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TERA Priest Guide PVE by Ifris

The priest is the ultimate healing class in TERA. Learn Priest Glyphs, crystals, stats, equipment and more in this TERA Priest Guide.

TERA Priest Guide PvE - Introduction

The priest is the ultimate healing class in Tera. It is the go to class when a party needs raw healing, damage mitigation, heals over time (HOT), damage control and recovery. It is also a very fulfilling class for the player that values teamwork and helping others above all else. Be it summoning a party member, resurrecting a dead player, using a multitude of buff spells to enhance people's abilities or just healing a random person that was getting crushed by a BAM, there will be plenty of opportunities for people to be glad you are a priest and you are on their side.

Armed with a multitude of healing circles, enhancing buffs, target heals and defensive spells, a good Priest may be able to pretty much out heal any damage that does not qualify as a 1-shot mechanic in most circumstances.

Whether learning a new dungeon, pugging random players or teaching inexperienced or undergeared parties, players generally prefer priests as their healer of choice due to their superior ability to compensate and recover from possible group shortcomings and expected rookie mistakes.

Unlike a Mystic that manages to accomplish more aspects of a supporting role, like multi target sleep (crowd control), improved critical aura and even summon a backup tank, the priest sacrifices a few support skills in favor of stronger healing capabilities.

Priests (as well as mystics) wear cloth, yes, you guessed it! It's the crappiest form of armor in Tera, making them very squishy. Aside from the fact Priests have one of the largest HP pools in Tera, we still get one or two-shotted very easily.

Priest DPS (Damage Per Second: A term now commonly used to describe how hard you hit things) is near negligible, especially in a group setup. The developers did, however, bless us priests with a few awesome close range AOE spells that allow us to kite multiple normal mobs in groups of 4-6 and AoE them down into oblivion during solo play. While that allows priests to level up pretty much as fast as a lancer, that same strategy, however, does NOT work on BAMs or instances with elite mobs that have a much bigger HP pool and hit much harder.

"Wow Ifris! You sure make it seem like the Mystic is a much inferior choice! Whats the deal?" Not true! Mystics are actually preferred by hardcore experienced parties for the simple fact that their critical aura boosts DPS and makes endgame runs faster and smoother, assuming all members avoid damage, death or other wipe mechanics to the best of their ability.

Both classes are good in their own merit and both can clear out all content in TERA up to the date I am writing this TERA Priest Guide.

Role of a Priest - Solo

Priests are ranked as one of the slowest classes to level in Tera. While I do believe that a good priest can definitely level faster than a mystic or a lancer, our progress is still slower than the high damage output classes like Berserker and Slayer. Most players would prove at this point that the Lancer can fight and DPS so much better than the priest but a good priest should never have any downtime when farming mobs or doing quests (thanks to buffs and self heal spells) and also always be mindful of spells like Homeward bound and Party Summon, that can make BAM pugging and moving through quest hubs a little bit easier.

A few useful tips for solo play and leveling

While the priest has 2 long range offensive spells and 1 DOT, the real solo play DPS comes in the form of the close quarter spells. Ideally we want to gather at least 3 or 5 (or more) mobs in one spot and rotate all our instant AoE spells (Metamorphic Blast, Final reprisal, Shocking Implosion and even Retaliate) as much as possible while circling around them.

A Priest is never afraid of any damage that is not massive because, guess what? We can fully heal ourselves in a matter of a few seconds, so don't be afraid to get close to regular mobs or minions in order to drop a few close range spells and once that is done, Fiery Escape or Backstep your way out and Heal Thyself if need be. Rinse and repeat.

Fighting one mob at a time with long range spells is never the right way to carry a fight as a priest unless you are in a party or fighting a BAM (hopefully also in a party). You do want to pull 3 or more mobs at a time and burn them down together. If that proves easy, gather more. Still easy? Get even more mobs for your next rotation! Find out how much you can handle! Its addicting, challenging, time will fly by and next thing you know, all your single player quests are done in that area!

While Priests can ultimately kill most BAMs in open world just to prove a point... some of them die of old age in the process. Let's be honest and just agree that priests can be specd for DPS for farming mobs but never really for soloing BAMS. DPS is just not high enough to make BAM farming plausible, watching our stamina drop below 70% is frustrating and the time consumed just makes it plain boring.

Always make sure you bring campfires and charms when going out to grind. These supplies will make your life much easier, whether you are farming or questing.

Role of a Priest - Group

The Priest's main job is to keep the party alive and working to the best of their performance. That is achieved through the use of healing spells along with protective spells, damage enhancing spells and self survival skills. 99% of the time a Priest will want to keep a safe distance from the heat of battle but just far enough that all healing and support spells are just 1 click away.

This advice applies to all classes in Tera but possibly most importantly to the Priest: Move and always be mindful of your position in a battle!

"Ifris, this was quite the vague advice... what the hell do you mean by position?"

