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Holy Priest overview

Use a direct heal and rank that cover the next damage, Binding Heal when you are injured too, and Prayer of Mending where nearby allies can keep its jumps working. Do not delay urgent recovery to earn a mana refund. Repeating the right heal is cheaper than adding an unnecessary spell just to alternate.

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The biggest changes from Classic

One cast can recover you and an ally

Binding Heal has a 1.5-second cast, heals a friendly target and you, and generates low threat. It is especially valuable after shared damage while your main healing target still needs attention.

Direct healing can move Mending

Prayer of Mending triggers when its holder takes damage or receives non-periodic healing. An incoming direct heal can send it onward before the next enemy attack.

Spirit favors healing over damage

At rank 5, Spiritual Guidance adds spell healing up to 25% of your Spirit, but spell damage up to 8%. Classic's equal 25% conversion to both no longer applies.

Holy Priest

Healer

Holy keeps Classic's spell and rank decisions, then adds tools for two injured targets and damage moving through a group. Plan your next cast around who will need recovery when it finishes.

Build your talents

Choose your direct heal before choosing its rank

For steady tank damage, use Heal or a Greater Heal rank that restores the health lost between casts. Step up the healing when repeated hits leave the tank progressively lower. When a large hit is predictable, start Greater Heal early enough to land after it rather than waiting until the tank is already in danger. If another healer covers the damage first and the target is safe, cancel the unnecessary cast.

Flash Heal is for recovery that cannot wait for a slower cast. A player who will die before Greater Heal finishes needs that faster response, even when it costs more mana over repeated casts. Once the immediate danger passes, return to a spell and rank that can sustain the remaining damage instead of burning emergency casts on small deficits.

Keep more than one rank available where the healing and cost difference matter. Compare their healing in your current gear: a lower rank saves mana only if it still covers enough damage. If it forces another cast right away, the saving can be lost. Classic's exact downranking lists are not a reason to ignore the health restored by your Forever ranks.

Divine Fury shortens Heal and Greater Heal by up to half a second at five points. It does not shorten Flash Heal or Binding Heal. That decides which direct casts you can finish before the next hit.

Use Binding Heal when both health bars need it

Binding Heal heals a friendly target and the caster with low threat. After a raid attack injures both you and the tank, it can cover your own recovery without abandoning the tank for a separate self-heal. In a dungeon, the same choice helps after an enemy clips you while the tank is still taking damage.

If you are healthy, the self-healing half is wasted. Compare a normal single-target heal instead of treating Binding Heal as the default replacement for Flash Heal. If you are the only injured player, choose a self-heal rather than selecting an uninjured ally just to cast Binding Heal.

Low threat is not zero threat. If a loose enemy is attacking you, move toward the tank or use Fade rather than standing still just because the cast is low threat. Its 1.5-second cast still needs enough space to finish.

Let needed spell changes earn Litany refunds

At rank 1, Litany of Light returns mana equal to 5% of a healing spell's base cost when your previous heal was a different spell. The refund comes from the new cast's base cost. It is not a flat refund for every heal, and repeated casts of the same spell do not meet the condition.

After shared damage, Binding Heal may recover you and the tank; a following Greater Heal can then address the tank's remaining deficit and earn Litany of Light's refund. Renew during movement followed by a needed direct heal is another natural change. In both cases, the second spell already has a healing job.

Do not insert a spare Renew between repeated Greater Heals solely for the refund. That additional cast costs mana and delays the next large heal. If the tank needs Greater Heal again, repeat it.

Place Prayer of Mending where it can keep jumping

Prayer of Mending is instant, has a ten-second cooldown and begins on a friendly target. It heals when that target takes damage or receives non-periodic healing, then jumps to a party or raid member within 20 yards. It can jump up to five times and lasts 30 seconds after each jump. Only one target can carry your Mending at a time.

