Discipline Priest Healing Rotation, Cooldowns, and Abilities (WoW MoP 5.3)
In this article, we list your Discipline Priest (WoW MoP 5.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Discipline Priest will face you with.
The other articles of our Discipline Priest guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Jhazrun, one of the best Discipline Priests in the world, who raids in Paragon.
1. Rotation↑top
Healing is in great part based on your ability to react to the damage that the raid takes, and as such there is no set rotation. Rather, you must understand what spells are best suited to the different situations that can occur during a raid encounter.
1.1. Tank or Single Target Healing
When healing the tank or a single target, you should use these two spells on cooldown, as they are excellent in terms of mana efficiency:
Penance, unless the tank is taking very heavy damage and requires
the bigger healing from
Greater Heal;
Power Word: Shield.
In addition to using these two spells on cooldown, you have several other options, depending on the damage.
- Low and moderate damage
- Make extensive use of
Heal. - Use
Power Word: Shield once every 12 seconds (assuming that the target
is taking enough damage for the shield to be completely consumed). - Use
Prayer of Mending, if it will jump to other players. - Use
Renew, if all of the following are true:- you are moving;
- the target has
Weakened Soul (from a
Power Word: Shield);
Prayer of Mending is on cooldown.
- Make extensive use of
- High sustained damage
- Make extensive use of
Greater Heal. - Use
Power Word: Shield at least once every 12 seconds. - Use
Penance on cooldown. - Use
Prayer of Mending, if it will jump to other players.
- Make extensive use of
- Emergency situations
- Use
Flash Heal in most cases. - Use
Binding Heal, if you also need healing.
- Use
1.2. Raid Healing
Raid healing as a Discipline Priest mainly relies on 3 spells:
Prayer of Mending,
Prayer of Healing, and
Power Word: Shield. Additionally, your Tier 6 talent of
choice will play a big part in your raid healing, as will frequent
usage of
Spirit Shell.
- Use
Prayer of Mending on cooldown. - Low and moderate damage
- Make extensive use of
Prayer of Healing assuming that it heals at
least 3 players in the group you are casting it on (with minimal or no
overhealing). - Use
Power Word: Shield at least once every 12 seconds.
- Make extensive use of
- High damage
- Use
Spirit Shell with
Prayer of Healing on your healing
assignments to shield them before the damage is received. - Use
Power Word: Shield at least once every 12 seconds, but more than
when facing only low and moderate damage.
- Use
- High sustained damage
- Spam
Prayer of Healing.
- Spam
Spirit Shell is essentially a cooldown, and we treat it as such in our guide, but we wanted to make sure that you do not overlook its great usefulness.
Prayer of Healing is ineffective if the raid is spread out too much,
so as a replacement you can use
Binding Heal with
Glyph of Binding Heal.
Lastly, dealing damage with
Penance will result in useful healing
thanks to
Atonement.
2. Cooldown Usage↑top
Spirit Shell should be used whenever there is high sustained damage
to heal. You should aim to use it as many times as possible throughout the
fight. It can also be used to pre-shield a target before they receive a lot of
damage. Stacking
Spirit Shell with
Power Infusion (a Tier 5 talent
that you will usually take) is also extremely beneficial.
Inner Focus should be used on cooldown.
Pain Suppression should be used on a tank, before a damage
spike. Alternatively, it can be used on a raid member who is targeted by a
very damaging ability.
Power Word: Barrier should be used to mitigate intense AoE damage; it
requires the raid to be stacked in one place.
Void Shift should be used to save the life of a raid member by
trading health percentages with them. When doing this, be prepared to
immediately use
Desperate Prayer (if you have taken this talent) and/or a
Healthstone to ensure you do not die. Alternatively, it can be used to save
your own life. Always be wary who you cast this spell on, especially if your
own health is low.
We expand more on the cooldowns that you gain from your talents in a subsequent section.
