Discipline Priest Mythic+ Dungeon Tips & Tricks
Mythic+ is a special type of dungeon mode in World of Warcraft, offering players an endlessly-scaling challenge.
This page is meant to help optimize your Discipline Priest in Mythic+ content by highlighting the best Discipline Priest gear, best Discipline Priest talent builds, and the best rotations to help you succeed in these challenging dungeons, as well as Discipline specific tips and tricks both for individual dungeons and the Shadowlands Season 2 Tormented Affix in Shadowlands.
Best Legendaries for Discipline Priest
With the rise of Kyrian for Discipline comes the Spheres' Harmony legendary. This legendary is excellent in Mythic+ for reducing the cooldown of Boon of the Ascended by a full minute to allow more frequent uses and reduce Shadow Mend spam reliance, increasing your overall damage and Atonement output by a sizeable amount. In a raid environment, this legendary can work well on encounters with damage profiles that have excessive gaps between them. On PTR Soulrender Dormazain for example had about 2:10 mins between his main mechanic's large aoe damage. With this legendary, you could guarantee Spirit Shell and Boon of the Ascended would be available together each time, resulting in consistently massive shields on the raid.
If you are NOT Kyrian, then Twins of the Sun Priestess is still a good Mythic+ legendary that allows you to keep Power Infusion while sharing it with an ally. Coordinate with the DPS in your team to find the best time to utilize this cooldown on big pulls and let them know when you might need the buff timed for yourself in difficult to heal areas.
Best Discipline Priest Mythic+ Talents
The build you will be using in Mythic+ is the following. Keep in mind that you can run Schism if you are comfortable with the dungeons and your group, but Twist of Fate is a safer option if you are not.
As mentioned above Twist of Fate and Schism are competitive options in dungeons. Generally the higher into Mythic+ that you go, the less that Atonement alone will be able to sustain your tank and your team through increasingly damaging opponents.
Shadow Covenant can have some situational uses but is generally high-maintenance and not recommended for newer players until they are comfortable utilizing the rest of their kit. Its uses are often preemptive to better assist the tank when it needs spot healing via Shadow Mend or when you can use it for pure damage by casting Mind Sear on a high quantity of enemies.
Lenience while not flashy is your best option on the final row. The damage reduction that it can provide to the team is always great for the tank but also especially helpful for the Prideful affix when there is constant ticking damage going out.
More information about each of the individual talents in this build is provided on the talent page linked below:
Best Discipline Priest Covenant for Mythic+
Your ideal covenant for Discipline Priest in Mythic+ is the Kyrian. Its class ability, Boon of the Ascended, fills a gap in our toolkit, allowing us to better handle Tyrannical bosses and dangerous enemies through near-pure Atonement healing. Thanks to Spheres' Harmony and Effusive Anima Accelerator from Kyrian in 9.1 this gets even stronger. The large-upfront damage from Ascended Blast is excellent for generating heavy healing and the Ascended Eruption at the end can be very helpful for providing a final burst at the end of the cooldown.
Best Soulbind for Discipline Priest in Mythic+
Kyrian - Mikanikos
Kyrian Discipline Priests will have a couple of new power-ups with additional renown, notably Effusive Anima Accelerator which will reduce the cooldown of Boon of the Ascended by 12 seconds per enemy hit, up to 60 seconds, greatly increasing your overall Atonement output, overall damage and reducing your need for Shadow Mend spam.
For more information on other Covenant Soulbinds, please see our Discipline Priest Covenant guides.
Best Shards of Domination for Discipline Priest in Mythic+
Shards of Domination is a new system for Sanctum of Domination gear that provides customizable bonuses by slotting Shards of Domination into specific gear pieces from Sanctum of Domination. By killing more bosses in the Sanctum of Domination raid, these Shards of Domination can be upgraded to become more powerful. While the 3-set bonus is not active in Mythic+, the effects of the individual Shards of Domination still apply.
