The Sacred Priest, first steps

In this guide we will introduce you to the basics about the Sacred Priest, his abilities and how he must go to be fashionable against enemies.

1. Talents

The bonuses that we will obtain for our talents will be the following:

There are different configurations of talents with different abilities and depending on the type of band that we carry.

a) 6/32/3 Basic talents for any type of confrontation. Includes Desperate Prayer, Redeeming Spirit, Healing Circle, Revelations, Empowered Renew, Veiled Shadows, and 1% Haste. Recommended for those they are still equipping themselves and have little spirit, since it reduces the DC of the Malignant of Shadows by 1 minute and that allows us to recover mana more assiduously.
b) 6/32/3 This would be another configuration that incorporates instead of the Desperate Prayer and the wave of light the well of light, which is very useful when healing if the members of the raid are used to using it, in addition, instead of the veiled shadows it is put 3 points in Darkness to improve haste by 3%.
c) 6/32/0 This is another build that incorporates the same as the previous ones, but without the redeeming Spirit, leaving 3 talent points free to the player's choice, although Darkness or Veiled Shadows are recommended

2. Skills

  • Flash healing: Fast and effective heal, consuming 28% of base mana.
  • Joint healing: Heals just as quickly as Flash Heal, except that in addition to affecting the target, it will also heal ourselves.
  • Heal: Slow but cheap healing, with moderate effectiveness, will be our main ability, in addition, taking advantage of the Chakra we will make our Renew spell reset every time we heal the target with Heal.
  • Higher healing: The longest cure but also the most powerful, its casting time is reduced by almost half when we obtain 2 charges of Serendipity, although it does not compensate the expenditure of mana to accumulate two charges and cast the spell.
  • Prayer of Healing: This is a cure that affects all members of the target player's party. Its cast time can be shortened by accumulating charges of serendipity.
  • Healing circle: Instant spell that affects 5 members of the party or raid that are within 30 meters of the target. Give priority to those with less life.
  • Renovate: Instant heal that leaves a HoT on the target for 12 seconds.
  • Prayer of relief: Instant spell that heals the target the next time it takes damage. When he does, he jumps to another member of the group or band. It has 5 charges and can only be active on a single target at a time. It is recommended to always have it on CD and on the Tank for as long as possible.

Other skills

  • Guardian spirit: Increases healing by 40% on the target and if it dies while it is active the Spirit will sacrifice itself, restoring 50% of its health. Lasts 10 seconds.
  • Chakra: By using it and using one of the following spells we will also activate a different chakra state:
  • Serenity (Heal, Flash Heal, Greater Heal, Joint Heal): Increases the critical chance of direct heals by 10% and when used we will reset the Renew on the target.
  • Sanctuary (Prayer of Healing, Prayer of Mending): Increases the healing of spells in area and Renew by 15% and reduces the DC of the Circle of Healing by 2 sec.
  • Doom (Smite, Mind Spike): Increases damage with Holy and Shadow spells by 15%.
    In addition, if we have the Revelations talent, as it is in all configurations, the Holy Word: Condemnation spell will change its effect on:
    • Holy word: Serenity: An instant spell with a low mana cost and an effectiveness similar to that of Flash Heal in terms of healing. Also increases the critical chance with heals for 6 seconds on the target.
  • Holy Word: Sanctuary: A spell that leaves an area on the ground that heals those who are inside it for 18 seconds.
  • Light well: If our talent build includes the Well of Light it is a very effective option if used correctly, it heals a lot and you do not need to be immediately next to the well, but it can be used up to a distance of 20 yards in the game .
  • Holy nova: AoE that heals allies for a small amount and deals damage to enemies.
  • Desperate prayer: Instant healing that affects only the priest, does not cost mana and heals for 30% of his health, available if we have selected it in our talent tree.
  • Divine hymn: Heals 3 party / raid members with lower health within 40 yards and increases heals done on them by 10%. It can heal up to 12 times.
  • Hymn of hope: Restores 2% of the mana in 3 party members with less mana and increases their total mana by 15% for 8 seconds.
  • Shadowfiend: It is a pet that when attacking the target will restore 3% of our mana per hit.
  • Internal fire: Increases the armor provided by equipped items by 60% and, more importantly, increases spell power by 531.
  • Jump of faith: Like the Death Knight hook but with allies. If we have the Body and Mind talent it will also grant a speed increase to the target for a few seconds.
  • Dispel magic: Removes magic effects from the target, 2 on enemies and 2 on friends.
  • Cure disease: Heal a disease from a friendly target.
  • Power Word: Shield: Shield that absorbs an amount of damage and that breaks once the time has passed or said damage has been absorbed.
  • Fade off: Restart the threat for 10 seconds.