3. Inner Fire and Inner Will↑top
As a Priest, you have access to two (mutually exclusive) self-buffs:
Inner Fire and
Inner Will.
For the majority of the time, you will want to use
Inner Fire and
take advantage of its spell power benefit. However, if you need to use a lot of
instant-cast spells (multiple
Power Word: Shields,
Prayer of Mending,
Dispel Magic), you can switch to
Inner Will.
4. Optional Read: Mastering Your Discipline Priest↑top
While the guidelines we have given so far will enable you to perform very decently as a Discipline Priest, there are many subtleties which you need to be aware of, if you want to play your character to its full potential.
4.1. Smiting and Atonement Healing
Discipline Priests have a unique type of ability. Thanks to
Atonement, a passive ability, you can heal players, automatically, by
dealing damage to enemies through
Smite,
Holy Fire, and
Penance. This healing is a smart heal (it heals the lowest health
target in range) and it is mana efficient. In addition to these benefits, it
allows the Priest to also contribute to the raid's DPS.
Each time you deal damage with
Smite,
Holy Fire, and
Penance, the lowest health player within 40 yards of the target (the
target you have dealt damage to) is healed for 90% of the amount of damage
that you did. Each time this happens, thanks to
Evangelism (another
passive ability), you gain a stack of a buff that increases the damage and
healing done by the above-mentioned 3 spells, while also reducing their mana
cost. This buff stacks up to 5 times. Finally, you can consume these stacks of
Evangelism through
Archangel, an active ability with a 30-second
cooldown, which increases your healing by 5% per stack consumed, for 18
seconds.
Thanks to
Divine Fury, a passive ability, Smite, Holy Fire, and
Penance will never miss their target.
As such, there are two distinct aspects to keep track of. One is the amount of healing you can do through Atonement, and the other is the rather potent 18-second healing increase you can gain through Evangelism and Archangel.
Atonement healing is not difficult in essence, but with its rise in popularity (due in great part to it having been made increasingly viable), we feel that certain aspects need to be covered in more depth.
4.1.1. When Should I Stack Evangelism and When Should I Use Archangel?
The short answer here is that you should try to always keep up stacks of
Evangelism throughout the fight, so that you can use
Archangel
whenever you think you need a boost to your healing (such as right before a
period of heavy damage).
Do not worry, though. To keep up Evangelism you do not need to perform
all-out spamming of
Smite. You can do it quite simply by casting
Holy Fire whenever you have a spare moment, since this spell is
instant-cast. Given its 10-second cooldown, if you use it on cooldown, you will
still not quite be able to have maximum theoretical uptime on Evangelism. So,
provided that your tasks in the fight allow for it, you should try to get off
a
Smite here and there to make sure that your Evangelism is sitting at
5 stacks. Evangelism lasts 20 seconds, so, from then on, if you cast a Holy
Fire before the buff expires, your stacks will stay up.
Using Archangel optimally requires a solid understanding of the fight mechanics. You need to know when you will need that extra bit of healing throughput, and activate Archangel in preparation for it.
All things considered, though, Archangel has a pretty low cooldown, so you can be quite liberal with its usage.
4.1.2. When Should I Use Atonement Healing
The short answer is to use it whenever you can. In other words, if the
healing that the raid receives from Atonement is enough for that part of
the fight, then you should be using
Smite,
Holy Fire, and
Penance as much as you can.
It is important to consider how your use of Atonement is affecting the other healers. For example, if the other healers have to use mana-inefficient spells to keep the raid alive in order to compensate for your lack of healing, then you shouldn't be using Smite, and you should instead be using proper healing spells.
It is also interesting to note that your DPS while using Smite, Holy Fire and Penance is not negligible, and in some fights, it might provide the extra bit of damage that your raid needs to succeed. For example, if there are fights that are strict DPS checks, which require a lot of raid healing towards the end, but not much healing before that, then doing as much DPS as possible at the start of the fight, while still being able to be a perfectly competent healer by the end is a very powerful asset.
