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TBC Anniversary realms

Discipline Priest leveling guide

Last checked against the live game: 2026-09-07

The plan in one paragraph

Level as Shadow: Shadow Word: Pain, Mind Blast, Mind Flay from 20, and from 30 Vampiric Embrace turning your damage into your healing. It is the only Priest tree that kills things at a reasonable pace, and from 40 Shadowform makes you harder to kill than most cloth. Every dungeon on the way up will still take you as the healer; you leave Shadowform, heal the run, and go back in. The leveling tree ends on the Shadow raid build exactly, so there is nothing to respec at 70 if you stay Shadow, and one respec if you do not.

Your endgame is Discipline, the support build: Improved Divine Spirit for every caster in the raid, Power Infusion for the best one, Pain Suppression for a tank in trouble, and competent healing in between. Raids run one of these, not three, so check your guild has a seat before you commit; a Discipline Priest without a raid is a worse Holy Priest. One respec at 70.

Milestones on the way to 70

Priest milestones, 1 to 70

  1. 1You are here
  2. 4Shadow Word: PainThe spell you open every fight with from here to 70. Fortitude on yourself, always.
  3. 6Power Word: ShieldShield before the pull. The Weakened Soul debuff means one shield per 15 seconds, so cast it before you need it, not after.
  4. 8Renew, FadeFade drops your threat for 10 seconds. In a group it is the button you press when the tank loses a mob to you.
  5. 10First talent point, Mind Blast, ResurrectionSpirit Tap 1/5. Mind Blast is your burst spell; wand after it. Buy a wand now if you have not; from 10 to 20 the wand is most of your damage.
  6. 10Racial spellEvery race gets one at 10 and another at 20. Touch of Weakness (Undead, Blood Elf) and Hex of Weakness (Troll) weaken the mob's hits; Starshards (Night Elf) is a free DoT; Desperate Prayer (Human, Dwarf) is an instant self-heal; Symbol of Hope (Draenei) gives the group mana.
  7. 12Inner FireArmor buff. Keep it up; it has charges and falls off after enough hits.
  8. 14Psychic Scream, Cure DiseaseYour fear. Breaks a bad two-pull; in a dungeon ask before you use it, because feared mobs run into other packs.
  9. 16HealHeal replaces Lesser Heal as the group heal you spam. Lesser Heal is still the cheap one for yourself.
  10. 18Dispel Magic
  11. 20Mind Flay, Flash Heal, Holy Fire, Shackle Undead, Fear Ward, Mind SootheMind Flay from the talent point is the spell that makes the spec. Fear Ward is yours whatever your race in TBC; Shackle Undead is your dungeon crowd control in every undead instance. Second racial spell too (Devouring Plague, Shadowguard, Consume Magic, Elune's Grace, Feedback, Chastise).
  12. 22Mind Vision
  13. 24Mana Burn
  14. 30Vampiric Embrace, Prayer of Healing, Mind Control, Shadow ProtectionVampiric Embrace from the talent point is the level you stop healing yourself between quest mobs. Mind Control is the most fun button in the game and the most dangerous one in a dungeon.
  15. 32Abolish Disease
  16. 34LevitateFall damage is over. Mount at 30 is the mount, this is the parachute.
  17. 40Shadowform, Greater Heal, mountShadowform from the talent point. You leave it to heal and go back in to kill. Greater Heal is the dungeon tank heal from here.
  18. 48Prayer of FortitudeGroup-wide Fortitude; costs a Candle. Carry a stack from here.
  19. 50Vampiric TouchThe last Shadow talent. From here the spec is complete and the rest of the points are Discipline mana talents.
  20. 56Prayer of Shadow Protection
  21. 58OutlandHellfire Peninsula quest greens replace most of what you are wearing within a level. Stamina matters on Outland mobs; so does spell hit.
  22. 60Epic riding, Prayer of SpiritPrayer of Spirit needs the Divine Spirit talent, so as Shadow you will not have it.
  23. 62Shadow Word: DeathInstant, big, and it hits you back for the same amount if the target survives. Use it to finish, not to open.
  24. 64Binding HealHeals you and the target at once with low threat. The dungeon healer's new best spell.
  25. 66ShadowfiendA pet that returns mana on every hit. Press it whenever you are low; it is your mana potion on a five minute cooldown.
  26. 68Prayer of MendingBounces between hurt players for five heals. Cast it on the tank before every pull, whatever your spec.
  27. 70Mass DispelThe level cap. Mass Dispel removes magic from everyone in an area, including a Paladin's bubble. The endgame sections take over from here.

