Guide:Exalted Chaplains Testament (Priest Mega-guide)

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My name is Fynni, I'm a Priest on the North America servers and have been a Priest since the launch of the game on PC, August 6th of 2021. As I've went through the game as a priest, I knew I made the right decision straight away and was obsessed with learning more. I hope that what I have found out throughout my adventures in the open world and in the depths of Dungeons and Time Dungeon of all types up to Abyss. I'm hoping I can help you become a strong priest that would be desired by many groups and have an easy time with your experience in the game. I've dedicated my time to learning the many different Priest Blessings, running them through dungeons/Bosses and builds rather than leveling up.



A short description of Priest in my perspective:

Priest is a Support DPS in Blessed Unleashed. While they are not the class to reach the top of the leaderboards in Damage, they still have respectable amount of DPS and are able to bring much needed survivability to many groups that welcome them into their party. They are a boon to survival and even your gold purse so you may not have to buy as many potions to keep yourself healthy. Do be warned though, they can not out heal a bosses DPS and your team will need to understand that the best way a Priest to keep them alive is to prevent as much damage as possible to themselves. Their healing spells are on a heavy cooldown, and while able to recover a respectable chunk of an HP bar, will not be able to do that all the time. Always be aware of where your teammates, boss mechanics and your cooldowns are and always be ready for the oncoming battle.


In terms of PvP, they do have the capability of flooring very many people if they are not aware or caught off-guard by the Priest. If you are in PvP, beware of the them.


A short description of the guide:

This is a mega-guide meant to introduce you to the basics of all the Blessings that Priest has to offer,. It's not so much to tell you what you should do, but maybe what to consider on your first approach to Priest and help you decide what you want to do. It will go over things such as suggested skills, Unions traits, gear stats and even rotation if it's possible. Do keep in mind, the game came out about three weeks ago, and there is still many things that even I'm still learning and still gaining Skill Points.

A Gift from Gods and Heroes (Blessings)[edit | edit source]

Gift of Valor:[edit | edit source]

For as long as you can remember, you have experienced miraculous flashes of intuition and instinct during times of great danger. The priests of Telarion described this phenomenon as a "blessing": the memories of a long-dead hero magically gifted to a living recipient. How an orphaned child would come by such a thing, however, was just as much a mystery to them as you.

Valor Blessing Passives:

Trance

Critical Hits apply the Trance effect to the priest for an amount of time. Trance increases the user's Critical Hit Rate by 3.5% and can be stacked up to 5 times.

  • Level up the passive increases the duration of Trance.

Circle of Punishment

Enables Divine Strike to be charged up a specific amount of times. Successful Critical Hits with Divine Strike decreases the cooldown of all other Smite skills.

  • Leveling up Circle of Punishment increases the cooldown decrease, and higher levels allow more charges of Divine Strike to be stored.

Righteous Judgement

Blades of Justice doubles the effect of Trance. When Blades of Justice hits as a Critical Hit, a percent of consumed holy Energy is immediately restored.

  • Leveling up Righteous Judgement increases the refunded Holy Energy upon Critical Hit with Blades of Justice.
  • The double effect only applies to Blades of Justice itself.

Fury

Increases the Attack Power of Smite-type combos and skills by a percent as well as Critical Hit Rate.

  • Leveling up Fury increases the damage percent and Critical Hit Rate

Gift of Valor is a damage oriented blessing based around Critical Hits that boosts the Priests capability to bring down damage on top of their targets heads while sporting the Attack Power to keep respectable healing if the Priest decides to take a healing skill. As the Priest uses their Combos and skills, they will build Trance stacks upon critical hit, making critical hits easier to make. Using smite skills before Divine Strike gives the priest an opportunity to reset their Cooldown by attempting to land a critical hit with Divine Strike. Righteous Judgement is potentially one of the more useless passives due to supplementing a weak skill and not necessarily making it stronger.

Mark of the Wolf:[edit | edit source]

Wolves are nature's purest warriors. they are strong alone, but know the value of working with a pack-and as long as they have legs to run and fangs to bare, a wolf will never give up. To share the memories of a wolf is to truly understand the soul of a warrior.

Life Force

While above a certain percent of HP, Attack Power increases by a percent.

  • Upgrading this decreases the HP% needed to activate and raises the Attack Power increase.
  • Normally larger Attack Power %'s over-ride smaller ones, but Life Force adds onto it. So if Life force gives 15% Attack Power and Sacred Ground gave 10% Attack Power, they combine and become 25% Attack Power.

