PriestDisciplineHealerDungeon levelingLevels 40–60
Shadow Cleave 5-man: Discipline Priest shield and Penance talents (levels 40–60)
TheorycraftUpdated Oct 24, 2026
Published Sep 15, 2026 · 400 views
Discipline Priest build for shadow cleave dungeon leveling from 40 to 60: Soul Warding and Renewed Hope for shields, Penance, Divine Aegis and Power Infusion at 40, and Divine Fury from Holy for faster heals.
Suggested group
Pick a group member to see their talents and when to learn each point.
Discipline Priest talents
The build this guide is about. Priest leveling
Discipline41 pts
Hover or tap a talent to see what it does.
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- 1.Twin Disciplines1/5Lv 10
- 2.Twin Disciplines2/5Lv 11
- 3.Twin Disciplines3/5Lv 12
- 4.Twin Disciplines4/5Lv 13
- 5.Twin Disciplines5/5Lv 14
- 6.Silent Resolve1/3Lv 15
- 7.Silent Resolve2/3Lv 16
- 8.Silent Resolve3/3Lv 17
- 9.Mental Strength1/5Lv 18
- 10.Mental Strength2/5Lv 19
- 11.Improved Power Word: Shield1/3Lv 20
- 12.Improved Power Word: Shield2/3Lv 21
- 13.Improved Power Word: Shield3/3Lv 22
- 14.Meditation1/3Lv 23
- 15.Meditation2/3Lv 24
- 16.Meditation3/3Lv 25
- 17.Inner Focus1/1Lv 26
- 18.Soul Warding1/1Lv 27
- 19.Mental Strength3/5Lv 28
- 20.Mental Strength4/5Lv 29
- 21.Mental Strength5/5Lv 30
- 22.Penance1/1Lv 31
- 23.Renewed Hope1/5Lv 32
- 24.Renewed Hope2/5Lv 33
- 25.Renewed Hope3/5Lv 34
- 26.Renewed Hope4/5Lv 35
- 27.Renewed Hope5/5Lv 36
- 28.Divine Aegis1/3Lv 37
- 29.Divine Aegis2/3Lv 38
- 30.Divine Aegis3/3Lv 39
- 31.Power Infusion1/1Lv 40
- 32.Mental Agility1/3Lv 41
- 33.Mental Agility2/3Lv 42
- 34.Mental Agility3/3Lv 43
- 35.Martyrdom1/2Lv 44
- 36.Martyrdom2/2Lv 45
- 37.Improved Inner Fire1/3Lv 46
- 38.Improved Inner Fire2/3Lv 47
- 39.Improved Inner Fire3/3Lv 48
- 40.Wand Specialization1/2Lv 49
- 41.Wand Specialization2/2Lv 50
- 42.Improved Renew1/3Lv 51
- 43.Improved Renew2/3Lv 52
- 44.Improved Renew3/3Lv 53
- 45.Twilight Focus1/3Lv 54
- 46.Twilight Focus2/3Lv 55
- 47.Divine Fury1/5Lv 56
- 48.Divine Fury2/5Lv 57
- 49.Divine Fury3/5Lv 58
- 50.Divine Fury4/5Lv 59
- 51.Divine Fury5/5Lv 60
Feral Combat Druid talents
The build this guide recommends for the Feral Combat Druid in your group. Druid leveling
- Balance (0)
- Feral Combat (48): Ferocity 5/5, Heart of the Wild 5/5, Feral Swiftness 2/2, Feral Instinct 3/3, Brutal Impact 2/2, Thick Hide 3/3, Shredding Attacks 3/3, Savage Fury 2/2, Feral Charge 1/1, Sharpened Claws 2/2, Primal Bite 1/1, Predatory Strikes 3/3, Blood Frenzy 2/2, Leader of the Pack 1/1, Natural Instinct 2/2, Natural Reaction 5/5, Rend and Tear 5/5, Berserk 1/1
- Restoration (3): Furor 3/5
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Ferocity 1/5
- Lv 11: Ferocity 2/5
- Lv 12: Ferocity 3/5
