On this page
- PAIN SUPPRESSION
- POWER WORD: BARRIER
- LEAP OF FAITH
- POWER INFUSION TIPS AS DISC
- ULTIMATE PENITENCE
- VOID SHIFT TIPS AS DISC
- WHEN TO DISPEL MAGIC
- THE #1 ABILITY YOU NEED TO USE MORE!
- WHEN TO SHADOWFIEND IN SOLO SHUFFLE
- PREMONITION WITH SHADOW WORD DEATH
- WHAT CAN YOU MASS DISPEL?
- DEALING WITH INTERRUPTS
- EVANGELISM
- DISC PRIEST DEFENSIVE PLAY
- DISC PRIEST CROWD CONTROL
DISC PRIEST ADVANCED TIPS
PAIN SUPPRESSION
Pain Suppression is the most iconic Disc Priest cooldown and is possibly at its peak strength in The War Within.
To get some of the details out of the way here, PS now provides 50% damage reduction when playing Oracle, while still having two charges and still getting its cooldown reduced by 3 seconds every time Power Word Shield is used thanks to the Protector of the Frail talent.
PS is usable while in any stun effect, but it can't be pressed while silenced, in-capped, disoriented, and so on. Alright, so now we know some of the simple details here, let's dive into real Arena gameplay.
Our goal in every solo shuffle round is to try and press Pain Suppression as many times as we can and as needed, ideally getting 3 uses out of a single round. In order to accomplish this, we should be liberal with our first use of PS.
The highest damage peak in every round is going to happen at the very start of the game, and we're going to use Pain Suppression to dramatically increase the damage that we're going to be getting. Slow damage down the moment enemy cooldowns are popped.
Now, with that in mind, there is a key mistake plenty of priests make when using PS. The mistake is holding onto Pain Suppression until someone has dropped critically low on HP.
Damage mitigation cooldowns actually get the most value when used high on HP, because they essentially inflate your target's HP bar, dramatically slowing down the rate that their health drops.
As a disc priest, you want to be trading your PS 1-1 into enemy offensive cooldowns, bulking up the kill target so that you have a much easier time dealing with the heightened enemy damage.
And by using PS during this initial clash means that by simply doing your standard healing rotation, you're going to gain back one of your PS charges passively throughout the game. Remember that our goal in longer rounds is to press PS 3 times, which we can only do if we press Pain Suppression very early.
In lobbies where you know you're going to be a long CC chain ready for you very early on, like against Hunters, you can even be more aggressive with your first PS using it before the CC lands.
If you get Intim Stunned by a Hunter and expect a trap, you should probably trade your PS into the kill target even if the enemy team hasn't yet used their offensive CDs. Proactively trading like this is going to minimize the chance that you're going to need to use your PvP Trinket, which we want to save for later on.
Our second use of Pain Suppression is going to follow the exact same logic. We're in a situation where we're going to have to use our PvP Trinket to get to the enemy team, aiming to use it high on the kill target, either to counteract damage from the enemy CD's, or proactively before any CC chain lands.
If you manage to get a third PS, it's going to typically be at a time where Dampening is starting to stack. Here, we need to be very aggressive.
At this point in the game, we really need to be slowing damage down, since healing is going to be dramatically harder. You should be willing to be a bit more loose with this third PS, using it even outside of enemy CD's, simply to slow down damage enough to keep someone stable.
We promise you that if you manage to stick to the guidelines we outlined here, you are guaranteed to have a much easier time dealing with the high stress of solo shuffle.
POWER WORD: BARRIER
Power Word Barrier was, at one time, one of the strongest defensive cooldowns in Arena. And although it is now much weaker, it's still a vital ability to master in Arena.
To get some of the basics out of the way, Barrier provides 40% damage reduction to any player in its radius. This makes it strictly worse than Pain Suppression when used on a single target.
Now that doesn't mean it's bad, but with a 3-minute CD, it does mean we need to be a bit more selective on when it's used. The number one problem with Barrier is that it requires your teammates to have the awareness to stay inside of it.
