The WoW Forever priest no longer levels through Smite. On the beta, wands now scale with spell power, and content creator Scriblet built a complete method around it: pull several mobs, cover them with Shadow Word: Pain, then finish the job with the wand. His video « Priest leveling Meta is Forever Changed » covers the talents, the gear to grab before level 20, and the new Tailoring pieces.
His talent trees differ from the endgame builds, designed for level 60. For those, the site’s Shadow Priest build and Discipline Priest build pages remain the reference. The second beta day, covered in the site’s article on WoW Forever leveling, already showed the new weight crafting carries.
Wands and spell power: Smite loses its place
Wands no longer just hit a fixed damage range on the WoW Forever beta. They now scale with spell power, and Scriblet flat out calls it a broken system. His Gravestone Scepter (30 to 57 Shadow damage, +3 Spirit, +4 Shadow resistance) should cap at 57 damage, or 72 with Wand Specialization, but it hits for over 100. Two crits caught on camera in the video reach 152 and 159.
With that kind of damage, the WoW Forever priest has no more reason to cast Smite solo. Against a single target, Scriblet simply walks up to the mob and wands it down.

Scriblet estimates his Gravestone Scepter’s coefficient at around 0.3, or 0.375 with Wand Specialization (untested without the talent). He notes in his description that this scaling could be a bug fixed later on, though pulling several mobs at once will stay useful either way.
The WoWForeverBuilds site makes the same point on September 19, 2026: « wands now scale with spell power, » in its Discipline priest leveling guide.
Pulling four mobs with Shadow Word: Pain
At level 20, Scriblet’s WoW Forever priest runs three talents: Wand Specialization, Spirit Tap, and Improved Shadow Word: Pain. His full tree at this level is viewable on the Wowhead calculator.
The method comes down to three moves. You run into a pack of mobs and slap Shadow Word: Pain on every target. For Scriblet, the spell deals 332 damage over 24 seconds, and most mobs die after two applications. The mobs in the video are low level, a choice he openly makes to keep the recording manageable.
As soon as a mob closes to melee range, cast Psychic Scream to push it back, then finish it off with the wand. Each target’s death triggers Spirit Tap, which refunds the mana lost during the maneuver.

Scriblet is playing at the beta’s current level cap and shows 114 Shadow spell power. He expects most characters to reach that number around level 25, thanks to the new spread of spell power gear in dungeons.
He admits it right in the chapter title: he forgot to cast Inner Fire before charging into the pack. That detail matters, and the last part of this article comes back to it.
Spell power as early as level 10
Before level 20, spell power on WoW Forever priest gear only comes from two sources: dungeon quest rewards and crafting. Scriblet stresses one point: you don’t need blue crafted pieces to get decent damage. Dungeon rewards are more than enough.
First example, a staff picked up in Ragefire Chasm. It’s a guaranteed reward if you finish the whole associated quest chain, and you can get it as early as level 10. It grants 18 spell power, a huge gain for that level.
Second example, a staff found in Wailing Caverns. It only grants 5 spell power, but its base damage is enough to beat the Greater Magic Wand, the version crafted by enchanters. Scriblet is therefore planning to skip the Greater Magic Wand and just grab this guaranteed quest reward at level 15.

The screenshot above shows the trade-off this change now forces. The game shows -5.8 DPS for the Sizzle Stick against the Gravestone Scepter, but +5 spell power in exchange. Before wands scaled with spell power, that DPS number would have settled the choice without hesitation. Spell power now adds to the wand’s damage. The loss shown on the item tooltip no longer tells the whole story.
Tailoring: green spell power gear
Tailoring now gives the WoW Forever priest green spell power gear at almost every level bracket. A level 16 cape offers 4 Spirit and 4 spell power. Shoulders that any class can wear add 4 spell power. A mantle available as early as level 12 also brings 4 spell power. Right after level 20-21, gloves jump to 7 Spirit and 5 spell power. Scriblet calls this progression insane.