Leveling spec

Shadow, 1 to 70. Shadow Word: Pain on the pull, Mind Blast, then wand until 20 and Mind Flay after it. The real priorities in the tree are Mind Flay at 20, Vampiric Embrace at 30, Shadowform at 40 and Vampiric Touch at 50; Spirit Tap from the first point is what lets you go from kill to kill without sitting down. Holy and Discipline are not leveling trees: Holy kills with Smite and Holy Fire at a pace that stops being funny around 25, and Discipline has nothing that kills at all. If you want to heal dungeons on the way up, Shadow heals them fine; the heals are the same spells, you just cast them outside Shadowform.

1 to 10. Smite and a wand. Buy the best wand you can afford at 5 and replace it every ten levels; Shadow Word: Pain at 4 and Power Word: Shield at 6 are the first two spells that change anything. Fortitude on yourself and on anyone you group with. Sit and drink often; this is the only stretch where you will.

10 to 20. Spirit Tap arrives with the first point: after each kill your mana regenerates at full speed for 15 seconds, so you pull the next mob immediately instead of drinking. The fight is Shadow Word: Pain, Mind Blast, wand, Mind Blast when it is ready, and the mob dies before it reaches you more often than not. Shield yourself before anything that will reach you. Renew between fights only if you are low; the wand costs nothing.

20 to 40. Mind Flay changes the loop: Shadow Word: Pain, Mind Blast, Mind Flay, Mind Flay, and the slow on Mind Flay means the mob walks to you at half speed. From 30 Vampiric Embrace heals you for a share of every point of shadow damage, so you stop casting heals between mobs altogether; the fight heals you. Psychic Scream when two mobs are on you and Shield is down. Mind Control is at 30 and it is a trap while solo: it breaks early and the mob is next to you when it does. Use it to walk a dangerous mob off a cliff, nowhere else.

40 to 60. Shadowform. +15% shadow damage, 15% less physical damage taken, and you cannot heal while in it. Solo you never leave it; in a dungeon you drop it to heal and that is fine, the mana you lose is one shift. Vampiric Touch at 50 goes on before Shadow Word: Pain on anything that lives long enough for two DoTs to matter, which by 50 is most things.

60 to 70. Outland mobs hit harder and have more health, so the DoTs do more of the work: Vampiric Touch, Shadow Word: Pain, Mind Blast, Mind Flay to the end, Shadow Word: Death at 62 to finish anything under 15% (it hits you back if the target survives, so never open with it). Shadowfiend at 66 is a mana pot on a five minute cooldown. By 70 you are 47 points into Shadow, your tree is the raid build, and the only thing between you and a raid spot is hit rating.

Weapons: a wand, always, and a staff or a dagger and off-hand with spell damage. Wands are most of your damage from 5 to 20 and still a mana-free finisher after; Wand Specialization is the one leveling talent the order skips, because the five points are not in the raid build and Spirit Tap does more. Spell damage beats Spirit on a weapon for Shadow until 70; Stamina is welcome, because cloth.

Why not Holy to level? Because you will be a Holy Priest in dungeons either way. Shadow with the heals cast outside Shadowform is the same healer in a dungeon at 35, and Shadow is three times the questing speed. Respec at 70, or at 60 if you are chain-running the Hellfire dungeons and want Circle of Healing for them.

Where each talent point goes

0 / 0 / 0 0 of 61 points

Discipline 0

Unbreakable Will 0/5
Wand Specialization 0/5
Silent Resolve 0/5
Imp. Power Word: Fortitude 0/2
Imp. Power Word: Shield 0/3
Martyrdom 0/2
Absolution 0/3
Inner Focus 0/1
Meditation 0/3
Imp. Inner Fire 0/3
Mental Agility 0/5
Imp. Mana Burn 0/2
Mental Strength 0/5
Divine Spirit 0/1
Imp. Divine Spirit 0/2
Focused Power 0/2
Force of Will 0/5
Focused Will 0/3
Power Infusion 0/1
Reflective Shield 0/5
Enlightenment 0/5
Pain Suppression 0/1