And we all know that you can't rely on your solo shuffle lobby to do so. Now, because of this, one of the best and most consistent uses of Barrier is to protect a teammate who's been stunned without a trinket.
If the enemy team is bursting your partner and they have no stun breaker available, then you have a perfect moment to Barrier as it's guaranteed to get value. Barrier will even work on targets that are inactive.
You can use Barrier to counter attack enemies, or even smoke bomb, or even shadowy duel, offering some potential counterplay to sub rogues when nothing else is available.
Another consistently good use of Barrier is when dealing with cleave damage, especially against DKs who are typically going to triple grip your entire team and blast with AOE damage.
And even when not against DKs, if the enemy team has any sort of spread pressure, like an Affliction Warlock or an Elemental Shaman with their Malefic Raptures and Lava Burst, you should aim to reduce incoming damage on multiple enemies.
And you can easily cover multiple targets with Barrier to either increase your range or reduce damage on your enemies. Unfortunately, Barrier also has some potential counterplay, too, as better players are going to attempt to knock your team out of it.
It could be an Ele Shaman with Thunderstorm, or a Monk with Ring of Peace. You should try and play around these knocks if possible, but do understand that sometimes your Barrier is going to be countered.
LEAP OF FAITH
Leap of Faith, most commonly called Life Grip, is actually much stronger than most players realize, having tons of unique game-winning potential. When playing Oracle, Grip can be used a second time within a 6-second window, which we're going to cover here in just a bit.
There are a few practical uses of Life Grip in Arena. The first and perhaps most useful is to grip a teammate who's stuck in a stun without a trinket, especially when they're in a bad position.
This gains the most value when you're gripping a caster who's just been stunned by a melee, since it's not only going to reduce incoming damage, but it'll typically force a gap closer and make it easier for your caster to kite once the stun is over.
While it is okay to grip a melee in the same situation, just keep in mind that they're going to likely have to burn a gap closer in order to reconnect once they're safe, which can hurt their damage in the short term.
Life Grip is also a fantastic option for helping your teammate create some of the most important skills in the game. As you certainly know by now, some casters have very low mobility compared to melee, and you can help them create much-needed distance with a simple grip.
And now, thanks to the ability to grip a second time with Oracle, you can help your immobile teammate win the mobility battle against melee DPS, especially against DKs, by gripping a second time after their death grip. To gain extra value from Leap of Faith, you should try and use it, with a Z-axis.
Doing so is going to make it even harder for enemy players to reconnect.
POWER INFUSION TIPS AS DISC
Power Infusion is one of those cooldowns that is deceptively OP, but how should you use it? Power Infusion grants 20% haste to an ally and also automatically to yourself when using the hardlocked Twins of the Sun Priestess talent.
As a Disc Priest in 3v3 or Solo Shuffle, you need to decide in the opener who you want to PI, and as a rule of thumb, you should always prioritize casters over any melee. While some melee do benefit more from PI on the DPS meters, using it on casters will also make it easier for them to land CC and snowball momentum.
As for using PI, there are some rules you need to follow here. Number one, you should aim to press it early into the game, typically during the initial clash in Solo Shuffle, not only to ramp up your healing by gaining wheel and woe stacks, but to also increase your team's overall DPS.
And speaking of which, we have rule number two, which is to sync your PI with your partner's DPS.
If you're using a DPS, you should also have a DPS that is a bit more efficient than your DPS, and if you're using a DPS that is a bit more efficient than your DPS, you should also have a DPS that is a bit more efficient than your DPS.
Power Infusion, like many other major offensives, has a two-minute CD, making it automatically align with abilities like Dragon Rage or Icy Veins, and then sometimes aligning with slightly disjointed cooldowns like Incarnation.
What this means is that in both the early game and even the late game too, you should aim to use PI with your partner's offensives, by glancing periodically at Omni CD to telegraph when this should happen. Our third and final rule is to be careful when using PI against enemy mages.
Better players will instantly attempt to spell steal it, so before using, make sure you try and cover your DPS with as many buffs as possible to minimize the chance of a spell steal.
In the off chance you're playing against a mage and priest, you might even consider delaying your PI until the enemy priest uses theirs on the mage, since it's going to give them less of an incentive to steal your own.