Discipline Priests are focused on a Shard of Domination Build that enhances our healing and damage throughput in Mythic+. The 3-set bonus does not work in Mythic+ dungeons, so we don't need 3 Unholy Shards. For the final Shard of Domination, you can use Shard of Dyz or any other offensive Shard.
|Mythic+ Priority||Shard of Domination|
|1||Shard of Zed|
|2||Shard of Cor|
|3||Shard of Kyr|
|4||Shard of Rev|
|5||Shard of Dyz|
Tormented adds four lieutenants to each dungeon, similar to the Awakened affix from Battle for Azeroth. Each lieutenant comes with a unique aura that applies to the entire party while engaged in combat and two special abilities. When the final boss of the dungeon is pulled, the auras of any alive lieutenants will be applied to the fight, making the final boss more difficult!
Defeating these lieutenants allows you to pick an Anima Power relevant to your role! You'll choose from 3 static Anima Powers, with each lieutenant offering a different set of Anima Powers.
Season 2 Affix Tormented for Discipline Priest
Best Mythic+ Anima Powers for Discipline Priest
Each of the lieutenants in the Tormented affix will drop the same Anima Power choices every time you defeat them. As such, we've listed the best Anima Powers to choose from each lieutenant for Discipline Priest. If you want an explanation on why or possible alternatives, you can see the full explanation below.
|Lieutenant||Best Anima Power|
|Soggodon the Breaker||The Stone Ward|
|Incinerator Arkolath||Pedestal of Utter Hubris|
|Oros Coldheart||Satchel of the Hunt|
|Executioner Varruth||Overflowing Chalice|
Lieutenant Strategies for Discipline Priest
- Aura: Intimidation
- Special abilities: Massive Smash, Bindings of Misery
- Healer Anima Powers: The Stone Ward, Self-Embalming Kit, Tiny Dancing Shoes
Soggodon rotates casting Massive Smash and Bindings of Misery. This grip in can be line of sighted and the chains that root players can easily be killed in time. Simply keep an eye on your tank and be ready to contribute some AoE damage to quickly kill off the chains in time before the smash.
Best Anima Power: You will pick The Stone Ward effectively all the time.
- Aura: Soulforge Flames
- Special abilities: Melt Soul, Scorching Blast
- Healer Anima Powers: Champion's Brand, Bottle of Sanguine Ichor, Pedestal of Utter Hubris
Arkolath is basically pride, but dispellable. Every 3s, everybody takes a bunch of fire damage. A cast from the mob applies Melt Soul to two targets every 8s, meaning that you will eventually get overwhelmed. There also is a kick component for the party in the Inferno cast. Get a kick-tracker and be prepared if everyone's kick is on cooldown.
Whenever Scorching Blast gets cast, simply move out of it. This can and should be baited somewhere where it does not matter, as it leaves a very long-lasting puddle on the floor.
Best Anima Power: Pedestal of Utter Hubris is a minor self-damaging effect that rewards massive haste for the rest of the dungeon, always take.
- Aura: Chilling Presence
- Special abilities: Biting Cold, Frost Lance, Cold Snap
- Healer Anima Powers: Satchel of the Hunt, Portable Feeding Trough, Gavel of Judgement
Oros Coldheart will cast Biting Cold, marking somebody with a (relatively large) circle of frost around them, dealing heavy damage to anybody in it, including the player. This cannot target the tank, but you should be aware of it as it does some large damage. Cold Snap will also be cast, forcing players to move away from the void zones that they spawn. Keep an eye on the positioning of your party and use Mind Soothe if need be to reduce the chances of your party pulling unintentionally.
Frost Lance is a Jaina-style frontal and should simply be sidestepped.
Best Anima Power: All of these powers are fairly weak, Portable Feeding Trough is good/decent selection, especially if the Executioner below is positioned near the end of the dungeon. Satchel of the Hunt is okay also if mana is not a concern.
- Aura: Thanatophobia
- Special abilities: Sever, Carnage, Wave of Terror
- Healer Anima Powers: Champion's Brand, Overflowing Chalice, Stabilizing Diamond Alembic
Yes, Thanatophobia is as fun as you think it is. This makes this mob one of the most dangerous, I often look to cast Power Word: Barrier before his AoE of terror so that the player debuffed by the charge can stay in this barrier to mitigate the Carnage damage. Absorbs are not reduced by the overall debuff so use your Rapture carefully to get the most value.
