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PTR
10.2.7
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10.2.6
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Discipline Priest Rotation Guide - Dragonflight 10.2.6
来自 AutomaticJak
[Last Updated]:
2024/04/23
变更日志
补丁:10.2.6
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评分:4.4/5
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In this Dragonflight rotation guide, we provide the best Discipline Priest rotation for all talent builds in both dungeons and raids for .
S4 Season 4
S4 Cheat Sheet
S4 Mythic+
S4 Vault Tips
S4 Aberrus Tips
S4 Amirdrassil Tips
S4 Talent Builds
S4 Rotation
S4 Support Buffs
S4 Gear
S4 Tier Set Bonus
Overview
Abilities & Talents
Advanced Concepts
Stats
Consumables
Macros & Addons
WeakAuras
Common Terms
Mythic+
Common Questions
Leveling
Simulations
Hotfixes
PvP Overview
PvP Builds
Mage Tower
About the Author
This guide is written and maintained by
Jak
, Healer for
Incarnate
on US-Tichondrius, Author of the
Holy
and
Discipline
Priest Guides.
You can catch Jak on
Twitter
,
Youtube
and streaming on
Twitch
if you want to check out more of his content!
Watch live video from automaticjak on www.twitch.tv
Discipline Priest Priority in Dragonflight
Standard
全神贯注
and
福音
Ramps.
This is your standard
全神贯注
/
福音
ramp setup as most encounters you'll use both abilities together on 1.5min cooldown, whether you play a
摧心魔
or
暗影魔
-centric build you will look to apply your
救赎
s for your primary ramps in very similar ways.
Refresh
净化邪恶
Cast
全神贯注
, using a mouseover macro to target the first ally you wish to Shield.
Apply 8-10
救赎
s via
真言术:盾
until
全神贯注
duration ends.
Cast both
真言术:耀
charges. Always good to cast one on melee and one on ranged.
Extend active
救赎
s with
福音
.
Cast
暗影魔
(or
摧心魔
)
Cast
心灵震爆
.
Cast
苦修
.
Cast
暗言术:灭
(even out of execute for
折磨缠身
).
Cast
光晕
.
Cast
惩击
s to reduce the cooldown of
苦修
.
Cast
苦修
.
You will want to continue using
惩击
/
苦修
heavily until
救赎
s fall off. If the target is near-execute you will make sure you hold
暗言术:灭
for that 20% range but the damage with
折磨缠身
and the additional uptime extension is very powerful.
摧心魔
or
暗影魔
As laid out in the talent section, there are viable builds utilizing both
摧心魔
and
暗影魔
. This could be an area where you split up
全神贯注
/
福音
s use as keeping them together would misalign with
暗影魔
, in between those cooldowns is where builds will vary.
For a
暗影魔
build you will look to pair the ability with
全神贯注
/
福音
pre-4pc but this can adapt when you receive 4pc and depending on the damage on certain encounters. A "Full UP" playstyle prefers fights with less frequent and more important bursts of damage that need heavy output. Tindral for example features chaotic and huge bursts of damage onto the raid with downtime with dragonriding in between, this could potentially be a strong fight for the "Full UP" build listed in the talent section. The downside is you may have some weak mini-ramps with
真言术:耀
that may not be accompanied by your pet and will be weaker output in between large cooldowns. With the 4pc you CAN get
暗影魔
cooldown very low (30-40 seconds) if you're on a patchwerk encounter that allows you to turret, particularly during
暗影盟约
but any mechanics or movement can considerably delay the cooldown.
As a result, when playing with
暗影魔
you can absolutely have encounters where you use the 3min cooldown with some manual
救赎
s and
真言术:耀
charges without
全神贯注
/
福音
when you can turret and "farm" enough cooldown reduction from
苦修
/
惩击
. As we know more we'll add those fights into the Raid Tips page to describe in better specificity when you can desync
福音
/
全神贯注
and
暗影魔
.
A more
摧心魔
centric build will focus on near-constant 30-sec bursts of healing with
全神贯注
/
福音
being used with Bender as well as each pair of
真言术:耀
charges that you accrue. An encounter like Igira the Cruel worked well in testing with this, where the ramping Disc Priest could constantly meet each ability from the boss with some measure of coverage, whether it was a full 20
救赎
s from
全神贯注
/
福音
or 11-13 with some single-target
救赎
s applied before 2
真言术:耀
charges were used for a mini-ramp.