Protection and Sacrifice

While under the effect of Shield of Faith, you can use skills without a cooldown. In return is consumed a percent of HP.

  • Upgrading decreases the HP Cost
  • Does not effect Class Skills
  • You must have the HP to spend to cast the Skill.

Last Stand

Activates for a certain amount of time when the Priests HP is at or below a certain percent of HP. When activated the users Movement Speed is increased and rapidly restores HP.

  • Upgrading extends the duration and increases the amount of HP % before activation.
  • This is a 90 second Cooldown.

Bold

Increases the damage of Holy Bolt combo's and skills. Increases Max HP.

  • Upgrading increases the damage percentage increase and HP.

Note: While under the effects of Shield of Faith in this Blessing, you will not generate Holy energy when using a skill!

Mark of the Wolf can be played as a DPS and arguably Healer, considering the Attack Power increase from Life Force and the ability to spam abilities while under the Shield of Faith Class Skill. this provides a large window of DPS Burst or healing, whichever the user may believe they need. A Wolf is not worried about Critical Hits as much as Valor, so they will mostly be building AP with Critical Hits as a secondary. Most Priests may take Wolf as primarily a DPS Blessing.

The Lionheart:[edit | edit source]

This blessing contains the memories of a legendary Navarran general. A veteran of countless battles, those with the bravery to keep fighting against all odds are still referred to by his name: "The Lionheart."

Burning Judgement

Enables Holy Flame to have multiple charges. Damaging enemies under the effect of Judgement and Holy Flame has a percentage chance to increase the duration of Judgement by 2 seconds.

  • Upgrading increases the chance to extend Judgements duration.

Benediction

Attacking an enemy under the effect of Judgement has a percent chance to stack 'Benediction'. Stacking Benediction 7 times consumes all stacks and created a number of healing orbs near the Priest.

  • Upgrading increases the chance of stacking Benediction, increases the number of healing orbs the priest drops and how powerful the Healing Orbs are.
  • Benediction Healing Orbs are only scaled by AP, and do not have the Inner Light HoT that the Healing Sphere skill does.

Fervor

Attacking enemies under the effect of Judgement has a percent chance to give the Compassion effect. the compassion effect lasts for a duration of time and each stack increases Attack Speed by +1% and 4% Attack Power. Compassion can stack up to 5 times.

  • Upgrading increases the chance to obtain Compassion and it's duration.

Executioner

Reduced the Cooldown of Smite Skills by a percent and increases Critical Hit Damage by a percent

  • Increasing level further decreases the cooldown of Smite skills and increases Critical Hit Damage.

Lionheart is possibly the best Hybrid that the Priest has, with their focus on dealing as much damage as they possibly can as quickly as they can and hopefully having bolstered Crit Rate to make use of their Executioner passive fully. They will be casting a majority of their DPS abilities off cooldown with the exception of Holy flame which will be used to maintain the burn and keeping it up as long as they can to have Judgement extended. You will be doing your best to pump out as many orbs as possible while generating Holy Energy to Shield your allies.

The Crescent Moon:[edit | edit source]

One of the twelve companions of the legendary Warrior King, Sir Igor of the Crescent Moon earned his name during the desperate battle following the Breaking. He single-handedly held  crucial pass in the  Kannus Mountains against a horde of more than three hundred shadowspawn, laying waste to scores of murderous invaders by the light of a waxing moon.

Wave of Punishment

Healing wave may have multiple charges. Hitting enemies with a Smite skill decreases the cooldown of Healing Wave by a few seconds.

  • Increasing the level increases the number of charges and further decreases the cooldown of Healing Wave when enemies are stuck by a Smite skill.

Overflow

Using healing skills has a percent chance to apply the Overflow effect which can stack to 5 times. Overflow is consumed when casting Divine Strike, increasing it's damage by a percent for each stack,

  • Higher ranks gives higher chances to apply stacks and increases the damage per stack.

Eruption

Attacking enemies has a percent chance to apply the Eruption effect which can stack to 10 times. Eruption is consumed when casting Healing Wave, increasing the amount of HP restored by a percent each stack,

  • Higher ranks gives higher chances to apply stacks and increases the HP Restoration per stack.

Warrior of the Moon

Increases the damage and Defense Penetration of Smite skills and combos.

  • Ranking up increases Damage and Defense Penetration.

