Discipline Priest raid bosses guide

Patch 9.2.5 Last Updated: 12th Apr, 2022
Heregellas Discipline Priest Author
Heregellas

Raid Bosses

Sepulcher of the First Ones

Vigilant Guardian

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Prefered covenants: Kyrian/Venthyr

Legendary: Clarity of Mind + Unity (Kyrian) / The Penitent One + Unity (Venthyr)

This is not an insane boss to play disc due to ramps not being very significant here.

Notes: You can either play Kyrian and go for big ramps to cover Exposed Cores, or play Venthyr and use a lot of your mini-ramps during some high stacks of Spike of Creation debuff + Exposed Cores.

Skolex

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Prefered covenants: Kyrian/Venthyr

Legendary: Clarity of Mind + Unity (Kyrian) / The Penitent One + Unity (Venthyr)

Notes: This fight revolves entirely around rot damage (due to Ephemera Dust damage). The more it lasts before you “dunk” the boss (with Ravening Burrow), the more it ramps, so you’ll prefer to begin ramping at least 30secs before each dunk, when you have a lot of stacks of Ephemera Dust on the raid.

You can use your Power Word: Barrier during the Ravening Burrow too.

Artificer Xy'mox

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Prefered covenants: Kyrian/Venthyr

Legendary: Clarity of Mind + Unity (Kyrian) / The Penitent One + Unity (Venthyr)

Notes: Depending on your raid DPS, your timings can change a lot on this fight, and you may ramp either for intermissions or tank combos (Glyph of Relocation followed by Hyperlight Sparknova). Especially if you play Venthyr, to have a nice burst + mini-ramps to cover each of those.

Dausegne

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Prefered covenants: Kyrian/Venthyr

Legendary: Clarity of Mind + Unity (Kyrian) / The Penitent One + Unity (Venthyr)

Notes: If you’re Kyrian, you’ll be able to ramp for every Inevitable Dominion, which is very safe and good for your healing pattern.

If you’re Venthyr, you’ll want to swap your ramps, healing either Inevitable Dominion or Disintegration Halos, rotating between those. Remember that ramping during the halos is not an easy task due to the mobility it requires, but you can Door of Shadows before to make it safer.

Prototype Pantheon

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Prefered covenants: Kyrian/Venthyr

Legendary: Clarity of Mind + Unity (Kyrian) / The Penitent One + Unity (Venthyr)

Notes: Let’s be fair, it’s a bit troll to play this fight as a disc instead of a Holy Priest, but in case you still really want to cast those sweet Penances, you’ll want to ramp for Windswept Wings and Hands of Destruction (careful though, since you’ll be gripped during the cast).

But really, consider Holy spec for, at least, this encounter.

Lihuvim

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Prefered covenant: Kyrian

Legendary: Clarity of Mind + Unity (Kyrian)

Notes: This encounter is quite nice for disc. You won’t top HPS, but you’ll bring a lot of DPS on the adds and an insane amount of healing during those windows.

You’ll ramp exclusively for the adds phases (during Synthesize) with a Boon ramp, each time.

You can use some mini-ramps on the Cosmic Shift + Resonance Cascade combo between adds phases.

You can use your Shining Force on small Degeneration Automas to knock them in the middle of the room to help AoE DPS too!

Halondrus

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Prefered covenants: Kyrian/Venthyr

Legendary: Clarity of Mind + Unity (Kyrian) / The Penitent One + Unity (Venthyr)

Notes: This encounter has different timings depending on your DPS, and your covenant’s choice will be affected by this too.

You can play Kyrian, for instance, if you still have to manage both Reclaims (one in P1, and the other one in P2), but don’t stop DPS after the 1st Reclaim to send the boss quickly into 1st intermission, allowing you to have 3 Boon ramps during the encounter for each phase.

If you skip the 2nd Reclaim, you can still play Kyrian if you manage to ramp at the beginning of the 2nd intermission. You’ll recover Boon to cover the 3rd set of Earthbreaker Missiles in P3 and still have 3 big ramps for the fight.

You can play Venthyr if your guild’s timings are not as accurate as those, allowing you to ramp during each phase & intermission (1st Reclaim, then missiles during 1st intermission, 2nd Reclaim, missiles during 2nd intermission, then last phase, to cover the last set of missiles ideally).