Every so often, he casts Sever, leaving behing a nasty bleed; occasionally, he also charges a random DPS with Carnage, preferring ranged players. These can be line of sighted if targetted but if you are struck will require immense throughput to support, great time to use Power Word: Barrier or Pain Suppression.
Best Anima Power: Overflowing Chalice while nerfed is still strong for gaining more mana in Mythic+. Sometimes this mob is available very early in dungeons, like right after you kill the first boss in Theater but other times he is positioned near the end of the instance like with Halls where he can be positioned after Echelon and 80% of the trash is already done, in those situations look to Champion's Brand.
Dealing with Weekly Affixes as a Discipline Priest
We've listed some of the affixes present in Mythic+ when there is something to know about dealing with them as a Discipline Priest. The full list of affixes for a season can be found here:
Discipline Priest Mythic+ Dungeon Tips
We've separated the dungeons into different tabs so that you can refer to them quickly. Each dungeon also has its Wowhead Mechanics guide linked, so you can refer to all of the mechanics in that dungeon.
- Tazavesh the Veiled Market
- De Other Side
- Sanguine Depths
- Theater of Pain
- Spires of Ascension
- Mists of Tirna Scithe
- Halls of Atonement
- Necrotic Wake
General GRIEVOUS....sorta. Rotating shield around the boss that must be manuevered around, a disarm mechanic where you must go and find your weapon in the room (make sure your main hand or staff is very visible for maximum ease) and finally a General Grievous like whirl of blades that will cut down one player that is stunned then fixated by the boss. You can use Leap of Faith to give your team some extra time to break them out of the fixate but in general all allies must immediately target swap to save them.
A 3-part fight against a menagerie of enemies. Watch out for voidzones. One player will be afflicted by a lengthy DoT from the Devourer that must be healed through. When fighting the Kyrian construct he will spawn anima orbs that REDUCE your damage done, UNLESS you are currently carrying the Devourer's debuff. Bounce the debuff between DPS players and have them take turns soaking up the anima orbs to gain a BUFF to their damage instead of a DEBUFF if they were soaking without the Devourer affect. The last leg of the boss fight is a possessed goblin who accelerates the void zones and party damage, prepare big cooldowns to burn her at the end.
Strong party spread is important throughout this encounter. The Post Master will spawn multiple soak locations that, if ignored, will spawn permanent void zones. He'll also have a sizeable crush that should be split between the party. Use party markers to identify the mail chute where the exploding packages must be tossed into and remember that you can toss packages to allies, this strat will be used during the hardmode. Priority bloodlust encounter.
This fight is a bit wack. Each player takes an instrument, some are frontals, 360 degree aoes or cones. Use these instruments to "hit" the notes to gain haste buffs, then attack the rowdy party guests that attack you. Most of this fight plays itself to be honest. Ranged or a Healer can sit on the drums in the back to keep everyone in range and stay away from the adds that spawn.
The master assassin! The encounter starts with the boss splitting the room into two sections with multiple pillars with matching symbols. Going into the Square pillar takes you to the other Square, simple right? Initially, use these pillars to dodge the boss' Halo-like AoE. Try to adjust your camera so that you can continuously keep an eye on the pillars and at all costs, follow the tank. As long as the boss isn't casting he'll always be following the tank around and you need to keep an eye on the tank on this encounter.
The titan defender encounter is very heavily reliant on team coordination, which means that it'll naturally be an encounter where the healer must spam players as they try to figure out which end is up! There are 4 marked icons which must be placed into different consoles on the sides of the room, while one player must step up to the top of the altar and direct players on where to go.
Blue, Orange, Purple and Yellow are the colors used in the middle conduits. You can use White, Silver, Green and Red to mark the consoles on the sides of the rooms.
This boss owns. Beware the tailswipe, knock adds into the boss' frontal when possible. Stay out of the frontal yourself and dispel any players that get caught in it. Add management is everything on this fight and staying mobile to rally adds into the boss' breath is key.
