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This thread is part of a series of sub-class tutorials which will focus on guiding players through the process of conceptualizing and assembling their sub-class's build. The goal is to provide beginners with a resource where they learn the basics and end up with an understanding of how to advance from there. The following instructions consist of my personal recommendations and suggestions for a Holy Priest Build. Please note that these are not the only viable builds, nor are they claimed as the best by any means. It is just a stepping-off point.

As a disclaimer, due to the nature of this guide, I will not be delving into Hybrid Builds. These are generally considered more advanced techniques and do not fall within the scope of this tutorial. By the end of this read, you should have the necessary tools to create your own Hybrid Builds should you desire to do so.

Prerequisites for this guide include an understanding of the following mechanics:
  • Basic understanding of gear
    • Rarity
    • Stats
    • Glyphs
  • Diminishing Returns
  • Reinforcement Runes
  • Augmentation Runes
If you do not feel comfortable with some of these topics, please refer to the Gear Guide for additional information.

Table of Contents

  • Post 1 - Overview
    • Holy Priest Overview
    • Build Previews
    • Equipment
    • Constructing your Loadout - Phase 1
  • Post 2 - Abilities
    • Spells & Feats
    • Trinkets
    • Constructing your Loadout - Phase 2
  • Post 3 - Talents
    • Talent Table
    • Talent Builds
    • Constructing your Loadout - Phase 3
    • Combos
  • Post 4 - Gear
    • Primary Stats
    • Glyphs
    • Gear & Runes
    • Constructing your Loadout - Phase 4
    • Preparations
    • Consumables
  • Post 5 - Strategy
    • Playstyle Strategies
    • Constructing your Loadout - Phase 5
    • Endgame Builds
    • Advanced Mechanics

Holy Priest Overview

Holy Priests are the true protectors of the Realm. Executing vile beasts while simultaneously protecting allies from harm, this versatile class is capable of filling any role in some capacity. Undead foes take special care, for these divine priests will deal additional damage through their righteous cause. If you are among the living though, take shelter within reach of these pure beings as they shield you from harm, cure you of ailments and restore your health. The Holy Priest is capable of both mending their companions as well as charging into a pack of foul monsters with little to fear! While their offensive measures are minimal, it will take an overwhelming force to truly bring down a mighty Holy Priest.

starfall6.jpgDepending upon your style of play, you have a variety of build options when designing a Holy Priest. Perhaps a stalwart Paladin who can absorb the initial barrage of enemy firepower and substitute as an off-tank? Or a pure Cleric who prefers to remain behind allies, shielding them from danger and regenerating their health? Maybe even a Templar who exemplifies both styles of play, and is capable of both healing their team and punishing those who dare stray too near. Holy Priests tend to be a slow and steady class that is nigh on invincible but tends to take longer to defeat their opponents in comparison to traditional DPS classes. They are unable to generate threat to properly tank, but can run into the fray headfirst to take the brunt of the enemy's onslaught so that their squishier friends have the opportunity to deal damage uninterrupted. Or they can refrain from fighting entirely and focus primarily on support.

Select the Holy Priest as your class of choice if you are seeking a potential support and off-tank bundle wrapped into one with extremely high solo-ability.

Build Previews

There are an infinite number of potential builds for any class. I will do my best to narrow it down to a few specific play-styles. Please remember that you can easily blend the qualities of any of the builds below. The choices are limitless, just pinpoint abilities that enhance the functionality your priest is striving for. Ask yourself what role you are trying to play? Is your goal to be a substitute tank? Perhaps just looking to casually solo main story content and only dabble in group content occasionally? These decisions have drastic impacts on how your build should be designed. So make sure to reflect on this before committing sockets and gold! With that being said, below are 3 general path options.

Cleric - Support
1599141273181.png Cleric builds are best for those who wish to participate frequently in group combat as a support role. If your interests do not lay in combat, then this will allow you to keep allies healthy so that they can handle the fighting for you. Clerics are highly requested for Elders and Raids, and a good Cleric is often the deciding factor between victory and defeat. Unfortunately, there are drawbacks to this build. Due to the focus on group support, Clerics are even slower in solo combat than the Paladin and Templar counterparts. This is due to talent and ability selections, which of course can be swapped on the fly if the user has the resources for it. This does not mean that Clerics are incapable of solo-play. Quite the contrary, their healing prowess makes them practically invulnerable when applied to themselves. The issue is damage.

Templar - Balance
1599141511726.pngTemplar builds are a hybrid version of Clerics and Paladins. They are able to heal - just not as well as a Cleric - and they are able to attack - just not as well as a Paladin. This allows them to play whichever role fits the situation or even multiple roles at once. For example, healing allies through AOE abilities while attacking enemies. This type of play-style is rather difficult, because you are keeping track of both your party as well as the enemies. Often you'll have to prioritize whether you need to swap targets and provide a burst of healing or continue raining hits upon your foes. This is a great build for those who do not wish to be pigeon-holed into a single position. The diversity in game-play makes them exciting, but recall that due to this balance the Templar build will never truly excel in either healing or damage.

Paladin - Defense
1599141073265.pngThe Paladin focuses heavily on defense and offense at the expense of support talents and spells. While they are able to heal to a degree, it is nothing compared to the sheer volume of a Cleric's healing. Where the Paladin's strength lies is in their ability to substitute as a tank for short Raid engagements and deal a decent amount of damage. They are also the easiest build to solo with due to their shield bash stuns. Paladin's are unable to generate threat like traditional tanks though, which is their main weakness in group play. If running with an experienced veteran tank, the Paladin may find their usefulness diminish drastically. They work best with charging first into a pack of enemies after buffing themselves to absorb the initial impact so that their allies can focus on dealing damage. Generally the conflicts last a short enough span of time where aggro doesn't come into play. During Elder Battles though, a true tank is a necessity.

Constructing your Loadout

Guides such as this can be understandably overwhelming to readers. Information overload can easily set in when there is a lot to digest. In some cases, players may come out of their read just as lost as before! That is why this section is here. The purpose is to help organize the choices you make throughout the guide into a step by step process so that you know exactly what you need to do in order to create your own personalized build.

This will be split up into separate phases, and after each major section we will come back to this and update it!

Phase 1: Understand Yourself

This is the foundation which will lay out your path going forward. The first decision you must make is figuring out which type of Holy Priest you are. Is your goal to be a heavily sought after Cleric? A stable and steady damage dealing Templar? Or a solo Paladin oriented towards defense? Do you expect to play in parties a lot, and consistently participate in Elders or Raids, or prefer to explore the lands alone and battle foes single-handedly?

These are the important questions to ask yourself before going forward. Fortunately, most of these differences are basically talent changes or 1 or 2 spell swaps away. So don't feel locked into a single role. Try multiple builds out and see which one works for your style of play.

We will continue with this process later on!


There are also few passive gear runes which you should be aware of before moving forward. These are available either from crafted or Elder garb. We'll go over all of these runes in the table below.
Crafted Holy Armor

Increases Holy Mastery by X and Clarity by Y.
This is a standard rune for any Holy Priest. This rune increases both ability power and Clarity. Every sub-class has a similar rune on their crafted armor that boosts specific role-defining traits.
1599143062562.pngDivine Acuity
Crafted Holy Helms

Increases your Holy Mastery by X.
You will notice Divine Acuity+ runes often, but that is not the same as this. Those are Augmentation Runes, and will boost your Holy Mastery by a paltry sum. Divine Acuity (without the +) is basically a Reinforcement rune for Holy Mastery, which will increase Holy Mastery by a far greater amount. For some reason it has a unique name. Go figure!
Crafted Priest Shield

Increases Vitality and Armor by X, and your Block Chance by 15%
Fortified is the rune to go for Paladins. The 15% block chance and increase to armor and health are great bonuses that work in tandem with the Shield Bash Ultimate.
1599143023023.pngSymbol of Power
Crafted Priest Shield

Increases Intellect and Will by X, and your Block Chance by 5%
Symbol of Power is your alternative shield rune. While the block chance is low and the Will bonus is negligible, the boost to Intellect will assist your mana sustain during extended conflicts. This is the preferred choice for Clerics and perhaps even Templar builds that would rather focus on mana conservation over defense.
1599143028082.pngElder Garde
Elder Armor

Reduces damage taken by Elders by X
You will find that Holy Priests have little trouble staying alive during Elders. There is no situation where you as a Holy Priest should be taking the brunt of the damage from an Elder boss at level even with a Paladin build. You are simply unable to hold aggro against tanks and DPS classes to do so.
1599143032770.pngElder Bane
Elder Mace

Increases damage against Elder Bosses by X. Allows you to critically strike against Elder bosses. No benefit against normal enemies.
This is a must-have if you plan to attack the Elder Boss. Pure Cleric support builds that don't attack the boss can opt out of this rune. The damage increase is nice and all, but the perk of being able to critically strike against Elders is the most important feature. Without it, any points invested in Savagery and Brutality are nullified and your DPS against Elders will drop substantially. Since it has no benefit against normal enemies, some players make 2 weapons. One for Elders and another for all other content where they swap Elder Bane out for another rune. That isn't necessary, but if you want to min-max then go for it.


