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WoW Forever Class

Priest Leveling Guide (Level 1-60) - Talents, Rotations, Races & More

Updated on Oct 7, 2026
Oct 7, 2026

Overview

Priest is a safe and efficient leveling class with access to a powerful DoT in Shadow Word: Pain, massive early damage from Wand Specialization and near infinite mana from Spirit Tap . The power of these early talents gives us the flexibility to build into Discipline or Holy in the mid game to get access to powerful tools like Meditation and Twilight Focus or to continue deeper into Shadow for more damage and utility (as well as to avoid having to re-spec in the late game.)

In the leveling endgame (level 40+) Priest has a transformative power spike when it unlocks Shadowform which received very large buffs in WoW Forever and enables a playstyle switch from heavily relying on DoTs and wanding to a more traditional caster style where wanding is mostly replaced with spells like Mind Blast and Mind Flay.

The Priest makes up for its lack of powerful mitigation tools like having a pet, high armor, or the ability to wear a shield and/or kite with a flexible healing toolkit including efficient instants inPower Word: Shield and Renew and the mana to cast them frequently via Spirit Tap and Meditation. A low cooldown AOE fear in Psychic Scream helps with survivability in both PvE and PvP and allows us to pull multiple mobs much more safely.

Priest excels in both solo and group play and is able to very effectively play the Healer or DPS role in leveling dungeons regardless of your gear or talent build. Priest's main strengths are its minimal downtime, flexible toolkit, and survivability. Its weaknesses are its reliance on keeping its Wand up to date, especially early game, however some of the changes to Enchanting as well as the addition of new dungeons and dungeon quest rewards will make keeping your wand up to date much smoother and more intuitive than it was in Classic.

Recommended Races

In Forever Fear Ward and Devouring Plague were both made baseline and each race was given two new race specific spells. If you want a full breakdown of all the unique racial spells available to Priest and how powerful they are you can watch my priest racial guide here.

The impact of racial bonuses in Forever is small enough that you shouldn't feel pressured to choose based on performance over aesthetic preference however if you have no aesthetic preference I would recommend the following races for each type of PvE content:

Alliance

  • Leveling
    • Night Elf / Dwarf
    • Starshards / 2% move speed / Wisp Spirit are quite strong for leveling and many mobs while leveling are beasts for Big Game Hunter
  • Shadow DPS Endgame
    • Night Elf
    • Starshards might be a DPS upgrade endgame and Elune's Light is a very nice dps CD
  • Healing Endgame
    • Gnome / Night Elf
    • Contingency Plan is powerful and fun, Eureka! and Expansive Mind are nice healing bonuses. Elune's Light is also quite strong and gives us access to a throughput cooldown.

Horde

  • Leveling
    • Undead / Troll
    • Cannibalize is extremely strong sustain while leveling alongside Dark Sacrifice. Shadowguard is a great leveling tool and while Rapid Regeneration is a worse Cannibalize Beast Slaying gains a lot of value while leveling.
  • Shadow DPS Endgame
    • Undead
    • Assuming we can OOM Dark Sacrifice and Cannibalize (usable in combat) will be much more of a damage increase than Berserking
  • Healing Endgame
    • Undead
    • Dark Sacrifice and Cannibalize are incredibly powerful mana tools for healing.

Stat Priority

Caster gear has changed quite a bit in Forever with the addition of much more spellpower on low level gear and large chunks of spellpower added to weapons. This change wont affect our stat priorities overmuch however it will make keeping our weapon up to date MUCH more important than it was in Classic. We should be regularly doing dungeons, especially those with quests that reward strong caster weapons.

  1. Spirit
    1. Spirit reduces downtime by increasing health and mana regeneration. Spirit Tap and Meditation make it super valuable for us.
  2. Spellpower
    1. We don't need a large mana pool from intellect or a big health bar from stamina because we have so much mana sustain from Spirit Tap and such good self healing. We should instead prioritize spell power to directly increase our damage and healing.
  3. Intellect
    1. More mana pool is nice,as it gives us a larger gas tank if we ever overpull or get into a sticky situation without a Spirit Tap proc and allows us get more value from regeneration between mobs. The spell crit it gives is also much stronger in Forever because Shadow Word: Pain and Renew can now crit.
  4. Crit/mp5
    1. You wont see much of these stats on gear while leveling so theyre not really worth thinking about until endgame however 1 mp5 is about as valuable as 1 spirit but you should default to spirit all other things equal because of Spirit Tap. Spell crit is quite strong if you can get access to it.
  5. Stamina
    1. More health allows us to pull more mobs with a lower chance of death. Our powerful Self healing makes this less attractive than for a caster like Mage which relies more on leveraging its max health pool and then eating/drinking to heal.
  6. Hit
    1. Similar to mp5 and crit there wont be much of this on gear while leveling and we get enough +hit from talents to make it less appealing than at endgame.
  7. Haste
    1. Haste drops heavily in value when you can run out of mana and it does not scale HoTs or DoTs in Forever which are our major sources of damage and healing while leveling.

