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World of Warcraft Classes Priest «Discipline»

Discipline Priest PvE Guide

A Discipline Priest is something like a mixture of a Priest of Darkness and Holy with a completely unexpected result. A Discipline Priest has access to many Darkness spells, but their aim is protecting and healing their allies which they mostly carry out through damage delivery.

 

Contents

Introduction

Let’s take a closer look at the weakest and the strongest aspects of this specialization:

Advantages:

  • Capable of absorbing damage;
  • Has powerful frequent burst;
  • Nice additional DPS for the group/raid;
  • Barely depends on the group/raid’s positioning;
  • Effective in raids.

Disadvantages:

  • Poor survival;
  • Weak single target healing;
  • Not the easiest character to handle – you need to be able to anticipate and plane your actions long in advance;
  • Inefficient in healing on Mythic+, particularly for affixes that demand regular periodic healing.

Basic information on the spec:

A Discipline Priest, like any other healer in the game, uses one key resource – Mana. Mana is spent on the majority of healing spells, and on some auxiliary ones, too.

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Glossary

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Main abilities

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Talents

General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

Tier 1. Lvl 15.

  • Twist of Fate. Healing any allies with below 35% Health increases all your damage dealing and healing by 20%.
  • Castigation. Penance, over its active time, sends an additional charge of light energy.
  • Schism. For medium Mana, this 1.5-sec cast spell deals your enemy Shadow magic damage, after which it allows you to deal 30% more damage to that target for the next 6 secs.

* Your default choice would be Twist of Fate as the most efficient talent in both raids and Mythic+.
Castigation and Schism are more cut for dealing damage, but Schism is very peculiar about Mana. With Soul of the High Priest in stock, use a combination of Twist of Fate + Castigation.

 

Tier 2. Lvl 30.

  • Angelic Feather. Place a Feather in a selected spot. An ally to pick it up gets 40% faster for 5 secs. You can place up to 3 Feathers. The spell has 3 charges. CD 20 secs.
  • Body and Soul. Power Word: Shield also increases your target’s moving speed by 40% for 3 secs.
  • Masochism. When using Shadow Mend on yourself, its periodic effect now restores Health and reduces the incoming damage by 10%.

* Discipline is not famous for their mobility, so, picking Angelic Feather would be the most reasonable move on this Tier as it provides a speed boost, and not only to you.
Body and Soul ends up being a rather mediocre talent because Power Word: Shield is used per CD to absorb the damage to be taken by your allies. That is what makes it difficult to speed up whoever you need whenever you need.
Masochism is good for situations where you don’t need a lot of relocation, but rather survival. This is why additional reduction of the incoming damage is only welcome.

 

Tier 3. Lvl 45.

  • Shining Force. For a small amount of Mana, it helps you push the enemies near the selected ally of yours back and slow them down by 70% for 3 secs.
  • Psychic Voice. Reduces the CD for your Psychic Scream by 30 secs.
  • Dominant Mind. Allows you to control your character during Mind Control effects thus making the controlled target your familiar for 2 min. Doesn’t work against players.

* The whole Tier has no effect on damage delivery or healing. Usually, Shining Force is used as, in Mythic, it helps you save your tank from receiving damage or interrupt an unwanted cast with the throwback effect.

 

Tier 4. Lvl 60.

  • Power Word: Solace. A Mana-free spell, it deals instant Holy damage to your enemy and recovers 1% of your max Mana. CD 12 secs.
  • Shield Discipline. If Power Word: Shield is completely absorbed, you instantly recover 1% of your max Mana.
  • Mindbender. Replaces Shadowfiend. Summons, for 15 secs, a Guardian which would attack your target. Each of your Guardinan’s attacks restores you 0.5% of your max Mana. CD 1 min.

* From the viewpoint of Mana regeneration, Shield Discipline is your best option.
The higher your Haste Rating, the more effective the Mindbender gets – it starts generating more Mana and delivers more damage which turns into healing. The best HPS and Mythic+ talent.
Power Word: Solace is a weak pick at the moment.

 

Tier 5. Lvl 75.

  • Sanctuary. Smite‘s damage absorbing effect gets empowered by 50%.
  • Clarity of Will. A 2-sec cast, Mana-medium, this one allows you to tag your target with an absorbing shield for 20 secs.
  • Shadow Covenant. For minor Mana, instantly heals the selected target and up to 4 allies within the range of 30 m. It restores every one of them major Health but does not apply the 6-sec debuff absorbing the following incoming healing.

* Sanctuary has the best efficiency for raids.
Clarity of Will is an optional choice for situations when you need to absorb more damage coming, for example, from a specific attack on your tank.
Shadow Covenant may sometimes be useful, too. Particularly when you need a one-time burst heal.

