Guide:Valor Priest

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This guide has stopped being updated as of September 15th, 2021. Information may not be up to date depending on when it is being reviewed.


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.



A short description of Valor Priest:

Valor Priest is a build that focuses more on damage while sacrificing some of the healing capabilities that other Blessings could provide, making this build an excellent choice for people who have 5-man pre-mades and have an understanding of how the dungeons work already. Despite being a more damage oriented Blessing, the Valor Priests first job in a group is still to make sure that their team is surviving with whatever they are able to provide. Positioning, Skill selection and Class Skill selection will be situational throughout bosses and whatever content the Priest is running at the time.


Your job may be to make sure your team is surviving in a group, but your group also needs to make sure that they are utilizing the games mechanics to survive, and this goes with any Blessing a priest uses, even if its healing. In short, your team must dodge and do their best to survive, as you can only help them survive. If they can't help themselves and aren't aware of their surroundings or mechanics of the current content they are running, then they will die even with a Priest that knows mechanics.

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:[edit | edit source]

Trance

A passive that 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

A passive that 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.
  • This only effects Blades of Justice itself, giving Blades of Justice specifically an additional 17.5% Crit rate at 5 stacks of Trance.


Fury

This passive 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. With Blades of Justice critically hitting, we can get a large chunk of our Holy Energy back to lessen the gap of casting our Class Ability

In terms of which Passive is more important than the other? Get all of them past White and Green to bolster them. Level up Fury > Circle of Punishment > Trance up until they reach purple. Get one more level of Circle of Punishment to get to 3 Charges of Divine Strike. After that, max out in this order: Fury, Circle of Punishment, Trance. Righteous Judgement is considered useless due to the Class Skill associated with it is not worth taking. You may level it up if you wish though.

Skills Chosen[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 Valor Priests kit, unless they change in the future. I will go over the skills, state their place in the Valor build and afterwards give a simple build to follow.

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 the Valor Priests DPS Skills that they will decide between. Once used, it will automatically put you into Wrath in the Holy Bolt Combo. If you switch out any DPS skill for Healing Sphere, this is normally the skill you would swap out.


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 Valor Priests bread and butter skill, this skill is always on and has multiple casts thanks to Circle of Punishment. It will always remain on your bar no matter what content you run.


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 a Valor 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.


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. If your group is surviving without Spheres, it's best to not take them at all. It is a very useful skill when necessary, but won't be taken 100% of the time. 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.


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. Leveling this skill increases the initial damage dealt, cooldown and increases the HP restored on damage.

This is one of the skills that will always remain on your bar and be casted off of cooldown. 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.


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.

Despite being a great AoE ability, this skill is not taken as a Valor Priest. It is considered a Holy Bolt and does not benefit from anything that Valor offers, plus it has no room in our rotation.


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.


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 the other skill you will be taking alongside Divine Strike. It will rarely be swapped out and is almost a permanent skill in your arsenal. It's very quick, rarely misses and it doesn't interfere with your combo making it possible to weave in whenever it's off Cooldown.


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, it is not a smite ability and the slow does not matter on bosses. The movement speed debuff may be helpful in PvP though.


Healing Wave: Heals yourself and allies in front of you. I hear that it is able to knockdown at some point from PvPers, I have not confirmed this myself. The skill does not break combo. 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 Valor priests, as it is difficult for us to land as we only get one chance every 40 seconds. You can utilize 40 seconds better with a different skill.

General Skill Build[edit | edit source]

The general skill build is what you will be running most, if not all, of the time on 1-4. Some of these skills are arguably interchangeable and I will explain what they can be changed with.

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

This is the set up that will be used 95% of the time throughout your adventure in Bless, as it is the build we use on a 5man Pre-made Abyss that knows what they are doing. Put them in an order on your controller or keyboard that you are the most comfortable with.

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.

I will be going over rotations after we discuss Class Skills.

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, but it doesn't deal as much damage (Not even half) as our Smite skills as Blades of Justice is considered a Holy Bolt spell and does not receive the bonus from Fury. In group situations in PvE, you may find better use in Shield of Faith or Radiant Form depending on what's needed. If your group is great at clearing without needing the extra hits from Shield of Faith, Blades of Justice can actually be considered since it refunds our Holy Energy when we Crit with it. In PvP it costs a lot of energy and is extremely slow.


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. 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.


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.


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 or parties who've mastered the mechanics of a dungeon and won't die. 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.

If I had to choose between Shield of Faith or Radiant Form, it would be Shield of Faith 95% of the time as it prevents mistakes from turning into wipes and can be a life saver for anyone in your party. It also protects your party from intense Dangerous Terrain. In places where Shield of Faith is not useful, Radiant Form with Guardian Form.

Picking up Blades of Justice in a group means you have full faith in your party that they will survive and not be hit at all and won't stand in dangerous terrain. Do be aware that blades of Justice will not deal as much damage as your other abilities.

Combo and Rotation[edit | edit source]

Combo's:[edit | edit source]

Breaking down the two Combo lines of Light Bomb and Vengeance, I was able to find the following (My AP at the time of testing is 6,638 while unbuffed and Fury at level 15. No damage in this calculation are critical hits):

  • Light Bomb Combo from start to finish and starting another combo is 5 seconds. 6995.8 DPS and 53 Holy Energy per second.
  • Vengeance Combo from start to finish and starting another combo is 7 seconds. 8399 DPS and 31.428- Holy Energy per second

If both were done for 35 seconds, Light Bomb does 244,853 total with 1,855 Holy Energy Generation. Vengeance is 293,965 total with 1,100 Holy Energy.