- Lv 13: Ferocity 4/5
- Lv 14: Ferocity 5/5
- Lv 15: Feral Instinct 1/3
- Lv 16: Feral Instinct 2/3
- Lv 17: Feral Instinct 3/3
- Lv 18: Thick Hide 1/3
- Lv 19: Thick Hide 2/3
- Lv 20: Feral Charge 1/1
- Lv 21: Savage Fury 1/2
- Lv 22: Savage Fury 2/2
- Lv 23: Sharpened Claws 1/2
- Lv 24: Sharpened Claws 2/2
- Lv 25: Primal Bite 1/1
- Lv 26: Blood Frenzy 1/2
- Lv 27: Blood Frenzy 2/2
- Lv 28: Predatory Strikes 1/3
- Lv 29: Predatory Strikes 2/3
- Lv 30: Leader of the Pack 1/1
- Lv 31: Predatory Strikes 3/3
- Lv 32: Thick Hide 3/3
- Lv 33: Heart of the Wild 1/5
- Lv 34: Heart of the Wild 2/5
- Lv 35: Natural Reaction 1/5
- Lv 36: Natural Reaction 2/5
- Lv 37: Natural Reaction 3/5
- Lv 38: Natural Reaction 4/5
- Lv 39: Natural Reaction 5/5
- Lv 40: Berserk 1/1
- Lv 41: Heart of the Wild 3/5
- Lv 42: Heart of the Wild 4/5
- Lv 43: Heart of the Wild 5/5
- Lv 44: Rend and Tear 1/5
- Lv 45: Rend and Tear 2/5
- Lv 46: Rend and Tear 3/5
- Lv 47: Rend and Tear 4/5
- Lv 48: Rend and Tear 5/5
- Lv 49: Brutal Impact 1/2
- Lv 50: Brutal Impact 2/2
- Lv 51: Feral Swiftness 1/2
- Lv 52: Feral Swiftness 2/2
- Lv 53: Shredding Attacks 1/3
- Lv 54: Shredding Attacks 2/3
- Lv 55: Shredding Attacks 3/3
- Lv 56: Natural Instinct 1/2
- Lv 57: Natural Instinct 2/2
- Lv 58: Furor 1/5
- Lv 59: Furor 2/5
- Lv 60: Furor 3/5
Shadow Priest talents
The build this guide recommends for the Shadow Priest in your group. Priest leveling
- Discipline (9): Wand Specialization 2/2, Twin Disciplines 5/5, Mental Strength 2/5
- Holy (0)
- Shadow (42): Shadow Focus 5/5, Blackout 3/5, Spirit Tap 5/5, Improved Mind Blast 5/5, Improved Shadow Word: Pain 2/2, Shadow Reach 2/2, Mind Flay 1/1, Improved Mind Flay 2/2, Dark Inspiration 2/5, Vampiric Embrace 1/1, Shadow Weaving 3/3, Silence 1/1, Devouring Contagion 2/2, Early Demise 2/2, Darkness 5/5, Shadowform 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Spirit Tap 1/5
- Lv 11: Spirit Tap 2/5
- Lv 12: Spirit Tap 3/5
- Lv 13: Spirit Tap 4/5
- Lv 14: Spirit Tap 5/5
- Lv 15: Improved Shadow Word: Pain 1/2
- Lv 16: Improved Shadow Word: Pain 2/2
- Lv 17: Blackout 1/5
- Lv 18: Blackout 2/5
- Lv 19: Blackout 3/5
- Lv 20: Mind Flay 1/1
- Lv 21: Improved Mind Blast 1/5
- Lv 22: Improved Mind Blast 2/5
- Lv 23: Improved Mind Blast 3/5
- Lv 24: Improved Mind Blast 4/5
- Lv 25: Improved Mind Blast 5/5
- Lv 26: Vampiric Embrace 1/1
- Lv 27: Shadow Weaving 1/3
- Lv 28: Shadow Weaving 2/3
- Lv 29: Shadow Weaving 3/3
- Lv 30: Silence 1/1
- Lv 31: Devouring Contagion 1/2
- Lv 32: Devouring Contagion 2/2
- Lv 33: Shadow Reach 1/2
- Lv 34: Shadow Reach 2/2
- Lv 35: Darkness 1/5
- Lv 36: Darkness 2/5
- Lv 37: Darkness 3/5
- Lv 38: Darkness 4/5
- Lv 39: Darkness 5/5
- Lv 40: Shadowform 1/1
