---
title: 'Master Class: Disc Priest Midnight Season 1'
source: 'https://youtube.com/watch?v=k5ZN9Fwuj00'
video_id: 'k5ZN9Fwuj00'
date: 2026-06-16
duration_sec: 0
---

# Master Class: Disc Priest Midnight Season 1

> Source: [Master Class: Disc Priest Midnight Season 1](https://youtube.com/watch?v=k5ZN9Fwuj00)

## Summary

This video is a master class for Discipline Priest in Season 1, covering advanced strategies for both Mythic+ and raids. The focus is on the new shield and shadow mend build, with detailed explanations of mana management, atonement ramping, and execute value.

### Key Points

- **Offensive Penance Spreads DoTs** [1:43] — Offensive Penance spreads Shadow Word Pain via Encroaching Shadows and Revel in Darkness talents, generating Shadow Mend procs.
- **Two Main Healing Sources** [2:25] — Void Shield and Shadow Mend are the primary healing sources in Mythic+; atonement is secondary.
- **Prophet's Will Self-Shield** [2:39] — Use Void Shield on yourself for Prophet's Will (30% stronger shields), then Shadow Mend on others.
- **Power Word: Shield Mana Drain** [4:04] — Casting Power Word: Shield drains mana fast; avoid overuse.
- **Evangelism Radiance Discount** [4:59] — Evangelism gives a free Radiance and two discounted (40% less mana) instant Radiance casts.
- **Boss Fight Defensive Penance** [6:07] — On boss fights, use defensive Penance to maintain atonement and heal via Contrition.
- **Binding Heals with Shadow Mend** [7:39] — Binding Heals makes 20% of Flash Heal also heal you, and works with Shadow Mend.
- **Ultimate Penitence CC Immunity** [8:50] — Ultimate Penitence makes you immune to knockbacks and CC; useful for Seat of Triumvirate double subjugator pull.
- **Augur of Vocals Teleport Drink** [9:58] — Worm Stone from Augur of Vocals lets you teleport up to 100 yards to drink and rejoin group.
- **Dominate Mind Blob Control** [10:34] — Dominate Mind on Seat of Triumvirate blobs makes them friendly, negating explosion damage.
- **Paladins Passive Play** [12:55] — On Paladins, play passively until execute phase; use defensive Penance and Surge of Light Flash Heals.
- **Flash Heal Atonement Cost** [14:06] — Flash Heal costs 9,000 mana and applies atonement to you and one other (4,500 per person).
- **Void Shield Deck System** [18:10] — Void Shield uses a deck of cards system; after two non-procs, the third Penance guarantees a proc.
- **Inescapable Torment Pet Attacks** [20:14] — Inescapable Torment causes pet attacks on Shadow Word: Death, Mind Blast, and Penance, extending pet duration.
- **Second Shadow Word: Death After Evangelism** [20:57] — Always hit a second Shadow Word: Death after Evangelism (10s cooldown) for extra Inescapable Torment proc.
- **Crown Execute Value** [22:29] — On Crown of the Cosmos, use execute on blobs and lieutenants for mana and healing.
- **Midnight Falls Execute on Matrices** [24:46] — On Midnight Falls, use Shadow Word: Death on termination matrices for mana and healing.
- **Dracthyr Racial Utility** [26:14] — Dracthyr glide can avoid hammers on Paladins; double jump helps on Crown and Midnight Falls.
- **Phantasm on Crown Intermission** [27:07] — Phantasm removes slow on Crown intermission, trivializing the mechanic.
- **Save the Day and Time Spiral Grips** [27:27] — Save the Day talent gives a second grip; Time Spiral gives a third, useful for Midnight Falls crystals.

## Transcript

Hey, what's going on guys? It's Jack.