Royal Guardian
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Spells & Feats

Below we'll go over each of the holy spells that you can slot onto your feat bar. This section will include a description, metrics and a breakdown of use cases.

What is X, Y, Z, K...?

In the ability descriptions below you will see phrases such as "Deals X (+Y)" damage. X and Y are variables which represent numbers, but how are they calculated? X and Y are both dependent upon the level and roll of the rune. Y, unlike X, is boosted by your Holy Power. So if your Holy Power is at 150% then the value for Y will be increased by 50%! (100% is the base). Any variable which can be boosted by Holy Power is indicated as such by its yellow coloring.

1599228852831.pngDivine Hammer
Calls a hammer of the heaven's down on your target, dealing X (+Y) holy damage and stunning for 7 seconds.

Breakdown: Divine Hammer is one of the 3 damage dealing spells within the Holy Priest's toolbox. This particular ability is the least powerful of the 3 in terms of damage, but it does have a 7 second stun property which is useful during solo play. The cooldown is fairly long though and it is a single-target ability, so it is best used on the most threatening target when initiating fights.
  • Type: Damage Dealer, Stun
  • Acquisition: Dropped Holy Mace
  • Base Mana Cost: 150
  • Base Cooldown: 18s
  • Range: 40 meters
  • Base Casting Time: Instant
  • Target: Single

Blasts your target for X (+Y) Holy damage. Deals 25% bonus damage to undead.

Breakdown: The perk of bonus damage to undead is nice, but it is extremely situational. Whether or not it comes into play depends entirely on which Realms and Regions you are currently pursuing. Smite is the second of 3 potential damage dealing spells for Holy. This one has a low cooldown and moderate damage dealing capability. This makes it useful to trigger Consecration, which is a Holy talent that has a chance to release a wave of bonus damage upon casting a holy spell against an enemy.
  • Type: Damage Dealer
  • Acquisition: Dropped Holy Mace
  • Base Mana Cost: 50
  • Base Cooldown: 6 seconds
  • Range: 40 meters
  • Base Casting Time: 1.2 seconds
  • Target: Single

1599228885757.pngHoly Bolt
Launches a holy missile that deals X (+Y) Holy damage. Deals 25% bonus damage to undead.

Breakdown: The perk of bonus damage to undead is nice, but it is extremely situational. Whether or not it comes into play depends entirely on which Realms and Regions you are currently pursuing. Holy Bolt is the final damage dealing spell within the Holy arsenal and is easily the most powerful, especially when upgraded with the Heaven's Prayer ultimate which allows it to seek up to 2 additional targets when launched. Regardless of your build, you will want to equip this spell in order to solo content.
  • Type: Damage Dealer
  • Acquisition: Crafted Holy Mace
  • Base Mana Cost: 150
  • Base Cooldown: 10 seconds
  • Range: 40 meters
  • Base Casting Time: 1 second
  • Target: Single

A blast of holy energy heals an ally for X (+Y) health and has a 10% chance to apply the Holy Ardor blessing.

Breakdown: An aptly named spell, Heal will... simply heal your target. If you do not have another player selected, then your character will receive the benefit. This is the go-to spell for an instant burst of healing and it's best to save for when Healing over Time won't cut it. If your target has dropped below a certain threshold of health, you may want to pull this out and quickly get them back to full. Just note that the healing doesn't scale with your target's health. It is a mana hungry spell, so don't use it for no reason and overheal your target only to deplete your mana reserves. Holy Ardor is a unique blessing that can be only be triggered from Heal. When procced, it will provide 100% critical strike chance for 5 seconds. This can help your allies deal a quick burst of increased damage, or if applied on yourself, allow you to release a massive wave of critical heals.
  • Type: Support
  • Acquisition: Crafted Holy Mace
  • Base Mana Cost: 200
  • Base Cooldown: 6 seconds
  • Range: 40 meters
  • Base Casting Time:
  • Target: Instant

1599228946189.pngMass Heal
A wave of holy energy heals all nearby allies for X (+Y) health for 8 seconds.

Breakdown: Mass Heal is a useful heal over time spell that can keep other party members regenerating constantly while you focus primarily on healing the tank or dealing damage yourself. You do not need to select a target in order for this spell to trigger, meaning you can be actively casting damage dealing spells against foes while healing allies using Mass Heal. This makes it a worthwhile addition for Templar and Cleric builds. Just note that the wave's source originates from your character, so positioning is crucial. If your character is sitting at the back and allies are out of range, then they will receive no benefit from this spell. Try to position yourself in the center of your team to ensure everyone is within range of Mass Heal. Take note of the yellow outline on the ground immediately after casting to gauge the radius of the spell. If multiple healers are present, try not to override each others Mass Heals but instead use them just as the other has expired. This will keep a constant steady stream of health regeneration going for the entire group.
  • Type: Support
  • Acquisition: Crafted Holy Mace
  • Base Mana Cost: 250
  • Base Cooldown: 12 seconds
  • Range: 20 meters
  • Base Casting Time: 1.1 seconds
  • Target: Area of Effect (20 meter circle around the caster)

Blesses an ally, healing X (+Y) health and increasing Armor and Magic Resist by Z (+K) for 15 seconds.

Breakdown: Bless is best for Cleric and Paladin builds but for different reasons. Clerics will likely use it to keep the tank buffed up and increase their resistance to incoming threats, while Paladins will cast Bless on themselves before jumping into an altercation. In both cases, Bless will provide a burst of healing to the target and buff their defenses for a short duration. Bless can have a constant uptime if you keep on your toes and remain mindful of when the effect expires. With the relatively low mana cost, it will not consume too much of your mana to ensure the effect is ongoing, but it can be taxing to repeatedly recast it every 15 seconds.
  • Type: Support
  • Acquisition: Dropped Holy Mace
  • Base Mana Cost: 50
  • Base Cooldown: 15 seconds
  • Range: 40 meters
  • Base Casting Time: 1 second
  • Target: Single

Holy magic heals an ally for X (+Y) health over 10 seconds.

Breakdown: Restore will heal for more than Heal, but the catch is that it is spread out over 10 seconds. You will see 6 'ticks' of healing over the course of that 10 seconds. Restore can be upgraded through the Heaven's Prayer Ultimate to chain to up to 2 additional allies, making it extremely worthwhile for a Templar build too as it enables them to cast it initially on themselves and allow the extra 2 chains to seek out allies on their own. This means a Templar build can continue to focus on dealing damage while throwing out heals without the need to swap targets. Clerics of course can use this to keep the tank and other melee fighters restored, and the healing over time does not conflict with Mass Heal so players can have multiple ticks of healing simultaneously. The cooldown for this spell is short enough that you can cast it on multiple groups of allies at once, for example cast Restore on the melee group in the front and allow it to chain to 2 other melee allies and then cast it on some ranged players in the rear and do the same. By the time the 10 seconds expires for the melee group, Restore should be refreshed from casting it on the ranged group and ready to re-apply the effect. Just be sure to wait for the 10 second duration to pass before re-casting it on the same group to avoid overhealing and wasting mana.
  • Type: Support
  • Acquisition: Dropped Holy Mace
  • Base Mana Cost: 50
  • Base Cooldown: 4 seconds
  • Range: 40 meters
  • Base Casting Time: Instant
  • Target: Single

1599228996869.pngAbsorb Shield
Shields an ally for 15 seconds, absorbing X (+Y) damage.