Final boss time. Phase one, cycle defensives and cooldowns to survive the damage from the collapsing star which requires players to run into it to remove it dealing pulsing damage each tick. Be prepared for a mechanic reminiscent of Sire's Impale mechanic, but this time you just run them through the stars that make up So'leah's defensive field, have each player move to one to remove the shield. These stars will also be activate by the boss later to push out large 360 degree bolts from their location that you need to dodge. The further away from them you are, the easier it is to dodge.
Inner Circle Trash
These can be subject to Shackle Undead which is especially helpful if you need to stop a patrol.
Be sure to keep Decrepit Bite dispelled.
There is nothing to note besides interrupts on the trash for Discipline Priest. Using Psychic Scream to interrupt the offerings on this side is quite valuable. Similarly to the King's Rest berserkers, Atal'ai Deathwalker can be Shackle Undeadded to reduce damage intake by interrupting their bladestorm ability.
Throw Buzz-Saw hurts, and there is no real way to reset it other than by transitioning the boss. Treat it like a test of survival where the damage ramps up as the fight goes on: don't blow long-duration cooldowns at the start, ask the tank to position Milli against the wall so you can stand in the path of the bombs and easily defuse them as they run out.
The Dragon in Ardenweald can be Mind Soothe'd to more easily maneuver around it, otherwise there is little special interactions.
Assist players with Levitate or Leap of Faith when they're falling in the air to reduce fall damage. Only really necessary when players are at risk of dying from the fall damage or went up into the air too early and will die or take too much damage if they land earlier..
Use Mass Dispel on a clustered group of players to focus all the void zones in one area and to reduce aoe damage taken by the raid. Make sure you have damage resources ready for when you're traveling to the totems to kill it more consistently.
Be mindful of these annoying enemies. Stand at max range to avoid the Dread Bindings cast.
Position away from the boss and preferably against a wall to reduce your movement from Severing Smash. Coordinate with your team to have a mobile dps clear the orbs while you top your group. Preemptive use of Rapture is excellent for smoothing out the damage on this mechanic.
Executor Torvald and the Fleeting Manifestation
This mob hurts and must be focused down immediately. Stay around max range to give your team room to move towards you whenever Residue drops. The less you have to move the easier you can focus on healing or assisting with killing the add.
Primary focus here will be on pre-spreading your group to soak the orbs to reduce your damage taken from Rite of Supremacy. Discuss with your team in advance when you want to use Power Word: Barrier so they can start with the outside orbs, then collapse in on the boss into the Barrier then jump out again as void zones spawn.
Wicked Rush can be dodged with the movement speed from Angelic Feather, give yourself sufficient room to run in a straight line to reduce the chances of taking on this permanent bleed. Stack with the team under Z'rali during Gloom Squall, at lower levels this will not one-shot but will knock players off the platform, be ready with Leap of Faith if players are slow getting into position.
In general this dungeon is very "on the rails" and there are not a ton of finesse plays that are afforded to you as a result.
Diseases and bleeds! Make sure your dispel is ready and you are well-prepared for the variety of ticking damage that takes place in this dungeon. Rancid Gasbag in particular have a nasty frontal and "back-al?" that applies a disease to players if hit and disorients them. Your disease dispel is particularly handy for this if anyone gets caught in the blast.
Affront of Challengers
Stay close to the boss to avoid getting dragged in by the boss, making it harder to dodge the Meat Hooks. This boss features smaller NPCs that explode on death, try to use Shining Force when possible to knock these enemies into walls or away from players when they are about to Vile Eruption.
Extremely patchwerk encounter for healers. Watch the tank damage and focus the Oppressive Banner at all times to remove the slow debuff.
Portal Guardian deal very heavy damage with Soulstorm also applying a curse to one player that makes them take extra damage. Give them greater focus or have another player dispel them to reduce their damage taken. Ready your Leap of Faith for the Nefarious Darkspeaker, their Death Winds cast will launch players off the platform. Watch where they are facing and be ready to help your team.