Professions

Professions got a major facelift in Forever especially during leveling and give us access to strong perks early with Campfire Buffs, various consumables and item enhancements, as well as powerful green and blue gear that is much more accessible than it was in Classic. Taking a break from quests/dungeons to gather and level your crafting profession is much more viable than it was in Classic and because every profession has access to tons of new powerful items you cant go too far wrong picking whatever gathering/crafting professions speak to you.

That said, if you want to level both your character and your professions as quickly and efficiently as possible I would still recommend prioritizing getting to level 60 over spending time keeping your crafting professions current along the way. Time spent farming at 60 will be much more efficient than farming at lower levels and you can easily translate the value of that max level farming into the materials necessary to level your professions.

For Priest, however, I would HIGHLY recommend you grab Tailoring and Enchanting in order to craft yourself some 6-8 slot bags, a few starter greens, and MOST IMPORTANTLY the insanely powerful Greater Magic Wand which you will want to craft as soon as you get access to an enchanting supply vendor and a few silver to buy the materials. Enchanting also gives you access to the nerfed but still incredibly powerful Minor Wizard Oil which can also be cheaply crafted entirely from materials from reagent and trade goods vendors.

Consumables

Other than the Minor Wizard Oil you should be crafting yourself you can gain quite a bit of power from elixirs and potions from Alchemy and given that professions are so much stronger during leveling you should be able to cheaply buy these off of nearby players or the auction house while leveling.

Minor Arcane Elixir and Elixir of Wisdom are great buys early. It can also be quite useful to keep a few Health and Mana potions on hand. Spending a few silver at the auction house on a handful of pots usually pays for itself by saving you death runs or wipes in dungeons. Similarly, you should always spend the coin to have a stack or two of the highest tier water available.

Low level item enhancements like Light/Medium Armor Kits from Leatherworking and low level enchants can give you a significant boost of power at very low cost. Checking the auction house or asking in /say at a campfire if any leatherworkers have extra kits can net you +4/+8 stamina which is huge at low levels and still remains relevant in the late game.

Cooking also got a major buff in Forever. All buff food including the recipes you learn at cooking level 1 will give you +5% experience from kills in addition to their other benefits. I would recommend training Cooking on all new characters and using the level 1 recipe you learn from the trainer to cook any usable meat you drop as you level. This way you don't need to level cooking skill or learn any new recipes to keep pretty high uptime on the 5% experience buff which is the main benefit.

When To Train

The most important levels to train are when you get a new rank of Shadow Word: Pain: level 4, 10, 18 , 26, 34, 42, 50 and 58

Priest can easily skip training for a few levels to save time/gold and it can be quite useful to use an addon like "What's Training" to quickly see what spells are available at what levels.

You can skip training ranks of pvp/utility spells like Fade, Mana Burn, Mind Vision, etc. if you want to save the gold or if youre on a PvE server (do not skip Psychic Scream). The highest priority for training are Shadow Word: Pain, Renew, Power Word: Shield. If you prefer opening with Mind Blast vs Holy Fire or vice versa you can choose to skip training ranks of the other. If you aren't playing a Smite style you can even skip training new ranks of Smite entirely after you get your first good wand.

Guide Variants

Talents

Points Invested 51 / 51
17/3/31
Discipline
17(51)
Power in Light
0/5
Wand Specialization
2/2
Twin Disciplines
5/5
Silent Resolve
0/3
Holy Precision
0/3
Improved Power Word: Shield
3/3
Martyrdom
0/2
Mental Agility
3/3
Inner Focus
1/1
Meditation
3/3
Improved Inner Fire
0/3
Mental Strength
0/5
Soul Warding
0/1
Improved Mana Burn
0/2
Penance
0/1
Renewed Hope
0/5
Divine Aegis
0/3
Power Infusion
0/1
Holy
3(48)
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
Binding Heal
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
31(49)
Shadow Focus
5/5
Blackout
0/5
Spirit Tap
5/5
Shadow Affinity
0/3
Improved Shadow Word: Pain
2/2
Shadow Reach
2/2
Improved Mind Blast
1/5
Improved Psychic Scream
0/2
Mind Flay
1/1
Improved Mind Flay
2/2
Improved Fade
0/2
Vampiric Embrace
1/1
Shadow Weaving
3/3
Silence
1/1
Devouring Contagion
2/2
Early Demise
0/2
Darkness
5/5
Shadowform
1/1