The Healers Blessings in the Priests arsenal. Given that the Blessing used to be hard to manage, with new patches this could potentially find a spot for people that let it worm into their heart. Doing DPS when they can to build stacks of Eruption to heal their team more efficiently. Healing also gives them more damage with Divine Strike, although given the cooldown of many healing abilities. With the new changes of how many stacks it takes to get to max efficiency, they have potential of becoming great supports, healers and buffers.

Okay, but can you compare them?[edit | edit source]

Of course.

PvE

-Valor is better if the team knows what they are doing because they only need the sustain and protection that Valor can very much provide to them at near all times, as well as output quite a bit more DPS than other Blessings. Since you spend less time healing and buffing, your time not putting up shield and judgement will be to nuke the boss as much as you can because your team knows how to handle the fight.

-Wolf is not usually considered for PvE because it's shield uptime is not nearly as reliable as other Blessings, but it can still produce a bit of DPS and Healing. The deciding factor is purely the Shield.

-Lionheart/Crescent Moon are used if the team is attempting to progress through a dungeon where mistakes will be made. They may prevent wipes and help people stay on their toes. These Blessings are great for PuGs or learning a new dungeon with your premade when you just aren't too sure what your party is capable of.


PvP

-Valor is a bit of the weak link in PvP because it takes too much time to build up it's capability and PvP fights are not long enough to provide that for them.

-Wolf is extremely strong in PvP due to not needing to wind up for their max power at all and can hit people reliably with Holy bolt abilities, using quicker spells to guarantee hits.

-Lionheart/Crescent Moon isn't really taken into PvP due to the fact that you will need extremely quick reaction time to save your allies with healing, but I do hear that some people take Crescent Moon for the fact that Healing Wave can CC enemies, but I will have to test that personally.

Skills[edit | edit source]

There are ten skills in total in a Priests arsenal, not including Class Skills. Some of these skills will not be considered in the most of a Priests kit, unless they change in the future. I will go over the skills, state their place in the builds and afterwards give simple builds to follow as you learn more and what you're comfortable with.

Holy Flame: This skill does a decent amount of damage on the initial hit and places a DoT on the enemy for 12 seconds. The burning can stack up to three times. It Generates 100 Holy Energy every use and has a base Cooldown of 25 Seconds. Leveling up the skill gives more initial damage and decreased cooldown.

Holy Flame is one of a Priests DPS Skills that they will decide between. Once used, it will automatically put you into Wrath in the Holy Bolt Combo. The only build that this will be on 100% of the time is Lionsheart, and is still a decent skill to take as any Blessing.

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Divine Strike: This skill is a line based AoE that hits everything in it's path and has a chance to hit the same enemy multiple times. This has an extremely high base damage, generates 150 Holy Energy and the base cooldown is 40 seconds. Leveling the skill increases the base damage and decreases the Cooldown.

Divine Strike is the hardest hitting skill a Priest has, however it can be difficult to aim and is slow with a long cooldown to boot. Sometimes it can be missed or dodged by accident even. It can hit the target multiple times if aimed correctly or if target is larger in size. Valor and Crescent Moon Priests will be taking this skill 100% of the time due to meshing well with their Blessing. Wolf and Lionheart are free to pick something else if they feel the skill not to mesh well with their playstyle.

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Sacred Ground: This drops a circle on the ground that increases allies' Attack Power by 10% (default) for 40 seconds and generates 100 Holy Energy. Using the skill again makes the circle explode dealing damage to enemies. Leveling it decreases the Cooldown and every 5 levels increases the Attack Power buff by 5%.

Sacred Ground is almost never taken by any Priest. The reason why is because the Crusader has a skill that increases Attack power of everyone for 1 and a half minutes. Given the buff is 5% weaker than the Priests, it's a lot easier to maintain, and the cost to upgrade Sacred Ground with skill points is huge, reaching 300 Skill points by level 8 alone. If you find yourself without a Crusader in your group, and you can squeeze in Sacred Ground easily, then consider it, but know that it's probably is better to leave it alone.

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Healing Sphere: Summon a Sphere in front of you that heals any player that walks over it. It stays until either 20 seconds pass or a player picks it up. It generates 170 Holy Energy and has a 30 second cooldown. Leveling it increases the base healing and cooldown.

Healing Sphere is a situational skill that you will take sometimes if more survivability in the team is needed. It is a very useful skill when necessary, but won't be taken 100% of the time with any priest. If recovering from a wipe, you can switch to it to help recover the team to save food and potions, just make sure to switch back. If you're healing Focus, it may be beneficial to take if you are not Crescent Moon.

