← Back to Index

On this page

DISC PRIEST HEALING COURSE

DISC PRIEST PLAYSTYLE

Welcome to our Discipline Priest healing course for The War Within, which is custom designed to equip you with all of the essential knowledge that's needed to excel in PvP.

Now in this introductory video, we're going to be explaining how the spec plays and also how a few things have changed from Dragonflight that you might have been used to. Now if you're new to Disc Priest, one of the most important things to really understand about the spec is that it is a tempo-based healer.

Now what this means is that you're rewarded for staying ahead, but super punished for falling behind. Now this is because unlike more traditional healers, Disc is actually able to do quite a bit of damage, even converting damage into healing with their signature atonement mechanic.

Now in times where Discipline Priest is a bit of a pain in the ass, you might want to be careful with the damage you're dealing with.

Now in times where Disc is a bit of a pain in the ass, you might want to be careful with Disc Priest is a bit of a pain in the ass, you might want to be careful with the damage you're dealing with.

Now in times where Disc Priest are able to stay ahead on healing, they're rewarded with the ability to deal damage, building even more tempo with their team.

But the moment that tempo is lost, Disc Priest can really, really struggle especially since they lack powerful AoE healing cooldowns like other healers in the game. Instead, Discipline Priest primarily has damage reduction cooldowns.

Pain Suppression and Barrier are great at slowing down damage, but they don't really do anything to actually move health bars up. You absolutely cannot neglect your healing maintenance and you definitely need to sequence your spells in a very specific way, which we're going to cover in this course.

Now, one thing you might have heard about Disc Priest is that it's an aggressive healer, but this can be a little bit misleading, especially in the War Within. Although this spec can deal pretty significant damage, it's definitely more of a healer.

So, if you're a Discipline Priest and you're a Discipline Priest, you're going to want to be aware of that. Disc Priest is a very good healer these days, especially when playing the Oracle Hero spec, which we're going to cover more later on.

Unlike Holy Priest, who makes aggressive plays through CC and Coordinated Burst, Disc Priest aggression comes purely from damage output, which again is only possible if you're able to stay ahead.

You're not sprinting in to fear the healer, but you're instead going to be applying constant pressure with your team through different sources of damage. But again, you can't be recklessly aggressive with your damage as a Disc Priest either.

Instead, you need to be correctly abusing modifiers to create giant power ward shields in order to give you the buffer that's really needed to benefit from your aggressive damage kit. Your aggression starts by having good healing.

Now, obviously a key change from previous expansions is that you're not going to be able to heal your team with the same amount of damage you're going to be getting. So, you're going to have to be very careful about that.

The next two expansions going into the War Within are the new Hero talents. With Oracle providing pretty significant quality of life improvements, the tree offers an entirely new cooldown called Premonition, which is an incredibly complex ability with a fairly high skill ceiling.

Oracle also provides buffs to Pain Suppression, which continues to have two charges, now making it one of the best external cooldowns in all of PvP. If this is your first time playing Disc Priest, be ready for a good mix of challenge and a good mix of fun.

There's a reason this has been one of the most popular healing specs for over a decade. Good god, it's crazy this game has been around that long.

Disc is just pretty damn cool, and it rewards you for paying close attention to all the details. And we promise that if you can pay attention to some of the small intricacies that we're really going to be teaching you throughout this course, you'll be able to get a lot of information about the game.

So, if you're interested in learning more about Disc Priest, then you too can be on your way to becoming a gladiator-ready healer.

DISC PRIEST GOALS

Welcome back to our healing course for Disciplined Priest in The War Within. In this video we're going to be giving you 5 simple goals that you need to stick to in every single game.

Now what might be our most important goal for healing output is to abuse shield modifiers. The number one healing mistake inexperienced disc priests make is not abusing wheel and woe to gigabuff their power word shield.

This is a stacking buff we can generate with each pennant's tick, stacking up to 8 times. Now what that means is that with just one normal pennant we're going to buff our next power word shield by 40% which stacks with all of the other modifiers on our tree, including our mastery.