Back again to bring you through all the
advanced tips and tricks for playing
discipline for both mythic plus and for
raids. Now that I've cleared the raid,
now that I pugged up to 3700 and we're
working on some higher keys as well. I
want to give you all the knowledge and
all the tips and tricks that I've
learned for all the changes with the
shield build in 1205. But first I want
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today's video and let's get into disc in
mythic plus as it has changed quite a
bit like we mentioned in our previous
video to now be focusing more on shields
and shadow mends, but there is quite a
bit of nuance about this. One of the
things is about how you use penance.
[music] For one thing, you are running
encroaching shadows and revel in
darkness so that your damaging penance
does spread shadow word pain. Now this
is crazy important because your shadow
mend is procking based on the number of
shadow word pains that you have out. And
so, it's enormously important on trash
pulls to be spreading around lots of
Shadow Word pain. But, that also can
take a lot of GCDs to do so. So, pretty
much on high density packs, high
quantity packs that are going out there,
you want to be hitting pennants
offensively as much as you possibly can.
And this is going to feed you a wealth
of Shadow Mend procs that you are
basically using as your primary healing
effect. And so, you have two main areas
where your healing comes from in
dungeons on trash pulls. One is your
Shadow Mend, and the other is your Void
Shield. And so, you're really making
sure you're focusing on hitting the fat
Void Shield often onto yourself to take
advantage of Prophet's Will, where your
shields are 30% stronger on yourself,
because then that basically just
isolates one person out of the equation.
You never really have to worry about
healing yourself, and then two more
shields go out. One of them might cleave
onto the tank, it might not. And then
you have one other person who usually
has a huge shield, and you don't have to
worry about healing that person, and you
can instead spend your Shadow Mends on
the other two or three people after
that. And so, this is a huge area where
Shadow Mends and like big single target
healing comes into play. And if you have
enough mobs with Shadow Word pain on
them, then you're going to have
basically infinite Shadow Mend procs.
Now, if you get into like chain pulling
situations where you're not having
enough dot spread for your Shadow Word
pains, feel free to manually apply some
more when you really need to. But, a lot
of times, if you just keep on hitting
offensive pennants, you will spread
around enough of them to get the full
coverage that you need to. When it comes
to your mana economy, this is a big
frustrating area, I know, for a lot of
disc players, but it's kind of built off
of a couple of like core principles that
you want to do.
Casting more Shadow Word Pain does
actually have kind of a negative
downside to your mana. It's not an
enormous amount, but it does cost more
mana than casting the Penances does.
Casting lots of regular Power Word
Shield absolutely drains your mana in a
huge way. And casting lots of Flash
Heals can be a pretty large mana drain
as well, but it's something you often
have to do when you are starting to run
dry from your Shadow Mend procs. And so,
there's situations where you prefer not
to do certain things, but you kind of
get forced into it when you don't have
as many resources on hand. So, the
offensive Penances on trash, Void
Shield, and Shadow Mend are kind of
carrying a lot of your healing, and then
you're using your Flash Heals in between
to make sure you supplement the rest of
your output. You do want to make sure
you're using your Mind Blast on cool
down, cuz that'll also buff the damage
and healing of your Penance, and you
Shadow Word Death on targets when
they're sub 20% health. But, you don't
really need to seek out execute targets
the way you did before, because your
atonement healing is just not as strong
as it was previously. Another big mana
tip is that you don't really cast a lot
of Radiance. So, Evangelism
automatically applies a Radiance
whenever you cast it, which is great.
Also benefits from Harsh Discipline, but
after you cast Evangelism, you get two
casts of Radiance that are instant cast
and cost 40% less mana. Now, what you
want to do is you want to use your
defensive Penances in between pulls or
your Void Shields, if you can, in
between pulls or
whenever there's actually like
atonements expiring, to basically mini
game manage your atonements on five
players. And that way, you don't have to
cast as many Radiance, and so often,
I'll cast about three Radiance between
an Evangelism. I'll cast the first one
when you cast an Evangelism, it casts a
Radiance, and then I have two that are
discounted by 40%, and that's most of
the Radiance casts that I will be doing.
