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Holy Priest Playstyles (WoW)
This FAQ is still a work in progress, I do not claim to know everything, your comments and suggestions are welcome. Your questions will be answered as quickly as possible.
| Parts of this page were originally written by Agoge. |
Table of Contents
- Introduction
- Priest Basic
- Armor
- Weapons
- Racial Traits
- Priest Abilities
- Holy
- Discipline
- Shadow
- Priest Talents
- Holy
- Discipline
- Shadow
- Priest Macros
- Holy Builds By: lsfreak and MookusOU
- Guide to Healing
- Frequently Asked Questions
- Acknowledgments
Introduction
Welcome to the Allakhazam Priest Forum FAQ. I would like to thank you for the opportunity to write and share all of the information that I have learned over the three years I have played. I have played both a Shadow Priest and a Holy/Disc Priest. Though the Shadow Priest FAQ looks to be good, I am here to write about Holy/Disc.
Though I will be refreshing a little of the Shadow Priest, my main focus is on the Holy/Disc Priest. Saying this, I have leveled both of my priest by speccing shadow. On one, I switched to Holy/Disc to be a healer. I cannot give accurate answer on leveling a Holy/Disc priest just end game.
Priest Basic
The Priest class is the most well known for it healing ability. Though a priest can spec down the shadow tree to become a powerful damage dealer, the priest class will spend the majority of there time healing.
Available Armor
The priest class can only wear cloth armor. Though like a mage, the priest, in a group, is near the rear of the pack. Expect to spend the majority of your healing the tanks up front. The higher in level that you get, the more cloth armor that comes with +healing and +spell damage on it. Though most of the low level gear will most likely have +int, +spirit, +mana/sec., on armor and weapons, you will find that most have bonuses to these items.
The two important stats are +healing, and in-casting regen (with ooc regen coming after that, still important for 5SR and Innervates). So basically, tons of healing, and a balance of mana/5 and spirit. Pre-50's, it's better to have a good amount of spirit along with balanced int and stam.
Primal Mooncloth + Whitemend are incredible for healers; the lack of stamina can be a bit of a problem, but nothing a secondary stamina set can't make up for. Gems should almost all be Royal Nightseye, unless there's an awesome socket bonus, in which case the +heal/+int noble topaz (Luminous?) will do. Best meta socket is probably the 5% mana restore on cast, since the "healing" one requires you to essentially give up all your Royal Nightseye.
Weapons
Though priests start the game out with maces, at level 10 for both Alliance and Horde, priests can train to use a staff. In end game, maces will have more of the +healing than a lot of staffs. Though staffs while leveling will give better bonuses towards +int and +spirit.
Though your mace and staff are a contribute to your stats, wands also can have stats on them as well. Wands may also have the stats +int and +spirit. While leveling, it is a good idea to find a wand with +spell damage or as high +int as possible.
Enchantments
Enchantments will augment your stats and can be added to most item slots. In most cases, unless you're already an enchanter you're better of waiting until level 70 before you start spending huge amounts of gold on enchants.
Racial Traits
Alliance [1]
Draenei Racial Traits
- Gemcutting: +5 bonus to Jewelcrafting
- Gift of the Naaru: Targeted heal-over-time agility
- Heroic Presence: Increases chance to hit by 1% for you and all party members within 30 yards.
- Shadow Resistance: +10 bonus to Shadow Resistance
- Symbol of Hope: regens X amount of many every 5 sec, for 15 secs.
Dwarf Racial Traits
- Stoneform: Activated ability that grants immunity to poison, disease,and bleed effects
- Gun Specialization: +5 bonus to guns skill
- Frost Resistance: +10 bonus to Frost resistance
- Find Treasure: Tracking ability that locates treasure chests on the minimap
- Desperate Prayer: Instant self-heal
Human Racial Traits
- Perception: Activated ability that increases stealth detection
- The Human Spirit: +10% spirit bonus
- Diplomacy: +10% to reputation increases
- Sword Specialization: +5 bonus to sword and mace skills
- Desperate Prayer:instant self-heal
- Feedback: Any successful spell cast against the priest will burn x of the attacker's Mana and y Shadow damage for each point of Mana burned for 15 secs.