Tip: While ramping for a Reclaim, ask your DPS to come closer to the boss to allow you to reach them more easily (otherwise, it’s a nightmare). If you have one available, you can also ask for a Blessing of Spellwarding and stand under the boss while ramping to reach people once again.

Anduin Wrynn

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Prefered covenant: Venthyr

Legendary: The Penitent One + Unity (Venthyr)

Notes:

Phase 1: You’ll be able to ramp/mini-ramp (with Mind Games, each time) every Befouled Barrier during this phase and top them very quickly and nicely.

Kingsmourne phase: You nearly won’t do anything on adds during this phase as a disc, but your guild may still require you to come just to Mass Dispel. They might free you very quickly after if that’s the case because you’ll be way more useful outside of this phase.

Before leaving, you will probably also have to use your Shining Force (on yourself or someone else, depending on your set-up) to knock a DPS add near the others to help DPS players.

Intermissions (both): You’ll be able to ramp too during this phase, and as such, you probably won’t be asked to bait the adds’ blue circles.

Don’t forget to focus on the big add when it begins casting. You can use Shadow Word: Death too, but be careful since it’ll most likely hurt you for 50% of your health in this phase. Don’t die from that!

Phase 2: It’s the same as Phase 1, except that you can help CC the Grim Reflections thanks to your Shackle Undead, depending on your raid set-up. Ideally, you will already have hunters trapping them, but don’t forget your utility spells, too, just in case!

Phase 3: You can ramp & mini-ramp during cleanse to cover the big Purging Light DoT, and during Hopebreaker waves. Your Power Word: Barrier will very likely be used for the Hopebreaker too!

Lords of Dread

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Prefered covenant: Kyrian

Legendary: Clarity of Mind + Unity (Kyrian)

Notes: This is one encounter where your Kyrian will shine again, thanks to the 2mins damage pattern. You’ll want to have a Boon ramp exclusively for each Swarm of Decay cast.

Those casts last for 20secs, and there is a good chance you’ll play with 2 discs in Mythic. If that’s the case, you’ll want to have one disc ramping for the first 10 seconds and the other for the other 10 seconds. One Power Word: Barrier will be used each time in the middle of each cast.

Try to have a mini-ramp for adds spawn between your ramps since it’ll hurt the raid quite a lot, but watch your mana! It’s unlikely that you’ll play the fight with a lot of Balance Druids in Mythic, and you may even not have one, so you may have to handle that without any innervate!

Rygelon

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Prefered covenants: Kyrian/Venthyr

Legendary: Clarity of Mind + Unity (Kyrian) / The Penitent One + Unity (Venthyr)

Notes: It’s probably better to swap spec and play Holy here, too, especially in Mythic.

If you really like to cast Power Word: Radiances and want to stick to disc, you’ll want to ramp during each Singularity phase. Try to mini-ramps during normal phases too, to cover the healing absorb (Mythic only).

The Jailer

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Prefered covenants: Venthyr

Legendary: The Penitent One + Unity (Venthyr)

Notes:

Phase 1: You’ll want to ramp for the Chains of Oppression damage (the second time, you’ll have to cover the Torment that happens just before too).

Your Power Word: Barrier will be very valuable during Chains of Oppression + Surging Azerite (in Mythic), when you’re soaking it from 4 to 6 stacks.

Don’t forget to use your mini-ramps for Torment damage/tank combo damage.

You may be targeted by Rune of Damnation (bomb) during your second ramp. If that is the case, don’t forget to be vocal about it since your ramp will be scuffed a bit, and try to ask for a grip just after your bomb explodes to help you a bit with your ramp.

Phase 2: On Mythic difficulty, pay extra attention to people soaking Azeroth’s blood (focus on one side); Even though you won't be able to heal them that much as a disc priest.

You’ll want to ramp for Torment damage here.

During Rune of Compulsion, you can assist DPS the mind-controlled players, and don’t forget to dispel one of them at the end (yes, they will indeed have a ton of debuffs on them after that, and that hurts quite a bit!).

Phase 3: Your full ramp will be required during Rune of Domination (probably the first one and mini-ramp for the second one).

You’ll also be able to use a mini-ramp at the beginning of the phase on Mythic difficulty (including your Power Word: Barrier) to cover the Surging Azerite + Desolation damage (where you need to soak missiles in front of the boss).

