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The Priest: -Last
Updated 4-10-2004
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Available to: Human, Night Elf, Troll,
Undead, Dwarf
Best For: Night Elf,
Undead Primary Attribute: Skills Require... Mana
Allowable Armor: Cloth
Allowable Weapons: Wands,
Staff, Maces
The Priest is a supporting caster, adept at boosting his allies to
superhuman proportions. In terms of damage output, she is no match
for that of the mage, and neither does she have a pet to soak up
damage like that of the Warlock. While the priest really shines in
parties, she is certainly not defenseless alone. Armed with a wide
array a powerful defensive spells and offensive enchantments, she
is arguably a better solo character than any other caster.
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The Priest is the ideal class to play if you
intend World of Warcraft to be a social experience. There is no
other class as welcome in a party as the priest. Her wide arsenal
of buffs and healing spells reduces the downtime of a party, and
enhances their skills so that they're equivalent to warriors
several levels higher.
While in conventional MMORPGs, priests only worked in parties,
this is not the case in World of Warcraft. While the priest may
not deal a huge amount of damage, all her protection and healing
spells can be cast on herself. When used, the Priests lack of
ability to wear armor and weak hitpoints becomes very much
irrelevant. .
Spell Mechanics: The spell system of
the Priest works in a very similar fashion to that of the mage.
Instead of allocating skill points to spells at each level, the
Warlock purchases her spells from Priest Trainers. This ensures
that a player is not penalized for casting a wide range of spells
over specializing in a certain type.
In order to be successful, a priest should not specialize to one
sort of magic. While Holy Magic provides most of the buffs useful
in parties, Shadow Magic is very much necessary to deal the
damage, and keep the priest alive.
Spell Types The Priest has several
schools of magic, with effects far ranged and varied. However,
their spells basically boil down to the following
categories:
Sorcery Spells: Take time to cast, but
have no cool down. They can be used as much as casting time
allows. However, if the caster is struck while casting the spell,
the casting time increases and the spell may be disrupted
altogether. Thus casting sorceries while under attack is
questionable. Any sorcery with over 2.5s casting time should not
be used in melee unless protected by Holy Word: Shield. Eg: Heal
Instant Spells: No casting time, but have
a cooldown timer. They are great in mid combat as there's no
chance they will be disrupted. In addition, you can cast them
immediately after a sorcery, or even between two attacks! Their
drawback is that you have to wait a while to use them again. Note
that, different instant spells have separate cooldown timers, so
you can cast two different instant spells one after the other for
brutal damage. Eg: Mind Blast, Holy Word: Shield
The priest has a well balanced range of
spells, and in fact has series of instant damage spells. Compared
to either the Warlock or Mage, the Priest has a lot more instant
spells, this coupled with her ability to wield a mace, makes her
much more adept in melee combat than other spellcasters. Despite
this, a Priest should stay avoid combat when allied with other
players, given that her most powerful healing spells are easily
disrupted.
Managing Threat The ideal situation
in a party is for a priest to heal and buff the party while they
fight. Due to the fact that the Priest can heal a lot more
efficiently per mana point that to damage, it is sometimes best if
the Priest didn't aggravate any monsters at all. (Remember,
experience is shared within parties)
Thus, Priest has spells that decrease the threat rating of
monsters. These are extremely useful to get the monsters to attack
someone else. Remember, you're not a warrior, and people in your
party would much rather you stay alive and heal, than fight and
not heal!
Holy Magic Holy Magic is geared
mostly towards defense, with spells that heal and buff your
allies. For a priest to be useful, such spells are very much
essential. In addition, it offers a limited direct damage spell,
which should only used once you've run out of buffs to cast.
