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WoW Forever Hydra's Disc PvP Guide

By Hydramist
LIVE
Updated on Nov 6, 2026
Nov 6, 2026

Why Priest?

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.

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

Points spent50
25/3/22
Discipline
25
Power in Light
0/5
Wand Specialization
0/2
Twin Disciplines
5/5
Silent Resolve
3/3
Holy Precision
1/3
Mental Strength
0/5
Martyrdom
1/2
Mental Agility
3/3
Inner Focus
1/1
Improved Power Word: Shield
3/3
Meditation
3/3
Improved Inner Fire
2/3
Improved Mana Burn
2/2
Soul Warding
0/1
Penance
1/1
Renewed Hope
0/5
Divine Aegis
0/3
Power Infusion
0/1
Holy
3
Twilight Focus
3/3
Improved Renew
0/3
Holy Specialization
0/5
Spell Warding
0/5
Divine Fury
0/5
Holy Nova
0/1
Blessed Recovery
0/3
Inspiration
0/3
Holy Reach
0/2
Improved Healing
0/3
Searing Light
0/2
Holy Binding
0/1
Litany of Light
0/2
Spirit of Redemption
0/1
Spiritual Guidance
0/5
Spiritual Healing
0/3
Prayer of Mending
0/1
Shadow
22
Shadow Focus
4/5
Blackout
5/5
Spirit Tap
0/5
Improved Mind Blast
0/5
Improved Shadow Word: Pain
2/2
Shadow Reach
2/2
Improved Psychic Scream
2/2
Mind Flay
1/1
Improved Mind Flay
0/2
Dark Inspiration
0/5
Vampiric Embrace
1/1
Shadow Weaving
3/3
Silence
1/1
Devouring Contagion
1/2
Early Demise
0/2
Darkness
0/5
Shadowform
0/1

Leveling Path

  1. Twin Disciplines
    10
  2. Twin Disciplines
    11
  3. Twin Disciplines
    12
  4. Twin Disciplines
    13
  5. Twin Disciplines
    14
  6. Silent Resolve
    15
  7. Silent Resolve
    16
  8. Silent Resolve
    17
  9. Holy Precision
    18
  10. Martyrdom
    19
  11. Meditation
    20
  12. Meditation
    21
  13. Meditation
    22
  14. Improved Power Word: Shield
    23
  15. Inner Focus
    24
  16. Mental Agility
    25
  17. Mental Agility
    26
  18. Mental Agility
    27
  19. Improved Inner Fire
    28
  20. Improved Inner Fire
    29
  21. Improved Mana Burn
    30
  22. Improved Mana Burn
    31
  23. Penance
    32
  24. Improved Power Word: Shield
    33
  25. Improved Power Word: Shield
    34
  26. Twilight Focus
    35
  27. Twilight Focus
    36
  28. Twilight Focus
    37
  29. Blackout
    38
  30. Blackout
    39
  31. Blackout
    40
  32. Blackout
    41
  33. Blackout
    42
  34. Improved Shadow Word: Pain
    43
  35. Improved Shadow Word: Pain
    44
  36. Shadow Reach
    45
  37. Shadow Reach
    46
  38. Shadow Focus
    47
  39. Shadow Focus
    48
  40. Shadow Focus
    49
  41. Shadow Focus
    50
  42. Mind Flay
    51
  43. Improved Psychic Scream
    52
  44. Improved Psychic Scream
    53
  45. Vampiric Embrace
    54
  46. Shadow Weaving
    55
  47. Shadow Weaving
    56
  48. Shadow Weaving
    57
  49. Silence
    58
  50. Devouring Contagion
    59
  1. 10
    Twin Disciplines
  2. 11
    Twin Disciplines
  3. 12
    Twin Disciplines
  4. 13
    Twin Disciplines
  5. 14
    Twin Disciplines
  6. 15
    Silent Resolve
  7. 16
    Silent Resolve
  8. 17
    Silent Resolve
  9. 18
    Holy Precision
  10. 19
    Martyrdom
  11. 20
    Meditation
  12. 21
    Meditation
  13. 22
    Meditation
  14. 23
    Improved Power Word: Shield
  15. 24
    Inner Focus
  16. 25
    Mental Agility
  17. 26
    Mental Agility
  18. 27
    Mental Agility
  19. 28
    Improved Inner Fire
  20. 29
    Improved Inner Fire
  21. 30
    Improved Mana Burn
  22. 31
    Improved Mana Burn
  23. 32
    Penance
  24. 33
    Improved Power Word: Shield
  25. 34
    Improved Power Word: Shield
  26. 35
    Twilight Focus
  27. 36
    Twilight Focus
  28. 37
    Twilight Focus
  29. 38
    Blackout
  30. 39
    Blackout
  31. 40
    Blackout
  32. 41
    Blackout
  33. 42
    Blackout
  34. 43
    Improved Shadow Word: Pain
  35. 44
    Improved Shadow Word: Pain
  36. 45
    Shadow Reach
  37. 46
    Shadow Reach
  38. 47
    Shadow Focus
  39. 48
    Shadow Focus
  40. 49
    Shadow Focus
  41. 50
    Shadow Focus
  42. 51
    Mind Flay
  43. 52
    Improved Psychic Scream
  44. 53
    Improved Psychic Scream
  45. 54
    Vampiric Embrace
  46. 55
    Shadow Weaving
  47. 56
    Shadow Weaving
  48. 57
    Shadow Weaving
  49. 58
    Silence
  50. 59
    Devouring 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.

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