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Throne of Thunder Discipline Priest Style

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This thread is meant to collect useful pieces of information for Discipline Priests attempting bosses in the Throne of Thunder. We will add some contributions ourselves and hope that the rest will come from comments in this thread Posted Image

General concerns: Use spell_shadow_soulleech_3.jpgMindbender and spell_holy_powerinfusion.jpgPower Infusion for every fight (unless recommended otherwise). For your glyphs, you will normally use inv_glyph_majorpriest.jpgGlyph of Smite and inv_glyph_majorpriest.jpgGlyph of Holy Fire on every fight. The third glyph choice will usually be between inv_glyph_majorpriest.jpgGlyph of Inner Sanctum and inv_glyph_majorpriest.jpgGlyph of Penance.

Table of Contents

Jin'rokh the Breaker

Useful talents: Useful glyphs: Tips and Tricks: Links:

Horridon

Useful talents: Useful glyphs: Tips and Tricks:
  • On the first set of adds, use spell_holy_dispelmagic.jpgPurify to remove ability_mage_firestarter.jpgBlazing Sunlight.
  • After the first door goes down, you will find Atonement healing is the way to go as Horridon takes additional damage and it increases with each door he closes (50%, 100%, 150%, 200%), so your spell_holy_holysmite.jpgSmite, ability_priest_flashoflight.jpgPower Word: Solace, and spell_holy_penance.jpgPenance spells hit harder and therefore heals are bigger!
  • Using ability_shaman_astralshift.jpgSpirit Shell when you have lots of adds also helps other healers keeping everyone topped up.
Links:

Council of Elders

Useful talents: share your thoughts!

Useful glyphs:

Tips and Tricks: Links:

Tortos

Useful talents: Useful glyphs: Tips and Tricks: Links:

Megaera

Useful talents: Useful glyphs: Tips and Tricks:
  • Use spell_holy_powerwordshield.jpgPower Word: Shield or priest_spell_leapoffaith_a.jpgLeap of Faith on players afflicted with inv_misc_volatilefire.jpgCinders, their running speed will be increased, thanks to spell_holy_symbolofhope.jpgBody and Soul.
  • Use ability_priest_archangel.jpgArchangel+ability_shaman_astralshift.jpgSpirit Shell on every Rampage phase, combined with spell_holy_prayerofhealing02.jpgPrayer of Healing spam. Every other Rampage, combine Shell Spirit with spell_holy_powerinfusion.jpgPower Infusion for some mana saving and better absorbs. Make sure to consult with the other healers to know when to use spell_holy_powerwordbarrier.jpgPower Word: Barrier. Use spell_shadow_soulleech_3.jpgMindbender on cooldown. inv_glyph_majorpriest.jpgGlyph of Power Word: Shield also helps. Finally, you really need to try and benefit from spell_holy_rapture.jpgRapture on cooldown.
  • Towards the end, this fight gets quite mana intensive with all the damage going on. Most groups will group up for the Rampage phases, which is when ideally you'd want to use ability_priest_halo.jpgHalo, but because you're all grouped up, you don't get the best use of it. The lower mana cost and non-range affected healing of spell_priest_divinestar.jpgDivine Star make it a winner! Position yourself at the back of the group to make sure as many people as possible get healed.
  • ability_priest_cascade.jpgCascade is also useful for the end of the fight, since it guarantees to hit all raid members. Proper positioning can be tricky and usage of Divine Star is not always optimal.
Links:

Ji-Kun

Useful talents: share your thoughts!

Useful glyphs:

Tips and Tricks: share your thoughts!

Links:

Durumu the Forgotten

Useful talents: share your thoughts!

Useful glyphs:

Tips and Tricks: share your thoughts!

Links:

Primordius

Useful talents: share your thoughts!

Useful glyphs:

Tips and Tricks:
  • If you're a fan of ability_priest_atonement.jpgAtonement healing, make sure you're fully mutated before you attack the boss; otherwise, attack the adds.
Links:

Dark Animus

Useful talents: share your thoughts!

Useful glyphs: share your thoughts!

Tips and Tricks:

  • When someone gets the spell_nature_massteleport.jpgMatter Swap debuff, spell_holy_powerwordshield.jpgPower Word: Shield them and dispel them EARLY, about 7-8 seconds left on the buff. This causes the majority of the damage to go on the shielded player, and therefore both players take less damage than an even 50-50 split.
  • Once the boss starts using spell_nature_lightningoverload.jpgInterrupting Jolt use ability_shaman_astralshift.jpgSpirit Shell.
Links:

Iron Qon

Useful talents: share your thoughts!