Well, this is what I mean: Try to answer YES to these tough questions every second of your fight:

  • Can I see all party members on the battlefield (Especially the tank)?
  • Am I within reach (usually 18m or less) to be able to heal ANY party member if need be (Especially the tank)?
  • Am I far enough away from a boss that I will not get killed by an attack, AOE or 1-shot mechanic?
  • If anyone is poisoned, sleeping, stunned or knocked down (all these effects are usually represented by a purple health bar) can I help them immediately?
  • Are all party members fully healed (Especially the tank)?
  • Are all party members carrying all priest buffs at all time?
  • Am I spamming my power enhancing skills (Energy stars, mana charge and Triple Nemesis debuff) during those moments my party is doing just fine without me "babysitting" their hp at all?

Answering yes to most of these questions would imply that you are doing a good job as a healer and a support player.

Note I added some special mentions regarding the tank in some of the questions above. That is basically because in a well-balanced party, the tank should have the second highest priority when it comes to healing (The first one being the healer itself).

The right build for the right time

The priest has very well defined roles in Tera, limiting our builds to basically 3 important categories:

  • Group PvE
  • PvP
  • Solo Grind / Questing

Group PvE - This build is mostly focused on dungeons, 5-man group activities and raids. At endgame this becomes pretty much THE only build a priest will have, aside from PvP situations. In this build, the priest should focus everything on group support, party DPS boost, mana boost, group healing, group protection, damage control and recovery.

Ifris' general build

Ifris' MC queen build

PvP - This build is quite self-explanatory. It will focus on group support with a focus on specific survivability skills

BG build

Solo Grind / Questing - This is the closest a Priest may get to something that may resemble DPS. The leveling priest may want to use this spec in order to make leveling and general quest grind a bit faster, especially dailies. This build is for kiting and burning down a large number of normal mobs up close with AoE chains.

Solo and grind Build

Ultimately, builds are a matter of personal choice. What works for one person may not work for another and while the bulk of the glyphs above are usually shared by most high level priests, some will strongly disagree on some of my choices and vice-versa. I for one am glad Tera is not a game that only pretends to offer a big variety of choices but with really only one "correct" real build.


So you managed to hit 60...

Congratulations, you made it to 60! Near endgame, the priest finally gets a hold of some of its most powerful spells in the game: Divine Respite, Healing immersion and Grace of Resurrection. It almost feels like we are undying... and we just might be!

Now that you are 60, a brand new chapter of Tera begins, you are lost all over again trying to figure out what is the "right" way of progressing without wasting time or money on useless or outdated gear and upgrades! Well the next couple of lines are here to help the new 60 reach its full potential as quickly as possible.

YOUR FIRST MANDATORY STEP: At level 60 you will want to have enough money to purchase enigmatic (Enchantable) T13 gear at the broker. That includes basically the chest, boots, gloves and staff. You have to enchant all items to +6 (at least!). The reason why this is in bold letters and as a first step is the fact that this is the bare base requirement to be able to complete the instances that matter and that are required for gear and item progression from this point on. Right now this gear is nearly free at the broker and fairly cheap to enchant. For more details on how to enchant and what stats to aim for, please refer to the section entitled Gear Stats For Priests further below.

SPECIAL NOTE: Healer classes would have noticed by now that our gear requirement is a lot more lenient than all DPS classes. Our Ilvl and gear requirements are not as strict and as long as we do our job properly, most groups will not kick us out of a pug for absolutely no reason. Long story short, we don’t need a glowing red staff to prove our worth therefore we should have saved up a good chunk of money on out path from level 1 through 60.

From this point on, progression is divided in many different areas and you can focus on whichever part you enjoy the most, do a little bit of each or plan your progression any way you choose really.

The Instances

Plenty of new instances open up for the new level 60. Surely anyone can read ilvl requirements and hit Queue; but honestly, meeting the ilvl requirement does not mean you should pug for some of them. Below, I try to list lvl 60 instances by order of difficulty with a few important notes you should know before queueing. Also keep in mind, as a healer its usually best to tell people right off the bat when you don't know an instance or if you are not yet comfortable with some mechanics. Nice players will usually help you and give pointers as long as you know how to heal properly. Elitist douches may kick you but you don't want to play with those people to begin with. One thing is for sure: No one likes to find out you never did an instance, don't know any mechanics, didn't read up on anything

Nexus/Nexus Traverse - Easy with a big group

Ideally you should be in a guild and grouping with guildies. Because of the mixed variety of players that participate in Nexus raids, you should be able to be carried while learning how Nexus and NT work. Because of the "big party" nature of this raid, as long as there are over 10 people fairly well equipped, you should be able to breeze through. Watch out for that invisible fire and profit!

Fane of Kaprima (Normal Mode) - Easy

This instance is fairly easy aside from one mechanic on the first boss where the priest has to learn to time breaking one of the pillars a couple of seconds prior to the Witch's fire AoE attack. The attack damages everyone in the room and could kill some players. The rest of the fights are mostly tank and spank with a few mechanics that can be learned as you go. You learn this so you have a chance at surviving Fane HM later on.

Balder's Temple (Normal Mode/Hard Mode) - Frustrating

Balder's Temple is an example of an instance that was once awesome, challenging and rewarding and now its outdated, bad rewards and lots of mechanics that eat newbies for breakfast. It is a fun instance once you learn how to do it but if you are concerned about fast gear progression and pugging, skip this entirely.