Before a pull, place it on the tank if the tank will take the first hit and nearby players are likely to need the later healing. Before a shared raid hit, choose a player near other threatened allies. The next jump is measured from its current holder, not from where you stand. A distant ranged player can receive the initial heal yet leave the spell with nobody nearby to jump to.

Watch the holder as well as the cooldown. A direct heal can trigger Mending and move it before the enemy swings, so it may no longer be on the tank when the next heavy attack lands. Heal that tank according to their remaining danger instead of assuming the bounce is still waiting there. Renew ticks are periodic healing and do not meet this healing trigger.

Recasting replaces your existing placement; it does not start another independent bouncing heal. Let a well-placed Mending continue if the next holders will take damage. Recast when it has become stranded or the next damage is elsewhere, accepting that you give up the old placement. Its five-jump allowance is not a reason to expect five useful jumps from players spread across the room.

Choose Renew, shields or party healing for the damage pattern

Renew supplies healing over time without stopping to cast. Put it on a player who will keep missing health while you move or work on another target. A target about to die needs immediate recovery instead; a player another healer is about to top off may get little from the remaining ticks. Improved Renew increases its healing but does not change those timing limits.

Power Word: Shield is a way to prevent predictable damage or buy a cast window. It does not refill an empty health bar, and Weakened Soul prevents you from shielding the same player again immediately. Use it before the dangerous hit, then follow with the direct healing that is needed.

Prayer of Healing addresses several injured members of your party at once. Choose its rank around how much of that healing the group can use. If one player is low and the others are safe, a targeted heal avoids spending a party-sized cast on a single health bar. Check range before beginning; Holy Reach enlarges Prayer of Healing's radius.

Holy Nova damages enemies around you and heals party members within its radius, with no threat from either effect. Its base radius is ten yards, also improved by Holy Reach. It can help when nearby party members need recovery together, but moving into a dangerous position to reach them can cost more healing than Nova supplies. Its damage can also disturb crowd control even though it generates no threat.

Use Inspiration against physical pressure

Inspiration triggers from non-periodic critical heals and increases the recipient's Armor for 15 seconds. At rank 1, the Armor increase is 8%. Direct healing on a tank taking melee hits can therefore leave protection against the following physical attacks.

Renew ticks do not trigger Inspiration. Periodic damage can crit in Forever, but that does not make periodic healing crit, and Inspiration excludes periodic healing anyway. Holy Specialization supports eligible Holy critical effects, but do not repeatedly heal full health bars to chase the Armor buff.

Armor does not solve incoming spell damage. Against a caster-heavy pull, put your next heal where it is needed rather than favoring a nearly healthy melee target just to maintain Inspiration. Against hard physical hits, keep the tank's direct healing covered and treat the proc as additional protection, not a guaranteed reduction on the next swing.

Priest talent trees

Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.

Discipline

18 talents
5 Power in Light 2 Wand Specialization 5 Twin Disciplines 3 Silent Resolve 3 Holy Precision 3 Improved Power Word: Shield 2 Martyrdom 3 Mental Agility 1 Inner Focus 3 Meditation 3 Improved Inner Fire 5 Mental Strength 1 Soul Warding 2 Improved Mana Burn 1 Penance 5 Renewed Hope 3 Divine Aegis 1 Power Infusion

Holy

17 talents
3 Twilight Focus 3 Improved Renew 5 Holy Specialization 5 Spell Warding 5 Divine Fury 1 Holy Nova 3 Blessed Recovery 3 Inspiration 2 Holy Reach 3 Improved Healing 2 Searing Light 1 Binding Heal 2 Litany of Light 1 Spirit of Redemption 5 Spiritual Guidance 3 Spiritual Healing 1 Prayer of Mending

Shadow

18 talents
5 Shadow Focus 5 Blackout 5 Spirit Tap 3 Shadow Affinity 2 Improved Shadow Word: Pain 2 Shadow Reach 5 Improved Mind Blast 2 Improved Psychic Scream 1 Mind Flay 2 Improved Mind Flay 2 Improved Fade 1 Vampiric Embrace 3 Shadow Weaving 1 Silence 2 Devouring Contagion 2 Early Demise 5 Darkness 1 Shadowform
Read all talent descriptions

Discipline

Power in Light Maximum rank 5

Rank 1
Your Smite and Penance spells deal 2% increased damage to targets afflicted with your Holy Fire.