Night Elf Racial Traits
- Shadowmeld: Activated ability outside of combat that puts the Night Elf into stealth while they remain still.
- Quickness: +1% dodge chance
- Wisp Spirit: Become a wisp when dead with movement speed increase
- Nature Resistance: Innate +10 Nature resistance
- Starshards: Rains starshards down on the enemy target's head, causing 785 Arcane damage over 15 seconds.
Horde [2]
Blood Elf Racial Traits
- Arcane Affinity: +10 bonus to Enchanting
- Arcane Torrent: Silences all nearby opponent for 2 seconds and restores mana or energy for each Mana Tap charge
- Magic Resistance: +5 resistance to all schools of magic
- Mana Tap: Drains mana from target and charges the Blood Elf with arcane energy, stacking up to 3 times
- Consume Magic: which allows you to regain mana by consuming one of your buffs.
Troll Racial Traits
- Berserking: Activated ability that increases attack and casting speed; increased effect when badly injured
- Regeneration: Increase health regen bonus
- Beast Slaying: 5% extra damage dealt when fighting beasts
- Throwing Specialization: +5 weapon skill for bows and thrown weapons
- Hex of Weakness and Shadow Guard, Shadow Guard is vary useful that often procs shadow weaving and also blackout.
Undead Racial Traits
- Will of the Forsaken: Activated ability that makes the Undead immune to fear, charm and sleep effects temporarily
- Cannibalize: Activated ability to consume a corpse and regain health
- Underwater Breathing: Increased ability to last underwater without air
- Shadow Resistance: Natural +10 Shadow resistance
- Devouring Plague: a very mana expensive extra dot.
Priest Abilities
In each class, you start the game off with few abilities. As you increase in level, so do your talents and abilities. I am going to list each spell and will divide up into 3 trees; Holy, Discipline, and Shadow. Spells are categorised by which tab of your spellbook they appear, this does not necessarily reflect they are part of, or limited to that school. Please note that only the maximum level of each spell is listed.
Mana costs are subject to talent adjustments in some cases, the full costs are listed below. Base mana is the amount of mana you would have without gear, enchants or indeed any intellect. For a priest this is around 2340 at level 70.
Holy Spells
| Spell | Mana Cost | Range | Details | PvP/PvE/Both |
|---|---|---|---|---|
| Abolish Disease | 12% of base mana | 40 yds | Attempts to cure 1 disease effect on the target, and 1 more disease effect every 5 seconds for 20 seconds. | |
| Binding Heal | 1034 mana | 40 yds | Heals a friendly target and the caster for 1042 to 1338. | |
| Circle of Healing | 450 mana | 40 yds | Heals friendly target and that target's party members within 15 yards of the target for 475 to 525. | |
| Cure Disease | 12% of base mana | 40 yds | Removes 1 disease from the friendly target. | |
| Flash Heal | 470 mana | 40 yds | Heals a friendly target for 1101 to 1279. | |
| Greater Heal | 825 mana | 40 yds | A slow casting spell that heals a single target for 2396 to 2784. | |
| Heal | 305 mana | 40 yds | Heal your target for 712 to 804. | |
| Holy Fire | 290 mana | 30 yds | Consumes the enemy in flames that cause 412 to 522 fire damage and an additional 165 fire damage over 10 seconds. | |
| Lesser Heal | 75 mana | 40 yds | Heal your target for 135 to 157. | |
| Prayer of Healing | 1255 mana | 30 yds | A powerful prayer heals party members withing 30 yards for 1246 to 1316. | |
| Prayer of Mending | 390 mana | 40 yds, 10 sec cooldown | Places a spell on the target that heals them for 800 the next time they take damage. When the heal occurs, Prayer of Mending jumps to a raid member within 20 yards. Jumps up to 5 times and last 30 seconds after each jump. This spell can only be placed on one target at a time. | |
| Renew | 450 mana | 40 yds | Heals the target for 1110 over 15 seconds. | |
| Resurrection | 30 yds | Brings a dead player back to life with 1100 health and 1150 mana. Cannot be cast while in combat. | | |
| Smite | 385 mana | 30 yds | Smite an enemy for 545 to 641 Holy damage. | |
Discipline