So instead of just blindly shielding on cooldown, we want to have atonement up first for our mastery and then use a pennant to stack wheel and woe. And while we're on the topic, our second goal here is to maintain atonement on the kill target at all times.

Atonement is the buff that we can apply to friendly players through shield, flash heal, renew, radiance, and power word life. When atonement is active, a percentage of all the damage you deal is going to be converted into healing on the kill target.

So if you're going to heal on the kill target, you're going to have to use a buff that's going to be active on the kill target. So if you're going to heal on the kill target, you're going to have to use a buff that's going to be active on the kill target.

So if you're going to heal on the kill target, you're going to have to use a buff that's going to be active on the kill target. Now this might seem pretty straightforward, but it's actually pretty easy to neglect and causes a lot of lost healing.

So do not take this lightly. The valuable part of atonement is not really in its damage to healing transfer or the fact that it gives the target some damage reduction.

No, the real value is from our mastery, which acts as a healing multiplier on targets with atonement active. As the expansion progresses and we give it a boost, it will be able to heal on the kill target.

So if you're going to get more and more mastery, the more important it's going to be to keep atonement on the target. So here's where people mess up.

Penance does not apply atonement. So if we try and do our Penance Shield combo, we could be missing out on a bonus to both of these spells.

So if we have the spare global and atonement isn't up, we're going to want to renew or use an instant flash heal on the target first, then we're going to have to do a new atonement. So if we have the spare global and atonement, we're going to want to do a new atonement before going into our Penance Shield combo.

Keeping up atonement will directly help us with our next goal though, which is to fill any dead healing globals with damage. Come on, nobody plays Disc Priest just to heal.

None of us do. But as we've mentioned throughout this guide, there is a time and there is a place for damage.

As getting those big shields is our true bread and butter. But once we've Radianced, we've Penanced, we've got a lot of time to get the best out of it.

So instead of doing nothing, we need to do some damage maintenance too. First, by keeping up Shadow Word Pain on at least one enemy player, but more is obviously going to be better.

Doing so is going to feed us stacks of From Darkness Comes Light, giving us stronger flash heals when needed. And occasionally, it's going to grant us power of the dark side procs, giving us stronger Penances to get those juicy wheel and woe stacks.

As another form of damage maintenance, we're going to try and Mind Blast on Cooldown, since it's guaranteed to give us a power of the dark side proc.

Finally, whenever we have the spare globals and if Mind Blast is on Cooldown, our goal is going to be to smite, as not only will it deal quite a bit of damage, but it'll also extend the duration of our atonements with the new Divine Procession talent.

Next up, our fourth major goal is to rotate through cooldowns a great deal. So, let's get into it.

The first goal is to rotate through cooldowns a great deal. So, let's get into it.

The first goal is to rotate through cooldowns a great deal. So, let's get into it.

Within the first minute of every solo shuffle round, we'll ideally use Pain Suppression and at least one charge of our new Oracle ability, Premonition, while also potentially pressing Evangelism too. At first, this might seem a little bit reckless, and we understand why you would think that.

Why would we want to burn most of our major cooldowns so early in the game? Well, remember that Disque is a tempo-based healer.

We need to be using our cooldowns aggressively in order to avoid falling behind. In most solo shuffle rounds, damage is going to peak in the first few seconds of combat starting, and we need to make sure we can dampen as much pressure during this time so we aren't scrambling to heal.

The second advantage of using PS early on is that they're going to cycle back a second and even a third time in each solo shuffle round, which gives us the ability to maintain tempo in the mid and late game.

The second advantage of using PS early on is that they're going to cycle back a second and even a third time in each solo shuffle round, which gives us the ability to maintain tempo in the mid and late game. The fifth and final goal is to avoid doing an empty trinket.

What this means is simply using your PvP trinket without combining it with a major healing cooldown or other major ability.

The combination we really care about the most here is Trinket Life Swap, since it's a potentially game-saving play which is unaffected by dampening and is usually the last trade we want to make in most of our games.