Rank 2
Your Smite and Penance spells deal 4% increased damage to targets afflicted with your Holy Fire.

Rank 3
Your Smite and Penance spells deal 6% increased damage to targets afflicted with your Holy Fire.

Rank 4
Your Smite and Penance spells deal 8% increased damage to targets afflicted with your Holy Fire.

Rank 5
Your Smite and Penance spells deal 10% increased damage to targets afflicted with your Holy Fire.

Passive

Wand Specialization Maximum rank 2

Rank 1
Increases your damage with Wands by 13%.

Rank 2
Increases your damage with Wands by 25%.

Passive

Twin Disciplines Maximum rank 5

Rank 1
Increases the damage and healing of your instant cast spells by 1%.

Rank 2
Increases the damage and healing of your instant cast spells by 2%.

Rank 3
Increases the damage and healing of your instant cast spells by 3%.

Rank 4
Increases the damage and healing of your instant cast spells by 4%.

Rank 5
Increases the damage and healing of your instant cast spells by 5%.

Passive

Silent Resolve Maximum rank 3

Rank 1
Reduces the threat generated by your Holy spells by 10% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 5%.

Rank 2
Reduces the threat generated by your Holy spells by 20% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 10%.

Rank 3
Reduces the threat generated by your Holy spells by 30% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 15%.

Passive

Holy Precision Maximum rank 3

Rank 1
Improves your chance to hit with Holy spells by 6%.

Rank 2
Improves your chance to hit with Holy spells by 12%.

Rank 3
Improves your chance to hit with Holy spells by 18%.

Passive

Improved Power Word: Shield Maximum rank 3

Rank 1
Increases the damage absorbed by your Power Word: Shield by 7%.

Rank 2
Increases the damage absorbed by your Power Word: Shield by 14%.

Rank 3
Increases the damage absorbed by your Power Word: Shield by 20%.

Passive

Martyrdom Maximum rank 2

Rank 1
Gives you a 50% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%.

Rank 2
Gives you a 100% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%.

Passive

Mental Agility Maximum rank 3

Rank 1
Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 3%.

Rank 2
Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 7%.

Rank 3
Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 10%.

Passive

Inner Focus Maximum rank 1

Rank 1
When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.

Instant | 3 min cooldown

Meditation Maximum rank 3

Rank 1
Allows 17% of your Mana regeneration to continue while casting.

Rank 2
Allows 33% of your Mana regeneration to continue while casting.

Rank 3
Allows 50% of your Mana regeneration to continue while casting.

Passive

Improved Inner Fire Maximum rank 3

Rank 1
Increases the Armor bonus of your Inner Fire spell by 15% and increases its total charges by 4.

Rank 2
Increases the Armor bonus of your Inner Fire spell by 30% and increases its total charges by 8.

Rank 3
Increases the Armor bonus of your Inner Fire spell by 45% and increases its total charges by 12.

Passive

Mental Strength Maximum rank 5

Rank 1
Increases your total Intellect by 3%.

Rank 2
Increases your total Intellect by 6%.

Rank 3
Increases your total Intellect by 9%.

Rank 4
Increases your total Intellect by 12%.

Rank 5
Increases your total Intellect by 15%.

Passive

Soul Warding Maximum rank 1

Rank 1
Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.

Passive

Improved Mana Burn Maximum rank 2

Rank 1
Reduces the casting time of your Mana Burn spell by 0.5 sec.

Rank 2
Reduces the casting time of your Mana Burn spell by 1 sec.

Passive

Penance Maximum rank 1

Rank 1
Launches a volley of holy light at the target, causing 81 Holy damage to an enemy, or 184 healing to an ally, instantly and every 1 sec for 2 sec.

