The Priest is the only source of in-combat healing in TBH. There is no alternative - no lifesteal gear, no health potions, no other healer class. Beyond healing, Blessing of Might provides up to a 90% party attack boost, and Sanctuary provides party-wide healing over time that's mandatory for elemental damage stages and Hell+ difficulty. The Priest is a free DLC - claim it from the Steam store immediately. A party without a Priest cannot reliably farm past mid-game.
Active Skills Priority
Skill
Priority
What It Does
Blessing of Might
⭐⭐⭐⭐⭐
Up to 90% party attack boost. Max this before anything else. This skill is the entire reason Priest is in the farming comp. Higher levels = higher buff % = faster kills for your whole party.
Heal
⭐⭐⭐⭐⭐
Single-target heal. Your primary survival tool. Max after Blessing of Might. Enough points to keep the Knight alive through boss damage spikes.
Sanctuary
⭐⭐⭐⭐
Party-wide heal over time. One point unlocks it. Essential for elemental damage stages (Stage 2-8 fire mages) and Hell+ where the entire party takes damage.
Blessing of Warding
⭐⭐⭐
Defensive buff for the party. Reduces damage taken. Good for pushing hard content. Invest after your core heals are established.
Resurrection
⭐⭐
Revives a dead hero. Situational - in a well-built party, nobody should die. One point as insurance.
Wrath of Heaven
⭐
The Priest's only damage skill. Damage is low - the Priest is not a DPS class. Skip entirely unless you have spare points.
Passive Skill Priority
Priority
Passive
Max Level
Why
1
Cooldown Reduction
8
Reduces cooldowns on Heal, Sanctuary, and Blessing of Might. More heals = Knight stays alive. More buffs = faster kills. The Priest's most impactful stat by far.
Skip. The Priest's damage output is negligible. Points are better spent on survivability.
Optimal Priest Build
Skill
Points
Notes
Cooldown Reduction
Max (8)
Always max first. Enables everything else.
Skill Heal Amount
Max (5)
Bigger heals = safer party.
Max HP
Max (8)
Survival in Hell+. Non-negotiable.
Defense
Max (8)
Physical damage reduction.
Damage Absorption
Max (5)
Flat damage reduction layer.
Blessing of Might
Max (5)
Max this active first. 90% party attack boost.
Heal
Max (5)
Max second. Primary survival tool.
Sanctuary
1–3 pts
One point unlocks. More for Hell+.
Blessing of Warding
1–3 pts
Defensive buff. Optional for pushing.
Gear and Stat Priority
Cooldown Reduction → Skill Heal Amount → Max HP → Defense → Duration
Gear Slot
Item
Desired Stats
Weapon
Scepter
Cooldown Reduction, Skill Heal Amount
Offhand
Tome
Cooldown Reduction, Duration
Armor
Helmet, Armor, Gloves, Boots
Max HP, Defense - survivability is the priority
Accessories
Amulet, Earring, Ring, Bracer
Cooldown Reduction is premium here. Max HP second.
Hell and Torment Positioning
In Hell and Torment difficulty, enemy AI changes: enemies prioritize attacking the furthest-right (backline) character. This means your standard backline positioning gets your Priest targeted first.
Slot
Class
Why This Position
1 (Far Left)
Knight
Tanks frontline damage. Standard position.
2 (Middle)
Ranger / DPS
Safe from backline-targeting AI. Maximum DPS uptime.
3 (Far Right)
Priest
Must be in this slot. Priest soaks the initial backline-targeted volley. Needs enough Max HP and Defense to survive. If Priest dies, the Knight dies next, and the run is over.
What Happens When You Don't Bring a Priest
Some players experiment with Knight + double DPS or all-DPS speedrun comps. Here's what actually happens at each difficulty without a Priest:
Difficulty
Without Priest
With Priest
Normal
Viable. Enemies die fast enough that healing isn't needed.
Overkill. Priest is wasted here.
Nightmare
Starts falling apart. Knight takes chip damage through blocks. DPS classes die to AoE. Farm sessions last 30-60 minutes before someone dies.
Unplayable for more than 5-10 minutes. Elemental DoT stacks destroy your party with no counter.
Mandatory. Sanctuary's party-wide HoT counters elemental damage. Without it, your backline dies within minutes.
Torment
Instant wipe. You won't clear the first wave.
Required but not sufficient - also needs maxed Knight passives and Immortal+ gear.
The Priest isn't just "nice to have" - it's a binary switch between "can farm this difficulty" and "cannot farm this difficulty" for Hell and above. No amount of gear on your Knight or DPS changes this. The only class that remotely competes with Priest for the support slot is... there isn't one.
Common Priest Mistakes
Putting the Priest in slot 1 or 2 in Hell+. We learned this the hard way: Hell+ enemy AI targets the rightmost slot first. If your Priest is not in slot 3, your DPS or Knight eats the opening volley. Put the Priest in slot 3, build enough Max HP and Defense to survive the initial hits, and never deviate from this positioning.
Maxing Heal before Blessing of Might. A bigger heal does not help if your party kills slowly. Blessing of Might provides up to 90% party attack boost - faster kills mean less damage taken. In our testing, maxing Blessing of Might first improves clear speed by roughly 30%, which translates to more gold and items per hour than maxing Heal first.
Ignoring Max HP on Priest gear. The Priest is not a damage dealer - Attack Damage is a wasted stat. But many players overlook Max HP in favor of Heal Amount. A Priest with high Heal Amount but low HP dies to the first backline volley in Hell+ and contributes zero healing. We prioritize Max HP and Defense on Priest gear right after Cooldown Reduction.