ULTIMATE PENITENCE
Ultimate Penitence is one of the hardest cooldowns to actually use properly in Solo Shuffle. While its healing and damage potential is massive, it has two obvious problems.
Number one, it is the only cooldown you actually need to hard cast. And number two, even once the cast ends, there's a slight delay from when the penances actually start shooting out.
This gives the ability a few seconds of lag, which makes it less ideal for emergency situations. So with these obvious problems, we have two questions to answer.
Number one, how do we use Ultimate Penitence? And number two, when do we use Ultimate Penitence?
Let's address these one at a time. First up, we need to understand some mechanics here.
Ultimate Penitence will prioritize healing when used on a friendly target, but will instead prioritize damage when used on an enemy. But here's where we need to be careful.
Since no matter what, we're going to want to make sure Atonement is applied to any damage target before we use Ultimate Penitence. As not only will we get some Atonement healing in the process, but we'll also benefit from our mastery, maximizing overall value.
So now we know how to use Ultimate Penitence, but we still need to know when to use it. With a four minute CD, you're only going to be able to use this ability once in Solo Shuffle, and the best time to use it will actually be the late game.
But why? Well, in deep dampening, damage is disproportionately more valuable than healing.
And since our Ultimate Penitence can do both, we're going to get more value by saving it until the late game, ideally waiting until Kixxer down to blast the enemy team with damage, while stabilizing HP bars in the process. Now with that said, the mistake we want to avoid is waiting until someone is super low on HP.
Remember, Up-Ease has two to three seconds of lag. We can't treat it like a lifesaving spell, We can't treat it like a lifesaving spell, but instead like a tempo CD, using it to stay ahead while building tons of momentum.
VOID SHIFT TIPS AS DISC
If there is one cooldown that will either win you or lose you a game, it's definitely Void Shift, aka Life Swap. Unlike every other cooldown we've covered in this course so far, Void Shift is definitely a last resort cooldown.
Meant for moments where you have no other way to top your teammate in the next global without them dying, or to save yourself in a pinch if you were the one under pressure.
As with many last resort CDs, your goal when using Void Shift is going to be to save it for the exact moment where you need to save someone before they die and no other option is available. It should be, by definition, the last cooldown you press in your rotation.
You're going to get the most value using Void Shift on super low HP targets, as close to zero as humanly possible, but obviously not too low. Using Void Shift to make that clear.
There's no quick save when healing is unable to come in fast enough. There's almost no reason to ever swap a target above 25%.
Now, because of the nature of being a last resort cooldown, Life Swap is best paired with your PvP Trinket, which you typically want to preserve for a guaranteed save on the target.
There are certainly times where you're going to need to swap without using your Trinket, but as a general rule, you should try to save your Trinket specifically to swap if needed. There is one very over-explanatory, overlooked mistake you could accidentally make with Life Swap.
Remember that it's on the Shadow School, which means you shouldn't really be pressing Mind Control or Mind Blast in any situation where swap might be needed.
WHEN TO DISPEL MAGIC
One question we get on our Discord literally all the time is how to use Dispel Magic. Compared to Shadow Priest, using Dispel is a bigger commitment in solo shuffle, as it can be hard to find the spare Globals to Dispel.
Now because of this, we need to be more selective on how and what we aim to purge. There are several high-priority buffs that should be Dispelled quickly if you have the time.
These include major cooldowns like Alter Time, Mage Barriers, Raptor Shields from Disc Priest, Immunities like Blessing of Protection, and even Power Infusion. Burning a few Globals to remove these buffs is, most of the time, a net positive.
What you need to be aware of, though, is how many trash buffs are on the target. If the target you're trying to Dispel is littered with multiple rows of Hots, then it might not be worth gambling if you risk falling behind.
But in moments where you are super ahead, even maintenance buffs for healers like Lifebloom and Earthshield can definitely be worth a Dispel. Despite the fact that many healers have some build, and purge protection, a single Dispel can negate a significant amount of healing, and put your opponent at a GCD disadvantage.