- Lv 41: Shadow Focus 1/5
- Lv 42: Shadow Focus 2/5
- Lv 43: Shadow Focus 3/5
- Lv 44: Shadow Focus 4/5
- Lv 45: Shadow Focus 5/5
- Lv 46: Improved Mind Flay 1/2
- Lv 47: Improved Mind Flay 2/2
- Lv 48: Dark Inspiration 1/5
- Lv 49: Dark Inspiration 2/5
- Lv 50: Early Demise 1/2
- Lv 51: Early Demise 2/2
- Lv 52: Twin Disciplines 1/5
- Lv 53: Twin Disciplines 2/5
- Lv 54: Twin Disciplines 3/5
- Lv 55: Twin Disciplines 4/5
- Lv 56: Twin Disciplines 5/5
- Lv 57: Wand Specialization 1/2
- Lv 58: Wand Specialization 2/2
- Lv 59: Mental Strength 1/5
- Lv 60: Mental Strength 2/5
Affliction Warlock talents
The build this guide recommends for the Affliction Warlock in your group. Warlock leveling
- Affliction (43): Improved Life Tap 2/2, Suppression 5/5, Improved Corruption 5/5, Grim Reach 2/2, Soul Harvest 2/2, Improved Drains 3/3, Improved Bane of Agony 2/2, Amplify Curse 1/1, Pandemic 3/3, Malevolence 5/5, Nightfall 2/2, Curse of Exhaustion 1/1, Siphon Life 1/1, Soul Siphon 3/3, Shadow Mastery 5/5, Wrack 1/1
- Demonology (8): Demonic Embrace 5/5, Fel Vitality 3/3
- Destruction (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Corruption 1/5
- Lv 11: Improved Corruption 2/5
- Lv 12: Improved Corruption 3/5
- Lv 13: Improved Corruption 4/5
- Lv 14: Improved Corruption 5/5
- Lv 15: Suppression 1/5
- Lv 16: Suppression 2/5
- Lv 17: Suppression 3/5
- Lv 18: Suppression 4/5
- Lv 19: Suppression 5/5
- Lv 20: Grim Reach 1/2
- Lv 21: Grim Reach 2/2
- Lv 22: Improved Bane of Agony 1/2
- Lv 23: Improved Bane of Agony 2/2
- Lv 24: Amplify Curse 1/1
- Lv 25: Pandemic 1/3
- Lv 26: Pandemic 2/3
- Lv 27: Pandemic 3/3
- Lv 28: Nightfall 1/2
- Lv 29: Nightfall 2/2
- Lv 30: Malevolence 1/5
- Lv 31: Malevolence 2/5
- Lv 32: Siphon Life 1/1
- Lv 33: Malevolence 3/5
- Lv 34: Malevolence 4/5
- Lv 35: Shadow Mastery 1/5
- Lv 36: Shadow Mastery 2/5
- Lv 37: Shadow Mastery 3/5
- Lv 38: Shadow Mastery 4/5
- Lv 39: Shadow Mastery 5/5
- Lv 40: Wrack 1/1
- Lv 41: Malevolence 5/5
- Lv 42: Soul Siphon 1/3
- Lv 43: Soul Siphon 2/3
- Lv 44: Soul Siphon 3/3
- Lv 45: Curse of Exhaustion 1/1
- Lv 46: Improved Life Tap 1/2
- Lv 47: Improved Life Tap 2/2
- Lv 48: Soul Harvest 1/2
- Lv 49: Soul Harvest 2/2
- Lv 50: Improved Drains 1/3
- Lv 51: Improved Drains 2/3
- Lv 52: Improved Drains 3/3
- Lv 53: Demonic Embrace 1/5
- Lv 54: Demonic Embrace 2/5
- Lv 55: Demonic Embrace 3/5
- Lv 56: Demonic Embrace 4/5
- Lv 57: Demonic Embrace 5/5
- Lv 58: Fel Vitality 1/3
- Lv 59: Fel Vitality 2/3
- Lv 60: Fel Vitality 3/3
Demonology Warlock talents
The build this guide recommends for the Demonology Warlock in your group. Warlock leveling
- Affliction (0)