Argon Corpus (Normal Mode) - Easy

One of easiest lvl 60 instance in the game. There are a few mechanics for each boss that you can learn as you go. Very forgiving instance. It is nearly impossible for one person to bury ther whole group in here.

Tower of Temerity - Easy

ToT is technically harder than Fane HM, I listed it above for the simple fact that its a fairly easy instance for healers. You only need to really pay attention when its time to fight the 3rd boss as it can 2-shot an undergeared or inexperienced tank. There is a potion/debuff mechanic in this instance you need to understand.

Fane of Kaprima (Hard Mode) - Medium/mechanics

Much harder than normal mode. failing the mechanics on first boss will cause a wipe. There are no announcement messages when the witch gets ready to AoE, the crab fight is different and from hell, Kaprima hits like a truck.  You really should have learned the ropes in normal mode before queueing here. You really want to have some T14 gear to make this a pleasant experience even though its not required to win.

Crucible of Fire - Medium/hard/OMFG!

A challenging Instance, with 3 difficulty levels. A very rewarding instance. Definitely worth starting at level one and moving up as you go. T14 gear is ideal in here for pretty much any level.

Sirjuka Gallery - Medium but complicated

Hard. One billion mechanics, thousands of little things you can screw up. There are specific tasks required from the healer. Watch videos, guides or do it with a guild first. You may get lucky with a patient pug but you may also get kicked. T14 gear is ideal.

Manaya's Core (Normal Mode) - Medium-Hard/coordinated

Hard. Very mechanics based instance, requires watching videos to understand some of the fight mechanics, communication and planning prior and during fights. Only pug if you have already learned it with your guild or firends, especially for the queen fight. T14 gear is ideal.

Argon Corpus (Hard Mode) - Hard/complicated

You really need to have a full T14 set, at least a +9 weapon and have done this with guildies or watched videos prior to pugging this. While the first 2 bosses only hit harder, the 3rd boss requires a lot more attention from the healer and Nightmare Meldita has so many mechanics phases and wipe mechanics. Very hard instance. T14 gear is a must, while the priest does not need a red weapon, we really should have awesome protection to deal with some of the damage here.

Manaya's Core (Hard Mode) - Very Hard/coordinated

Hardest instance in the game. Do not pug unless you are trying to matchmake with specific people from another server. You really should have all the healing accessories, T14 everything and a few MW gear to do this.

New Glyphs

There are new glyphs out there that you do not have! Some of them are quite vital and unique! Many others are basically upgraded versions of glyphs you already have but with a lower cost (they cost 1 point less). These glyphs also pay off in the long run as 5 upgraded glyphs would account for 5 newly free slots that can be used for more glyphs. Unfortunately, the new glyphs can not be simply purchased through the NPC in Velika. There are quests to be done, Instances to be farmed and BAMs to be killed.

Two new instances are now available and their main rewards come in the form of tokens that can be traded for new upgraded special glyphs. Their mechanics would require a guide of its own but here are the instances you need to farm along with their respective rewards. Please note I am only mentioning the glyphs I personally consider important for priests:

Temple of Temerity

Known as ToT, for short. The entrance to this instance is at the heart of Kaiator. It can also be pugged through LFD tool. This was once one of the biggest challenges in Tera, prior to the Queen patch. It is a lot easier and streamlined now. It's fairly easy for priests aside from healing the 3rd boss, which can prove quite challenging. You want to get all glyphs here before moving on to the much more complicated and all around harder Sirjuka Gallery.

Related glyphs:

  • Glyph of Collaboration - Collaborative Mana Charge (vital)
  • Glyph of Regeneration - Regenerative Kaia's Shield (important)
  • Glyph of Energy - Energetic Fiery Escape (Important for PvP)

Sirjuka Gallery

Know as SJG among locals. The entrance is located near Collegium Arcana in Allemantheia. This instance can also be pugged through the LFD tool. I strongly recommend you read a guide and join a guild or a static group to run this. Pugging this instance without a basic understanding of what to do inside will only lead to a lot of frustration and kicking.

Related glyphs:

  • Glyph or Heartening - Heart Resurrection (Important)
  • Glyph of Spirit - Spirited Restorative Burst (Important)

IMPORTANT NOTE: The reward tokens from both instances can also be sold (and purchased) at the Trade Broker! Make sure to look for them and follow their prices if you are working on your glyphs. For more information regarding the description, use, importance and general opinions of all priest glyphs, please refer to the Skills and Glyphs section.



New endgame level rings are available to the average priest through 2 means and they are both fairly painless to get. These are 2 of the 3 most important jewels for healers as they affect outgoing healing percentages. (rings and necklaces are the only jewels that affect outgoing healing)

  • Bastion (Hyderad Legacy)


  • Battlegrounds (Bellicarium)


Note that some of the attributes on both rings have the little double-arrow ball next to them. Those attributes are random and they can be changed through the use of semi-enigmatic scrolls to force "double" healing bonuses as seen on the above examples.


New endgame level necklaces can be obtained through a variety of instances but the best ratio of reward to challenge are in farming two instances:

  • Fane of Kaprima (Hard Mode)
  • Crucible of Fire (The newest added dungeon as of the writing of this guide).


