Shadow Priest Overview & Changes - WoW Forever Guide
Shadow Priest in WoW Forever gets cheaper Shadow spells and stronger critical damage through Shadowform. Devouring Contagion lets Devouring Plague move from a dying enemy to a nearby one, while Shadow Weaving now builds your own damage instead of boosting the raid's Warlocks. DoTs, direct casts and Mind Flay each have a place; choose between them by how soon the damage must land.
Shadow Priest overview
Keep worthwhile DoTs ticking on durable targets, use safe gaps for Mind Blast and Mind Flay, and shorten your setup for quick kills. Shadow can cover party chip damage through Vampiric Embrace, but emergency direct healing still means leaving form. Stop a channel for an assigned Silence rather than letting a dangerous enemy cast finish.
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The biggest changes from Classic
- Shadowform halves Shadow spell costs
Shadowform gives 10% Shadow damage, 15% less Physical damage taken, 50% lower Shadow spell mana costs and a 100% increase to Shadow spells' critical strike damage bonus. That last effect modifies the crit bonus, not the whole hit.
- Plague carries only its remaining time
Devouring Contagion spreads Devouring Plague when its holder dies. A late jump does not become a fresh full-duration DoT, so choose a dying enemy near the next target while there is still time left on the disease.
- More Mind Flay range means less slowing
Improved Mind Flay adds damage and reach but weakens the slow. At two points, it adds 20% damage and ten yards while slowing by 20%, down from the base spell's 50%.
Shadow Priest
Ranged DPS
Classic Shadow spent much of a raid fight maintaining Shadow Word: Pain and the target's Shadow vulnerability, with mana limiting repeated Mind Blasts and Mind Flays. Forever reduces that mana pressure, gives periodic damage a reason to value crit, and moves Shadow Weaving's benefit onto you. Party healing and control remain separate reasons to bring a Shadow Priest.
Build your talentsChoose DoTs for enemies that will live through them
On a boss or durable add, keep Shadow Word: Pain working while you cast Mind Blast and channel Mind Flay. Improved Shadow Word: Pain adds three seconds at rank 1 or six seconds at rank 2. That longer duration reduces how often you need to refresh it, provided the target remains alive and attackable.
Before applying a new DoT, check the next kill, immunity or forced target change. An enemy the group is about to finish may die before enough ticks occur to repay your cast. Use damage that lands sooner rather than putting a fresh long effect on every low-health mob.
On several durable enemies, spread damage only to targets your group intends to fight. Leave crowd-controlled targets clean, and keep the priority kill moving instead of spending every cast dotting secondary enemies. Existing DoTs keep dealing damage while you return to the main target.
Do not refresh an active Pain simply because you need to move. Let its remaining ticks work and use the movement to reach your next casting position. A new application is worthwhile when the old effect is ending and the enemy still has enough life left, not just when you have an empty moment between channels.
Use Mind Blast and Mind Flay between applications
Mind Blast puts damage into a direct cast; Mind Flay deals its damage through a three-second channel. Once your worthwhile effects are running, choose the cast you can finish before the target moves or dies. If the group is changing targets, finish the priority enemy rather than beginning another long channel on a mob nobody needs you to kill yet.
Improved Mind Blast reduces Mind Blast's cooldown by up to 2.5 seconds at five points. Those points help when you have time and mana to cast it more often. If movement or required utility repeatedly stops you using the shorter cooldown, range, threat reduction or control may solve a more immediate problem.
Start Mind Flay from a position where the target will stay in range and line of sight. Stop the channel to avoid danger or make an assigned interrupt; losing its remaining ticks is better than taking a lethal hit or allowing a dangerous cast through. Do not automatically cancel a productive channel just because another button becomes available.
Improved Mind Flay is a distinct damage-versus-kiting choice. Rank 1 adds 10% damage and five yards but lowers the slow to 35%; rank 2 adds 20% damage and ten yards but lowers it to 20%. Against an enemy held by the tank, extra reach helps you keep casting. Against a melee opponent chasing you, the weaker slow lets them cover ground faster even though you can begin farther away.