The last trade we want to make in most of our games in any of our games is the last trade we want to make in most of our games. In any case, as a healer, your role is to keep your partners healthy and offensive.

And if you're trinketing to get out of CC, out of convenience, man, that's a bad trinket. Don't do it.

Again, just have a reason to trinket. Is it to void shift?

Is it to dispel your partners so they can secure a kill? Is it to grip your partner to safety?

Just be productive with your trinket. If you can manage to follow all of your partners' trinkets, then you're in for a lot of good.

If you can manage to follow all of your partners' trinkets, then you're in for a lot of good. If you can manage to follow all five of these goals at all times, you're already on the right path to truly climb as a disc priest in Arena.

DISC PRIEST MAINTENANCE HEALING PRIORITY

Now that you know your PvP goals, let's dive into how you need to prioritize your sustained healing and damage. Here we're going to break down how you deal with passive sources of damage, teaching you exactly how you can keep health bars stable at any stage of the game when there isn't much damage happening.

Note that this isn't a rotation, don't hear us like that, but instead it's going to be a priority system, meaning spells at the top of this list should be used over any spell below it. We're going to be starting out with healing maintenance and the globals you need to be routinely pressing for it.

Our number one priority for healing is to power word shield on cooldown. Now ideally we're going to be buffing our shields with penance first, but no matter what we want to be shielding the kill target as often as we can.

Shielding on CD provides numerous benefits, including reducing the cooldown on pain suppression, restoring a small amount of mana, and now with the oracle tree we'll even automatically apply prayer of mending to the target for some bonus pad healing.

Power word shield is by far our most efficient healing global, so we want to be using it as often as possible. Next up on our healing priority will be to penance on cooldown, and doing so is going to feed us those valuable wheel and woe stacks to buff our power word shield.

While technically a spot heal, we want to be using penance as often as we can, even if it means doing it for damage if there's nothing to heal, since we really need to stick to our number one goal of building the biggest shields.

Moving on here, our third form of maintenance will be keeping up atonement on the kill target, and any other targets taking damage. We can apply atonement on most of our healing spells, with the exception of penance, and when it's up, we're gonna buff any downstream shield and healing effects thanks to our mastery.

Last up on our healing maintenance is to use renew to either apply atonement, or simply as a filler global whenever we need to pad damage. Although renew is a minor healing source for you, it'll reduce the cooldown of powerword shield when it's pressed.

Now alongside our healing, we're going to be needing to do some damage too, so let's break down the damage priority. Above all, we'll be wanting to maintain Shadow Word pain on at least one target, but more is obviously going to be better.

With Atonement up, this is going to sort of act as a healing over time effect, but more importantly here, it's going to feed us two important procs.

From Darkness comes Light, which is a stacking buff to empower Flash Heal and Power of the Dark Side, which is a random proc that will greatly empower our Penance and cause it to become a Shadow spell, which makes it easier to manage interrupts.

Next up, we're going to be wanting to use Mind Blast on CD, since it's guaranteed to give us a Power of the Dark Side proc, which is vital for damage and healing. This directly leads to our third damage global, which is the Power of the Dark Side.

Next up is to use Penance offensively. This comes after Mind Blast, since once we use Mind Blast, our Penance is empowered, and will allow us to maximize damage and healing, especially thanks to the Oracle exclusive Twin Sight.

Following this, next in line for our damage priority is to use Smite. This spell is pretty valuable.

Not only can it also be empowered with Weal and Woe, but it'll also extend your Atonements with the new Divine Procession talent. And will even prevent some minor damage dealt to the target as well.

Altogether, this makes it an exceptionally good filler global for damage, but with the key downside that it's on the Holy School, which makes it very risky to cast when multiple kicks are available. Next up on our damage priority is a spell that doesn't actually do damage.

Dispel Magic. One of the safest and most efficient ways to contribute to kills is to Dispel buffs off enemy targets.