And that way, you don't have to pay the
full price of 13,000 mana for your Power
radiance to actually have that cast go
out and you have the discount and you
benefit from your harsh discipline in
the process. It's a nice way to further
reduce the costs and not pay full price
for a lot of different things. Now the
question comes when you're on a boss
fight or you know, maybe a couple
targets and you don't have a lot of
shadow mans, well what do you do then?
And that's where you want to maintain
your shadow repairs as best as you
possibly can and start using more
defensive pennants to start kind of
closing the gap for your lack of
resources. And this is where, you know,
almost every single time you're on a
boss fight, you're just using pure
defensive friendly pennants cast onto
your allies to maintain that atonement.
And also when you get into like raw
ticking encounters like Lura, you have
to be really stingy with when you are
casting those defensive pennants because
when you defensive pennants, you also
heal everybody with atonement on them
thanks to the contrition passive built
into pennants. And so on the rot fights,
you actually have to kind of take your
time and make sure you're not
overhealing as much with those pennants
casts and even potentially pulling your
pennants charges so that you can kind of
send them back to back for like high
damage periods to quickly reverse that
incoming damage on your allies. That's
also where you can take advantage of
like your void shield casts, kind of
time them better for specific moments
that are going to be going out onto the
party. And when your cool downs are
coming into use, evangelism is going to
give you Archangel with our talent set
up and this is increasing your healing
and shielding by 15%. And so this is
where during your cool downs, you can be
more aggressive with a regular power
word shield when you need to.
Understanding that it's going to do a
lot more healing, but it also could be
good to just cast it on yourself in a
rot encounter so that way you could heal
other people more directly with your
pennants is for example.
>> [music]
>> And that allows you to take advantage of
profits will. Another thing to keep in
mind is that the binding heals talent
where 20% of flash heal output also
heals you, works with shadow mend. And
so, if you can bias your shadow mend and
flash heals towards other people to
benefit from the binding heals for
yourself, that's really good. And then
you bias your void shield and power
shield casts onto yourself to benefit
from prophet's will. Now, that's also
really good. And that's a huge area for
uh garfrost or lura, where you can get
extra mana efficiency and basically just
make your healing effects stronger
overall, and that helps you just better
heal those encounters. It's leaning on
those extra effects that heal you for a
bit more. Since they nerfed a lot of
your atonement output in 12.0.5,
ultimate penitence is pretty crappy, but
so is barrier. And so, I would still
recommend running uppies and still
recommend [music] targeting an enemy
when you cast it, but you predominantly
use it as a defensive. Uh you can try to
use it at moments where there's also
like decently high damage, but I'm
pretty much looking for areas where I
send it as a personal cool down or as a
personal defensive to make sure that I
just survive. A big thing with ultimate
penitence is that it also makes you
immune to knockbacks and crowd control
effects. So, if you're walking into seat
of the triumvirate, for example, a lot
of groups are pulling double subjugator
at the start of the run. And that's the
only time they're running double
subjugator. Now, you can use phantasm
and fade to remove that effect, but
since they get pulled at different
times, they come out at different times,
and so you'd have to tank one of them
and then hit it as the second one gets
applied, which is enormously dangerous.
So, instead, you can basically just
start spreading around your shadowed
pains, hit uppies, you immune the first
one, and you're still in the air when
the second one goes out, and you've
immune both of them, and you're
chilling, you're happy. If any bolts go
out, well, you have 100% of HP shield,
and you're just safe. Beyond that, you
have your pain suppressions that you're
also casting a decent amount of shields
on. Like I mentioned, you don't want to
be overly aggressive with your power of
shields to hurt your mana economy, but
you can use your pain subs on yourself
or on other people quite aggressively as
you need to at this level of keys. Some
other things I really like to take
advantage of from like a utility angle
is I love running with Augur of Vocals
because you can get the Worm Stone cast
from them and [music] this is an ability
you can just drag onto your action bars
and you can teleport to the Augur of
Vocals up to 100 yards away. And so a
lot of times I'll just use that to
drink. And so whenever I'm kind of
hanging back, I just say, "Hey, you guys
go ahead." I drink and then when I kind
of have an eye on my map or my mini map,
I'll see when they're about 100 yards
away and then I'll hit the cast and you
can also hit it while you're moving. If
you see that they are running away from
you, you can run and cast it to catch up
and then you'll teleport onto the Augur
of Vocals location and be able to rejoin
the pull immediately. You also have some
really fun utility with Dominate Mind
where the best use of it is in Seat of
Triumph on the first boss. You can use
it on the blobs that are trying to
travel into the boss and this is going
to allow the blobs to just impact the
boss while they're friendly and then
that is going to make it so that the
damaging effect of the explosion doesn't
actually do any sort of damage as well.