Holy 0

Healing Focus 0/2
Imp. Renew 0/3
Holy Specialization 0/5
Spell Warding 0/5
Divine Fury 0/5
Holy Nova 0/1
Blessed Recovery 0/3
Inspiration 0/3
Holy Reach 0/2
Imp. Healing 0/3
Searing Light 0/2
Healing Prayers 0/2
Spirit of Redemption 0/1
Spiritual Guidance 0/5
Surge of Light 0/2
Spiritual Healing 0/5
Holy Concentration 0/3
Lightwell 0/1
Blessed Resilience 0/3
Empowered Healing 0/5
Circle of Healing 0/1

Shadow 0

Spirit Tap 0/5
Blackout 0/5
Shadow Affinity 0/3
Imp. Shadow Word: Pain 0/2
Shadow Focus 0/5
Imp. Psychic Scream 0/2
Imp. Mind Blast 0/5
Mind Flay 0/1
Imp. Fade 0/2
Shadow Reach 0/2
Shadow Weaving 0/5
Silence 0/1
Vampiric Embrace 0/1
Imp. Vampiric Embrace 0/2
Focused Mind 0/3
Shadow Resilience 0/2
Darkness 0/5
Shadowform 0/1
Shadow Power 0/5
Misery 0/5
Vampiric Touch 0/1

The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.

Shadow leveling, 10 to 70 | 61 points

LevelTalentTreeWhy
10Spirit Tap 1/5shadowAfter every kill your Spirit doubles and your mana keeps regenerating while you cast for 15 seconds. You chain kills, so this is the talent that lets you stop drinking. Row 2 opens at 5.
11Spirit Tap 2/5shadow
12Spirit Tap 3/5shadow
13Spirit Tap 4/5shadow
14Spirit Tap 5/5shadow
15Improved Shadow Word: Pain 1/2shadowTwo more ticks on the spell you open every fight with.
16Improved Shadow Word: Pain 2/2shadow
17Shadow Focus 1/5shadowShadow spells miss 6% less. Three ranks now to open row 3 at 10 points.
18Shadow Focus 2/5shadow
19Shadow Focus 3/5shadow
20Mind Flay 1/1shadowLevel 20. The channeled spell that is most of your damage from here to 70, and it slows the target to half speed so nothing reaches you.
21Shadow Focus 4/5shadowThe last two ranks: 10% less chance to miss altogether.
22Shadow Focus 5/5shadow
23Improved Mind Blast 1/5shadowMind Blast every 5.5 seconds instead of 8. Your burst spell on cooldown is a full second Mind Flay you did not have to channel. Row 4 opens at 15.
24Improved Mind Blast 2/5shadow
25Improved Mind Blast 3/5shadow
26Improved Mind Blast 4/5shadow
27Improved Mind Blast 5/5shadow
28Shadow Reach 1/2shadow+20% range on shadow spells. Mind Flay from 24 yards instead of 20 is one more tick before the mob reaches you.
29Shadow Reach 2/2shadow
30Vampiric Embrace 1/1shadowLevel 30. Every point of shadow damage you deal heals you and your party for a share of it. From here you stop casting heals on yourself while questing. Row 5 opens at 20.
31Shadow Weaving 1/5shadowEvery shadow hit stacks a debuff that makes the target take more shadow damage, up to 10%. Four ranks, like the raid build.
32Shadow Weaving 2/5shadow
33Shadow Weaving 3/5shadow
34Shadow Weaving 4/5shadow
35Darkness 1/5shadow+10% shadow damage. The plainest damage talent in the tree. Row 6 opens at 25.
36Darkness 2/5shadow
37Darkness 3/5shadow
38Darkness 4/5shadow
39Darkness 5/5shadow
40Shadowform 1/1shadowLevel 40. +15% shadow damage, 15% less physical damage taken, and you cannot cast holy spells while in it. You will leave it to heal a group and go back in to quest. Row 7 opens at 30.
41Shadow Power 1/5shadow+12% crit on Mind Blast and Shadow Word: Death. Four ranks, like the raid build.
42Shadow Power 2/5shadow
43Shadow Power 3/5shadow
44Shadow Power 4/5shadow
45Misery 1/5shadowYour Shadow Word: Pain, Mind Flay and Vampiric Touch make the target take 5% more spell damage from everyone. Row 8 opens at 35.
46Misery 2/5shadow
47Misery 3/5shadow
48Misery 4/5shadow
49Misery 5/5shadow
50Vampiric Touch 1/1shadowLevel 50. A shadow DoT that gives your party mana every time you deal shadow damage. Row 9 opens at 40, and this is the point the spec is complete.
51Focused Mind 1/3shadowMind Blast, Mind Flay and Mind Control cost 15% less. Mana again, now that the damage is bought.
52Focused Mind 2/3shadow
53Focused Mind 3/3shadow
54Shadow Affinity 1/3shadow25% less threat on shadow spells. You will pull aggro off dungeon tanks with Mind Blast crits until you have this.
55Shadow Affinity 2/3shadow
56Shadow Affinity 3/3shadow
57Unbreakable Will 1/5discipline15% chance to resist stuns, fears and silences. Row 1 filler that is genuinely useful in Outland quest zones full of casters.
58Unbreakable Will 2/5discipline
59Unbreakable Will 3/5discipline
60Unbreakable Will 4/5discipline
61Unbreakable Will 5/5discipline
62Improved Power Word: Fortitude 1/2discipline+30% Stamina from your Fortitude, for you and everyone you buff.
63Improved Power Word: Fortitude 2/2discipline
64Improved Power Word: Shield 1/3disciplineShields absorb 15% more. Yours is the shield you cast on yourself before every pull.
65Improved Power Word: Shield 2/3discipline
66Improved Power Word: Shield 3/3discipline
67Meditation 1/3discipline15% of your mana regeneration continues while casting. With Spirit Tap this is why Shadow never drinks.
68Meditation 2/3discipline
69Meditation 3/3discipline
70Inner Focus 1/1disciplineA free spell with +25% crit every three minutes. The last point, at 70; use it on Mind Blast.