100 Mana | 40 yd range | Channeled | 12 sec cooldown

Renewed Hope Maximum rank 5

Rank 1
Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 2% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 1 sec.

Rank 2
Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 4% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 2 sec.

Rank 3
Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 6% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 3 sec.

Rank 4
Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 8% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 4 sec.

Rank 5
Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 10% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 5 sec.

Passive

Divine Aegis Maximum rank 3

Rank 1
Your critical heals create a protective shield on the target, absorbing 5% of the amount healed. Lasts 12 sec.

Rank 2
Your critical heals create a protective shield on the target, absorbing 10% of the amount healed. Lasts 12 sec.

Rank 3
Your critical heals create a protective shield on the target, absorbing 15% of the amount healed. Lasts 12 sec.

Passive

Power Infusion Maximum rank 1

Rank 1
Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.

20% of base mana | 30 yd range | Instant | 3 min cooldown

Holy

Twilight Focus Maximum rank 3

Rank 1
Gives you a 23% chance to avoid interruption caused by damage while casting any spell.

Rank 2
Gives you a 47% chance to avoid interruption caused by damage while casting any spell.

Rank 3
Gives you a 70% chance to avoid interruption caused by damage while casting any spell.

Passive

Improved Renew Maximum rank 3

Rank 1
Increases the amount healed by your Renew spell by 5%.

Rank 2
Increases the amount healed by your Renew spell by 10%.

Rank 3
Increases the amount healed by your Renew spell by 15%.

Passive

Holy Specialization Maximum rank 5

Rank 1
Increases the critical effect chance of your Holy spells by 1%.

Rank 2
Increases the critical effect chance of your Holy spells by 2%.

Rank 3
Increases the critical effect chance of your Holy spells by 3%.

Rank 4
Increases the critical effect chance of your Holy spells by 4%.

Rank 5
Increases the critical effect chance of your Holy spells by 5%.

Passive

Spell Warding Maximum rank 5

Rank 1
Reduces all spell damage taken by 2%.

Rank 2
Reduces all spell damage taken by 4%.

Rank 3
Reduces all spell damage taken by 6%.

Rank 4
Reduces all spell damage taken by 8%.

Rank 5
Reduces all spell damage taken by 10%.

Passive

Divine Fury Maximum rank 5

Rank 1
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.1 sec.

Rank 2
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.2 sec.

Rank 3
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.3 sec.

Rank 4
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.4 sec.

Rank 5
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.5 sec.

Passive

Holy Nova Maximum rank 1

Rank 1
Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 49 to 57. These effects cause no threat.

185 Mana | Instant

Blessed Recovery Maximum rank 3

Rank 1
After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 8% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing.

Rank 2
After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 17% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing.

Rank 3
After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 25% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing.

Passive

Inspiration Maximum rank 3

Rank 1
Your non-periodic critical heals increase your target's Armor by 8% for 15 sec.

Rank 2
Your non-periodic critical heals increase your target's Armor by 17% for 15 sec.

Rank 3
Your non-periodic critical heals increase your target's Armor by 25% for 15 sec.

Passive

Holy Reach Maximum rank 2

Rank 1
Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 10%.

Rank 2
Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 20%.

Passive

Improved Healing Maximum rank 3

Rank 1
Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 5%.

Rank 2
Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 10%.

Rank 3
Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 15%.

Passive

Searing Light Maximum rank 2

Rank 1
Increases your Holy damage done by 2%, and gives a 5% chance each time your Holy Fire spell deals periodic damage for your next Holy Nova to cost no Mana.

Rank 2
Increases your Holy damage done by 5%, and gives a 10% chance each time your Holy Fire spell deals periodic damage for your next Holy Nova to cost no Mana.

Passive

Binding Heal Maximum rank 1

Rank 1
Heals a friendly target and the caster for 236 to 284. Low threat.