There are no specific "healer" earrings. The healing bonus in earrings is for received (incoming) heals. Basically at endgame you will want to farm high level earrings with the stats of your choice. Please note that the poison reduction stat is preferred during MCNM and MCHM runs so be mindful of having two earrings with that specific modifier if you plan on doing the final endgame dungeon. The best endgame earrings can be found in the following instances with fairly decent drop chances:

  • Fane of Kaprima (Hard Mode)
  • Argon Corpus (Normal Mode)
  • Argon Corpus (Hard Mode)
  • Battlegrounds (Bellicarium rep grind) for one of the best earrings in the game.

Important note: Some stats on rings, earrings and necklaces can also be re-rolled through the use of Semi-Enigmatic Scrolls. As of the writing of this guide they cost about the same as 3 Master Enigmatic Scrolls at the Trade Broker so, needless to say, it can get really expensive to reroll stats on jewelry.

Where is the Gear?!?

We use the term gear to refer to the weapon and the 3 basic defense body pieces of Tera:

  • Staff
  • Chest piece
  • Gloves
  • Boots

From this point on you want to focus on getting your hands on enigmatic T14 gear for 2 reasons: T14 stats are ultimately superior and all enigmatic T14 gear can be masterworked (Which leads enchants up to +12)

There is a wide selection of gear from this point on and your access to them will be defined by how much time and tears you are willing to dedicate to Tera from this point on. I will try to list them in order of difficulty to obtain.

New rep gear: Unified Theory Institute

Did somebody say handouts? Who doesn’t like those!

Well, this is the gear for the priest that does not really have a lot of time and money available but would like to access some of the endgame content without being a liability or feeling like they are getting carried. Its easy to get by just doing dailies, even easier for Elite members. The instant gratification of the great stats is comparable to Agnitor or Abyss gear at +9 but without all the hassle of enchanting! This is the welfare gear of the new 60 and it will hold up well while you work on getting superior T14 enigmatic gear.

The drawback: There are only 2 pieces of gear available (Chest and staff) Some of the key stats present in enigmatic gear will be missing. Stats cannot be rerolled. This gear cannot be masterworked nor enchanted. This gear is ideal to be used until you get your T14 enigmatic enchanted to around +8 or beyond.

Unified Theory Institute is located at the Collegium Arcana in Allemantheia.


This is the the gear you will farm doing Nexus raids, Nexus dailies and Nexus Traverse. This is a great set for the new 60 healer. Its fairly easy to obtain through rep grind and you just may get lucky during an NT (Nexus Traverse) run and get any of the 3 body pieces. Agnitor gear is all enigmatic T14, its stats can be rerolled and it can be masterworked. PvP (Fraywind set) gear can also drop in NT, though quite rare.

Its very important to understand that even though Nexus Traverse DOES NOT DROP enigmatic weapons, Agnitor reputation can be farmed to purchase one of the best priest staves in the game: Enigmatic Insight.

Ideally, save up your rep points for the staff, you should get lucky and get the body pieces along the way as drops inside Nexus Traverse. Agnitor NPCs are located in Zulfikar Fortress.

Abyss and Queen’s Wrath gear

This is basically how you would get T14 by just doing instances. Some of the gear is questionably superior to Agnitor stuff, some are inferior. Its difficult to “plan” to farm this gear outside of the Trade Broker as drop rates are quite low and the challenge of the instances is quite high. Abyss gear drops off ACHM. Queen’s Wrath gear drops off MCNM fairly frequently but still, you wont be farming either instances sporting T13 gear and once you get Agnitor T14 you may realize Abyss and Queen's Wrath may not be worth the trouble or the money. 

Regent gear

Currently the best dropped gear in the game and the best gear money can buy. Can be acquired as a queen drop in MCHM and trade broker for exorbitant prices. The regent, along with Visionmaker sets introduces a new re-rollable attribute that is class specific (on the chest piece) making is fairly desireable.


As of the writing of this guide, this is the gear you start working on AFTER you get your Regent set which was technically already the endgame gear.

The visionmaker set is a crafted set that requires consistent successful farming of MCHM, pretty much the hardest instance in the game. The droprate for the mats is from hell, the craft is BoP (Bind on Pickup) therefore you will be required to craft it for yourself, it cannot be transferred or sold to another player.

This is NOT what you want to save up for as soon as you turn 60!

Gear Stats

The basics!

At endgame you will be wearing enigmatic gear. This specific type of gear not only may be enchanted up to +9 (or +12 if masterworked) but some of the gear stats can be modified and re-rolled until they meet certain player needs. There are a few basic golden rules of enigmatic gear and understanding them makes the enchanting and stat selection process much easier.

Enigmatic items have a number of rerollable stats, they are marked by a little double-arrow icon that looks like a green ball. those stats will change every time an enigmatic item is re-identified.

Can the same attributes show up repeatedly? Yes and no.

Only the very first rerollable attribute can be a repeat. All others, on the enchant bonus areas like +3, +6 and +9 will NEVER repeat themselves. Therefore, a priest who is trying to maximize boss damage reduction on chest, for example, can aim to have that specific attribute show up on the first slot and on ONLY one of the slots below.

To make a long story short, you can have an attribute show up twice but it will have to take up the first slot and one of the lower ones.