Phase 4: This phase is very scuffed for a disc due to overlapping mechanics and timings, but fortunately, those mechanics are not THAT deadly and are pretty forgiving if your ramp is scuffed.

Ideally, you’ll want to use your first (and probably only) ramp for the 1st Meteor Cleave. It happens just after Rune of Damnation (bombs), and you can be targeted by that, canceling a good chunk of your ramp.

Your next mini-ramp can be used for the next Meteor Cleave, which happens directly after a Torment + Defile mechanic, which won’t let you enough time to be in position and to a proper mini-ramp. Try as much as you can anyway, with Door of Shadows to help you if it’s available!

You can use your Power Word: Barrier for the second cleave too.

Another option is to ramp for orment, to have your burst covering the initial damage, and that’s all, which can be a thing too, depending on your healing set-up. But the most crucial thing in this phase is to respect mechanics and keep people with Death Sentence alive. Don’t hesitate to use Pain Suppressio on one of those players if they have a late Death Sentence (you can see the debuff’s color switching from green to yellow, then to red, to match the ramping damage) + Rune of Damnation since they’ll take a lot of damage.

Sanctum of Domination

The Tarragrue

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Legendary: Clarity of Mind

Notes: This fight allows you to pick between different anima powers. It is recommended as healer you pick the powers that can help your team the most, and not only go for the throughput options. This allows your DPS players to pick the damage increasing anima powers and therefore shortening the fight, making it a lot easier.

The main damage on this fight is a dot called Grasp of Death, which occurs the whole fight until the last phase. There is no really important healing pattern of this boss, and you can pretty much ramp on CD on this one.

You can Mass Dispel every two casts of Predator’s Howl to help a bit with the dispels!

Eye of the Jailer

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Legendary: Clarity of Mind

Notes: When the boss hits 66% and 33% health, it summons two adds that will do pulsing AoE damage on your entire raid, and this damage increases over time. The boss will also cast Titanic Death Gaze, which is a blast of damage on the entire raid. As a discipline priest you will ramp for these phases.

In the last phase the boss casts Immediate Extermination which reduces healing taken over the course of the phase. Absorbs are not affected by this, so don’t hesitate to throw a Rapture at the end of the fight with some shields to help people survive during a high-stacked Immediate Extermination.

The Nine

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Legendary: Clarity of Mind

Notes: There is a lot of pulsing damage throughout this whole fight with some spikes of damage when your raid team soaks Arthura’s Crushing Gaze.

You can pretty much ramp on cooldown for this fight too, since there will be a lot of sustained damage throughout the fight.

The Arthura’s Crushing Gaze is obviously a good candidate for your Power Word: Barrier during some overlaps with other debuffs.

Remnant of Ner'zhul

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Legendary: Clarity of Mind

Notes: Just like the Nine encounter, this fight has a lot of pulsing AoE damage with some spikes of damage here and there. To get the most value out of your CDs you should ramp for Shatter and for Malevolence explosions. The very first bombs will probably explode just before the Shatter, making your Boon ramp very good in that situation! Remember that you’ll be knocked back after the explosion, so you want to have your atonements on people before that happens, to avoid any downtime.

You’ll very likely have to Mass Dispel every two cast of Malevolence, so make sure to use it at the proper timing (your Raid Leader will probably do a countdown, but you generally want to dispel them after the Suffering cast on the tank, and just before the blue AoEs are landing on the ground).

Soulrender Dormazain

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Legendary: Clarity of Mind

Notes: The damage that you want to cover on this fight is when someone breaks the Warmonger Shackles. Nothing really tricky here, this fight will always have the same timings, and you will never have to change your ramp timings depending on your raid DPS for this one, so everything will be pretty straightforward.

Painsmith Raznal

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Legendary: Clarity of Mind

Notes: You will ramp one time/phase, for when your team clears the Flameclasp Traps. Your Power Word: Barrier will help you cover the other set of traps you’ll have in phases 2 & 3, that will overlap with the tank ability.

Guardian of the First Ones

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Legendary: Clarity of Mind

Notes: On this fight, your priority will be to ramp for the Purging Protocols, which occurs when the boss runs out of energy. It will happen every 90 seconds if you’re letting the boss do 2 casts of Purging Protocol each time, so everything will be pretty straightforward.

If you’re letting the boss do a 3rd cast of Purging Protocol each time, you’ll obviously have to wait a bit for your next ramp.