 

Tier 6. Lvl 90.

  • Purge the Wicked. Replaces Shadow Word: Pain and get slightly cheaper in terms of Mana. Deals instant Fire damage, plus some more over the following 20 secs. When Penance is being applied to a target with Purge the Wicked on them, this effect spreads over to the closest enemy.
  • Divine Star. For a small amount of Mana, it releases a star that flies 24 m forward. All the allies on its way restore Health, and all enemies take Holy damage. Once the star makes the whole distance, it goes back the same way – healing the allies and damaging the enemies. CD 15 secs.
  • Halo. For a small amount of Mana, the spell creates a ring of Holy energy which expands around you until reaches the radius of 30 m. Allies receive healing, enemies take Holy damage. CD 40 secs.

* The best raid and Mythic+ talent here is Purge the Wicked which significantly empowers the outgoing damage as well as the healing produced through Atonement.
For burst AoE healing, you could use Halo.

 

Tier 7. Lvl 100.

  • Power Infusion. Increases your Haste Rating by 25% and reduces your Mana spendings by 25%. Active for 20 secs. CD 2 min
  • Grace. Increases healing by all abilities – except Atonement – by 30%. It also increases damage absorption for all the targets tagged with Atonement.
  • Evangelism. Increases the active time of all the cast Atonement effects by 6 secs. CD 1 min 15 secs.

* The best basic choice in terms of HPS would be Evangelism.
For Mythic+, Grace is good because you would have to use channeled healing into people quite a lot.
Power Infusion may come in handy in situations demanding an additional heal or an extra DPS cooldown.

 

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Artifact

Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.

Relics

A Discipline Priest uses 2 Holy and 1 Shadow relics.

First and foremost, you should consider the relic’s ilvl; how much ilvl it gives to your artifact, to be precise. None of the traits costs over 3 weapon ilvl. In case the difference between the ilvls is not big enough, consult this simple list where the artifact ilvl equivalents are also indicated:

  1. Confession +3
  2. The Edge of Dark and Light, Shield of Faith, Lenience’s Reward +2
  3. The rest +0

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Netherlight Crucible

Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.

Tier 2. This is where you face the first important choice between Light and Shadow as the result of your choice deprives you of one of the last traits on Tier 3. Your objective: to pick a way of the highest ilvl equivalent sum:

  1. Shadowbind, Chaotic Darkness +3
  2. Infusion of Light, Master of Shadows, Secure in the Light +2
  3. Light Speed +0.1
  4. The rest 0

Tier 3. Corresponds completely to the relic rating:

  1. Confession +3
  2. The Edge of Dark and Light, Shield of Faith, Lenience’s Reward +2
  3. The rest +0

 

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Legendaries

A Discipline Priest has access to the total of 14 Legendaries.

Let’s single out the best and the good Legendaries:

Velen goes perfectly well with Evangelism; Discipline’s best Legendary.

Soul of the High Priest allows you to have 2 talents from Tier 1. One of the best second-slot Legendaries. It has a bad synergy with 2T20 if you are using it.

Prydaz has a huge number of stats which secure nice HPS figures, but – this is important – it’s an absorb for 25% of your max Health once every half a minute. It quite boosts Priest’s survival which is a burning issue altogether. One of the best second-slot Legendaries. Should be used, if you are using 2T20 + 4T20.

Other:

Xalan the Feared’s Clench allows you to make your manual Atonement renewals more seldom; great for long-term encounters.

Sephuz’s Secret is one of the best Legendaries for Mythic+: you can activate the ring all the time which is perfect for dealing burst damage or producing burst healing.

Kam Xi’raff is a great Legendary in terms of all the stats but, unfortunately, its effect is not quite powerful. Average efficiency.

Estel, Dejahna’s Inspiration demands a slight gameplay change to provide its max efficiency. But even with impeccable execution, it still is a rather average Legendary.

Skjoldr, Sanctuary of Ivagont is an occasional Legendary enabling you to use Pain Suppression a lot more often.

Inner Hallation is quite random which is not that great for healing. Provided, however, that the Legendary works in healing during the phase you need, its efficiency is quite nice. In general, a mediocre Legendary.

Cord of Maiev, Priestess of the Moon is quite a nice Legendary for dealing damage. Weak in terms of an HPS increase, though.

N’ero, Band of Promises is only apt for use in one situation – if the whole raid is under your dome, and they all need a heal.

Norgannon is a pretty weak one.

Celumbra is only okay for the beginning, until you find the first two Legendaries.

