PriestShadowDPSDungeon levelingLevels 40–60
Shadow Cleave 5-man: Shadow Priest Vampiric Embrace talents (levels 40–60)
TheorycraftUpdated Oct 24, 2026
Published Sep 15, 2026 · 351 views
Shadow Priest build for shadow cleave dungeon leveling from 40 to 60: Shadow Word: Pain on every mob, Vampiric Embrace party healing, Devouring Contagion to spread Devouring Plague, Shadowform at 40.
Suggested group
Pick a group member to see their talents and when to learn each point.
Shadow Priest talents
The build this guide is about. Priest leveling
Discipline9 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.Spirit Tap1/5Lv 10
- 2.Spirit Tap2/5Lv 11
- 3.Spirit Tap3/5Lv 12
- 4.Spirit Tap4/5Lv 13
- 5.Spirit Tap5/5Lv 14
- 6.Improved Shadow Word: Pain1/2Lv 15
- 7.Improved Shadow Word: Pain2/2Lv 16
- 8.Blackout1/5Lv 17
- 9.Blackout2/5Lv 18
- 10.Blackout3/5Lv 19
- 11.Mind Flay1/1Lv 20
- 12.Improved Mind Blast1/5Lv 21
- 13.Improved Mind Blast2/5Lv 22
- 14.Improved Mind Blast3/5Lv 23
- 15.Improved Mind Blast4/5Lv 24
- 16.Improved Mind Blast5/5Lv 25
- 17.Vampiric Embrace1/1Lv 26
- 18.Shadow Weaving1/3Lv 27
- 19.Shadow Weaving2/3Lv 28
- 20.Shadow Weaving3/3Lv 29
- 21.Silence1/1Lv 30
- 22.Devouring Contagion1/2Lv 31
- 23.Devouring Contagion2/2Lv 32
- 24.Shadow Reach1/2Lv 33
- 25.Shadow Reach2/2Lv 34
- 26.Darkness1/5Lv 35
- 27.Darkness2/5Lv 36
- 28.Darkness3/5Lv 37
- 29.Darkness4/5Lv 38
- 30.Darkness5/5Lv 39
- 31.Shadowform1/1Lv 40
- 32.Shadow Focus1/5Lv 41
- 33.Shadow Focus2/5Lv 42
- 34.Shadow Focus3/5Lv 43
- 35.Shadow Focus4/5Lv 44
- 36.Shadow Focus5/5Lv 45
- 37.Improved Mind Flay1/2Lv 46
- 38.Improved Mind Flay2/2Lv 47
- 39.Dark Inspiration1/5Lv 48
- 40.Dark Inspiration2/5Lv 49
- 41.Early Demise1/2Lv 50
- 42.Early Demise2/2Lv 51
- 43.Twin Disciplines1/5Lv 52
- 44.Twin Disciplines2/5Lv 53
- 45.Twin Disciplines3/5Lv 54
- 46.Twin Disciplines4/5Lv 55
- 47.Twin Disciplines5/5Lv 56
- 48.Wand Specialization1/2Lv 57
- 49.Wand Specialization2/2Lv 58
- 50.Mental Strength1/5Lv 59
- 51.Mental Strength2/5Lv 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
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
Discipline Priest talents
The build this guide recommends for the Discipline Priest in your group. Priest leveling
- Discipline (41): Wand Specialization 2/2, Twin Disciplines 5/5, Silent Resolve 3/3, Mental Strength 5/5, Martyrdom 2/2, Mental Agility 3/3, Inner Focus 1/1, Improved Power Word: Shield 3/3, Meditation 3/3, Improved Inner Fire 3/3, Soul Warding 1/1, Penance 1/1, Renewed Hope 5/5, Divine Aegis 3/3, Power Infusion 1/1
- Holy (10): Twilight Focus 2/3, Improved Renew 3/3, Divine Fury 5/5
- Shadow (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Twin Disciplines 1/5
- Lv 11: Twin Disciplines 2/5
- Lv 12: Twin Disciplines 3/5
- Lv 13: Twin Disciplines 4/5
- Lv 14: Twin Disciplines 5/5
- Lv 15: Silent Resolve 1/3
- Lv 16: Silent Resolve 2/3
- Lv 17: Silent Resolve 3/3
- Lv 18: Mental Strength 1/5
- Lv 19: Mental Strength 2/5
- Lv 20: Improved Power Word: Shield 1/3
- Lv 21: Improved Power Word: Shield 2/3
- Lv 22: Improved Power Word: Shield 3/3
- Lv 23: Meditation 1/3
- Lv 24: Meditation 2/3
- Lv 25: Meditation 3/3
- Lv 26: Inner Focus 1/1
- Lv 27: Soul Warding 1/1
- Lv 28: Mental Strength 3/5
- Lv 29: Mental Strength 4/5
- Lv 30: Mental Strength 5/5
- Lv 31: Penance 1/1
- Lv 32: Renewed Hope 1/5
- Lv 33: Renewed Hope 2/5
- Lv 34: Renewed Hope 3/5
- Lv 35: Renewed Hope 4/5
- Lv 36: Renewed Hope 5/5
- Lv 37: Divine Aegis 1/3
- Lv 38: Divine Aegis 2/3
- Lv 39: Divine Aegis 3/3
- Lv 40: Power Infusion 1/1
- Lv 41: Mental Agility 1/3
- Lv 42: Mental Agility 2/3
- Lv 43: Mental Agility 3/3
- Lv 44: Martyrdom 1/2
- Lv 45: Martyrdom 2/2
- Lv 46: Improved Inner Fire 1/3
- Lv 47: Improved Inner Fire 2/3
- Lv 48: Improved Inner Fire 3/3
- Lv 49: Wand Specialization 1/2
- Lv 50: Wand Specialization 2/2
- Lv 51: Improved Renew 1/3
- Lv 52: Improved Renew 2/3
- Lv 53: Improved Renew 3/3
- Lv 54: Twilight Focus 1/3
- Lv 55: Twilight Focus 2/3
- Lv 56: Divine Fury 1/5
- Lv 57: Divine Fury 2/5
- Lv 58: Divine Fury 3/5
- Lv 59: Divine Fury 4/5
- Lv 60: Divine Fury 5/5
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 Shadow Priest
Shadow Word: Pain on five mobs, with Vampiric Embrace running, heals the entire party for 20% of your Shadow damage. That is why this group drinks less than a burst group, and why your first cast after the bear’s third Swipe is Vampiric Embrace rather than a dot. Treat its uptime as healing, since every point of it comes off the Discipline Priest’s work. Devouring Contagion is the other half of your kit: Devouring Plague on the mob that dies first jumps to a neighbour within 5 yards, so the back of the pack dies faster than the front. Shadow Weaving stacks your Shadow damage. Between dots, Mind Blast and Mind Flay the kill target. Silence is the group’s second interrupt after Spell Lock, so keep it for the caster the Felhunter could not reach.