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Judgement: A spell that is casted onto the targeted enemy and gives them a debuff. Anyone who attacks the enemy while it has the debuff will restore a percentage of HP to the attacker. Generates 140 Holy Energy and has a 20 second cooldown. Leveling this skill increases the initial damage dealt, cooldown and increases the HP restored on damage.

This is the skill that will always remain on your bar (Unless PvP) no matter what Blessing you are and be casted off of cooldown (Unless Lionheart) and possibly the only skill I would strongly suggest you keep on at all times. At level 10, it restores 1.5% of the damage the person deals as HP. This makes DPS have a sustain as long as this debuff stays on the enemy and make everyone's job easier on surviving.

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Retribution: This sends out a stream of light into an enemy and chains up to a specific amount of enemies at a time. It damages all the enemies effected every seconds. It generates 180 Holy energy and has a 30 second cooldown. Leveling increases damage, chain limit and cooldown.

An AoE ability that does a respectable amount of damage and one of our only Holy-bolt skills. This skill is not taken by many Priests, with the exception being Wolf. Wolf Priests might find this skill on their bar 100% of the time.

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Escape the Wicked: This damages nearby enemies and teleports the Priest 10 meters backwards, generating 100 holy energy and has a 50 second Cooldown. Increasing it's level increases the base damage and decreases the cooldown.

This skill is not taken for PvE what so ever. It gives no benefit to the Priest as we dodge to avoid damage. I could see a place for this skill in PvP.

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Blades of Contrition: A quick skill that damages enemies in a wide area based around the target. This does not break your combos if used during a combo. It generates 180 Holy Energy and has a 25 seconds cooldown. Leveling the skill increases it's damage and decreases it's cooldown.

This skill is taken if you need more DPS skills or to replace Divine Strike (If not Valor or Crescent Moon). It's quick, hard to miss, deals great damage, lower cooldown than Divine Strike and generates Holy Energy quickly. It only hits the surrounding enemies once though, unlike Divine Strikes ability to hit multiple times across larger monsters.

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Cosign to Darkness: Summons a circle around the targeted enemy. This deals a little bit of damage and does dot damage to everything in the circle. It generates 100 Holy energy with a cooldown of 45 seconds. Increasing the level increases it's initial damage, cooldown and grants the skill a Movement speed debuff to the enemies inside the circle.

This skill is not taken most of the time, it is an ability that is not Smite or Holy-Bolt and the slow does not matter on bosses. The movement speed debuff may be helpful in PvP though, but I personally believe there are better choices.

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Healing Wave: Heals yourself and allies in front of you. The skill does not break combo. I hear that it is able to knockdown at some point from PvPers, I have not confirmed this myself. 140 Holy Energy generation and 40 second cool down. Leveling the skill increases the HP recovery rate and decreases Cooldown.

This skill is not taken on any Priest except for Crescent Moon and arguably Wolf.

General Skill Builds and what to level[edit | edit source]

The general skill build is only a suggestion on what to start off with and are based on my own personal opinion on what you should take to learn your Blessing. As you learn and play the game, your skill bar may differ from mine depending on how you feel and who you are running content with. Put them in any order on your controller or keyboard that you are the most comfortable with.

All Priests will want Judgement to be at least level 10.

Valor

Holy Flame, Blades of Contrition, Divine Strike, Judgement:

This is the set up that will be used 90% of the time throughout your adventure in Bless.

You will not be replacing Judgement or Divine Strike, and rarely Blades of Contrition. If you ever need to put Healing Sphere on your bar, you will replace Holy Flame.

Judgement should only be replaced when PvP'ing.

When leveling up Skills after Level 10 Judgement, you will be making a majority of your investment into Divine Strike, with Holy Flame and Blades of contrition being about equal. I personally got Divine to level 20 before putting points into the other two which are currently now level 10.

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Wolf

Retribution, Blades of Contrition, Healing Sphere, Judgement

The setup provided is used with Protection and Sacrifice in mind. This build offers quick usages of skills that are hard to miss and have a lower cooldown. Despite Shield of Faith reducing the cooldown 100%, one misplay could send your skill onto cooldown. Healing Orb is meant to sustain yourself better and Judgement is taken for your party.