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Holy
Word: Fortitude -Instant
Duration: 30 min
Target: Self or Ally
This is an enchantment that you should always
have activated. Its long duration means that casting cost is
irrelevant. Remember that 1 Stamina roughly equates to 20 extra
hitpoints, so a boost of 2 stamina at level 1 is 40hp. That's
quite significant considering the Priests starts with just a
little more than 50.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Stamina Boost |
| 1 |
1 |
10 |
65 |
0.5s |
30 yrd |
2 |
| 2 |
12 |
10 |
165 |
0.5s |
30 yrd |
4 |
| 3 |
24 |
50 |
430 |
0.5s |
30 yrd |
8 |
| 4 |
38 |
50 |
810 |
0.5s |
30 yrd |
14 |
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Holy
Smite -Sorcery Cooldown:
None Target: Enemy
The Priests staple ranged attack deals less
damage than both that of the Mage's fireball and the Warlock's
shadow bolt, and also has a worse mana to hp ratio. Thus, many
players may prefer to only use the spell from afar and switch to
their mace when the enemy engages melee. After all, a Priests
protection and healing spells are far more powerful, and far more
mana efficient. That said, Holy Smite is quite powerful against
Undead, and has a low casting time at higher levels, and hence
remains ever useful, especially when soloing.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
1 |
0 |
25 |
1.5s |
30 yrd |
13-17 |
0.60 |
| 2 |
8 |
3 50 |
35 |
2.0s |
30 yrd |
27-31 |
0.83 |
| 3 |
16 |
18 |
75 |
2.0s |
30 yrd |
64-74 |
0.83 |
| 4 |
24 |
50 |
120 |
2.0s |
30 yrd |
112-128 |
0.92 |
| 5 |
32 |
1 |
170 |
2.0s |
30 yrd |
173-196 |
1.09 |
| 6 |
40 |
2 |
220 |
2.0s |
30 yrd |
224-274 |
1.13 |
|
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Lesser
Heal -Sorcery Cooldown:
Instant Target: Self or Ally
The first of a series of healing spells for
the priest. Lesser heal spells have relatively short casting times
and can be cast in battle. However. then don't heal nearly as much
as higher level healing spells. Yet, often, an extra 100 life is
quite enough, and thus Less Healing is a still viable spell for
mid-battles and minor wounds even at high levels.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
HP Healed |
HP Healed/Mana |
| 1 |
1 |
0 |
40 |
1.5s |
40 yrd |
43-53 |
1.20 |
| 2 |
6 |
1 |
60 |
2.0s |
40 yrd |
75-89 |
1.37 |
| 3 |
10 |
7 |
120 |
2.5s |
40 yrd |
172-202 |
1.56 |
|
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Holy
Word: Shield -Instant
Casting Time: Instant
Duration: 1 Min
Target: Self or Ally
One of the most useful and essential Priest
Spells in both parties and solo. Holy Word: Shield instant creates
an barrier around the target, completely absorbing the first x
hpof damage. It is an instant spell with extremely low cooldown
and comparably low mana, and can thus be cast over and over again
in the middle of battle. In fact, provided the Priest has mana,
she is almost impossible to kill.
What's even better is that absorbed attacks do not disrupt spell
casting. Thus the spell provides an instant respite that allows
the Priest to heal herself, or execute a powerful offensive spell
with high casting time in the middle of combat. Allied Warlocks
and Mages will love you for this spell, for it allows them to use
their Channelling Spells under attack.
