Iron grenade but more damage
The Big One - good for using on top of yourself to peel melee hitting you
Big Iron Bomb - cheaper the big one
Portable Bronze Mortar - Instant, low range grenade but a guaranteed hit as long as you click the circle on the enemy.
Goblin Sapper Charge- big dam on demand at the cost of grenade control
Flash Bomb - not that frequently used as priest, mostly good for dealing with flag carriers in wsg
Magic Dust - 30 sec sleep, 1 minute cooldown. great for an instant self peel when out numbered but expensive.
Really Sticky Glue (horde, limited supply)
Healthstone CD
Greater Healthstone
Whipper Root Tuber - ghetto healthstone if you don't have one
Night Dragon's Breath
Dark Rune/
Demonic Rune
First Aid
Heavy Runecloth Bandage
Powerful Anti-Venom - for removing viper sting and rogue poisons
Surgical Tourniquet - for removing bleeds so you can bandage/troll racial
Trinkets
Keep in mind most items with an on use effect incur a short cooldown when equipped so think ahead.
Goblin Mortar - If it backfires you can cancel the self-stun buff by putting /cancelaura goblin mortar in your stopcasting macro
Gnomish Net-o-Matic Projector
Gyrofreeze Ice Reflector - strong vs frost mage
Ultra-Flash Shadow Reflector - strong vs Warlock/Shadow Priest
Hyper-Radiant Flame Reflector
Gnomish Cloaking Device - useful escape tool in a pinch
Tidal Charm - the goat
Item Gadgets
Goblin Rocket Boots - great for escaping melee or gap closing for psychic scream.
Gnomish Mind Control Cap - great for filtering out some enemies in an uneven fight but they need to be out of combat so it's tricky to pull off as a priest
Goblin Rocket Helmet - great for filtering out some enemies in an uneven fight
Skull of Impending Doom - you can prepop this when you're about to be cc'd to break the CC and then cancel the effect with a macro to limit mana/hp loss.
Pets
Super useful as disc as you generally lack some damage which these provide for zero mana cost
Gnomish Battle Chicken (trinket)
Arcanite Dragonling (trinket)
Mithril Mechanical Dragonling(trinket)
Dog Whistle - grenade cd (trinket)
Compact Harvest Reaper Kit - grenade cd (not equipped)
Spiked Collar (not equipped)
Spider Swarm (not equipped)
Elixirs/Buffs - (unknown what stacks)
Elixir of the Owl
Elixir of Greater Intellect
Elixir of the Whale
Elixir of Greater Spirit
Greater Mageblood Elixir
Greater Cleric's Elixir
Greater Arcane Elixir
Elixir of Shadow Power
Sage's Tea
Brilliant Mana Oil
Kreeg's Stout Beatdown
Major Troll's Blood Elixir
Elixir of the Phalanx
Elixir of Sages
Elixir of Greater Fortitude
Elixir of Wicked Regeneration
Elixir of Greater Defense
Savory Turtle Stew
Other
Flame Deflector
Ice Deflector
Useful Macros
Cancelaura macro with some other useful stuff in to cancel skull of impending doom / goblin mortar backfire
/stopcasting
/cancelaura flee
/cancelaura goblin mortar
Dispel macro with self on mod on shift and cure poison via powerful anti-venom on ctrl
#showtooltip
/cast [mod:shift,@player]Dispel magic; [mod:ctrl]Powerful Anti-Venom; Dispel Magic
Holy Nova / R1 Holy Nova on shift mod
#showtooltip
/cast [mod:shift]holy nova(rank 1); Holy nova
Inner fire / R1 inner fire on ctrl mod
#showtooltip
/cast [mod:ctrl] inner fire(rank 1); inner fire;
Fear ward / Fear ward self macro on shift mod
#showtooltip
/cast [mod: shift, @player] fear ward; fear ward
PI macro with self mod on shift
#showtooltip power infusion
/cast [mod:shift, target=player] power infusion; power infusion;
Group buff macro to get in combat from far away in group wpvp/bgs and avoid sap
#showtooltip
/cancelaura prayer of shadow protection
/cancelaura shadow protection
/cast [@player]prayer of shadow protection(rank 1)
/use crystal water
Help/Harm macro example - uses pain if target is an enemy, uses pain rank 1 if target is an enemy and pressing ctrl. uses shield if target is an ally, uses abolish disease if target is an ally and pressing ctrl
#showtooltip
/cast [harm,mod:ctrl]Shadow Word: Pain(rank 1);[harm]Shadow Word: Pain;[mod:ctrl]Abolish disease; power word: shield;
Tips and General Info
- Can use free spells or
Inner Focus to stay out of five second rule and maximise regen value. - Jump to extend
Psychic Scream range. - Queue wand in last 3rd of
Penance channel to get an instant shot right after. - You can combo
Confounding Flash with
Mind Control right away to get some breathing room. - A
Warrior auto attacking into
Power Word: Shield will not gain rage from absorbed attacks.
Blackout procs from the application of
Shadow Word: Pain, not the ticks, so you can spam rank 1 to fish for procs when you have nothing else to do or are chasing somebody down.