Spec, Builds, Talents, and Glyphs
On this page, we present the viable talent and glyph choices for Discipline Priests in World of Warcraft WoD 6.2.2. We detail what each of the talents and glyphs do and in which situations they should be taken.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
Talents can easily be changed, thanks to Tomes of the Clear Mind. You will frequently find yourself changing talents and glyphs between encounters, in order to adapt your play style to different mechanics. Therefore, it is important to understand what each of your talents does and how they affect your play style.
2. Tier 1 (Level 15) Talents↑top
Tier 1 talents offer you a choice between 3 abilities that improve your survivability.
- Desperate Prayer is an instant-cast self-heal that heals you for 22% of your maximum health, with a 2-minute cooldown.
- Spectral Guise allows you to enter a pseudo-stealth state (you remain in combat), leaving behind an illusion of yourself. The effect lasts for 6 seconds, or until you receive 3 attacks.
- Angelic Bulwark is a passive ability that grants you a 20-second damage absorption shield, for 15% of your maximum health, each time you drop below 30% health. The effect has an internal cooldown of 90 seconds.
Here, we feel that the choice will come down to either Desperate Prayer or Angelic Bulwark. We prefer Desperate Prayer, because it can be used on-demand. Angelic Bulwark can be great when it procs, so it is useful for fights where you often drop below 30% health (progression content, most likely) That said, the lack of control over Angelic Bulwark makes it somewhat undesirable, so we recommend Desperate Prayer as a default choice.
That said, Spectral Guise does have a few PvE applications, such as resetting boss encounters or mitigating some encounter mechanics, such as fixates.
3. Tier 2 (Level 30) Talents↑top
Tier 2 talents offer you a choice between 3 means of improving your mobility.
- Body and Soul increases the movement speed of the target of your Power Word: Shield and Leap of Faith by 60% for 4 seconds.
- Angelic Feather allows you to place up to 3 feathers on the ground. Collecting a feather (running through it) increases the player's movement speed by 60% for 6 seconds. This ability has a maximum of 3 charges, and a 10-second recharge time.
- Phantasm causes your Fade to remove all movement-impairing effects from you. It also makes you unslowable for 5 seconds.
We feel that Body and Soul offers you the most control over when to offer the movement speed increase, and to whom. However, keep in mind that pre-existing Weakened Soul debuffs on players (due to you or someone else having shielded them recently) may prevent you from using this. Also, using this basically means you may end up wasting a Power Word: Shield altogether (assuming the target does not take damage) only to offer the movement speed boost.
Angelic Feather offers a longer movement speed boost, and it has fewer restrictions than Body and Soul. It also costs less Mana to use. It is, however, reliant on the recipients of the buff actively running through the feathers left behind. Moreover, targeting specific players with this ability when the raid is stacked together is practically impossible.
Phantasm is more of a PvP talent, with situational uses at best.
4. Tier 3 (Level 45) Talents↑top
Tier 3 talents offer you a choice between 3 performance-enhancing abilities.
- Surge of Light passively causes your healing spells, Power Word: Shield, Clarity of Will, and Smite to have an 8% chance of making your next Flash Heal instant cast and free of cost. You can have a maximum of 2 charges of this effect.
- Mindbender is an improved version of Shadowfiend, which it replaces. The Mindbender has a lower cooldown, and provides you with Mana regeneration each time it attacks its target. It also deals more damage.
- Power Word: Solace is a spell that replaces your Holy Fire. The differences are that Power Word: Solace does not cost Mana, and instead regenerates 2% of maximum Mana when cast.
For progression, we recommend using Power Word: Solace, as this allows you not only to regenerate some Mana, but also to build up Evangelism stacks during fights.
For extra damage (as well as for a solid amount of Mana regeneration), Mindbender is a good choice. Finally, Surge of Light is not really worth taking.
5. Tier 4 (Level 60) Talents↑top
Tier 4 talents offer you a choice between 3 crowd-control abilities.
- Void Tendrils roots up to 5 enemies in place for up to 20 seconds. Killing the tendrils cancels the effects. The targets must be in the 8-yard proximity of the main target of the spell.