- Demonology (38): Improved Health Funnel 2/2, Demonic Embrace 5/5, Unholy Power 5/5, Demonic Aegis 2/2, Fel Vitality 3/3, Demonic Energies 2/2, Demonic Sacrifice 1/1, Master Summoner 2/2, Decimation 2/2, Fel Domination 1/1, Improved Felhunter 3/3, Soul Link 1/1, Demonic Knowledge 3/3, Master Demonologist 5/5, Demonic Pact 1/1
- Destruction (13): Improved Shadow Bolt 5/5, Bane 5/5, Cataclysm 3/3
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Demonic Embrace 1/5
- Lv 11: Demonic Embrace 2/5
- Lv 12: Demonic Embrace 3/5
- Lv 13: Demonic Embrace 4/5
- Lv 14: Demonic Embrace 5/5
- Lv 15: Fel Vitality 1/3
- Lv 16: Fel Vitality 2/3
- Lv 17: Fel Vitality 3/3
- Lv 18: Demonic Aegis 1/2
- Lv 19: Demonic Aegis 2/2
- Lv 20: Master Summoner 1/2
- Lv 21: Master Summoner 2/2
- Lv 22: Demonic Sacrifice 1/1
- Lv 23: Unholy Power 1/5
- Lv 24: Unholy Power 2/5
- Lv 25: Unholy Power 3/5
- Lv 26: Unholy Power 4/5
- Lv 27: Unholy Power 5/5
- Lv 28: Fel Domination 1/1
- Lv 29: Demonic Energies 1/2
- Lv 30: Demonic Energies 2/2
- Lv 31: Soul Link 1/1
- Lv 32: Improved Felhunter 1/3
- Lv 33: Improved Felhunter 2/3
- Lv 34: Improved Felhunter 3/3
- Lv 35: Demonic Knowledge 1/3
- Lv 36: Demonic Knowledge 2/3
- Lv 37: Demonic Knowledge 3/3
- Lv 38: Master Demonologist 1/5
- Lv 39: Master Demonologist 2/5
- Lv 40: Master Demonologist 3/5
- Lv 41: Master Demonologist 4/5
- Lv 42: Master Demonologist 5/5
- Lv 43: Demonic Pact 1/1
- Lv 44: Decimation 1/2
- Lv 45: Decimation 2/2
- Lv 46: Improved Health Funnel 1/2
- Lv 47: Improved Health Funnel 2/2
- Lv 48: Improved Shadow Bolt 1/5
- Lv 49: Improved Shadow Bolt 2/5
- Lv 50: Improved Shadow Bolt 3/5
- Lv 51: Improved Shadow Bolt 4/5
- Lv 52: Improved Shadow Bolt 5/5
- Lv 53: Bane 1/5
- Lv 54: Bane 2/5
- Lv 55: Bane 3/5
- Lv 56: Bane 4/5
- Lv 57: Bane 5/5
- Lv 58: Cataclysm 1/3
- Lv 59: Cataclysm 2/3
- Lv 60: Cataclysm 3/3
Experience changes that affect this route
The beta changed the leveling maths twice in October, so advice written in September no longer holds. Each entry is what Blizzard wrote, with our reading of it marked separately. Last change .
- Dungeon kill experience was being paid at the group's highest level, fixed October 8Live in a build
Aggrend confirmed that experience per kill inside a dungeon was calculated from the highest-level character in the group instead of your own. His example: a level 20 in the Deadmines with four other level 20s and one level 25 earns very little per kill. The October 8 build fixed it, so kill experience uses your own level against the mob's. A party member far above the mob's level still means no one gets experience.
What it means for your route: Every XP-per-hour number testers posted from a mixed-level group before October 8 was measuring this bug as well as the nerf, so treat those older dungeon-speed claims as unusable.