Always use this spell before combat, and make sure you save enough
mana to have this spell recast every time it runs out.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage Absorbed |
HP Absorbed/Mana |
| 1 |
6 |
80 |
25 |
2.0s |
40 yrd |
45 |
1.29 |
| 2 |
12 |
10 |
60 |
2.0s |
40 yrd |
83 |
1.38 |
| 3 |
18 |
25 |
95 |
2.0s |
40 yrd |
141 |
1.48 |
| 4 |
24 |
50 |
135 |
2.0s |
40 yrd |
215 |
1.59 |
| 5 |
30 |
80 |
180 |
2.0s |
40 yrd |
305 |
1.69 |
| 6 |
36 |
1 50 |
220 |
2.0s |
40 yrd |
395 |
1.79 |
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Renew -Sorcery
Cooldown: 0 Target:
Self or Ally
While renew does not instant heal a target,
but rather heals it over time, it still has a few advantages over
heal spells. It costs very little mana, and can be used before a
battle to effective increase the Max HP of the enchanted unit. The
spell is also great for light healing after battles. During the
fray, however, Heal is still a much more useful spell.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
HP Healed |
HP Absorbed/Mana |
| 1 |
8 |
3 50 |
30 |
2.0s |
40 yrd |
50hp over 15s |
1.67 |
| 2 |
14 |
11 |
50 |
2.0s |
40 yrd |
90hp over 15s |
1.80 |
| 3 |
20 |
30 |
80 |
2.0s |
40 yrd |
150hp over 15s |
1.88 |
| 4 |
26 |
60 |
115 |
2.0s |
40 yrd |
225hp over 15s |
1.96 |
| 5 |
32 |
1 |
150 |
2.0s |
40 yrd |
310hp over 15s |
2.07 |
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Resurrection
-Sorcery Cooldown: 0 Target: Ally
Brings a target ally back to life. This spell
is quite mana intensive, and has a casting time that makes it
almost impossible to cast in battle. However, many players will be
thankful that they don't need to make another corpse run.
Resurrection is as essential as it sounds, however, since
resurrected players will suffer resurrection sickness of several
minutes, where all their attributes are severely decreased.
Consequently, some players may prefer to do a corpse run over
being resurrected.
Resurrected players return to life with a fraction of their life.
The higher ranked the spell, the more life players begin with.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Starting Life/Mana |
| 1 |
10 |
3 50 |
150 |
10.0s |
40 yrd |
15% |
| 2 |
40 |
2 |
250 |
10.0s |
40 yrd |
30% |
|
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Inner Fire
-Instant Casting Time: Instant Duration: 3 Min Target: Self
While the Priest is only able to wear cloth
armor, this spell serves to nullify that problem. When in effect,
the Priests armor increases to a range acceptable for Rogue. In
addition, it also boosts damage by a little.
This, coupled with shield and healing, can make the Priest an able
melee fighter. While the duration is the short, the Mana Cost is
low, and casting time instant, thus the spell should be used in
any battle that's not expected to be a pushover.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Armor Boost |
Damage Boost |
| 1 |
12 |
10 |
30 |
1.5s |
60 |
2 |
| 2 |
20 |
30 |
45 |
1.5s |
100 |
4 |
| 3 |
30 |
80 |
75 |
1.5s |
140 |
6 |
| 4 |
40 |
2 |
125 |
1.5s |
180 |
8 |
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Nullify
Decease -Instant Casting
Time: Instant Target: Self or Ally
Certain monsters in the game can cause you to
be diseased. Diseases are generally not lethal, but do lower your
attributes by a significant amount, and can thus be quite an
annoyance. Nullify Decease removes this problem by curing the
target of all diseases. Though it also makes the target immune to
deceases for a short period of time, it is usually used to dispel
a decease after battle. Thus, you may not wish to spent the money
on higher levels of this spell.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Disease Immunity For |
| 1 |
14 |
13 |
60 |
1.5s |
30yd |
15s |
| 2 |
32 |
1 |
100 |
1.5s |
30yd |
20s |
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Heal
-Sorcery Cooldown: Instant Target: Self or Ally
The second of a series of healing spells for
the priest. Heal spells have longer casting times than lesser and
are thus cumbersome to use in melee. However. when supported by
party members or Holy Word shield, a Priest can almost always heal
a allied player or herself back to near full health with one
casting of the spell.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
HP Healed |
HP Healed/Mana |
| 1 |
16 |
18 |
200 |
3.5s |
40 yrd |
305-351 |
1.64 |
| 2 |
22 |
40 |
305 |
4.0s |
40 yrd |
495-564 |
1.74 |
| 3 |
28 |
70 |
440 |
4.0s |
40 yrd |
755-847 |
1.82 |
| 4 |
34 |
1 20 |
560 |
4.0s |
40 yrd |
1014-1147 |
1.82 |
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Holy Protection
-Instant Cooldown: 1.0s Duration: 30min Target: Self or Ally
Increases the target's Holy Resistance. A
situation specific spell that's very useful against enemy Priests.