Using Dispel Magic to remove Hots and Shields is going to be worth it if we have the spare global, and our Dispel will even skyrocket in priority if the enemy target has a potential life-saving buff like Alter Time. Finally, last up in our damage priority is Shadow Word Death.

But let's be clear here though. If the target is below 20% HP, this will also skyrocket to our number one damage priority since it gains at least 20% HP.

And that's because we're using Shadow Word Death. So, this concludes our section on maintenance healing and damage for Discipline Priest.

In the next video, you're going to learn some of the bread and butter combos used in spot healing.

DISC PRIEST SPOT HEALING PRIORITY

Now that we have covered our healing maintenance, let's move on to spot healing combos. These are the spell sequences you're going to use to recover larger amounts of damage.

First up, let's go over the basic healing combo we've repeated throughout this guide so far. Penance into Shield.

Ordering our spells this particular way is going to give us bigger shields thanks to the wheel and woe mechanic, but we can do even better than this. If we want to get the biggest shield possible, here's the game plan.

First, we need to make sure Atonement is on the target. Next, we hit Radiance to heal some damage right away.

Then, if we have the opportunity to cast, we'll Mind Blast the kill target to trigger Power of the Dark Side. Now we've got two powerful modifiers to supercharge our penance.

And with the Twin Sight talent from the Oracle Tree, using penance for healing will also give us a lot of extra damage. Instantly, we'll get 8 stacks of Wheel and Woe, while using it for damage will grant us 6 stacks.

Finally, we drop Power Word Shield, now stacked with a ton of buffs, making it massive. Obviously, the combo we just covered has a long cooldown and takes some time to set up.

Don't worry though, there are other ways to spot heal in the meantime. In these situations, we're going to focus on consuming Surge of Light procs for instant flash heals.

Ideally, when we already have stacks from From Darkness, we'll use the Weak Aura. At high stacks, this can be a pretty big heal.

And remember, we gain stacks through Shadow Word Pain ticks, which is why it's high priority on your damage maintenance. The situation we want to avoid here as a Disc Priest is standing still and spam casting flash heals over and over.

This is a common trap players fall into, and we see it time and time again. It's caused by not understanding how modifiers work, leaving them susceptible to more CC and more interrupts.

Remember your bread and butter combo of Penance into Shield, and try and throw in as many other modifiers as possible so you can heal smarter and you can heal more efficient.

DISC HERO TALENTS: ORACLE

Hey everyone, welcome to the next video in our Disciplined Priest healing course. As you likely know by now, while talents have mostly stayed the same in the War Within, one major new feature is the introduction of Hero Talents.

Luckily, there is one tree that's already well optimized for PvP.

It's the Oracle Hero spec, which grants an entirely new cooldown called Premonition, which is actually three abilities in one, having a different effect every single time it's pressed, similar to a Holy Paladin's Blessing of Summer if you're familiar with that.

The first press of Premonition is going to grant Premonition of Insight, which reduces the cooldown of the next three spellcasts by around 10 seconds. Now what that means is that we can do our bread and butter healing combo with two Penances in a row in order to massively buff a Power Word shield.

Or you could even Penance three times in a row with your first Insight, which can deal a significant amount of damage when other modifiers are active.

Premonition of Insight can reduce the CD of major healing cooldowns, which may seem exciting at first but honestly it pales in comparison to the strength of having a strong healing combo early in the game.

In some cases, Insight is even best used to purify since it can be used to dispel multiple times in a row while playing the Purification PvP talent.

And this is exceptionally good when facing specs like Elemental Shamans in order to spam remove important debuffs like Flameshock, or into classes like Warlocks and Mages who can repeatedly just CC your teammates at the start of the game.

But honestly, what's just as important as how you use Premonition of Insight is when you use Premonition of Insight. Premonition of Insight is going to be reaching the 3rd and 4th presses of Premonition since these are going to be the most powerful.

And since Premonition is on a charge based system, it means that we can and should be using Insight very early in order to get the first charge rolling as soon as possible which allows us to use our 3rd and 4th press at around the 2 minute mark.

