Priest which class
It uploads the collected data to Wowhead in order to keep the database up-to-date! Connect with Wowhead. Quick Facts. Table of Contents. Guide Navigation. On this page you will find a brief overview of the Priest class as it was in Classic WoW, to help familiarize yourself with the class as it was years ago. Classic Healing Priest Guide - Within this guide you will find the following sections: Healing Priest Overview - Best races, professions, and class strengths and weaknesses.
Healing Priest Talents and Builds - Notable talents, the best builds, and talent tree overviews. Healing Priest Stats - Rankings of the best stats and summary of the benefits of every stat. Healing Priest Enchants - Best enchants for every gear slot.
Healing Priest Consumables - Best consumables for all situations. All 3 of the priest specs are strong and you can go wrong with any of the choices here, so you should choose the one the fits your playstyle the best. The Best Gear for Twink Builds and a levelling guide for Priest class, with locations and weapons you should use. Undercity Priest Trainer Location Undead.
Stormwind Priest Trainer Location Human. This class has the most potent healing spells, as well as excellent buffs.
It also has good defensive spells that can ward allies from physical dangers and spells, as well as purely offensive shadow spells. However, as a primary spellcaster, the priest is extremely fragile, with poor health and weak melee power.
Priest Racial Abilities The Priest Class will receive 2 bonus ability spells based on which race you choose, these vary and should be taken into account as they are all very viable.
Dwarves — Fear Ward Wards the friendly target against Fear. The next Fear effect used against the target will fail, using up the ward. Just as the heart can hold both darkness and light, priests wield powers of creation and devastation by channeling the potent forces underlying faith.
Walking the line between Shadow and Light, Priests heal allies with powerful holy magic and sling sinister spells in tandem. The Clerics of Northshire were human priests who served the kingdom of Stormwind during the First War. The clerics served as healers on the battlefield, but were ill-prepared for the hazards of combat, and thus suffered heavy casualties.
This order was largely destroyed, and the Second War saw fragile priests replaced on the battlefield by armored paladins , the Knights of the Silver Hand — established by the clerics' leader Archbishop Alonsus Faol and his apprentice Uther the Lightbringer. Despite the high elves' official departure from the Alliance, some elves still remained true to their former human and dwarven allies. The altruistic priests of Quel'Thalas refused to abandon their roles as healers and agreed to remain in Lordaeron despite the edicts from their reclusive masters in Silvermoon City.
The high elven priests used their Light-given powers to heal the wounded and bolster the spirits of Lordaeron's fighting elite. Fallen Priests are wretched priests who were once counted as the most devout amongst the clergy of Lordaeron.
But, after years of constant war and suffering, they have lost their sense of the Holy Light. Now, they exist only to spread their frustration and negativity to their fellow men and women. While the draenei were the first known physical race to be associated with the forces of "The Light", humans were the first to discover the Holy Light on Azeroth, and were responsible for passing on the religion to other races, most notably the high elves and dwarves.
Humans built mighty churches and cathedrals as places of worship and teaching of the Light. The Church of the Holy Light teaches its followers to be virtuous in life, and while the religion is more philosophical than theistic, its practitioners do believe their devotion connects them to a greater and mysterious force in the universe.
Humans have produced great priests who have healed their allies or have used the powers of the Light to purge their enemies. Some Forsaken priests still adhere to their old faiths, such as the Holy Light. Though they turn to dark energies to accomplish their goals, they believe there must be balance between Light and darkness [10] and members of the cult must know the Light as well.
The troll priesthoods are, much like the shamans and the witch doctors of the various troll tribes, spiritual advisers and caretakers. With trolls being naturally superstitious and spiritual, it allows the various troll priests to manipulate the spiritual energy of the world in order to either heal or harm their targets. The various energies that the troll priests draw can come from various sources, be it Loa spirits, voodoo magic or the target itself.
Drawing upon these energies, the troll priests either mend or harm, depending on which blessing the spiritual entity bestows. Arguably, in World of Warcraft , troll priests can be considered witch doctors in a cultural perspective, in equal terms with the shamans.
With the arrival of Cataclysm priests are now a playable class for the tauren. These priests are known as " seers " and use the power of An'she , the sun, in their spells just as tauren paladins , named the Sunwalkers , do.
This is similar to how night elven priests use the power of the moon through their goddess, Elune , instead of through the Holy Light. There have been tauren seers before the arrival of the Cataclysm , but their path has now either been enhanced with new magic or revitalised by new blood. Tahu Sagewind has become the leading tauren priest.
The gnomes have had an interest in the Light since they joined the Alliance, but they were so focused on technology and later the retaking of Gnomeregan that studying the Light didn't feel necessary to them. The dwarven priests and paladins of Ironforge served as the only connection to the Light they had.
Now that the gnomes have reclaimed a foothold in Gnomeregan and begun rebuilding their culture outside of Ironforge however, they've recognized the importance of having followers of the Light in their own ranks. In addition, researching new methods of purifying irradiated gnomes has led to radical advances in Light-based technology. Gnome priests usually refer to themselves as doctors, medics, and surgeons.
