Jadyn
39 Evangelist
Last updated for 3.0.9. No further update incoming. If you're playing WotLK on a private server, this guide may still be useful for you. Otherwise, from what I've read, even the gameplay tips are a bit out of date now.
A guide, no matter how exhaustive, is only a good starting point for building a twink. In this guide, I try to mention every possible way to build a 39 twink priest, and give my recommendations for what worked for me and the other priests I know. However, take everything with a grain of salt. Everyone has a different style of play, and there is no way for a guide to take that into account. So use this as a way to get started, then come to your own conclusions on what works for you, and go with that.
~*~*~
Table of Contents:
I. Builds - Overview of basic talent builds, and thoughts about them.
a. Shadow
b. Healing
c. Miscellaneous
d. Glyphs
II. Gear - List of every piece of gear you might want.
a. Items
b. Consumables
c. Professions
III. Basics - General tips on how to play more effectively, and how to handle certain situations.
a. Tips
b. Healing
c. Arena
~*~*~
Builds:
When it comes to talent specs, my personal philosophy for deciding on which talents to take is "functionality before statistics". By functionality, I mean things like range increases, duration increases, or extra functions (like stun procs or silence). By statistics, I mean things like damage, stat, or crit increases. A stereotypical example is getting Improved Gouge as a rogue instead of Malice (+crit%). The reason for this that theoretically, damage and stats and crit can be supplimented by gear and skill. But there is no item at 39 that increases the range of your Mind Flay by 4 yards, or decreases the cast time of your Mana Burn by a second.
This is simply a philosophy though. Many people will disagree, and that's fine. The important point I'm trying to make is that you should be conscious of not only what you are doing, but why when you decide on one talent versus another. No build is truly bad if you can justify it to yourself.
Shadow:
There are a lot of tradeoffs to make in the shadow tree, whether you go 30, 28, or 23 points in. The specifics of your build are ultimately up to you. If you find your short range frustrating, get Shadow Reach. If you're trying to maximize your damage, get Darkness and Shadowweaving. If you find yourself topping the kb list and need more mana, get Spirit Tap.
0/0/30 - The basic full shadow build. There are some different possible variations on it based on personal preference. The key talents are Mind Flay, Silence, and Vampiric Embrace. The version that I built here for 3.0 is based on efficiency. With this build, Mindflay is cheaper than a paladin's Flash of Light, making it one of the cheapest and efficient dps spells available to anyone at 39. This build is incredible if you can avoid being hit and continually spam Mind Flay. The efficiency drops once you start getting hit, unfortunately.
7/0/23 - Shadow + Martyrdom. Same basic idea as full shadow, but you drop 7 points in disc for 15% stun reduction and Martyrdom. Very nice for chaining mindflay even while under fire. With the pushback changes, you can still use Mind Flay with pushback, but it's efficiency is only good if you are not hit, or have Focused Casting up. The stun reduction is also nice in general. An alternative build is to drop Vampiric Embrace and maybe even Silence to increase your efficiency to something more comparable to full shadow.
Healing:
0/30/0 - Full Holy. There are of course variations on this, but the general idea is to get as many talents as possible that help you heal and help you survive. Another variation on this build is to drop some of the healing and survival talents for a few dps talents, particularly Surge of Light, allowing you to do good dps when your healing is not needed.
19/11/0 - Inner Focus + Desperate Prayer. This can be a good build in arenas if you're the only healer. Inner Focus gives you a last strong heal, and Desperate Prayer gives an emergency button. Meditation gives a nice efficiency boost, and Mana Burn plus Divine Fury gives you nice offensive options. An obvious variation is to drop Divine Fury for Spell Warding, since you won't be casting slower heals or dpsing very often while getting hit.
28/2/0 - Full Disc healing. This build has a number of possible variations, the linked one is just an example. Either way, this build offers decent survivability, and greater efficiency and functionality in dispels and mana burns. Since 3.0, Holy-Disc may have slightly better survivability, but Disc is still the king of caster efficiency, and will still destroy other healers when left free to utilize mana burn.
Miscellaneous:
0/27/3 - Holy DPS. Holy dps priests actually have very competitive burst dmg, on par with mages (gear being equal). The difference lies in the sacrifice of escape abilities for healing and dispel, and in mana efficiency. Spirit Tap is generally preferred since you need all the help you can get on regen.
19/0/11 - "Double Threat" build. The idea behind this build is to balance moderate shadow dps ability with additional healing ability. Your role here would be to alternate between dps and healing depending on what is needed in a given battle. Mind Flay is the staple dps spell here, along with Imp Mana Burn for dealing with other casters. This build is a jack of all trades, but master of none. Don't expect to be able to main heal a premade, and don't expect to top the dps charts against other dps twinks. The final bonus on this build is the combination of Meditation and Spirit Tap for exceptionally high mana regeneration. Just be sure to get kbs whenever you can.
Glyphs:
Glyphs are provided by the new Inscription profession. I'll leave the irrelevent details to other sources of information. The important things to know are that at 39 you can get 2 major and 1 minor glyphs. And that they can be easily bought on the Auction House and equipped yourself, without the help of a high level character.