I do not believe anything is worth swapping out, not even Blades of Contrition would be worth swapping out because Blades of Contrition is needed to obtain enough holy energy to cast Shield of Faith, and it has a lower cooldown than most other Smite abilities.

After level 10 Judgement, most of your points will be going into Retribution. After Retribution becomes difficult to rank up, Blades of Contrition would be next so that you can buff up it's damage. Healing Sphere is leveled up if you believe you need the extra healing to help sustain yourself.

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Lionheart

Holy Flame, Blades of Contrition, Divine Strike, Judgement

Holy Flame and Judgement will never leave a Lionheart bar as they are bread and butter to making more than half of the Blessing work. Lionheart reduces the cooldown of Blades of Contrition and Divine Strike greatly, so they will be taken as main DPS, which also helps Holy Flame charge faster. Considering Benediction, there is no need to switch out any of these skills for Healing Sphere and this will more than likely be your build for some time unless you feel a different skill may service you better.

After level 10 Judgement, you will be making a majority of your investment into Divine Strike, with Holy Flame and Blades of contrition being about equal. I personally got Divine to level 20 before putting points into the other two which are currently now level 10.

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Crescent Moon

Healing Wave, Blades of Contrition, Divine Strike, Judgement

Healing wave and Divine Strike are taken as they are part of the Blessing directly with some of it's passives. Blades of Contrition can be swapped for Holy Flame if you feel it flows better together or even Healing Sphere to help better sustain yourself or the party but you'll lack damage. Once more, we never get rid of Judgement. You should be casting your smite skills off cooldown because every Smite skill you use against an enemy will reduce the Cooldown of Healing wave by a few seconds.

Once more, after Judgement, I believe all the skills should be ranked up evenly for Crescent Moon. If you find yourself lacking damage, pumping more levels into Divine Strike may be the better choice.

Class Skills[edit | edit source]

The Priest has four Class Skills available to them, and each Class Skill has a passive or two that can boost their potential. You can have two active skills or one active with one passive at a time. Switching Class Skills requires 100 seeds per change.

Blades of Justice: A slow damage skill that damages enemies around the target and then deals a majority of the damage to everything hit in the center and has a chance to knock down. This skill costs 1,000 Holy Energy to cast.

  • Passive: Heavenly Wrath. Costs 10 SP to unlock. Increases the damage of Blades of Justice.

Blades of Justice is one of the first abilities we receive as a Priest. It is useful in solo situations where we need to kill something as fast as possible and we can survive with little to no problems. However, in group play, it may not be considered. Given Blades of Justice does more damage than our normal skills, we have to consider the protection and survival of our party members. Only take this if you are confident your team will not need your utility in a fight. I see it too slow for PvP unless the enemy is CC'd beforehand.

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Shield of Faith: Creates a protective shield around the user 14 seconds or until it blocks 1 attack. Charging the ability fully will apply the shield to allies around the Priest. This skill costs 450 Holy Energy to cast..

  • Passive: Aegis. Costs 10 SP to unlock. Increases the number of blocks by two.

Shield of Faith is by far one of the most useful spells that a Priest has in their arsenal for any group and any Blessing and is the main Class Skill for Wolf Priests. It protects people from potentially one shot blows and rescues them from barrages that may have knocked them down. With the Aegis passive, it could mean the difference between survival and wiping against a failed DPS check if the Shield can protect them from that specific attack, because the best job a Priest can do besides healing is prevent the need for healing, and this skill does that amazingly.

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Radiant Form: Levitate off the ground, moving quickly for up to ten seconds. When the ability stops or is canceled, it will create a healing aura around the priest that ticks rapidly onto anyone inside the circle. This skill costs 1,000 Holy Energy to cast.

  • Passive: Guardian Form. Costs 10 SP to unlock. Increases Defense by 50% and healing area of effect.
  • Passive: Furious Form. Costs 10 SP to unlock. The healing area damages enemies. When Radiant Form ends, it also pushes back nearby enemies.

Radiant Form is the second most used Class Skill in our arsenal. It can be great for sticky situations where Shield would otherwise fail, such as quick attacking enemies or failed DPS checks that are quick DoT's. If you pick a passive, you will be taking Guardian Form, as Furious Form counters itself by pushing enemies back and dealing damage inside the ring.

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Healing Nova: After a few seconds, Healing Nova lets out a burst of energy that revives all near-death allies in the area it effects, healing them to 10% HP. Costs 1,000 Holy energy to cast, 600 Second cooldown.

