All you need to know about the Holy spec

STAT PRIORITIZATION

The first thing we’re gonna talk about is stat prioritization. My recommended stat priorities would be: 

Intellect>Spirit> Multistrike>Mastery>Versatility>Haste

Intellect= increases spellpower (so gives an increased healing output)

Spirit= increases mana regen(a must have for any healer, especially now)

Multistrike= grants chances to deliver extra heals for 36% of the normal value

Mastery= your direct heals and multistrikes heal for an aditional x%

Versatility= increases damage and healing done and decreases damage taken

Haste= increases your casting speed

HEALING SPELLS

Single target healing spells:

  • Heal Icon Heal
  • Flash Heal (use it only on emergencies)
  • Renew (HoT, keep it on players for sustain)
  • Holy Word: Serenity (chakra related, instant heal, best used during medium damage and to apply healing taken buff before heavy damage)
  • Desperate Prayer( “oh crap!” ability used for self heal in emergency situations)
  • Saving Grace (level 100 talent skill, on the same branch with  Clarity of Purpose and Words of Mending, “oh crap!” ability used in emergencies situations)
  • Guardian Spirit( singe target emergency cooldown that increases all healing taken and sacrifices itself preventing a killing blow, avalable only on holy spec)

AoE heals:

TALENT TREE

talente holy

Explanations:

  •  Desperate Prayer for self healing in emergency situations
  • Body and Soul for instant speed boost
  • Surge of light/Mind bender whatever suits your play style best: instant heals with no mana cost ability or mana regen ability
  • Void tendrils because it’s better to avoid pulling mobs
  • Power infusion for the moments when you need to increase your haste or reduce your mana cost
  • Cascade in raids, Divine star in dungeons 
  • Varies depending on your play style

Garrisons

The first thing you’ll need to set up in Draenor will be a garrison. This will provide you materials or help you level, according to the structures you will choose to build. 

The garrison plots will expand and develop over time as you upgrade your Garrison to higher levels. Wowhead has developed a Garrison Calculator to help you plan out ahead.

Garrison Levels

Level 1- You get the level one garrison by doing the initial questing. two plots will be available: 1 small and 1 large.

Level 2-  Two small, one medium, one large, Herb Garden Level 1,Fishing Shack Level 1, Lunarfall Excavation Level 1 unlocked. You can upgrade your Garrison to Level 2 at 92 for 200. This automatically teaches you all of the Level 1 blueprints–small, medium, and large. Be aware that Lunarfall Excavation requires level 92 nad the quest Things Are Not Goren Our Way , the Fishing Shack level 94 and Garrison Blueprint: Fishing Shack + Fish Fight and the Herb Garden needs level 96 and the quest Clearing the Garden

Level 3-  Three small, two medium, two large. You can upgrade your Garrison to level 3 at 100 for 2000 garrison resources and 5,000 gold.

The building according to wowhead:

Buildings offer you various benefits, such as additional professional reagents or resources to build your Garrison.

  • There are three building sizes–small, medium, and large. Small buildings focus on professions, while medium and large buildings have cooler perks and collectible items.
  • You will have to pick and choose buildings carefully as there are more building options than there are available plots.
  • Level 1 buildings are automatically learned when you upgrade your Garrison to Level 2–except the Salvage Yard, that requires a short quest at 96.
  • When you complete an Outpost questline, you get a token allowing you to get a Level 2 Garrison blueprint for free.
  • Level 2 small building blueprints require level 96 or completion of Talador. They cost 750.
  • Level 2 medium building blueprints require level 98 or completion of Spires of Arak. They cost 1,000.
  • Level 2 large building blueprints require level 100 or completion of Nagrand. They cost 1,500.
  • Your Level 3 blueprints are unlocked by completing time-consuming achievements.
  • When you construct a building, that costs additional gold and resources.
    • Small: Level 1 is 50 gr and 150 gold, Level 2 is 100 gr and 300 gold, Level 3 is 300 gr and 500 gold
    • Medium: Level 1 is 100 gr and 150 gold, Level 2 is 300 gr and 300 gold, Level 3 is 600 gr and 500 gold
    • Large: Level 1 is 150 gr and 150 gold, Level 2 is 900 gr and 300 gold, Level 3 is 1200 gr and 500 gold
    • Other: Level 2 is 50 gr and 300 gold, Level 3 is 100 gr and 500 gold

     

    SMALL PLOTS

    This is where you can build your profession related buildings + banks and salvage facility.

    Alchemy Lab
    The Alchemy Lab creates a variety of reagents and interesting Alchemical wonders.