Another aspect to keep in mind is that the amount of healing done by Atonement depends on the amount of damage you do to the target. So, if the target is taking increased damage for whatever reason (generally fight mechanics), then your healing will also be greatly increased.
Note that, while spamming
Smite, your mana will go down (very
slowly).
Keep in mind, that healing players through Atonement (with Penance) does
not apply the
Grace effect to the target.
Lastly, and quite importantly, remember that the healing done to you from your own Atonement is only worth 50% of the damage you deal. Therefore, you should make sure that your health is not low when you are trying to heal with Atonement. If your health is low, then you will naturally receive quite a few of the heals from your own Atonement (since it is a smart heal), which will turn it into an inefficient means of healing.
4.2. Important Mechanics
In order to use your spells appropriately for the situations you encounter, you must first understand several aspects of the Discipline specialisation.
4.2.1. Mastery and Absorption Effects
The Discipline Mastery is
Mastery: Shield Discipline. Essentially,
your Mastery Rating increases the amount of healing your spells do, as well
as increasing the damage absorbed by your absorption
effects.
Discipline Priests have three absorption effects:
Power Word: Shield is quite simple. You place
a shield on a target, which absorbs a certain amount of damage (affected not
only by your Mastery, but also by your spell power). Applying a shield to a
target causes the
Weakened Soul debuff, which prevents them from being
shielded again (by you or any other priest) for 15 seconds. Power Word:
Shields benefit from your critical strike chance, absorbing twice as much
damage when this effect procs.
Your
Divine Aegis passive ability provides you with a passive
absorption mechanic. Each time
you critically heal with a spell, a shield is placed on the target that
absorbs damage equal to 100% of the amount healed. This absorb is added
to the heal amount, but the heal is not a critical effect, rather just the
default amount. In other words, instead of a critical heal being a 200% heal,
thanks to Divine Aegis, it is a 100% heal and a 100% absorption effect.
Divine Aegis has a 15 second duration, and each new application of
the buff will stack on top of the previous Divine Aegis (merging the remaining
amount of absorption with the amount of absorption created by the new shield)
and refresh its duration. Note that the amount absorbed by Divine Aegis is
limited to 60% of the casting Priest's maximum health.
Spirit Shell turns all the healing from
Heal,
Flash Heal,
Greater Heal, and
Prayer of Healing into
a damage absorption effect that lasts 15 seconds. This effect is capped at
60% of the casting Priest's maximum health.
Power Word: Shield and
Divine Aegis, as well as
Spirit Shell
and Power Word: Shield can co-exist on the same target at the same time,
without any kind of interaction between them. However, you cannot apply
Divine Aegis while Spirit Shell is active. This is because
Divine Aegis only comes from heals, and Spirit Shell turns your
heals into absorption effects.
Absorption is a key element of Discipline healing. Shielding people is a means of preventive healing, which reduces the spikes in damage taken and ensures that damage is more predictable.
4.2.2. Borrowed Time
After each cast of
Power Word: Shield you gain the
Borrowed Time buff. This reduces the cast or channel time of your next
spell (cast within 6 seconds) by 15%. Casting a spell consumes the buff. Note
that spells with an instant cast time do not benefit from, nor do they consume
the buff.
Normally, Discipline Priests have long cast time heals, namely
Heal,
Greater Heal, and
Prayer of Healing. Therefore, these spells
are the best candidates for consuming the Borrowed Time buff with. What this
means is that, essentially, you will want to cast a Power Word: Shield, and
gain the Borrowed Time buff, before any of these three heals.
When you know that you will have to cast an important heal (a Greater Heal on the tank, who will be taking high damage at that time, for example), it is good to think ahead and have your Borrowed Time buff active.