Breakdown: Absorb Shield is available through the holy talent tree and is something worth acquiring regardless of build. Paladins can use this to shield themselves from damage while Clerics can cast it upon tanks to buy time for their healing spells to refresh. The shielding effect will take the player's Armor and Magic Resist into account - so those with higher resistances will tend to keep the effect on longer. After 15 seconds, the shield will disappear regardless of whether or not it has been consumed. The cooldown is rather long, so you will not be able to keep this at a constant uptime.
  • Type: Support
  • Acquisition: Ultimate (Consecration - 10 points)
  • Base Mana Cost: 100
  • Base Cooldown: 30 seconds
  • Range: 40 meters
  • Base Casting Time: Instant
  • Target: Single

1599229011838.pngMass Absorb Shield
Shields nearby allies for 15 seconds, absorbing X (+Y) damage. If a shield expires without being consumed, then the target will gain Z (+K) Will for 15 seconds.

Breakdown: Mass Absorb Shield allows you to keep squishier allies shielding without having to manually target them. Combined with Mass Heal you can temporarily mitigate all incoming damage and top off everyone's health. It's unfortunately not possible to alternate between the two due to the long cooldown on Mass Absorb Shield. Also note that the positioning is as vital here as it is when casting Mass Heal, because the effect will emanate from your character, so place yourself in a spot where you can effect your entire team when possible. Mass Absorb Shield does stack with single Absorb Shield so don't worry about overriding the more powerful single-target shield. It also functions similarly in that it takes resistances into account. The bonus to Will is fairly negligible.
  • Type: Support
  • Acquisition: Elder Holy Mace
  • Base Mana Cost: 250
  • Base Cooldown: 60 seconds
  • Range: 20 meters
  • Base Casting Time: 1.3 seconds
  • Target: Area of Effect (20 meter circle around the caster)

All nearby enemies are stunned for 10 seconds and are dealt X (+Y) holy damage.

Breakdown: Keeping Judgement aside as a last resort stun or initiator for challenging encounters could prove useful for Templar and Paladin builds. The issue is that this spell only becomes available on Elder Maces level 60 and onwards, so lower level characters will have to make do without it. The range of Judgement is quite large and the crowd control aspect is valuable. This is not a great DPS spell though, and more of a utility spell for specific scenarios - and the extremely long cooldown ensures that.
  • Type: Damage Dealer, Crowd Control (Stun)
  • Acquisition: Elder Holy Mace (Level 60+)
  • Base Mana Cost: 250
  • Base Cooldown: 4 minutes
  • Range: 12 meters
  • Base Casting Time: 2.2 seconds
  • Target: Area of Effect (12 meter circle around the caster)

Heal your target by X (+Y) health, then reduce the duration of a single level Z debuff by 80% (+K%). If the debuff is fully removed, subsequent debuffs will have their durations reduced. Has greater effects on debuffs below level Z and diminishing effects on debuffs above level Z.

Breakdown: Cure is available on necklaces, so regardless of your build, you will want to hunt for this spell. It can be used to cure allies - or yourself - of debuffs such as poison, webbing and other ailments. It cannot be used on status effects such as stuns or crushes. Cure can be upgraded through the Sanctified Hands Ultimate, which boosts the healing portion by 100% and increases its range to a 10 meter circle around the target. Keep in mind that the area of this ability will be based on who you have selected. If you do not have another player selected, the Cure circle will appear around you. If you do have a target selected, then it will appear around that target. This is in comparison to Mass Heal and Mass Shield which always propagate from the caster's character. Cure provides a decent heal with a short cooldown and smaller mana cost than regular heal, so it can be used to give a small burst heal to a group of allies when needed. Just keep the rune updated or it will have diminishing effects.
  • Type: Support
  • Acquisition: Dropped Holy Necklace
  • Base Mana Cost: 150
  • Base Cooldown: 8 seconds
  • Range: 40 meters
  • Base Casting Time: Instant
  • Target: Single / Area of Effect (10 meter circle around the target)

1599229070558.pngVeil of Faith
Activate to instantly remove X (+Y) threat from your target and cause your attacks to be 50%(+K%) less threatening for 20 seconds.

Breakdown: The main purpose of this spell is to reduce your threat against an enemy in case you are dealing too much damage for the tank to maintain control. First of all, this only occurs in party scenarios, and second of all, this will very rarely happen even when running with a mediocre tank. And if it does happen, this spell will not help much as it has a 3 minute cooldown and you'll likely need it throughout the run. This can be used to dump aggro on a target for solo play though, but this doesn't really need to occur often enough to make it worthwhile.
  • Type: Enemy Debuff
  • Acquisition: Dropped Holy Scepter
  • Base Mana Cost: 50
  • Base Cooldown: 3 minutes
  • Range: 40 meters
  • Base Casting Time: Instant
  • Target: Self

1599229083735.pngHoly Efflorescence
Boosts your Holy Mastery by X points for 20 seconds. While active, every Holy feat cast will increase the remaining duration of Holy Efflorescence by 2 seconds.

Breakdown: An essential spell for your toolbox. The increase to your Holy Mastery boosts overall effectiveness of all of your holy spells. So long as you keep on casting, you can keep this effect active.
  • Type: Self Buff
  • Acquisition: Dropped Holy Scepter
  • Base Mana Cost: Free
  • Base Cooldown: 3 minutes
  • Range: Self
  • Base Casting Time: Instant
  • Target: Self


Trinkets are equipment items which players can acquire beginning at level 28. Each trinket has an ability slot which holds spells that are common between all classes. This means that certain trinket feats may not mesh well with Holy Priests, while others could enhance your strengths or cover for your weaknesses. Below we'll go over each of these spells.

All trinkets have the following metrics unless otherwise specified:
  • Type: Self Buff
  • Acquisition: Dropped Trinkets
  • Base Mana Cost: 0
  • Base Cooldown: 3 minutes
  • Range: Self
  • Base Casting Time: Instant
  • Target: Self

1599256756489.pngBrutal Force: Increase your Brutality by X for 20 seconds and your next 3 spells have 100% chance to critically strike for 6 seconds.

Breakdown: Brutal Force is recommended for every single sub-class in the game. Tanks for threat generation, healing for critical heals in dire situations, and DPS players for massive amounts of damage output in a short span of time. With the Zealous Mending Ultimate your heal will be able to critically strike! So using your 3 most powerful heals after Brutal Force to quickly replenish the health of all nearby allies is a powerful strategy to employ.
1599256760667.pngConjured Regeneration: Instantly heal yourself for X and increase your Vigor by Y for 20 seconds.

Breakdown: As a Holy Priest there is absolutely no reason to use one of your potential trinket spells for a healing ability. You have a plethora of those at your disposal already which are much more powerful than the trinket alternatives.
1599256765539.pngComplete Control: Instantly restore 10% of your Mana and increase your Clarity by X for 20 seconds.

Breakdown: Mana can be a struggle if you are prone to overhealing or are consistently healing and attacking at the same time. If you find yourself running low and the mana boost from the Righteousness Talent does not kick in in time, then perhaps consider this spell.
1599256769792.pngDeadly Tactics: Increase your Savagery by X for 20 seconds. During this time your attacks ignore 25% of your opponents defenses.

Breakdown:Deadly Tactics will increase your Critical Strike chance for a short duration but Brutal Force is the better alternative due to the guaranteed critical hits. This may or may not come in handy during a dire situation and it's better to be safe than sorry.
1599256777704.pngGrave Bolt: Summons a bolt of energy empowered by a restless spirit that deals X void to your target. If Grave Bolt initiates combat, it will force the target to engage in solo battle, blocking the enemy's ability to call for aid.

Breakdown: Grave Bolt is unique in that it is currently the only trinket that interacts with an enemy. Despite what the description says, the chance to pull an enemy from a pack is not 100%. In Raids, enemies have higher resistances to pulls and you may find Grave Bolt to fail. This trinket is mainly useful in regions consisting of enemy packs, like Pyrron but isn't recommended for priests.
  • Type: Taunt
  • Range: 40 meters
  • Target: Single
1599256786213.pngIndomitable Constitution: Heal yourself for X over 20 seconds and increase your Vitality by X for 60 seconds.