155 Mana | 40 yd range | 1.5 sec cast

Litany of Light Maximum rank 2

Rank 1
When you cast a healing spell, gain Mana equal to 5% of the base cost of the spell if your previous heal was a different spell.

Rank 2
When you cast a healing spell, gain Mana equal to 10% of the base cost of the spell if your previous heal was a different spell.

Passive

Spirit of Redemption Maximum rank 1

Rank 1
Upon death, the priest becomes the Spirit of Redemption for 15 sec. 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.

Passive

Spiritual Guidance Maximum rank 5

Rank 1
Increases your spell healing by up to 5% of your total Spirit and your spell damage by up to 1% of your total Spirit.

Rank 2
Increases your spell healing by up to 10% of your total Spirit and your spell damage by up to 3% of your total Spirit.

Rank 3
Increases your spell healing by up to 15% of your total Spirit and your spell damage by up to 5% of your total Spirit.

Rank 4
Increases your spell healing by up to 20% of your total Spirit and your spell damage by up to 6% of your total Spirit.

Rank 5
Increases your spell healing by up to 25% of your total Spirit and your spell damage by up to 8% of your total Spirit.

Passive

Spiritual Healing Maximum rank 3

Rank 1
Increases the amount healed by your spells by 3%.

Rank 2
Increases the amount healed by your spells by 7%.

Rank 3
Increases the amount healed by your spells by 10%.

Passive

Prayer of Mending Maximum rank 1

Rank 1
Places a spell on the target that heals them for 172 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.

210 Mana | 40 yd range | Instant | 10 sec cooldown

Shadow

Shadow Focus Maximum rank 5

Rank 1
Improves your chance to hit with Shadow spells by 1%.

Rank 2
Improves your chance to hit with Shadow spells by 2%.

Rank 3
Improves your chance to hit with Shadow spells by 3%.

Rank 4
Improves your chance to hit with Shadow spells by 4%.

Rank 5
Improves your chance to hit with Shadow spells by 5%.

Passive

Blackout Maximum rank 5

Rank 1
Gives your Shadow damage spells a 2% chance to stun the target for 3 sec.

Rank 2
Gives your Shadow damage spells a 4% chance to stun the target for 3 sec.

Rank 3
Gives your Shadow damage spells a 6% chance to stun the target for 3 sec.

Rank 4
Gives your Shadow damage spells a 8% chance to stun the target for 3 sec.

Rank 5
Gives your Shadow damage spells a 10% chance to stun the target for 3 sec.

Passive

Spirit Tap Maximum rank 5

Rank 1
Gives you a 20% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting.

Rank 2
Gives you a 40% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting.

Rank 3
Gives you a 60% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting.

Rank 4
Gives you a 80% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting.

Rank 5
Gives you a 100% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting.

Passive

Shadow Affinity Maximum rank 3

Rank 1
Reduces the threat generated by your Shadow spells by 10%.

Rank 2
Reduces the threat generated by your Shadow spells by 20%.

Rank 3
Reduces the threat generated by your Shadow spells by 30%.

Passive

Improved Shadow Word: Pain Maximum rank 2

Rank 1
Increases the duration of your Shadow Word: Pain spell by 3 sec.

Rank 2
Increases the duration of your Shadow Word: Pain spell by 6 sec.

Passive

Shadow Reach Maximum rank 2

Rank 1
Increases the range of your offensive Shadow spells by 10%.

Rank 2
Increases the range of your offensive Shadow spells by 20%.

Passive

Improved Mind Blast Maximum rank 5

Rank 1
Reduces the cooldown of your Mind Blast spell by 0.5 sec.

Rank 2
Reduces the cooldown of your Mind Blast spell by 1 sec.

Rank 3
Reduces the cooldown of your Mind Blast spell by 1.5 sec.

Rank 4
Reduces the cooldown of your Mind Blast spell by 2 sec.

Rank 5
Reduces the cooldown of your Mind Blast spell by 2.5 sec.

Passive

Improved Psychic Scream Maximum rank 2

Rank 1
Reduces the cooldown of your Psychic Scream spell by 2 sec.

