The Professions
Professions are the next thing you'll most likely wind up considering as you play your Priest. There are many to choose from, each with unique advantages over the other options. Figuring out what interests you the most and becoming a member of that Profession will unlock the most enjoyment and potential for you from the Professions.
That being said, here are the Professions:
Alchemy: This Profession enables you to make special potions that have various different effects. The effects range from the seemingly useless, the ability to breathe underwater, to the amazingly powerful, 2000 additional HP for 2 hours. This Profession really has a variety of uses.
What's most useful to the Priest from Alchemy?
The two major useful potions provided from Alchemy are Mana Potions and Mageblood potions. Mana Potions are consumable items on a 2 minute cooldown that instantly restore a preset amount of mana to your character. A very useful and powerful potion, Mageblood potions are potions that allow your character to restore 12 mana per 5 seconds. This is also a potent potion, increasing your endurance during fights. Various other potions you may find uses for, but these are the two main reasons to choose Alchemy as a Priest.
What gathering skill is required for Alchemy?
Herbalism, Fishing is also suggested.
Blacksmithing: This is obviously not a Priest profession, it concentrates on weapons and armor that are unusable to a Priest. You may decide to go into this to help out a friend or just for fun, but this profession in no way shape or form benefits a Priest.
Cooking: One of the 3 secondary professions, as these don't take one of your main profession slots, there is no reason to not take them. Cooking allows you to prepare food with special benefits, ranging from bonus Stamina and Spirit to Intellect and Strength. This can be very useful for a Priest and the entire party.
What gathering skill is required for cooking?
None, though Fishing is suggested.
Enchanting: Probably one of the best professions for Priests to take up, this allows you to put powerful bonuses on your armor and weapons.
Why would you become an enchanter?
What gathering skill is required for Enchanting?
None, though it is highly suggested that you choose one of them. To get reagents for enchanting you need to disenchant magic items. This means that you will be unable to sell them and will need a way to make up for this if you have the desire to not always be broke.
Engineering: Probably one of the most entertaining professions you can choose, it however, is not very useful to a Priest. Engineering is a lot of fun and from that perspective, feel free to pick it up, but from a purely pragmatic perspective, is it useful? Not at all. You will most likely not regret choosing it though.
What in Engineering is useful to a Priest?
"Engineering is a very good profession for anyone that has a guild to make stuff for them (because only engineers can use the stuff engineers make) You can boost your elemental resistances with reflectors or increase fire damage done to a mob with an arcanite dragonling. You can increase your parties attack speed with a gnomish battle chicken or make an enemy humanoid work for you with a gnomish mind control cap. You may say what does a priest need a mind control cap for I can already cast mind control, well the cap is non-channeling so the humanoid is under your control and you can still move about, when you can the priest spell your completely vulnerable till you cancel the spell. Also the cap will use the humanoids abilities while the spell can only use npcs abilities. I also recently made a Green Lens of Concentration which has 10 mana regen every 5 seconds. Something again only engineers can use. For every other profession you can just buy the materials and have someone else do it for you." - Gyver
What gathering skill is required for Engineering?
Mining.
First Aid: This profession is another secondary profession. It allows you to make bandages to heal yourself and others. You may ask yourself why you would want it, wouldn't it be a waste of time since you can already heal? The answer is no. Bandages require no mana and thus you can heal yourself without breaking into your mana regeneration. It is also a great tool for healing yourself when you are out of mana so that you don't die. Though not as necessary for Priests as for other classes, First Aid is still extremely good for a Priest.
What gathering skill is required for First Aid?
None, it requires cloth which can be found fairly easily anywhere in the world.
Fishing (Gathering Skill): The third and final secondary profession is fishing. Is it of any real benefit to a Priest? Not really. It is an entertaining little side game though. It's not at all required to pick it up or even do it at any point in the game, but there is also no reason to not get it. If you're ever bored and feel like trying something new, pick up fishing, grab a pole, and see what comes of it.
Herbalism (Gathering Skill): For those of you who chose Alchemy. It is highly recommended that you take Herbalism as your second Profession. It will provide you with the necessary herbs to make your potions. It is also a decent source of income for non-Alchemists.
Leatherworking: Another of the primary professions that is of no use to Priests. This profession focuses on making leather and mail armor. Like blacksmithing feel free to pick it up for fun, but it is of no value to a Priest other than one final pattern called Hide of The Wild, a healing cloak which is just as easily bought as it is made.