Notice here that Clyde uses his Insight buff to Penance 2 times in a row for max wheel and woe, and then immediately shields his Warrior. And then once this is done, he can immediately Penance again into yet another shield, gaining huge early game momentum.

Here though, in an earlier round, Clyde will showcase the strength of an offensive early game Premonition, using his Mindbender to activate Shadowy Covenant, and then using an empowered Shadow Penance 3 times in a row on the enemy Warrior, causing him to rack up nearly 2 million damage within just a few seconds.

As long as you're pressing Premonition to either do a big shield combo or Penance for damage, you're on the right track but be sure to use it early into each game. Do be careful too, since Premonition of Insight can even affect even minor spells like Angelic Feathers and Appachaids.

Just be cautious with your next three Globals. Anyway, once Premonition of Insight is used, you'll be able to immediately press it a second time since it has two charges.

The second time you press Premonition, you're gonna get a buff called Piety, which is a bit more straightforward and grants you more healing and causing any over healing to splash over to injured targets.

Piety is probably the least exciting buff granted by Premonition, but since it gives additional healing output, it makes the most sense to use as part of a cooldown trade into enemy damage, especially when you expect to use Evangelism, Power Word, Radiance, since it will essentially double dip from the Piety buff, granting even more healing and having a high chance to splash over any extra healing in the process.

Since Premonition is on a charge system and we've already spent one of our charges on Insight, there's no urgency to press it a second time for Piety as we've already accomplished our goal of getting the CD rolling, which is why Clyde simply holds onto his Piety buff around a minute into the round, using it to counter increased enemy damage.

The third press of Premonition makes your next healing spell grant the target a big shield and reduces their damage taken while it's active. This absorb won't be as strong as Life Cocoon from Monks, but it will be a strong buffer during stressful situations.

The easy mistake to make when using this Premonition is forgetting that it starts as a buff, activating the shield only after a healing button is pressed.

If we want to be ultra efficient with this, we can do a neat trick by using our Power Word shield to proc Solace, which is exactly what Clyde does here, using his Solace and then shielding, having two absorb effects on the target at once. Against melee DPS, this is super efficient.

If we're playing the Strength and Soul PvP talent, because of the power of the shield, we can easily get the shield to work. But if we're playing the Strength and Soul PvP talent, we can't do that because it means the target now has two stacking forms of damage reduction while both shields are active.

As far as when to use your Solace, assuming you pressed your first charge of Premonition very early, it means you'll have it up for around a minute and 30 seconds into the game. And at this point, you've probably already used one charge of Pain Suppression and possibly even more cooldowns.

This means that, ideally, we're going to trade Solace 1 to 1 into any enemy offensive as they come up in order to help pad out some damage. But the crucial mistake we want to avoid here is being too greedy with our Solace shield since it's not really a true life-saving CD.

So absolutely avoid waiting until players drop super low to use it. You should be willing to press it on a target around half HP because, once again, we're a tempo-based healer and we really need to stay ahead.

So once you've used all three of your unique Premonition charges, the next press will be Premonition of Clairvoyance, activating all three at the same time, which you might already guess is pretty dang strong.

Now, because Clairvoyance requires you to cycle through your other Premonitions first, it's going to typically become usable 2 to 3 minutes into the game, depending on how you budgeted your cooldowns. And at this stage of the game, dampening is obviously going to be very, very high.

Now, with that in mind, we are once again going to want to use Clairvoyance as a cooldown trade, waiting for someone on the enemy team to pop offensives and then pressing Clairvoyance to truck through that damage.

But in the chaos of Solo Shuffle, sometimes we honestly need to be just a little bit more sloppy with our cooldowns. And with dampening stacked really, really high, we might need to simply just press Clairvoyance outside of enemy cooldowns in order to not fall super far behind.

Now, regardless of how optimal you are, remember that you're going to be getting the Insight buff once again, which you can use on your Bread and Butter Penance into Shield combo in order to squeeze some value out of Wheel and Woe.