Useful glyphs:

Tips and Tricks: Links:

Twin Consorts

Useful talents: Useful glyphs: Tips and Tricks: Links:

Lei Shen

Useful talents: share your thoughts!

Useful glyphs:

inv_glyph_majorpriest.jpgGlyph of Inner Sanctum

  • inv_glyph_majorpriest.jpgGlyph of Penance - Replace inv_glyph_majorpriest.jpgGlyph of Holy Fire
  • Tips and Tricks:
    • During the transitions is when you'll do the most work. Make sure if you have static that most of the group you are healing is topped off (ask raid leader to put them in same group for you) and that most everyone has a PW:S.
    • spell_holy_blindingheal.jpgBinding Heal is an awesome spell for this when you need to heal yourself and other people quickly during transitions.
    • During Final Phase you should start rotating everything you have to use on CD. AA, SS, PI, Inner Focus, PoH whenever you can. When the winds are pushing you try to use most of your instance cast abilites to not get too far away from your group. If you feel you need to cast a spell, you CAN cast while being pushed.
    • During Final Phase try to save spell_holy_powerwordbarrier.jpgPower Word: Barrier for the last push of his health. After about 15% HP stop using smite because atonement healing will not keep up with the wind damage.
    Links:

    Changelog

    • 23 Mar. 2013: Added Brutalpriest's tips for Lei Shen.
    • 23 Mar. 2013: Added Douy's tips for Megaera, Dia's tips for Jin'rokh, ShaieMag's tip for Jin'rokh, Xampas' tips for Tortos, MoacaBogdan's tips for Megaera, and Brutalpriest's tips for most of the fights.
    • 15 Mar. 2013:Added Yetiman's tips for Jin'rokh and Sarkorr's tips for Horridon.
    • 14 Mar. 2013:Added Pallas' tips for Jin'rokh.

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    Notable talents for Jin'rohk the Breaker is Power Infusion and Power Word: Solace. For glyphs you should prefer your Atonement relevant glyphs such as Glyph of Penance, Glyph of Holy Fire, and Glyph of Smite.

    With the Fluidity buff from the water puddles, atonement healing will be nearly double its normal value (+40% damage, and +60% Healing = +100% atonement).

    The Lightning Storm phase can be easily handled with Spirit Shell and Prayer of Healing spam for every one.

    Edited by Pallas
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    Notable talents for Jin'rohk the Breaker is Power Infusion and Power Word: Solace. For glyphs you should prefer your Atonement relevant glyphs such as Glyph of Penance, Glyph of Holy Fire, and Glyph of Smite.

    With the Fluidity buff from the water puddles, atonement healing will be nearly double its normal value (+40% damage, and +60% Healing = +100% atonement).

    The Lightning Storm phase can be easily handled with Spirit Shell and Prayer of Healing spam for every one.

    Thank you, I added your tips to the first post.

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    Also, for Jin'Rokh, I'd advise, for Tier 6 talents, using DS over Cascade. Halo is generally a big no-no because, when you'd benefit the most from it, is actually the worst time to cast it (during spell_shaman_thunderstorm.jpgLightning Storm). DS will usually pseudo-doubledip while standing in inv_misc_volatilewater.jpgFluidity because it will heal more AND do increased damage.

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    For Horridon

    Talents: Power Word: Solace, Power Infusion

    Glyphs: Smite, Penance, Mass dispell

    On the first set of adds, having the mass dispell glyph will assist with the the healing as it removes the tick of Farraki Wastewalkers Blazing Sunlight

    After the first door goes down, you will find atonement healing the is the way to go as Horridon takes additional damage and increases per door he charges to (50%, 100%, 150%, 200%), so your Smite, Power Word: Solace and Penance spells hit harder and therefore heals are bigger!

    Using Spirit Shell when you have lots of adds also helps other healers keeping everyone topped up

    Enjoy

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    Also, for Jin'Rokh, I'd advise, for Tier 6 talents, using DS over Cascade. Halo is generally a big no-no because, when you'd benefit the most from it, is actually the worst time to cast it (during spell_shaman_thunderstorm.jpgLightning Storm). DS will usually pseudo-doubledip while standing in inv_misc_volatilewater.jpgFluidity because it will heal more AND do increased damage.

    For Horridon

    Talents: Power Word: Solace, Power Infusion

    Glyphs: Smite, Penance, Mass dispell

    On the first set of adds, having the mass dispell glyph will assist with the the healing as it removes the tick of Farraki Wastewalkers Blazing Sunlight

    After the first door goes down, you will find atonement healing the is the way to go as Horridon takes additional damage and increases per door he charges to (50%, 100%, 150%, 200%), so your Smite, Power Word: Solace and Penance spells hit harder and therefore heals are bigger!