What gathering skill is required for Leatherworking?
Skinning.
Mining (Gathering Skill): This Profession is suggested for those who took up Blacksmithing or Engineering. It is also a decent source of income.
Skinning (Gathering Skill): This skill is suggested for those who took up leatherworking. It is also a decent source of income. . But skinning is hard because priests can't reach its maximum because they cannot dual-wield nor equip the 2nd skinning sword found in the game.
Tailoring: A very useful Profession for Priests, this profession allows you to make cloth armor and bags.
What in Tailoring is useful to a Priest?
There are innumerable patterns within Tailoring that you will find useful as you level up. Many of the items you may find yourself wearing for multiple levels as long as you keep up with your Tailoring. At 60, there are also a number of handy patterns that are moderately powerful until you can upgrade to your set items. The other advantage to Tailoring is the ability to make yourself bags. Inventory space is always shrinking, or so it feels like, being able to make 14, 16 or even 18 slot bags (if you're lucky) is a valuable ability.
What gathering skill is required for Tailoring?
Nothing, like First Aid, it requires cloth which is a world drop. However, it is highly suggested that you take up Leatherworking as your second profession as certain patterns do require a decent amount of leather.
The downsides of Professions:
Many Professions will eventually become obsolete, or for a duration of time will seem absolutely useless. There are many people who, at this point in the game, do not have Professions simply because they can seem like a waste of time. Whether or not you choose a Profession is up to you, if you feel that having a Profession isn't necessary, then odds are leveling up that Profession will feel pointless. For those who want to have a Profession and are willing to work on it, you will find ways that the Profession rewards you.
"If you’re ever planning on joining a big guild or just want to make money the gathering professions Herbalism and fishing are extremely useful because the herbs and fish they yield are always in high demand among large guilds. I often find myself fishing and farming herbs on my alt to send to my guild bank for use in potions." – Gyver
The PvE Role
(Just a warning here: I am somewhat jaded by all my encounters as a Priest, so if I come off a little edgy about other players, it's because I am.)
So, here you are, level 1, standing in front of a guy with an exclamation point above his head and wondering what the hell is going on. We’ve all been there, so don't feel daunted or like a "newb", you're not the first and you sure as anything won't be the last. So what do you do now? Talk to the guy with the exclamation point, read the tips at the bottom of the screen and start your adventuring in the World of Warcraft! Simple as that!
Okay so maybe it's not that simple, but this game has an easy learning curve. The problem with the game having an easy learning curve is that the Priest class, no matter how you boil it down, has to deal with things that the game programmers just can't control. What are these things? People. Plain and simple, as a Priest people expect you to keep them alive. It doesn't matter that they pulled the entire instance, it doesn't matter that you were out of mana, it doesn't matter that you don't have that spell yet, people expect more than you will ever feel like you can offer. At first. So, your first stop into the world of Priesthood is that very first instance, Deadmines or Ragefire Chasm. Like everything in this game, these instances are a great place to start learning the game and here is where you will first learn your lessons, good and bad, about being a Priest.
The Role of a Priest in PvE:
You are the healer. Sure you don't always WANT to heal, but you're the healer and it's the only thing groups will ever really ask you to do. Whether you have Shadowform and can kill an Elite mob in 5 seconds or you're a full Holy Priest who only thinks about healing, your job is the same, keep your party alive. Now as always, it isn't the means that count, it's the ends. As long as your party is alive at the end of an encounter, you've done your job. This is something you will have to be ready to congratulate yourself on much of the time, no one thanks the healer, no one. (Alright that's not true, once in a great while someone will say thank you.) But even if you do your job to the best of your ability and do it perfect every time, there are still expectations that you will have to fight, the people aspect of this game can sometimes be a complete nightmare, as you will most likely find out on your way to and past level 60.
Your Party, the Secret Enemy:
It's hard to believe that your party may be more your enemy than any mob inside an instance, but the sad fact of things is sometimes it's true. You have to be prepared psychologically to deal with the best and worst people in this game. Some people think there is no place for a Shadow Priest in an instance, even if you're in Shadowform keeping everyone at full health on every pull. Some people will be impressed, I know I for one would, that's amazing, but many others simply won't see past what they expect and may hold disdain for you because of it. Be prepared to also take a beating when you "screw up". Many times the healer is the scapegoat. It's never the tank’s fault for failing to tank the mob on you, you let him die. (Ok again, I am quite jaded on this topic, try playing a healer for well over a year and you'll understand as well.) Suffice to say that you will run into jerks in this game, but don't be discouraged by me or these fools, I'm just trying to prepare you for them. There are many good players that are very friendly and will be much more understanding. And in the end, you chose the Priest so that you could help others, odds are better than not you'll be going somewhere and leaving that person that hates you in the dust.