4.2.3. Strength of Soul
Strength of Soul is a passive ability that causes your heals with
Heal,
Greater Heal, or
Flash Heal to reduce the
duration of the
Weakened Soul debuff on the target by 2 seconds. This
ability comes in handy especially when healing the tank, since it allows you to
cast
Power Word: Shields on them more often.
4.2.4. Train of Thought
Train of Thought is a passive ability that causes two effects:
- Your
Greater Heal reduces the remaining cooldown of
Inner Focus by 5 seconds. - Your
Smite reduces the remaining cooldown of
Penance by
0.5 seconds.
You will benefit from this passively, but it is worth knowing about it.
4.2.5. Mana Management
Discipline Priests have three means of regenerating mana during combat:
Hymn of Hope is a channeled spell that restores mana in a "smart"
way to several low-mana raid members and increases their maximum mana by 15%
for 8 seconds. It has a 6-minute cooldown.
Hymn of Hope will, most likely, be only used once or possibly twice during the encounter. The best time to use this ability is hard to determine ahead of time, as it depends on a great number of factors. Follow these guidelines:
- Try to use
Hymn of Hope as many times during an encounter as
possible. - Only use Hymn of Hope when you are not at maximum mana.
- Do not use
Hymn of Hope if you will need to interrupt the cast
before it finishes (8 second cast), because of having to move or heal. - Do not use
Hymn of Hope when there is a lot of raid damage. Your
inability to heal while channeling Hymn of Hope will force other healers to
compensate by using mana inefficient spells. - Remember that
Hymn of Hope benefits not only you, but also other low-mana
players (generally, these will be healers). This means that you should use it
when more healers can get the benefit from it, i.e. when their mana is low
and they can use class-specific mana regeneration cooldowns, such as
Divine Plea for Holy Paladins. This is because the mana-pool increasing
effect of Hymn of Hope increases the potency of mana regeneration cooldowns
which are based on maximum mana. In order to ensure that mana goes to healers
and not to DPS players, you can do some of the following:
- Have DPS players (only those who generally run low on mana) use their own mana cooldowns first, ensuring that the healers are the lowest on mana.
- Have the healers stack up together in an area far away from the DPS players, since Hymn of Hope seems to prefer closer players, despite its 40 yard range.
Alternatively, if you are in a very healing-intensive moment in the fight and you are out of mana, you can channel Hymn of Hope for only one tick, and then cancel it. The mana pool-increasing effect will last for 8 seconds, during which time you can benefit from this extra mana to cast a few much-needed heals. This is not an efficient way to regenerate your mana, but it can allow you to cast a few more heals in an emergency when you are low on mana.
Shadowfiend will summon a pet that attacks the target, restoring
some of your maximum mana to you each time it makes an attack. Shadowfiend has a
lower cooldown than Hymn of Hope (3 minutes). It should be used as many times
during an encounter as possible. Ideally, it should be used while Hymn of Hope
is active, as this temporarily increases your maximum mana, and Shadowfiend
grants you a percentage of your maximum mana with each attack it makes.
Lastly, it is ideal to have your Shadowfiend active just
before
Heroism/
Bloodlust/
Time Warp is used. This is
because pets benefit from the increased attack speed, if they are active when
the cast is made, but not if they are released after it has been cast. The
extra attack speed will translate into more attacks and thus more mana returned to you.
Rapture is a much more dynamic and delicate mana regeneration method
to master. Your goal is to have one of your
Power Word: Shields break
roughly every 13 seconds, for as much of the fight as possible.
This is not as easy as it seems, in practice. Often, the only person taking
the sustained damage required to break a shield is the tank, and the
Weakened Soul debuff lasts 15 seconds, meaning you can only shield the
target once every 15 seconds. It could then take a few more seconds (depending
on boss attack speed, dodges or parries) for the shield to break, pushing
the interval between Rapture procs to close to 20 seconds.
When there is sustained raid damage, or when there are two tanks taking damage at the same time, maintaining a high Rapture uptime is easier.