    Using Spirit Shell when you have lots of adds also helps other healers keeping everyone topped up

    Enjoy

    Thanks guys! The tips have been added :)

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    Couple of Suggestions for:

    Megaera

    Talents:

    Body and Soul - allows whoever is inflicted with Cinders to move away that little bit quicker, especially good for when a melee is targeted.

    Divine Star - Towards the end, this fight gets quite mana intensive with all the damage going on. Most groups will group up for the Rampage phases, which is when ideally you'd want to use Halo, but because you're all grouped up, you don't get the best use of it. The lower mana cost and non-range affected healing of Divine Star make it a winner for me! I usually position myself at the back of the group to ensure it hits as many people as possible.

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    Actually I do not agree on using the Solace talent. Holy Fire will also give you atoinment healing, but if you choose Mindbender you can just use it on cooldown and forget about it for the rest of the time. I really don't see why to use Solace here. Divine Star is also only usable on Lightning Storm phase and Cascade is more profitable for the rest of the fight.

    And I think it is pretty obvious that you should use Body and Soul talent to help people get from the void zone faster as they get targeted by Focused Lightning.

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    I don’t play a priest but I know that the big yellow bubble that the raid can stand in that prevents a lot of damage helps on ji rohk lighting storm, it looks like the DK anti magic shell or barrier which ever one goes out that all can stand it

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    Yes, barrier can and should be used on Lightning storm, staggered with other healing CDs provided by the raid to get through those without losing anyone. 3 minute cooldown allows using it on the 1st and 3rd (or 2nd and 4th) lightning storms. By the time everyone is grouped up, however, they should have a good couple casts of Spirit Shell on them too.

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    As a priest who has spent a good deal of time with dual healing specs, I really believe this strategy guide shouldn't be combined to allow for both discipline and holy. While some aspects are similar in talents and, to a lesser extent, glyphing, overall strategy can be drastically different. Tips and tricks for when to squeeze in a timely spirit shell are dramitically the opposite from popping Divine Hymn during a high period of raid damage.

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    I found using Cascade and a glyphed PW:S very useful in Tortos fight, to help during Quake Stomp and Rockfall after.

    Just a few seconds before Quake Stomp I SS all groups and we stack at middle for Quake Stomp (PW: Barrier when available).

    We spread just after Stomp, to avoid Rockfall, and then Atonement FTW!

    For Talents, Power Infusion works fine as big damage spikes are timed.

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    Actually I do not agree on using the Solace talent. Holy Fire will also give you atoinment healing, but if you choose Mindbender you can just use it on cooldown and forget about it for the rest of the time. I really don't see why to use Solace here. Divine Star is also only usable on Lightning Storm phase and Cascade is more profitable for the rest of the fight.

    And I think it is pretty obvious that you should use Body and Soul talent to help people get from the void zone faster as they get targeted by Focused Lightning.

    The benefit to using Power Word: Solace is because since this fight is so atonement heavy you should be using your Holy Fire (Solace) every time its off cooldown, about 5 times per minute. This has been proven to provide more mana regeneration (and mana saved from no-cost Holy Fires) than mind bender will (assuming you still use shadowfiend on cooldown of course).

    Here's the post regarding Solace VS Mindbender mana regeneration - http://www.howtopriest.com/viewtopic.php?f=12&t=2693

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    The benefit to using Power Word: Solace is because since this fight is so atonement heavy you should be using your Holy Fire (Solace) every time its off cooldown, about 5 times per minute. This has been proven to provide more mana regeneration (and mana saved from no-cost Holy Fires) than mind bender will (assuming you still use shadowfiend on cooldown of course).

    Here's the post regarding Solace VS Mindbender mana regeneration - http://www.howtoprie...php?f=12&t=2693

    Yes, but u cannot actually always cast Solace on cooldown. Theoretically it does give you more mana but in reality there is Lightning Storm and other abilities when you need to do things other than atoinment. Mind bender is easy to use and it doesn't consume so much attention as solace.
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    For Magaera, I am using Spirit Shell on every Rampage phase, combined with PoH spam. Every 2nd rampage, I also combine SS with Power Infusion for some mana saving and better absorbs. On 2nd and 5th Rampage using PW:B (other heal cd's used for the rest), Mindbender used on cd. Tried using Solace but during the last 2 heads, the rate at which cinders/ice/poison bomb appeared, I just could not afford to waste a single gcd for solace, so just released mindbender and let him do his thing (right after each Rampage ends). Also glyphed PW:S helps. Also, so far, on this fight more than any other, I really wanted to benefit from Rapture on cd.