Source: Blizzard Entertainment · The bug and the fix
- Base kill experience in dungeons goes up about 20%Live in a build
Shipped in the October 8 build alongside the bug fix. Blizzard says the two together should make dungeon runs feel better and more even.
What it means for your route: Trash pulls pay more than they did, which favours full clears over quest-only runs that skip packs.
Source: Blizzard Entertainment · The bug and the fix
- The target is parity with questing, not Classic Era dungeon speedAnnounced, not in a build yet
Blizzard's stated aim: after these changes, perfect experience-per-hour dungeon play should land very close to, if not equal to, optimal questing. It also said dungeon experience will not return to Classic Era levels, because dungeon spam being the optimal path fails its design pillars.
What it means for your route: Plan a mixed route. Dungeons are for the levels where an instance sits on your path and the group is close to your level; questing carries the levels in between. A pure dungeon run to 60 is being balanced out of the game on purpose.
Source: Blizzard Entertainment (Aggrend) · Blizzard's reasoning
- Dungeon quests give 50% less bonus experienceLive in a build
In the level 30 build Blizzard cut the extra experience dungeon quests award beyond normal quest values by half, and recalibrated some quest rewards. Normal quest experience and experience from killing things in a dungeon were not touched.
What it means for your route: Chaining dungeon quests is still worth doing on the first run of an instance, but it no longer beats a good quest chain outside by the margin it did in September.
Source: Blizzard Entertainment · What the level 30 build changed
Legacy Points while you level
UnconfirmedWhere to spend Priest Legacy Points for dungeon leveling, in the order the points arrive. A character can spend 16, and an account can earn 65 at launch. Stop wherever your total is — the list is cumulative. Effects are quoted from the Beta client 1.60.1.70532 data.
- 1.1 point · 1/16
Well Restedrank 1 · Adventure
Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.
Only one point here for now — it is the prerequisite for Talented, and rested experience is worth having while you are at it.
- 2.5 points · 6/16
Talentedrank 5 · Adventure
You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.
The strongest leveling node in the tree: talent points from level 5 instead of 10, so you reach your first real build five levels sooner.
- 3.1 point · 7/16
Gourmandrank 1 · Resourcefulness
Increases the duration of beneficial effects from eating food by 33%.
Prerequisite for Permanence, and longer food buffs between pulls.
- 4.2 points · 9/16
Permanencerank 2 · Resourcefulness
Your class abilities which grant long-duration stat or attribute benefits to all party or raid members last 100% longer, and the benefits you gain from resting at a camp last 100% longer.
Your party buffs last twice as long, so you rebuff once instead of three times per run — and camp rest lasts twice as long too.
- 5.3 points · 12/16
Reinforcerank 3 · Resourcefulness
You take 24% less durability loss when you die.
Wipes cost durability. This is the only node that makes dying cheaper.
- 6.2 points · 14/16
The Quick and the Deadrank 2 · Resourcefulness
Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.
Faster corpse runs and free heals for two minutes after a resurrection — exactly the state you are in after a wipe.
- 7.1 point · 15/16
Reagent Economyrank 1 · Resourcefulness
Your class abilities no longer require reagents purchaseable from vendors.
No vendor reagents for your class abilities.
- 8.1 point · 16/16
Field Guiderank 1 · Adventure
Reduces your cooldown on adding Camp features by 8%
The leftover point: a shorter cooldown on adding camp features.
What to skip, and why
- Thrill of Adventure: The client says it is ineffective in dungeons, raids and battlegrounds — zero value in an instance.
- Frequent Flier: Worth it if you fly between instances; skip it while the group finder is sending you straight in.
- For Great Honor, Diplomat: PvP and reputation nodes, neither of which speeds up a dungeon run.
Variants
- If you gather while you level, one or two points in Bountiful Harvest (20% more scarce materials per rank, Mining, Herbalism and Skinning) pay for your mounts; take them out of the last picks on this list.
- Questing between runs? Thrill of Adventure works outdoors, so the solo plan on a solo leveling guide is the one to follow for those levels.
