Table of Contents

Introduction

Hello everyone and welcome to the Crucible of Storms Discipline Raid Guide. I am Hellpriesto, a Mod here at WarcraftPriests. All feedback and discussion is welcomed. Feel free to contact myself or Clandon. The best place to reach us is in the WarcraftPriests Discord.

Discipline is an extremely competitive contender for a raid spot as it brings consistent damage, strong damage reductions and healing. Due to Atonement application being more mana expensive, we must make sure we choose our targets well.

Disclaimer – All information below has been written at early stages of the raid’s release and may need some updates.

Acronyms

PW:S – Power Word: ShieldPW:R – Power Word: RadianceSW:P – Shadow Word: PainPTW – Purge the Wicked
MB – MindbenderSF – ShadowfiendPS – Pain SuppressionPW:B – Power Word: Barrier
PotDS – Power of the Dark SideMD – Mass DispelLoF – Leap of FaithToF – Twist of Fate
SD – Shield DisciplineSotM – Sins of the ManySCov – Shadow CovenantLB – Luminous Barrier
GCD – Global CooldownDoT – Damage over TimeHoT – Healing over TimeCC – Crowd Control

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Gameplay

Applying Atonement:

Note: Do not get stuck in the trap of over-applying Atonement. Do not Shadow Mend or Power Word: Shield someone if you will not get significant value out of the Atonement portion of the spells. This is one of the biggest misplays that can cause severe mana issues.

  • Shadow Mend – Our primary single target Atonement applicator.
    • First choice to apply Atonement to a target.
    • The cast time of Shadow Mend is identical to the GCD, so there is no lost time when using it over Power Word: Shield.
    • The difference in mana cost between Shadow Mend and Power Word: Shield is minimal. The advantages of Shadow Mend easily outweigh Power Word: Shield in most situations.
    • When using the Azerite trait Depth of Shadows, your Shadow Mend will apply Atonement for an additional 2 seconds. This further increases the value of Shadow Mend over Power Word: Shield.
  • PW:S – Cheapest single target applicator that can be applied on the move and does minimal overhealing.
      • Becomes very strong and our primary choice under the effects of Rapture.
      • Can be used to apply Atonement while movement is required.
      • Becomes more efficient than Shadow Mend if the target will not benefit from Shadow Mend’s direct heal as well as the additional duration from Depth of Shadows (if equipped).
  • PW:R – Most efficient Atonement spread for multiple targets.
    • If possible try not to sit at 2 charges for too long. (only hold charges if bursting soon or literally zero damage going out)
    • Uses are generally planned per boss for specific abilities.
Dealing Damage
  • Penance – Our main source of healing through Atonement which is castable on the move. Should be used often as it will do both high damage and healing.
  • Smite – Our main “filler” for doing both damage and healing as its mana cost is extremely low. Due to this our downtime on fights should be very low.
  • Shadow Word: Pain / Purge the Wicked – Maintain at least one application at all times for constant healing over time and PotDS procs.
    • You do recieve healing from each DoT active.
    • Multi-dotting can be very powerful depending on the situation, but be aware that it’s quite mana expensive and won’t grant more PotDS procs.
    • When using Purge the Wicked, try to save GCD’s when possible by utilizing the spread mechanic. For example, during an encounter with two enemies, by alternating which target you penance, you can drastically cut down on the GCDs and mana spent maintaining your DoTs.
Cooldowns
  • Evangelism (talent) – Due to how often Evangelism is misused we feel its necessary to make a special mention here. This talent is a major tool in supplementing discipline’s burst. All uses should be tailored per fight in accordance to damage periods which are deadly to the raid. It should always be aligned with two PW:R charge uses and planned a good 10 seconds in advance of the damage. A typical Evangelism is set up as follows:
  • Schism (talent) – Schism provides considerable extra damage and therefore more healing to Atoned targets. You want to make the most of the 9 second damage buff by always having atonement out first and only casting damage spells within the duration.
  • Power Word: Solace (talent) – Provides considerable mana and damage at no cost. Make sure to maintain consistent use of this ability.
  • Desperate Prayer – Used to keep yourself alive.
    • If used before using a healthstone, the healthstone will do more for you.
  • Shadowfiend – Whilst this is a damage CD, it is used as a healing CD as it will give a tremendous amounts of healing through Atonement. Should be used in conjunction with Evangelism in most situations. Keep in mind that Shadowfiend’s damage is not increased by Schism.
  • Pain Suppression – This is the best single target damage reduction in the game and is extremely strong at saving a life. Also worth noting this spell is off the GCD
  • Rapture – Empowers all shields cast whilst active (not shields out at the time of cast). This CD allows you to put out a lot of effective health which gives you a nice buffer to keep people alive.
    • It’s usually better to use Rapture in between your Evangelism bursts.
  • Power Word: Barrier – Very strong stacked damage reduction and should be used preemptively for group damage.
Other Utility
  • Purify – Standard healer dispel.
  • Dispel Magic – Can dispel buffs on enemies.
  • Mass Dispel – Has a long CD and expensive mana cost but is great for either/both dispelling buffs/debuffs on friends/foes.
  • Fade – Standard threat drop if you take aggro or accidentally pull enemies.
  • Leap of Faith – Whilst this spell is very often seen as a means to troll fellow players as it can be very disorientating. If you can find areas to use it helpfully, you will be thanked generously.