There's a couple other ones that require
you to like manage your pet and like
move it around that can be a little bit
more dangerous. One of them is putting
it onto the Magisters with the mages
that cast polymorph which at the time of
this video is not breaking on damage.
But the downside for using that is that
whenever you set any mob free that has
like a regular aggro table, they will
try to kill you. They will really try to
kill you. It's like you put out an omega
taunt onto the enemy. And so you have to
be very, very careful with that
potentially killing you because you
might fade, you might release it or
might get let go, you might be far away
and you might hit fade, but it will keep
on trying to go back and kill you later
on and often at random times. So, the
other dominate minds, whether you're
trying to grab it on like the magisters,
uh whether you're grabbing like an
engineer, so you're not dealing with
some of the damage effects, you still
have to kill them later on. You don't
usually hold on to them forever and they
also try to kill you. So, be very, very
careful with dominate mind. Shackled
Undead is really good in both first boss
of Seat of the Triumvirate for the
blobs. You can basically like dominate
mind one, shackle the other, and then
dominate the shackled one later on to
get that cleared, too. Or you can also
use it in Pit of Saron for uh gosh, it's
like the the nether caster. As he's
casting a nether burst, it's this zero
HP mob that's attached to like the lich
resser. That's also a good one to take
advantage of, as well. Now, raids is
really interesting because you have to
play a little differently on each of the
fights depending on how powerful your
execute value is. Now, you're always
running the pet package with Death
Torment, inescapable torment, shadow
fiend to generate pets, but [music] some
fights like the paladins encounter, your
mana is in a really nasty spot because
you don't have frequent execute value.
But, when you get to the Crown of the
Cosmos, Beleren, and Midnight Falls, you
have a wealth of different opportunities
for you to get execute value, which
makes your mana economy stronger, which
can help influence a lot of your
decisions. So, let's start with paladins
because that fight is really, really
nasty and frustrating to play with. One
of the things on this encounter is that
the damage starts ramping up whenever
one of the paladins dies, which also
coincides with when you get execute
value. So, whenever you have a constant
perma sub 20% target, your mana kind of
flattens and you are constantly getting
enough mana to really suit most of your
needs unless you're trying to be super
aggressive and get like 20 player
atonements out all the time, which can
be possible. So, what you really need on
an encounter like Paladins
is to pace yourself until you get there.
And so, you're able to do that basically
by playing super passive. And so, all of
your Penances are going to be used
defensively in a rating environment. And
[music] when you're playing a more
passive play style, you're basically
just always having your defensive
Penance apply a new Atonement or refresh
an expiring one, and you'll be able to
spend your Surge procs as you're going
to get them, but you're not really
applying a lot of other Atonements. So,
one of the things that comes into play
whenever you're applying Atonements onto
everybody is the mana cost
considerations. So, Flash Heal is by far
your most expensive on its own, costing
9,000 mana to apply Atonement to you and
one other person thanks to the Binding
Heal's talent. So, it's actually 4,500
mana per person if it's a fresh
Atonement on yourself or like a refresh.