Pull by pull
- First cast: Vampiric Embrace on a mob in the middle of the pack after the third Swipe.
- Spread: Shadow Word: Pain on every mob; the talented duration covers the whole pull.
- Plague: Devouring Plague on the mob that will die first, so it has somewhere to jump.
- Fill: Mind Blast on cooldown and Mind Flay on the kill target.
- Interrupt: Silence on the caster the Felhunter missed.
- Execute: Shadow Word: Death on mobs below 20%, where Early Demise adds 30% crit chance.
- Aggro: Fade the moment a mob turns to you.
Resources and cooldowns
Shadowform halves the cost of your Shadow spells, which is what makes dotting five mobs affordable. Spirit Tap doubles your Spirit after a kill, and mobs dying under Vampiric Embrace give it extra chances to trigger. Skip Mind Blast on trash that is already low and wand instead. Devouring Contagion halves Devouring Plague’s cost, so it is never the spell to cut. Keep Silence for casters rather than spending it on anything else.
Mistakes that wipe the group
- Dots on crowd control: Shadow Word: Pain breaks a sheep or a sap.
- Plague on the last mob: there is nothing left for Devouring Contagion to jump to.
- Casting before the third Swipe: 30% less threat still pulls a mob carrying five dots.
- Late Vampiric Embrace: every tick before it is healing the party never got.
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 · Spirit Tap 5/5 — Double Spirit after a kill and regeneration while casting: a group kills constantly.
- Levels 15–16 · Improved Shadow Word: Pain 2/2 — 6 more sec on Shadow Word: Pain, so one application per mob covers a slow pull.
- Levels 17–19 · Blackout 3/5 — Shadow damage spells get a chance (6% at three points) to stun the target for 3 sec.
- Level 20 · Mind Flay 1/1 — A channel with a slow for the kill target between dots.
- Levels 21–25 · Improved Mind Blast 5/5 — 2.5 sec off Mind Blast for more kill-target damage between dots.
- Level 26 · Vampiric Embrace 1/1 — The party heals for 20% of your Shadow damage: with five dotted mobs this is the group’s second healer.
- Levels 27–29 · Shadow Weaving 3/3 — Each Shadow spell stacks +2% Shadow damage up to five times, easy to keep up while spreading dots.
- Level 30 · Silence 1/1 — A 5 sec silence: the group’s interrupt while Spell Lock is on cooldown.
- Levels 31–32 · Devouring Contagion 2/2 — Half-cost Devouring Plague that jumps to 2 mobs within 10 yards when its target dies.
- Levels 33–34 · Shadow Reach 2/2 — 20% more range, so you dot the edge of the pack from behind the bear.
- Levels 35–39 · Darkness 5/5 — +10% Shadow damage on every tick across the pack.
- Level 40 · Shadowform 1/1 — Half-cost Shadow spells, +10% Shadow damage and 15% less physical damage when a mob breaks loose.
- Levels 41–45 · Shadow Focus 5/5 — +5% Shadow hit so dots stick on level 55+ mobs.
- Levels 46–47 · Improved Mind Flay 2/2 — Each Mind Flay tick deals 20% more than the previous one, so full channels on the kill target pay off.
- Levels 48–49 · Dark Inspiration 2/5 — Mind Blast and fully channeled Mind Flay raise your and your party’s Spirit (6% for 10 sec at two points).
- Levels 50–51 · Early Demise 2/2 — +30% Shadow Word: Death crit chance below 20% health for finishing the pack.
- Levels 52–56 · Twin Disciplines (Discipline) 5/5 — +5% on instant spells, which covers Shadow Word: Pain and Devouring Plague on every mob.
- Levels 57–58 · Wand Specialization (Discipline) 2/2 — More wand damage on nearly dead trash, so you save the Mind Blast mana.
- Levels 59–60 · Mental Strength (Discipline) 2/5 — +2% Intellect per point. It now sits on Discipline’s second row, so these points also open the third row.
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 Shadow Priest
- Short fights: weak trash dies before Shadow Word: Pain ticks. Ask for bigger pulls or Mind Blast single targets.
- Shadow-resistant mobs cut your damage and your Vampiric Embrace healing at once. Warn the Discipline Priest to expect more work.
- Runaways carry Shadow Word: Pain into the next pack. Call the runner for Curse of Exhaustion instead of chasing it.
- Crowd control breaks when Devouring Plague jumps onto it. Keep sheeped or sapped mobs far beyond 5 yards of the pack.