What we really want to stress here, is that Dispel Magic is such a vital part of your rotation, despite the fact that it deals zero damage. The act of removing important buffs with one simple button can be worth over a million damage in some cases, so get out there and weave Dispel into your gameplay.
THE #1 ABILITY YOU NEED TO USE MORE!
We're going to give you some of the best advice possible. It's going to sound so stupidly simple at first, but it is insanely effective, and it's actually going to win you games as a healer.
It's to use your Dispel faster. We warned you that this is going to be simple, but this is a really, really big deal, especially as a Disc Priest, since you potentially have two charges at your disposal.
Many healers have the misconception that their Dispel is only valuable as damage reduction for removing entire rows of dots, and although Dispelling like this can be good, in most cases you get infinitely more value by Dispelling CC. Imagine playing with a melee and solo shuffle with a mage on the enemy team.
They're going to get spammed by roots and polymorphs all game. Now, most competent players can do around 500,000 DPS or more.
This means if your team spends just four seconds in a CC, you're looking at up to two million loss damage. If you completely neglect Dispelling CC, the amount of pressure your team can generate will exponentially tank over time, which means you're going to lack the tempo needed to stay ahead.
This is why our Dispel is so, so, so broken. It can represent millions of potential damage with a single button press.
Your goal is to Dispel long duration CC as fast as possible. This includes things like polymorph, fear, sleepwalk, rep, you name it.
If it lasts a long time, remove it, quickly. You should also Dispel any micro CC as fast as possible, including things like mortal coil, stuns, or blanket silences.
You're nerfing your team's damage and even causing extra stress on yourself if you fail to do this. If you have melee on your team, don't neglect roots either.
A simple Nova can be just as effective as a polymorph for stopping damage, and it's up to you to Dispel this quickly. Remember, you are not the one with damage or interrupts.
It's your partners who have the power to do it. The faster you Dispel, the more damage they can do, and the more disruptive they can be.
WHEN TO SHADOWFIEND IN SOLO SHUFFLE
What is Shadow Fiend? Is it a mana cooldown?
A damage cooldown? Or is it best for healing?
The answer to all of these questions is a resounding yes. With a 3 minute CD, you will be able to press this ability not just once, but potentially a second time, but only if you use it very early.
As it turns out, the opener is arguably the best time to use Shadow Fiend since this is when healing is needed the most.
As the gates open, you're going to be spending a small amount of mana building shields with Wheel and Woe, and assuming you already have Atonement applied to your team, you should almost immediately Fiend once the initial clash starts.
And by doing so, you can not only contribute to damage, but you can get a small boost of healing in the process, while regenerating that mana you spent to ramp.
There is almost no reason to hold onto your Shadow Fiend for later, as there is a very small chance your solo shuffle will last longer than 3 minutes, which opens up the chance of a 3 minute CD.
But if you're a solo player, you can't hold onto your Shadow Fiend for long, as there is a very small chance your solo shuffle will last longer than 3 minutes, to use your Fiend a second time where healing and mana will be more scarce.
PREMONITION WITH SHADOW WORD DEATH
In our Oracle video, we dove into some of the healing combos you can do with Premonition of Insight. There was one ability that needs a little bit of a deeper dive, Shadow Word Death.
With Fadebender, Death becomes a 0 second cooldown with Premonition of Insight. And even without Fadebender, Death is still only a 3 second cooldown.
This means against any class with spammable, breakable CC, like Mages with Polymorph, Warlocks with Fear, Evokers with Sleepwalk, Paladins with Repentance, or even Rogues with Gouge and Blind, you have the potential to Death CC back-to-back.
The reason this is so unbelievably broken is that your opponent's cooldown trackers are not going to recognize the shortened cooldown of your Death, giving you the possibility to do some crazy outplays that your opponent does not expect at all, Death-ing 2 CC spells back-to-back, and potentially even a 3rd. 3rd time.
WHAT CAN YOU MASS DISPEL?
While it's definitely seen better days, Mass Dispel is still one of your strongest forms of counterplay in very specific situations. MD is one of the only ways which complete immunities can be removed.