Where it ends: 14/0/47, the Shadow build WoWSims ships as its default raid spec, point for point. The 14 Discipline points at the end are Unbreakable Will, the two Power Word improvements, Meditation and Inner Focus; they go in last because none of them kills anything, and the Shadow tree is complete at 50.

Spirit Tap before Wand Specialization is on purpose. Wand Specialization is +25% wand damage for five points, and from 10 to 20 the wand is most of your damage, so it is tempting. Spirit Tap is five points you keep for sixty levels and the raid build, and it is the difference between drinking after every second mob and never drinking. If you want both, buy Wand Specialization at 10 and plan a respec at 40; the order above assumes you would rather not.

Shadow Affinity late is on purpose. It is threat reduction, and threat does not matter while you solo. It is in the order before the Discipline points because you will be in dungeons in your 50s and Mind Blast crits pull aggro; if you run dungeons from 20, move it up to right after Mind Flay and push Improved Mind Blast back. The engine validates either order.

How the class plays while leveling

The solo loop

Power Word: Shield if the mob will reach you, Shadow Word: Pain, Mind Blast, then wand until 20 and Mind Flay after it, Mind Blast again when it is ready. From 50 Vampiric Touch goes on before Shadow Word: Pain. Shadow Word: Death at 62 finishes anything under about 15% health; it hits you back for the same damage if the target lives, so it is never the opener. Spirit Tap means you pull the next mob the moment the last one dies; the 15 seconds of full regeneration are wasted if you spend them walking.

Two mobs: Shadow Word: Pain on both, Mind Flay the one that is on you, Psychic Scream if Shield drops and you are under half. Three or more: Psychic Scream first, Shadow Word: Pain on everything while they run, then kill them one at a time as they come back. Feared mobs come back at different times, which is the point.

Mana: you should not be drinking after 10. If you are, you are casting heals between fights instead of letting Vampiric Embrace do it, or you are using Renew on yourself at full health out of habit. Shadowfiend at 66 is the mana potion; Inner Focus at 70 is a free Mind Blast.