On the picture above, Increase attack speed was rolled twice, on the top slot and on the +6 slot.

Gear Stats for Priests

Here is a list of what is generally considered ideal gear stats for priests in order of importance.


Your base heal stat on your weapon (On the above example, the first green atribute: Heals 6,261 HP). is the main factor concerning all your healing spells. This is without a doubt the main attribute a priest should watch for when considering an upgrade.

  • Increased attack speed by 8.5%

This bonus is quite noticeable and important for priests. It increases all our healing animations, including circles and even target heals. This is a must and you should aim to have two of these rolled on your enigmatic staff. At the example above, the staff has "double" attack speed stats rolled.

  • 8% healing

Increases all outgoing and self heals by 8%. stacking 8% healing and other stats does have a noticeable difference on top of that base stat.

For the full healing formula, see below.

Healing done =  HealSpellBase * (1 + HPOnWeapon * (1 + BonusHealingDone) / 1000) * (1 + HealingReceivedOnTarget)

Healing done = the number you see when the heal pops up.
HealSpellBase = tooltip number of the heal amount of the spell you are casting
HPOnWeapon = the number in green that says how much HP is increased for restoring, at ~30 it's around 500.
BonusHealingDone = stats on weapons, rings, necklaces and gloves. For weapons, this stat is the "Receives 7% Healing", and on jewelry and gloves this is the "4.5% increased healing". The 9.1% increased healing may or may not fit here.

HealingReceivedOnTarget = stats on a targets armor or jewelry that increases the amount of healing received, also from Heart Potions (I didn't test heart potions). On armor this stat is the 8.6% healing received, and on earrings this is the 4.3% healing received. Heart Potions I, II, and III increase healing received by 9, 13 and 17% respectively.

(Updated Formula Courtesy of Celaeris.)


The chest piece is the second most important piece of equipment in Tera, even for clothies, and especially for healers! Anyone else can afford to die in the battlefield except for the healer. We are the pillar that holds the party together. Defense and survivability are more important to us than to anyone else and the chest piece is a key element when it comes to defense.

"Oh, but Ifris, someone experienced told me at endgame we get one-shotted by pretty much anything in most instances that matter. Why should I invest in defense?"

Next time someone tells you that, use /look and look at their chest piece and judge for yourself how much they follow their own advice. I have fought HM queen countless times, I have survived lasers, pounces and even AoE explosions. Not all attacks always crit and not attacks are taken full pop to the face. Sometimes you take partial, collateral damage depending on your position. Sometimes you may take just one or two ticks from the laser, at the very edge. Can I also get one shotted by the same mechanics if I take them head on, right in the middle, straight to the face? You bet I will! Whenever I survive, however, I am thankful I invested in defense.

Below are suggestions for preferred chest stats for PvE along with a picture of my current chest piece (Regent).

  • Boss damage reduction 5.3%

I believe this stat is mandatory for all classes and you should try to roll it twice, like the example below.

  • Reduced damage on frontal attacks%

As a priest, when you get hit, chances are you saw it coming, therefore it came from the front.

  • Reduced damage from enraged monster%

A lot of bosses enrage often during combats and in many mechanics the difference in damage may just be a matter of life or death for the priest.

  • Increased healing received%

Some priests like this stat. I only agree that it's better than the rest of the options but just not good enough. Would I like trade some of my bad stats for this? Yes, it would be nice.

Visionmaker and Regent chest pieces

The regent, along with Visionmaker sets introduces a new re-rollable attribute that is class specific (on the chest piece). That stat could be rolled into any of the below options:

  • Fiery Escape cooldown -15%
  • Mana Charge charging speed +15%
  • Energy Stars cooldown -10%
  • Kaia's Shield cooldown -10%
  • Restorative Burst effect lasts 15% longer
  • Shocking Implosion cooldown -10%
  • Shocking Implosion dmg +15%
  • Healing Circle power +10%
  • Regeneration Circle effect lasts 10% longer
  • Focus Heal power +15%


The picture above shows my current chest piece, note that I currently have the Focus Heal bonus (special regent stat) along with double boss damage reduction stats. The rest of my bonuses are pretty crappy and should be re-rolled eventually.

Quick note: On PvP gear you'll only have one slot you can reroll and you want to go for PvP Defense on that.


This is the last piece of gear that should still be used to boost our heals even further when rolling stats. There is, obviously only one stat we should focus on:

  • +4.5% Healing

increases all outgoing heals and increases self heals.

Note: On T14 MW gloves you will be able to roll healing on the 10, 11, and 12 stats.


I dont think there is a clear veredict on ideal stats for boots. I presonally find the movement speed boost negligible so I invest it all in endurance. Either choice below seems fine:

  • Endurance
  • Movement speed


In any kind of group setup, there is only really a very limited number of crystal choices for healers. Below I am listing the most common crystals you will want for PvE.


  • Hunters Crystal - Increased damage against normal monsters. These crystals can be stacked. These should be used only during solo play and leveling.
  • Brilliant Crystal - MP Regen crystals. These crystals can be stacked. During most group scenarios, this is the bread and butter crystal for healers. While it is true that at endgame a priest rarely runs out of mana during regular stable fight conditions, wait until someone dies and requires a rez and rebuffs. Now look again at your mana. These crystals are vital when things are not going exactly as planned.
  • Swift Crystal - Increases Combat Movement Speed. This crystal is self explanatory. It's importance is obvious and it always occupies the 4th slot in my weapon.