Breakdown: As a Holy Priest there is absolutely no reason to use one of your potential trinket spells for a healing ability. You have a plethora of those at your disposal already which are much more powerful than the trinket alternatives.
1599256791309.pngInsight: Restore X mana over 20 seconds and increase your Intellect by X for 60 seconds.

Breakdown: You will likely burn through mana at a faster rate than this trinket will regenerate it. The increase in Intellect is only useful if topped off, as a larger mana pool will make little difference if you are nowhere near the cap.
1599256797874.pngMagical Defiance: Become invulnerable to Magic Damage for 6 seconds and increase your Magic Resist by X for 20 seconds.

Breakdown: This trinket is best left to the tanks who must take big hits from powerful bosses. Even with a Paladin build this isn't really needed, as your defense comes in the form of healing and shielding rather than immunity.
1599256802323.pngMomentum Shift: Increase your Haste by X and boost your chance to Dodge attacks by 30%. Lasts for 20 seconds.

Breakdown: This trinket works well for primarily DPS based classes and the dodge chance is counter-intuitive due to the Aura of Purity talent in the holy tree which damages enemies that hit you.
1599256814442.pngSoaring Will: The next 3 spells you cast cost 0 mana and increase your Will by X for 20 seconds.

Breakdown: If mana is an issue then Soaring Will can be useful to help with conservation. Use it on the most mana intensive spells in a row, such as Mass Heal, Mass Absorb Shield and Judgement or Heal.
1599256818279.pngTree Form: Turn your skin to bark, shielding against X damage. Lasts for 20 seconds or until used.

Breakdown: The shielding on this spell is minimal and may only protect you from one or two hits. Not recommended.
  • Acquisition: Crafted Trinket
1599256822171.pngWay of the Tortoise: Become invulnerable to Physical Damage for 8 seconds and increase your Armor by X for 20 seconds.

Breakdown: This trinket is best left to the tanks who must take big hits from powerful bosses. Even with a Paladin build this isn't really needed, as your defense comes in the form of healing and shielding rather than immunity.
1599256827313.pngZephyr's Enclave: Instantly reduce all remaining cooldowns by 40% and increase your Expertise by X for 20 seconds.

Breakdown: If you have a few powerful yet lengthy cooldown spells then this is a powerful trinket to pick up. This can help get Mass Absorb shield refreshed faster, or even be used to speed up the cooldown of your other trinket. Holy cooldown rates aren't terribly long though and you'll rarely find yourself in a situation where every spell is on cooldown.

Constructing Your Loadout

We're back with the next phase of constructing your loadout! Since the previous part, you should have learned all about the different types of equipment, Spells & Feats, as well as Trinket Abilities! These will be vital towards completing the next step in the tutorial.

Phase 2: Your Arsenal

This phase is all about noting down which spells, abilities and equipment you plan on using. Let's work off of the choices you made in the previous phase! Let's begin by assessing our limitations. In terms of abilities, here are the number of ability slots per item type as well as the potential spells you can choose.

Note that there are other Priest spells, but these are generally considered Shadow spells so they are not included in the chart.
So, what now?

It's time to go down the list and reference the descriptions of the various Spells & Feats to choose the ones you desire.

Let's begin with the easy stuff:

Necklace: You've got one option: Take Cure.
Scepter: Holy Efflorescence is the recommended option as it boosts your ability power while the Veil spell is just an aggro dump.
Talents: You'll want to consider whether Absorb Shield regardless of your build as it can be used to shield yourself or an ally!

Your Mace spells are next. As you can see, there are 7 slots and 9 options to choose from. Regardless of build, you will want to utilize Holy Bolt and Heal. These are your staple damage dealing and healing spells. That leaves 5 slots left, and this is where your build comes into play.
  • Templar
    • Divine Hammer or Judgement
    • Smite
    • Mass Heal
    • Mass Absorb Shield
    • Restore
The selections above are because Templar builds are meant to deal damage and heal concurrently, so it's best to use AOE healing spells which can be cast without turning attention away from the target. This is where Mass Heal, Mass Absorb Shield and Restore (when upgraded with Heaven's Prayer) are ideal. You also want your fair share of damage dealing abilities, so Smite is a necessity and either Divine Hammer or Judgement depending on your preference. Divine Hammer is a shorter cooldown single-target stun while Judgement is a long cooldown AOE.
  • Cleric
    • Mass Heal
    • Mass Absorb Shield
    • Restore
    • Bless
    • Smite or Divine Hammer
Cleric's tend to focus more on support spells, so every single one has made the cut. Having another damage dealing spell for solo play can be quite handy, so either choose Smite for greater damage or Divine Hammer for its stun effect.
  • Paladin
    • Smite
    • Divine Hammer
    • Judgement
    • Bless
    • Mass Heal or Mass Absorb Shield
For Paladin's you'll want to keep yourself up and running at all times, so having Bless to boost defenses is a must. Smite and Divine Hammer will enable you to deal damage after charging into a group of enemies and Judgement can be used to stun a room immediately on contact. Your final slot can be reserved for a support spell however it isn't really necessary. A Paladin's role is not to heal others, but to substitute for a tank.

This leaves the Trinkets! You can choose 2 of the Trinket spells, but you can always keep extras in your inventory for different scenarios. Below are some suggestions based on a few of the different build possibilities. You don't have to follow the recommendations below of course. Go with whatever floats your boat!

  • Brutal Force
  • Complete Control
  • Soaring Will
  • Zephyr's Enclave
  • Brutal Force
  • Complete Control
  • Soaring Will
  • Zephyr's Enclave
  • Brutal Force
  • Deadly Tactics
  • Zephyr's Enclave
  • Complete Control
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Talent choices are the main differences between the various Holy builds. Ultimately, you'll want to test out various configurations to find the one that best suits your purposes. As we are focusing on pure builds rather than hybrid, I will not be considering any of the Shadow talents for this section but you may want to take a look at them and see whether any stand out.

Please note that I will be displaying values of talents at their maximum point allotment. If you would like to see the rate of growth for specific talents, please utilize this great talent building tool created by Developer Ivar Hill: Talent Builder

Holy Talent Tree
Talent / UltimateBreakdown
1599319237360.pngAura of Purity
5 Talents
Enemies that deal damage to you have a 100% chance to take 25% standard level Holy damage as retaliation. Aura of Purity is increased by your Holy Power at a 300% rate.

This talent can make up for Holy's lack of offensive spells. So long as enemies are attacking you, they will automatically take damage as well. The greater your Holy Power, the more damage they take. You will find this most useful during solo encounters or as a Paladin build leading the charge.
1599319249089.pngZelous Mending
Your healing spells can now critically strike and 20% of your Holy Mastery is added to your Savagery.

The boost to Savagery will increase your critical strike chance. It won't be a monumental boost, because Holy Mastery is subject to diminishing returns and 20% of your point investment won't allot to much.. however, the real point of this Ultimate is the ability to critically strike with heals. This applies to healing 'ticks' as well. With this Ultimate unlocked, and the Brutal Force trinket spell, healers can very quickly restore an entire group back to full health.
10 Talents
Damaging an enemy with a Holy Spell has a 20% chance to release a wave of Holy Energy. This wave heals all nearby allies for 50% standard level healing, and damages all nearby enemies for 50% standard level damage. Consecration's damage and healing are increased by your Holy Power.

This is a powerful Ultimate for both Templars and Paladins as they can heal allies and damage enemies in tandem while firing off their spells. With the upgrade to Holy Bolt that we'll go over later, you can easily trigger this effect in large fights against packs of enemies. For pure Clerics this will sadly not be of much use, as they tend to avoid casting damage spells during group battles, but the Ultimate will make this worth investing in anyways.
1599319274492.pngAbsorb Shield
Shield an ally for 15 seconds, absorbing X (+Y) damage.

This Ultimate is an ability which will appear on your feat bar. We have gone over this ability in detail within the Spells & Feats section.
1599319279953.pngBinding Faith
20 Talents
All of your single target beneficial holy spells cast on allies have a 100% chance to be duplicated on yourself.

This effect will apply to Cure (even with the upgrade), Restore (even with the upgrade), Bless, Absorb Shield and Heal. While the talent looks interesting in theory, it is fairly useless in practice. Cleric builds are the ones who tend to cast single-target blessings on allies, and since they often do not engage in combat they rarely need healing themselves.
1599319284872.pngDivine Inspiration
Your beneficial single-target holy spells have a chance to grant 20% increased ability power for 15 seconds.

