Shadowlands Holy Priest Guide

Venthyr Covenant for Holy Priest

Allegiance to the Venthyr Covenant for Holy Priest provides you with many benefits, two new active abilities, access to three soulbinds, and much more. In this guide, we will explore what are the perks for aligning yourself with the Venthyr, explaining their Covenant Abilities and Soulbinds and how they modify and enhance your toolkit both inside and out of combat. We will also recommend the best soulbinds for Venthyr Holy Priest and explore how they impact your rotation, gearing, and talent builds. Updated for Shadowlands Launch.

If you are looking for information on how strong the Venthyr Covenant is for Holy Priest, as well as details on which covenant is best, please visit our Best Covenant for Holy Priest guide.

Changes to Venthyr Holy Priests in 9.1

  • VenthyrShadow Word: Manipulation: Mindgames lasts an additional 3 sec and reverses an additional 10% damage or healing. When Mindgames can no longer reverse healing or damage, gain 3% Critical Strike for each second remaining for 10 sec.

Venthyr Holy Priest Covenant Abilities

Venthyr Priest Class Ability: Mindgames

The Venthyr Class Ability for Priests of all specializations is Mindgames: a 45 second cooldown that damages an enemy, reverses enemy damage to the group into healing on them, and returns mana to the caster.

Key notes for this ability:

  • There are limitations to how much damage or healing will be reversed. For boss encounters dealing large AoE to the group, it will convert a small portion of that damage, not all of it.
  • To receive mana regen, you must reverse some damage or healing that the target produces. Make sure whenever you're casting that you're selecting a target that is actively producing one of those things. For example, if a tank is kiting an enemy, you won't receive any sort of mana regen or damage reversal because the enemy is not actively engaging.
  • When a player receives healing by Mindgames, they also receive Mastery: Echo of Light healing as well.
  • Many encounters in Season 1 of Shadowlands have steady ticking damage. On Prideful, you get the powerful burst of healing and a slight amount of follow up via the reversals. In the raid, many bosses will produce an early burst followed by low to mid ticking damage, like Sludgefist when he destroys a pillar.
  • Shattered Perceptions is the conduit for Mindgames. It's a duration and healing increase that is a decent gain to your Covenant ability, but you often have access to stronger conduits instead.

Venthyr Conduit for Mindgames

The Shattered Perceptions conduit is a simple damage and transfers increase to Mindgames that will see use primarily in Mythic+ if at all.

Venthyr Priest Signature Ability: Door of Shadows

Door of Shadows is an excellent movement cooldown for Holy that can be used in a variety of situations. Often one of Holy's biggest weaknesses is moving a vast distance rapidly, without losing substantial uptime.

In Castle Nathria, this raid had a number of strong uses for Door of Shadows where heavy movement will be needed once or twice an encounter. On Council of Blood with Baroness Frieda, you will have to dance in the intermission phase, but first must get into your square position. At times this can be next to you, at others it will be halfway across the room. Door of Shadows is excellent for guaranteeing you will not have an issue getting in place rapidly. On Stone Legion Generals, the Stone Legion Skirmisher enemies will attempt to knock you off the platform at low health. This happens frequently, so there will be times where you cannot operate the warlock gateway. Having another cooldown from your Venthyr Signature ability will be valuable.

In Mythic+ there are a number of easy skip arounds that can be used in conjunction with Mind Soothe to create minimal contact with enemies you wish to skip.

Venthyr Exclusive Legendary for Holy Priests

  • VenthyrShadow Word: Manipulation: Mindgames lasts an additional 3 sec and reverses an additional 10% damage or healing. When Mindgames can no longer reverse healing or damage, gain 3% Critical Strike for each second remaining for 10 sec.

Do not craft, just not worth the legendary slot at the moment since we can only have one legendary equipped at a time.

Other Legendary Interactions for Venthyr Holy Priest

There is currently no special Venthyr to non-covenant Legendary interaction for Holy.

Best Venthyr Holy Priest Soulbind

Best Venthyr Holy Priest Renown 40 Soulbind

Holy Priest's best choice for soulbind for Venthyr at Renown 40 is Theotar which should continue into higher renown levels.

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Best Venthyr Holy Priest Renown 80 Soulbind

On the way to Renown 80, you'd still maintain the Theotar Soulbind throughout the Renown leveling process. Tea man is the strongest soulbind at all levels from 40-80.

The below Soulbind Calculator is valid starting at Renown 40. Conduits are socketed in order of highest priority from top to bottom in order to facilitate the greatest benefit when empowering conduit rows from renown. Please see our Holy Priest Conduit Guide for more information on Conduits including Empowered Conduits.