  • Passive: Divine Protective Shield. Costs 10 SP to unlock. Casting Healing Nova crates a shield around the Priest that protects them from 3 attacks. Enemies are damaged and pushed back when Healing Nova is casted.
  • Passive: Healing Storm. Costs 10 SP to unlock. The cooldown of Healing Storm is halved and the amount of HP Recovered to revived players is significantly increased.

Healing Nova is nearly never taken. I could see it being useful in one or two situations, but our slots are better used by other skills.


With Class Skills, the Class skills that are chosen are Shield of Faith and Radiant Form for groups, Blades of Justice for solo'ing. You will always take the passive corresponding with the skill. Shield of Faith is used whenever you can use it or when you know a mechanic is coming up that your teammates will need to be saved from. You will position yourself in between the ranged and melee teammates to make sure that you get as many people are you can. Radiant form is used in dangerous situations when everyone is low and they need to be healed quickly. Wolf Priests should always take Shield of Faith.

Picking up Blades of Justice in a group means you have full faith in your party that they will survive and not be hit often enough to die.

Combo's and Rotation[edit | edit source]

Choosing a combo depends on what Blessing you have chosen and what is needed at the time, as Blessings will buff certain Combo Attacks. DPS vs Holy Generation vs AoE. Below are raw DPS for each combo without Blessing Passives (Fury, Bold) with 6,638 Attack Power:

  • Light Bomb Combo from start to finish and starting another combo is 5 seconds with 6995.8 DPS and generates 53 Holy Energy per second.
  • Vengeance Combo from start to finish and starting another combo is 7 seconds with 5,348.857- DPS and generates 31.428- Holy Energy per second.
  • If casted for 35 seconds, Light Bomb does 244,853 total damage with 1,855 Holy Energy Generation.
  • If casted for 35 seconds, Vengeance is 187,210 Damage with 1,100 Holy Energy Generation.
  • Breaking down Light Bomb further, every attack is a Holy Bolt. (2,199 + 2,199 + 3,121 + 3,121 + 2,484 + 2,484 + 2,484 +16,956)
  • Breaking down Vengeance further, every attack is a Holy Bolt EXCEPT the last attack which is a Smite. (2,199 + 2,199 + 3,121 + 3,121 + 8,206 + 4,768 + 4,768 + 3,427 + 3,427 + 3,427 + 12,846)
  • Ensnaring Combo 6 seconds from start to finish. All Smite. (3,606 + 4,834 + 5,558 + 5,417) 2,402.5 DPS with 38.1666- Holy Energy per second per enemy hit.


With all these above not taking into consideration of any Blessing, it's easy to put the percentage of extra damage you're getting into the equation. This means that the Vengeance Combo is only worth using if you are Valor and do not need a lot of holy Energy Generation.

Champion of Light is never really used due to the fact that it requires a clunky set up that does not compliment any rotation. It might be worth is for Wolf, but that would require a little bit of testing. It only lasts for 20 seconds, you can't refresh it early and there's no shortcut to get to it. It may be roughly a 13% Damage boost to your Combo's, but a majority of our damage comes from skills anyway, and in the long run you're losing too much DPS to set up Champion of Light to make it worth it.


Valor

The rotation of a PvE Valor Priest is pretty simple, and easy to get a grasp on. Weaving in Class Skills and combos will come with time after studying the rotation and boss mechanics.

Do not break your rotation for anything unless it's to reapply Justice, dodge or apply Shield of Faith to your teammates.

Opening:

Judgement > Holy Flame > Blades of Contrition > Complete Combo from Holy Flame > Combo until 5 stacks of Trance

After achieving 5 Stacks of Trance:

Holy Flame > Blades of Contrition > Finish Holy Flame combo > Divine Strike until Critical hit (Repeat until Divine Strike has no more charges.)

Combo of choice:

Vengeance for Single Target. Ensnaring if 2+ enemies.

Cast Judgement off Cooldown.

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Wolf

Opening:

Healing Sphere > Judgement > Blades of Contrition > Shield of Faith

After Shield of Faith:

Continuously use Retribution until Shield of Faith is down. Be sure to use your Healing Sphere to make the most amount of your time. Keep in mind of Last Stands activation so you do not waste your health. When Shield of Faith is down. Try to activate one last Retribution to tick past Shield of Faiths duration, as it will begin generating Holy energy as soon as the shield drops. Be sure to cast Healing Sphere off cooldown to make sure you can manage your HP. If you do not have Holy energy to cast Shield of Faith for whatever reason, use Blades of Contrition and Combo's until you do, do not put Retribution on Cooldown. Keep Judgement as close to 100% Uptime as you can. Sometimes you will need to use your Light Bomb combo while in Shield of Faith to generate enough Holy Energy to produce another one for certain bosses, just keep an eye out for whenever you'll need to stockpile a bit of energy.