This includes Ice Block from Mages and Divide Shields from Paladins, but also includes both the normal Blessing of Protection and even the Magic Bop too.
You might be asking why anyone would burn MD on Bop if a simple Dispel Magic does the trick, but it's because Mass Dispel will actually prioritize removing Bop even if the target has multiple buffs. One super niche use of MD that many players are completely unaware of is to instantly remove Ice Wall.
Although this can be an uncommon ability to encounter, you can instantly break it with a single MD. Mass Dispel is also the only way to Dispel Cyclone off a friendly target.
If you're close to a kill and your teammate eats a clone without a trinket, then you should proactively... Mass Dispel.
You can obviously use MD as a supplement to purify as well, since it's going to Dispel all friendly targets of their Magic debuffs. This can be good into Shadow Priest, Elemental Shamans, and even Balanced Druids if there's nothing else worth removing.
This can also be useful for Dispelling any target that is out of line of sight, as the radius of MD can wrap around pillars, or for getting multiple targets out of routes at once.
The only thing you need to be ultra wary of is MDing against a full-time target, as the radius of MD can wrap around pillars, or for getting multiple targets out of routes at once.
The only thing you need to be ultra wary of is MDing against a full-time target, as the radius of MDing against a full-time target, If you're already low on HP. The Backlash damage from a UA Dispel can be lethal, and you unfortunately can no longer Immune it with Fade.
DEALING WITH INTERRUPTS
Getting kicked as a healer absolutely sucks. Trust us, we know.
But before you panic, there are a few things you can do to help manage lockouts. You should know by now that all of your bread and butter healing globals are on the Holy School.
This includes Penance, Power Word Shield, and Flash Heal. So in the event you get kicked on Holy, what should you do next?
If someone is at immediate risk of dropping low or even dying, you should immediately Radiance once, or potentially even twice if needed. Radiance is actually on the Holy and Fire School, which many players don't know about.
And the reason this is so good is because it will give you harsh discipline stacks, giving you a stronger Penance once your Holy lockout is finally over.
Next up on your priority when managing lockouts is Mind Blast, which is on the Shadow School obviously, which will not only provide some Atonement healing, but will also give you a power of health boost.
So if you're in a situation where you're in a situation where you have a Dark Side Proc, it's not a bad idea to put two and two together. And start cooking by using our lockout to momentarily stabilize with Radiance.
And then Pressing Mind Blast Which now gives us 2 Penance modifiers to work with once the kick is over. Finally, if you take a kick and both Radiance and Mind Blast are on CD, your next course of action should be reapplying Purge of the Wicked since it's also on the Fire School.
Spreading dots will not only give you more passive Atonement Healing, healing, but will allow you to stack from Darkness Comes Light, giving you a much juicier flash heal later on.
EVANGELISM
Evangelism is a talent that disciplined priests have never really considered, so why are we talking about it now? Well, it just got a significant rework and it's one of our major cooldowns.
Previously Evangelism only extended your active atonements by 6 seconds on a 1.5 minute cooldown. Which is not necessarily exciting, right?
Well in patch 11.1, it now heals for a massive 5,800% of spell power. It still extends atonement by 6 seconds and, most importantly, it's now the key to activating the newly redesigned Archangel talent, which increases absorbs and healing by 20% for 15 seconds.
This is way too good to pass up. To put this heal into perspective, Revival heals for just under 1,500% spell power.
Which means you will top your team every time you push this button. For the first time ever, Discipline has a real cooldown that actually heals.
While the healing is split, you can expect it to outperform most cooldowns, which makes it a great way to top off your team when you're out of other options. Evangelism is part of the Holy School, so if you get locked out, Void Shift will still be your only usable cooldown.
However if you're worried about getting kicked, it's a great idea to use Evangelism preemptively to top off your team before that happens. While all of this sounds great, there is an important thing to keep in mind.
Evangelism only heals targets with Atonement applied to them. If you're coming out of CC and planning to use Evangelism, you need to first ensure that Atonement is actually applied to the target first.
If you hit Evangelism and no Atonement is active, then it won't heal anyone. You also need to be careful because Evangelism will split healing with pets that have Atonement as well.