    Levels:

    • Level 1: Allows the production of Alchemy items and work orders. 7 total work orders.
    • Level 2: Allows followers with the Alchemy trait to work here, granting a unique bonus (stack of potions every day). 14 total work orders.
    • Level 3: 21 total work orders.

    Scribe’s Quarters
    The Scribe’s Office produces all manners of magical inks, pigments, and paper, and can also create Glyphs and other magical items.

    Levels:

    • Level 1: Allows the production of Inscription items. 7 Work Orders.
    • Level 2: Allows followers with the Inscription trait to work here, granting a unique bonus (create forged goods to get gold from vendors). 14 Work Orders.
    • Level 3: 21 Work Orders

    Enchanter’s Study
    The Enchanter’s Study creates both the magical precursors that form an enchantment, as well as completed and usable item enchantments.

    Levels:

    • Level 1: Allows the production of Enchanting items and allows non-Enchanters to disenchant items. 7 Work Orders.
    • Level 2: Allows followers with the Enchanting trait to work here, granting a unique bonus (ability to transmog weapon glow). 14 Work Orders.
    • Level 3: 21 Work Orders

    Tailoring Emporium
    Generates a batch of Tailoring components daily, and allows production of tailored items.

    • Level 1: Allows the production of Tailoring items and work orders. 7 Work Orders
    • Level 2: Allows followers with the Tailoring trait to work here, granting a unique bonus. 14 Work Orders
    • Level 3: 21 Work Orders

    Gem Boutique
    Generates a batch of Jewelcrafting components daily, and allows production of Jewelry.

    Levels:

    • Level 1: Allows the production of Jewelcrafting items and work orders. 7 Work Orders
    • Level 2: Allows followers with the Jewelcrafting trait to work here, granting a unique bonus (receive a quest to craft an item for lots of gold). 14 Work Orders.
    • Level 3: 21 Work Orders.

    The Forge
    The Forge produces both basic components for use by Blacksmiths, as well as armor and weapons ready for battle.

    • Level 1: Allows the production of Blacksmithing items and work orders. 7 Work Orders.
    • Level 2: Allows followers with the Blacksmithing trait to work here, granting a unique bonus. 14 Work Orders.
    • Level 3: 21 Work Orders.

    Engineering Works
    Produces very useful gizmos and parts  and also creates great mechanical devices.

    Levels:

    • Level 1: Allows the production of Engineering items.
    • Level 2: Allows followers with the Engineering trait to work here, granting a unique bonus. Also allows up to 3 work orders at one time.
    • Level 3: 21 Work Orders

    Salvage Yard
    The Salvage Yard turns other people’s trash into your treasure.

    Levels:

    • Allows Salvage to be occasionally recovered from missions.
    • Increases your chance at recovering Salvage from missions. In addition, you may now discover follower items in Salvage.
    • Greatly increases your chance at recovering Salvage from missions. In addition, you may now discover player items in Salvage.

    Storehouse
    The Storehouse has room to keep your and the garrison’s items safe and secure.

    Levels:

    • Enables access to your personal bank and increases the total number of active work orders for all buildings by 5.
    • Enables access to your guild bank.
    • Enables access to an Ethereal Trader for Void Storage and Transmogrification and increases the total number of active work orders for all buildings by 15.

     

    MEDIUM PLOTS

This is where you can create, according to your needs, an Inn, trading post, barn, lumber mill, or if you’re the PvP type a Gladiator’s Sanctum.

Lunarfall Inn/Frostwolf Tavern
Great for leveling, you can pick up quests, recruit followers and go on treasure hunting missions.

Levels:

  • Level 1: Each day, a visitor offering a dungeon quest will spend the day at your inn.
  • Level 2: Recruits random followers each week. You can specify traits and abilities you’re especially interested in.
  • Level 3: Unlocks the particularly lucrative treasure hunter missions.

Trading Post
The Trading Post is the Garrison’s center of commerce with the natives of Draenor. It is also an auction house, and a good source for rep gains. 
Levels:

  • Level 1: Allows the trade of crafting reagents for garrison resources and vice versa, for a profit!
  • Level 2: Enables access to the auction house. Also grants access to the Shattari Defense or Laughing Skull factions.
  • Level 3: Increases reputation gain in Draenor by 20% (account-wide).

Barn
The Barn houses captured creatures that provide the Garrison with leather, meat, and fur.

Levels:

  • Level 1: Allows you to capture Clefthoof, Elekk, Wolves, and Talbuk for leather and fur. Used for leatherworking and tailoring recipes.
  • Level 2: Allows you to capture Boars and Riverbeasts for rare meats used to create the most powerful food.
  • Level 3: Allows you to capture elite beasts to harvest for savage blood, used in all epic crafted armor and weapons.