Mini Ramps and Downtime
Thanks to the
双目耀光
you now have greater access to
真言术:耀
charges in between your traditional
全神贯注
/
福音
ramps that are outlined above. In general, you will primarily use
真言术:盾
to apply
救赎
s to your tanks during downtime, but when damage in between your ramps goes out, this will be where you use
真言术:耀
to apply
救赎
s to the group to produce moderate healing. The focus of your output in a raid is on
真言术:耀
. You will always look to not waste charges and more frequently will look to use them together (depending on fight timers) to maximize output, then deal damage during downtime to farm cooldown reduction.
Again, a
摧心魔
build will use the cooldown during each mini-ramp while a
暗影魔
may not always be able to have their pet up. In every mini-ramp you will want to use both
真言术:耀
charges, keeping in mind that you can use 4 total charges between each
全神贯注
/
福音
cooldown.
Make sure
净化邪恶
is present on target.
If you have excess mana you can use
真言术:盾
and
快速治疗
to apply 2-4
救赎
s
Cast both
真言术:耀
charges. Always good to cast one on melee and one on ranged.
Cast
暗影魔
(or
摧心魔
)
Cast
心灵震爆
.
Cast
苦修
.
Cast
光晕
.
Cast
暗言术:灭
(even out of execute for
折磨缠身
).
Cast
惩击
s to reduce the cooldown of
苦修
.
Cast
苦修
.
You will want to continue using
惩击
/
苦修
heavily until
救赎
s fall off and even as they do fall off those casts will be imperative for reducing the cooldown of your
摧心魔
/
暗影魔
further so keep casting! If you can reasonably reduce their cooldown for the next wave of damage and have
真言术:耀
charges available you should be free to send your pet on cooldown with
真言术:耀
charges for the next burst of healing.
If the target is near-execute you will make sure you hold
暗言术:灭
for that 20% range but the damage with
折磨缠身
and the additional uptime extension is very powerful.
神圣新星
is notably omitted from the standard ramps listed here because they each feature either
摧心魔
/
暗影魔
being utilized. With the 4pc,
神圣新星
is far down on the priority list and will only see use in between
暗影盟约
duration as its damage through Rhapsody has been nerfed in 10.2 and it does not provide valuable cooldown reduction. It can still be an effective mobile GCD if you are forced to move, but is low on the overall priority list.
Utilizing
终极苦修
终极苦修
is your new talent in 10.2 and it a solid cooldown with some limitations that are important to know. It features a 1.5 sec cast, followed by around 5 seconds of channeling
苦修
bolts onto allies or enemies, depending on who is targetted when you activate the ability then about a second of returning to earth.
Important notes to keep in mind:
If your character's body will impact with the ceiling then "Uppies" will not activate, you will just cast the ability and then the cast will fail
Not all void zones can be avoided by flying over them. If you are static in the air channeling bolts onto enemies, ground effects can sometimes still deal damage to you like the fire patches on the 3rd boss of Everbloom and targetted jumps like Vol'kaalk in Atal'dazar will not feature ground effects before they jump because your character is in the sky, meaning the boss will jump on top of you with no indication.
You cannot be Gripped, Rescued, or otherwise crowd-controlled while channeling. This means you can effectively immune crowd control effects like Fear from Rezan in Atal'dazar by channeling while his cast goes off.
You gain a shield while channeling but it falls off when you reach the ground. This shield can be tremendously helpful if you are using it while incoming raid damage is going out but ground effects can still kill you through the shield and you lose the shield once you land, so if you land in a poor position you can very easily die.
Uppies CAN be interrupted by you. If you need to break out of the channel, pressing ESC or attempting to cast other spells will cancel the effect and return you to the ground.
When utilizing this ability in a raid, whether you go a "Full UP" build or a
摧心魔
build you will likely be using UP at some point throughout Amirdrassil. This ability is best split from
全神贯注
/
福音
and with a Full UP build, you will be able to maintain 20
救赎
s while your bolts are raining down.