This is something you will have to practice in order to master. We recommend using the Ingela's Rapture add-on to track the time remaining until the Rapture internal cooldown wears off.
4.3. More on Cooldowns
4.3.1. Tier 3 Talents
If you have chosen
From Darkness, Comes Light, then simply be prepared
to use your procs, so that they do not overwrite each other.
Mindbender should be used on cooldown, to make use of its much
lower cooldown. Trying to stack it various cooldowns, as we mentioned
regarding
Shadowfiend, is still ideal.
Power Word: Solace replaces
Holy Fire. It is essentially the same
as Holy Fire, with a few key differences.
- Power Word: Solace does not trigger Atonement, but the damage that it deals is also done as healing to a nearby ally.
- Power Word: Solace does not cost any mana.
- Power Word: Solace restores 1% of maximum mana when cast.
It should be used whenever you have spare time to use it (that is to say, when you do not have to heal more intensely), and when you can use the mana return it provides.
4.3.2. Tier 5 Talents
Power Infusion should be used whenever a period of intense healing
is coming up, or simply when you want to conserve your mana. Exceptionally,
you can use it to deal more damage, if the encounter calls for it.
Since its cooldown matches nicely with that of
Spirit Shell, you can
use the two abilities together so that every other Spirit Shell is used during
Power Infusion.
Procs from
Divine Insight should be used as best as can be
expected. This is very simple. You can essentially just cast
Power Word: Shields benefiting from this proc on whoever you believe will
take damage in the near future, or is already taking damage.
As mentioned in the talents page,
Twist of Fate interacts favourably
with
Atonement healing. The buff is gained whenever you damage a
target that is below 20% health, or when you heal a player
(indirect Atonement heals count) that is below 20% health.
4.3.3. Tier 6 Talents
Which ever of these talents you chose (
Cascade,
Divine Star, or
Halo), you should use it whenever it will
not overheal. These talents are all suited for AoE healing, but their
usefulness differs based on the positioning of your raid.
For the majority of situations, you will prefer Cascade. This spell is easy to use, so there is nothing much to say here.
Halo is only suited for the rare situations where the raid is neither stacked nor spread out. For it to be effective, you need to be 25 yards away from the targets you wish to heal. Note also that the mana cost of Halo is very high.
5. Changelog↑top
- 20 May 2013: Patch 5.3 updates.
- Updated the description of Atonement healing to specify that 90% of the damage dealt is done as healing, down from 100%.
- Updated the
Borrowed Time section to account for the fact that
Borrowed Time now reduces the next spell cast or channel time by 15%, instead
of increasing spell haste by 15%.
- 18 Apr. 2013: Made several updates.
- Added mentions of using
Binding Heal with
Glyph of Binding Heal
(as an alternative to
Prayer of Healing when the raid is spread out) and
Penance (for
Atonement healing) in raid-healing situations. - Added mention of being quick to top yourself off after using
Void Shift to save a raid member. Added mention that keeping your health
high when using
Atonement healing is important. - Added mention that
Cascade is the best choice for Tier 6 talents in
most situations. - Added a tip for the usage of
Hymn of Hope (at the very end of the
respective section).
- Added mentions of using
- 27 Mar. 2013: Tweaked the initial spell usage recommendations to
include more frequent usage of
Power Word: Shield, accounting for its
reduced mana cost. Greatly expanded and improved the
Atonement healing
section of the guide. Fixed the maximum amount that
Divine Aegis can stack
up to from 40% to 60%. - 13 Mar. 2013: Corrected the guide to no longer state that
Prayer of Healing non-critical heals apply
Divine Aegis. - 04 Mar. 2013: Patch 5.2 update.
- Added mention of secondary effects of Mastery (increasing the healing of all spells).
- Updated explanation of the way in which
Power Word: Solace works. - Updated explanation of the way in which
Divine Aegis works in regards
to critical effects of heals that trigger it; also added mention of the fact
that
Power Word: Shield benefits from your critical strike chance.