Primary mechanics are Phantasmal Parasite and Draw Soul. In general its just a fight that requires heavy single target healing. The challenge however is when these mechanics align on players resulting in a lethal scenario. While you can Mass Dispel the Phantasmal Parasite debuffs it is more important to have better timed Mass Dispel rather than more of them. Watching the timers the boss can stack cast sequences resulting in both debuffs being applied simultaneously. Prepare for this and the debuffs will be much easier to deal with. Without Mass Dispel, prioritize dispelling anyone who is also being Draw Soul'd, then anyone low, then yourself or another dps with limited defensives. Tanks are generally safe to leave this debuff up on.
This fight is extremely helter-skelter and features a great many void zones and one-shot level mechanics as you get to higher level dungeons. Stay CLOSE to the boss and stand opposite to where the tank is facing the boss. The closer you are, the easier it is to dodge the Dark Devastation which can push you into extremely unfavorable positions if you're not careful. Stay close to the group, lightly spread and keep your UI clean to be able to see what is coming next.
General Trash Tips
These plain male Kyrians are featured multiple times throughout this instance.
- Infuse Weapon: WATCH for this cast. This empowers their weapon making them deal bonus damage, it can be removed through Dispel Magic or Mass Dispel. Upon removal, the weapon will be removed from the enemy and can be picked up by a player. It deals a stout amount of damage and empowers melee swings. Tell your melee players to watch for this weapon so they can quickly secure it and use it to finish off the rest of the trash pack. This is a great time saver for your team.
Watch for these Wyrms as they apply Insidious Venom very quickly and it stacks. Make sure all wyrms have applied the debuff before you dispel.
These forsworn cast, Forced Confession another debuff featured prominently throughout the dungeon. This dispel is also a high priority, much like pretty much every debuff in this instance. Waste no time removing it.
Heavy-tank damage with moderate movement. Be sure to keep DoTs up on both the angel and her pet as they share a health pool. Tank healing is a priority though there are some moderate damage debuffs that can be dispelled with ease. Watch your feet, watch the tank, contribute damage.
Heavy priority target healing required. Stand back from the boss' void pools to better dodge the incoming projectiles. Keep your eyes down-range to learn the cycle of the projectiles and be prepared for the recharge phase where the boss will accelerate the projectile quantity. Dark Stride can place a hefty debuff on the player and will need constant healing to keep them alive. Work with your team on timing defensives both external and personal for when you may have to move to dodge projectiles.
Upon entering the platform of the 3rd boss, you can Mind Soothe the Justicar and Warden to skip them and jump up the side of the stairs and get around them without having to engage.
Past those enemies there are a swarm of Usurpers that can also be skipped by tightly hugging the right side and Soothe'ing the closest two.
These are not the only skips in this dungeon but are some of the most easy to pull off.
Simple stack-spread fight. Dispel the Charged Stomp, spread for Purifying Blast and stack again to place anima fields. Keep in mind that the anima orbs will "cleave" allies who are too close to the soaking player so keep your distance from the tank or other player who is absorbing them.
Mass Dispel the Lost Confidence when possible, keeping them out of the defensive field. The most challenging part of this encounter are the two intermissions where players receive stacking Lingering Doubt debuffs while they must gather orbs. First, gather one orb to help your team, evaluate if anyone had to step through void zones in order to get their orb and singular dispel any high stack player (3-4+). Plant your feet, spot-healing allies as needed in order to even out everyone's health. Then as the collective group's stacks are increasing to around 3 or 4 hit Rapture and blanket shields onto your group.
By the time that you finish the Rapture duration, your team should have knocked the boss back to earth. Tell everyone to stack and then Mass Dispel to clear the debuffs. Mass Dispel halfway through just consumes more mana as you end up healing the 2-4 stacks that would be present on players after the intermission ends. It is much better to focus on keeping players alive during the intermission and single dispelling on cooldown, then hitting Mass Dispel as the phase ends. Exceptions can be made if multiple misses are made from the javelin.
