Priest Dungeons

Dungeons for Priest

Dungeon notes for this class: pull jobs, positioning, and room-specific failure states.

Priest dungeons (4)

Dungeons

Wailing Caverns: Cave Route and Runner Control

Set the cave route and stop runners before they find a side path. The escort is optional.

Open page

Line of sight and runner priority give Priest room to heal. Ask for a clear lane when the group spreads through corners or leaves dangerous targets alive.

Dungeons

Shadowfang Keep: Pull Back From the Stairs

Pull casters around a clear corner, then manage Springvale and Arugal with interrupts ready.

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Clear corners and caster priority give Priest time to stabilize SFK. Call the pull back when the group fights in doorways or widens the room.

Dungeons

Hardcore Dungeon Discipline: Stop Before the Wipe

Set the pull location, reset call, and leave condition before the first room becomes a larger pull.

Open page

The group needs to stop creating damage while the first problem is being solved. Call the drink and pace reset when the healer needs one. Spell choice cannot repair a party that keeps widening pulls.

Dungeons

Deadmines: Stairs, Runners, and the Ship

A low-level Alliance dungeon with runners, corners, stair pulls, and a ship that needs a reset before boarding.

Open page

Priest keeps Deadmines safe by calling the drink and reset when the group fights on stairs, drifts around corners, or opens ship packs from awkward spots. Heal the pull the group prepared.