But,
if you have 4,500 mana from a Surge of
Light proc, which makes it cost half as
much, then 2,250-ish is a really good
cost to spend to apply Atonement to you
and one other person. Your other options
are Plea at 5,500 mana or Power Word:
Shield, which gives you a longer-lasting
Atonement thanks to the Indemnity
talent, but it costs 6,500 mana. Now,
this is where casting lots of Penance at
4,000 mana to give you that extra
Atonement application is extremely
mana-efficient. And of course, you're
having a lot of healing coming from that
since the second part of Penance is that
whenever you heal with it, you use it
defensively, you are healing everybody
with Atonement for it as well, and
that's part of the Contrition passive
that comes into play. And so, your
single-target Atonement application when
you play very passively is defensive
Penance and Surge of Light Flash Heals.
But when you want to get more
aggressive, that's when you start
weaving in the Power Word: Shield and
the Plea casts to really build up your
atonements onto the raid before big
damage goes out.
Now, one of the big things you want to
keep in mind for when you need to set up
these atonements is you need to have a
very good reason for applying all of
them. On paladins, it's sacred tolls and
searing radiences, which are like the
big damage mechanics, and the searing
radiences are the war chaplain send
channel, which can last for quite a
while and do a whole bunch of damage.
Most of the time you're going to have
your evangelisms applied for those
specific moments, but sometimes in that
fight you don't. And so those are some
of the key moments where you can really
scale up a lot of your atonement count
and be a lot more efficient.
The other thing though is that you need
to make sure you have the damage
abilities on hand to render value from
that. And so that's where a lot of my
game play in raids is if I don't have a
specific mechanic that I am setting up
for that moment, I'll usually be holding
on to one charge of penance, and then
only sending a penance cast just before
the penance is over cap. So that means
you have two full stacks of penance and
have not used them. I never am sitting
on two stacks of penance ever.
At all. You are just never ever doing
that. And you're always in a rating
environment using it on your allies.
And so a lot of times what I do is in
between ramps, I'll keep a charge of
penance in case somebody drops low or is
in danger, I can just instantly send it
off into them. Or I'm just making sure
that if I'm about to get my second
charge of penance, I just hit it onto a
new target that does not have atonement
or the atonement is expiring. Which is
why on my raid frames, I have the raid
frames go gray when they have atonement,
but I also have an indicator that glows
red when the atonement is about to
expire. Because you can both refresh
that with the extra penances, and you
can do this while you have a 20 player
ramp out, which is also really helpful,
or you can just do it whenever you're
sending out a penitence to make sure
that you don't over cap. Both of them
are really helpful to make sure you're
as efficient as you can with your
resources. Now, when you're trying to
render a lot of value out of your ramps,
you have applied, you know, full 20
atonements, and we can start with like
midnight falls. At the beginning of the
encounter, I will hit my penitences and
build up full stacks of wheel and woe
and force a proc out of your void
shield. Then I will flash shield into a
void shield cast, which applies five
atonements in total and applies those
void shields, which go into the boss
fight. Now, if you start the boss fight,
it also restarts your void shield setup,
and so if you were holding a void shield
cast, it resets it when the boss fight
starts. But if you pre-cast it, it keeps
[music] it, and so you're able to get
that extra prep value.
Now, how void shield works is it is a
deck of cards system, which means that
every single time a fight starts, then
you have basically a three cards in your
hand you could kind of think of whenever
you cast penitence. And so,
your first cast of penitence, let's say
it does not proc your void shield, then
that means that it has drawn the not
void shield card, right? And you have
two cards left in your deck. Now, I'm
not going to play the Monty Hall
scenario and tell you which card to draw
or anything along those lines, but
basically for your own understanding,
you have a 50/50 shot of either getting
a penitence after that or not getting
it. And a really interesting thing is,
let's say you go back to back on not
getting a void shield cast, the third
one is guaranteed to be a void shield,
but then you also start a new deck of
cards afterwards, and that's how you can
get those back to back void shield
casts. There's some people who are
working on some add-ons and some tools
to be able to better track it. If I have
a link, I'll link it in the description
down below if I can get it. If it's not
there, I don't have it at the moment.