Legacy values are datamined from the beta client and can change. Plan your own spread in the Legacy planner, see where points come from inLegacy Points, or read the Legacy system guide. The order above is our recommendation; the effects are game data.
Contents
The group at a glance
Shadow Cleave for levels 40–60: a Feral Druid bear, a Shadow Priest, an Affliction Warlock, a Demonology Warlock and a Discipline Priest.
A 40–60 damage over time group for medium pulls: a bear holds three to five mobs while two Warlocks and a Shadow Priest dot everything, and Vampiric Embrace plus shields keep drinking short.
| Role | Spec | Job in the pull |
|---|---|---|
| Tank | Feral Combat Druid | Swipes and holds three to five mobs |
| DPS | Shadow Priest | Shadow Word: Pain, Vampiric Embrace, Silence |
| DPS | Affliction Warlock | Corruption on every mob, Curse of Exhaustion |
| DPS | Demonology Warlock | Rain of Fire, Felhunter Spell Lock on casters |
| Healer | Discipline Priest | Shields on the bear, Penance, Power Infusion |
Every spec in the table links to its own guide with talents for that slot.
How the shadow cleave plays
- Swipes first: the bear gathers three to five mobs and Swipes three times before any damage over time goes out.
- Dot everything: Corruption, Bane of Agony and Shadow Word: Pain on every mob, Rain of Fire on the bear.
- Control: Spell Lock and Silence stop casters, Devouring Plague jumps on death, shields cover whoever draws aggro.
Your job as Discipline Priest
Prevention is the plan here. Vampiric Embrace already heals the party for a share of the Shadow Priest’s damage, so most of your mana goes into shields that stop damage before it lands. Power Word: Shield goes on the bear as it gathers, and another on the first caster a loose mob turns toward. Soul Warding takes 4 sec off the cooldown and 15% off the cost, which turns shielding into your default button instead of something you ration. The shield also sets up your direct heals: Renewed Hope gives heals on a Weakened Soul target 10% more crit chance, and each crit leaves a Divine Aegis shield worth 15% of it. So shield first, then Penance or Heal the same target. Do not shield the whole group before the pull, because your healing threat lands before the Swipes. Power Infusion goes on the Affliction Warlock at the start of a large pull.
Pull by pull
- Gather: Power Word: Shield and Renew on the bear while it collects the pack.
- First loose mob: shield the caster it runs at; Soul Warding has the shield back quickly.
- Spike on the bear: Penance, then Heal or Greater Heal while Weakened Soul is still on for Renewed Hope.
- Low mana: Inner Focus before a Greater Heal for a free cast with a better crit chance.
- Large pull: Power Infusion on the Affliction Warlock as the dots go out, or on yourself if a caster pack turns on the group.
- Quiet trash: wand, and let Vampiric Embrace top the group up.
Resources and cooldowns
Meditation keeps half your regeneration going while casting, and Mental Agility makes shields, Renew and Penance 9% cheaper, so instants are your efficient spells. Greater Heal is the expensive one; pair it with Inner Focus. Warlock Life Taps cost you mana too, so ask both Warlocks to tap between pulls. Save Power Infusion for a large pull or a boss, never trash right before a boss room.
Mistakes that wipe the group
- Shielding everyone pre-pull: healing threat lands before the Swipes and mobs turn to the shielded casters.
- Power Infusion on trash when the next room holds a boss.
- Standing close to the pack: mobs that turn on you drag it out of Rain of Fire.
- Healing before shielding: you lose Renewed Hope’s crit bonus and the Divine Aegis shield it feeds.
Talent order by level
One point per level from level 10. The talent tree above shows the finished level 60 build; use the level slider to see it at any level.
- Levels 10–14 · Twin Disciplines 5/5 — +5% on instant heals: Power Word: Shield, Renew and Penance, your main tools here.
- Levels 15–17 · Silent Resolve 3/3 — 30% less Holy threat, so early heals on the bear do not pull mobs, plus shorter silences.
- Levels 18–19 · Mental Strength 2/5 — +10% Intellect for a bigger bar across damage over time fights.
