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WoW Forever Priest Talent Calculator
Plan your Priest talents with the new Forever trees: Discipline, Holy, Shadow. Spend points, scrub through the levels and share your build with one link.
Discipline
Holy
Shadow
Beta data from the WoW Forever beta client, values can change until launch. Talent tree data: talentsforever.com (CC BY 4.0)
All Priest talents
Every talent with its maximum rank, from the WoW Forever beta client.
Discipline
- Power in Light 5 · Row 1, needs 0 points
- Your Smite and Penance spells deal 10% increased damage to targets afflicted with your Holy Fire.
- Wand Specialization 2 · Row 1, needs 0 points
- Increases your damage with Wands by 25%.
- Twin Disciplines 5 · Row 1, needs 0 points
- Increases the damage and healing of your instant cast spells by 5%.
- Silent Resolve 3 · Row 2, needs 5 points
- Reduces the threat generated by your Holy spells by 30% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 15%.
- Holy Precision 3 · Row 2, needs 5 points
- Improves your chance to hit with Holy spells by 18%.
- Improved Power Word: Shield 3 · Row 2, needs 5 points
- Increases the damage absorbed by your Power Word: Shield by 20%.
- Martyrdom 2 · Row 2, needs 5 points
- Gives you a 100% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%.
- Mental Agility 3 · Row 3, needs 10 points
- Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 10%.
- Inner Focus 1 · Row 3, needs 10 points
- When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.
- Meditation 3 · Row 3, needs 10 points
- Allows 50% of your Mana regeneration to continue while casting.
- Improved Inner Fire 3 · Row 4, needs 15 points
- Increases the Armor bonus of your Inner Fire spell by 45% and increases its total charges by 12.
- Mental Strength 5 · Row 4, needs 15 points
- Increases your total Intellect by 15%.
- Soul Warding 1 · Row 4, needs 15 points
- Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.
- Improved Mana Burn 2 · Row 4, needs 15 points
- Reduces the casting time of your Mana Burn spell by 1 sec.
- Penance 1 · Row 5, needs 20 points
- Launches a volley of holy light at the target, causing 81 Holy damage to an enemy, or 184 healing to an ally, instantly and every 1 sec for 2 sec.
- Renewed Hope 5 · Row 5, needs 20 points
- Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 10% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 5 sec.
- Divine Aegis 3 · Row 6, needs 25 points
- Your critical heals create a protective shield on the target, absorbing 15% of the amount healed. Lasts 12 sec.
- Power Infusion 1 · Row 7, needs 30 points
- Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.
Holy
- Twilight Focus 3 · Row 1, needs 0 points
- Gives you a 70% chance to avoid interruption caused by damage while casting any spell.
- Improved Renew 3 · Row 1, needs 0 points
- Increases the amount healed by your Renew spell by 15%.
- Holy Specialization 5 · Row 1, needs 0 points
- Increases the critical effect chance of your Holy spells by 5%.
- Spell Warding 5 · Row 2, needs 5 points
- Reduces all spell damage taken by 10%.
- Divine Fury 5 · Row 2, needs 5 points
- Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.5 sec.
- Holy Nova 1 · Row 3, needs 10 points
- Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 49 to 57. These effects cause no threat.
- Blessed Recovery 3 · Row 3, needs 10 points
- After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 25% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing.
- Inspiration 3 · Row 3, needs 10 points
- Your non-periodic critical heals increase your target's Armor by 25% for 15 sec.
- Holy Reach 2 · Row 4, needs 15 points
- Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 20%.
- Improved Healing 3 · Row 4, needs 15 points
- Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 15%.
- Searing Light 2 · Row 4, needs 15 points
- Increases your Holy damage done by 5%, and gives a 10% chance each time your Holy Fire spell deals periodic damage for your next Holy Nova to cost no Mana.
- Binding Heal 1 · Row 4, needs 15 points
- Heals a friendly target and the caster for 236 to 284. Low threat.