  • Anarchic Crystal - Boss Damage Reduction. Can be stacked. This is the bread and butter of chest crystals. Stack four of these and no one will be picking on you in any pug. I personally do not think they are that great for priests specifically. Players have done extensive theorycrafting that proves that when a boss hits you, it IS ultimately more efficient to have boss damage reduction crystals over HP crystals but many boss fights include a multitude of adds, debuffs or damage side effects that are NOT considered boss damage.
  • Relentless Crystal - HP crystals. These crystals can be stacked and will greatly increaase our HP pool. I personally find them superior to anarchics for priest specifically (Not necessarily for other classes) as many times during a boss fight, not all incoming attacks will be considered boss damage.
  • Fleetfoot Crystal - Movement Speed (out of combat). This may be one of the most overlooked crystals in the game but it is specially important for priests especially in the hardest current endgame bosses (Nightmare Meldita and Nightmare Shandra Manaya) that are immune to Triple Nemesis debuffs. Consider the fact that heals, shields, mana charge and energy stars do NOT put a priest in combat stance and you are now moving at nearly untouchable speeds.
  • Empyrean Crystal - Activates Shield VI when knocked down or stunned by enraged monsters. The sorc in my static swears by this crystal. It may have saved my life a few times, to be quite honest but I am still testing it.

I plan on adding another paragraph specifically for PvP crystals shortly.

Glyphs and Skills

This section lists the entire list of priest skills, their description and a list of glyphs directly related to each skill and a small review of their efficiency. This section reflects the information we posted on the official website under Leiloni's updated guide:

Green Good for PvE
Turquoise Good for PvP
Purple Situational
Red Bad
* Master Glyph. Master Glyphs that merely reduce point cost have not been included.

Divine Radiance [ LV1 Divine Radiance ]

Glyph of Power – Increases power by 25%. - It may be useful for a leveling build. Does not match my play style of pulling multiple mobs and spamming AoE attacks.

Heal Thyself [ LV1 Heal Thyself ]

Glyph of Restoration – Increases HP regeneration by 20%. - This glyph may be useful for PvP mostly because there will be a few leftover points in the average PvP build. Not useful at endgame PvE and I don’t recall it being necessary through leveling.

Backstep [ LV1 Backstep ]

[X] No Glyphs, currently.
As of 02/05/13 patch, backstep grants invincibility during its animation.

Mana Infusion [ LV2 Mana Infusion ]

Glyph of Spirit – Increases MP regeneration by 20%.
Glyph of Haste – Increases casting speed by 25%.

Metamorphic Blast [ LV2 Metamorphic Blast ]

Glyph of Brilliance – Decreases MP consumption by 33.
Glyph of Slowing – 20% chance to decrease opponent’s attack speed by 15% for 7 seconds.
In my opinion, all MP reduction glyphs are a joke and were put there as fillers. I can’t recommend any of them.
The attack speed decrease can be useful for a leveling build that is used to spamming AoE attacks on multiple mobs.

Triple Nemesis [ LV4 Triple Nemesis ]

Glyph of Powerlink [Metamorphic Blast] – Increases skill power by 25% for the next chain skill: Metamorphic Blast.
Glyph of Enfeeblement– 20% probability to decrease opponent’s endurance by 10% for 7 seconds.
The first can be useful for a DPS questing/leveling build but at 60 I don't see much use for it unless you want to have a separate questing/grinding build.

The endurance debuff however is really nice because it stacks with the Warrior and Lancer endurance debuffs - less boss endurance mean your dps hit much harder. It has a 20% chance to proc on each hit of Triple Nemesis. The debuff lasts for as long as the CD for Triple Nemesis (both are 7 seconds). While you won't be able to keep this up all the time due to the fact that it has to proc, in a good group that doesn't need to be babysat you can have this up for a good portion of the fight. This is a must have for most PvE for the group dps increase (with the exception being Queen NM/HM where the chance of this debuff landing is null or near zero)
The only downside to spamming this skill is the fact it will put the priest in combat stance, therefore causing a considerable movement speed reduction.
Note: The January 17th KTERA Patch increased the Enfeebling glyph to a 100% proc rate.

Fiery Escape [ LV6 Fiery Escape ]

Glyph of Brilliance – Decreases MP consumption by 30.
* Glyph of Energy– Decreases cooldown by 15%.
Decreased cooldown is yet another PvP build skill due to the fact you will have leftover points.
The faster access to Fiery escape can be quite useful in PvP if you are not fighting multiple classes that can stun lock you to death.

Restorative Burst [ LV6 Restorative Burst ]

Glyph of Lingering – Increases effect duration by 20%.
Glyph of Brilliance – Decreases MP consumption by 275.
Glyph of Spirit - Restores 50 MP for all targets every second.
The leveling priest may want to invest in here for the simple reason that all circle heals generate a lot less hate compared to target heals (focus heal). Not quite useful at endgame.
MP reduction = useless

The last glyph is great for returning mana to your group. Paired with Mana Charge glyphs your group will not have many issues in PvE. The Glyph of Lingering does not affect the MP regen caused by Glyph of Spirit.