- Levels 20–22 · Improved Power Word: Shield 3/3 — 20% more absorb on the shield the bear gets before every pull.
- Levels 23–25 · Meditation 3/3 — Half your regeneration continues while casting across long pulls.
- Level 26 · Inner Focus 1/1 — A free spell with +25% crit chance: pair it with Greater Heal.
- Level 27 · Soul Warding 1/1 — 4 sec off the shield cooldown and 15% cheaper: shielding becomes your default action.
- Levels 28–30 · Mental Strength 5/5 — finish the talent.
- Level 31 · Penance 1/1 — Three instant heal pulses over 2 sec: the spike answer after the shield.
- Levels 32–36 · Renewed Hope 5/5 — +10% crit on heals at a Weakened Soul target, so shield first and heal second.
- Levels 37–39 · Divine Aegis 3/3 — Crit heals leave a 15% shield; with Renewed Hope this is a loop, not a bonus.
- Level 40 · Power Infusion 1/1 — +20% spell damage and healing for 15 sec on the Affliction Warlock or yourself.
- Levels 41–43 · Mental Agility 3/3 — 10% cheaper instants, which is most of what you cast.
- Levels 44–45 · Martyrdom 2/2 — No pushback for 6 sec after a crit against you, for a mob that breaks loose onto the healer.
- Levels 46–48 · Improved Inner Fire 3/3 — More armor and charges on Inner Fire for the same loose-mob case.
- Levels 49–50 · Wand Specialization 2/2 — 25% more wand damage on quiet trash while Vampiric Embrace heals.
- Levels 51–53 · Improved Renew (Holy) 3/3 — +15% Renew on the bear during the gather.
- Levels 54–55 · Twilight Focus (Holy) 2/3 — 47% chance to avoid damage interruption on any cast, Greater Heal included.
- Levels 56–60 · Divine Fury (Holy) 5/5 — 0.5 sec faster Heal and Greater Heal for the heal after the shield.
Dungeons by level
Every WoW Forever dungeon that overlaps levels 40–60. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.
| Levels | Dungeon | Notes |
|---|---|---|
| 34–40 | Scarlet Monastery Library | Classic. |
| 35–40 | The Drowned City (New) | Trolls, naga and pirates off the Stranglethorn coast. |
| 37–43 | Scarlet Monastery Armory | Classic. |
| 38–44 | Razorfen Downs | Classic. |
| 39–45 | Scarlet Monastery Cathedral | Classic. |
| 40–55 | Krol’dok Stronghold (New) | New in Forever. |
| 44–50 | Uldaman | Classic. |
| 45–51 | Zul’Farrak | Classic. |
| 48–53 | Alcaz Prison (New) | New in Forever. |
| 48–54 | Maraudon | Classic. |
| 52–58 | Sunken Temple | Classic. |
| 52–60 | Blackrock Depths | Classic. |
| 55–60 | Dire Maul East | Classic. |
| 55–60 | Blackmaw Hold (New) | New in Forever. |
| 57–60 | Lower Blackrock Spire | Classic. |
| 58–60 | Dire Maul West | Classic. |
| 58–60 | Scholomance | Classic. |
| 58–60 | The Shapers Terrace (New) | New in Forever. |
| 59–60 | Stratholme (Undead) | Classic. |
| 59–60 | Stratholme (Live) | Classic. |
| 59–60 | Dire Maul North | Classic. |
Krol’dok Stronghold and Uldaman from 40, Zul’Farrak, Alcaz Prison and Maraudon at 48–54, Blackrock Depths for its casters from 52. Check Shadow resistance of Scholomance and Stratholme undead in the beta.
Where the group struggles for a Discipline Priest
- Shadow-resistant mobs also cut Vampiric Embrace healing. Expect to heal more and ask the bear for smaller pulls.
- Caster packs in Blackrock Depths go for cloth. Silent Resolve shortens silences on you; keep a shield ready for whoever the second caster hits.
- Runaways bring fresh packs mid-fight. Shield the bear before the new pack arrives, not after it hits.
- Long fights mean long mana use. Wand quiet pulls and let Vampiric Embrace carry the top-ups.