Flashing red means almost dead:
One of the most important things for you as a Priest is to be aware of what is happening at all times. Now this isn't an easy task, but striving for it is what truly makes a great Priest. If you're ready and on top of the game, not only will people rarely die, but you'll get the satisfaction of quickly and efficiently finishing up instances as well as, more likely than not, notice from someone that you are doing well. (There are the occasional players that actually take note of good players!) Being aware of everything at all times is quite boring, however. It's depressing but true, you'll be staring at green bars for the better part of your playtime as a Priest. It's become a common joke to ask a Priest what a boss looks like in certain instances. I for one don't honestly know what Broodlord Lashlayer (Is that even his name?) looks like. Keeping your eye on your party's health will be your job as a Priest. There are many ways you can do this. There are probably 100's of mods to make your job easier or less boring. But they all boil down to the same basic function at the end, keep your party alive, and if something is flashing red, it's almost dead.
The Raid UI:
After you hit 60, you'll find that some instances are no longer just you and a group of 4 other players. There will be instances that require 10, 20 and even 40 players. Is it your job to heal all these people? Of course! Now you won't be alone in doing this, with many others in the raid there are bound to be other healers to make your life easier, but that doesn't mean you're allowed to be unaware of other groups and players. Here comes the raid UI to your rescue. Under the Social Tab (where your friends, Guild and who list are) there is a tab that says Raid. In this tab are all the members of your current Raid group (assuming you are in a Raid). Now there are two ways you can bring these players’ information onto your play area so that you will never be caught unaware. The first method is to click and drag each separate group onto your play area. You can then move these groups, with the players in that group's health and mana bars showing, to anywhere you want. Simply repeat until all your groups are showing somewhere on your screen where you can easily heal them. The second method is similar to this except instead of dragging groups you drag classes. Simply click and drag on a class name in the Raid tab (the class name will be to the right of their name and level) and every player of that class will show up on your playing area in a nice group similar to the group set up. Play with the set-up as you see fit until you're comfortable with it. It's important that you make it easy for yourself to heal all these groups as well as make it so that you can still manage to play the game. The golden rule is "Be aware."
Spells
So now that you have a sort of understanding of what you do as a Priest, it's time to look at HOW you do all these things. Here's a breakdown of what spells you'll be using as you go along your way.
There are 3 types of spells which you'll be commonly using. Buffs, or spells that benefit your group passively; heals, active spells that you heal your party with; and damage spells, which as the name would imply, deal damage.
Damage Spells:
There are very few damage spells available to a Priest unfortunately. Many Priests find themselves using their wand and Shadow Word: Pain as their main sources of damage. This doesn't mean that Priests don't have other options, they just aren't as commonly used.
Mana Burn - This is a spell with a 3 second cast time, somewhat lengthy. It does two things, drains your targets mana and converts half the mana drained into Shadow damage which is then inflicted on your opponent. This spell can be very helpful for preventing mobs that can heal from doing so as well as draining the mana from extremely dangerous mana users. You won't use this much solo except to open up with a mana drain on occasion.
Mind Blast - The Priest's best offensive spell point for point, it does a high amount of damage in a short amount of time. With a 1.5 second cast time, this is a very quick spell. It has a couple drawbacks however, most notably an 8 second cooldown making it less useful. It also generates a lot of hate. This means using it in instances is a bad idea as you will increase the chances of a mob coming and attacking you, which is usually detrimental to the health of your party.
Shadow Word: Pain - This is a potent damage spell for most Priests. It is an instant cast spell that deals damage to the opponent over time in ticks of 3 seconds (every 3 seconds a specific amount of damage is dealt). This spell is the bread and butter for every solo encounter that you expect to last a fair amount of time, usually 10 seconds or more.
Smite - A moderate casting time spell with decent damage output and mana efficiency. This can be useful when fighting mobs at range, but isn't as useful when in melee. It's a decent spell though not particularly impressive.
Holy Fire - A slow casting spell with high damage output and a DoT effect to boot, this is a great opener. The cast time is extremely high, but the damage it deals more than makes up for the wait. It is as effective if not slightly more so effective than Smite due to the DoT effect. Not something to spam cast, but useful in situations where you have time to use it.