- Litany of Light 2 · Row 5, needs 20 points
- When you cast a healing spell, gain Mana equal to 10% of the base cost of the spell if your previous heal was a different spell.
- Spirit of Redemption 1 · Row 5, needs 20 points
- Upon death, the priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
- Spiritual Guidance 5 · Row 5, needs 20 points
- Increases your spell healing by up to 25% of your total Spirit and your spell damage by up to 8% of your total Spirit.
- Spiritual Healing 3 · Row 6, needs 25 points
- Increases the amount healed by your spells by 10%.
- Prayer of Mending 1 · Row 7, needs 30 points
- Places a spell on the target that heals them for 172 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Shadow
- Shadow Focus 5 · Row 1, needs 0 points
- Improves your chance to hit with Shadow spells by 5%.
- Blackout 5 · Row 1, needs 0 points
- Gives your Shadow damage spells a 10% chance to stun the target for 3 sec.
- Spirit Tap 5 · Row 1, needs 0 points
- Gives you a 100% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting.
- Shadow Affinity 3 · Row 2, needs 5 points
- Reduces the threat generated by your Shadow spells by 30%.
- Improved Shadow Word: Pain 2 · Row 2, needs 5 points
- Increases the duration of your Shadow Word: Pain spell by 6 sec.
- Shadow Reach 2 · Row 2, needs 5 points
- Increases the range of your offensive Shadow spells by 20%.
- Improved Mind Blast 5 · Row 3, needs 10 points
- Reduces the cooldown of your Mind Blast spell by 2.5 sec.
- Improved Psychic Scream 2 · Row 3, needs 10 points
- Reduces the cooldown of your Psychic Scream spell by 4 sec.
- Mind Flay 1 · Row 3, needs 10 points
- Assault the target's mind with Shadow energy, causing 63 Shadow damage over 3 sec and slowing their movement speed by 50%.
- Improved Mind Flay 2 · Row 3, needs 10 points
- Your Mind Flay now deals 20% more damage, gains 10 yards increased range, but slows the target's movement speed by 20%.
- Improved Fade 2 · Row 4, needs 15 points
- Decreases the cooldown of your Fade ability by 6 sec.
- Vampiric Embrace 1 · Row 4, needs 15 points
- Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec. Vampiric Embrace also grants a chance for your Spirit Tap talent to trigger when enemies afflicted by it die.
- Shadow Weaving 3 · Row 4, needs 15 points
- Your Shadow damage spells have a 100% chance to increase the Shadow damage you deal by 2% for 15 sec, stacking up to 5 times.
- Silence 1 · Row 5, needs 20 points
- Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.
- Devouring Contagion 2 · Row 5, needs 20 points
- Reduces the mana cost of your Devouring Plague by 50%. Targets that die while Devouring Plague it is active spreads it, jumping to a nearby enemy within 10 yards for the remaining duration.
- Early Demise 2 · Row 6, needs 25 points
- Increases Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%.
- Darkness 5 · Row 6, needs 25 points
- Increases your Shadow damage done by 10%.
- Shadowform 1 · Row 7, needs 30 points
- Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form.
FAQ
How many talent points does a Priest get in WoW Forever?
You have 51 points at level 60. The first one comes at level 10, then one per level. The Legacy talent Talented from the Adventure tree gives you the first point up to five levels earlier, the total stays 51.
What changed in the Priest talents compared to Classic?
13 of 53 talents are new in Forever and 29 were changed or moved. Turn on "Show changes from Classic" and the calculator marks them right in the trees.
Which Priest build should I use for leveling?
Open the Talent Path: pick your goal and your spec, and see which talent to take at every level plus the stats that matter. One click opens the build here in the calculator.
Can I import a build from Wowhead?
Yes. Open More, choose Import a link and paste a link from the Wowhead Forever talent calculator. Open in Wowhead works the other way round.
Are the talents final?
No. The trees come from the WoW Forever beta client (as of 2026-09-20). Values can still change until launch, and the calculator is updated when they do.
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