It costs a huge amount of many, but has a very long duration, and
hence should be cast whenever you know you're in an area that as
Holy Monsters.
| Rank |
Required Level |
Cost |
Mana |
Range |
Bonus Holy Resistance |
| 1 |
30 |
80 |
500 |
30 yrd |
30 |
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Prayer of Healing
-Sorcery Cooldown: None Target: Entire Party
Restores life to the entire party, an
especially useful spell in a many vs many battle. It's best used
after Brainwash, to ensure that the spell does not get disrupted.
This spell is only mana efficient than heal when there are more
than 3 members in the party.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Radius of Effect |
HP Healed |
HP Healed/Mana |
| 1 |
30 |
80 |
330 |
4.0s |
30 yrd |
221-235 |
0.69 |
| 2 |
40 |
80 |
460 |
4.0s |
30 yrd |
335-355 |
0.75 |
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Greater Heal
-Sorcery Cooldown: None Target: Self or Ally
The final of the healing sequence heals major
health, but at the cost of major mana. Only Warrior classes will
have this much health to heal, and thus Greater Heal should be
reserved only for these occasions.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
HP Healed |
HP Healed/Mana |
| 1 |
40 |
2 |
700 |
4.0s |
40 yrd |
1333-1501 |
2.02 |
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Shadow Magic Shadow magic provides
the Priest with spells that curse them the enemy rather than buff
oneself. They're exceptionally useful against bosses and mobs. In
addition, Shadow Magic provides the priest with a range of spells
that are designed specifically to counter enemy casters. When
complimented with defensive Holy Magic, a Priest becomes
lethal.
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Shadow Word:
Pain -Instant Casting:
Instant Duration: 1 Min Target: Enemy
Deals continues damage to enemy. This is a
great spell to cast to hasten a creatures death. Being instant, it
is quick and easy to use. At lower lower levels, Pain + Shield
should be enough to allow a Priest to take on the Monster in melee
combat and still win with ease. The quick cooldown allows it to be
used almost instantly against multiple opponents.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage |
Damage/Mana |
| 1 |
4 |
80 |
25 |
1.0s |
30 yrd |
30hp over 18s |
1.20 |
| 2 |
12 |
7 50 |
50 |
1.0s |
30 yrd |
72hp over 18s |
1.44 |
| 3 |
18 |
25 |
95 |
1.0s |
30 yrd |
138hp over 18s |
1.45 |
| 4 |
26 |
60 |
160 |
1.0s |
30 yrd |
246hp over 18s |
1.53 |
| 5 |
34 |
1 20 |
230 |
1.0s |
30 yrd |
366hp over 18s |
1.59 |
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Sleep -Sorcery
Cooldown: None
Duration: 1 Min
Target: Self or Ally
Instantly takes one enemy out of battle by
causing to to sleep. A sleeping opponent will wake up if attacked
or disturbed in any way. This spell is very handy when fighting
multiple opponents, allowing you to fight them one at time rather
than both together. In battle, it can also provide a brief respite
allowing you to heal yourself. Though, the fact that it isn't
instant cast makes Holy Word: Shield more preferable in these
situations.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Duration |
| 1 |
6 |
2 |
60 |
1.5s |
30 yrd |
15s |
| 2 |
20 |
30 |
80 |
1.5s |
30 yrd |
30s |
| 3 |
40 |
2 |
100 |
1.5s |
30 yrd |
45s |
|
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Mind Blast
-Instant Cooldown: None Target: Enemy
Fulfills a similar role to Fire Blast for the
Mage. Mind Blast is an instant direct damage spell designed for
melee combat, where spells such as Holy Smite can be disrupted.
The spell should only be used during solo, or for self defence, as
it generates a huge amount of threat. That is, if you hit a
creature with this spell, it will go after you. Of course, it
doesn't matter if the spell will kill him outright, or if he's
after you already!
