Classes

LEVELING GUIDE

WoW Forever Discipline Priest Leveling Guide

Discipline feels like itself early: arrives at level 6 and makes you very hard to kill. Up to 20 you take general priest power rather than Discipline talents, opening with spells and finishing with your wand to save mana. In dungeons you usually heal, but you can deal damage if the group already has a healer.

Recommended talents

Level 20 · Discipline2/9/0

Recommended professions

  • Tailoring
    Turns the cloth you loot into cloth armor with spell power, Intellect and Spirit, boosting both your healing and your mana.
  • Enchanting
    Lets you make your own wand at every step, from to . It does most of your damage solo, and in dungeons it lets you help out without spending mana when the group is stable.

ROUTELevel-by-level route

  1. 5

    Levels 1–5

    Get a wand early

    • Kill one enemy at a time with and use between fights if needed. Keep up at all times.
    • Learn at level 4 and open every fight with it. It does much more damage than .
    • Equip a wand as soon as you can: at level 1, then at level 5, both made with Enchanting. Wands cost no mana, so you rest far less.
    • New spells and ranks open every two levels starting at 2. Visit a priest trainer whenever you pass through a town.

    Gear to pick up

    New abilities

    Rank upgrades

    (4)

  2. 9

    Levels 6–9

    Shield before you pull

    • Cast , learned at level 6, before every pull. It absorbs damage and stops hits from pushing back your casts. It lasts up to 30 seconds, so you can cast it out of combat.
    • Mana only regenerates after 5 seconds without casting. If you run dry against several enemies, stick to your wand and stop casting long enough to afford a or a heal. Spirit increases this regeneration.
    • Keep , learned at level 8, on yourself when your health is a worry.
    • Loot every enemy for cloth and save it for Tailoring.

    New abilities

    Rank upgrades

    (6)

  3. 12

    Levels 10–12

    Wand Specialization and Twilight Focus

    • Your first two points go into . It adds 25% wand damage, and your wand does most of the work while leveling.
    • From level 12 your next three points go into . Hits are far less likely to interrupt your casts, so you can heal yourself and cast freely mid-fight.
    • arrives at level 10. From level 12 keep up alongside ; both are big survivability gains.
    • At level 10 a class quest opens that grants a race-specific spell.
    • Look for spell power, Intellect and Spirit on gear. Early drops are mostly plain armor-only items, so fill your waist, chest and hands with Tailoring.

    Gear to pick up

    Talents

    • Lv 10–112/2
    • Lv 121/3

    New abilities

    Rank upgrades

    (10) · (10) · (12) · (12)

  4. 16

    Levels 13–16

    Better wand, first dungeon heals

    • Switch to at level 13. You make it yourself with Enchanting.
    • Ragefire Chasm, The Hall of Thanes and The Deadmines open up. Dungeon quests give a huge amount of experience, so pick them up first.
    • You will usually heal in dungeons. Keep on the tank, use (level 16) as your efficient main heal, and when a big hit is coming or someone suddenly drops low.
    • From level 15 put two points into . is almost always up, on the tank in dungeons and on yourself while leveling. The bonus is small, but you need five points in this row to open the next one.
    • If the group already has a healer, you can deal damage instead; your talents up to 20 are not far from what a Shadow priest runs.
    • If you pull aggro, use . It only lasts 10 seconds, so the tank has to take the enemy back in that window.
    • Bring plenty of water into dungeons. You will need to drink every few pulls, and almost every innkeeper sells it.
    • If you are not an enchanter, the wand from The Hall of Thanes is especially valuable.

    Gear to pick up

    Talents

    • Lv 13–143/3
    • Lv 15–162/3

    New abilities

    Rank upgrades

    (14) · (14) · (16)

  5. 19

    Levels 17–19

    Divine Fury and dispels

    • From level 17 your last four points go into . It shortens the cast of , and , speeding up both killing and healing. It is the reason you invest in the Holy tree.
    • Wailing Caverns and Ruins of Lordaeron are now in reach. Start collecting your level 20 gear there.
    • Use , learned at level 18, to remove Magic debuffs from allies. In early dungeons, people die if nobody dispels.
    • In dungeons, it is fine to wand enemies when everyone is healthy.
    • Make with Tailoring for your shoulders.

    Gear to pick up

    Talents

    • Lv 17–193/5

    New abilities

    Rank upgrades

    (18) · (18) · (18) · (18) · (18)

    Dungeons for this range

  6. 20

    Level 20

    Level 20: gear up in dungeons

    • Level 20 brings , and . Open fights with , and in dungeons use when someone is in imminent danger.
    • If the Legacy system gives you extra talent points, finish with the first one and put the rest into .
    • Do the level 20 class quest for your race's second spell.
    • Not an enchanter? Get your wand from dungeons: from a The Hall of Thanes quest, from a The Deadmines quest, or and in Wailing Caverns.
    • Carry your Tailoring cloth set up to , then fill the remaining slots with the dungeon drops and dungeon quest rewards listed below.

    Gear to pick up

    Talents

    • Lv 204/5
    Open this build in the calculator →

    New abilities

    Rank upgrades

    (20) · (20) · (20) · (20) · (20)

ROTATIONHow to fight

  1. 1Keep and up.
  2. 2Cast before the pull.
  3. 3Open with ( before you have it).
  4. 4Cast , then .
  5. 5Finish with your wand. On high-health enemies, cast again when it comes off cooldown.
  6. 6Keep on yourself if your health is a concern.
  7. 7Dungeons: shield the tank with before the pull. Skip it on rage tanks like Warriors and Druids, since the absorb can cut into their rage.
  8. 8Dungeons: keep on the tank.
  9. 9Dungeons: use as your main heal and when someone is about to die.
  10. 10Dungeons: when the group is stable, wand the trash and leave a gap of 5+ seconds without casting to regain mana.
  11. 11Dungeons: drink between pulls if you are not near full mana.

GEARLevel-20 target gear

Dungeon drops, quest rewards and crafted items worth chasing at level 20 for this spec, by slot, best stats for the spec first.

Head

Neck

Shoulder

Back

Chest

Wrist

Hands

Waist

Legs

Feet

Finger

Trinket

Two-Hand

Main Hand

Held In Off-hand

Ranged

CLASS QUESTSClass quests

  • Level 10 racial spell

    Human , Dwarf , Night Elf , Gnome , Undead , Troll .
  • Level 20 racial spell

    Human , Dwarf , Night Elf , Gnome , Undead , Troll .

CAMPINGCamping

  • Alchemy's : bonus mana per 5 seconds, which unlike Spirit keeps regenerating even while you cast.
  • Herbalism's raises Intellect and Tailoring's raises Spirit.
  • Enchanting's adds armor, all stats and all resistances; Leatherworking's grants rested experience (up to 5% of a level).
  • First Aid's raises Stamina but does not stack with .