But the way you want to think about it
is that if you have that void shield
proc on hand, keep in mind it soaks up a
ton of damage, applies a lot of
atonements, and is going to produce a
lot of atonement healing thanks to your
apex talents cuz that third tier of your
apex talent is super powerful.
And you also need to make sure that you
are not casting other penances over top
of it cuz even if you are tracking it,
you could kind of know there's some
areas where you could get away with it
in the deck of cards system if you went
like back-to-back on void shield casts.
Yes, it's true, but you also want to
make sure that unless you're super
heavily tracking it, you're taking
advantage of the void shields, but you
can make sure, especially if you're
proccing it when you have 20 atonements
out, that if there's still enough damage
happening on the party, it can be really
good to just drop that void shield onto
the group instead of casting, you know,
a smite or something along those lines
to get that void shield value. And your
timing for your abilities also matters a
lot. So, whenever you spawn your mind
bender that comes from evangelism,
right? And so, this is a key area where
you want to take advantage of
inescapable torment. And so, this
passive is causing your shadow or death,
mind blast, and penance to all trigger
an additional attack out of your pet,
and make sure it extends its duration.
So, those additional attacks do
tremendously larger damage than the just
basic pet attacks. So, you will use
shadow or death if you have a pet out,
whether it's mind bender or shadow
fiend.
You will use it in either of those
scenarios, or if a target is sub 20%,
or you can hit it as an instant global
if nothing else is going on. But the big
thing that a lot of people make a
mistake on is when they hit their
evangelism, they'll hit that first
shadow or death, but they don't hit the
second one. Cuz your shadow or death has
a 10-second cool down no matter what.
And so, even if you get no other
extensions, you can always hit that
second shadow or death and proc another
inescapable torment that results in more
mana, that results in more damage, that
results in more healing for you. And it
is a really big mistake that I see a lot
of people take advantage of. Another one
is that they try to be too perfect with
their Shadow Fiend procs. Shadow Fiend
spawns whenever you hit a Shadow Word
Death on a target sub 20% and a lot of
times on like Crown of the Cosmos or
perfectly hit Shadow Word Deaths so it
aligns with their damage. Now, that's
nice to do and it might have even been a
little better to do when you had
expiation still, but we're not in that
world any longer. And so, [music] if
it's a choice between maybe getting a
second Shadow Word Death with execute
value or getting one at a perfect time,
you want to go for two at every single
opportunity because you can render a lot
more of your value by taking advantage
of your Inescapable Torment procs to
result in additional healing. And
whenever you know that you actually
spawned that pet on fights like Crown of
the Cosmos, for example, I'll try to
snipe a really fast execute on the pull
on some of those little blobs. Well, you
also have your penance and your mind
blast as follow-up that really render a
lot of your atonement value by procing
the Inescapable Torment from your pets,
which results in a ton of additional
healing. So, when you're playing really
conservatively on paladins, you also
playing really aggressively on Crown,
Bellor Ren, and Midnight Falls. On
Crown, phase one gives you blob execute
value and execute value on any of those
lieutenants.
Phase two, you get execute value on the
small ads that are spawned and basically
put into execute range right away and
you can always get two Shadow Word
Deaths before the beams can potentially
kill them off, but sometimes they don't
always get cleaved down and you get even
longer value. And I'm not saying you
should do it, but it's quite favorable
if for some reason the mob gets put out
of the pull and you can keep on hitting
Shadow Word Death on it. That's pretty
helpful as well.