    Edit: Lvl 90 talent I used Cascade since there is a lot of damage in the later stages of the fight, and Cascade is the only talent which almost entirely guarantees it will hit all raid members, since Halo and DS are dependant on positioning, which can be tricky on this fight.

    Tip: If your healing team has MW monk or resto druid, you might be better off just spamming PW:S on everyone during Rampage and let the good AoE throughput heals from the others top the raid. I have to mention that this is untested for me, nor am I sure how mana effective this strategy is, but it might be worth a shot.

    Edited by MoacaBogdan
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    For Magaera

    Tip: If your healing team has MW monk or resto druid, you might be better off just spamming PW:S on everyone during Rampage and let the good AoE throughput heals from the others top the raid. I have to mention that this is untested for me, nor am I sure how mana effective this strategy is, but it might be worth a shot.

    This is not mana efficient because you should really only using power word: shield when you have rapture up. You will blow through way too much mana with your strat. Don't get me wrong, it would be great if pw: shield wasn't such a mana dump but blizzard hates priests and enjoys nerfing us to the ground.

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    This post is for disc priests. I am currently 11/12 so that is what I will comment on.

    I recommend using Solace and Insanity, and Power Infusion for every fight.

    I use Glyph of Smite and Holy Fire for every fight. The third glyph is usually Inner Sanctum, but I understand that many are a big fan of Glyph of Penance. PENANCE ON BOSSES, NOT PLAYERS; if you are a priest, it is not your job to tank heal.

    Jin'Rokh is covered well, go full attonement healing.

    Horridon: 3rd glyph possibility of Glyph of Purify. If you're using Mass Dispell you're wasting a lot of mana >_> Don't use or glyph for it, the first phase is laughably easy anyway. Remember that you can Attonement heal against the boss for more and more healing as the fight goes on, thanks to the permenant 50% damage taken buff he gets after each gate he destroys.

    Council of Elders. Spirit Shell for the sandstorms =/ I recommend Glyph of Inner Sanctum. You're going to want to use most of your healing cooldowns on cooldown. Archangel, Cascade (or halo), Power Infusion. Consider helping the dps with the Loas. Save Pain Sup for your tank during sandstorm, whichever is holding the sand adds. Use barrier for Empowered ice man's Frostbite debuff, or on roll man's damage reflection.

    Tortos. Spirit Shell the Quake Stomps. Fade every time bats come out. Glyph of Inner Fire is a possibility if you don't like Glyph of Penance.

    Megaera. Glyph of Inner Sanctum isn't a bad idea. Try to work out a defensive cooldown rotation with your other raid members so you always have _something_ during the Rampages. Archangel + Spirit shell during EVERY Rampage, and use Power Infusion for every second rampage.

    Ji-Kun. If you're going with the hatchling killing team, drop Glyph of Holy Fire for Glyph of Binding Heal. If you're on Ji-kun, it's wise to pick up Glyph of Penance as you will be moving somewhat frequently.

    Durumu. If you have Glyph of Holy Fire, You can stack with the Blue Beam player and still attack the red fogs wherever they are. Also, consider Glyph of Penance for the maze phases.

    Primordius. If you're a fan of Attonement healing, make sure you're fully mutated before you attack the boss; otherwise, attack the adds. Glyph of Inner Sanctum is a good idea for this fight, as is Glyph of Penance if you want to attack the boss.

    Dark Animus. My guild did the strategy of fully filling up all 3 disabled Large golems, and fully filling up one Massive golem (leaving the other unpowered, and all Large golems unpowered.) When someone gets the Matter Swap debuff, PW:Shield them and dispell them EARLY, about 7-8 seconds left on the buff. This causes the majority of the damage to go on the Shielded player, and therefore both players take less damage than an even 50-50 split. Once the boss starts using Interupting Jolt use Spirit Shell.

    Iron Qon. Glyph of Inner Sanctum. This fight is BRUTAL on your mana. In every phase he's damaging the raid significantly. Glyph of Inner Sanctum is highly recommended. For Wind, Ice, and Solo phases Archangel + Spirit Shell on cooldown and use PoM on CD as well.

    Twin Consorts. Glyph of inner Sanctum is handy. Whenever Suen is active (which should be phase 2 and 3, if she's not killed in p3 gquit because your raid leader is an idiot), Archangel + Spirit Shell on cooldown, suppliment with Power Infusion to reduce mana costs. Phase 1, make sure to PW:Shield tanks affected by the Beast (watch dbm, or have the tanks call it out.) Attonement heals that hit the affected tank cause the beast's debuff, PW:Shield does not.