Your Power Word: Barrier can cover two casts of Purging Protocol, so be sure to place it just before one iteration hits to cover this one and the next one!

Fatescribe Roh-Kalo

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Legendary: Clarity of Mind

Notes: You’ll most likely ramp to cover the Twist Fate debuffs, and to cover each intermission if possible. Depending on your raid DPS, and if you need to hold DPS a bit between phases, the timings might change, so make sure to prioritize those two patterns and to ramp accordingly depending on this.

Your Power Word: Barrier will be a strong candidate for the tank mechanic, Invoke Destiny.

Kel'Thuzad

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Legendary: Clarity of Mind

Notes: On this boss, you will very likely want to go Spirit Shell (if you’re running multiple disc priests, one should go Spirit Shell, and the other can stay Evangelism).

The standard strategy around this fight is to let ALL Glacial Wrath spikes explode at the same time, while stopping DPS to make sure that this will happen every 3 minutes. This way, you’ll always have every healing CD available, so you can go all-in each time. You’ll most likely have to use your Power Word: Barrier for the spikes initial explosion. This will hinder your ramp by one GCD, but it’s more effective to put it down anyway.

If you’re the only disc, or if you’re the disc playing Spirit Shell, you’ll have to ramp & to do your full DPS rotation before the spikes explode, so make sure to not have any delay.

If you’re playing Evangelism, you’ll want to begin your DPS rotation instantly after the spikes explode. The timing will be way tighter. You’ll have to be very precise, and to keep an eye on the spikes’ health to make sure that your atonement-ramp will finish just before the explosion.

Don’t forget to Mass Dispel every two Frost Blast to help the little squad-guys doing the soak!

Sylvanas Windrunner

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Legendary: Clarity of Mind

Notes:

P1: Ideally, you want to ramp on either Black Arrow or Domination Chains / Shadow Dagger & Barbed Arrow debuffs, depending on your set-up and your timings. The important thing is to make sure that you’ll have a ramp available for the intermission.

However, keep in mind that you CAN be targeted by Black Arrow. If you are, and if you’re normally ramping for this one, the ramp may be a bit scuffed. Don’t hesitate to ask for a grip if possible to help you after the arrow hits you, in order to not delay your Radiances that much.

Intermission: Ramp for the Domination Chains. The timing is, once again, very precise, since you’ll have to avoid many AoEs during this one, so you really want to transition the boss at the right timing, and to have your ramp perfectly ready for that.

P2: You’ll very likely have to ramp during the two times you actually fight Sylvanas during the phase, for the raid-wide Shadow Daggers damage. Each time, you’ll have two sets of Shadow Daggers to handle; ramping for the first one is a bit tricky, since it’s VERY dependent of timing (if the other side finishes a bit before your side, or if both sides are a bit slow, you won’t be able to do your full atonements), and since you’ll have to begin your ramp even before the bridge appears.

Ramping for the second set is probably a better idea if you’re solo disc, as it’ll top people before the Banshee’s Wail too!

During this phase, you will probably be assigned on the platform with the big Colossus, a new Mythic addition. This can be solo-healed, as long as you use your Power Word: Barrier to cover the soaking damage, and with a balance druid helping you a bit with healing during that time, allowing all 3 other healers to cover the right platform instead.

P3: Healing-wise, this phase is very similar to its heroic counterpart. You’ll want to ramp for Banshee’s Fury and Wailing Arrow, rotating between the phase, depending on the availability of your cooldowns.

Castle Nathria

Shriekwing

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You will want to ramp for Wave of Blood. It happens 4 times per phase one, first time around 10 seconds into the encounter, if you ramp for the first one you can do the 4th one as well when playing Spirit Shell. If you are ramping for the first one, you want to start applying atonements before pulling the boss, when there’s around 6 seconds left on the pull timer.

You can do the same when there’s about 6 seconds remaining of the intermission to cover the first Wave of Blood after intermission.

Huntsman Altimor

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For phase one, you can aim to ramp for Vicious Lunge, as long as your Spirit Shell will come back up for the first sinseeker in phase two.

You can cheese phase two with Spirit Shell. Sinseeker which is one of the major mechanics of the fight happens about one minute apart, and the phase two mechanic of the mythic encounter will spawn an add for each player hit by Sinseeker, which healers must heal to full to make them despawn. The higher HP players have after being hit by Sinseeker, the less healing you have to do to these adds.