These five spells are what you're limited to without talents and racial abilities. From talents you can also get Mind Flay and Holy Nova.
Mind Flay - One of the best Priest offensive spells, the only disadvantage is that you're required to spec into the Shadow tree to get it. It is highly mana efficient, deals out a good amount of damage, and slows your opponent to 50% of their normal movement speed. One of the Priest’s best offensive spells, be careful getting it though, you will have to give up some of your healing capacity.
Holy Nova – This is an instant cast AoE heal and damage dealing spell. Although not particularly efficient for healing, this is very powerful for dishing out damage to several nearby mobs at once. This is an 11 point talent in the Holy tree so it is easily accessible and does not hurt your ability to heal in any way. Another plus to this spell is that it generates no hate, so if someone else is attacking a monster while you're casting this spell, there is no way you can get aggro. The only downside to it is the high mana cost meaning that it is very dangerous to use in fights where your healing is needed.
There are 2 other spells that are race specific, these are Starshards and Devouring Plague. I haven't had the chance to play with either of these spells so the description given in the Race section of this guide is pretty much the extent of my knowledge on the spells. Starshards is a Night Elf spell and Devouring Plague is an Undead spell.
Healing Spells:
Flash Heal - Your primary heal spell, fast and efficient, you'll use this healing spell more than any other heal without question. Though slightly less mana efficient than other heals, the speed with which it delivers it's healing more than makes up for this fact.
Greater Heal - A slower but more efficient heal, this is for moments where a quick heal isn't critical. Being more mana efficient and gaining a lot of the benefits of your +healing gear, this spell is more for players who take periodic damage and used when you have time to spend healing them.
Heal - The weaker version of Greater Heal, this is learned at earlier levels.
Lesser Heal - Your first heal, this will eventually become Heal and Greater Heal. This will be your primary heal until you get Flash Heal, once you have Flash Heal, this spell will effectively become obsolete.
Prayer of Healing - The biggest bang for your buck, this spell heals your entire party for an amount around your Flash Heal. With 5 times the healing power for only 3 times the mana cost, this spell is powerful when used properly. Best used in situations when at least 3 members of your party need a Flash Heal this can be a huge mana conserver if used appropriately. The downsides to this spell are that it has a 3 second cast, meaning you need to have time to cast it, and if you heal less than 3 people or don't heal 3 people to full, it is very mana inefficient.
Renew - The quick fix to periodic damage, this is an instant cast spell with slow, but efficient returns. This spell heals a player for an amount of damage around that of your Flash Heal over 15 seconds. This spell is similar to Greater Heal in that it is meant to heal periodic damage done to a player. However, the major difference is that this spell is less mana efficient but more time efficient. Where you're required to do nothing but cast Greater Heal for its duration, this spell allows you to heal periodic damage without taking your eyes off of a more important healing target for more than 1.5 seconds.
Having a much deeper selection for healing, your options aren't nearly as limited as they are with damage output. They increase slightly more with talents.
Holy Nova - As a healing spell, this isn't a huge benefit, but it does have its small advantages. It is a quick instant heal for a small but sometimes life-saving amount of mana. More an offensive spell than a healing spell, have fun trying to find ways to apply it to healing, but odds are better than not that it will go unused as a true healing spell.
Spirit of Redemption - Many times called Improved Dying, this spell empowers you to heal upon your death. Granting you 10 seconds of free healing after you die, this is an interesting talent. It's a nice save for those moments when you die unluckily, making it possible to save your party, but the actual applications of this as a healing spell are limited.
Lightwell - This spell creates a bowl of light that remains for 2 minutes and has 5 charges. Acting as a sort of bandage substitute, this spell is useful for passively healing your party as you don't have to do anything to do the healing, but because of its ten minute cooldown, it's only truly useful in boss fights.
Last but not least are your buff spells and other miscellaneous spells. These spells are not a direct damage or healing effect but do have potent strategic value.
Abolish Disease - This is a short duration buff that will remove a disease debuff from the targeted player on the initial cast and once every 5 seconds thereafter for 20 seconds.
Cure Disease - This removes a disease debuff from the targeted player. Many diseases have very negative effects on players and should be removed as soon as possible.