    Lei Shen. Glyph of Inner Sanctum is definately the way to go. Sacrifice Glyph of Holy Fire for Glyph of Penance, you'll want it during the final phase. It's during the transitions that you will work hard: if you are in one of the 2-man groups, make sure for Static (the stack and take damage) that both you and the other guy are competely topped off, and PW:Shielded. Make good use of Binding Heal during transition phases.

    During final phase expect utter chaos. Use everything you have on cooldown, Archangel, spirit shell, Power Infusion, Inner Focus, Prayer of Healing whenever you can. When you need to run (and you will run, a lot), use Penance, Holy Fire/PW:Solace, Cascade, PW:Shield, PoM. Save Barrier for the last push of his health. The last 50m (15%) or so of his health stop using Smite, it just won't keep up with the wind damage.

    Edited by Brutalpriest
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    I recommend using Mindbender and Power Infusion for every fight (if anyone uses solace and insanity as a disc priest you deserve a gkick.)

    Please elaborate....

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    Thank you everyone! It took me some time, but I've finally added all the tips. Also, I've made a separate Holy thread, as was requested :)

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    Because I did not proofread very well, I misspoke on a few lines. I have corrected in my edit, but... /shrug

    If you're a fan of (not penance, but ==>) Attonement healing, (not penance but ==>)Attonement heals that hit the affected tank cause the beast's debuff, PW:Shield does not.

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    Because I did not proofread very well, I misspoke on a few lines. I have corrected in my edit, but... /shrug

    If you're a fan of (not penance, but ==>) Attonement healing, (not penance but ==>)Attonement heals that hit the affected tank cause the beast's debuff, PW:Shield does not.

    I edited the main post to atonement healing. Thank you for pointing it out :)

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    Solace and insanity gives almost nothing to disc priests. It's better suited for holy, who gain the attonement-like heal as well.

    As others have already stated, solace is substantially better than mindbender in terms of mana gains (holy fire costs 5400 while solace is free) on any fight where you're using HF frequently. Solace is not nearly as useful for holy as for disc as you're not casting HF to begin with in holy and the gcd could be used elsewhere.

    Edited by Crzed
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    Solace and insanity gives almost nothing to disc priests. It's better suited for holy, who gain the attonement-like heal as well.

    Power Word: Solace is intended as a mana regen/mana conservation ability (which is why its on the talent tier with the other mana abilities). As i stated previously it does greatly improve mana when used appropriately, by both conserving mana which would be used on Holy Fire, and giving more regen than mind bender would. If you are not able to remember to cast this instant cast spell every 10 seconds, well then mindbender would be a more appropriate choice. But if you can manage this level of play style its more beneficial.
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    You've piqued my interest. Let's do some calculations.

    Assumption 1: you cast PW:Solace or holy fire every 10 seconds, so 18 times every 3 minutes.

    Assumption 2: you use mindbender or shadowfeind on cooldown (3x per 3 minutes, or 1x per 3 minutes.)

    Assumption 3: Mindbender will attack 12 times per summon. Shadow fiend will attack 8 times per summon.

    Assumption 4: Evangelism x5. (archangel will cause one non-5 holy fire at most per use so i'm ignoring it.)

    holy fire costs 3780 mana(evangelism), but talented is free and gives you 3000 mana, a difference of 6780 mana, x18 is 122040 mana per 3 minutes because of PW:solace.

    Mindbender/shadowfiend. Mindbender returns about 4383 per attack. x12 (12 attacks) 52596 per summon, x3(3 summons per 3 minutes) is 157788. Shadowfiend returns 9000 per attack, x8 (8 attacks) 72000 per summon. Mindbender above shadowfiend is 157788-72000 = 85788

    122040 solace per 3 minutes compared to 85788 mindbender per 3 minutes

    So it seems that Solace is, in fact, the better choice. Thank you for challenging my beliefs =)

    If someone can double check my calculations I would appreciate it.