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
10 |
7 50 |
45 |
8.0s |
30 yrd |
38-42 |
0.89 |
| 2 |
16 |
18 |
75 |
8.0s |
30 yrd |
74-80 |
0.89 |
| 3 |
16 |
40 |
105 |
8.0s |
30 yrd |
117-125 |
1.12 |
| 4 |
28 |
70 |
145 |
8.0s |
30 yrd |
174-186 |
1.24 |
| 5 |
34 |
1 20 |
160 |
8.0s |
30 yrd |
229-243 |
1.48 |
| 5 |
40 |
2 |
220 |
8.0s |
30 yrd |
293-312 |
1.38 |
|
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Psychic Scream
-Instant Duration: 8s Target: X
Enemies
The caster lets out a scream, causing a
certain number of monsters nearest to the caster to flee in fear.
The number of creatures affected depends on the range of the
spell. Unlike the Warlock's Fear, this spell is instant cast, and
can be used in any dodgy situation.
The downside is that it takes more mana, and has a very long
cooldown. Thus, it can only be used once in battle, and should be
saved for emergencies... ie: when health is getting low... giving
the caster a chance to heal herself.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Creatures Affected |
Duration |
| 1 |
14 |
13 |
100 |
30s |
2 |
8.0s |
| 1 |
28 |
70 |
140 |
30s |
3 |
8.0s |
|
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Brain Wash
-Sorcery Cooldown: None Target: Ally
Reduces the level of threat from all enemies
with respect to the target. That is, enemies are likely to be
diverted to attack other allies over the the target. This spell is
useful in Party situations, giving the Priest the space he needs
to cast cumbersome healing spells. In addition, you can cast it on
allied Mages and Warlocks, so that the monsters got hit the hardy
Warrior instead.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Threat Removed |
| 1 |
20 |
30 |
50 |
1.5s |
50% |
| 2 |
32 |
1 |
70 |
1.5s |
80% |
|
|
Pacify
-Sorcery Cooldown: None Duration: 15s Target: Enemies
Reduces the aggravation range of a target
enemy be 10 yards, so that it won't attack you unless you move
very close. This is very useful when you wish to sneak past a
monster without fighting it, or for pacifying half of the monsters
at a camp so you don't have to take them out all at once. Higher
ranked versions of this spell affect higher levelled monsters.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Affects |
| 1 |
20 |
30 |
50 |
1.5s |
Level 1-39 Monsters |
| 2 |
36 |
1 50 |
70 |
2.0s |
Level 1-59 Monsters |
|
|
Mind Vision
-Instant Cooldown: None Target: Enemies
Allows the Player to see through the Target's
eyes. While this spell is designed for scouting, it is mostly used
for novelty purposes and 'fun factor'. Simply put, being able to
see through someone else's eyes is cool.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Duration |
| 1 |
22 |
40 |
65 |
1.5s |
1 Min |
|
|
Mana Burn
-Sorcery Cooldown: Instant Target: Enemy
Drains X Amount of mana from the target unit,
and deals half that much damage. Given the high dependency of mana
of spellcasting monsters, and their relatively fragile hp, Mana
Burn is a lethal spell. However, it does have a long casting time,
and is thus useful only in a range vs range battle between priest
and caster. Not including the debilitating effect of
destroying the enemy's mana, the damage this spell deals in
comparable to any direct damage spell. When against spell casters,
Mana Burn should definitely be used instead of Holy Smite.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Mana Drained |
Damage/Mana |
| 1 |
26 |
60 |
110 |
3.0s |
30 yrd |
225-241 |
113-121 |
1.06 |
| 2 |
36 |
1 50 |
110 |
3.0s |
30 yrd |
358-380 |
179-190 |
1.19 |
|
|
Mind Control
-Sorcery Cooldown: Instant Target: Enemy Humanoid
Target Humanoid becomes under player control.
However, it's attack is also slowed in the process and it has a
chance to break free every few seconds. The chance as determined
by his ability to resist shadow magic.