Make sure your UI allows you to heal NPCs in case you miss a target.

Sun King's Salvation

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We suggest you spec into Holy for this encounter since using Guardian Spirit on Kael’thas is the greatest play you can do on this fight. It amplifies all healing taken from all the other healers in your raid during its duration which is extremely strong and valuable. Make sure to read our Holy Guide on how to utilise this the best way.

If you are adamant on playing Discipline, for Phase One, you want to try and cover Concussive Smash, it is not a huge hit, but there are a few bleeds going out at the same time, so you will get some value for your mana invested.

Make sure your raid frames allow you to see NPCs as Essence Fonts will spawn by killing adds on the encounter and you will need to be mindful of the HP of these.

For phase two, Ember Blast is the ability you want to track, it is a large hit split among everyone who soaks it.

Artificer Xy'mox

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Glyph of Destruction is a mechanic that happens throughout the fight, and is the biggest burst and as such likely what you will want to ramp for to be as beneficial as possible for your raid team. The events of Glyph of Destruction during mythic testing of the encounter were roughly 30-35 seconds apart, allowing you to Spirit Shell for every second Glyph of Destruction.

Hungering Destroyer

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This is a great fight for Spirit Shell. When you have two Disc Priests, your raid can Spirit Shell every Desolate in the fight, making the encounter a lot more safe.

As the sole disc priest, you just want to cover as many Desolates as possible with Spirit Shell. Make sure to apply atonement to the players with the Gluttonous Miasma debuff, as they cannot receive healing but absorbs (such as Spirit Shell) does work on these players.

It was previously mentioned that Mindgames has a healing-turned-to-damage mechanic, which can do great on this fight as the boss heals himself everytime he successfully attacks. It’s not something that makes a huge difference, as your tanks can dodge/block the melees, making the boss not heal - but it’s a nice addition when it does happen.

Lady Inerva Darkvein

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With how the fight is being played currently, it is mostly just a rot encounter with some spot healing required. Generally, you can do your Spirit Shell ramp whenever it is off cooldown and be fine in this encounter.

When you’re ramping, make sure players debuffed with Shared Cognition are covered, as they will be taking extra damage.

Outside of your ramp, for as much as your mana pool allows it, try to spot heal Shared Cognition as well as the players dealing with the Orbs.

The Council of Blood

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Two abilities will be responsible for the majority of the raid damage taken in mythic, a rot mechanic: Oppressive Atmosphere and a burst damage mechanic: Dancing Fever.

As a Discipline Priest, your aim will be to cover Dancing Fever which happens exactly 1 minute apart, and only the intermission will delay it. This makes the encounter really good for Spirit Shell.

Throughout the encounter, Dutiful Attendants will spawn and make the lowest HP boss completely immune to damage. Sometimes this will overlap with your ramp, which means you will generate no healing or absorb while hitting the immune target. The solution to this is to either target a different boss during your burst, or if only one boss is alive - target a Begrudging Waiter that is far away so less likely to die.

It is not recommended to target the Veteran Stoneguard or the Dutiful Attendant itself. Assuming you’re kiting the Stoneguard, you might take aggro or force the kiting tank to take damage because he needs to generate more aggro, and the Dutiful Attendant will generally die too fast for you to get full value of your Schism on him, therefore Begrudging Waiter should be your target.

Sludgefist

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A great fight for Discipline priest, you have two options for where you spirit shell ramp: You can either ramp every even numbered roar (they happen around 0:35, 1:45, 2:55, 4:05 and 5:15 into the encounter).

If you are the only disc in the raid, you probably want to ramp these as the Seismic Shift before and after can make it a very lethal period for the raid, where the absorbs can be crucial on progress to prevent deaths.

The other event you can ramp, or alternatively a second disc priest in the raid can ramp is the Destructive Impact which happens about 1 minute 10 seconds apart, the first one happening 56 seconds into the encounter.

Destructive Impact is also a great time to use your barrier. If you are not killing the boss before the 5th Heedless Charge, which will be the case for most guilds progressing the encounter, you definitely want Barrier for that moment, that means your first barrier should be used before 2:30, so the first or second Destructive Impact.

Stone Legion Generals

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This encounter probably has the highest spot healing requirement in Castle Nathria, and while it is not Discipline's strongest suit, you will likely have to help with Heart Hemorrhage, as it is a very lethal debuff.