General Trash Tips
If you can dispel it, you should. This entire dungeon is one big diseased mess with almost every trash pack applying new diseases to the tank. Your Purify should pretty much be cycling for majority of the dungeon to best help your group.
Constant, spamming Corrosive Gunk that debuffs nearby players can be particularly annoying. Stay out of range to avoid taking extra stacks.
A good example of the needs for rapid dispels. The first boss' Plaguestomp applies the Debilitating Plague disease to each player. Dispel yourself and any other immobile dps to help them better dodge the follow up Slime Wave. Your crowd control in Shining Force and Psychic Scream is also very good for helping with the Beckon Slime from the boss.
Decent helter-skelter fight with multiple dispellable debuffs on the tank. Work to keep Purify cycling and help your team kill the Plague Bomb when it spawns. A Congealed Slime will also spawn and while the tank should keep it away, they don't always. So having Shining Force at the ready to knock it away from the bomb is great to have.
There is a solid mix of humanoids amongst the undeads and abberations. One of the most important skips that Mind Soothe can produce is that of helping skip Virulax Blightweaver. A named NPC that is supposed to produce a nasty gauntlet for players. Simply hug the edges of the room to dodge his endless spawn of enemies, cast Mind Soothe and run around him.
This boss leaves a nasty poison DoT on the tank periodically. Look to your group for a Monk, Druid or Paladin to assist you with dispelling this debuff. If they're a DPS, make sure they know that it is their job to support you here as damage can ramp up rapidly. One of the most dangerous parts of this encounter is when the boss summons stealthed Brood Assassin that throw blades at the party.
In order to remove these enemies you're supposed to run over the Shroudweb fields to reveal them. As Priests however, moving sucks. Instead, cast Mass Dispel on those Shroudweb fields. This will reveal the enemies hiding in there and they will rush to get into melee range of players.
The final boss of the instance. High movement, many diseases and heavily stacked players. Wait until the final stack of the Infectious Rain before you dispel yourself or another player. Space out cooldowns, defensives to best handle each of these rain casts, this can be a long and tedious encounter.
To dodge the Plague Crash, watch for the shining effect from the tentacles in order to know which are the next up to slam.
General Trash Tips
Extremely dangerous mobs that you fight early on in the instance. They cast Soul Split on the tank, increasing their damage taken and dealing a significant chunk of damage as well. Focus on dispelling the debuff before topping off the tank.
Deal heavy damage with Furious Thrashing when they hit 50% health. Make sure when the first one is pushed to half health that you lean on Rapture to stay mobile to dodge the void zones that the higher health enemy will continue casting until they push to 50% as well.
Purges: Mistveil Tender, Mistveil Shaper, Spinemaw Staghorn
All of the above enemies cast friendly buffs onto their allies and need to be a priority of dps. Nourish the Forest, Bramblethorn Coat, and Stimulate Resistance are cast by the mobs above respectively and can all be removed by Dispel Magic or Mass Dispel. With the final buff, it is cast on every enemy nearby. Make sure to have Mass Dispel ready to be able to remove those rapidly.
Him and his thrall Droman Oulfarran are just all about watching your feet. Dodge void zones, focus the tree and then save damage for the boss when the tree is broken free.
There are a couple of easy skips that can be produced in Mists. After you clear the first couple trash packs you'll get some easy skips to get closer to the boss with ease. Mind Soothe for the win!
Prepare to dodge and communicate! This boss will require you to find the image that is unlike the others. The variables are Leaf/Flower, Filled/Empty, or Border (circle) or no border. This will often fall to the healers to watch for, get your pattern recognition caps on! Psychic Scream the Illusionary Vulpin to keep it away from your allies and yourself.
Final boss of the instance with a large boss room, adds that fixate on the healer and a mess of void zones. The Acid Expulsion will target your feet and the last place that you traveled to dodge the previous Acid Expulsion. Make sure to minimize your movement to have an easier time dodging this event.
General Trash Tips
Three of these enemies must be killed before the first boss can be engaged. Watch for their Thrash mechanic. This mechanic can be outranged so make sure your melee are positioned at max melee range so you can still heal them while you outrange and reduce the overall damage of the group.