Combo of Choice:

Light Bomb for Single Target. Use Shield + Retribution for AoE.

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Lionheart and Crescent Moon

Lionheart and Crescent Moon have no dedicated rotation other than their openings. Lionheart will always cast Judgement into Holy Flame, and Moon will always place Judgement. After that they will dump it's other chosen DPS skills into the enemy off of cooldown and continue Combo'ing with the Light Bomb path as much as they can and taking care not to die. Lionhearts should not complete the Holy Flame Combo, by the time you get Wrath and Judgement off you can be nearly at Light Bomb. The only thing a these Priests may have to worry about is their own position to make sure that their Healing Orbs are accessible to anyone in their party, with the Moon Priests added worry of being close enough to aim their Healing Wave properly to heal the allies they need to.

For any build, never worry about finishing the combo Judgement gives you. As far as the best time to cast Shield of Faith, it's when the boss is right about to end a DPS phase or in between their attacks. I usually find myself going in behind the boss as they swing and casting if my group is mostly melee. If you are mostly with a ranged team, you'll want to try to communicate with them if you can that you are charging it to give them time to get to you, but this is not always possible.

Class Passives[edit | edit source]

After you have fought Gideon in the Spire, you unlock a Quest chain to unlock the Class level system. Class level system is a separate mechanic and bar of Exp other than normal level. It will level up with everything you've been doing, such as Regional Quests and Quests. As you level up Class Level, you will obtain Class Points to spend into one of the three passives you received with the max level being 45. You can invest 30 points into a Passive, all of which has a mid-tier and max addition..

Divine Protection:

  • Increases Max HP by 15 per point
  • Increases Defense by 7.5 per point
  • Increases Defense by 51. (15/30)
  • Reduces Received damage by 2.7% when holy energy is below 50%. (30/30)

Inquisitor's Instincts:

  • Increases Attack Power by 23 on first point, 13 after the first.
  • Reduces Received PvP damage by 1.08% (15/30)
  • Increases PvP Damage by 2.16% (30/30)

Blessed Luck:

  • Increases Critical Hit Rate by 0.06% per point.
  • Increases Critical Hit Damage by 0.66% per point.
  • Increases Critical Hit Rate by 2.4% (15/30)
  • Increases Critical Hit Damage by 9% (30/30)

The Valor and Lionheart Priests are more critical based build, so they will be fully investing into Blessed luck to increase out Critical Rate to give them an easier time stacking and keeping Trance for Valor as well as making good use of Lionhearts Execution passive. It will also boost their damage whenever they do critical hits. The remaining 15 will be going into Inquisitor's Instincts to give them more Attack Power to hit harder and Lionhearts Orbs to heal more.

I suggest the above for all four Blessings of priest, but the other two (Wolf and Crescent) can consider taking less points in Blessed Luck and take more points of Inquisitors Instinct. If they don't believe that Blessed Luck will benefit them at all, they can consider taking Divine Protection for more survivability, but I heavily believe this at would not be worth it.

Union[edit | edit source]

There are three Unions in Bless Unleashed. The Sentinels, The Artisans and The Court of Ravens. Sentinels is a Union that offers amazing traits and passives for the PvE Dungeon diver, The Court of Ravens is your PvP Union and the Artisans are Life skillers. You are free to pick whatever Union you wish, but for the sake of the guide, I will be going over the Sentinels and Court of Ravens as they may add some niche passives and skills that may prove useful. The Artisans, being a life skill Union, will not provide anything for a PvE grinder or PvP'er, but is never a bad decision as it is a way to keep your pockets full of Star Seeds.

You can have up to three traits activated which costs Union Merits. Each Union has ten traits to choose form, but I will list the ones that we will consider taking for the following Unions. These passives only last for 1 week, so make your decision wisely and check back every now and then to make sure they are still going. Do not feel obliged to take what I suggest personally, as something different may work better for you.