    Edited by Brutalpriest
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        Diplomacy: Reputation gains increased by 10%. The Human Spirit: Increases spirit by 5%. Mace Specialization: Skill with Maces and Two-Handed Maces increased by 5. Sword Specialization: Skill with Swords and Two-Handed Swords increased by 5. Perception: Dramatically increases stealth detection for 20 seconds. 3 min cooldown. Desperate Prayer: Instantly heals the caster for 1324 to 1563. Feedback: Any successful spell cast against the priest will burn 105 of the attacker's Mana, causing 1 Shadow... What does this mean?: In a raiding environment, Human will out-damage other races but in a unique scenario that will rarely be performed by most people. (addressed in the Talent section)
         
        Troll
        Throwing/Bow Specialization: Skill with Throwing/Bow Weapons increased by 5. Regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. Beast Slaying: Damage dealt versus Beasts increased by 5%. Hex of Weakness: Weakens the target enemy, reducing damage caused by 20 and reducing... Berserking: Increases your casting and attack speed by 10% to 25%. At full health the speed increase is 10% with... Shadowguard: When a spell, melee or ranged attack hits the caster, the attacker will be struck for 116 Shadow damage... What does this mean?: Going Troll is the optimal race within the Horde for dealing as much damage as possible on a target, they especially excel on bosses categorized as beasts. If you never plan on raiding and want to remain in 5/10mans, Undead is the way to go.
         