Arrange Devouring Plague jumps around the next kill
Devouring Contagion reduces Devouring Plague's mana cost and makes it jump to a nearby enemy when the afflicted target dies. At rank 1, the cost reduction is 25% and the jump range is five yards. At rank 2, those become 50% and ten yards. Both ranks transfer only the remaining duration.
In a packed dungeon pull, put Plague on a target that will die beside another enemy you intend to damage. Applying it to the last survivor gives you no next target; placing it on a mob being dragged away can put the rest of the pack outside its jump range. The disease must still be active when its holder dies.
A dying carrier is not automatically a reason to refresh. Compare the remaining duration with the time the next enemy will stay alive, and keep the priority kill first. The talent does not promise a fresh full DoT on each death or let you choose the recipient of the automatic jump. Keep controlled enemies away from the carrier rather than depending on it to pick a safe target.
On a single boss without adds, the cost reduction still applies, but there is no death-spread benefit during the boss's life. Do not value the talent as if every encounter supplies a chain of nearby kills.
Keep execute damage separate from another full setup
Early Demise increases Shadow Word: Death's critical chance against targets at or below 20% health. At rank 1, the increase is 15%. It improves that spell's execute use; it does not grant every Shadow spell a bonus at the same threshold or guarantee that Death will crit.
As the target enters execute, let existing DoTs keep ticking and look for damage that will arrive before it dies. Reapplying every effect can spend the rest of the kill on setup. A durable boss at 20% still has time for DoT refreshes, while a dungeon add at the same percentage may only need one more direct hit.
Spend Early Demise points when Shadow Word: Death has a meaningful part in your kills. It does not replace Darkness's broader Shadow-damage benefit or make Mind Flay range irrelevant during the rest of the fight.
Maintain your own Shadow Weaving
Shadow Weaving gives your Shadow damage spells a chance to increase the Shadow damage you deal for 15 seconds, stacking up to five times. At rank 1, the proc chance is 33% and each stack adds 2%. It is your damage increase, not a debuff increasing all Shadow damage taken by the enemy.
Classic's Shadow Vulnerability helped other Shadow casters, including Warlocks. Forever's personal buff removes that reason to keep attacking an old target after the group's priority changes. Follow the required kill and keep your Shadow casts going rather than treating each enemy as a separate raid-vulnerability assignment.
During downtime, get into position for the next target instead of applying damage to a controlled enemy just to keep stacks active. Losing a short buff is preferable to breaking control or pulling another pack. The benefit is part of your sustained damage, not permission to ignore the tank's target.
Time Vampiric Embrace for party damage and dying enemies
Vampiric Embrace lasts 30 seconds and heals party members for 20% of your Shadow spell damage. Its one-minute cooldown means you should choose a window rather than expect uninterrupted coverage. Apply it when your party will take repeated damage and you will be able to keep attacking.
The healing is party-limited, not raid-wide. In a raid, your subgroup placement affects who benefits. It helps with steady chip damage while you deal damage; it does not give you a targeted emergency heal for a player about to die. Agree on party placement and healing duties using the parent's group guidance.
An enemy dying while afflicted by Vampiric Embrace also gives your Spirit Tap talent a chance to trigger. That death interaction does not require you to claim the finishing blow. If an add will die during a useful healing window, applying Embrace before its death can support the party and give you a chance at recovery for the next target. Do not overwrite the group's priority just to chase the proc.
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 talentsHoly
17 talentsShadow
18 talentsSpend your 51 points, try different paths and share your build in the talent calculator.