Rank 2
Reduces the cooldown of your Psychic Scream spell by 4 sec.

Passive

Mind Flay Maximum rank 1

Rank 1
Assault the target's mind with Shadow energy, causing 63 Shadow damage over 3 sec and slowing their movement speed by 50%.

45 Mana | 20 yd range | Channeled

Improved Mind Flay Maximum rank 2

Rank 1
Your Mind Flay now deals 10% more damage, gains 5 yards increased range, but slows the target's movement speed by 35%.

Rank 2
Your Mind Flay now deals 20% more damage, gains 10 yards increased range, but slows the target's movement speed by 20%.

Passive

Improved Fade Maximum rank 2

Rank 1
Decreases the cooldown of your Fade ability by 3 sec.

Rank 2
Decreases the cooldown of your Fade ability by 6 sec.

Passive

Vampiric Embrace Maximum rank 1

Rank 1
Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec. Vampiric Embrace also grants a chance for your Spirit Tap talent to trigger when enemies afflicted by it die.

40 Mana | 30 yd range | Instant | 1 min cooldown

Shadow Weaving Maximum rank 3

Rank 1
Your Shadow damage spells have a 33% chance to increase the Shadow damage you deal by 2% for 15 sec, stacking up to 5 times.

Rank 2
Your Shadow damage spells have a 67% chance to increase the Shadow damage you deal by 2% for 15 sec, stacking up to 5 times.

Rank 3
Your Shadow damage spells have a 100% chance to increase the Shadow damage you deal by 2% for 15 sec, stacking up to 5 times.

Passive

Silence Maximum rank 1

Rank 1
Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.

225 Mana | 20 yd range | Instant | 45 sec cooldown

Devouring Contagion Maximum rank 2

Rank 1
Reduces the mana cost of your Devouring Plague by 25%. Targets that die while Devouring Plague it is active spreads it, jumping to a nearby enemy within 5 yards for the remaining duration.

Rank 2
Reduces the mana cost of your Devouring Plague by 50%. Targets that die while Devouring Plague it is active spreads it, jumping to a nearby enemy within 10 yards for the remaining duration.

Passive

Early Demise Maximum rank 2

Rank 1
Increases Shadow Word: Death's critical strike chance on targets at or below 20% health by 15%.

Rank 2
Increases Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%.

Passive

Darkness Maximum rank 5

Rank 1
Increases your Shadow damage done by 2%.

Rank 2
Increases your Shadow damage done by 4%.

Rank 3
Increases your Shadow damage done by 6%.

Rank 4
Increases your Shadow damage done by 8%.

Rank 5
Increases your Shadow damage done by 10%.

Passive

Shadowform Maximum rank 1

Rank 1
Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form.

40% of base mana | Instant | 1.5 sec cooldown

Deep Holy and Discipline support

Prayer of Mending requires Spirit of Redemption and at least 31 Holy points. With 51 points total, that leaves at most 20 outside Holy. You can reach Inner Focus, Meditation and row-four Discipline options, but not Penance or Renewed Hope, which each begin at 21 Discipline points. A Mending healer therefore does not also shorten Weakened Soul through Renewed Hope.

Spiritual Healing strengthens your healing spells, while Improved Healing reduces the cost of Lesser Heal, Heal, Greater Heal, Penance and Prayer of Mending. For deep Holy, its direct heals and Mending are the relevant savings; Flash Heal and Binding Heal are not in that list. Favor the talent when those named casts consume a substantial part of your mana.

Holy Reach helps when party-healing radius is repeatedly leaving allies out. Twilight Focus helps when damage disrupts your casts. Spending on one can mean fewer points in another healing, damage or defensive option, so identify whether you are losing casts to range or to incoming hits. The Disc guide covers the alternative shield/direct-healing route.

Divine Spirit is baseline rather than a talent you must buy. Lightwell is no longer Holy's capstone; use the parent's removed-talent list for the full Classic comparison.