        Other Races
        If you are dead set on going another race or faction. This isn't to say you should be forced to play a certain race, rather that you should be aware of the differences and make the according decision that aligns with your preferences.
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        Professions
        During the harsh and lengthy process of leveling, select Herbalism and Alchemy. A valid case can be made for also having a lvl 5 alt stationed permanently in a major city to disenchant unwanted items through mail and store items at a bank for later use. Back to the subject at hand, herbalism contributes convenient reagents for alchemy and a strong source of revenue for our eventual endgame professions. It also prevents players from spending an exorbitant portion of time pestering strangers in Orgrimmar to craft potions. The objective is straightforward, gather a substantial supply of gold and a bank chock-full of fruitful potions the raid might need, such as: Mageblood Potion, Limited Invulnerability Potion, Major Mana Potion, etc... Next, I advise dropping Herbalism once the quantity of gold in one’s bags is overflowing and adopt the late game profession: engineering to scoop up a few useful tools, such as: Goblin Sapper Charge, Field Repair Bot 74A, etc... Finally, for secondary professions, I urge grabbing all of them as they all provide valuable assets. In terms of fishing, you can farm those elusive Stonescale Eels that are highly contested after for Flask of the Titans. First aid grants bandages for healing that don't require any mana to use.
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        Buffs
        As you probably know a character can have a theoretical cap of 32 beneficial buffs. The limit may differ from server to server or what is acknowledged as a buff. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. On a side note, I suggest installing NirkBuffRemover/NBR and Buffalo to help with overall buff management and ease of mind. Down below is a table of relevant buffs, separated into sub groups to better highlight their usefulness. Although, there is no strict order, you should still prioritize getting world buffs before obtaining other buffs.
        A few example buffs:
        Atiesh, Greatstaff of the Guardian: +2% spell crit to all party members within 30 yards. (Can't stack with Moonkin Form) Rallying Cry of the Dragonslayer: +10% spell crit & +5% melee. +140 Attack power,  Slip'kik's Savvy: +3% Spell Crit. Moonkin Form: +3% Spell Crit.  
        Wisdom of Agamaggan: +10 Intellect for 30 min. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect.  
        Warchief's Blessing: +10 mana regen every 5 seconds, +15% Melee Haste, +300 Hp. Mana Spring Totem: +10 mana every 2 sec. Mageblood Potion: +12 mana per 5 sec. Innervate: Increases Mana regen by 400% for 20 sec.  
        Flask of Supreme Power: +150 damage done by magical spells & effects for 2 hr. Only 1 flask can be active at a time. Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% dmg to melee, range and spell damage dealt. Power Infusion: +20% spell damage & healing for 15 sec. Sayge's Dark Fortune of Damage: +10% damage.  
        Songflower Serenade: Increases a melee, ranged, or spell to crit by 5%, +15 all stats. Mark of the Chosen: 2% chance when struck in combat of increasing all stats by 25 for 1 min. Spirit of Zandalar: +10 move speed, +15 all stats. Mark of the Wild: +384 armor, +16 all attributes,+27 all resistance.  
        Blessing of Blackfathom: Increases intellect and spirit by 5 and frost damage done by 15. Alliance Only:
        Sanctity Aura: Increases Holy damage done by party members within 30 yards by 10% _________________________________________________________________________________________________________________________________
        Mind Control Buffs
        I wouldn't be thorough if I didn't mention the wonderful world of Mind Control buffing. It is possible for an alliance priest to use their basic shadow spell: Mind Control or someone with the engineering to create and use the head slot item Gnomish Mind Control Cap against players of the opposing faction. For that duration the mind controlled Horde character is now considered an Alliance player. This allows the character to receive buffs from paladins. In the many guild raids I’ve taken part, we'd have 2-3 players log onto to their lvl 60 pallies and level 60 priests and stationed themselves near the raid entrance or zone for mind control buffing. Before undertaking this endeavor, be sure that the server allows for the Mind Control possibility and find out its exact limits. Tip: Try and get Fear Ward from a dwarf priest and if survivability is not and issue get Curse of Recklessness from a horde warlock as well.
        Greater Blessing of Wisdom: +45 mana per 5 seconds. Note: Icon vanishes if Mana Totem casted but effect remains. Greater Blessing of Kings: +10% to all stats for 15 min.  The fun doesn't stop there. It is also possible for a priest of any faction to Mind Control certain mobs which can be controlled to dish out beneficial buffs to all raid members. In order, to fully utilize the duration of these buffs, its advised to have warlock be ready for immediate summoning.
        Fury of Ragnaros: From Twilight Emissary in BRD, he increases the magical damage dealt by an ally by 25 for 30 min. Resist Arcane: From Scarlet Medic in Plaguelands, increases Arcane resistance by 78 for 1 hr.  Resist Fire: Scarshield Spellbinder in BWL, he increases an ally's Fire resistance by 81 for 1 hr.  Dark Whispers: Increases the Shadow damage dealt by an ally by 35 for 10 min from Vile Tutor in the Eastern Plague Lands. Special Event Buffs
        On an ending note for buffs, we can also get buffs from special events/holidays. An example, is The Midsummer Fire Festival a seasonal event that celebrates the hottest season of the year. It starts on the (earthly) northern summer solstice, and lasts about two weeks (mid-late June to early July, usually). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion that all feature some useful buffs for tanking. It is possible for the Love is in the Air Capital Gift Collection buffs to be stacked with each other, ask around to find out its exact limits. The following buffs are separated by their event.
        Stormwind Gift Collection: Increases Intellect by 30 for 1 hour. Undercity Gift Collection: Increases Intellect by 30 for 1 hour.   Thunder Bluff Gift Collection: Increases Stamina by 30 for 1 hour.   
        Midsummer Sausage: Increases damage done from spells by up to 23 for 1 hr.  Bonfire's Blessing: 30% chance to deal 60 Fire dmg on any melee, ranged, or spell attack. (works outside only) Fire Festival Fury: Increases critical strike percent and spell critical strike percent by 3% for 1 hr.  
        Celebrate Good Times!: +10% to all stats for 30min.  
        Elune's Blessing: All stats increased by 10% for 1hr.  
        Invocation of the Wickerman: Increase health & mana regeneration by 25% and Stamina by 25%.  
        Soul Revival: Increases all damage caused by 10% for 30 minutes.
        In conclusion, let's compile all of the buffs we have seen.
        Here is a screenshot of the best buffs, we can get for our means: https://i.ibb.co/nkLqvMH/plplp.png
        Here is a screenshot of realistic buffs, we can get for our means: https://i.ibb.co/1QsZL7P/io.png
        _________________________________________________________________________________________________________________________________
        Debuffs
        Having as many debuffs on the boss as possible is of paramount importance to dealing damage. Therefore, our interests are heavily tied to the release of patch 1.7, due to its extra 8 debuff slots introduction totaling to 16 debuffs. All debuffs on the list below benefit us in damage and are assumed to be at their maximum rank/talent improvement.
        Imp. Shadow Bolt (Warlock): Shadow Bolt critical strikes bolster Shadow damage dealt to target by 20% until 4 non... Curse of Shadow: Reduce Shadow & Arcane resistance by 75 & increasing Shadow & Arcane damage taken by 10%.  Shadow Weaving (Priest): Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.   
        Gift of Arthas: If an enemy strikes the imbiber, the attacker has a 30% chance of being inflicted with disease that increases dmg taken by 8 for 3 min. Lasts 30 min.   
        Nightfall: Spell damage taken by target increased by 15% for 5 sec.   
        Seal of the Crusader: Judge an enemy for 10 sec, increasing Holy damage taken by up to 140. _________________________________________________________________________________________________________________________________
        Mana-gement
        When Smite Priests are talked about, they are often associated with going out of mana quickly. However, this is an outdated notion involving a lack of information or commitment from players to rectify. This isn't to say they never run out of mana, but rather that it is greatly exaggerated. Of course, the shorter a boss fight the better. Below is a list of mana regenerative items, you should look to acquire.
        In order of granted mana:
        Major Mana Potion grants a good chunk of mana and drops throughout the world quite often. Major Rejuvenation Potion quite expansive but also grants health.  Demonic Rune converts health into mana. Lily Root is created from a neck item and saves on time, money, etc… (the single root will disappear after 1hr.) Night Dragon's Breath takes care of mana & health. Very easy to acquire so get a large amount and place them in the bank.  As you familiarise yourself with a fight and the limits of your raiding partners, it will come intuitively what is the best to use. Its worth mentioning some items don't share a cooldown, thus can follow each other in quick succession. 
        Here are the two different cooldown categories:

        My personal recommendation is to have a diverse pool of the items featured in this section to cater to any situation that might arise. Not only are there items that can help with mana but also Buffs that we previously looked at. If you are looking to maximise mana regeneration also consider equipping an MP5 gear set in between mob pulls, check out: https://www.youtube.com/watch?v=H0-17Sp62eI to learn more. You can also take it a step higher and equip Circle of Flame.
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        Gear
        Unfortunately, the gear we desire is also desired by other casters. Therefore, I suggest acquiring this type of gear while assuming the role of a healing priest in the raid. However, I will still provide a comprehensive gear list for all phases. The interesting part about gearing is that 4 pieces of our BIS gear can be acquired within Phase 2 of Classic World of Warcraft. Down below is a url to a spreadsheet with a plethora of options for proper gearing.
        Gear Spreadsheet
        Enchants similar to gear need to be tailored for our purposes.
        Enchant Spreadsheet
        _________________________________________________________________________________________________________________________________
        Talents
        For the sake of generality and simplicity these talents setups assume a server between patch 1.9 - 1.12 and taking part in a serious guild who are confidently clearing raids.

        https://classicdb.ch/?talent#bqMhsVVVoctt0db The typical talent setup for a Smite Priest. If were looking to do the most damage possible it is technically possible to withdraw a point from Power Infusion and place it in Spiritual Guidance which deals more damage but would require other priests to cast Power Infusion on you (this is unrealistic but possible) for the duration of the boss fights. In this RARE situation being a Human yields more damage because of their bonus in Spirit.
         

        https://classicdb.ch/?talent#bqMhsVVVoctt00bZh The improved version of the talent setup displayed above that helps further with mana but requires some coordination and may not be for everyone. The following actions are purely a showcase of the highest dps possible. Basically, before the boss is pulled, Hearthstone to a major city sign yourself up for a Battleground, find an enemy player to kill and trigger Spirit Tap immediately ask for a summon near the raid entrance, enter the instance, get summoned once again to the raid's location and immediately have the boss pulled.
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        Rotations
        The following rotation will assume a simple tank-spank raid boss with very minimal movement allowing our holy friend to freely cause havoc unhindered. The following rotation is split into several sections to better highlight the course of action. Naturally, if you are unable to accomplish certain aspects of the rotation, simply weed out what you can.
        Pre-pull: Equip Hand of Edward the Odd and attack an Unconscious Dig Rat, until the weapon's "chance on hit" triggers. If you are unaware of the rat item, refer to the Dig rat video and Doomguard video on how to take advantage of these weird items. The moment the effect is triggered the tank should be pulling the boss. Pulling: Optimally, we would want to cast Shadow Word: Pain but it will depend on the Raid Leader decision. Activate Limited Invulnerability Potion, cast Smite constantly until Curse of Shadow and other similar debuffs are on the boss. The moment all debuffs are on the boss, activate your spell damage trinket, cast Inner Focus, cast Power Infusion on yourself and cast Mind Blast each time its off cooldown. (BUT if Seal of the Crusader is on the boss cast non-stop Smite instead.) Continue through the boss fight by casting Smite and Mind Blast when it's off cooldown. Situational: Try and keep Inner Focus for low mana situations, if mana is not an issue and Seal of the Crusader is not active save it for a MB. If moving is required in a boss fight, use Goblin Sapper Charge while moving & Crystal Charge once again if moving is needed later on. Also, if mana permits it cast Power Word: Shield or Renew on teammates who will foreseeably take damage. In a similar vein, If you mismanage your mana, use Goblin Sapper Charge/Crystal Charge and Magic Candle and start wanding the target. I also suggest to keep on you Faintly Glowing Skull which scales with spell damage, shadow related buff, debuffs, potions, etc... if you are aiming to make other people in your raid jealous. _________________________________________________________________________________________________________________________________
        Thanks for reading!
        I hope you enjoyed exploring one of my favorite classes in World of Warcraft. If you are left with some lingering questions after having read the guide, feel free to swing over to the Discord and I would be more than happy to answer them. I will be continuously updating this guide as we learn more about Classic WoW.
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