Aside from Premonition, the Oracle Tree provides tons of added perks, which actually change the way you play. Patch 11.1 added the Twinsight talent to the Oracle Tree, making offensive Penance even more powerful.

With the with Harsh Discipline, it fires three additional bolts, instantly granting eight stacks of Wheel and Woe. For healing, it only fires one extra bolt, which is still going to be useful, but not quite as impactful.

Next up, Power Word Shield will automatically apply Prayer of Mending, which almost completely removes the need to ever spec into this ability.

The Oracle Tree also gives you an optional, but highly recommended passive called Divine Feathers, giving Feathers more movement speed, and allowing you to gain their effects when used on an ally.

What this simply means is that whenever you can, you should always aim to Feather your partners, even when you are the one who needs a boost in mobility. You could instead drop Divine Feathers for Save the Day, which allows you to use Life Grip a second time for free within a six second window.

Although relatively niche, this is insanely good when playing with casters into Double-Dash, especially if one of them is a Death Knight, since you won't have to worry about them Death Gripping your Life Grip.

Finally, the Oracle Tree is going to have you choose between two defensive perks, Desperate Measures and Prophet's Will. Now, in most cases, you're going to be playing Desperate Measures, since you're unlikely to be the kill target, so bonus healing on yourself really isn't needed.

But in matchups where you're likely going to be trained, or you're going to be exposed to a lot of AoE damage, then Prophet's Will becomes a little bit more appealing. Overall, the Oracle Talent Tree is just well designed to fit into PvP.

With the addition of an entirely new ability, it's going to quite literally change the way you play it from previous expansions, and it's going to give you more ways to min-max your healing output.

DISC PRIEST OPENER

All right, let's move past the theory and get to the practical. In this next part of our Discipline Priest Healing course, we're going to guide you through the best strategies for how to approach openers.

The first thing you're going to notice is the Priest starts things off by applying Atonement using Power Word Shield on the Hunter and casting Renew on the Warrior. Having Atonement up right from the start is important, and this is the most efficient way to make it happen.

This ensures the Priest is ready to heal the second their team starts taking damage. You're also going to notice that the Priest instantly popped Premonition of Insight.

We want to get this on cooldown right away so we can start rotating toward Premonition of Clairvoyance, as this is one of our strongest cooldowns. The longer we wait to use Premonition of Insight, the longer it's going to take to get our next Premonition.

Next, you're going to see the Priest spamming their bind for Shadow Word Pain, trying to apply it to the Shadow Priest. Since Pain heals through Atonement, it essentially acts as a heal over time effect, keeping it active.

Using Atonement active on multiple targets is a great way to maximize your healing efficiency. Ideally, we really want to avoid relying on Flash heal or even Radiance, as both of these are extremely inefficient in terms of mana.

Next, the Priest casts Renew on themselves to apply Atonement. If you aren't taking damage, there's really no need to waste a Power Word Shield, and using Radiance when everyone is already at full health would be a waste of mana.

With Atonement active, the Priest starts by using Penance to deal some damage while waiting for the enemy team to do their go. You're going to notice that the Priest takes a more passive approach here, focusing on healing from a safe position rather than pushing in aggressively.

There's really no reason to overextend when there's no pressure. Pushing in can definitely lead to getting crowd controlled and falling behind, especially on the opener when the enemy team has all of their cooldowns available.

As the enemy team initiates their crowd control chain, the Priest reacts by using Pain Suppression on the Warrior during their stun. With two charges of Pain Suppression and its cooldown being reduced, the Priest can use the Penance to deal more damage while holding back the enemy team.

Every time you shield, it's crucial to use one early. You're going to want to pair this with the enemy team's cooldowns or just before a CC chain as we see here.

This proactive strategy allows the Priest to hold onto their Trinket and continue healing once the crowd control ends. From here, the focus shifts back to sustained healing and keeping their team stable until the enemy commits their next round of cooldowns.

DISC PRIEST COOLDOWN ROTATION

In this guide, we're going to be guiding you through multiple stages of your average arena and showing you how each cooldown was used. You're going to notice that the first cooldown the Priest used is Power Infusion, and that's for good reason.