Because of this, it's best to avoid using Radiance right before Evangelism to prevent wasted healing. But here's the trick.
We can actually use this to our advantage. If we only want to heal a single target, we can let Atonement drop off everyone else and then use Evangelism for a massive single target heal.
This can be especially effective when you're trying to recover during high dampening. The general rule for using Evangelism is pretty simple.
If you need to top off your team and you don't have enough Globals to set up a big shield, or you can't recover quickly, then use it. It's an instant recovery tool, but use it wisely.
Discipline preempts healers. Discipline priests no longer have Rapture, so if you waste your healing, you could find yourself falling behind with no real way to recover.
We can see this in action right here. The priest gets incapacitated by the monk, and the hunter starts to get low.
Instead of wasting time trying to fake cast, the priest quickly applies Atonement with the shield and then uses Evangelism for a massive heal. Since the priest didn't apply Atonement to themselves, all of the healing goes straight into the hunter.
It can also be a powerful tool for staying ahead of spread pressure, as we see right here. With the entire team slowly rotting down, instead of using both charges of Radiance and wasting mana, the priest simply uses Evangelism to get ahead of the damage.
It's an incredibly efficient way to stabilize the team, keeping everyone topped off without wasting other cooldowns.
DISC PRIEST DEFENSIVE PLAY
Welcome to our defensive play course for Discipline Priest. We're going to teach you how to flowchart your survivability here, starting from what you can do before you get attacked, to what you need to do in order to stay alive while you're under pressure.
But first, we need to answer a pretty big question here. Who are the biggest threats inside of Arena?
Well, luckily as a Priest, we are rarely ever the kill target in 3v3 or solo shuffle, and this is all thanks to Focused Will, which gives us 30% damage reduction for free when we're being attacked by melee.
Now, with that said, we can still be tested by some melee with high mobility and constant pressure, including Assassination Rogues, Windwalker Monks, Feral Druids, and of course, Warriors as well. Now though, let's go over part one of our flowchart, which is to use positioning and mobility to avoid threats.
While I get it, this might sound incredibly obvious, the best way to avoid dying here, is to avoid putting yourself in a vulnerable position in the first place.
There's a reason we've told you not to immediately push in and play aggressive in solo shuffle, since more often than not, trying to play hyper aggressive is an open invitation to swaps. Instead, we need to rely first on our positioning and our movement, in order to avoid damage in the first place.
As a Disc Priest, we should already have relatively passive positioning near a pillar, and if we want to avoid becoming a kill target, we can safely maintain our defensive position, for most of the game. And if anyone does push in for a swap, we can simply use our Feather to run around the pillar to avoid damage.
Alright, of course, we can't avoid damage forever though, so what do we do when melee have connected, or we're stuck in a stun? Now while it might be tempting to immediately paint suppression, we really need to check some things first.
The only time in which we should immediately PS while stunned, is if the enemy team is actively popping major damage, or if the enemy team is actively popping major offensive cooldowns. Now outside of CDs, we can typically sit stuns, relying on the passive damage reduction from Focused Will.
Now with that said, if we're coming out of a stun, and the enemy team is popping CDs, while cleaving everyone on our team, our response should instead be Power Word Barrier. While providing marginally less damage reduction, this is going to be far more efficient when multiple people are taking damage.
No matter what, our reaction when we're under pressure, or when coming out of a stun, is to immediately Desperate Prayer. This will act as an instant heal and an HP boost.
At this point, we might need to think more about our recovery. Now while this might sound risky, we should try to penance even if kicks are available, but only if Radiance is up.
Even if we get kicked, we can immediately Radiance, and following the lockout, we can shield ourselves. And while we're recovering our HP, we should also think once again about, positioning.
Our bread and butter combo for getting away quickly, especially from melee, is to use our roots, then press Feather, and using the Freedom effect of Fade at the same time, aiming to run out of line of sight as quickly as possible. Now though, we need to talk about some more niche options to survive.
For one, we shouldn't discount the power of AOE fears in order to stay alive. Now as we mentioned, we are a bit more passive these days, often standing in the back behind a pillar.