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Venthyr Holy Priest Covenant Rotation Changes

As usual, this page only highlights the specific use case of the class and signature abilities. To see how they fit within the context of the entire spec, we encourage you to check the other pages in the guide related to the context you are looking for:

Mindgames

Mindgames is a straightforward and easy Covenant ability to use; it's just a shame that it has such little interaction with our kit. Ideally, you'll look for areas where the enemy will still be dealing damage to the party so you can take advantage of the damage reversals.

In 5 mans, the primary use of this ability will be on Tyrannical settings. Identifying areas with high single target damage will be key for mitigating your weak spots. On the Kul'tharok encounter in Theater of Pain for example you'll have Draw Soul and Phantasmal Parasite go out together at key moments. Preemptive use of Mindgames will help smooth out of the incoming damage and make it easier to handle.

Door of Shadows

As stated above, there are a ton of uses for the big mobility that this ability provides. Experiment with the range, prepare for the cast time, and lean on it to minimize unnecessary movement.

Venthyr Holy Priest Talent Builds

Your talent build does not change at all while picking this Covenant. Mindgames is just a straightforward cast to reverse some of the damage an enemy deals.

Venthyr Holy Priest Gearing Differences

Following the trend set by previous expansions, Holy Priests still prefer raw item level upgrades while preferring Mastery and Crit and your covenant does not impact this trend.

As usual, substantial item level upgrades typically outweighs "better" secondary stats at lower ilvl.

Venthyr Holy Priest Soulbinds

Across all classes and specs, Venthyr have access to the same three soulbinds: Nadjia the Mistblade, Theotar the Mad Duke and General Draven. They are the NPCs with whom you complete the zone story, and they allow you to "attune" yourself to them to gain access to a tree of upgrades centered around your base toolkit (through Conduits) and Covenant abilities (through special game-wide traits).

These trees progressively unlock based on completion steps (such as finishing the campaign) and your Renown level with the Venthyr Covenant.

We've summarized the optimal traits for each soulbind below. Potency conduits have variety in the situations that are used, refer to the conduit page for various builds for various situations.

Nadjia grants you three important traits:

  • Thrill Seeker provides a stacking buff that unleashes a haste buff when reaching 40 stacks. If you kill an enemy, you gain additional stacks. These decay extremely fast when not in combat, so raid encounters with multiple adds are generally where this trait will shine. In Dungeons, the buff decays too quickly to really make effective use out of and on Patchwerk encounters the stack generation is too low to get strong uptime.
  • With Agent of Chaos, you gain a radius marker where your Door of Shadows will land resulting in a quick disorient to all enemies inside. This has some marginal benefits in Mythic+, particularly in dungeons like Sanguine Depths where there is a high density of low-hp caster enemies. Once the AoE stuns/silences run out, having an extra resource to tack on can have some decent value.
  • Finally, the Dauntless Duelist trait is just generally decent for single target damage but you give up a Potency slot to get it.

This tree is rapid to unlock but is low in stat uptime and extra bonuses.

An example tree to follow on this soulbind is as follows:

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Theotar, while not the best option, offers a solid early soulbind tree with good benefits.

  • Soothing Shade, the initial trait in the tree, creates a solid Mastery benefit with decent uptime. The parasol they trot out with is generally just a step or two away from you so it's easy to pivot and stand in.
  • At the final fork in the road you're given two options. Wasteland Propriety grants you and allies nearby a solid chunk of Versatility for 8 seconds after you cast Mindgames, or you could grab the Potency conduit and take Token of Appreciation. The versatility bonus can be very strong, especially if you time it correctly with your Divine Hymn or Holy Word: Salvation.
  • The choice is really between getting that versatility bonus AFTER you cast Mindgames, meaning your Divine Hymn or Holy Word: Salvation will be buffed by that versatility or grabbing that extra Potency conduit which features a small extra heal. By the time that you make this choice, you'll be able to select the more optimal General Draven soulbind, so it's often a choice that you won't need to make.

An example tree can be seen below.

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General Draven is the good alternative choice for raiding Holy Priests:

  • Service In Stone provides a bit of damage reduction when below 40% health and then provides a "martyrdom" type effect when you die, splitting damage and healing. We're all great players here so we don't really have to worry about that last part /cough.
  • Unbreakable Body is a decent "tech" soulbind for progression raiding when wipes are frequent.
  • Hold Your Ground is the final trait in the tree and pretty much the biggest reason to take it.

The biggest purpose of this soulbind is really Hold Your Ground. It has extremely high uptime and doesn't require any extra work to activate. When you're casting you're naturally already standing still so you'll be firmly planted and easily benefiting from the 4% healing increase at almost all times.

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