Focus Heal [ LV10 Focus Heal ]

Glyph of Multiplication – Increases number of lock-on targets by 1.
Glyph of Longshot – Increases range by 3 meters.
* Glyph of Soothing – Decreases aggro by 20%.
The extra target glyph is pretty much a required glyph for both PvE and PvP. The Glyph of Longshot is vital in PvE and PvP.

Final eprisal [ LV10 Final Reprisal ]

Glyph of Brilliance – Decreases MP consumption by 62.
Glyph of Persistence – 40% chance to reset cooldown.
Glyph of Numbing – 20% probability to decrease opponent’s speed by 30% for 4 seconds.
Latter two are good for a grinding build if you're going to have one, especially the Glyph of Persistence. Final Reprisal is one of the strongest priest offensive spells, it should be part of the rotation of a leveling priest or grind build, its use and glyphing are also limited to that gameplay only.

etaliate [ LV12 Retaliate ]

Glyph of Power – Increases power by 25%.
Glyph of Energy – Decreases cooldown by 20%.
The ability to stand up from a knockdown more frequently in PvP is great. The leveling Priests focused on AoE multiple mobs might want to consider these glyphs if getting beat-up is part of their attack rotation. LOL! (I am kinda serious about this statement)

Mana Charge [ LV12 Mana Charge ]

Glyph of Haste– Increases charging speed by 25%.
Glyph of Spirit – Increases MP regeneration by 15%.
Glyph of Powerlink [Shocking Implosion] – Increases skill power by 25% for the next chain skill: Shocking Implosion.
Glyph of Collaboration – 25% of the recovered MP will also be restored to your group members.
*Glyph of Collaboration – 45% of the recovered MP will also be restored to your group members.
Shocking Implosion is more of a grinding/leveling build thing. But the other three are great. More mana = more dps. If your group has an infused charm and you use this skill (fully charged) on CD, they shouldn't really have mana issues once you get the 45% glyph. These are must haves for PvE.

Shocking Implosion [ LV14 Shocking Implosion ]

Glyph of Powerlink [Final Reprisal] – Increases skill power by 25% for the next chain skill: Final Reprisal.
Good for a grinding/leveling build, it is not needed in group situations though.

Isharas Lullaby [ LV14 Ishara's Lullaby ]

Glyph of Energy – Reduces cooldown by 20%.
Shorter CD on our CC. Good stuff for PvP.

Purifying Circle [ LV16 Purifying Circle ]

Glyph of Energy – Reduces cooldown by 25%.
The CD on purifying circle is short enough as it is. Even if you miss it, it can be cast again in 2 seconds.

Regeneration Circle [ LV18 Regeneration Circle ]

Glyph of Lingering – Increases the effect duration by 30%.
Glyph of Energy – Decreases cooldown by 20%.
* Glyph of Energy – Decreases cooldown by 30%.
Glyph of Influence [Focus Heal]– Reduces MP cost by 85 for the next chain skill: Focus Heal.
While this heal certainly has it's uses, you don't really need to glyph it.

Resurrect [ LV18 Resurrect ]

Glyph of Brilliance - Decreases MP consumption by 510.
Glyph of Energy - Decreases cooldown by 50%.
Glyph of Haste - Increases casting speed by 30%.
* Glyph of Heartening - Resurrects targets with 120 stamina.Glyph of Haste is a very situational glyph. If your team is learning a dungeon and you know that people will die, and they have to be up quickly the combination of Energy, Haste, and Heartening can greatly decrease the downtime of the team. It still is not recommended for most situations since there are often more useful glyphs.

Blessing of Zenobia [ LV20 Blessing of Zenobia ]

Glyph of Boost – Increases speed boost by 50%.
Glyph of Fleetfoot– Increases your movement speed by an additional 35 (also affects in combat speed). Only affects the caster.
* Glyph of Fleetfoot– Increases your in-combat movement speed by 15 for 10 minutes. Only affects the caster.
Boost only increases your out of combat speed which should be fast enough already, but perhaps that's personal preference. The other glyphs are nice to boost your in combat speed - your slowed already so any increase you can get will help.

Summon Party [ LV22 Summon: Party ]

Glyph of Brilliance – Decreases MP consumption by 800.
Glyph of Energy – Decreases cooldown by 20%.
Have a spare glyph point? Congratulations. You just decreased your Cooldown by 20%.

[ LV24 Arise ]

Glyph of Energy – Decreases cooldown by 50%.
* Glyph of Lingering – Increases effect duration by 100%.
This skill in general is great. Stands up your group members after a knockdown and gives them extra knockdown resist for 5 or 10 seconds. No other class has the knockdown prevention and recovery that a Priest has and it can save lives - helping people get up and away faster and more frequently, or not getting knocked down at all if you use Kaia's Shield.

This skill is better than Retaliate most of the time because it has no animation at all - it stands them up instantly (most of the time because there are some classes that have nice effects on their Retaliate). It looks funny but it's great in both PvE (depending on the boss) and PvP. Retaliate has a long animation that often prevents people from using evasion moves to get away. Also useful as a second retaliate for your group if they're knocked down often.