Nasty enemy that you encounter after the first boss. Their Turn to Stone should be interrupted, but if it is not you will have to dispel any stunned players then Dispel Magic or Mass Dispel the enemies that were granted the damage reduction. If Mass Dispel is on cooldown, focus on purging the Stoneborn Reavers before other enemies.
Simple encounter. Stay in the ring to avoid being feared by Sinlight Visions, stay at around max range in the ring to more easily dodge ground affects and have more room to dodge the Refracted Sinlight. Take your time and if you have to choose between the beam damage and the ground effects, take the ground effect damage. The beam as you go into higher keys will hurt much more.
After the first boss the courtyard above is filled with humanoid enemies. You will need a bit of finesse and tight movement to make this work but casting Mind Soothe on the marked enemies, killing or halting the anklebiter patrol with a Paralysis or Hunter's trap can help you get enough room to make a skip similar to this work. Work with your team to optimize your routes around Mind Soothe when possible!
Hardest boss in the instance, try to align the Prideful buff and Bloodlust with this boss. As a Priest you cannot dispel the Curse of Stone but you can cast Pain Suppression while stunned. If you have someone else in the group who can dispel curses, make sure they are dispelling the player targetted by Stone Shattering Leap while you and everyone else get out of their way. If you are fortunate enough to have TWO curse removals, designate one to always dispel yourself and another to always dispel the stomp target so you can ensure players are as healthy as possible after the adds are killed.
Simple fight. Watch your feet, guide the Ghastly Parishioner into his home in the jars and contribute damage when possible!
Challenging encounter at the end of the instance. Watch the position the statues are facing to know where they'll go when the boss casts Telekinetic Toss. During Ritual of Woe players can soak multiple statue lines at a time while only taking the effective damage of one by standing inside the boss. Have two players standing inside so you can focus healing into them. There are two rounds of this so work to space out players personals and your own resources.
General Trash Tips
First major enemies that you encounter in the dungeon, they have a lengthy DoT called Clinging Darkness that should be dispelled when it reaches around ~8 stacks. It will jump to another player and begin ramping damage again. It is tedious to continue dispelling but will spread the damage pressure out between your allies.
The most annoying enemies in existence. They have a very damaging Drain Fluids cast that also "disorients" you. Even though damage should break disorients?? Either way, watch these enemies like a hawk, stand by them and use Psychic Scream if need be. Just make sure they get stopped.
Many different mobs cast this ability. Keep in mind that it is a negative healing absorb, that is it will consume the healing that you intend. Work to heal up your allies afflicted with this ability and assist with fears when possible to reduce the pressure.
Always aim Heaving Retch away from the group, ideally facing a wall or facing over the previous pile of gas on the ground. Even if you have to run into the gas pool, silencing yourself for a moment, it is worth as long as you don't get yourself killed. This will save a tremendous amount of space and make it less likely that you'll bump into other enemies you don't intend to pull.
Help your team with killing the Carrion Worm. You can Psychic Scream to interrupt their damaging cast and you can Shining Force them back into the gas piles to gain some separation for you and your allies. Keep in mind that if they melee too much then they'll explode and wipe the party.
One of the most significant skips in Necrotic Wake will be dodging around Nar'zudah, an extremely nasty enemy. You can go around either side of this group. I would recommend going around Nar'zudah's side as there is a training dummy on the opposite side and if your team isn't careful they'll move too close to the bonecarver like the image below!
Use Mind Soothe to go around Nar'zudah the opposite way!
Necrolord and dragon combined! Watch for the boss' frontals and don't burn all of your resources early on damage. Each Final Harvest will consume the killed bodies and increase the boss' passive ticking damage on the party. You must kill every undead enemy before that cast, but if you team lacks kicks and is busy with other enemies, you can use Shackle Undead to shut down a caster to give your team more breathing room.
Practice your aim! Personally I like to have my back to the construct and walk towards the boss on his platform to better align the Meat Hook.