Unfortunately the chance to trigger Divine Inspiration is not disclosed within the description, but it appears to be around a 10% chance. This boost to ability power is direct and is not subject to diminishing returns, making it a fairly powerful boost. Paladin builds that tend to self-cast can trigger this effect on themselves, but the 20 talent cost does not make it entirely worthwhile, and damage has never been their best trait. Clerics who cast single-target spells often do so on tanks and a 20% boost to ability power won't go far on the archetype that tends to deal the lowest damage.
30 Talents
Casting a holy spell gives you a Mark of Righteousness. At 50 marks you restore 75% of both your missing health and mana and gain 30% increased Holy Power for 15 seconds.

The health boost from this talent is negligible and unnecessary but the mana boost is valuable. This is a great talent for self sustain as holy priests tend to expend large quantities of mana regardless of build. Keep track of your current number of Marks so that you can get your mana down as low as possible to make the most use of the 75%missing mana restoration. Then, once the 50 Marks have been consumed use the 30% boost to Holy Power wisely and unleash your strongest combo - either for healing or for damage. This is the perfect opportunity to use Brutal Force as well for guaranteed critical strikes.
1599319296349.pngHeaven's Prayer
Restore and Holy Bolt now chain, seeking up to 2 new targets after their initial impact.

This Ultimate has a worthwhile perk for every playstyle. Paladin's can make use of the Holy Bolt chain to attack multiple enemies in pack fights and trigger additional Consecration waves while Clerics can use the upgrade to Restore as an additional multi-healing tool which stacks with Mass Heal. Templars can utilize both and cast Holy Bolt on targets while using Restore on themselves so that they do not need to swap targets and the additional 2 chains of Restore will automatically seek out nearby allies.
1599319302128.pngHoly Affinity
40 Talents
Increases your Holy Power by 40%

This will boost your Holy Power directly, not your Holy Mastery. Holy Mastery is a stat that feeds your Holy Power. Like most stats, it is subject to diminishing returns. Increasing Holy Power directly on the other hand does not suffer from that drawback as it bypasses the stat entirely. This will essentially boost the Y value (yellow value) of all your Holy abilities by 40%! Thereby increasing your damage, healing and other effects of spells.
1599319307488.pngSanctified Hands
Cure now affects an area, benefiting all allies within 10 meters of your target. Cure's healing is now increased by 100%.

This upgrade to Cure will enable you to quickly Cure multiple allies from ailments at once! A powerful improvement that will definitely save time from manually targeting each poisoned ally. Just note that this will effect everyone within a 10 meter circle around your target, so choose your target wisely. Pick someone who is in the heart of the group so the bulk of your team is cursed at once.

Balance Tree
Talent / UltimateBreakdown
1599324297329.pngBurden of Power
35 Talents
Your Damage and Healing are increased by 40% to targets that are below 30% of their Maximum Health.

This talent can be used as either a healer or DPS. Coupling this with a high Poise and you'll deal bonus damage and healing while you are above a 95% health threshold. This talent will assist you with saving allies who are on the brink of death.
1599324301092.pngDying Breath
Whenever you take damage that would otherwise be fatal, you block that damage, become invulnerable and gain 100% mana cost reduction, 20 seconds later you die.

There isn't necessarily a point in spending all 35 talents to unlock this Ultimate. It is extremely situational, and the goal should always be on preventing your death rather than making the most of it. It's a neat little ability but it ultimately serves little purpose.
1599324305481.pngStrength of Will
20 Talents
Your Armor and Magic Resist are increased by 20%.

A 20% boost will take 1/5 of your investment in the Armor and Magic Resist stats and compound them. Holy priests aren't sturdy through their resistances, but rather through their healing and shielding capability. Not to mention, with diminishing returns any additional points are worth less and less.
Curses your target, lowering Armor and Magic Resist by 20% for 15 seconds.

This Ultimate is an ability which will appear on your feat bar. This is used as a debuff and can temporarily boost damage output.
20 Talents
Your single target instant damaging spells deal 40% increased damage.

All of Holy's damaging attacks are classified as single-target. Even Holy Bolt after being upgraded! For Templars and Paladins who are often acting as damage dealers on the side this is most definitely worth the investment. Especially when combined with Heaven's Prayer for an additional 2 Holy Bolt missiles.
Judgement's damage is increased by 50% and now scales from the greater of your spell powers. Rebuke now has a 75% reduced cooldown. Condemn now lasts forever as long as you stay alive.

This Ultimate is more of a byproduct of maxing out Precision and isn't all that great unless you are actively using the 3 spells listed. The 50% increases to Judgement could make it a formidable AOE spell and the change to Condemn would allow you to keep permanent debuffs on an Elder or powerful bounty if you've maxed out Strength of Will. Your spell choice truly decides how effective this Ultimate is.
1599324775981.pngOpen Sea Air
15 Talents
Your Vitality and base Maximum Health are increased by 15%.

If you plan to build a Paladin then you'll want this talent to increase your health buffer. Frankly, this talent is best due to the Ultimate.
1599324780576.pngShield Bash
Whenever you block with your shield, you stun your opponent for 4 seconds. Additionally, your Block Chance is increased by 5%.

Recall that there are two shield variants. One with a 5% block chance and one with a 15%. If you opt to use this Ultimate then it's recommended to take the 15% block chance rune which will then be upgraded to 20%. The more often you block, the more often enemies will become stunned. This is best in areas against packs of enemies consisting of multiple monsters like Pyrron or Halls of Salvation. A 4 second stun off of a 1 / 5 block chance is extremely worthwhile for defense. This is the ideal Ultimate for Paladins.
1599324787331.pngWell Read
15 Talents
Your Maximum Mana is increased by 975 and your Mana Regeneration is increased by 90%.

If you're trying to be mana conservative, this talent would be one to pick up. The maximum mana increase is enough to cast an additional spells before running dry and the mana regeneration will increase your enable you to regain a decent amount between fights. Crafted Mana potions are still the superior option when it comes to mana restoration though. With Righteousness maxed out you may not need this talent / Ultimate combination at all though.
1599324791985.pngNatural Talent
Your Maximum Mana is increased by 1000.

This will further increase your mana pool and doesn't limit your intellect boost. That being said, you may find it easier to increase your maximum mana via Intellect stats than investing 15 points here.

Talent Builds

Below are some potential talent configurations to consider. There are infinite combinations for Talent setups, and there really is no right way. Below are some options based on some of the build preview examples

You can easily mix and match these setups for whatever suits your purposes. If you consider healing to be more important than additional defense, shoot for that instead. Find whichever setup works best for you.

Talent Build
1599319289690.pngCleric I
Level 95 (0 Rebirths) - 105 Talents
The Cleric build is capable of keeping ally health topped off. Due to talent limitations Divine Inspiration was removed in favor of Burden of Power for the additional healing boost, as that is more important than party buffs.
1599324297329.pngTemplar I
Level 95 (0 Rebirths) - 105 Talents
Templar focuses on both damage and healing. The 20 points in Precision will boost the power of their single target spells.
1599326289794.pngPaladin I
Level 95 (0 Rebirths) - 105 Talents
The Paladin build struggles without rebirths and is unable to max out Holy Affinity without losing two vital benefits from Precision and Shield Bash. It's recommended to rebirth for Paladin builds.
1599319289690.pngCleric II
Level 105 (5 Rebirths) - 130 Talents
With the additional 25 talents it is possible to acquire Divine Inspiration and add the leftover to Burden of Power.
1599324297329.pngTemplar II
Level 105 (5 Rebirths) - 130 Talents
With the additional points from Rebirth this build is able to acquire Well Read for mana sustain which is essential when both healing and fighting, as well as invest a few points into Burden of Power for a damage and healing boost. If mana isn't needed, invest all 25 points into Burden of Power instead.
1599326292647.pngPaladin II
Level 105 (5 Rebirths) - 130 Talents
With the extra talents it is possible to fill out Holy Affinity and add some extra points into Burden of Power to keep yourself safe if you take some big hits and drop too low.

Constructing Your Loadout

It's that time again! Now that we've looked over each of the talents, we need to find the right build for you. It's time for Phase 3....