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Talents

This is just a quick rundown of the better options, any talent differences will also be recommended per boss.

  • Level 15 (Tier 1): Schism
    • Schism – The best talent on the row with the strongest output gain.
  • Level 30 (Tier 2): Angelic Feather
    • This is the default pick as it provides the best source of mobility.
  • Level 45 (Tier 3): Power Word: Solace
    • Power Word: Solace – The greatest damage and mana gains.
  • Level 60 (Tier 4): Shining Force
    • This row isn’t overly important but Shining Force may get more use for any adds that need knocking back.
  • Level 75 (Tier 5): Sins of the Many or Shadow Covenant
    • Sins of the Many – All round damage and healing through atonement bonus. Generally the default choice.
    • Shadow Covenant – Solid healing talent. Very valuable in situations where there is a large healing requirement outside of your high atonement windows or large amounts of movement.
  • Level 90 (Tier 6): Halo or Purge the Wicked
    • Halo – Strong talent for raid healing in most situations.
    • Purge the Wicked – Strong talent in situations where multi-dotting is available.
  • Level 100 (Tier 7): Evangelism
    • Evangelism – The best talent for raid healing by far.

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Restless Cabal

This encounter consists of a single phase in which the bosses empower relics upon every loss of 25% health.

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

The Majority of raid wide damage within this encounter comes from the empowerment of the tempest caller or when Fa’thuul casts an empowerment as his subsequent adds cast Witness the End.

Mythic Damage Patterns

Coming soon – Most likely similar to Heroic just more pronounced on hard hitting abilities.

Healing Tips

Please note that all suggestions are to be used as guidance, not as a set in stone example.

  • Whenever Fa’thuul, especially on the Tempest Caller, casts an empowerment use the following setup:
    • Shadow MendPW:S x4-8 (See Applying Atonement section above for tips on single target applicators) -> PW:R x2 -> Evangelism -> Shadowfiend -> Schism (as damage hits) -> Solace -> Penance -> Smite.
    • The empowerment takes 3 seconds to cast, once the adds spawn they will cast for 9 seconds before dealing raid wide AoE damage. It may be worthwhile to delay setup to be able to cover all three add deaths which will be staggered.
    • Power Word: Barrier – Can help deal with add deaths. People will be spread so try to cover as many as possible.
    • Timings will vary considerably depending on raids DPS and the order of Relic activation.
  • Crushing Doubt – Those who receive this Debuff are a good target for Atonement.
  • RaptureCan be used to supplement Power Word: Radiance casts outside of your Evangelism combo for add deaths.
  • Pain Suppression – No conclusive abilities to use this for, use own judgement to prevent potential deaths.
  • Dispel Magic – Use to dispel Promises of Power
    • Not on CD as your raid will benefit from the added damage. If AoE is about to be dealt to the raid you will want to dispel high stacks
  • Mass Dispel – This can also be used to help remove a large number of high stack players.
    • Be very careful in Heroic and above as dispels will deal damage to you.

Ability Breakdown

Zaxasj the Speaker Abilities

  • Aphotic BlastLaunches a bolt of void energy at a player, inflicting 142823 Shadow damage within 5 yds of the target and increasing threat generation by 150% for 30 sec. This bolt inflicts less damage the further away the target is. Upon expiration, transforms the target into an Agent of Demise.
    • Agent of Demise (Heroic) – Transforms the target into an Agent of Demise, making them hostile to all allies and reducing their healing received by 75%. 100% on Mythic.
  • Dark Herald – A targeted player becomes a Dark Herald, offering Promises of Power to all players within 5 yds every 5 sec for 10 sec.
    • Promises of Power – Promises power to a target, increasing their damage done by 10% and reducing their maximum health by 10%. This effect increases over time.
      • Wrack (Heroic) – When Promises of Power is dispelled, it inflicts 71467 Shadow damage to the dispeller.
  • Cerebral Assault – Blasts players in a cone, inflicting 59509 Shadow damage and scrambling their brains, making them hostile to allies for 4 sec.
  • Visage from Beyond (Relic Empowerment) – Upon activating a Relic of Power, the caster calls forth a Visage from Beyond for 1 min.
    • Terrifying Echo – Inflicts 95215 Shadow damage and causes all players to run in fear for 6 sec. Bringing the Visage to 1 hp will interrupt this spell.
    • Coalesce Void – Draws in nearby shadows, healing for 1% of maximum health every 2 sec. This healing increases over time.
    • Summoned for 1.5 min on Heroic.