When in use in a raid you will want to
Ensure
净化邪恶
is present on target
Cast
心灵震爆
Cast both
真言术:耀
charges
Cast
终极苦修
while targeting an enemy
Cast
苦修
to squeeze out any additional
救赎
output as their durations end.
In a Full UP build you will have 10 more
救赎
s applied from
圣光过载
offering full raid coverage. Outside of that build you will want to apply some manual
救赎
s from
真言术:盾
and
快速治疗
to yield greater value from the cooldown.
In a Mythic+ environment
it is often as simple as sending a
真言术:耀
charge, sending
心灵震爆
and then hitting UP!
M+ Gameplay
In dungeons, you will leverage
暗影盟约
/
摧心魔
to empower your damaging abilities. With 4pc you'll have around 45% uptime throughout the dungeon. With this, your goal is to aggressively use
摧心魔
as needed for damage and healing, holding the ability only briefly when needed for a challenging trash pack.
While you won't "ramp" necessarily, you will use
真言术:耀
frequently to apply party-wide
救赎
s and to spot heal the party from bursty damage,
真言术:盾
the tank constantly, and keep enemies debuffed with
净化邪恶
as often as possible.
When you need to produce heavy party healing, follow the priority list below to maximize your output.
Maintain
净化邪恶
on as many enemies as possible that will survive most/if not all of the duration.
Cast
苦修
to deal damage and spread
净化邪恶
When producing large party healing, prepare with the following.
Cast
真言术:耀
.
Cast
摧心魔
.
Cast
心灵震爆
Cast
苦修
.
Cast
暗言术:灭
in or out of execute.
Cast
光晕
.
Cast
惩击
s heavily to bring back
苦修
.
Cast
净化邪恶
(if needed to refresh)
In dungeons, the
majority
of your
救赎
output will come from
苦修
,
惩击
and
净化邪恶
. On trash packs you can multi-dot and heal allies with ease between your powerful
真言术:盾
s and your steady
救赎
output. On boss fights is where you'll need to time when you utilize
摧心魔
and be smart about playing around your cooldowns.
Proactive use of
全神贯注
for example can minimize overall healing required for a raid mechanic, allowing you to continue adding damage and saving
真言术:耀
for a later damage event
but keep in mind
that
全神贯注
is not a primary party heal anymore, you should always use it well before damage is going out and leaning on your
苦修
/
摧心魔
output to pound heavy healing. When these other utility resources are on cooldown keep in mind that
真言术:障
can be used on the tank for an extra defensive or on the party for additional mitigation, similarly if the trash enemies are not brutalizing your tank you can use
痛苦压制
on an ally that will be taking heavy burst damage from boss or trash mechanics to allow you to prioritize other players in need especially now that you'll have access to the two charge system.
Advanced Discipline Priest Tips
Your job as a Discipline Priest is to cover the largest damage events with mass
救赎
and then rest in between bursts, maintaining
救赎
on a tank or two, priority healing if absolutely necessary and adding extra damage done to the boss.
How does
救赎
work?
There are many small intricacies to
救赎
interactions that can be confusing. Here is a quick list of interactions that demonstrate how
救赎
functions.
Damaging trinkets and "non-Priest" damage does not convert into
救赎
healing.
AoE abilities like
光晕
,
神圣之星
,
折磨缠身
and
神圣新星
only convert into
救赎
on one enemy.
Reduced or increased damage taken modifiers from outside the Priest do not affect
救赎
healing. If the boss has an aura that makes them take 100% more damage, this does not affect
救赎
, if the boss takes 99% less damage, that also does not affect
救赎
, if the boss is
IMMUNE
then you will produce
ZERO
救赎
healing. Only your abilities like
教派分歧
will increase your damage AND your subsequent
救赎
healing.
Downtime, Mini-Ramps and Cooldown Usage
As noted above the majority of your resources will be expended during your "
Ramp
" windows, in between those ramp phases you'll have extra charges of
真言术:耀
that you should use for additional throughput. UNLIKE those big ramps however, you do not want to expend additional mana past the cost of
真言术:耀
s to apply additional
救赎
s unless mana is plentiful.
In early progression, I commonly hold
真言术:耀
charges until my designated ramp windows for using
全神贯注
or
福音
are up. This will cause a slight loss in output from not using those excess
真言术:耀
charges but it will make sure your overall ramps are consistently strong. As you get more familiar with the encounter, then you'll have the oppourtunity to cast more
真言术:耀
s that yield more healing from those
救赎
s placed. You should always be looking to use all of your
真言术:耀
charges over the course of the encounter.
