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 3 Encrypted 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.
With double legendaries you can add the Twins of the Sun Priestess 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 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 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.
Sepulcher of the First Ones Tier Set Bonuses for Discipline Priest
The 2-set bonus was recently changed to stack these free Shadow Mend buffs and increase their Atonement duration, that said, this bonus is very medicore and low impact. The 4-set bonus however provides a strong increase to Penance damage during ramp periods by guaranteeing Power of the Dark Side procs and boosting that damage further. This is a good damage and healing increase for the spec.
Season 3 Encrypted Affix Tips for Discipline Priest
Best Encrypted Buffs for Discipline Priest
Whenever you encounter a set of Encrypted relics in a Mythic+ dungeon, your group will spawn a Lieutenant based on whichever Relic dies first and that Lieutenant will give the group a buff on death.
- Decrypted Urh Cypher - Cooldown Reduction, Health and Mana Regen
- Decrypted Wo Cypher - Increased movement Speed, Damage Reduction and Stealth when out of Combat for 60 seconds.
- Decrypted Vy Cypher - Haste Buff and a damage / healing proc.
The buffs are a group choice, so you can try to convince your group which buff to get, but you might have to work with other buffs at times.
|Decrypted Urh Cypher||CDR / Mana Regen||Good mana and cooldown reduction synergy with Boon of the Ascended.|
|Decrypted Wo Cypher||Speed, DR and Stealth||Situationally useful if skipping.|
|Decrypted Vy Cypher||Haste and Proc Effect||Great in most situations.|
Encrypted Lieutenants Strategies for Discipline Priest
- Buff: Decrypted Urh Cypher - CDR, Health and Mana Regen for 10 seconds.
- Special abilities: Deconstruct, Force Slam
This buff provides excellent Boon of the Ascended cooldown reduction also allowing you to Ascended Blast every global while the buff is up resulting in tremendous single target damage as a healer. This season is all about healer damage and this buff is excellent for improving Discipline's dps.
- Buff: Decrypted Wo Cypher - Increased Movement Speed, Damage Reduction, and Stealth for 60 seconds.
- Special abilities: Burst
This multi buff is very niche and it really needs to be planned out in a route to see value.
Overall a lot to like about this buff particularly for the damage that it provides. It is not often that the healing buff will be a factor in determining whether or not to take this buff.
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:
Bursting is often a group based challenge, while Priest can now Mass Dispel the Bursting affix, you also need to keep in mind that it may not be up for every single instance of bursting that goes out. Furthermore, you also need to push the team to kill all enemies together as constant, staggered bursting will rapidly eat through your mana. In mob packs with very uneven health pools utilizing an early Rapture will go a long way towards smoothing out the damage onto targets until a sufficient amount of enemies are dead for you to get good value from your Mass Dispel. Outside of Mass Dispel, you can also single dispel the debuff as well. Look to the weakest member or lowest health member of your party to give them immediate relief from the bursting damage.
Changed in Shadowlands for Grievous to be removed by direct healing, this looked initially to be a massive boon for the spec but only certain abilities now remove stacks causing some great confusion. Shadow Mend, Power Word: Shield, Penance and Shadow Covenant will all remove stacks on the affected player(s) but for some reason Power Word: Radiance and the initial shield cast from Rapture do not. Previous iterations caused Atonement to remove stacks but that was clearly too powerful for the Mythic+ gods that are Disc Priests (eyeroll) so that was removed.
Do your best to aggressively remove stacks and prioritize topping players that will not be taking any additional damage after they are cleared. This affix is often a huge mana drain on the Disc Priest so be you may consider prioritizing your potion uses for mana instead of for offense while this affix is up.
Often there is not much that a Priest can do for Inspiring as well. You'll have Shining Force to knock the mob out of the party if it comes in on accident and if it is applied to an undead enemy you can utilize Shackle Undead to lock it down and keep it away. There could also be some potential for skips with Mind Soothe but it is very mob-dependent.
Necrotic can be a difficult affix for the healer alone manage, as often the tank will have the greatest control over their stacks. You can, however, assist the tank and group through well-coordinated Shining Force and Leap of Faith usage. Working with the tank to call for Shining Force to be cast off of them so they can safely begin kiting will often save the tank resources that they can use later on. When playing an aggressive pull, Shining Force will give them instant breathing room and a short slow effect.
Shining Force is an excellent tool to assist with the Sanguine affix. It can be cast off of yourself or an ally to knock mobs away with ease. Keep in mind that the knockback range is VERY far so you need to be mindful as to where you're knocking them. When the tank can reasonably call and predict where the mobs will be moving towards it makes it easier to reduce the healing that Sanguine will provide to enemy trash packs.
Once again being ranged has its advantages as the Spiteful enemies deal tremendous melee damage. Prioritize healing melee players when the enemies spawn and make sure you and any other ranged players keep your distance. Try to snipe Shadow Word: Death's to finish them off, ideally on the mobs targeting melee.
The Storming affix is generally simple for ranged players as they can dodge most of the effects by standing at max range. In situations where soaks are required like Lord Chamberlain in Halls of Atonement, just be ready to move back to dodge the storming or step in if allies are getting knocked out of their designated soaking location.
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
- Halls of Atonement
- Mists of Tirna Scithe
- Necrotic Wake
- Sanguine Depths
- Spires of Ascension
- Theater of Pain
General GRIEVOUS....sorta. Rotating shield around the boss called Rotary Body Armor 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 Interrogation 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.
Phase 1: Alcruux
Phase 2: Achillite
Instantly dispel Purification Protocol on a melee player, it won't detonate if it is dispelled.
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.
Watch your tank when the boss gains a shield through Flagellation Protocol. The tank will take a number of high damage hits. Again, as the boss before, you will also need to ensure you are dodging orbs from Venting Protocol as much as possible.
Phase 3: Venza Goldfuse
There is a lot of different things to dodge during this phase. Be far away from the boss before Whirling Annihilation goes off to avoid getting destroyed.
Strong party spread is important throughout this encounter. The Post Master will spawn multiple soak locations that, if ignored, will spawn permanent void zones. Dispel any player affected by Hazardous Liquids they receive after soaking
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. Make sure you pick up an instrument at the start of the fight. Use your extra action button to leap through notes that appear on the stage, building stacks of Jazzy to gain Up Tempo!. 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 Divide, leaving 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. Watch targets hit with Quickblade as it does leave a bleed on them.
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! Be ready to move quickly to avoid the Purged by Fire laser and spam whoever is targetted by it.
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 to activate the alter then they can run the respective runes in the middle of the room to their matching consoles at the end of the room. This weakaura will post in chat two rows of text. The first row will be top left and top right and the second row will dictate the bottom left and bottom right locations for the runes. As a healer, run up to the console with this weakaura, it will post in chat and then make sure all players know about the weakaura so they know where to bring their orbs.
Other than that, just stay away from the ship and out of the water.
Add management is everything on this fight and staying mobile to rally adds into the boss' breath is key.
This is a two-phase encounter, the first being about add and debuff management and the second about managing the encounter space.
You'll need to deal with Collapsing Star in both phases, which debuffs players with Collapsing Energy when they take a stack, you can only take one stack at a time. Make sure you keep the group topped between each application of the debuff.
In Phase 2 you will also need to deal with Power Overwhelming. Continue to keep the group topped but you will also need to focus on positioning yourself for Hyperlight Jolt; make sure that the arrow pointing at you is going through one of the relics so standing so that the arrow goes through the relic is a must. Standing inside the relic is not always going to get the job done.
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.
General Trash TipsThrash 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
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
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!
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.
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.
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.
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.
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.
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.
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 3. 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.