| Spell | Mana Cost | Range | Details |
|---|---|---|---|
| Dispel Magic | 14% of base mana | 30 yds | Dispels magic on the target, removing 2 harmful spells from a friend or 2 beneficial from an enemy. |
| Fear Ward | 3% of base mana | 30 yds | Wards the friendly target against Fear. The next Fear effect used against the target will fail, using up the ward. Lasts 3 min. |
| Inner Fire | 375 mana | Self | A burst of Holy energy fills the caster, increasing armor by 1580. Each melee or ranged damage hit against the priest will remove one charge. Last 10 min or until 20 charges are used. |
| Levitate | 100 mana, reagent:Light Feather | Self | Allows the caster to levitate, floating a few feet above the ground. While levitating, you will fall at a reduced speed and travel over water. Any damage will cancel the effect. Last 2 min. |
| Mana Burn | 335 mana | 30 yds | Drains 1021 to 1079 mana from a target. For each mana drained this way, the target takes 0.5 shadow damage. |
| Mass Dispel | 33% of base mana | 30 yds | Dispels magic in a 15 yard radius, removing 1 harmful spell from each friendly target and 1 beneficial spell from each enemy target. Affects a maximum of 10 friendly targets and 10 enemy targets. This dispel is potent enough to remove Magic effects that are normally undispellable. |
| Power Word: Fortitude | 700 mana | 30 yds | Power infuses the target increasing their Stamina by 79 for 30 min. |
| Power Word: Shield | 600mana | 40 yds, 4 sec cooldown | Draws on the soul of the party member to shield them, absorbing 1315 damage. Last 30 seconds. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 seconds. |
| Prayer of Fortitude | 1800 mana, reagent:Sacred Candle | 40 yds | Power infuses the target's party, increasing their Stamina by X for 1 hour. |
| Prayer of Spirit | 1800 mana, reagent:Sacred Candle | 40 yds | Power infuses the target's party, increasing their Spirit by 50 for 1 hour. |
| Shackle Undead | 150 mana | 30 yds | Shackles the target undead enemy for up to 50 seconds. The shackle unit is unable to move, attack or cast spells. Any damage caused will release the target. Only one target can be shackled at a time. |
Shadow
| Spell | Mana Cost | Range | Details |
|---|---|---|---|
| Fade | 330 mana, 30sec cooldown | Self | Fade out, discouraging enemies from attacking you for 10 seconds. |
| Mind Blast | 450 mana | 30 yds, 8sec cooldown | Blast the target for 708 to 748 Shadow damage. |
| Mind Control | 750 mana | 20 yds, Channeled | Controls a humanoid mind up to level 62, but increases the time between attacks by 25%. Last up to 1 min. |
| Mind Soothe | 120 mana | 40 yds | Soothes the target, reducing the range at which it will attack you by 10 yards. Only affects Humanoid targets level 85 or lower. Last 15 seconds. |
| Mind Vision | 150 mana | 50000 yds, Channeled | Allows the caster to see through the target's eyes for 1 min. Will not work if the target is in another instance or on another continent. |
| Psychic Scream | 210 mana, 30sec cooldown | 8 yds | The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 seconds. Damage caused may interrupt the effect. |
| Shadow Word: Death | 309 mana | 30 yds, 6 sec cooldown | A word of dark bidding that inflicts 572 to 664 Shadow damage to the target. If the target is not killed by Shadow Word:Death, the caster takes damage equal to the damage inflicted upon the target. |
| Shadow Word: Pain | 575 mana | 30 yds | A word of darkness that causes 1236 Shadow damage over 18 seconds. |
| Shadowfiend | 30 yds, 5min cooldown | Creates a shadowy fiend to attack the target. Caster receives mana when the shadow fiend deals damage. Last 15 seconds. | |
These are the spells located in the spellbook at level 70 without using any talent points. Though new spells are available to the priest once using talent points in the talent trees.
To view these new spells available when using talent point please go HERE for more information.
Priest Talents
For the priest there are three talent trees represented here. They are Holy, Discipline, and Shadow. I will give you each talent as if they were maxed with talent points.