激活
is a wonderful resource for Disc Priests but it is not mandatory in order to perform.
Timing Ramps - Boss Mod Tracking and "Landmark" tracking
One of the most challenging concepts for Discipline Priests is timing
when
to begin your
救赎
application. There's two main ways to learn and most of the time you'll have to do some trial and error to get it just right.
With a great deal of encounters you can focus on your Boss Mod of choice to track when an ability hits. With each encounter it can be a bit different, while you may want to ramp for the "Omega Buster" mechanic on the boss mod, that timer may track when the boss begins to cast the ability, not when the damage occurs. So when first jumping into an encounter, you might end up ramping too early and lose some
救赎
s when the boss' cast actually completes. Using a notepad tool on another monitor, using Method Raid Tools or a similar Note addon in game can also help so that you can notate that this "Omega Buster" mechanic has a 5 second cast before it goes out so you'll begin your ramp around 11-13 seconds on the boss mod timer since it'll take around 18 seconds to complete your
救赎
application before you can begin damaging to heal. Many times on encounters, once you get that first ramp down, you'll generally be able to ramp on cooldown OR at the same points on the boss mod timer as before. You can also emphasize and deemphasize boss mechanics to reduce bloat and help you properly visualize when boss mechanics are going to occur to allow you to be more focused.
"
Landmark
" timing is a method I like to use when raid damage is activated by your raid group. Painsmith Raznal for example dropped mines on the raid that needed to be stepped on in rapid succession before another wave of Spiked Balls rolled over them and wiped the raid. There ARE boss mod timers for these mechanics but your raid may not be able to activate those mines based on their own movement and positioning etc. As a result, I like to use "Landmarks" in the encounter to help me time when I will be ramping. For this example on Painsmith, I'd watch for when the wall of Spiked Balls is over 60% past the room to begin my
救赎
application because I knew that our hunter player would run over the next set of mines very quickly once those Balls had cleared the room. Again, setting notes so you can track your progress, being aware that you will need to use some trial and error to perfect this will be extremely important.
Our Discipline Priest guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Discipline Priest guides for , make sure to browse the
Navigation Bar
below, and our list of
Related Guides
just beneath the
Table of Contents
.
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评论
评论来自
Kitariel
I'm so new to disc.. nothing makes sense in guides. I'm looking for a PVP step by step cast by cast how to disc for dummies kind of guild that is so cat sat on a mat simple. Does anyone know where that can be found?
评论来自
Chantillary
A couple of things to be aware of with Halo:
While it's great for burst healing of all of your allies, in the same radius, it will also hit any mobs. Which means you can pull all the trash the raid's been avoiding and have it concentrate on you.
OTOH, it's also useful in the open world clusterf*cks of the Faction Assaults. It lets you tag all the mobs in an area, including the bosses that are almost kaput, then when someone else gets the kill, you get the credit.
This is the same reason I run around in those types of fights, dropping Shadow Word: Pain on any and all mobs, to help the players of my faction and get easy kill credit for tagging things. :)
People complain about Discipline Priests not being a good class to play. If that's so, then why do I score the top DPS and HPS on World Boss fights, consistently? :)
评论来自
Jolvii
Thanks for the great guide! In the "Damage Priority" section of the Rotation Page, it currently says "Cast Mind Blast until your Atonement start falling off." but I think you meant Smite?
评论来自
jinxedlynx
I cant find SW:P for Disc, do you mean SW:D?
评论来自
frontflipryan
Why do you cast Purge the Wicked twice at the beginning of the ramp?
评论来自
GGBEN
I see Light's Wrath being skilled for M+ build. But in the rotation of Mythic+, I do not see it being used. Wouldn't it be good to use it in between Mindblast and Mindgames in order to make the best use out of Twilight Equilibrium? Or what am I missing?
评论来自
Subjective
Love the work you do Jak, any chance you could add an example rotation with
Twilight Equilibrium
? Not entirely sure if we just play the regular rotation and hope to benefit from it or purposefully weave shadow spells in since they 10.2 rework!
贡献
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