Below is a list of all the available and relevent glyphs for a level 39 Priest. The glyph gets a rating on a 5 star scale, then a short recommendation.
Major Glyphs:
[Glyph of Dispel Magic]
***** Highly recommended for disc priests, due to the large number of warlocks out there, and the lack of any other classes with defensive dispels.
[item]Glyph of Fear Ward[/item]
*** Useful, but an extra 30 seconds will rarely make a difference at 39 worthy of a major glyph slot.
[item]Glyph of Flash Heal[/item]
***** Very useful for a priest doing the main healing in a group without backup from other healing classes. Highly recommended due to Flash Heal's expense.
[item]Glyph of Holy Nova[/item]
** Useful, but Holy Nova is too expensive for it to be very useful. Not recommended.
[item]Glyph of Inner Fire[/item]
** Useful, but very limited in it's effect. Better to use the slot on something else.
[item]Glyph of Mind Control[/item]
* Not useful due to diminishing returns already limiting the duration.
[item]Glyph of Mind Flay[/item]
*** Useful, and one of only two glyphs that directly and usefully help shadow specs. However, one of the useful functions of Mind Flay is it's snare, so I don't recommend this glyph.
[item]Glyph of Power Word: Shield[/item]
**** Very useful, but the extra healing can often be lost if you don't train yourself to not cast it early. Recommended, but not as highly as some glyphs.
[item]Glyph of Prayer of Healing[/item]
** Useful, but situational. One doesn't often see Prayer of Healing being used in pvp.
[item]Glyph of Psychic Scream[/item]
** Sort of useful, though fear often breaks early anyway, so you won't feel the benefit of it as often as other glpyhs.
[item]Glyph of Renew[/item]
***** Very useful, allows for higher hps on one of your instant spells, improving your mobile healing. However, suffers from the same limitations as the spell itself: of limited use when target is getting heavily purged.
[item]Glyph of Shadow Word: Pain[/item]
***** Very good shadow glyph, improves Mind Flay damage when SWP is on your target, which it should almost always be. Highly recommended, however even for shadow may not be as useful in a team situation as a more healing-oriented glyph.
[item]Glyph of Smite[/item]
**** Good for a holy dps build. Otherwise, not recommended.
[item]Glyph of Spirit of Redemption[/item]
** Could be possibly useful, since when the priest dies, there's often a problem, and being able to heal for longer could make a big difference there. Especially in arena. However, the big downside is that you have to be 21 points into Holy to benefit.
Minor Glyphs:
[Glyph of Fortitude]
[Glyph of Levitate]
[Glyph of Shadow Protection]
A guide, no matter how exhaustive, is only a good starting point for building a twink. In this guide, I try to mention every possible way to build a 39 twink priest, and give my recommendations for what worked for me and the other priests I know. However, take everything with a grain of salt. Everyone has a different style of play, and there is no way for a guide to take that into account. So use this as a way to get started, then come to your own conclusions on what works for you, and go with that.
~*~*~
Table of Contents:
I. Builds - Overview of basic talent builds, and thoughts about them.
a. Shadow
b. Healing
c. Miscellaneous
d. Glyphs
II. Gear - List of every piece of gear you might want.
a. Items
b. Consumables
c. Professions
III. Basics - General tips on how to play more effectively, and how to handle certain situations.
a. Tips
b. Healing
c. Arena
~*~*~
Builds:
When it comes to talent specs, my personal philosophy for deciding on which talents to take is "functionality before statistics". By functionality, I mean things like range increases, duration increases, or extra functions (like stun procs or silence). By statistics, I mean things like damage, stat, or crit increases. A stereotypical example is getting Improved Gouge as a rogue instead of Malice (+crit%). The reason for this that theoretically, damage and stats and crit can be supplimented by gear and skill. But there is no item at 39 that increases the range of your Mind Flay by 4 yards, or decreases the cast time of your Mana Burn by a second.
This is simply a philosophy though. Many people will disagree, and that's fine. The important point I'm trying to make is that you should be conscious of not only what you are doing, but why when you decide on one talent versus another. No build is truly bad if you can justify it to yourself.
Shadow:
There are a lot of tradeoffs to make in the shadow tree, whether you go 30, 28, or 23 points in. The specifics of your build are ultimately up to you. If you find your short range frustrating, get Shadow Reach. If you're trying to maximize your damage, get Darkness and Shadowweaving. If you find yourself topping the kb list and need more mana, get Spirit Tap.
0/0/30 - The basic full shadow build. There are some different possible variations on it based on personal preference. The key talents are Mind Flay, Silence, and Vampiric Embrace. The version that I built here for 3.0 is based on efficiency. With this build, Mindflay is cheaper than a paladin's Flash of Light, making it one of the cheapest and efficient dps spells available to anyone at 39. This build is incredible if you can avoid being hit and continually spam Mind Flay. The efficiency drops once you start getting hit, unfortunately.