Dispel Magic - An instant cast spell that removes a positive Magic buff from an enemy or a negative Magic debuff from an ally, this is a powerful spell for keeping your party alive from seemingly innocent debuffs that prevent you from healing effectively, inflict periodic damage, and have many other nasty effects.
Fade - An instant cast spell that effectively resets your hate to 0 for a short duration of time (the actual number is tough to determine). This spell is used in tight situations where you have aggro and need to drop it quickly so that you don't die or have party members die due to you taking damage.
Inner Fire - Another life saving type spell, this reduces the damage you take from physical attacks by increasing your armor for a short duration of time. A good way to keep yourself alive is to cast this when you notice you have aggro either before or after you Fade. The armor isn't enough to make you able to take hits for prolonged periods of time, but it can be a life saver.
Levitate - A self buff that slows your falling, prevents falling damage, and allows you to walk on water. This skill has few practical applications but can be fun to play with.
Mind Control - A powerful spell that lets you take over the target Humanoid’s mind, this can be used very intelligently as a form of crowd control in the right situations. I discourage using this spell however as it has 1 major drawback, the mob you mind control will have you on top of its hate list for a very long time, sometimes making it impossible for warriors to get aggro off of you. This spell has powerful practical applications, just be sure to understand the consequences that could occur.
Mind Vision - This is a semi scouting tool. It puts the camera on the targeted mob or player for the duration of the spell and you effectively look through that player's eyes. Great for scouting a pull or seeing what a player is doing.
Power Word: Fortitude - This spell buffs your party with a set amount of stamina, increasing their hp for 30 minutes. This is a potent spell and should be on your party members at all times. It gives you more room for error with healing and can be the difference between success and failure in many fights.
Power Word: Shield - This spell is an instant cast damage shield. It prevents the next X damage to the targeted player, where X is based on the rank you cast. This spell has a short cooldown for you and a 15 second cooldown for casting on another player, so it's meant as a saving grace rather than a reliable form of protection. Don't overuse it, if you do, you'll find yourself unable to cast it when you actually need it.
Prayer of Fortitude - This is Power Word: Fortitude for your whole party and on a 60 minute timer.
Psychic Scream - An instant cast local fear, this sends the 5 nearest enemies fleeing in terror at level 60. The first rank of the spell sends 1 enemy, with successive ranks sending more people fleeing. This is useful while soloing and in controlled confined areas where fearing is safe. It allows you to give yourself 8 seconds of breathing room for spell casting and can really save you in a tight spot. Some drawbacks are a 30 second cooldown and the fact that many times feared mobs will unexpectedly aggro nearby mobs. Be very wary of using this ability in instances and areas where mobs are tightly packed together. It may get you killed more often than saving you.
Resurrection - An important Priest spell, this allows you to revive dead players so that you can continue adventuring with them without them having to run back from the graveyard. This is especially important in instances where it may be impossible to run back from the graveyard.
Shackle Undead - The second of two crowd control abilities available to the Priest, this shackles an undead mob in place for a set amount of time and prevents them from doing anything. This does not work on undead players.
Shadow Protection - A mid duration buff that gives a moderate amount of shadow resistance, this should be used before an encounter in which lots of shadow damage is expected to be taken by the party.
Prayer of Shadow Protection - A 20 minute version of Shadow Protection that also buffs the whole party of the target.
There are also several buffs available only from talents.
Divine Spirit - This is similar to Power Word: Fortitude in that it gives a long duration buff. Instead of stamina it provides spirit however, a huge benefit to other healers.
Prayer of Spirit – A 60 minute version of Divine Spirit that also buffs the entire party of the target.
Inner Focus - This makes your next spell cast free of mana and have a 25% increased chance of critting.
Shadowform - A useful too for dealing out damage and reducing damage taken, be wary of using it as you are unable to cast heal spells while in Shadowform.
Silence - A powerful debuff that prevents the target from casting any spells for 5 seconds.
Vampiric Embrace - A debuff that transfers any shadow spell damage you deal to the target into a small amount of HP for your party.
The Five Second Rule
Though a lengthy explanation of the five second rule isn’t required it is very important to understand, important enough to warrant its own section.
The Five Second rule says that for 5 seconds after any spell completes casting, you will not regenerate mana. This means that you must be careful of when you cast spells as cast them to indiscriminately and you may find your mana pool being drained quickly. Not the easiest concept to master, it takes time to become truly good at managing the five second rule.