Phase 3 - Talent Configuration

In the table above I have some options for talent builds. There are simply too many choices to list them all out. You've done the ground-work and read about each of these talents. What level are you? How many rebirths do you have under your belt or plan to do? These are important questions to ask yourself. I would suggest using some of the build options above and modifying them based on the playstyle and abilities you have so far. You can always go back and change your mind on decisions you made previously.

Use the Talent Builder to mess around with different configurations. Read about the benefits of each talent / ultimate and how they mesh with your intended use. What content are you currently progressing through? Is defense more important than offense, or vice versa? Once you've found a few builds that suit you, try them out in-game. Reset your talents and try out the different builds in various scenarios. Use the charts to monitor your DPS, Healing and effective Shielding output and length of time it takes until your mana drops to 0. These are some things you'll simply have to experiment with to find the perfect fit for your build.

Combos & Mechanics

This section covers some useful combos that you can utilize. Combos are a sequence of abilities, used in a specific order in order to maximize potential benefits. These benefits could be DPS output, survivablity or other such targets.

Before we head into combos, there are a few important mechanics to be aware of for Holy Priests.

Critical Heals
Heals can critically strike if your character has the Zealous Mending Ultimate (5 points) unlocked. A critical heal is at least 150% more powerful than a regular one but can climb to 250% or more if you build up your Brutality stat. Investing in Savagery will increase the frequency of critical strikes - including heals. Those two stats are often seen as primarily damage oriented but they are just as vital for pure Cleric healers.

Healing over Time (HOTs) ticks can also critically strike. If a HOT spell is forced into a critical strike through Brutal Force or Holy Ardor then all of its ticks will critically strike!

Holy Ardor
1599780590516.pngHoly Ardor is an effect that has a 10% chance to proc when casting Heal. Proc is another way of saying 'occur', meaning whenever you cast Heal, Holy Ardor has a 10% chance to occur. This effect will grant the player 5 seconds of 100% critical strike chance! This is extremely useful for all builds, and we'll go over each use case.

If you're a Paladin, you can cast Heal on yourself in an effort to trigger Holy Ardor so that you can deal massive damage in the next 5 seconds. That's pretty standard stuff, but what about if you're a Cleric? How can you heal others while trying to trigger the effect for yourself?

With the Binding Faith Talent maxed out all of your single target beneficial spells cast on allies have a 100% chance to be duplicated on yourself. This doesn't apply for procs like Holy Ardor but it does work on the spell itself. So if you spam Heal on a target, be it the tank or whoever, you will also find your own character getting hit with Heal. This duplicated Heal has the same 10% chance to proc Holy Ardor as well, meaning you can buff yourself while healing others. Pay attention to the effect if you can, so you can make the most of it when it activates. Sadly, this doesn't seem to apply to Divine Inspiration too.

Critical Wave Heal

Purpose: Unleash a wave of critical healing for your entire team, quickly topping off their health. Use this after a large health drop from boss mechanics.
Sequence: Brutal Force OR Holy Ardor Proc > Mass Heal > Restore > Mass Cure
Of course, it's a given you will want Holy Efflorescence active during this combo as well as all others. Initiate this combo by using Brutal Force or getting a Holy Ardor proc. I would recommend keeping Brutal Force on standby as a backup when this combo is needed immediately and using Holy Ardor for general use cases since that is based on chance. After you have guaranteed critical strikes from either of the two effects cast Mass Heal and Restore to get your HoT ticks generating and finish it off with Mass Cure. The order doesn't necessarily matter, personally I like to get the HoT ticks started early but if the situation is dire then begin with Mass Cure for instant heals instead. Just aim to get all 3 spells off within the time frame provided by Brutal Force / Holy Ardor and ensure your character is positioned well for Mass Heal to hit all allies and targeted onto a specific ally if you'd like Mass Cure to hit their surrounding players.

Critical Single Heal

In progress

Critical Holy Onslaught

In progress


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Primary Stats

Stats are at the forefront of any build. By building up your stats, your character will be able to perform better in combat. All characters have base attributes. A default health pool, mana regeneration rate, cooldown rate and so on. These values can be increased through stats and sometimes even certain talents or ultimates. For example, if your default attack speed is 100% and you have enough points invested into the Haste stat to earn a bonus 24% attack speed boost, then your new attack speed is at 124%.

The blue column are your Stats and they feed into the red column, your Attributes!
As you invest points into your stats, you are improving the core characteristics of your character. Stats have caps, which will limit how much you can increase the corresponding attribute. Since stats are subject to diminishing returns, you will never actually be able to hit the cap. At a certain threshold, it becomes futile to continue investing in a particular stat as the benefits will decrease until it hardly has any impact on the attribute.

How do we raise our Primary Stats?
  • Primary Stats automatically appear on any piece of equipment which is Common or higher in quality.
    • Uncommon and Rare items have an extra stat
  • Primary Stats can be raised by slotting Reinforcement Runes onto gear.
  • Primary Stats can be raised by adding Preparations onto gear.
  • Using Consumables such as Drams temporarily increase certain Primary Stats
  • Certain talents and Ultimates also build up specific Primary Stats
  • Recall that each stat appears on specific pieces of gear as seen below.
We will begin by providing a detailed overview of each stat and glyph in relation to S\Holy Priests. Then we will move on to which stat and rune combinations to use.

Primary Stats

Stat Breakdown
1599406801325.pngHoly Mastery: Increases Holy Power
Cap: 30% | Recommended: 20% - 25%

Holy Power:
Increases the power of your Holy abilities. Increased by anything that boosts ability power.

Breakdown: Increasing Holy Mastery will boost your overall ability power. Any feats or spells which are augmented with Holy Power will become more powerful as Holy Mastery increases.
1599406541111.pngArmor: Increases physical protection
Cap: 50% | Recommended: 30% - 35%

Physical Protection:
Reduces physical damage taken

Breakdown: Armor comes inherently on most of your gear, making it very easy to build up. This attribute will reduce the amount of incoming physical damage you take by a certain percentage. You may find that the inherent armor acquired on your base gear suffices for your purposes. This stat isn't integral for a Cleric or Templar build, and Paladins should be survive primarily through shielding and healing rather than this stat. The bonus from Bless will also help boost it further.
1599406554703.pngMagic Resist: Increases magical protection
Cap: 50% | Recommended: 30% - 35%

Magical Protection:
Reduces magic damage taken

Breakdown: Magic Resist is a bit harder to acquire than Armor. This attribute will reduce the amount of incoming magic damage. This stat isn't integral for a healer, but you will want a decent amount to avoid taking massive damage whenever hit. This stat is also boosted by Bless for those taking the Paladin build.
1599406569512.pngVitality: Increases maximum health
Cap: None | Recommended: 2-3 bars

Maximum Health:
Your total health

Breakdown: Vitality is the only stat which is not subject to diminishing returns. A larger health pool will provide you a buffer when taking big hits. You'll want a decent health buffer, but nothing extreme. Investing too much will provide you with a large and pointless health pool - especially as a Cleric. Paladins will want to invest a bit more into this stat.
1599406577237.pngVigor: Increases health regeneration
Cap: 2000%, 200% | Recommended: 0 - 5%

Health Regeneration:
Health you regenerate per second when in or out of combat

Breakdown: No Holy Priest should ever invest into this stat. This is completely useless for a character that is built around healing.
1599406586743.pngIntellect: Increases maximum mana
Cap: +3000 | Recommended: +0 - +1500

Maximum Mana:
Maximum Mana pool

Breakdown: Additional mana will allow you to cast extra spells before your reserves run dry. Maximum mana is only useful when you're at full mana though. Once you start casting, it is your Will and Clarity that will determine how long you can sustain yourself. As a Holy priest, you'll need a lot of mana but with the Righteousness talent you can earn a chunk of your missing mana back after every 50 spells. It is better to raise Clarity to cut costs of some of the more powerful spells, and also make sure you aren't overhealing.
1599406599998.pngWill: Increases mana regeneration
Cap: 8 m/s, 20 m/s | Recommended: 0 m/s - 5 m/s