Healing

Every dungeon from Ragefire Chasm to Shattered Halls will take you as the healer whatever your talents, and the spells are the same spells. Leave Shadowform (click it off, or a macro that cancels it), Fortitude on everyone, Shield on the tank before the pull, and the rule is the same as every healer's: Renew on the tank between pulls, Heal (Greater Heal from 40) for the big damage, Flash Heal for the moments, and a lower rank of Greater Heal on a tank at 70% beats the max rank on one at 90%. Prayer of Mending at 68 goes on the tank before every pull. Fade when a mob turns to you; Shield yourself when it reaches you.

Macros so you never target-swap to heal yourself:

#showtooltip Power Word: Shield
/cast [target=mouseover,help][help][target=player] Power Word: Shield
#showtooltip Flash Heal
/cast [target=mouseover,help][help][target=player] Flash Heal
#showtooltip Shadowform
/cancelaura Shadowform
/cast [target=mouseover,help][help][target=player] Greater Heal

The third one drops Shadowform and casts a heal in one press; it is the dungeon Shadow Priest's whole life. The mouseover form is the habit worth building at level 20: hover a party frame, press, and your target never changes.

Threat

Mind Blast crits pull aggro off a tank who is still building threat. The fix is order, not restraint: let the tank land two hits, open with Shadow Word: Pain rather than Mind Blast, and Fade when a mob turns. Shadow Affinity in the talent order is 25% less threat and the moment you have it this stops being a problem.

Crowd control

Shackle Undead at 20 holds an undead mob for up to 50 seconds and is your dungeon crowd control in Scarlet Monastery, Scholomance, Stratholme, Auchenai Crypts and the Black Morass. Shackle it before the tank pulls, re-shackle when the warning in your UI says so (it breaks early on damage, so nobody should be hitting it), and never Psychic Scream a pack that has a shackled mob in it. Mind Control at 30 is crowd control that fights for you; in a dungeon, it is for the one mob a boss fight calls for and nothing else, because when it breaks the mob is on you, not the tank.

Buffs

Fortitude on everyone, always; Prayer of Fortitude at 48 (a Candle each) does the group at once. Shadow Protection on a group heading into shadow damage, Divine Spirit or Prayer of Spirit only if you have the Discipline talent, Inner Fire on yourself after every death (it has charges and silently runs out). Fear Ward at 20 is yours whatever your race in TBC: on the tank before a fearing boss, it is the most important buff you have.

Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.

Gear and stat priority

Leveling set (Shadow): spell damage first wherever it appears, then Stamina, then Intellect, then Spirit. "Of Shadow Wrath" greens are made for you and are cheap on the auction house because nobody else wants them; a +shadow damage green at 30 is a bigger upgrade than any dungeon blue of the same level without it. A wand every ten levels, always. Cloth with Spirit and no damage is healer gear; take it when it drops and keep it in the bag for dungeons, but quest in the damage set.

Discipline at 70, in order: +healing and Intellect first (Mental Strength and Enlightenment multiply the Intellect), then Mp5 and Spirit, then spell crit, then Stamina. Spell damage pieces are not wasted when you Smite between heals, but do not gear for them; you are a healer who carries buffs, not a damage dealer.

Zones and dungeons by bracket

Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.

LevelsZonesDungeons
1 to 10Durotar, Mulgore, Tirisfal Glades, Eversong Woods
10 to 20The Barrens, Silverpine Forest, GhostlandsRagefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23)
20 to 30Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38)
30 to 40Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of SorrowsScarlet Monastery (34 to 45), Razorfen Downs (37 to 46)
40 to 50Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55)
50 to 60Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, SilithusSunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60)
58 to 63Hellfire PeninsulaHellfire Ramparts (60 to 62), Blood Furnace (61 to 63)
60 to 64ZangarmarshSlave Pens (62 to 64), Underbog (63 to 65)
62 to 67Terokkar Forest, NagrandMana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68)
65 to 70Blade's Edge Mountains, Netherstorm, Shadowmoon ValleySethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass

Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.

Why these professions

You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.

The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your healer gear wants, and the gatherer that feeds it.

For a healer: Tailoring (Primal Mooncloth) if you wear cloth, Leatherworking (Windhawk) if you can wear leather or mail, Jewelcrafting for trinkets; Enchanting for the self-only ring enchants. Herbalism with Alchemy is the gold-and-flasks pairing.

Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.

Your endgame build

41/20/0. The support build: Improved Divine Spirit, Power Infusion and Pain Suppression, with 20 Holy points of plain healing talents behind them. Nothing from the Shadow leveling tree survives.