Early Game

  • 1-11 : Wand Specialization 2/2
    • This is by far the most impactful talent for the early game. If you craft a Lesser Magic Wand via enchanting your wand will do more damage than any of your spells other than Shadow Word: Pain for quite a while without interrupting your spirit regeneration.
  • 11-16 : Spirit Tap 5/5
    • This is similarly one of the most powerful talents in the tree (and in the entire game) for leveling. Its value is slightly diminished between 11-20 because our wand is so strong that we wont be spending much mana on damage spells but this talent scales incredibly well throughout the rest of the game and makes spirit a hugely valuable stat for leveling (Spirit Tap DOUBLES our spirit for the duration in addition to allowing mana regeneration while casting.) Gets slightly worse in group play/dungeons where you will have to work to get killing blows.
  • Improved Shadow Word: Pain 2/2
    • This is a massive 33% boost to our main damage dealing spell for only 2 points. Incredibly strong and efficient. The one downside of this is that it only increases the damage of DoTs that reach their full duration which further incentivizes us to pull multiple mobs and allow our dots to tick as long as possible.

Mid Game (18-39)

The three talents above are the core of the priests early game power and from here until 40 where we get Shadowform we have lots of flexibility to go into Discipline or Holy if we so desire as many of the middle talents in shadow are not super impactful early particularly for leveling.

Holy gives us access to Twilight Focus which will protect us from pushback when we don't have a Power Word: Shield up and Improved Renew which will buff one of our best self healing tools. We'll also get a small amount of damage from Holy Specialization and Divine Fury buffing Smite and Holy Fire. If you want to cast more Smite and Holy Fire and wand less you can go in this direction and potentially even forego points in Improved Shadow Word: Pain if you're pulling one mob at a time such that your DoT wont reach past 18s duration. While this "Smite Priest" playstyle will be entirely viable I think this is the third best option for the mid game.

Discipline gives us access Twin Disciplines for Shadow Word: Pain and Renew, Improved Power Word: Shield for a 20% boost to one of our main self heals, and most importantlyMeditation which allows 50% of our spirit regen (a stat which we are already heavily incentivized to stack by Spirit Tap) to continue at all times. This talent is extremely powerful and will allow us to safely pull larger and cast more damage and healing spells while sustaining our mana. Access to Meditation will also make us much more effective at healing in dungeons and group play so If you intend to focus heavily in those areas Discipline is a great mid game choice and your damage will not be significantly lower than Shadow or Holy. At 37 Discipline also gets access to Penance which could potentially be very strong for damage but you will only be able to use this for a few levels before you should be re-specing for Shadowform.

Shadow is the default Mid Game direction I will suggest in this guide as it should perform very similarly to Discipline with Meditation while getting access to some nice QoL and utility talents like extra hit on shadow spells, Mind Flay to slow fleeing mobs and Vampiric Embrace as an efficient self heal.