Ultimately your combo will depend if you need DPS or Holy Energy generation.

With the numbers of both single hit combo's done, let's visit Ensnaring Combo, the AoE combo.

  • Ensnaring Combo from Start to finish and starting another combo is 6 seconds. 5,328.666- DPS and 38.1666- Holy Energy per second per enemy hit.

This means that Ensnaring Combo will be done with any fighting with more than two monsters if you can hit both of them at the same time.

Rotation:[edit | edit source]

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 > 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.)

Is everything is on cooldown?

You will be deciding if you need DPS or Holy Energy Generation. Most of the time you will be doing DPS, so Vengeance line will be a solid pick, or maybe you know a mechanic is coming and you don't have the energy for your Class Skill which would make your combo choice Light Bomb. If you're facing 2 or more enemies, you will use Ensnaring Combo.

Cast Judgement off Cooldown.

Do not worry about finishing the combo that Judgement gives you. It's better to let it time out and start a new combo.

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 Priest is a critical based build, so we will be fully investing into Blessed luck to increase out Critical Rate to give us an easier time stacking and keeping Trance. It will also boost our damage whenever we do critical hits. The remaining 15 will be going into Inquisitor's Instincts to give us more Attack Power to hit harder.

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 PvE and PvP, as Life Skilling is not the focus of this guide, but can be very helpful to keeping your pockets lined with star seed. The choice is ultimately up to you.


You can have up to three traits activated which costs Union currency. 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 Valor 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 (Unrestrictied): 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 our stacks of Trance will be important to keep the crits and damage coming, 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 of people using Valor Priest. The priority of stats are easy enough to explain: Attack Power > Critical Rate > Crit Damage

Below is a list of S-Grade gear from its lowest to highest roll. If you are not S-Grade, you will be looking for the closest thing as possible with A-gear to get you started! S-Grade gear will take a long time to get and is meant to take a long time as it is the end of the gear grind once you find good rolled pieces! I'm talking possibly a few Months per piece if you don't put tens of millions of Star Seeds into buying pieces you don't find yourself for the perfect piece with high rolls and great runes. Do not get discouraged, you will get there. Try to get as close to max roll as you can, if you can't get Max it's not the end of the world.

Guides Staff: 812-1400 AP (Technically Dawnbringer is the BiS Staff, but it requires a lot of work from every crafter. Chasing an Ancient weapon is a huge dedication, even beyond normal S-Grade drops. I wish you luck if you chase after it,)

Halidom of Heroic Epics: 812-1400 AP

Cloth Helmet of Heroic Epics: 2.02-10% Crit Rate (There is a Crit Hit Damage Hat, but Critical Chance will supplement us better considering the other pieces of our gear/jewelry.)

Ancient Kingdom's Cloth Armor: 2.02-10% Crit Rate

Legs: No offense Stat increases. Select Blades of Contrition Levels or chosen Defensive Stat.

Ancient Kingdom's Cloth Shoes: 28-42% Crit Hit Damage

Cloth Gloves of Pale Moonlight OR Savior's Cloth Gloves: 812-1400 AP OR 28-42% Crit Hit Damage. (This is a tossup. Because I don't have formula's to work with, it's hard to determine which one is better. Use the one you can get your hands on..)

Savior's Cloth Shoulderguards: 812-1400 AP

Cloth Belt of Pale Moonlight: 28-42% Crit Hit Damage

Our Critical Rate is bolstered by our Trance and Class Passives, as well as Fury, our Blessing passive. Our Critical Rate get's a boost through the roof once everything comes into consideration, but more could never hurt. Doing the math on our High Crit Rate and Crit Damage, the true difference is about 5% if the probability between higher Crit Rate or Higher Crit Damage of critical hits were true. Given, this is not the case and there are way too many factors to take into consideration, the low possibility of 5% more damage is not worth it, so we build more towards Critical Hit Rate with armor to make other factors of our build stronger.


Jewelry

As far as jewelry goes, with much theorycrafting, the Valor priest does no healing outside of Judgement and does as much damage as possible. That would be Ring of Abyss and Twisted Queen's Necklace which provides 1831 AP, 18% Crit Damage and nearly 5% Crit Rate. The slight 17% more CHD from Ring of the Plague unfortunately does not make up for the loss of nearly 400 AP and near 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 in both runes and the jewelry itself, 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]

Valor Priest is a Priest that brings a respectable amount of DPS to the table through high Crit rates and damage multipliers while providing protection to all your team mates if need be. While not as strong as the other DPS classes such as Ranger or Mage, they will potentially make a different against DPS checks and taking down the boss faster. The utility and protection you bring will enhance your parties survival and if used properly alongside coordination from your team and knowledge of the dungeon will bring you rewards from the end chest of any Dungeon, even Abyss. In open world, it's a great build to solo when out and about, and will make a healthy addition to any boss battle that comes your way. In PvP, it is definitely something your enemy should be weary of, but not the most feared Priest Blessing. If I went PvP'ing, I'd personally bring Wolf.


Without much else to discuss, that's it. I hope this has proven helpful to you and I'll see you later. If you have any advice, concerns or thoughts, please discuss them with me as I'm always open to discuss things even if I turn out to be wrong. If you want to see more I can do my best to bring more about Priest. Although until then, take care of yourselves and stay alive out there.