Spirit, healing power and mana

At five points, Spiritual Guidance converts up to 25% of total Spirit into spell healing and up to 8% into spell damage. Classic gave up to 25% to both. Spirit still improves your healing through this talent, but its Holy-damage contribution is much smaller than the old conversion.

With Meditation, part of your mana regeneration continues while casting; rank 1 allows 17%. Intellect gives you more mana to spend during a demanding stretch, while regeneration helps sustain repeated casts. More bonus healing can let a lower rank cover the same missing health. Compare what each item changes instead of chasing Spirit alone and discovering your heals or mana pool are too small.

Crit can produce stronger direct heals and Inspiration, but those outcomes are not guaranteed for the next injured player. Keep enough healing and mana to cover your assignment without a lucky crit. Healing does not require offensive hit; Holy Precision is a damage choice, not a way to prevent a friendly heal from missing.

Forever's bonus-healing gear also grants one-third as much bonus damage. That supports questing and spare damage casts in your healing set; it is separate from Spiritual Guidance's Spirit conversion. The parent gearing section covers shared hit, crit and caster-weapon changes.

Mana savings and surviving pressure

If you take Inner Focus, use its free next spell on healing the group needs. A large Greater Heal saves mana while recovering one target; Prayer of Healing is a stronger choice when several party members are injured. Its extra 25% critical-effect chance applies only when the spell can crit and is not a guarantee.

Spell Warding reduces incoming spell damage, while Twilight Focus protects casting against interruption caused by damage. Neither is immunity to enemy interrupt abilities. In PvP, stay near cover and keep an escape route from melee rather than expecting a pushback talent to let you cast through everything.

Blessed Recovery triggers after a melee or ranged crit, or after one attack deals more than 30% of your maximum health. At rank 1, it heals 8% of the damage over six seconds; refreshing the effect carries over remaining healing. Because that recovery takes time, use Binding Heal or another immediate response if the next attack could kill you.

Spirit of Redemption gives 15 seconds of free healing after death, but you cannot move. Heal injured allies you can still reach, tell the group where you died, and continue until the effect ends. It does not let you follow a tank out of range or around a corner.

Fit damage between healing assignments

Searing Light increases Holy damage and gives Holy Fire periodic damage a chance to make your next Holy Nova free. At rank 1, that proc chance is 5%, and it does not require a critical tick. Take the talent for time spent attacking, not because it guarantees free healing during a busy healing phase.

If Holy Fire is already ticking and a free Nova becomes available, use it when nearby party members or enemies make it worthwhile. Do not postpone a needed Greater Heal to fish for the proc with a new Holy Fire. During a calm pull, Smite and Holy Fire let you contribute damage without changing gear; reserve enough mana for the next pull's healing.

Fear Ward is available to every Priest. Keep that baseline spell separate from Priest racial spells and general race abilities when choosing a character. The Priest racial breakdown covers those differences, and the group section covers shared assignments without changing Holy's healing priorities.

Holy Priest questions

Does Holy Reach increase Prayer of Mending's jump range?

No. Holy Reach names Smite and Holy Fire range, plus Prayer of Healing and Holy Nova radius. It does not list Prayer of Mending, whose jumps use a 20-yard range from the current holder.

Is Prayer of Mending restricted to my own raid subgroup?

No. Prayer of Mending can jump to a party or raid member within 20 yards. That differs from Holy Nova's party healing. Nearby eligible players matter even when they belong to another raid subgroup.

Does Improved Healing make Binding Heal cheaper?

No. Improved Healing lists Lesser Heal, Heal, Greater Heal, Penance and Prayer of Mending. Binding Heal and Flash Heal are not listed. Litany of Light's different-spell refund is a separate effect.

Can I take Prayer of Mending and Power Infusion together?

No. Prayer of Mending and Power Infusion each require at least 31 points in different trees, exceeding the 51-point budget. Deep Holy can take earlier Discipline mana talents, but PI requires choosing a different build.