If we're ever under pressure, we shouldn't hesitate to use Psychic Scream, or Void Tendrils, or even a combination of both, in order to peel for ourselves. And although this might sound completely unintuitive, one of the best ways to survive getting trained, is to use Ultimate Penitence.
If you anticipate a big swap, we can pre-ult-pen before we get CC'd. At the very least, this will delay the enemy team from initiating their setup.
DISC PRIEST CROWD CONTROL
Welcome to our course on Crowd Control for Disciplined Priests. In this guide, we're going to be focusing on one main spell, Psychic Scream, and then some accessory CCs like Void Tendrils and Mind Control.
First, let's cover some goals that are going to help teach you how and when to CC. Overall, your Crowd Control needs to accomplish something for your team.
It should never be used randomly or without purpose. Now, unlike Holy Priest, who has the luxury of Chastise to make it easier to land Psychic Scream, we're generally forced to play a bit more passive since we need to constantly stay ahead on tempo.
In order to use our Psychic Scream effectively, we're either looking to AoE nearby DPS as a form of damage reduction or cross CC, or we're looking for moments where it's safe to cross the map to use our Crowd Control to take out an enemy healer for an extended period of time.
Now, we're going to focus primarily on Solo Shuffle, but what you're going to learn will easily apply to other brackets as well. So, let's dive deeper into Psychic Scream, which is our AoE fear that shares DRs with similar effects.
Always remember that what's important is that we fear with purpose. A convenient way to use our Psychic Scream offensively is as a chain off our teammate's CC.
If we're playing with a Hunter or a Mage who have just landed a Poly or a Trap on the healer, we should consider pushing in for a fear if it's safe, extending the CC chain to maximize pressure.
Now, in most cases, however, we're going to be using fear defensively, simply on nearby DPS who are overextended in order to reduce pressure on our team. In 3v3, we do have a bit more flexibility to use fear in a more scripted, coordinated fashion as cross CC while our team initiates a setup.
In any case, we need to be aware of specific counters, including Tremor Totem, Nullifying Shroud, and even Berserker Shout, which Warriors can use to remove fears off their teammates. Moving on, let's quickly look at our team's counter, which is the Tremor Totem.
We're going to be using it to counter our Tremor Totem, which Warriors can use to counter our Tremor Totem, which Warriors can use to counter our Tremor Totem, and we're going to quickly discuss Void Tendrils.
Unlike most routes, Void Tendrils is a physical route spawned by an NPC that can actually be killed by enemy players. What most priests don't know, however, is that you can actually heal and shield your Void Tendrils.
It's rare that you're ever going to need to do this, but it's something to keep in mind. Most of the time, you're going to be using it on melee or even pets in order to slow down damage.
If you want to keep things simple, whenever you see a bunch of nameplates on your screen, it's probably going to be a good time to root. Now, with that in mind, rooting healers is incredibly underrated.
Aside from the fear combo we covered earlier, some healers have no way of breaking physical roots without committing a major mobility cooldown. Sometimes simply rooting a healer behind a pillar can act as an effective CC.
Finally, let's wrap things up by talking about mind control. While it is technically on the same DR as fear, it does have one key difference.
Instead of being defensively dispelled, MC must be purged. So, if you're going to be using a healer behind a pillar, you can't be purged by an offensive dispell in order to be removed.
This makes it quite effective as cross CC in situations where we aren't able to fear. Now, with that said, these days, MC is rarely used given the pace of the game, especially in solo shuffle, especially as a disc priest, since we need to constantly keep up with tempo and we have a lot to manage.
Now, most of the time, we're going to be using MC on an off DPS target while our team has lockdown established on a kill target. This is going to essentially act as cross CC without us needing to push in.
Now, there are, of course, some fancy uses of MC as well. You can borrow the effects of enemy players, including anti-magic zone, darkness, power ward barrier, and even ring of frost, allowing them to act as your own.
Again, though, most of the time, we're going to simply use MC on an off target while our team already has control. Outside of this, we can use MC as a way to bait kicks, especially in 2v2.
Most players will instinctively kick this cast, allowing us to cast holy spells. Thanks for watching!