Build your talentsRead all talent descriptions
Discipline
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Power in Light Maximum rank 5
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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
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Wand Specialization Maximum rank 2
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Rank 1
Increases your damage with Wands by 13%.Rank 2
Increases your damage with Wands by 25%.Passive
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Twin Disciplines Maximum rank 5
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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
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Silent Resolve Maximum rank 3
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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
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Holy Precision Maximum rank 3
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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
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Improved Power Word: Shield Maximum rank 3
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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
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Martyrdom Maximum rank 2
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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
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Mental Agility Maximum rank 3
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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
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Inner Focus Maximum rank 1
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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
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Meditation Maximum rank 3
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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
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Improved Inner Fire Maximum rank 3
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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
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Mental Strength Maximum rank 5
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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
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Soul Warding Maximum rank 1
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Rank 1
Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.Passive
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Improved Mana Burn Maximum rank 2
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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
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Penance Maximum rank 1
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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
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Renewed Hope Maximum rank 5
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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
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Divine Aegis Maximum rank 3
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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
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Power Infusion Maximum rank 1
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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
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Twilight Focus Maximum rank 3
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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
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Improved Renew Maximum rank 3
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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
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Holy Specialization Maximum rank 5
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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
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Spell Warding Maximum rank 5
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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
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Divine Fury Maximum rank 5
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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
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Holy Nova Maximum rank 1
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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
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Blessed Recovery Maximum rank 3
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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
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Inspiration Maximum rank 3
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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
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Holy Reach Maximum rank 2
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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
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Improved Healing Maximum rank 3
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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
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Searing Light Maximum rank 2
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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
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Binding Heal Maximum rank 1
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Rank 1
Heals a friendly target and the caster for 236 to 284. Low threat.155 Mana | 40 yd range | 1.5 sec cast
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Litany of Light Maximum rank 2
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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
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Spirit of Redemption Maximum rank 1
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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
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Spiritual Guidance Maximum rank 5
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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
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Spiritual Healing Maximum rank 3
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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
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Prayer of Mending Maximum rank 1
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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
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Shadow Focus Maximum rank 5
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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
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Blackout Maximum rank 5
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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
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Spirit Tap Maximum rank 5
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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
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Shadow Affinity Maximum rank 3
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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
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Improved Shadow Word: Pain Maximum rank 2
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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
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Shadow Reach Maximum rank 2
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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
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Improved Mind Blast Maximum rank 5
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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
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Improved Psychic Scream Maximum rank 2
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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
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Mind Flay Maximum rank 1
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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
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Improved Mind Flay Maximum rank 2
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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
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Improved Fade Maximum rank 2
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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
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Vampiric Embrace Maximum rank 1
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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
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Shadow Weaving Maximum rank 3
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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
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Silence Maximum rank 1
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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
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Devouring Contagion Maximum rank 2
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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
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Early Demise Maximum rank 2
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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
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Darkness Maximum rank 5
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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
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Shadowform Maximum rank 1
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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
Reserve mana for healing outside Shadowform
Shadowform lowers the mana cost of all Shadow spells by 50%. Classic's form instead gave 15% Shadow damage and 15% reduced Physical damage taken without this mana discount; Forever gives 10% damage while retaining the physical reduction and adding stronger crit damage. Cheaper repeated damage casts make sustained attacking less punishing, but they do not make your healing spells half-price.
Forever prohibits healing spells in Shadowform rather than Classic's blanket restriction on Holy spells. Leave form when you need to cast a heal, then return when the emergency is over. Plan for the healing and the return to form instead of spending your last mana on damage and expecting to rescue someone afterward. Staying out briefly to finish required recovery can be better than repeatedly shifting between every heal.
Spirit Tap rewards kills of non-trivial targets. At rank 1, it has a 20% chance to grant 100% bonus Spirit for 15 seconds, with mana regeneration at 50% of the normal rate during casting. The additional death interaction from Vampiric Embrace helps in groups, but the proc is not guaranteed and a boss phase without dying enemies cannot sustain kill-based recovery.
If you take Inner Focus, its free next spell and extra critical-effect chance can support damage or a needed emergency heal after leaving form. Use it before you are empty when a suitable cast is already needed. Meditation supplies regeneration during casting without requiring a kill, making it a different investment from Spirit Tap rather than a duplicate.
Spend points on range, control or cross-tree support
Shadowform is a row-seven talent requiring Vampiric Embrace and at least 31 Shadow points. With 51 points total, that leaves at most 20 for other trees. Early Discipline mana talents fit; Penance does not, because it requires at least 21 Discipline points. Additional Shadow ranks reduce what remains for off-tree support.
Shadow Focus adds Shadow spell hit, and Shadow Affinity reduces Shadow threat. Choose hit to improve offensive reliability; choose threat reduction when sustained damage forces you to hold back for the tank. Darkness improves Shadow damage without requiring kills, whereas Devouring Contagion's spreading effect and Spirit Tap need enemies to die.