Helpful Mods
The CT, mods all of them. www.ctmod.net
CT is the mother of all add-ons, it contains an enormous amount of things that will help any player but will help healers the most. Things like targets target to see who your enemy is about to attack, CTRaid to see the health bars of everyone in your raid. These are just a few mods it has. Also most endgame guilds require you to have this add-on if you want to raid with them.
Spell Alert http://www.curse-gaming.com/mod.php?addid=690
This tells you what spell your enemy is about to cast. This is extremely useful so you can perfectly time those interrupt spells like AoE fear or if your shadow spec silence. Whenever I battle a warlock I send their deathcoils (the warlock’s trump card) right back at them because spell alert increased my reaction time enough to use my shadow reflector.
Item Rack http://www.curse-gaming.com/mod.php?addid=2045
As a priest you won't make much use out of this add-on till level 60 when you have multiple sets of gear to use in different situations. This add-on makes equipping the right set of gear much easier. If I need my fire resistance gear on I just click a button and all of it is equipped. I want my mana regen gear back on, another click of one button. Maybe I need my plus healing, nature resist or mounted gear again its just 1 click away.
Many priests make use of an add-on called whisper cast which is an add-on that buffs anyone that whispers you with the correct keyword. I don't use this myself so I can't say much about it but I've heard that those who use it love it.
The Warcry add-on http://wow.warcry.com/db/addon.php
can be very useful for leveling because it is full of ready to access information.
- Contributed by Gyver
A Couple Quick Notes on Item Choices
"Itemization for priest, or any cloth-caster, is the hardest to attain. Where unlike other classes where "armor-type" is their filter in receiving loot for plate/mail monopolized selves; but priests have nearly one-third of the server's community to roll against (the mages and warlocks, paladins, and the other priests)
So in order to get an ideal armor-set a caster needs to repeat an instance multiple times in order to get what they wanted. Not only is there the chance of their item not dropping; but a chance in them not winning the roll." - Infoseeker
"For PvP you would want Stamina and depending on whether you heal or DPS +healing or +damage.
For PvE you would want intellect spirit +healing and mana regen per 5 seconds. No stat is better than another all the time. For short battles intellect is much better than spirit and mana regen per 5. For long battles intellect means little and if you have constant casting mana per 5 is the most important. If you have long moments of casting and long idle moments spirit is the best. +healing and mana regen is more preference than anything else, while I love regen gear and take that in an instant over +healing(I use Shimmering Geta over Boots of Transcendence, I also use Will of Arlokk over Benediction however I'm not saying there aren't instances where I use +healing over mana regen) some priests prefer +healing over mana regen.
The longer the fight the more useful +healing (based on the assumption that you will cast more healing spells in a longer fight) and +mana regen becomes while intellect remains as useful as it was when the fight started.
You may notice resistances on some gear. Resistances are also very important to a priest. Fire Resistance makes a huge difference on some fights in BWL and MC. Nature Resistance makes a huge difference in some fights in AQ. While this type of gear should not be worn all the time it has amazing situational use." – Gyver
The Priest Trinket Quest
This is a Quest that is offered to all classes around level 50. The quest rewards are two items that are good for the level as well as a trinket that is fairly useful even past level 60.
The Priest rewards are Blessed Prayer Beads(http://wow.warcry.com/db/view_item.php?id=19990:0:0), Woestave(http://wow.warcry.com/db/view_item.php?id=20082:0:0), and Circle of Hope(http://wow.warcry.com/db/view_item.php?id=20006:0:0).
The quest Cenarion Aid is a quest that only priests can do and becomes available to you at level 52. This quest starts at the priest trainer in Orgrimmar and the archbishop in Ironforge. The priest trainer in Orgrimmar can be found here in the valley of spirits.
You will be asked to talk to an NPC in Azshara.
He will ask you to get 4 Healthy Courser Glands which drop off mosshoof coursers.
Next he will ask you to get an Ichor of Undeath and he gives a location to get it. Ichor of Undeath is a very common item and a list of mobs it drops off of can be found at http://wow.warcry.com/db/view_item.php?id=7972:0:0
Finally, he will ask you to get Blood of Morphaz which drops off of a green dragon in the Sunken Temple. While you could easily get into a Sunken Temple group at level 52 as a priest odds are there will be no Sunken Temple groups because once people do their quests for Sunken Temple they generally never want to go back again.
And there you have it, arm yourself to the teeth with knowledge and you’ll be ready for anything.
A big thanks to Gyver and Infoseeker for all their contributions.