Fa’thuul the Feared

  • Shear Mind (tank) – Slices off a fragment of a target’s mind, inflicting 166627 Physical damage and reducing all stats by 10% for 20 sec. This effect stacks.
  • Crushing Doubt – Reduces movement speed by 25% and inflicts 23804 Shadow damage every 2 sec for 12 sec. The damage increases every 2 sec. Upon expiration, strikes all players, inflicting up to 95215 Shadow damage. This damage is reduced the further away players are from the blast.
  • Void Crash – Launches a mass of void energy at a location, inflicting 357057 Shadow damage to players within 10 yds. If no players are struck, the mass bounces again, reducing in size and damage. This reduction can only occur up to 2 times.
  •  Eldritch Revelation (Relic Empowerment) – Upon activating a Relic of Power, the caster calls forth Eldritch Abominations to reveal the end of all things.
    • Witness the End – Destroys the Eldritch Abomination, inflicting 142823 Shadow damage to all players and increasing their damage taken from Witness the End by 100% for 6 sec.
    • Damage taken increase is 500% on Mythic.
    • Three of these adds will spawn casting the above ability.
    • Incomplete Form (Mythic) – Eldritch Abominations are only vulnerable to interrupts for 2 min after being formed.

Power Relics

Each time either boss reaches 75%, 50% or 25% health they will empower the closest relic. There are three relics to be aware of

  • Power Overwhelming – Utilising a specific relic more than once per caster causes unknowable power to flow through that caster, increasing damage done by 300%.

Void Stone

  • Umbral Shell – Darkness enshrouds the caster, absorbing the next 2412546 damage taken. Embrace of the Void only ends when this shell is broken.
    • Embrace of the VoidVoid energy snakes out to all players, reducing healing received by 100%.
  • Void Essence (Mythic) – Upon activation, begins to create Void Essence for 10 sec every 40 sec. Void Essence draws in all players towards the centre. This effect increases each time Void Essence is created and resets when the corresponding relic is next activated.

Tempest Caller

  • Storm of Annihilation – Releases a decimating tempest for 15 sec, inflicting 19043 Nature damage to all players every 1 sec. This causes targets to inflict 50% less damage for 3 sec.
    • This damage reduction does not affect healing through Atonement.
    • Annihilate – If Storm of Annihilation strikes a target below 25% health, that target instantly dies.
  • Storm Essence (Mythic) – Upon activation, begins to emit Storm Essence every 20 sec. Essences last until their relic is next activated. Storm Essence inflicts 11902 Nature damage to the nearest player every 2 sec, increasing in damage by 20% per strike. Causes Annihilate if it strikes a target below 25% health.

Trident of The Deep Ocean

  • Custody of the Deep – The ocean’s guardianship creates a protective bubble for the caster and its allies, redirecting 75% of damage taken to the bubble.
    • Abyssal Collapse – When Custody of the Deep expires, the bubble erupts and inflicts Frost damage based on the absorb remaining.
  • Oceanic Essence (Mythic) – Upon activation, begins to emit Oceanic Essence every 6 sec. Essences last until their relic is next activated. Coming into contact with an Oceanic Essence stuns the player for 8 sec.

Uu’nat Harbinger of the Void

This encounter consists of three phases in which the raid will have access to the three relics as seen on the first boss.

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Within phase one the noteworthy damage come from the Gaze of N’zoth and Tempest Caller relic uses. In phase two any Swarming Voidspawn add deaths and Tempest Caller Relic uses. In phase three the damage will slowly ramp up as more players are targeted with Feed on the Unworthy, damage peaks in conjunction with Gaze of N’zoth Casts.

Mythic Damage Patterns

Coming soon – Most likely similar to Heroic just more pronounced on hard hitting abilities.

Healing Tips

Please note that all suggestions are to be used as guidance, not as a set in stone example.

