Disc Priest Talents & Specs
Welcome to the Disc Priest Talents & Specs page! There are no longer “cookie cutter” or straight forward talent builds, meaning each character can be individual and players are more free to choose. However, this also means it can be harder for those just starting out as a Disc Priest with less guidelines provided.
So we’re going to help you out by providing you with a starting point with regards to choosing talents. You’re free to choose others straight away or you can wait until you’re more comfortable with the Disc Priest class, and then re-jig your setup, but we’ll provide you with an “almost” fool-proof setup to get you started healing successfully.
First thing to do is of course, choose your specialization and because we want to focus on healing as Disc, your specialization will be Discipline(Disc). Choosing Disc as your specialization will immediately give you access to all the Disc spells and passive abilities that your level allows to improve your ability to heal. To learn about the spells you will receive when choosing your specialization at maximum level, you can see all spells on the Disc Priest Spells page and get a grasp for what each does.
In terms of talents, here’s the setup we recommend choosing, what tier they appear in, what level you can gain it, the category, what the spell does and the suggested key bind for that spell (if it is an active spell, rather than passive). Hover over the spell name to get the detailed tooltip of that spell or visit that spell’s page.
Easiest of the 3 in this tier, a passive enhancement to Penance, one of your most used Spells. Enhances both the healing and damage aspect of Penance.
If you heal a target that at the time has below 35% HP, your healing and damage to all targets is increased by 10% for 8 seconds following. A great option should you find you're often healing members with low HP.
A more difficult talent to slot into the Disc's toolkit, it can help to increase damage when required, but not a favourable talent.
Unfortunately doesn't apply to every use of Power Word: Shield as it has a 6 second internal cooldown, so it isn't as controllable as first thought.
A viable option if you believe you won't move much during an encounter and also intend on shadow-mending yourself often. However, we favour the movement talents over this talent.
Probably the best option for most situations. Can be placed ahead of time for yourself or other players. However we favour the use of a self targeting instant macro.
A great choice for starters. Returns a decent amount of mana and is the easiest of the row. It does depend on shield absorption which isn't guaranteed.
Replaces your Shadowfiend with a similar pet that returns mana to you when it strikes an enemy. Requires an enemy for use. A viable option.
A DoT that does damage, heals allies through Atonement and also returns mana. Requires a bit more maintenance on your part. Use it off cooldown for maximum effectiveness.
A viable option, however the lack of control over those affected leaves one paranoid about pulling additional mobs!
A decent option for single target crowd control, allowing you to CC while continue healing. You will need to kill the mob once the CC ends after 30 seconds.
A great option for multi-target control. Allows the tank to pick up the adds while you do what you do. Run!
The more Atonements you have applied to allies, the less this increases your damage. Diminishes from 12% increase by 1% with each Atonement to a minimum of 3% (TBC)
When you cast Penance on an ally, such as the tank, it will also heal all allies that have Atonement. If you're using Penance defensively (as a heal) more than offensively (against an enemy) it's worth taking.
Not a bad option for some AoE healing. It is best reserved for healing after damage when you know that damage will be followed by a lull due to the 6 second debuff. A more complicated playstyle required.
This talent replaces your Shadow Word: Pain with stronger damage and a longer duration. Also spread's to nearby enemies on Penance use. Great to option to help out the DPS.
A “boomerang” spell that heals everyone in a straight line in front and returns to you and heals again. Positioning is crucial for this spell to be effective. Good for stacked situations. Or a conga-line.
A heal that grows out to 30 yards and heals allies and damages enemies. Useful in dungeons but not recommended for close-quarter dungeons as you may pull additional mobs.
A flat reduction of damage for all targets affected with Atonement. Great for small-scale encounters. For raid encounters, less allies will benefit from this but it's still viable. Easiest in this row.
A strong raid wide cooldown on spread out occasions where Power Word: Barrier won't be affective. A better option for encounters where you're not able to get many Atonements rolling before using Evangelism.
A strong cooldown to extend your Atonement buffs. This talent is viable in all raid situations unless you don't have the opportunity to apply those Atonement buffs for some reason. In that case we recommend Luminous Barrier. The hardest talent in this row.
Again, we wish to stress that all talents are viable for a healer, depending on your play style, but these are what we recommend for those starting out. Now that you’ve got talents set up, head onto the Disc Priest Glyphs page.