Holy Talents
| Talent | Points | Details |
|---|---|---|
| Healing Focus | 2 points | Gives you a 70% chance to avoid interruption caused by damage while casting any healing spell. |
| Improved Renew | 3 points | Increased the amount healed by your renew spell by 15% |
| Holy Specialization | 5 points | Increase the critical effect chance of your Holy spells by 5% |
| Spell Warding | 5 points | Reduce all spell damage taken by 10% |
| Divine Fury | 5 points | Reduces the cast time of your Smite, Holy Fire, Heal and Greater Heal spells by 0..5 seconds. |
| Holy Nova | 1 point, 185 mana | Causes an explosion of holy light around the caster, causing 28 to 32 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 52 to 60. These effects cause no threat. |
| Blessed Recovery | 3 points | After being stuck by a melee or ranged critical hit, heal 25% of the damage taken over 6 seconds. |
| Inspiration | 3 points | Increase your target's armor by 25% for 15 seconds after getting a critical effect from your Flash Heal, Heal, Greater Heal, Binding Heal, Prayer of Healing, or Circle of Healing spells. |
| Holy Reach | 2 points | Increase the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing, Holy Nova and Circle of Healing spells by 20%. |
| Improved Healing | 3 points | Reduces the mana cost of your Lesser Heal, Heal, and Greater Heal spells by 15%. |
| Searing Light | 2 points, must have 5 points in Divine Fury | Increases the damage of your Smite and Holy Fire spells by 10%. |
| Healing Prayers | 2 points | Reduces the mana cost of your Prayer of Healing and Prayer of Mending spells by 20%. |
| Spirit Of Redemption | 1 point | Increases your total Spirit by 5% and upon death, the priest becomes the Spirit of Redemption for 15 seconds. 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 effects ends, the priest dies. |
| Spiritual Guidance | 5 points | Increases spell damage and healing up to 25% of your total Spirit. |
| Surge of Light | 2 points | You spell criticals have a 50% chance to cause your next Smite spell to become and instant cast, cost no mana but be incapable of a critical hit. This effect last 10 seconds. |
| Spiritual Healing | 5 points | Increases the amount healed by your healing spells by 10% |
| Holy Concentration | 3 points | Gives you a 6% chance to enter a clearcasting state after casting any Flash Heal or Greater Heal spell. The clearcasting state reduces the mana cost of your next Flash Heal or Greater Heal spell by 100%. |
| Lightwell | 1 point, 225 mana, 6 min cooldown, must have 1 point in Spirit Of Redemption | Creates a holy lightwell. Members of your raid or party can click the lightwel to restore 801 health over 6 seconds. Any damage taken will cancel the effect. Lightwell lasts for 3 min or 5 charges. |
| Blessed Resilience | 3 points | Critical hits made against you have a 60% chance to prevent you from being critically hit again for 6 seconds. |
| Empowered Healing | 5 points | Your Greater Healing spell gains an additional 20% and your Flash Heal gains an additional 10% of your bonus healing effects. |
| Circle of Healing | 1 point, 300 mana, 40 yd range | Heals friendly target and that target's party members within 15 yards of the target for 285 to 315. |
Discipline Talents
| Talent | Points | Details |
|---|---|---|
| Unbreakable Will | 5 points | Increases your chance to resist Stun, Fear, and Silence effects by an additional 15%. |
| Wand Specialization | 5 points | Increase your damage with wands by 25% |
| Silent Resolve | 5 points | Reduces the threat generated by your Holy and Discipline spells by 20% and reduces the chance your spells will be dispelled by 20% |
| Improved Power Word: Fortitude | 2 points | Increase the effect of your Power Word:Fortitude and Prayer of Fortitude spells by 30%. |
| Improved Power Word: Shield | 3 points | Increases the damage absorbed by your Power Word:Shield by 15%. |
| Martyrdom | 2 points | Gives you a 100% chance to gain the Focused Casting effect that last for 6 seconds after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from loosing casting time when taking damage and increases resistance to interrupt effects by 20% |
| Absolution | 3 points | Reduces the mana cost of your Dispel Magic, Cure Disease, Abolish Disease and Mass Dispel spells by 15%. |
| Inner Focus | 1 point, 3 min cooldown | When activated, reduces the mana cost of your next spell by 101% and increases its critical effect chance by 25% if it is capable of a critical effect. |
| Meditation | 3 points | Allows 30% of your mana regeneration to continue while casting. |
| Improved Inner Fire | 3 points | Increases the Armor bonus of your Inner Fire spell by 30% |
| Mental Agility | 5 points | Reduces the mana cost of your instant cast spells by 10% |