Uh in the final phase, you have
Rifts and Simulacrums and the
lieutenants that spawn and respawn that
you can also get a lot of Shadow Word
Death value out of. So, that means that
you're getting a lot of mana economy
consistently. And this is where you want
to be more aggressive with utilizing
your Power Word Shields with the
expectation that you're going to regen
more mana. That's how you really
leverage your output. It's just crank
way more healing than other people. On
Beleren, usually on like the pull, I
will only have like one Shadow Word
Death to get value out of the
convergence that is doing like the color
swap mechanic. And so, sometimes what
I'll do is I'll actually delay my Shadow
Word Death because I know I'm only going
to get one for like healing value and
I'll try to snipe it at like the very
tail end so I have like a defensive
penance into Mind Blast into defensive
penance into a Shadow Word Death to try
to capture that like last bit of
healing. That could be pretty nice for
like a little bit of sniping, but if you
used your Shadow Word Death on cool
down, then it also gives you some extra
attacks which can give you some extra
mana. But, whenever you're playing
Beleren, you should always be sniping
executes on both the embers and the eggs
every single time the second the
opportunity kind of comes around because
there is a little bit of like 50/50
chance on Beleren that you can snipe an
execute on the eggs or on the embers
when the heal absorbs come out and get
the healing that way. But, a lot of
times, especially as damage gets better,
you really just snipe the execute the
second that it's available and you just
rip your healing uh for those absorbs
with like a mini ramp whenever you
possibly can. Mid Eye Falls is great.
There is so much value in where,
especially near the end of the
encounter, you kind of get all of your
mana back.
>> [music]
>> And so, whenever the termination
matrices come out, you can always Shadow
Word Death off of those. And so, I use a
mouseover macro so I can just mouse over
the boss frame and hit Shadow Word death
onto it every single time. And that way
I'm able to get the follow-up output out
of penance, mind blast, penance again,
that's all procing the inescapable
torment setup, and that's producing a
huge amount of healing and mana return
for me to keep everyone healthy.
With the intermission, that's a huge
area that requires a ton of healing, but
honestly, once you get out of the
intermission, the fight gets like
really, really chill. And so phase two
into like early phase three, you don't
really have to be as overly aggressive
with your atonement application as phase
one and the intermission. And so once
you get into phase three, you get into
execute extremely quickly, and then it's
basically like you could solo heal your
side and not have to worry about mana
whatsoever because you can easily
maintain 10 atonements, just keep on
hitting defensive penances into people
whose atonements are about to expire,
and keep everyone super healthy. And so
a lot of like the game for midnight
falls is actually being more more
aggressive with your mana in phase one
and in the intermission. And then being
like pretty conservative in like phase
two, be a little more aggressive if
you're if you're really needing to if
some cool downs are not doing what
they're supposed to be doing, but the
damage in phase two is usually not that
bad compared to the other phases before
it. Couple like side probe tips, if
you're taking advantage of Dracthyr in
raids, which you really should, uh
ultimate penance is insane because
ultimate penance will push you up into
the air. And so when you're on paladins
with the execution sentences sending
hammers all over the place, you can hit
your glide and you can basically just
glide above the hammers for a little
while as you find like a safe landing
spot, and that'll help you out a lot. On
Crown of the Cosmos, you can use the
double jump to jump across the gaps very
easily. That is just super valuable. You
also can avoid any of the uh fall damage
that happens going into the
intermission.
And when it comes into Oh, yeah,
Midnight Falls when you're leaving phase
two and you're getting knocked out of
the Darkwell, you definitely want to use
that double jump to quickly get into
position for your crystal, and that
helps you get back together with the
rest of the group. You can also take
advantage of Fantasm in the Crown of the
Cosmos intermission. And what this will
do is it'll remove the slowing effect
that the boss is applying to you, and
then you could basically just run free
for the rest of the intermission. It
completely trivializes that mechanic.
And then you can kind of just keep your
eyes up and look around for grips to
help people as well. I do run the talent
Save the Day for pretty much everything,
and I would recommend running it all the
time because helping people on Crown of
the Cosmos with their movement, helping
somebody who's out of position, uh and
then of course having your grips for the
crystals on Midnight Falls uh is
insanely valuable. I'm able to grip a
third crystal thanks to Time Spiral. So,
Save the Day gives me a second, and then
Time Spiral gives me a third cast of my
grip. And so, that's how I'm able to
just do all of that. So, those are my
tips for Discipline Priest in season
one. Let me know if you guys have any
other sort of questions in the comments
back down below. Huge thank you to But
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