Mana Regeneration:
Mana you regenerate per second when in or out of combat

Breakdown: Will can boost your mana regeneration by a maximum of 8/s in combat and 20/s out of combat. This will allow you to restore mana quickly between fights or sustain for longer periods during continuous conflicts in Raids. The regeneration rate has been calculated to be quite low, so you may wish to avoid building this stat and focus on mana potions for regeneration instead.
1599406606987.pngClarity: Reduces mana costs
Cap: 35% | Recommended: 18% - 30%

Mana Costs:
Reduces the mana cost of feats and spells

Breakdown: Holy Feats tend to come with a high mana cost and you can't let your mana regenerate naturally when your allies are dying and in need of heals. Reducing their mana costs across the board will have a generous effect and save you from running out of mana as quickly.
1599406613374.pngHaste: Increases attack speed
Cap: 30% | Recommended: 15% - 25%

Attack Speed:
Increases the frequency of normal attacks and lowers cast time of feats and spells

Breakdown: Greater attack speed will allow you to pull off additional spells in the same window of time. This will also speed up the rate of your ability casting. Not terribly critical certain bosses may require rapid target swapping and casting, and with the long animations of Mass Heal and Mass Absorb shield you'll be thankful for some Haste.
1599406668790.pngExpertise: Increases cooldown rate
Cap: 50% | Recommended: 30% - 45%

Cooldown Rate:
Reduces cooldown time of feats and spells

Breakdown: This goes hand in hand with Haste. Having the ability to cast quicker is beneficial so long as something is readily available to cast. Increasing Expertise will result in faster refresh rates for your spells, which is essential for healing others or yourself if you're a Paladin.
1599406675126.pngSavagery: Increases critical chance
Cap: 20% | Recommended: 12% - 18%

Critical Chance:
Gives a chance to deal bonus damage with feats, spells and attacks

Breakdown: Critical Strikes deal a minimum of double the damage of a regular hit. This increase your damage dealing capabilities considerably as a Paladin and enables you to hold aggro for a bit longer. With the Zealous Mending Ultimate even your heals can critically strike! So you will most definitely want to invest in this for Cleric builds too. This is one of the most essential stats for any character and role.
1599406681766.pngBrutality: Increases critical damage
Cap: 150% | Recommended: 85% - 135%

Critical Damage:
Bonus damage dealt by critical hits

Breakdown: Critical Damage upgrades mean that your critical strikes hit as hard as 3x to 3.5x their normal variants. If you critically strike often, you'll want as much damage and healing as possible to come out of it. You can generate massive waves of healing with a high Brutality coupled with Brutal Force trinket.


Glyphs are gameplay modifiers that accentuate your chosen role. As primarily a healing or off-tank role, you'll want to focus on Glyphs that supplement that playstyle.

Glyphs feed directly into your attributes. This is why they are so powerful! Rather than boosting your stats (which suffer from diminishing returns and have soft caps) they will simply pump up your attributes themselves which do not have these limitations. Glyphs do have their own caps though, so make sure you keep that in mind and avoid over-investing into some.

How do we acquire Gylphs?
  • Gylphs appear on gear that is Rare quality of higher. Epic and Legendary gear will have two Glyphs, as opposed to the one on Rare gear.
  • Gylphs can also be slotted onto gear using Reinforcement Runes.
  • Gylphs can be imbued onto gear through the use of Preparations.
  • Recall that each Glyph appears on specific pieces of gear as seen below.
The following table will provide a quick description and breakdown of each Glyph from a Holy Priest's perspective:
Glyph Breakdown
1599410843940.pngBerserk: After taking damage 30 separate times, you gain X% increased ability power for 30 seconds.
Cap: 20% | Recommended: See below

, similar to Blasting, will not have an impact for Cleric or Templar builds. Paladins on the other hand should aim to get this stat to 20%.
1599410851292.pngBlasting: After being hit, you have a 10% chance to release a blast of X damage to all enemies around you.
Cap: Scales with level | See below

is a great Glyph for Paladins. Clerics and Templars aren't being hit often and for that reason, there is no point in them investing into it.
1599410972260.pngFlux: After spending 1,500 mana, you gain X% bonus ability power for 30 seconds.
Cap: 15% | Recommended: 10% - 13%

is an all-purpose perk which is useful to any sub-class but especially for mana-hungry Holy Priests. You will want to invest heavily into this Glyph as the bonus ability power will go straight to your attributes and boost your skills for the next 30 seconds. This applies to all Holy builds.
1599410979723.pngGlory: You gain X% increased ability power and Y% increased resistances for every enemy you defeat, maximum of 5 charges.
Cap: 8% Ability Power, 4% Resistance | Recommended: 4%-6% Ability Power, 2%-3%Resistance

increases both offense and defense, making it a powerful Glyph for all builds. This will assist with building up your lack of Resistance while also pumping up your ability power for increased damage and healing. This works best in Raids, but also comes in handy during solo sessions so long as you don't allow the charges to expire.
1599411012649.pngJuggernaut: You have a 5% chance to deal X% of current health as damage.
Cap: 23.1% of health as damage | See below

is basically another critical strike but it is based on your health. Traditionally best for tanks with large health pools, Juggernaut will not be useful for healer builds but can be considered for Paladin builds.
1599411019715.pngLifesteal: When you deal damage, you have a 15% chance to heal for X% of the damage dealt.
Cap: 40% | Recommended: 0%

Holy Priests
do not need Glyphs that supplement their healing.
1599411041968.pngMagic Find: All dropped gear now has a X% chance to be upgraded in rarity.
Cap: 10% | Recommended: 0%

Magic Find
serves no purpose in combat. I would avoid any gear with this stat. Some players make specific farming gear which is high on Magic Find so that they can get better loot from Zingaras and Elders.
1599411048647.pngOnslaught: You deal X% bonus damage to enemies that are over the Y% health threshold.
Cap: 25% damage, 80% health threshold | Recommended: See below

Loading up on Onslaught will allow you to inflict extra damage early on which will be useful for Paladins who are first into the fray. Coupled with Burden of Power you can deal bonus damage at both ends of the spectrum. Cleric builds will not gain much use from this Glyph.
1599411056443.pngPoise: Your ability power is increased by X% while your health is higher than 95%
Cap: 15% | Recommended: 8% - 12%

is a powerful spell for ranged casters as it will grant bonus ability power simply for being at or neat max health. This is the perfect Glyph to raise for all types of Holy Builds, as it is easy to keep it at maximum uptime.
1599411066244.pngShielding: While not in combat, you gain an absorb shield absorbing X damage .
Cap: Scales with level | Recommended: 0%

provides you with a small defensive buffer in between confrontations. This is not really necessary as Holy Priests are able to shield themselves already.
1599411072870.pngVoidstrike: After damaging an enemy you have a 5% chance to gain a Voidstrike, causing your next single target ability to deal bonus X% Void damage that ignores Armor and Magic Resist.
Cap: 40% | Recommended: 0%

has the greatest impact in the hands of pure DPS classes. Especially those with powerful single-target abilities and a high rate of fire. This Glyph is best avoided for Holy builds.

Constructing Your Loadout

It's time for one of the most important phases in constructing your loadout: your runes and stats! Depending on your level you will want to limit the number of sockets you spend filling slots. If you want to be a level 40 top-notch damage dealer, go for it. If you'd rather wait until 90+ before you start investing heavily into gear then by all means it is up to you. Just know that creating optimal builds requires sockets, and you will need at least 25 - 35 sockets for your full end-game build. So keep that amount in reserve off to the side. The amount of sockets you should spend is quite malleable depending upon your intentions and willingness to purchase additional ones if you run dry.

Once your budget has been sorted out, it's time to decide what we are actually slotting onto your gear! In terms of active runes (Spells, Feats, Trinkets) you should already be set, as we covered those earlier. Thus, we'll be focusing on passive runes and reinforcement runes.

Your Gear stats are broken down into 3 main components:
  • Base Stats
  • Base Glyphs
  • Runes
We will go over each of these during phase 4...

Phase 4 - Gear Stats and Runes

It's time to begin selecting which base stats you want on your equipment. We've gone over each of them in detail, so you should have an idea of what every single one of them does. If you find yourself unsure about what a particular stat does, please refer to the tables above for their description and breakdowns. Without a firm understanding of stats, you will have a difficult time deciding which ones are best for your build.