For your ramps, Pulverizing Meteor should be the ability you are paying attention to, they occur slightly under 1 minute apart, making it a bit more difficult if you want to ramp for each one of them. Thanks to the long duration of the spirit shell shield buff, it is, however, possible if you time your ramp so that you press spirit shell ~15 seconds before the first Pulverizing Meteor impact, Spirit Shell should be available ~10 seconds before the second one impacts and so forth. Utilising the long duration of the spirit shell shield and the fact that any Spirit Shell healing refreshes that 10-second duration.

Should your raid team struggle with staying alive while soaking the Eruptions, which is very possible on progression, you can stop ramping your Spirit Shell for Pulverizing Meteor in the second intermission on Mythic.

From that point onward you can ramp every second Eruption soak. If you choose to do this, make sure you know who is soaking the Eruptions in your raid and single target atonement most of them to then finish by using radiance for the last two. Effectively, you do not care as much about the other half of the raid team that are not soaking Eruptions.

Depending on various strategies, your raid leader might ask you to use Leap of Faith on some of the Stone Breaker's Combos. The way you do this is simple: wait until Crystalize is done being channeled and then grip the targeted player out as the meteor is about to land.

If you are the only priest in the raid and you get targeted by Crystalize, you can use a Warlock's Demonic Gateway at the end of the Crystalize channel. This will take you out of the meteor at the same time as you get stunned.

Another trick you can do to help your teammates live better is to use Mind Blast on the Stone Legion Goliath as it reaches 100 energy. The absorb from Mind Blast will give your other healers more time to react to the spot healing or more time for your paladin to use Blessing of Protection.

Sire Denathrius

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For phase one you can ramp for every Blood Price when playing Spirit Shell. To ramp for the first one, assuming you are using the Shattered Perception conduit, you will want to start ramping with 5.5 seconds left on the pull timer. This allows you to use Spirit Shell on cooldown in Phase 1 and benefit from the Mindgames reversal mechanic.

For the intermission, you should keep an eye out for any allies left behind and Leap of Faith them to the center, should they need it.

Phase Two and Three are very different on Heroic and Mythic, and as such advice will differ:

For Heroic:

For Phase Two, you can do a Spirit Shell ramp for Cabalist spawns, they deal raid-wide damage while they are alive, and it’s the only damage that’s viable for Spirit Shell.

For phase Three you want to Spirit Shell ramp for Hand of Destruction, especially the first one as it overlaps with knock-back and seeds. When you are not ramping, you want to try and spot heal the players who dropped seeds and the soakers.

For Mythic:

Please note some of the advice will be based around how we played the encounter, your guilds strategy may not necessarily line up with how we played it.

When you enter phase two, you should have Spirit Shell available and the raid will be split up in two groups, one group sent to Lord Evershade and a ranged group sent to Lady Sinsear.

The Discipline priest is able to solo heal the ranged group being sent to Lady Sinsear with a Spirit Shell ramp. You can still do a semi-big ramp by single-target atoning at least five of the players going to Lord Evershade, and then radiance the ranged group.

After this these two mini-bosses are dead, Hand of Destruction happens and right after that, two more appear: Duskhollow and Gloomveil. You will not have Spirit Shell available for healing this, but using a small ramp is sufficient.

As Duskhollow and Gloomveil die, you will once again be dragged to the boss through Hand of Destruction. Start your ramp instantly with Power Word: Shield while on the move, doing your double radiance when you’re on the other side of the mirror. It is important to be quick with this ramp as it’s crucial to have Spirit Shell off CD at the right time as you enter Phase Three.

After this, your next ramp will be for the third set of Cabalist spawns and that should be your last Spirit Shell ramp of phase two. You want to try and do your ramp early for this one, as Massacre may force you to cancel casts if you ramp late.

For phase three, we let the Discipline priest not go through the mirror, staying with a majority ranged group, and we used Spirit Shell ramps to cover for Blood Price.

Make sure you keep an eye on the timer for knock-back, as it will happen before Blood Price and eat some of your Spirit Shell shields - this is completely okay, Spirit Shell is mostly used to prevent deaths from this combination.

Outside of Spirit Shell, a lot of spot healing will be required on the players dropping seeds, and to a far lesser degree - the players who soak seeds.