Discipline 41/20/0 | 61 points

LevelTalentTreeWhy
10Unbreakable Will 1/5disciplineRow 1 is this or Wand Specialization. 15% resistance to stuns, fears and silences.
11Unbreakable Will 2/5discipline
12Unbreakable Will 3/5discipline
13Unbreakable Will 4/5discipline
14Unbreakable Will 5/5discipline
15Improved Power Word: Fortitude 1/2discipline+30% Stamina on the raid's Fortitude. You are the Priest who carries the raid buffs, so this one is yours.
16Improved Power Word: Fortitude 2/2discipline
17Improved Power Word: Shield 1/3discipline15% bigger shields. Shielding is a real part of this spec's healing.
18Improved Power Word: Shield 2/3discipline
19Improved Power Word: Shield 3/3discipline
20Absolution 1/3disciplineCheaper dispels, and one point row 4 needs.
21Inner Focus 1/1disciplineA free spell with +25% crit every three minutes.
22Meditation 1/3discipline15% of your regeneration keeps going while you cast.
23Meditation 2/3discipline
24Meditation 3/3discipline
25Mental Agility 1/5disciplineInstant spells cost 10% less: Shield, Renew, Prayer of Mending.
26Mental Agility 2/5discipline
27Mental Agility 3/5discipline
28Mental Agility 4/5discipline
29Mental Agility 5/5discipline
30Mental Strength 1/5discipline+10% Intellect.
31Mental Strength 2/5discipline
32Mental Strength 3/5discipline
33Mental Strength 4/5discipline
34Mental Strength 5/5discipline
35Divine Spirit 1/1discipline+Spirit to a group, and the spell Prayer of Spirit at 60 is the raid-wide version.
36Improved Divine Spirit 1/2disciplineDivine Spirit also gives 10% of the target's Spirit as spell damage and healing. Every caster in the raid wants this on them; it is the reason the build exists.
37Improved Divine Spirit 2/2discipline
38Focused Power 1/2discipline+2% spell hit and a faster Mass Dispel.
39Force of Will 1/5discipline+5% spell damage and +5% crit on damage spells. Filler on the way to Power Infusion, but filler that helps when you Smite between heals.
40Force of Will 2/5discipline
41Force of Will 3/5discipline
42Force of Will 4/5discipline
43Force of Will 5/5discipline
44Power Infusion 1/1disciplineA target casts 20% faster and 20% cheaper for 15 seconds, every three minutes. Give it to the Mage or Warlock the raid leader names.
45Enlightenment 1/5discipline+5% Stamina, Intellect and Spirit.
46Enlightenment 2/5discipline
47Enlightenment 3/5discipline
48Enlightenment 4/5discipline
49Enlightenment 5/5discipline
50Pain Suppression 1/1disciplineThe target takes 40% less damage for 8 seconds and loses 5% threat. The spell that saves a tank through a bad moment.
51Healing Focus 1/2holy70% less spell pushback on heals. You heal while being hit more than a Holy Priest does.
52Healing Focus 2/2holy
53Improved Renew 1/3holyRenew heals 15% more.
54Improved Renew 2/3holy
55Improved Renew 3/3holy
56Holy Specialization 1/5holy+5% holy crit.
57Holy Specialization 2/5holy
58Holy Specialization 3/5holy
59Holy Specialization 4/5holy
60Holy Specialization 5/5holy
61Divine Fury 1/5holyGreater Heal, Smite and Holy Fire cast half a second faster.
62Divine Fury 2/5holy
63Divine Fury 3/5holy
64Divine Fury 4/5holy
65Divine Fury 5/5holy
66Inspiration 1/3holyCrit heals give the target 25% armor for 15 seconds.
67Inspiration 2/3holy
68Inspiration 3/3holy
69Improved Healing 1/3holyThe last two points: Greater Heal costs 10% less.
70Improved Healing 2/3holy

Be clear about what this spec is for before you take it. A Discipline Priest in a 2.4 raid exists for three spells: Improved Divine Spirit on every caster (10% of their Spirit as spell damage and healing, which for a geared caster is a real number), Power Infusion on the best damage dealer every three minutes, and Pain Suppression when a tank is about to die. Around those you heal, competently but behind a Holy Priest; the healing talents are there so you are not dead weight between cooldowns. Raids run one of these, and only if the raid leader wants one. If yours does not, the Holy build is the Priest healer, and you should pick it instead.

The core is Mental Agility, Mental Strength, Divine Spirit and Improved Divine Spirit, Power Infusion, Enlightenment and Pain Suppression, with Meditation and Inner Focus. Force of Will is filler on the way to row 7, and the five points do help the Smites you cast between heals on fights that let you. The Holy half is Healing Focus, Improved Renew, Holy Specialization, Divine Fury, Inspiration and two ranks of Improved Healing; swap Healing Focus for the third rank of Improved Healing if nothing is hitting you.

Raid job description: Fortitude and Divine Spirit (Prayer of Spirit from 60) on the raid before the pull; Fear Ward on the tank. Power Infusion on the assigned caster as soon as the fight starts and every time it is ready after; most raids pair it with a Mage's or Warlock's own cooldowns, so ask. Pain Suppression is held, never used early, and announced when you use it. Between those you heal like a Holy Priest without Circle of Healing: Prayer of Mending on cooldown, Renew, Greater Heal, Flash Heal, Shield on anyone the raid leader allows you to shield (a shield on a Warrior or Druid tank absorbs the damage that would have been their rage, so most tanks ask you not to; shield the healers and casters instead).

When to respec: at 70, once a raid has told you there is a seat for a Discipline Priest. Do not respec into this to run dungeons or to quest; a Shadow Priest does both better, and the respec plan below assumes one respec, not two.

Endgame prep. Start now

Pre-raid gearing: the same healer blues a Holy Priest wants, with Intellect weighted a little higher; the Sha'tar and Lower City reputations and the Keepers of Time heroic key. Confirm the raid seat before you spend badges on Discipline-specific choices; a Holy respec later is cheap, the badges are not.

The heroic keys are reputations from the dungeons themselves: Honor Hold or Thrallmar, Cenarion Expedition, Lower City, the Sha'tar and Keepers of Time, each to Honored. Healers get the groups fastest, so a Priest who heals heroics has every key within a week.

Karazhan attunement starts in Deadwind Pass and runs through Shadow Labyrinth, Steamvault and Arcatraz to Black Morass. Do it as you gear; every one of those dungeons drops something you want.

Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.

Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.

The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.

Respec plan

Anniversary realms have Dual Talent Specialization, so the cleanest plan is two trees: Shadow to level and quest in, and the healing build in the second slot from the moment you can afford it. A Priest gets more out of dual spec than almost any class, because the raid wants you as a healer and the world wants you as Shadow. Check the trainer for the price in game; sources disagree on what TBC Anniversary charges.

Reading an order from any level. Every talent order on this page is a list of which point to buy at which level, and the trees in the talent section have a level slider that can show any of them. To respec into a build at level 60, pick that build above the trees and drag the slider to 60: the highlighted cells are the 51 points to buy, in the order the table lists them. Every order has been checked so that each row is open by the time you reach it.

Into Discipline. At 70, after a raid has confirmed the seat: follow the Discipline raid order from the top. There is no reason to switch earlier; the build does nothing for questing or dungeons that Shadow does not do better.

The number to budget: 50g per respec on original rules, the dual-spec price once on Anniversary. A Priest who respecs once at 70 pays well under 60g; nobody should be flipping specs per dungeon.

UI and addons

Priests watch debuff timers on the target and buffs on five other people at once, and the default UI shows neither well.

  • WeakAuras: Shadow Word: Pain and Vampiric Touch remaining on your target, Mind Blast ready, Inner Fire missing, Shadowform off when it should be on, and at 70 Power Infusion, Pain Suppression and Prayer of Mending ready.
  • Healing frames: Grid with Clique, or Healbot, from the first dungeon you heal. Mouseover healing from the basics section becomes click healing, and you see Weakened Soul, Renew and Prayer of Mending on every frame.
  • Decursive or a dispel frame: Dispel Magic and Cure Disease on a click, with the frames flashing when someone needs it. Priests are the raid's dispellers.
  • A threat meter (Omen) in every group; Mind Blast crits are why.
  • One boss-mod addon, DBM or BigWigs, not both.

The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.

Checklist

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40 to 70

At 70

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