- Psychic Scream causes 5 enemies within 8 yards of the main target to flee, being disoriented for 8 seconds. Damage done to these targets can cancel the effect.
- Dominate Mind takes control of an enemy player or NPC for 30 seconds.
These talents have, at best, situational uses. They may be useful in some encounters, but most likely will only be used during trash and questing. Your choice will be largely irrelevant.
These talents do not influence your performance in any way, their uses being entirely situational. We advise that you choose the talent you prefer the most, or that one which applies best to the conditions of the encounter.
6. Tier 5 (Level 75) Talents↑top
Tier 5 talents offer you a choice between 3 performance-enhancing abilities.
- Twist of Fate passively increases your damage and healing by 15% for 10 seconds after heal a target that is below 35% health.
- Power Infusion is a 2-minute cooldown that increases your haste by 25%, and reduces the Mana cost of all your spells by 20%, for 20 seconds.
- Spirit Shell is a 1-minute cooldown that causes your Heal, Flash Heal, and Prayer of Healing to place absorption effects on their targets instead of healing them, for 10 seconds. The shields placed in this way last for 15 seconds.
Power Infusion is currently the best choice in this tier.
Twist of Fate is not really useful at any time. Spirit Shell is very situational, and will only prove useful on a limited number of bosses (if even that).
7. Tier 6 (Level 90) Talents↑top
Tier 6 talents offer you a choice between 3 abilities that heal multiple targets.
- Cascade is a sort of chain heal. It heals an initial target (with the healing being greater the farther away that target is), and then bouncing to additional allies up to 4 times. Each time that the heal bounces, it splits into 2 heals. It can never heal the same target more than twice.
- Divine Star resembles a yo-yo, in the sense that the ball of energy travels in a path away from you (in front of you), and after reaching a certain point (24 yards away), it returns. Both on the first, as well as on the second trip, it heals allies in its path.
- Halo causes an effect around you, which expands up to a 30-yard radius. Allies who are inside it are healed, and the highest amount of healing is done to players who are at the 25-yard mark.
Halo is currently the best choice in this tier, as both Divine Star and Cascade are eclipsed by other healing spells in your arsenal.
8. Tier 7 (Level 100) Talents↑top
Tier 7 talents offer you a choice of 3 ways of improving your healing.
- Clarity of Will is a large damage absorption shield, with a cast time and no cooldown. It lasts 20 seconds, and it does not apply the Weakened Soul debuff.
- Words of Mending is a passive ability that causes your healing and shielding spells to grant you a stack of Word of Mending. When you reach 10 stacks, your next targeted healing or shielding spell also casts a Prayer of Mending on your target.
- Saving Grace is a powerful, fast, and quite expensive single target heal. It is more efficient than Flash Heal, so to compensate for this, each time it heals it debuffs you, reducing the effectiveness of your heals and absorbs by 15% for 8 seconds, stacking up to 6 times.
For single target healing, you should choose Clarity of Will. For AoE healing, the best option is Words of Mending. Saving Grace is not a good choice in any situation.
9. Major Glyphs↑top
There are several Major Glyphs that are important to your gameplay.
- Glyph of Penance increases the Mana cost of Penance by 20%, but allows it to be cast while moving. If the encounter on which you are progressing requires you to heal on the move, this glyph is practically mandatory.
- Glyph of Weakened Soul reduces the duration of Weakened Soul by 2 seconds. This glyph is also mandatory.
- Glyph of Fade provides you with a 10% damage reduction while Fade is active, which serves as a great minor defensive cooldown during progression.
- Glyph of Holy Fire increases the range of Holy Fire, Smite, and Power Word: Solace by 10 yards. It is useful for keeping up the required stacks of Evangelism.
- Glyph of Prayer of Mending increases the healing of Prayer of Mending by 60% on the first target, but causes it to have 1 fewer charge. This is an overall loss in total healing, so use it at your own risk.
10. Minor Glyphs↑top
All Minor Glyphs are of purely cosmetic value, and they do not influence your gameplay at all.
Content gathered and originally posted by Vlad at http://www.icy-veins.com/wow