  • 18-21 : 3/5 Shadow Focus
    • Chance to hit is less valuable while leveling because the hit cap on mobs within your level range is pretty low but 3-5 points in this are till quite valuable especially if you ever have to fight a mob 3+ levels higher than you or encounter a higher level player in pvp. The other
  • 21-23 : 2/2 Shadow Reach
    • This is optional, you can choose to go deeper into Shadow Focus if you prefer the hit chance but range, particularly on Shadow Word: Pain but also for Mind Flay and Mind Blast in the late game are quite useful in both PvP and PvE. This will allow you to pull single mobs out of groups more safely, pull mobs together while multi dotting from further away, etc.
  • 24 : Mind Flay
    • it can be tempting to go for this ASAP but until we get access to Rank 2 at level 28 in combination with Improved Mind Flay and ideally other later shadow talents and Shadowform Mind Flay is just not competitive with DoT+Wanding. Is still useful low level to snare when necessary (fleeing mobs, PvP.)
  • 24-26 : 2/2 Improved Mind Flay
    • Big range and damage on our main endgame filler. You can skip this for more hit if you arent going to use flay until 40+.
  • 27 : Vampiric Embrace
    • Very efficient and powerful healing tool for both solo and group play. Will allow you along sideDevouring Plague to pull a ton of mobs then its off cooldown and convert damage into self healing at almost no mana cost. It also allows us to get Spirit Tap procs more consistently in group play. Great tool for healing leveling dungeons in shadow spec as it heals the entire group not just us.
  • 27-30 : 3/3 Shadow Weaving
    • Stacking buff that gives us 10% more damage on shadow spells. Nice efficient points. Try not to let this drop between mobs.
  • 31 : 4/5 Shadow Focus
    • This point can go anywhere if you want some threat reduction or 1 in Blackout but 4% hit is still relevant for leveling mobs.
  • 32 : Silence
    • Great utility point. Casters do A LOT of damage in Forever. Having a silence to prevent the damage and allow you to move them around is great. Obviously insane in PvP.
  • 33-34 : 2/2 Devouring Contagion
    • 50% mana cost reduction on Devouring Plague is nice but not insane by any means. The dot now jumping when the target dies is a nice QoL upgrade for multi dotting and lets us DP the highest kill prio mob instead of wanting to let it live as long as possible to get full value.
  • 35 : 5/5 Shadow Focus
    • This point can also go into Blackout or Improved Mind Blast
  • 36 : 1/5 Improved Mind Blast
    • If you want to Mind Flay x2 into Mind Blast as a rotation youll need to eventually grab 4/5 in this so its fine to start here or to get a few extra in this over Shadow Focus.
  • 36-39 : 3/5 Darkness
    • Nice efficient damage increase per point.

Late Game (40-60)

Once we get to level 40 we have a few choices to make. We can either re-spec right away to grab Shadowform ASAP or we can wait two levels and save the Gold (very important for buying our first mount at 40 especially for Priest which has no movement speed bonuses on talents). This will very much depend on your personal preference and economic status. If you're excited to play with Shadowform fun is always BIS so don't hesitate to re-spec early in that case. If your Priest is your first character and you don't have gold lying around on another character to get yourself your 60% mount instantly, however, you might be better off waiting until 42 and farming some gold to get your mount ASAP. With respect to leveling speed I think the increased kill speed probably beats out a 1g sooner mount but I haven't done the math here and I'm not aware of anyone who has.

In this Guide I'm going to assume you wait until 42 but if you don't you will re-spec to the same build as midgame but minus 2/2 in Wand Specialization for 5/5 Darkness to get to Shadowform.

  • 39-41 : 5/5 Darkness
  • 42 : Shadowform
    • EXTREMELY POWERFUL POINT. This gives us a full 50% mana cost reduction to shadow spells, raises our critical strike multiplier to 2x on shadow spells, gives us a 10% multiplier to all shadow damage on top of all that AND reduces physical damage taken by a gigantic 15%. This point comes at an opportune time when wands are starting to fall off and it allows us to juice up our shadow spells Mind Blast and Mind Flay to become much more competitive with wanding as filler.

Here We have two options: rushing for Meditation or grabbing Twilight Focus for pushback protection while we Flay/Blast enemies in melee. Not sure which is perfectly optimal but I think Meditation is so strong that id default rush it especially given that we can grab Improved Power Word: Shield along the way which will also reduce our pushback received.

  • 43-45 : 3/5 Twin Disciplines
    • Small buff to both our dots and Renew. Nothing better here.
  • 45-48 : 3/3 Improved Power Word: Shield
    • This is more valuable than more in Twin Disciplines imo. PWS is super powerful while leveling because it can extend our health bar with mana that would otherwise overflow out of combat and prevents pushback while its up.
  • 48-50 : 5/5 Twin Disciplines for PvE or Martyrdom / Silent Resolve for PvP servers
    • 2% more damage and healing on periodic effects isnt much, you can easily grab some of these pvp focused options. Martyrdom will also have a small PvE benefit because it'll proc from mobs critting you so it might just be bis here for leveling despite mobs crit chance being generally quite low ~5%.
  • 50-53 : 3/3 Meditation
    • Extra mana regeneration while casting, more spirit scaling. Overall lots of power per point here.

Here we can finish Discipline with Inner Focus and Mental Agility or we can get Twilight Focus first depending on how much pushback is affecting you.