Scriblet titled this chapter of his video « You’re too poor to get the Helm on level »: the Tailoring helm costs too much to craft while leveling.
This new generation of bind-on-pickup Tailoring gear is incredibly powerful, but it’s not easy to craft. In practice, a tailor will only be able to make three pieces: a belt open to any tailor, plus boots and gloves that require the new faction currency. The materials will run out before you can go further.
Merchant’s Favor: Tailoring’s bound patterns
To craft the bind-on-pickup gloves and boots, you need Merchant’s Favor, a currency earned by delivering filled supply crates. Scriblet visits the requisition NPC, grabs a crate, fills it with a right-click, and gets a sealed crate. Turning it in earns him Favor.
The amount depends on the crate’s level. An apprentice crate, which requires Silverleaf, grants 5 Favor. A higher-level crate grants 10. The first turn-in adds a 50 bonus. With two crates, Scriblet reaches about 60 Favor.
At the Tailoring vendor, every gear pattern under level 25 costs 30 Favor. Enough to pick up two pieces without much effort. The cheapest to craft remain the gloves and boots. According to wowforevertalents.com, both factions’ vendors are found at Three Corners, in Redridge Mountains, and the Gloves of Shadow and the Boots of Shadow each cost 30 Favor.

Past level 20: the WoW Forever priest in Shadow, solo and healing
The beta caps characters at level 20 at the time of the video. Past that cap, Scriblet is already planning ahead: in his view, it’s the strongest build for both solo play and healing. He breaks down his progression on the second talent tree he prepared for this phase.
Solo, Improved Psychic Scream lets you neutralize three to five enemies at once with no risk. Vampiric Embrace keeps the priest alive while he stacks Shadow Word: Pain then Devouring Plague onto the target.
For healing, Vampiric Embrace has been changed. According to Scriblet, when a target dies under its effect, Spirit Tap at rank 5 of 5 triggers every time. With about 0.8 extra proc per minute, that returns as much mana as Meditation. A bit further up, Shadowform rounds out the build.
Mind Flay stays off his spell bars: it deals less damage than a wand shot. Scriblet plans to re-check this at higher level. The 5-second rule blocks mana regeneration for the 5 seconds following the last spell cast. It explains a doubt about Shadow Weaving. The priest lays down his damage-over-time spells, then stops casting to wand instead. So the talent likely wouldn’t be maintained through its 15-second duration. It will only be worth it if Shadow damage boosts wands, or if a Shadow wand exists.
Multi-priest dungeons and PvP servers
In dungeons, the WoW Forever priest switches trees. For a group of three priests and two hunters, Scriblet would go with the one built around Meditation, which he also considers simpler to start with.
The reason comes down to the dungeon’s pace. You often pull 15 mobs or more at once there. With the Tab key, you cycle from one target to the next to slap on Shadow Word: Pain without ever stopping. The spell is running constantly, so you’re rarely out of the 5-second rule, and Meditation then returns more mana than the other build. Between targets, you throw out a Renew or two to keep the group alive.
This build stays more comfortable on a PvE (player versus environment) server. On a PvP (player versus player) server, things change: Blackout and Psychic Scream help a lot when it comes to winning fights against other players.
Inner Fire and Improved Shadow Word: Pain
When pulling a big pack of mobs, Inner Fire charges melt fast: every hit taken burns one. But if a Power Word: Shield is active on you, it blocks that consumption until the shield disappears or breaks under damage. Cast it before wading into the pile, and your Inner Fire charges hold for as long as the shield lasts.
Scriblet also answers a question he gets asked a lot: why bother with Improved Shadow Word: Pain when you can just recast Shadow Word: Pain?
The answer comes down to the global cooldown (GCD). Facing four mobs at once, recasting the spell on each one eats up a good chunk of that time, time that could go toward wanding instead. Not having to recast the spell has a second effect: you stay outside the 5-second rule for longer. When an enemy dies, Spirit Tap triggers and Spirit doubles while you’re outside that rule. According to Scriblet, mana regeneration becomes roughly four times higher than a priest who stayed inside the rule with Meditation.
This mechanic lets the WoW Forever priest chain big pulls without panicking: Shadow Word: Pain looping across targets, Psychic Scream to push back the rest, a shield pre-cast on yourself, and Inner Fire maintained the whole way through.




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