The Fantasy of Discipline

In anticipation of the all the new Discipline changes, I’ve reposted the Legion Class Preview for easy reference, as well as some developer notes and tweets.

Some priests pride themselves on pragmatism. They understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies—always exercising immense discipline to keep themselves away from the brink of insanity. Many would say the ends justify the means; scriptures both virtuous and vile should be studied and understood to protect the congregation.

True discipline stems from one’s ability to balance opposing powers in services of a greater cause


The power of absorption mechanics has created a gameplay issue for healers that we’re looking to address in Legion. Discipline Priests have been so effective in their role of preventing damage that it has sometimes left other healers yearning for an opportune time to throw out a clutch heal. To alleviate that issue, we’re tempering Discipline’s emphasis on shields in lieu of a reimaged Atonement mechanic.

Discipline Priests are now more clearly defined by their use of both Holy and Shadow magic, and that extends to how they function in combat. Sacrificing a portion of healing ability and having a reduced focus on absorption spells, they gain a significant contribution in damage. Still filling a healer role in group content, they aim to strike a balance between healing allies and damaging enemies in a unique gameplay style. Discipline Priests have strong cooldowns with Power Word: Barrier and Pain Suppression, along with Rapture, a new cooldown that temporarily removes the cooldown of Power Word: Shield.


Atonement (Passive)
Plea, Power Word: Shield, Shadow Mend, and Power Word: Radiance also apply Atonement to your target for 15 sec.
When you deal spell damage, you instantly heal all targets affected by Atonement for 40% of the damage done.

Developer comment: Healing is not split between Atonements—the more allies you have Atonement on, the more total healing that a damage spell will cause. Plus a talent to extend atonement to 20 seconds.

Mastery: Absolution
Increases the healing transferred through Atonement by 28% (with Mastery from typical gear).


Dome of Light
Power Word: Barrier reduces damage taken by an additional 25%, and the cooldown of Power Word: Barrier is reduced by (60)) sec.

Focused Will
Melee attacks against you cause you to gain Focused Will, reducing damage you take by 15% for 8 sec. Stacks up to 2 times.

1.0% Mana, 40 yd range, Instant
A quick, efficient plea to heal an ally for (225% of Spell power). Mana cost increased 30% for each Atonement you have active.

Developer comment: It gets renewed. We’re considering having it behave similar to DoT effects, which have some leeway on when you refresh.

Shadow Mend
3.0% Mana, 40 yd range, 1.5 sec cast
Wrap an ally in shadows which heal them for a large amount, but at a price.
The ally will take minor damage every 1 sec, until they have taken half that amount of total damage from all sources, or leave combat.

Power Word: Shield
2.2% Mana, 40 yd range, Instant, 6 sec cooldown (to reduce spaminess)
Shield an ally, absorbing a large amount of damage. Lasts 15 sec.
While the shield holds, spellcasting will not be delayed by damage.

For the next 8 sec, your Power Word: Shield has no cooldown.

Power Word: Radiance
7.0% Mana, 40 yd range, 2.5 sec cast
A burst of light heals a friendly target and their 5 nearest allies for a moderate amount, and applies Atonement for 100% of its normal duration.


0.75% Mana, 40 yd range, 1.5 sec cast
Smite an enemy for (250% of Spell power) Holy damage and absorbs the next [((Spell power * 2.5) + (250% of Spell power)) * (1 + $versadmg)] damage dealt by the enemy.

Mind Blast
3.0% Mana, 40 yd range, 1.5 sec cast (no CD but high cost/throughput alternative to Smite)
Blast the target’s mind for strong Shadow damage.

2.5% Mana, 40 yd range, Channeled, 9 sec cooldown
Launches a volley of holy light at the target, causing huge Holy damage over 2 sec.
Channelable while moving.

Power Word: Solace
Range changed from 30 yd range to 40 yd range.
Strike an enemy with heavenly power, dealing (300% of Spell power) Holy damage and restoring 0.75% of maximum mana.

Revelation (Passive)
Your Smite and Mind Blast casts have a 30% chance to reset the cooldown on Penance.

Shadow Covenant  (Replaces Power Word: Radiance)
Draw on the power of shadow to heal up to 5 injured allies within 30 yds of the target for (450% of Spell power), but leaving a shell on them that absorbs the next [((Spell power * 2.25) + 0) * (1 + $mg)] healing they receive within 6 sec.

Shadow Word: Pain
2.0% Mana, 40 yd range, Instant
A word of darkness that causes minor Shadow damage instantly, and an additional huge amount of Shadow damage over 18 sec.

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Discipline-specific talents:

Grace (Passive)
Increases your non-Atonement healing and absorption by 30% on targets with Atonement.


  • Heal – Now Holy
  • Holy Fire – Now Holy
  • Holy Nova – Now Holy
  • Flash Heal – now Holy
  • Prayer of Healing – Now Holy
  • Prayer of Mending – now Holy
  • Silence – Now Shadow
  • Spirit Shell
  • Archangel
  • Borrowed Time
  • Divine Aegis
  • Enlightenment
  • Evangelism
  • Fear Ward
  • Grace
  • Meditation
  • Spiritual Healing
  • Weakened Soul
  • Passive absorbs, such as Divine Aegis and Illuminated Healing

Developer comment: We’ll be making sure that Discipline is still able to heal dungeons comfortably.

I can’t tell you how happy some of these changes make me, especially if I no longer need spec shadow just to kill things faster. Now with Penance purely an offensive ability and the removal of major glyphs, channelling on the move will definitely be a handy passive. Mostly, I’m glad things like this will no longer be an issue.


Light’s Wrath
2H Staff


Discipline Priests stand between the light and shadow—wielding both, they straddle the precipice between. For them, this balance must be carefully cultivated so that they might wield and control the power of the staff Light’s Wrath in battle.

Obsessed with cleansing undead from the world of Azeroth, the fanatical Scarlet Crusade tried to create a second Ashbringer in the form of a staff. However, a dreadlord who had infiltrated the order intervened, interrupting their efforts and triggering a violent magical explosion. The damaged staff’s power proved nearly uncontrollable. After several wielders tried and failed to use the staff safely, the elite magi of the Kirin Tor hid it away lest it unleash further deadly calamities.

Loving the look of the second and third artifact version.

Class Halls

Netherlight Temple will allow you to interact with other priests, upgrade your artifact and change its appearance while representatives from the Broken Isles will guide you in outdoor questing objectives.

Author: Cymre

Disc priest and relic hunter who loves collecting achievements, silver dragon shots and all things pets. You may know me as Cymre Brightblade. Catch all the pet battle strategies on my YouTube channel - CymreJones

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