The Chart below has a list of primary base stats you can find across each of the equipment types. Note that the Stats are color-coded:
  • Defensive / Health: Yellow
  • Mana: Blue
  • Offensive: Red
So if you're aiming to raise specific qualities for your build, then you know which stats to look out for. Also note that you can find a maximum of 2 per item. So choose wisely. Once again though, make sure you read and understand what each stat does!
Once you've finished marking down the base stats you prefer on your equipment, it is time to check out Glyphs. The difficulty with the gear system is RNG. As gear can have 2 random Stats and 2 random Glyphs maximum per item, it can be difficult to find the combination you are looking for. This is why you need to be a little flexible. Don't pick 2 strict stats and glyphs that you want, but give yourself some leeway and select 3 or 4 potential stats and glyphs per item. This will give you better chances at finding a suitable piece of gear. If you'd rather be very strict it's your choice, but it will lead to frustration.

Here is a chart for your Glyph options. I will note that Magic Find is not on this chart. I removed it because it has nothing to do with combat. Once again I will impart the same advice: Read and understand each Glyph before choosing the ones you'd like for your gear. The Glyphs are categorized as such:
  • Defensive / Health: Yellow
  • Offensive: Red
  • Defense + Offense: Purple
2 Glyphs maximum per item. So pick a few potential ones that you like and note them down.
Now it's time to pick runes! You have a lot more control over these because you can mix-and-match them via gnogmentation.

Personally I always select Reinforcement Runes over the alternative "Augmentation Runes" when given the choice. I've found that there is always one stat or another which can be built up another notch. Others may have differing opinions, but this is what works for me.

The table below will list out the stats and reinforcement runes which can be found on each piece of gear. It's difficult to provide a cookie-cutter build because your choices depend greatly on the RNG combination of stats on your base gear. If you manage to invest a lot of points into Expertise just from your base gear, then you may not need to slot Expertise runes into your gear. Try and aim for your target values for each stat and select runes based on where you're currently sitting in relation to those goals.

The stats below are broken up into categories by color, so you can decide which stats fit best for your build:
  • Passive: Pink
  • Mana: Blue
  • Defense / Health: Yellow
  • Offense: Red
  • Defense + Offense: Purple
You can read about each stat and glyph in greater detail in the tables above as well. Don't spread yourself too thin among too many different stats and glyphs. Focus on a few core ones and build those up to a solid level. Don't forget about diminishing returns though! Finally, don't forget about other runes such as Devotion and Elder Bane.


Preparations are crafted items which can be added onto your equipment and will boost a specific stat. There are 6 preparations in total, each is tied to a specific equipment type. You can overwrite existing preparations with higher level versions if you ever need to upgrade them. You might as well use all of these preparations as they are cheap and easy to acquire.
1599414876828.pngPowder: Apply to Weapon to permanently increase Expertise by X points

Smithing - Available to all
1599414886014.pngExtract: Apply to Helm to permanently increase Blasting by X points

Smithing - Requires Preparation Specialization
1599414893324.pngEmbroidery: Apply to Armor to permanently increase Bonus Armor by X points

Tailoring - Available to all
1599414901169.pngStitching: Apply to Belt to permanently increase Poise by X points

Tailoring - Requires Preparation Specialization
1599414908704.pngResin: Apply to a pair of gloves to permanently increase Savagery by X points

Woodcrafting - Available to all
1599414916434.pngPitch: Apply to a pair of boots to permanently increase Onslaught by X points

Woodcrafting - Requires Preparation Specialization


The standard consumables for Raids and Elder raids include breakfasts, mana rolls, mana potions, fish-steaks and drams. I would suggest either a Mastery Dram or a Malice Dram. Both are ability power oriented meaning they work for damage or healing. All of these items are crafted from the cooking skill.
1599415077852.pngBreakfast: Increases Armor, Magic Resist, Intellect, Will, Vitality and Vigor by X for 1 hour.
1599415085311.pngFish Steak: Increases Vitality by X for 1 hour.
1599415092975.pngMana Roll: Boosts Intellect and Will by X for 1 hour.
1599415099522.pngMana Potion: Restores 10% of your missing mana instantly, and another 1,000 mana over 30 seconds. Mana over time restored is tripled when not in combat. Grants a mana shield that protects the player for X damage or for 30 seconds.
1599415112733.pngHealing Potion: Restores X health over 30 seconds
1599415121627.pngDram: There is a different dram for every Primary Stat.


Royal Guardian
See Signature
Last edited
Playstyle Strategies

Solo Content
Solo runs are pretty straightforward as Holy Priests, regardless of build selection. Holy Bolt and Smite are the staple damage dealing attacks to use. Unlocking the Heaven's Prayer Ultimate along with Consecration and Aura of Purity will enable you to deal a solid amount of damage for your solo experience. Simply launch your Holy Bolt missiles, watch them seek additional targets and potentially proc Consecration for additional waves of damage, and repeat your spells as enemies take damage simply for attacking you! Heal, Shield and buff yourself with your blessings and you can tackle any content within the game without a hitch.

Your role in Elders depends on whether you went for the pure healer route or for a semi-heal / semi-DPS path. In the first case, your main priority is to monitor the health of your party mates and ensure everyone remains alive. Keep your character within range of allies so you are able to cast spells at them and so that they are within range of your Mass spells which are centered around you. Keep a backup on standby such as Brutal Force to generate a massive wave of healing after your team has taken a major hit. Work with other priests and attempt to rotate your mass spells so that you do not override each other.


Constructing Your Loadout

You did it! You made it to the end of the Guide. Congratulations on your progress so far, I truly hope it was insightful. Now it's time for your final steps towards building the Holy Priest of your dreams!

Phase 5 - Putting it all Together

So what have you learned throughout this guide?
  • During Phase 1 you should have decided generally which type of Holy Priest you are planning to create. Such as a pure Cleric party support, or a substitute tank Paladin for example.
  • During Phase 2 you will have checked out the various abilities and trinkets and noted down which ones fit well with the style of play you intend on choosing.
  • During Phase 3 you received an in-depth look at the various talents and ultimates. By the end of that section you will have familiarized yourself with a few potential talent configurations to test out.
  • Finally, during Phase 4 you have learned about the different types of stats, glyphs and consumables and decided on which runes you plan to slot onto your gear.
Now is the time to put all of that together and actually create your loadout! Where do we start?

Begin by collecting the various abilities you need as those are pivotal towards engaging in most forms of combat. Slay Elders, craft some maces and farm some zingara, Elders and bounties until you've assembled each of the spells you desire. Make sure the abilities runes aren't more than 5 levels lower than your combat level.

Next, find some decent base gear of Epic quality of higher to equip. These can be collected through loot drops from enemies, quest rewards, master crafting or Raids. This gear doesn't have to be perfect, it's just a placeholder until you're able to acquire some high rarity gear with optimal stat combinations.

Once you've done that, slot some reinforcement runes into your gear. Depending on your level, this may range from free slots only to every single slot (maxed out). Choose the reinforcement runes that supplement the stats you noted down during Phase 4. The stats that support the type of build you're aiming to create.

Now it's time to upgrade your base gear. Don't worry, transferring runes from one item to another will not cost you extra sockets. With this gear on-hand. You have a few options for how you wish to acquire this gear. Either get some epic items from master crafting or through Raids and Elder bosses. If you plan to do the latter two options, stock up on consumables, you'll need them.

Look for base gear of Epic quality or higher that has stats and glyphs that work well with your build. Aim for 3 / 4, but if you manage to find that perfect 4 / 4 combination then snag it! Transfer your runes over, enhance the item to Legendary and add a preparation onto it.

Rinse and repeat this process for each type of equipment!

Endgame Builds

In progress

Advanced Mechanics

In progress


Royal Guardian
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Most of the information has been filled in now. Still need to finish up post # 5 and create the Combos & Mechanics section but that will be done over time.


Grand Priest
Rastuasi, Dasudea, Teslatia
Android, PC
Interesting thoughts, I haven't played much since the fifth talent was added in the skill tree, so definitely looking more into that one. For me, as a sub-60 HP, used to use Restore, but another HP guide out there said it was useless, so I actually replaced it with an SP DOT, corruption I think. I have never gotten a use from Bless nor have I really used any balance skill other than mana+ and precision. Will have to look into these strats and see if they make stuff easier or not :).