Discipline Priest Strengths and Weaknesses
Discipline Priest Mythic+ Utility
Rapture: Large Absorbs
One of your most important tools in dungeons, greatly increasing the strength of your Power Word: Shield allowing blanketed absorbs to smooth out damage on the entire party or to provide rapid, mobile and on-demand support to individuals. One of the most frequent mistakes that new Discipline Priests make in dungeons is under-utilizing Rapture.
Mind Soothe: Trash Skips
Keep in mind that this is not a "true" Crowd Control. This reduces the radius with which you can move past humanoids or dragonkins. You can STILL aggro enemies if you move too close to them, you just have much more room to work with. This can save your team invisibility potions and a great deal of time putting together skips to optimize your routes!
Power Word: Barrier and Pain Suppression Big Damage Reduction
Damage reduction is a key part of Discipline's Kit and the excellent damage reduction both abilities bring are crucial to your success in Mythic+. While lengthy in your cooldowns it is imperative to get frequent uses out of them to minimize damage taken, allowing you to spend more time healing through damage, killing enemies faster and making pulls safer.
Power Word: Barrier in particular is very strong against the Prideful affix, giving some crucial damage reduction against heavy AoE at high stacks.
Dispel Magic and Mass Dispel removing buffs from enemies
Whether it is the Gushing Slime's Slime Coated buff leaving behind large void zones in Plaguefall, or the hard hitting Atal'ai Deathwalker's Spirit's Spectral buff, there are tons of dispellable buffs from enemies in dungeons.
Many of them will not alter the course of the entire dungeon if removed, but they're often a decent improvement to the safety and security of your dungeon groups. Be sure to keep an eye out for these various buffs in dungeons to quickly remove them and lower the pressure on your team and by extension pressure on you to heal through it!
Mind Control and Shackle Undead Niche but powerful
These abilities are cast infrequently in dungeons but can have excellent uses in the proper scenarios. Mind Control for example can be excellent for the Bolstering affix. If you pull a group of equal health enemies but suddenly another full health mob wanders into the group, you can cast Mind Control BEFORE any bolster stacks are applied, hold that enemy until the others are killed, then release it when the other enemies are dead to avoid any bolster applications. This will not work on already bolstered enemies however.
Shackle Undead has a decent amount of utilization in dungeons like Plaguefall and Theater of Pain. For one, Shackle Undead can be great for immobilizing an undead enemy that is patrolling so you can sneak around it. The ghosts in Theater of Pain's Lich Ward are a good example of this situation. Other areas of use can be when you're dealing with a caster enemy and your team is out of interrupts. Instead you can spam cast Shackle Undead to constantly interrupt their ability casts and give your team more time to get their true interrupts back.
Finding Groups as a Discipline Priest - Improving Your Play in Mythic+
Whilst we may have mixed reviews regarding desirability in public opinion, every healer is capable of pushing high keys in Season 2. Healers all have to actively spend more time healing in Shadowlands dungeons and as a result stronger players will shine through regardless of their class.
Probably the best advice I could give to anybody right now, in the position in which our spec is, is to network. Build a list of trusted players you would like to keep running with. Run with a solid group and you enjoyed how the tank pulled, communicated or was willing to listen? ADD THEM. They're very likely in the same position as you, looking to find teammates to push keys and learn higher dungeons together. Things will likely get rougher as the community "meta" expectations solidify. This will also bring an element of consistency to your runs.
Another key aspect of your runs is the ability to improve, learn and adapt. This innately differentiates the good from the great: the ability to be introspective, to break down a run after completion, and learn from mistakes. One large element of this is the routine of logging your keys, locally recording your runs via OBS software and going over the logs/footage to identify areas that were problematic:
- Pulls where people died
- Pulls where cooldowns were required but not available, in order to identify where else they should be spent or what could be done to have them up
- Individual elements of play that may not be up to standard
- Rotational, micro (in-pull), or macro (pathing/routing) issues
This guide will walk you through common problems, pitfalls, and places to improve your gameplay as a Discipline Priest in order to maintain a competitive edge in Shadowlands. Many of the topics covered are based on the Discipline Priest rotations, so make sure you familiarize yourself with that information to get the most out of this guide.