The Sentinels

Divine Intervention: Sacrifices half of the casters HP to rescue all Near Death allies within a certain radius. They are only picked up and will have 1% of their HP when standing, they will need to recover immediately. This has a 1 hour Cooldown, use it wisely.

Traits

Indomitable Will (Unrestricted): Grants a free recovery from Near Death in a dungeon, Lair or Arena once a day.

Subtle Strategist (Level 2): Decreases aggro generation by 20%

Inspiring Leader (Level 3): Rescue a player from Near Death 20% faster.

Stand and Fight (Level 4): Other players rescue you 30% faster from Near Death.

These are, in my opinion, the best traits to choose between on a priest that is dungeon diving and PvE in general. My own personal preference may have me take Subtle Strategist, Inspiring Leader and Stand and Fight. While 1 free recovery a day is nice, I do not see it being more beneficial than the other three if you and your group knows of the mechanics in the dungeon and they can be better in a pinch more so than the one and done trait, but it can be nice as you level up through the union.

Most would argue that if anyone dies often enough to warrant Divine Intervention, then the group might as well retry anyway because Divine Intervention is a 1 hour cooldown, but it can still be useful in those rare situations where that boss just has a slither left and you need everyone up immediately that's around you. My opinion is that if you take The Sentinels skill, it's best to not need it most of the time than not have it when you need it the most.

The Court of Ravens

Heedless Assault: For a brief time, you cannot die from PvP attacks. You can heal yourself by killing other players while under the effect of the skill. The skill has a 10 minute cooldown.

Traits

Sense Weakness (Unrestricted): Increase PvP Critical Hit Rate +5%

Street Brawler (Unrestricted): Increases PvP Defense +500

Murderous Intent (Level 4): Increases PvP Attack Power +200

These are the better Traits in my own personal opinion for PvP. As a Valor Priest, gaining stacks of Trance will be important to keep the crits and damage coming and also bolsters all other Blessings damage. Defense will allow us to survive a few more hits and the Attack Power just bolsters everything else. I've considered Rogue's Agility, based around my knowledge that mobility is extremely great, but a 10% chance is a gamble with your life and would potentially sooner try to make a correct prediction of what my opponent is doing. I do not believe that Bloodthirst would do well either, and even if it was, Judgement is better than Bloodthirst because Bloodthirst requires your attack to be a Critical Hit to heal you, and from what I have realized Judgement isn't taken into PvP a lot. I'm fairly familiar with skills such as the one that the Court gives you, an they can be extremely game changing in the event of correct timing and utilization. Watch your back, at all times and never be caught by surprise either, we aren't as beefy as Wolf priests.

Gear and Runes[edit | edit source]

As far as gear goes, it's different every grade, so I can only give you a priority list to make it fair across all gear levels.

The priority of stats are easy enough to explain. Attack Power > Critical Damage > Critical Rate.

While Valor has the same Priority, some gear may actually be an exception, such as the gloves actually giving high Crit damage even though they give AP, or the hat Giving Crit Rate you want over the Crit damage. I'd suggest checking my Guide:Valor Priest

If none of these stats are available to a specific piece of gear, then you will decide on whatever survival stat is available.


Jewelry

As far as jewelry goes, with much testing, is that no matter which Priest you go, you will be doing DPS and potentially some healing, and there's only really one set up that compliments both the best. That would be Ring of Abyss and Twisted Queen's Necklace which provides 1841 AP, 18% Crit Damage and nearly 5% Crit Rate. 20 reds and 10 Whites. With 36 slots on our armor, this is achievable, and more so if you get lucky enough to achieve Colorful runes on S-Gear. These pieces of Jewelry will be expensive, and if you need something to bolster yourself, I suggest anything that gives to your priority of stats as stated above in gear.

Final Thoughts[edit | edit source]

Priest is almost a necessity in any party that plans on going into higher tiered dungeons and can mesh extremely well with any party that requests their aid. The most difficult part will be learning how to adapt to your team to be able to achieve the goal at hand. While we wish we could dodge every mechanic and keep ourselves alive with pots, there are just many mechanics that do not make that possible. Be patient and work with your team, or read what they are doing. If you can do any of that then you should be able to help any group achieve their goal.

I'm hoping to have charts of what the skills and Blessing upgrade to as well as get videos up of proper runs, but that may take some time.

If you have any advice, concerns or thoughts please reach out to me. Even I turn out to be incorrect at times and I'm always open to discuss and learn.

Without much else to discuss, that's it. I hope this has proven helpful to you and I'll see you later.