Lumber Mill
The Lumber Mill enables access to lumber nodes throughout Draenor.

Levels:

  • Level 1: Allows you to mark small trees in Draenor for harvest. Harvested Timber can be converted to work orders for Garrison supplies.
  • Level 2: Allows you to harvest medium trees for additional timber.
  • Level 3: Allows you to mark large trees for even more timber.

Gladiator’s Sanctum

  • Level 1: Increases your out-of-combat regeneration in outdoor Draenor zones and allows the collection of broken bones from defeated enemy players (used for Conqueror’s Tribute).
  • Level 2: Enables safe fall in outdoor Draenor zones. Also enables the Nemesis quest series for defeating enemy players of specific races.
  • Level 3: While below 35% life, all damage taken is reduced by 50% in outdoor Draenor zones. Grants access to the Highmaul Coliseum gladiator tournament.

LARGE PLOTS

Usually for defense purposes but can also serve for mount perks, instant travel or even great inventions.

Armory
The Armory stores and maintains the armaments used by the Garrison’s inhabitants.

Levels:

  • Level 1:Doubles the chance for your quest rewards to get a rare or epic Bonus Upgrade, and increases the potency of the upgrade. Allows the collection of armor scraps from the orc clans of Draenor for armor transmogrification use.
  • Level 2: Opens up work orders for follower weapons and armor in exchange for garrison resources. Also, new armor transmogrification items unlock.
  • Level 3: Grants 1 of your 3 seals of tempered fate (raid bonus loot roll) at no cost each week.

Barracks
The Barracks houses your garrison’s military forces and followers.

Levels:

  • Level 1:Grants the Call to Arms ability and unlocks Patrol Missions. Patrol Missions have higher than normal follower experience rewards.
  • Level 2:Allows a follower with the bodyguard trait to accompany you as a guardian in Draenor Zones.
  • Level 3: Increases your follower limit by 5.

Mage Tower
Enables instant travel to strategic points in Draenor!

Levels:

  • Level 1: Allows the collection of ogre waystones from Ogres on Draenor. These waystones can be used to power an Ogre Waygate of your choice on Draenor. Also occasionaly triggers Runes of Power during combat.
  • Level 2: Unlocks access to a second Ogre Waygate.
  • Level 3: Unlocks access to a third Ogre Waygate.

Stables
Stables provide significant benefits to your mounts.

Levels:

  • Level 1:Enables the capture and training of special mounts on Draenor.
  • Level 2:You may remain mounted while interacting with objects in outdoor Draenor zones.
  • Level 3:Increases mount speed in Draenor by 20%.

Workshop
Crush your enemies with your mechanized might!

  • Level 1: Unlocks a personal engineer that creates a powerful invention each day. Exceptional work!
  • Level 2: Your engineer gains access to five new and amazing devices.
  • Level 3: Allows the creation of a siege vehicle once per day. Drive it to victory in Draenor!

SEONDARY PROFESSIONS AND PET BUILDINGS

Fishing Shack
The Fishing Shack provides bait, tackle, and support to those looking for their next big catch.

  • Level 1: Allows small Draenor fish to be caught in garrison waters and provides access to daily Fishing quests.
  • Level 2: Allows medium Draenor fish to be caught in garrison waters.
  • Level 3: Allows enormous Draenor fish to be caught in Garrison waters. Also grants you a chance to catch a unique fish that can be used to lure mysterious creatures onto the shore.

Herb Garden
A bountiful garden for the planting and harvesting of Draenor herbs.

  • Level 1: Grows Draenic Seeds into herbs each day and herbalism nodes are available in the garden. 7 Work Orders.
  • Level 2: Allows followers with the Herbalism trait to work here, granting a unique bonus (can select herbs you want to grow). Also increases the amount of herbs that can be harvested at the garden. 14 Work Orders.
  • Level 3: Grow a unique Draenor fruit tree in your garden that grants food buffs. 21 Work Orders.

Mine
The Mine was once abandoned, but there are still underground riches ready to be discovered.

  • Level 1: Allows players to mine Draenic Stone from mineral nodes in Draenor. Draenic Stone can be converted to work orders for Draenor minerals. 7 Work Orders
  • Level 2: Allows followers with the Mining trait to work here, granting a unique bonus (adds mining carts). Also opens a new mineshaft, granting access to additional mining nodes. 14 Work Orders
  • Level 3: A final mineshaft allows access to rich mining nodes. In addition, garrison guards will patrol your mine, keeping it clear of hostile Goren. 21 Work Orders.