Plague of Exhaustion [ LV24 Plague of Exhaustion ]

Glyph of Energy – Decreases cooldown by 20%.
* Glyph of Energy – Decreases cooldown by 30%.
Great skill. Make sure you use as often as you can in PvP to remove everyone's buffs and it also increases melee cooldowns. This should also be glyphed if you intend to MCHM because nothing is worse than this being on cooldown when you need to remove a buff from Queen. The debuff cannot be cleansed.

Healing Circle [ LV26 Healing Circle ]

Glyph of Restoration – Increases HP regeneration by 10%.
It sounds fun in theory but with a good Staff you can heal people for 50-55k with this heal, so you won't need to glyph it.

Blessing of Shakan [ LV26 Blessing of Shakan ]

Glyph of Lingering – Increases effect duration by 30%.
Normally you are with your party so you can simply refresh the buff as needed, only useful if you’re buffing an alt/friends who are going to solo dungeons for money.

Homeward Bound [ LV32 Homeward Bound ]

Glyph of Brilliance – Decreases MP consumption by 800.
The only time I’ve ever used this skill is to be lazy and port myself around zones for faster questing.

Blessing of Seren [ LV34 Blessing of Seren ]

Glyph of Lingering – Increases effect duration by 30%.
Normally you are with your party so you can simply refresh the buff as needed, only useful if you’re buffing an alt/friends who are going to solo dungeons for money.

Blessing of Balder [ LV36 Blessing of Balder ]

Glyph of Lingering – Increases effect duration by 30%.
Normally you are with your party so you can simply refresh the buff as needed, only useful if you’re buffing an alt/friends who are going to solo dungeons for money.

Prayer of Peace [ LV36 Prayer of Peace ]

Glyph of Haste – Increases casting speed by 100%.
While an instant deaggro sounds great, you won't need it.

Energy Stars [ LV40 Energy Stars ]

Glyph of Lingering – Increases effect duration by 25%.
Glyph of Energy – Decreases cooldown by 20%.
Two PvE must haves. An extra 22 Power on top of our 15 minute buff, in addition to 5% attack speed. Both glyphs together increase the uptime from 50% to 76%. Use it on CD and love it. Big dps increase for the group. While it's not as nice as a double crit aura, it's pretty good as far as dps increases for the group go, especially mixed with the Triple Nemesis Endurance debuff.
Note - This was also buffed in KTERA's recent January 17th patch. No word yet on when this comes to us.

Kaia's Shield[ LV42 Kaia’s Shield ]

Glyph of Energy – Decreases cooldown by 20%.
Glyph of Grounding – Increases caster’s endurance by 30% for 12 seconds.
* Glyph of Regeneration – You and your group members receive an effect that restores 5% HP every 2 seconds for 6 seconds.
15k damage prevention plus total immunity to knockdowns and immobility. Against bosses, players, whatever. Try to use it preemptively to prevent you or the group from being knocked down or from taking a huge hit although it's also a great "Oh [filtered]" button obviously.

Blessing of Arachne [ LV46 Blessing of Arachne ]

Glyph of Lingering – Increases effect duration by 30%.
Normally you are with your party so you can simply refresh the buff as needed, only useful if you’re buffing an alt/friends who are going to solo dungeons for money.

Guardian Sanctuary [ LV50 Guardian Sanctuary ]

Glyph of Energy – Reduces cooldown by 20%.
* Glyph of Balance – Doubles Balance for 30 seconds.
Energy is an important glyph for PVP since Guardian Sanctuary only lasts 5 seconds after the latest patch. It will protect you from roots, stuns, and reduces ranged damage by 30%. For PVE I would say it is situational though due to it now only lasting 5 seconds.

Divine Respite [ LV56 Divine Respite ]

Glyph of Energy – Decreases cooldown by 20%.
This skill is great all around. With my Staff it heals me in my PvP gear for over 16k a tick.

Healing Immersion [ LV60 Healing Immersion ]

Glyph of Persistence – 40% chance to eliminate cooldown.
Glyph of Restoration - Increases the healing amount by 20%.
Ranged lock on similar Healing Circle, healing for 10% less than Healing Circle. It's amazing. Although similar to Healing Circle, you likely will not need the heal boost glyph.

Grace of Resurrection [ LV60 Grace of Resurrection ]

Glyph of Energy – Decreases cooldown by 40%.
Extremely useful for PVE, but does not work in Battlegrounds or 3v3. So glyph accordingly.


Ifris is a lvl 60 priest from Frost Reach, proud member of the Renaissance guild. I am known as Pharys in the official forums. This guide would not exist without the help and collaboration of all the awesome players that actively participate in the official forums. A lot of the information and opinions shared here comes from personal and shared research, months of heated debates and discussions since CBT. Rather than saying thanks, I would like to humbly share the credit of this guide with all of them, especially Leiloni, AkizukiRyou, Illusoire, Luciferia, Celaeris, Catatonic and RitsukoA among a few others. Special thanks to Aliena who came up with this idea and kept pushing me around until I got this done.

This guide is a work in progress, I will try my best to keep it updated as new content comes out, mistakes are spotted and suggestions are made.