First, it buffs your DPS, allowing them to ramp up damage right from the start. Second, it gives you extra haste, helping you to better handle the enemy team's opening pressure.

Power Infusion is best used alongside your teammates' offensive cooldowns whenever possible to get the most value from this cooldown. So let's skip ahead to the first major cooldown trade, Power Word Barrier.

The reason the Priest drops Barrier here is pretty simple. They know that Freezing Trap is off cooldown.

Instead of using a Pain Suppression charge while stunned, they preemptively use Barrier. Since Barrier can only be used outside of CC, it's harder to get full value from this cooldown unless we can get a pre-Barrier, as we see the Priest do here.

If the Priest hadn't managed to pre-Barrier, then Pain Suppression would have been the necessary trade. In this situation, out of the trap, the Priest uses Evangelism.

This is our biggest heal, and should be used immediately after CC to top the team. But be careful, Evangelism only heals targets with Atonement applied.

If you press it without checking first, you risk healing the wrong target, or worse, no one at all. This has a relatively short cooldown, so it is good to trade out early.

Jumping ahead, we see the next stun trap incoming. Since the Priest no longer has Barrier, they trade out Pain Suppression on who they expect to be the primary kill target.

Pain Suppression can be used while stunned, which makes it a great tool against Hunters, Rogues, or any setup where you expect follow-up CC. The Priest is struggling to recover, and you're going to notice the enemy Priest and Hunter are standing right on top of them, making it extremely difficult to cast.

The Priest gets hit with a half-fear into a full trap, with their Hunter now below 50% health. Since they got trapped off of fear, the Priest has no choice but to use their trinket here, as Pain Suppression can't be used while feared or trapped.

The Priest's next cooldown is Ultimate Penance, and in this case, they choose to use it offensively. This ability can either be used to help recover or securing a kill.

How you use it depends on the situation, but these days, it does tend to be more valuable offensively, especially since it's not uncommon to have to cancel Ultimate Penance early to heal. So we're now in the mid game, and the Priest is a bit of a pain in the ass.

The Priest has cycled through their premonitions, and now has Clairvoyance ready. This is one of the most valuable cooldowns, so it's crucial not to let it go to waste.

Whenever it becomes available, we should look to trade it out. This ensures they can cycle back to Clairvoyance and potentially get multiple casts throughout the match.

In this case, they immediately use Clairvoyance after Ultimate Penance, allowing them to stay ahead of incoming damage while also applying pressure to the enemy team. The Priest gets stunned again, and as expected, they trade out their final charge of Pain Suppression to keep their team alive.

This is where that pre-barrier from earlier really pays off. Without the pre-barrier, the Priest would have needed a trinket here, but since they already used it less than a minute ago, it would have easily been a loss.

Now we're heading into the late game, and the Priest has their final two major cooldowns available, Void Shift and Evangelism, which just came off cooldown. As you can probably guess here, the next cooldown to use here is Evangelism.

It's a short cooldown and perfect for quickly topping off our teammates. As a bonus, if the game lasts long enough, we might even get a third cast out of it.

The Priest gets fully feared, but since they're undead, they have Will of the Forsaken to break out of it. They immediately use Will upon seeing their Hunter getting low on health, then they trade out Void Shift as their final cooldown.

This is done to save the Hunter, and the Priest is able to use it to his advantage. This is done to save the Hunter, and the Priest is able to use it to his advantage.

This is done to save the Hunter, and the Priest is able to use it to his advantage. The Priest is able to use it to his advantage.

They have the Hunter's turtle cooldown, which can be crucial when the Priest has no more cooldowns available. At this point, the Priest has another charge of Pain Suppression coming off cooldown, along with Barrier.

They'll aim to rotate through these cooldowns using Pain Suppression on stuns, and when possible, trying to pre-Barrier to maximize its effectiveness. By doing so, they can stay defensive while also maintaining pressure and keeping their team alive.