7/0/23 - Shadow + Martyrdom. Same basic idea as full shadow, but you drop 7 points in disc for 15% stun reduction and Martyrdom. Very nice for chaining mindflay even while under fire. With the pushback changes, you can still use Mind Flay with pushback, but it's efficiency is only good if you are not hit, or have Focused Casting up. The stun reduction is also nice in general. An alternative build is to drop Vampiric Embrace and maybe even Silence to increase your efficiency to something more comparable to full shadow.
Healing:
0/30/0 - Full Holy. There are of course variations on this, but the general idea is to get as many talents as possible that help you heal and help you survive. Another variation on this build is to drop some of the healing and survival talents for a few dps talents, particularly Surge of Light, allowing you to do good dps when your healing is not needed.
19/11/0 - Inner Focus + Desperate Prayer. This can be a good build in arenas if you're the only healer. Inner Focus gives you a last strong heal, and Desperate Prayer gives an emergency button. Meditation gives a nice efficiency boost, and Mana Burn plus Divine Fury gives you nice offensive options. An obvious variation is to drop Divine Fury for Spell Warding, since you won't be casting slower heals or dpsing very often while getting hit.
28/2/0 - Full Disc healing. This build has a number of possible variations, the linked one is just an example. Either way, this build offers decent survivability, and greater efficiency and functionality in dispels and mana burns. Since 3.0, Holy-Disc may have slightly better survivability, but Disc is still the king of caster efficiency, and will still destroy other healers when left free to utilize mana burn.
Miscellaneous:
0/27/3 - Holy DPS. Holy dps priests actually have very competitive burst dmg, on par with mages (gear being equal). The difference lies in the sacrifice of escape abilities for healing and dispel, and in mana efficiency. Spirit Tap is generally preferred since you need all the help you can get on regen.
19/0/11 - "Double Threat" build. The idea behind this build is to balance moderate shadow dps ability with additional healing ability. Your role here would be to alternate between dps and healing depending on what is needed in a given battle. Mind Flay is the staple dps spell here, along with Imp Mana Burn for dealing with other casters. This build is a jack of all trades, but master of none. Don't expect to be able to main heal a premade, and don't expect to top the dps charts against other dps twinks. The final bonus on this build is the combination of Meditation and Spirit Tap for exceptionally high mana regeneration. Just be sure to get kbs whenever you can.
Glyphs:
Glyphs are provided by the new Inscription profession. I'll leave the irrelevent details to other sources of information. The important things to know are that at 39 you can get 2 major and 1 minor glyphs. And that they can be easily bought on the Auction House and equipped yourself, without the help of a high level character.
Below is a list of all the available and relevent glyphs for a level 39 Priest. The glyph gets a rating on a 5 star scale, then a short recommendation.
Major Glyphs:
[Glyph of Dispel Magic]
***** Highly recommended for disc priests, due to the large number of warlocks out there, and the lack of any other classes with defensive dispels.
[item]Glyph of Fear Ward[/item]
*** Useful, but an extra 30 seconds will rarely make a difference at 39 worthy of a major glyph slot.
[item]Glyph of Flash Heal[/item]
***** Very useful for a priest doing the main healing in a group without backup from other healing classes. Highly recommended due to Flash Heal's expense.
[item]Glyph of Holy Nova[/item]
** Useful, but Holy Nova is too expensive for it to be very useful. Not recommended.
[item]Glyph of Inner Fire[/item]
** Useful, but very limited in it's effect. Better to use the slot on something else.
[item]Glyph of Mind Control[/item]
* Not useful due to diminishing returns already limiting the duration.
[item]Glyph of Mind Flay[/item]
*** Useful, and one of only two glyphs that directly and usefully help shadow specs. However, one of the useful functions of Mind Flay is it's snare, so I don't recommend this glyph.
[item]Glyph of Power Word: Shield[/item]
**** Very useful, but the extra healing can often be lost if you don't train yourself to not cast it early. Recommended, but not as highly as some glyphs.
[item]Glyph of Prayer of Healing[/item]
** Useful, but situational. One doesn't often see Prayer of Healing being used in pvp.
[item]Glyph of Psychic Scream[/item]
** Sort of useful, though fear often breaks early anyway, so you won't feel the benefit of it as often as other glpyhs.
[item]Glyph of Renew[/item]
***** Very useful, allows for higher hps on one of your instant spells, improving your mobile healing. However, suffers from the same limitations as the spell itself: of limited use when target is getting heavily purged.
[item]Glyph of Shadow Word: Pain[/item]
***** Very good shadow glyph, improves Mind Flay damage when SWP is on your target, which it should almost always be. Highly recommended, however even for shadow may not be as useful in a team situation as a more healing-oriented glyph.
[item]Glyph of Smite[/item]
**** Good for a holy dps build. Otherwise, not recommended.
[item]Glyph of Spirit of Redemption[/item]
** Could be possibly useful, since when the priest dies, there's often a problem, and being able to heal for longer could make a big difference there. Especially in arena. However, the big downside is that you have to be 21 points into Holy to benefit.
Minor Glyphs:
[Glyph of Fortitude]
[Glyph of Levitate]
[Glyph of Shadow Protection]