| Improved Mana Burn | 2 points | Reduces the casting time of your Mana Burn spell by 1 second. |
| Mental Strength | 5 points | Increases your maximum mana by 10% |
| Divine Spirit | 1 point, 285 mana, 30 yd range, requires 3 points in Meditation | Holy power infuses target, increasing their Spirit by 17 for 30 min. |
| Improved Divine Spirit | 2 points, requires 1 point in Divine Spirit | Your Divine Spirit and Prayer of Spirit spells also increase the target's spell damage and healing by an amount equal to 10% of their total Spirit. |
| Focused Power | 2 points | Your Smite and Mind Blast spells have an additional 4% chance to hit. In addition, these spells cause 10% additional damage against feared targets. |
| Force of Will | 5 points | Increases your spell damage by 5% and the critical strike chance of your offensive spells by 5%. |
| Power Infusion | 1 point, requires 5points in Mental Strength, 3 min cooldown | Infuses the target with power, increasing there spell damage and healing by 20%.Last 15 seconds. |
| Reflective Shield | 5 points | Causes 50% of the damage absorbed by your Power Word:Shield to reflect back at the attacker. This damage causes no threat. |
| Enlightenment | 5 points | Increase your total stamina, Intellect, and Spirit by 5%. |
| Pain Suppression | 1 point, 3 min cooldown | Reduces all damage taken by 60% for 8 seconds. |
Shadow Talents
| Talent | Points | Details |
|---|---|---|
| Spirit Tap | 5 points | Gives you a 100% chance to gain 100% bonus of your Spirit after killing a target that yields experience or honor. For the duration, your mana will regenerate at a 50% rate while casting. Last 15 seconds. |
| Blackout | 5 points | Gives your shadow spells a 10% chance to stun the target for 3 seconds. |
| Shadow Affinity | 3 points | Reduces the threat generated by your Shadow spells by 25% |
| Improved Shadow Word: Pain | 2 points | Increases the duration of your Shadow Word:Pain spell by 6 seconds. |
| Shadow Focus | 5 points | Reduces your targets chance to resist your shadow spells by 10%. |
| Improved Psychic Scream | 2 points | Reduces the cooldown of your Psychic Scream spell by 4 seconds. |
| Improved Mind Blast | 5 points | Reduces the cooldown of your Mind Blast spell by 2.5 seconds. |
| Mind Flay | 1 point, 45 mana, Channeled | Assault the target's mind with shadow energy, causing 75 shadow damage over 3 seconds and slowing their movement speed by 50%. |
| Improved Fade | 2 points | Reduces the cooldown of your Fade ability by 6 seconds. |
| Shadow Reach | 2 points | Increases the range of your offensive shadow spells by 20%. |
| Shadow Weaving | 5 points | Your Shadow damage spells a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 2% and last 15 seconds. Stacks up to 5 times. |
| Silence | 1 point, 225 mana,requires 2 points in Improved Psychic Scream | Silences the target, preventing them from casting spells for 5 seconds. |
| Vampiric Embrace | 1 point, 30yd range, 10 second cooldown | Afflicts your target with Shadow energy that causes all party members to be healed for 15% of any Shadow spell damage you deal for 1 min. |
| Improved Vampiric Embrace | 2 points, requires 1 point in Vampiric Embrace | Increases the percentage healed by Vampiric Embrace by an additional 10%. |
| Focused Mind | 3 points | Reduces the mana cost of your Mind Blast, Mind Control, and Mind Flay spells by 15%. |
| Shadow Resilience | 2 points | Reduces the chance you'll be critically hit by all spells by 4%. |
| Darkness | 5 points | Increase your shadow spell damage by 10%. |
| Shadowform | 1 point, 1.5second cooldown | Assume a Shadowform, increasing your Shadow damage by 15% and reducing Physical Damage done to you by 15%. However, you may not cast Holy Spells while in this form. |
| Shadow Power | 5 points | Increase the critical strike chance of your Mind Blast and Shadow Word:Death spells by 15%. |
| Misery | 5 points | Your Shadow Word:Pain, Mind Flay and Vampiric Touch spells also cause the target to take an additional 5% spell damage. |
| Vampiric Touch | 1 point, 325 mana, 30yd range, requires 1 point in Vampiric Embrace and 1 point in Shadowform | Causes 450 shadow damage over 15 seconds to your target and causes all party members to gain mana equal to 5% of any Shadow spell damage you deal. |
Priest Macros
Coming Soon - Until then, please refer to RPZip's Macro Guide
Holy Builds
By: lsfreak and MookusOU
For builds, a 23/38 is, to the best of my knowledge, one of the best all-around healing builds. Once you get deeper into endgame (or if you're with a really good group and just goofing around in 5-mans :P ), getting 41 points into Holy for Circle of Healing becomes more useful (since an entire melee group, and sometimes ranged groups, will be taking several thousand damage at once).