High Priestess of Elune Tyrande Whisperwind , co-ruler of the night elves. Aelthalyste resides in the War Quarter of Undercity ready to train priests of all capabilities.
Priests bring a wide range of abilities to any party. Depending on their spec, priests may specialize in healing and protecting their allies, or dealing powerful shadow damage to their enemies. However, a priest's capabilities extend far beyond these roles. Priests can buff their allies' stamina, ward against fear, restore mana to their party and even dispel magical debuffs and diseases from their allies. They can terrify, silence and horrify enemies, and remove some of their most powerful buffs and immunities.
They can defer aggro, grant substantial speed buffs to their allies and even pull heedless teammates out of the fire. Priests' innate power in manipulating others can allow them to see through the eyes of a distant target, or even dominate an opponent's mind, turning a foe into a friend, or sending them to their death at the bottom of a precipice.
Priests have a range of healing abilities. Discipline and Holy priests are natural masters of healing and protection, and have additional capabilities in these areas, with spells ranging from direct heals and heal over time effects to AoE abilities and on-damage procs.
While Shadow priests excel at wreaking havoc, they can still can contribute passive healing to their group through [ Vampiric Embrace ].
As well as an array of healing options, priests can choose to shield their allies from damage. This pre-emptive approach to damage prevention allows for rapid and lifesaving intervention, but can require skill to correctly anticipate incoming damage. While all priests are capable of shielding themselves and their allies, Discipline priests are the masters of damage absorption, being able to shield multiple allies at the same time with [ Rapture ].
Discipline priests can also protect their allies with [ Power Word: Barrier ]. Each spec also has a powerful damage-reduction cooldown, from the direct avoidance of [ Pain Suppression ] and [ Dispersion ] to the self-sacrifing grace of [ Guardian Spirit ]. Priests have access to two schools of magic - Holy and Shadow - and can deal substantial amounts of damage from either.
If the effect is a spell, you must roll as if you have cast dispel magic. You can use this feature a number of times equal to your Wisdom modifier, and regain your uses after a short or a long rest. When you reach the 6th level, you add your Wisdom modifier to any spell that causes damage from the type you have affinity to. At 10th level, when a creature within 60 feet tries to charm, possess a creature you can see including you or teleport, you can use your reaction and force the creature to make a Charisma saving throw.
On a failed save, the target takes damage from the type you have affinity to equal to two rolls of your Faith Die and is banished, like in the banishment spell, until the end of your turn. On a success, the creature take half damage and is not banished.
The damage increase to three rolls of your Faith Die at 11th level and four rolls at 17th level. You can use this feature a number of times equal to your Wisdom modifier, and regain your uses after a long rest. Starting at 14th level, when you cause damage from the type you have affinity to, you ignore resistance to it.
Starting at 18th level, you also ignore immunity to it. In addition, you become immune to the frightened and charmed condition and you can't be possessed. At 18th level, whenever you banish a creature, you can choose to make that creature be permanently banished if the creature is a celestial, fiend, fey or undead.
The creature must succeed on a Charisma saving throw or is sent to its plane of origin and take the maximum damage of the spell if it is of 6th-level or lower. Hospitalars use the divine power harnessed trough their faith to heal others. Hospitalars devoted to evil entities usually use this power for egoistical means, to extend their own lives.
At 6th level, you cast a spell that requires a spell slot using your action, you can use your bonus action to channel the divine power and cause an amount of creatures of your choice equal to your Wisdom modifier within 60 feet to regain hit points equal to your Faith Die. If you choose a creature that have its maximum amount of hit points, it gain temporary hit points equal to the amount rolled.
You can use this feature a number of times equal to your level in this class, and regain your uses of it after a long rest. Starting at 10th level, whenever you cast a spell that restores hit points to a creature, you can also choose to end one condition that cause that creature to be charmed, frightened, paralyzed, stunned or poisoned.
You can also cure one disease. At 14th level, whenever you are reduced to 0 hit points, you are reduced to half your amount of hit points. At 18th level, you no longer age, and you can't be magically aged. You also no longer need to eat, breath or sleep, needing only 8 hours of light activity to gain the benefits of a long rest. In addition, whenever you restore hit points to a creature, you gain an amount of temporary hit points equal to the amount restored.
Evangelists and preachers are the priests that specialize in converting others to their faith. They have great abilities as speakers and can use the power of their god to convince others. Starting at 3rd level, you can use your action to force a creature with an Intelligence score of 6 or higher to make a Wisdom saving throw. On a failed save, the creature will accept your religion as truth and will be charmed by you, unless you harm or attack the creature, for the 10 minutes.
Whether you fail or succeed, the same creature can't be targeted by this ability more than once. The creature don't know it has been charmed. At 6th level, you can persuade a creature to take a course of action of your choice. The target must be able to hear you and fail a Wisdom saving throw. On a failed save, the target will act as if it you had cast suggestion on it for the next 10 minutes.
At 10th level, you can create fanatic thralls, devoted to your beliefs. Whenever you cast your evangelist spells, the spell is cast as if you have used your higher spell slot to do so. You can use this feature a number of times equal to your Wisdom modifier, regaining your uses after a long rest. Starting at 14th level, you can utter words that inspire obedience on your followers.
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