Menagerie Level 1
The Menagerie provides new opportunities to develop and enhance your pet retinue.

  • Level 1: Attracts elite pets you can battle for rewards. Also lets 5 of your battle pets hang out in your garrison.
  • Level 2: Increases your trap chance and reduces the cooldown of Revive Battle Pets while in Draenor. Up to 10 of your pets can now hang out in your garrison.
  • Level 3: Unlocks a pet battle daily with unique pet rewards.

Priest ability changes in Warlords of Draenor

 

This information is available on http://www.wowhead.com/guide=2298/warlords-of-draenor-priest-changes

Specialization swaps and changes:

The following abilities have been removed:

  • Hymn of Hope 
  • Heal 
  • Inner Focus 
  • Inner Will .
  • Rapture
  • Strength of Soul 
  • Train of Thought 

Some abilities have been refined:

  • Greater Heal has been renamed to Heal.
  • Borrowed Time‘s effects have been merged into baseline Power Word: Shield for Discipline Priests.

    • Borrowed Time has been redesigned. It now increases the Priest’s stat gains to Haste from all sources by 40% for 6 seconds.
  • Devouring Plague now always costs 3 Shadow Orbs, and how heals the Priest for 100% of all damage it deals, instead of healing per tick.
  • Holy Fire now lasts 9 seconds (up from 7 seconds).
  • Shadowform no longer allows any healing spells to be cast but also no longer has a restriction on casting other Holy spells.
  • Vampiric Embrace now heals all party and raid members for 10% of damage done, and this healing is no longer split between targets (up from 75% of damage done, split between targets).
  • Lightwell‘s healing effect is no longer canceled if the target takes enough damage.
  • Pain Suppression no longer reduces the target’s threat by 5%.
  • Power Word: Solace now restores 2% mana (up from 1%).
  • Dispersion and Vampiric Touch no longer restores mana.

  • Evangelism no longer affects the damage or mana cost of spells. Damage of affected spells have been adjusted to compensate.
  • Shadow Word: Pain‘s initial damage is now considered direct damage, not periodic damage.

  • Divine Hymn now heals all party or raid members instead of a variable number depending on raid size. Its healing has been adjusted to compensate.
  • Focused Will now triggers from any damage taken instead of being limited to being the victim of any damage above 5% of total health or being critically hit by non-periodic attacks.

Level-90 Talents and Atonement

  • Atonement now heals for 25% less than before.
  • Cascade Mana cost has been reduced by 67%.

    • Discipline and Holy: Cascade now has a 1.5-second cast time (up from instant cast, see also: Instant Cast Heals), heals for 50% less, and no longer damages enemies.
    • Shadow: Cascade no longer heals allies.
  • Divine Star Mana cost has been reduced by 67%, and now follows standard AoE capping rules.

    • Discipline and Holy: Divine Star now heals for 50% less, and no longer damages enemies.
    • Shadow: Divine Star no longer heals allies.
  • Halo’s Mana cost has been reduced by 67%, and now follows standard AoE capping rules.

    • Discipline and Holy: Halo now has a 1.5-second cast time (up from instant cast, see also: Instant Cast Heals), heals for 50% less, and no longer damages enemies.
    • Shadow: Halo no longer heals allies.

     

    Holy Changes

    Shadow Changes

    The cooldown of Mind Blast has also been adjusted to make Haste more valuable for Shadow, and removes Haste breakpoints.

    • Mind Blast‘s cooldown is now reduced by haste, but its base cooldown is now 9 seconds (up from 8 seconds).

    Talent Revisions

    Miscellaneous Changes

    • Angelic Feathers now increases movement speed by 60% (down from 80%). If cast on players, will always prefer the casting Priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended instead of replaced; up to a maximum of 130% of base duration.
    • Enlightenment is a new passive ability for Discipline Priests.

      • Enlightenment increases the critical healing chance of Prayer of Mending by 10%, and increases stat gains to Critical Strike from all sources by 5%.
    • Holy Nova is no longer available through a Major Glyph, and is instead a Discipline specialization spell. Its mana cost has been lowered and its healing increased. It is intended as the efficient area-of-effect (AoE) healing spell for Discipline Priests.
    • Prayer of Mending from multiple Priests can now be on the same target, and can be on multiple targets from the same Priest, but the ability has a 1.5-second cast time(up from instant cast). (See also: Instant Cast Heals)
    • Shadowfiend no longer restores mana.

      • Mindbender now restores 0.75% mana per hit (down from 1.75% mana).
    • Void Tendrils now have 10% of the Priest‘s health (down from 20%), and damage dealt to the rooted target is now also dealt to the Void Tendril itself.