Something along the lines of this. However, having one priest with DS and IDS is still very useful for the boost in damage and regen. For a much more casual build, if someone can't afford respeccing every other day, one of the best builds is going to be a PI/SoL build of some sort, but it'll be tougher to heal than a deeper Holy priest (but by no means impossible - with decent gear, an spriest can heal non-heroics, there's a PvP-heavy 41/20 priest in my guild that does quite well in Kara and heroics.
I speak of Holy priests but in reality almost all healing priests are a mixture of Dis/Holy.
The PI Build (31/30)
In this build Holy Nova and Inner Fire are used as filler talents. They can both be changed without major effect.
Pros
- PI can boost the priest's healing or a caster's DPS.
- The build contains ImpDS which is a good party/raid buff.
- PI can help a holy priest farm/solo.
- Should be able to heal all instances and heroics fine.
Cons
- You lose significant healing power to pick up PI.
- PI is also on a 3min CD.
- A weaker raid build.
The ImpDS Build (23/38)
In this build the Disc tree is stripped down to the minimum in order to acquire ImpDS. ImpDS is a good buff that adds roughly 40-50 Healing or DPS to your casters so it is well worth giving up some of your own healing power in order to increase group efficiency.
Pros
- ImpDS Buff.
- Serious healing power over a PI build.
- Holy Concentration really helps conserve mana during long boss fights.
- Overall a better raiding build than PI.
- Very strong raiding build, probably the most used.
Cons
- Harder to solo/farm.
The AoE/2nd Holy Priest Build (18/43)
This build assumes that the raid already has a holy priest with the ImpDS buff. This healer goes for pure healing power and AoE healing instead.
You can toy with this build a bit but the important thing is to have the raw healing talents of the ImpDS build and then Circle of Healing for raid-wide AoE healing (Prayer of Healing only does your party and Prayer of Mending is very unpredictable/unreliable).
Pros
- Most powerful unbuffed healing build.
- Raidwide AoE healing with Circle of Healing.
Cons
- No ImpDS means if the designated ImpDS priest does not make a raid, everyone loses a great buff.
- Harder to solo/farm.
The SoL/Healing Build (23/38)
This build keeps many of the key talents from the ImpDS build but switches things a bit to boost damage and pickup Surge of Light.
Pros
- Still retains good healing power.
- Still retains the ImpDS buff.
- Has Surge of Light which is the Holy damage talent. So the priest can solo/farm.
Cons
- Gives up a slight bit of healing power.
- Gives up inspiration. [3]
Guide to Healing
Coming Soon
Frequently Asked Questions
Coming Soon
Acknowledgments
First and foremost, I would like to thank Allakhazam for letting me write this FAQ. I would also like to thank RPZip, MookusOU, RedPhoenixxx, RoqueGnome,and Runthunter for the information and support they have given.
Please post any comments and corrections as I will make changes accordingly.
- ^ As the Dwarf looks to be a better choice for pvp with stoneform, and Desperate Prayer; Draenei seem to be a better choice for pve.
- ^ Though the Undead look like a better choice for pvp, the Blood Elf looks to be a better choice for pve.
- ^ This talent is debatable as to its usefulness. For MT healing some argue it is not good since most tanks have very high armor and damage reduction is capped out at 75%. However, until your tank is well geared inspiration will help them through hard hitting boss fights.
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