  • 53-56: 3/3 Twilight Focus
    • Now provides pushback protection on everything not just healing spells. Big value when were getting meleed without Power Word: Shield up.
  • 57 : Inner Focus
    • Nice mini-cooldown here. This wont work on dots but we can use this on heals or on Mind Blast for damage. The spell being free means it wont interrupt 5SR regen which can be quite useful, especially for healing.
  • 58 : 1/3 Mental Agility
    • Small mana reduction on our instant casts.
  • 59 : Soul Warding
    • You could go 2/2 into Mental Agility instead but I think the CDR and 15% vs 3% mana cost reduction on Power Word: Shield is slightly better here. If youre primarily doing dungeons to level the last few levels while farming prebis Mental Agility could be better here.
  • 60 : Congratulations, go re-spec to whatever you want!

Gameplay

Five Second Rule

Five Second Rule (5SR) is one of the most important mechanics that will dictate how and when we cast our spells and if you play around it properly you will dramatically increase your overall leveling speed, reduce your downtime and dramatically increase your ability to heal effectively in dungeons if you choose to do so while leveling.

The 5SR dictates that our mana regeneration from spirit stops for five seconds after we spend mana on a spell. This includes casted and instant cast spells but DOES NOT include free spells e.x. anything we cast with Inner Focus, or our racial abilties like Fear Ward and Desperate Prayer which have 0 mana cost.

Much could be said here but to keep it short and practical 5SR incentivizes us to:

  • Cluster our spells together whenever possible.
    • This includes both heals and damage spells
    • Casting everything all at once helps us get to 5SR regen quicker. If you're randomly casting spells in the middle or at the end of a mobs life you will interrupt your spirit regen and cripple your mana sustain.
    • Damage over time, heal over time, and absorbs are great for cluster casting and luckily we have ALL THREE with Shadow Word: Pain, Renew, and Power Word: Shield
  • Cast longer cast time spells first
    • 5SR regen continues during the cast time of spells and doesnt stop until you spend the mana
    • This means long cast time spells like Greater Heal and Holy Fire gain extra value if you cast them first.
  • Cast instants last
    • Instants stop 5SR the instant you cast them. If you cast a cast time spell like Mind Blast and immediately follow it with an instant like Power Word: Shield or Shadow Word: Pain you will get the instant for "free" with respect to 5SR because both spells mana costs happen at the same time.
  • Extend regen with free spells
    • If you're in 5SR regen, especially if your mana is dangerously low, consider using something like Inner Focus or your priest racial like Desperate Prayer or Contingency Plan to keep you or a party member healthy and extend the time you can benefit from your full spirit regen.

Once you get Meditation and/or Spirit Tap procs playing around 5SR becomes LESS important but not totally irrelevant. Developing a sense for how to play around this mechanic is MASSIVELY crucial for being an effective leveler/healer/caster in Classic/Forever so its worth learning and practicing these techniques.

Rotation

Our rotation for most of our time leveling is going to be centered around pre shielding ourselves, cluster casting a few DoTs on the largest amount of mobs we can safely pull, and then rotting those mobs down with wand hits and dot ticks and using the Spirit Tap procs from their deaths to chain into the next pull and repeat.

Starting Zone

1-4 you'll pull with 2-3 Smite and finish the mob if its health remaining is less than 1 smite of damage.

After we get Shadow Word: Pain at level 4 we can pull additional mobs if they aren't dangerous (DO NOT AOE PULL IN THE YETI CAVE). To be maximally efficient you'll want to 1x Smite into Shadow Word: Pain and then adjust the amount of smite you use such that the mobs isn't dying with a large duration of pain left over. Its often better to pull a second mob and let the first mob tick to death from the last 2-3 ticks of pain than to kill a mob with 8s duration of pain left on it. This same DoT duration calculus will continue throughout the rest of the game so its worth getting used to thinking about it early on.

The most important thing is to get access to your Enchanting Trainer ASAP and grab your Novices Wand or ideally Lesser Magic Wand which can both be crafted from materials from the Enchanting supply vendor quite cheaply.

Once you get your first wand you can remove Smite almost entirely from your rotation as your wand will do more dps while costing 0 mana and not interrupting 5SR regen.

Early Game

Once you have your Lesser Magic Wand which should be easily attainable by level 8-10 your rotation will look like

  1. Prepull
    1. Use any excess mana while running between mobs to cast Power Word: Shield and Renew and to refresh Power Word: Fortitude and Inner Fire. Its also worth putting Power Word: Fortitude on other players while running between locations because they may buff you back. The best targets are Druids for Thorns.
  2. Pull
    1. If the mob is high HP/level you can open with a Mind Blast
    2. Put up Shadow Word: Pain
    3. Repeat b) on as many mobs as you can safely face tank (usually 2-3)
  3. Filler
    1. Shoot mobs to death with your wand
    2. Self heal with Renew, Power Word: Shield
    3. If you're in danger and mobs WONT FLEE TOWARDS OTHERS AND PULL MORE Psychic Scream which does not break easily from dot ticks. This does a lot of effective self healing for its relatively cheap mana cost IF ITS SAFE TO USE (beasts, outdoor spread out areas, mobs that don't social aggro)

Mid Game

Wand should still be very strong in this range but we get access to some nice tools here like our priest racial spells, Devouring Plague, Dispel Magic, etc.