Insignia of the Grand Army empowers Tier 2 of the Netherlight Crucible. With best traits at tier 2 becomes a strong legendary, but not close to the best.

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Gameplay

A Discipline Priest’s healing has damage delivery as an inherent part of it. A huge portion of your healing is carried out particularly with Atonement. For that reason, let’s first review the damage dealing priorities:

Raid healing:

The main idea is healing people through Atonement. This means you need to trigger that buff on your damage-taking allies with Plea, Shadow Mend, Power Word: Radiance and Power Word: Shield. At any time, about 5 buffs should be maintained simultaneously. More buffs would exhaust your Mana very quickly, and it is usually not needed with the group/raid receiving minor damage.

In case the damage is delivered to a small group of people, or the damage is small itself, to maintain Atonement, use Plea, Power Word: Shield and Shadow Mend, in case your target needs more healing. If a larger number of players is subject to damage, use Power Word: Radiance instead.

If there is upcoming damage to be delivered to a large group of players, or the current damage dealt to already injured players is about to grow:

Mythic+:

What differs this gameplay from a raid one is that Atonement healing is only effective when a group is subject to minor damage. Whenever you are subject to major damage, you’ll have to use different spells. You are assumed to be using the talent build suggested for Mythic+ in the corresponding section.

At a lower level, like it was said, Atonement healing is used. The renewal principle is the same as before – Plea, Power Word: Shield or Shadow Mend, if the incoming damage demands it.

With major incoming damage, Atonement‘s healing is obviously not strong enough. So, you’d better focus on utilizing Shadow Mend and Power Word: Shield per CD.

In case your whole group is subject to damage simultaneously, use Power Word: Radiance.

Cooldown usage:

  • Pain Suppression is a powerful single target CD. It is most likely to be used to survive potent abilities cast against your tanks. To be utilized directly before taking damage, to provide max efficiency.
  • Power Word: Barrier is a potent raid save which is quite peculiar about the raid’s disposition. Also keep in mind that, apart from reducing the incoming damage to the allies inside your dome, you also deliver more healing to those tagged with Atonement.
  • Shadowfiend is used as a DPS cooldown. You should also keep in mind that its delivered damage heals people under Atonement.
    Its modified version among talents, Mindbender, restores you Mana. You should remember that, too, so that the Mana it generates does not overcap.
  • Rapture is to be used in advance, before your group/raid receive massive damage, to prevent those targets from taking damage.
  • Light’s Wrath is used most effectively when its damage is delivered to allies with Atonement. It is preferable that you have 12+ people with Atonement before you cast it.
  • Fade is your personal cooldown which not only lets you go off the aggro but also reduces the damage dealt to you by 13%+ (depends on your Vestments of Discipline score).

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Stats

The basic priority rating for the characteristics is as follows:

 Haste => Mastery > Crit > Versatility > Intellect 

*If you have Drape of Shame, Crit surpasses Mastery.

Haste reduces the restoring time for your Power Word: Shield, reduces the GCD, shortened the casts, reduces the interval between your Shadowfiend‘s attacks, and increases the number of ticks by your Shadow Word: Pain or Purge the Wicked. Best of all, Haste increases your outgoing damage which eventually facilitates your healing.

The current specialization’s Mastery increases Atonement‘s healing efficiency.

  1. Gems:
  1. Chants:
  1. Food:
  1. Flasks and Potions:

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Set bonuses

T19:

T20:

  • 2 pieces: The first light charge by your Penance deals 65% more damage and restores 65% more Health.
  • 4 pieces: Utilizing Power Word: Shield grants you a 15% chance that your spell Penance comes Mana-free, and its restoring time shrinks by 50%.

T21:

Recomendations:

4T21 is necessary to use. 2T20 can be a good edition, especialy if they are high ilvl. This tier parts can be removed if you have off-sets of very high ilvl. Set bonus weigth depends on wich parts you have:
Chest, Legs and Head = 70 ilvl
Back, Gloves and Shoulder = 100 ilvl
Mixed = 85 ilvl

 

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Macros

It is a good idea to set mouseover macros for all your healing and defensive spells as well as for Leap of Faith (meaning when you use these macros, the spell is cast upon the target which is at your cursor’s position). For example:

#showtooltip Plea
/cast [@mouseover] Plea

 

If it’s no matter wich target to dps with your Shadow Word: Pain, this macro will be very useful:

#showtooltip Shadow word: Pain
/cast [harm,nodead][@targettarget,harm,nodead][@targettargettarget,harm,nodead][@targettargettargettarget,harm,nodead][@targettargettargettargettarget,harm,nodead]Shadow word: Pain