3. Synergies

There are abilities in the holy priest that influence the behavior of others that we will try to get the most out of during combat.

  • Serendipity: By accumulating 2 charges of serendipity, we will reduce the mana cost of Prayer of Healing or Greater Healing by 10% and also reduce the casting time of both skills by 20%.
  • Body and mind: Increases the movement speed of the receiver of Power Word: Shield and Leap of Faith by 60% for 4 seconds, also allows us to dispel poisons on ourselves using Heal disease.
  • Divine touch: Instantly heal 10% of the total Renew amount.
  • Surge of light: Gives us the chance when using Punishment, Heal, Flash Heal or Greater Heal that our next Flash Heal will be instant and cost no mana.

4. Statistics

Intellect: Essential, it must be present in all our team.

Spirit: Also like the previous one, it must be in the greatest number of pieces that we consider necessary from our team to contribute Reg. Mana. From 1800 in spirit we will begin to notice it.

Operational: We will have to increase it until we achieve 12,5% ​​with all the Raid buffs to achieve an extra tick of the Renew, from there the improvement is already much less and it is not worth increasing this statistic.

Master's degree: Our fourth option to take into account, once the values ​​mentioned above have been achieved, should be our next option to take into account, since the more we have, the more powerful the HoT that we will leave on our ally when launching a cure.

Critical: It is not necessary to have a critical that is too high, since as the intellect increases, the critic is also affected, so it will be our last option.

Gems: We will alternate between the following gems to obtain the bonus of all the pieces of the equipment, giving priority to the statistics mentioned above.

Meta:

Reforge: We will reinforce our Critical to Haste or Mastery, depending on what interests us the most, once we reach the ch. from Haste we will only reform to Mastery.

5. Glyphs

Primordial Glyphs

  • Prayer of Healing: Leaves a HoT on Prayer targets for 6 seconds that heals for 20% of the prayer.
  • Renovate: Increases the renewal penalty by 10%.
  • Light well: Increases the total of the Well of Light by 5 charges.
  • Flash healing: Increases the critical chance with this skill by 25% on targets with 10% health or less.
  • Guardian spirit: Reduces the cooldown of this skill by 30 seconds.

Our mandatory choices will be the Prayer of Healing and Renewal Glyphs. Later, if our configuration has a Well of Light, it is a good option over the rest, although it also depends on the need we have when using the Guardian Spirit. As a last option, Flash Healing, since it is an ability that we are going to use much less.

Sublime Glyphs

  • Healing circle: Our Circle of Healing will affect one more target.
  • Prayer of relief: Will heal an additional 60% on the first charge.
  • Dispel Magic: Heals 3% of the target's total health each time we use dispel magic on it.
  • Mass dissipation: Reduces the casting time by 1 second, useful if we need to use it a lot.
  • Holy Nova: Reduces the global cooldown of Holy Nova by 0,5 seconds.
  • Fade off: Reduces the cooldown of that skill by 9 seconds.

We could consider the glyphs for Circle of Healing and Prayer of Mending mandatory, the rest depending on the use we were going to give it and the need of our group.

Minor glyphs


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