  1. Prepull
    1. Use any excess mana while running between mobs to cast Power Word: Shield and Renew and to refresh Power Word: Fortitude and Inner Fire
    2. If you're a Troll you can also keep up Shadowguard here with your extra mana
    3. Clear any pesky diseases with Cure Disease (there are some BAD ones in Forever)
  2. Pull
    1. If the mob is high HP/level you can open with a Holy Fire and/or Mind Blast. Holy Fire is a bit more efficient but has a gigantic cast time. If you don't find casting holy Pyroblast for 20s fun skip it and press Mind Blast or just go straight into DoTing.
    2. Put up Shadow Word: Pain
    3. Repeat b) on as many mobs as you can safely face tank (usually 2-3)
    4. Put up Devouring Plague on a mob with Shadow Word: Pain and try to let that mob live for the whole duration so that you get maximum value on the self healing from Devouring Plague which is quite strong.
  3. Filler
    1. Shoot mobs to death with your wand
    2. Self heal with Renew, Power Word: Shield
    3. If you're in danger and mobs WONT FLEE TOWARDS OTHERS AND PULL MORE Psychic Scream
    4. While mobs are feared or you have a Power Word: Shield you can top yourself with a Heal but if you're keeping up with Renew you shouldnt have to hard cast heals much.
    5. If a fleeing mob is definitely going to pull a dangerous amount of others Mind Flay for the snare to kill it before it gets away.
    6. If a mob has a very dangerous magic buff you can Dispel Magic it but usually just killing the mob faster is better than dispeling an enrage/fire shield/etc

The most important thing to pay attention to here is trying to get full value on your dot ticks. This is why pulling multiple mobs is so important; you want to pull enough that you get 24s worth of pain and full duration Devouring Plague on mobs while not pulling so much that you die.

I often will tab target with wand shots to spread my wand damage out between 2-3 mobs if I'm not in danger such that I wont overkill one mob and waste dot ticks. If I AM in danger I will focus one mob to get to my Spirit Tap proc sooner and utilize that to cast more heals/damage spells.

Late Game

After we get access to Shadowform and higher ranks of Mind Flay post level 28 along side Improved Mind Flay we can shift back more towards an early game style rotation where were going to be frontloading more shadow spells before we let our dots and wand rot mobs.

  1. Prepull
    1. Use any excess mana while running between mobs to cast Power Word: Shield and Renew and to refresh Power Word: Fortitude and Inner Fire
    2. If you're a Troll you can also keep up Shadowguard here with your extra mana
    3. Clear any pesky diseases with Cure Disease (there are some BAD ones in vanilla)
    4. Make sure you're in Shadowform before you pull.
  2. Pull
    1. Open with Mind Blast
    2. Put up Shadow Word: Pain
    3. Put up Devouring Plague on a mob with Shadow Word: Pain and try to let that mob live for the whole duration so that you get maximum value on the self healing from Devouring Plague which is quite strong.
  3. Filler
    1. Mind Flay x2 > Mind Blast
    2. Self heal with Power Word: Shield
    3. If you're in danger and mobs WONT FLEE TOWARDS OTHERS AND PULL MORE Psychic Scream
    4. While mobs are feared or you have a Power Word: Shield you can top yourself with a Heal and/or Renew but these will now break Shadowform so you will have to shift back into form afterwards.
    5. If you don't have a Power Word: Shield active for pushback protection and cant put it back up shoot with your wand
    6. If a mob has a very dangerous magic buff you can Dispel Magic it but usually just killing the mob faster is better than dispelling an enrage/fire shield/etc.

Here because Mind Flay and Mind Blast get so much better with Shadowform we can focus a bit less on trying to get full DoT duration value and more on casting single target filler into mobs however I still like pulling 2 mobs and putting Shadow Word: Pain and Devouring Plague on one, potentially juggling it with Psychic Scream, while I kill the other with filler. Once you have Devouring Contagion you can put Devouring Plague on your main target and pull a second as the main is dying for it to jump to.

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