Ability Breakdown

Phase One Abilities – 100%-70% HP

  • Piercing Gaze of N’Zoth – The gaze of N’Zoth sweeps across the field, inflicting 35692 Shadow damage and causing targets struck to suffer 23840 additional damage every 1 sec for 4 sec. This effect stacks in damage and duration.
  • Touch of the End (Tank) – Blasts a frontal cone for 178528 Shadow damage, marking the current target for 30 sec while inflicting 23800 Shadow damage every 3 sec. All Undying Guardians are unnaturally drawn to this mark to feed.
  • Undying Guardian (Add) – These adds will keep spawning.
    • Sightless Bond – Undying Guardians form a permanent bond with their creator and reduce damage Uu’nat takes by 99% as long as they are within 10 yds of him.
    • Shroud of Whispers – N’Zoth’s whispers prevent the caster from being brought below 1 hp. In addition, damage done is increased the higher health the caster has.
    • These adds can only be killed by the Relic, Tempest Caller.
    • Feed (Mythic) – Upon reaching full energy, feeds upon the flesh of a target, inflicting 150% weapon damage and healing the caster for 40% of their maximum health.
  • Oblivion Tear – Opens a tear to the void. Players coming into contact with this cause it to rupture and inflict 83356 Shadow damage. A fragment of their essence is drawn to the caster, healing it for 1% of its maximum health.
  • Maddening Eyes of N’Zoth – A multitude of eyes open, blasting a straight line of void energy and inflicting 107117 Shadow damage. Players struck have their minds scrambled and are hostile to allies for 8 sec.
  • Gift of N’Zoth: Obscurity – Upon reaching full energy, Uu’nat blasts the ground inflicting 130921 Shadow damage to all players. Gift of N’Zoth: Obscurity then creates an encroaching ring of void that inflicts 83313 Shadow damage every 0.5 sec.
  • Void Crash (Heroic) – Launches a mass of void energy at a location, inflicting 357057 Shadow damage to players within 10 yds. If no players are struck, the mass bounces again, reducing in size and damage. This reduction can only occur up to 2 times.
  • Unstable Resonance (Mythic) – Marks players with Storm, Ocean, and Void for 15 sec. Touching the corresponding relic with this mark funnels the power safely into the relic. After 15 sec the Unstable Resonance explodes, inflicting 285645 Shadow damage to all players within 10 yds. Coming into contact with another player of a different Resonance also causes this explosion.
  • Hunger for the End (Mythic) – All adds periodically increase the caster’s movement speed and damage done by 10%. This effect stacks. At 15 stacks, the caster becomes immune to crowd controlling and interrupting effects.

Phase Two Abilities – 70%-45% HP

Uu’nat will begin a 20 second channel, during this time he will take 99% reduces damage. This does not affect Atonement healing. Oblivion Tear, Undying Guardian and Touch of the End abilities remain throughout this phase.

  • Unknowable Terror – An Unknowable Terror is drawn from the void, inflicting 238038 Shadow damage to players within 80 yds. This causes them to run in fear for 6 sec.
  • Primordial Mindbender (Add) – Two of these adds will spawn.
    • Consume Essence – The Primordial Mindbender tears a fragment from the minds of all players, inflicting 95215 Shadow damage to them and restoring 100% health to the caster.
    • Upon death Swarming Voidspawn adds will spawn.
      • Void Eruption – Upon death, erupts and inflicts 35706 Shadow damage to players within 100 yds.
      • Voidstep (Mythic) – Vanishes into the void, reappearing at another player’s location within 0 to 60 yds.
      • The Tempest Caller Relic can prevent these smaller adds from spawning.
  • Gift of N’Zoth: Hysteria – Upon reaching full energy, Uu’nat blasts the ground inflicting 130921 Shadow damage to all players. Gift of N’Zoth: Hysteria causes all minions of N’Zoth to heal for 50% health and permanently gain 50% haste and movement speed.
    • 50% heal on Normal.
    • 75% heal on Heroic.
    • 100% heal on Mythic.

Phase Three Abilities – 45%-0% HP

Uu’nat will begin a 20 second channel, during this time he will take 99% reduces damage. This does not affect Atonement healing. Oblivion Tear, Undying Guardian and Touch of the End abilities remain throughout this phase.

  • Insatiable Torment – Marks a player for an all-consuming hunger, reducing healing received by 100%. That target suffers 19072 Shadow damage every 1 sec and triggers a Feed on the Unworthy every 2 sec.
    • Feed on the Unworthy – Feed on the life essence of allies within 5 yds, stealing 35706 health. This ignores the healing reduction from Insatiable Torment.
  • Gift of N’Zoth: Lunacy – Upon reaching full energy, Uu’nat blasts the ground inflicting 130921 Shadow damage to all players. Gift of N’Zoth: Lunacy causes all players to become hostile to allies for 5 sec.
  • Piercing Gaze of N’Zoth (Heroic) – The gaze of N’Zoth sweeps across the field, inflicting 35692 Shadow damage and causing targets struck to suffer 23840 additional damage every 1 sec for 4 sec. This effect stacks in damage and duration.

Power Relics

Similarly to the first boss these relics will make an appearance however, they are now the raids control.

Void Stone

  • Umbral Shell – Darkness enshrouds the caster, absorbing the next damage taken. Embrace of the Void only ends when this shell is broken.
    • