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TBC Anniversary realms

Shadow 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.

Your endgame is Shadow, the raid's mana battery and debuff carrier. Vampiric Touch gives your group mana for every point of shadow damage you deal, Misery makes the boss take 5% more spell damage from everyone, Shadow Weaving stacks the shadow debuff every Warlock wants, and your own damage is respectable on top. Raids take one Shadow Priest in the caster group from Karazhan to Sunwell, and you are leveling in the spec you will raid in.

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.

Shadow at 70, in order:

  1. Spell hit to 16%. 202 hit rating from gear, less with Shadow Focus (5 ranks is 10% of it, so you need 6% from gear, 76 rating) and less again with a Draenei in the group. Every miss is lost damage and lost Vampiric Touch mana for five people, so hit comes first and nothing else is close.
  2. Shadow damage. Shadow damage or general spell damage; pure shadow pieces are rare and the Frozen Shadoweave set is the exception that proves it.
  3. Spell crit. Mind Blast and Shadow Word: Death crit; Mind Flay and the DoTs do not, so crit is worth less to you than to a Mage.
  4. Spell haste. Faster Mind Flay channels and Mind Blast casts once it appears on gear in the later tiers.
  5. Stamina. You take 15% less physical damage in Shadowform, and you still die to raid-wide damage if you ignore it.
  6. Intellect and Spirit. Vampiric Touch and Shadowfiend are your mana; Intellect helps a little, Spirit less.

Share gear with Warlocks and Mages; expect to lose rolls to them, and expect your damage to be below theirs. You are there for Misery, Shadow Weaving and the mana you hand to the healers, and a raid that forgets that does not get a Shadow Priest.

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 damage gear wants, and the gatherer that feeds it.

For damage: the crafting profession that makes your armor class's set (Tailoring for cloth, Leatherworking for leather and mail, Blacksmithing for plate), paired with the gatherer that feeds it (Tailoring with Enchanting or a gatherer for gold, Leatherworking with Skinning, Blacksmithing with Mining). Engineering with Mining is the universal second choice for the goggles and the gadgets.

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

14/0/47. The Shadow build WoWSims ships as its default raid spec, and the build you leveled into: your tree at 70 is this one, point for point.

Shadow 14/0/47 | 61 points

LevelTalentTreeWhy
10Spirit Tap 1/5shadowMana after every kill. In a raid that is trash; on a boss it does nothing, and it is still the only row 1 talent worth five points.
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 a spell you keep up for the whole fight.
16Improved Shadow Word: Pain 2/2shadow
17Shadow Focus 1/5shadow10% less chance to miss. Spell hit is the first stat on your gear list and this is 10 points of it for free.
18Shadow Focus 2/5shadow
19Shadow Focus 3/5shadow
20Shadow Focus 4/5shadow
21Shadow Focus 5/5shadow
22Shadow Affinity 1/3shadow25% less threat. Shadow Priests generate threat in bursts and Fade only buys time.
23Shadow Affinity 2/3shadow
24Shadow Affinity 3/3shadow
25Improved Mind Blast 1/5shadowMind Blast on a 5.5 second cooldown.
26Improved Mind Blast 2/5shadow
27Improved Mind Blast 3/5shadow
28Improved Mind Blast 4/5shadow
29Improved Mind Blast 5/5shadow
30Mind Flay 1/1shadowThe filler. Most of your damage and most of your Vampiric Touch mana comes from channeling this.
31Shadow Reach 1/2shadow+20% range. You stand where the healers stand and still reach the boss.
32Shadow Reach 2/2shadow
33Shadow Weaving 1/5shadowUp to 10% more shadow damage taken by the boss, for every Warlock in the raid too. Four ranks; the stack is at five before the fifth rank would matter.
34Shadow Weaving 2/5shadow
35Shadow Weaving 3/5shadow
36Shadow Weaving 4/5shadow
37Vampiric Embrace 1/1shadowYour shadow damage heals your group. Free healing that lets the healers spend mana elsewhere.
38Focused Mind 1/3shadow15% cheaper Mind Blast and Mind Flay.
39Focused Mind 2/3shadow
40Focused Mind 3/3shadow
41Darkness 1/5shadow+10% shadow damage.
42Darkness 2/5shadow
43Darkness 3/5shadow
44Darkness 4/5shadow
45Darkness 5/5shadow
46Shadowform 1/1shadow+15% shadow damage and you take 15% less physical damage. You never leave it on a boss.
47Shadow Power 1/5shadow+12% crit on Mind Blast and Shadow Word: Death.
48Shadow Power 2/5shadow
49Shadow Power 3/5shadow
50Shadow Power 4/5shadow
51Misery 1/5shadowThe boss takes 5% more spell damage from the whole raid. This is why raids bring a Shadow Priest.
52Misery 2/5shadow
53Misery 3/5shadow
54Misery 4/5shadow
55Misery 5/5shadow
56Vampiric Touch 1/1shadowYour group regains mana equal to 5% of the shadow damage you deal. The second reason raids bring a Shadow Priest.
57Unbreakable Will 1/5disciplineRow 1 of Discipline has nothing else; this at least resists the odd fear and silence.
58Unbreakable Will 2/5discipline
59Unbreakable Will 3/5discipline
60Unbreakable Will 4/5discipline
61Unbreakable Will 5/5discipline
62Improved Power Word: Fortitude 1/2discipline+30% Stamina on your Fortitude for 25 people.
63Improved Power Word: Fortitude 2/2discipline
64Improved Power Word: Shield 1/3disciplineBigger shields for the three points row 3 needs.
65Improved Power Word: Shield 2/3discipline
66Improved Power Word: Shield 3/3discipline
67Meditation 1/3discipline15% of your regeneration keeps going while you cast. Your mana on a long boss fight.
68Meditation 2/3discipline
69Meditation 3/3discipline
70Inner Focus 1/1disciplineA free Mind Blast with +25% crit every three minutes.

The core is the whole Shadow tree minus one rank each of Shadow Weaving and Shadow Power and the two points in Improved Vampiric Embrace, Silence and Improved Psychic Scream. Improved Vampiric Embrace is the one people argue about: two points for 10% more group healing from your damage, usually taken from Unbreakable Will, which does nothing on a boss. Both are legal; the preset keeps Unbreakable Will and the engine validates either.

Raid job description: Shadowform on before the pull and never off. Vampiric Touch first, Shadow Word: Pain second, Mind Blast on cooldown, Shadow Word: Death on cooldown once the fight is under way (it hurts you if the boss survives, which on a boss is always; a healer will cover it), Mind Flay in every gap. Keep both DoTs up without clipping them; re-cast Vampiric Touch when the last tick is about to land, not before. Shadow Weaving stacks to five from your own hits and the Warlocks' Shadow Bolts; Misery is on from your first Shadow Word: Pain. Shadowfiend when you drop under half mana, and Inner Focus into Mind Blast on cooldown.

Where you stand matters more than for most damage dealers: Vampiric Touch returns mana to your party only, so you belong in the group with the healers who need it or the Warlocks who Life Tap, and the raid leader decides which. Vampiric Embrace heals your party too, which is a small argument for the melee group and a large one for whoever is taking the most damage.

Hit before everything. Shadow Focus covers 10% of the 16% you need against a boss; the other 6% (76 hit rating) comes from gear before you buy a single point of spell damage. A miss is lost damage, lost Misery uptime and lost mana for five people.

When to respec: never. You leveled in this build. The only Shadow Priest who respecs at 70 is one whose raid asked for a healer, and the respec plan below covers that.

Endgame prep. Start now

Pre-raid gearing, the short version.

  1. Spell hit first, from the Shadowmoon Valley and Netherstorm quest rewards and the normal dungeon blues with hit on them. Nothing else matters until you are at 6% from gear.
  2. Heroic dungeon blues with shadow damage or spell damage and Stamina. Honor Hold or Thrallmar to Honored for the first heroic key; Lower City, the Sha'tar, Cenarion Expedition and Keepers of Time for theirs, and the Sha'tar and Lower City reputations also sell caster pieces.
  3. Spellstrike Hood and Pants from a Tailor; the Frozen Shadoweave pieces are bind-on-pickup to the Tailor who makes them, so those you cannot buy.
  4. A wand with shadow damage; the heroic ones are good for a long time.
  5. The Karazhan attunement chain runs through every dungeon on this list; do it as you gear.

Expect to be compared to the Warlocks and lose. Your raid spot is Misery, Shadow Weaving and Vampiric Touch, and the number that proves you are doing your job is the healers' mana at the end of the fight, not your damage.

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.

You are already there. The Shadow leveling order is the raid build. The only respec a Shadow Priest pays is the one into Holy when a raid asks for a healer, and on Anniversary realms dual spec makes that a second slot rather than a choice.

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 the Shadow Weaving stack count and Shadowfiend 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

Ticks are remembered in this browser for this class and spec.

Now

40 to 70

At 70

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