Shadow Reach increases offensive Shadow range without changing Mind Flay's slow. Improved Mind Flay separately adds flat range and damage while weakening that slow. If your main problem is keeping melee enemies away, consider which of those effects you are buying instead of treating every range point as an equal kiting improvement.
Improved Psychic Scream requires Blackout in this tree, so count the prerequisite points when choosing a shorter fear cooldown. Silence is a separate row-five control choice. Do not copy a Classic build solely because the talent names look familiar; the removed-talent comparison records the changes to the old trees.
Compare Shadow hit, periodic crit and spell damage
A missed DoT application delays damage and costs another cast if you reapply it. Shadow Focus supports Shadow spells; its rank-1 hit bonus is 1%. Holy Precision remains Holy-only even though Forever combines hit categories on items. Count the talents for your damage school rather than adding every Priest hit effect together.
Periodic damage can crit, so crit helps more of your damage than Classic's direct-cast emphasis. Shadowform increases the critical strike damage bonus of Shadow spells by 100%. This doubles the extra damage portion of a crit, not the entire hit, and does not double your crit chance.
Compare that crit benefit with spell damage, needed hit, mana and survival on the same item. More crit cannot fix repeatedly missed applications or channels lost because you had to stand too close. Intellect leaves room for sustained casting and emergency healing; Stamina helps you survive long enough to make those choices.
Healing gear grants one-third as much bonus damage, which can make a leveling piece usable for Shadow without making its whole healing value count as spell damage. Keep a healing set for substantial off-healing duties, and do not add offensive hit for friendly heals. The Priest gearing section explains the class-wide item changes.
Use Silence, fear and Fade before pressure gets out of hand
Silence prevents spellcasting for five seconds and interrupts spellcasts for three seconds, on a 45-second cooldown. Save it for the dangerous cast you are assigned to stop. Its base range is 20 yards, so position for that job before starting a channel from farther away. Do not spend it casually on a harmless cast when the next one can kill someone.
Psychic Scream can create space from nearby enemies, but fleeing mobs can reach another dungeon pack. Check the escape direction and nearby pulls before using it. In PvP, use that space to reach cover, heal or establish a safer cast; immediately standing still in the same place lets the enemy close again.
Blackout gives Shadow damage a chance to stun. It can interrupt an opponent's pressure, but a random proc is not a substitute for a planned Silence. Improved Fade shortens Fade's cooldown, helping when threat repeatedly sends enemies toward you. Bring them back toward the tank instead of continuing to channel while being chased.
Fear Ward is baseline, not a reason to restrict your Priest to an old Classic race choice. General racials and Priest racial spells remain separate decisions; use the parent race section rather than assuming a race's general cooldown is a Shadow-only spell.
Shadow Priest questions
Does Shadow Priest restore the party's mana in WoW Forever?
Vampiric Embrace supplies party healing, while Spirit Tap helps your own mana recovery. Neither is a party mana-return effect. Shadowform's lower Shadow spell costs also benefit you rather than supplying mana to other players.
Does Devouring Plague still require an Undead Priest?
No. Devouring Plague is a general Priest Shadow spell in Forever, and Devouring Contagion improves it through the Shadow tree. Keep that spell separate from the race-specific Priest abilities listed in the [parent guide](/forever/guides/priest#racials).
Does Improved Mind Flay make the slow stronger at two points?
No. Improved Mind Flay trades slow strength for damage and range. The base slow is 50%, rank 1 slows by 35%, and rank 2 slows by 20%. Two points help damage and reach but let a moving enemy approach faster while slowed.
Does Shadowform protect me against spell damage?
Its 15% damage reduction is Physical, not a reduction to every damage school. Spell Warding in Holy addresses incoming spell damage, but it costs off-tree points that could otherwise support mana, damage or control.
Does Early Demise improve every crit below 20% health?
No. Early Demise names Shadow Word: Death's critical chance against targets at or below 20% health. It does not add execute crit chance to Mind Blast, Mind Flay or your DoTs.