Cast this spell on an enemy boss, use him to kill all his minions,
they kill him, its much easier that way! This spell has a long
casting time, and a short range. The priest will not be able to
pull it off unless he has a party member for support, or Holy
Word: Shield cast on himself.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Attack Slowed By |
Duration |
May Break Free |
| 1 |
30 |
80 |
350 |
3.0s |
20 yrd |
20% |
1 min |
Every 5s |
|
|
Shadow Protection
-Instant Cooldown: 1.0s Duration: 30min Target: Self or Ally
Increases the target's Shadow Resistance. A
situation specific spell that's very useful against enemy Priests.
It costs a huge amount of many, but has a very long duration, and
hence should be cast whenever you know you're in an area that
features Monsters with Shadow attacks.
| Rank |
Required Level |
Cost |
Mana |
Range |
Bonus Shadow Resistance |
| 1 |
30 |
80 |
500 |
30 yrd |
30 |
|
|
Mind Rot
-Sorcery Cooldown: 1.0s Duration: 30s Target: Enemy
The ultimate spell against enemy spellcasters,
draining their mana at incredible speed. Even mana potions won't
help them! This spell effectively stops a enemy caster from
casting spells for its duration. Consequently, the spell does cost
a lot of mana, but, hey, after the smoke clears, you'll be the
only one who can cast spells.
| Rank |
Required Level |
Cost |
Mana |
Range |
Mana Drained |
| 1 |
30 |
1 70 |
240 |
30 yrd |
360mp/s for 30s |
|
Talents: The Priest, like all
character classes, gain the basic talents that improves one of
their attributes or increases the damage of of a chosen weapon
type by 1. In addition, Priests are able to increase their Holy or
Shadow Damage.
Due to the fact that the Shadow Word: Pain deals periodic damage
at 1-2hp/s, damage boosts to this spell is extremely effective.
It's advisable to get 'Beast Slayer', which effectively quadruples
the amount of damage you do with this spell!
Priests should concentrate on using their talent points to boost
their Intelligence and Mana. Nevermind Stamina or Health at all...
with spells like Holy Word: Shield, their mana is basically their
health!
Trade Skills: A Priest is geared
towards healing, therefore it is utterly redundant for a Priest to
get any Trade Skills to do with healing. Unlike the Warlock and
Mage, a Priest's method of healing is instantaneous, so they don't
really need to know how to make potions either.
Useful trade skills include:
Tailoring: Make your own robes and
cloth armor. Enchant: Enchant your equipment, being cloth, they need
it. Engineering: A Priests
weakness is her lack of ability to deal lots of damage, compensate
this by building bombs.. Mining: So that you can collect the copper used for
Engineering. Herbalism: So
that you can collect your own ingredients for Enchant.
In addition, avoid skills that create items
you can't use, such as Leather Working or Smithing.
Basic Strategies: Remember to buy
all the spells available to you, and don't specialize to a
particular school of magic. The Priest is most powerful when she
can buff her party and curse the enemy. While the Priest is very
good at soloing, her lack of ability to deal damage quickly may
make battles drag on. Therefore, you'll get EXP a lot faster when
in a party, and being a priest, everyone will welcome you.
Solo Combat Always have Holy: Word shield on, this will
ensure that you can get off all your spells even in melee. This,
coupled with Shadow Word: Pain, should suffice in killing all
monsters equal level to you. While Holy Smite can be used to speed
up the battle, you should always conserve enough mana to keep
yourself protected.
When soloing, start off erecting a shield and then cast Shadow
Word: Pain. Barrage the enemy with Holy Smite till then reach you,
then just smash them with your weapon. Pay attention to how much
damage has being absorbed, so you can recast Shield before it runs
out. If overwhelmed, use Psychic Scream or Sleep to escape.
Party Combat Stay out of direct combat by avoiding the
use of Direct Damage spells on the enemy during the beginning of
battle. When you engage, you should Casting Shield on the person
who initiates the attack. In what follows, just keep track of
whoever's on low health and heal them. Make sure to shield
friendly spellcasters, so they can get off their area of affect
spells like Flamestrike. If an enemy is on low health, finish them
off with Holy Smite followed by an Instant Mind Blast.
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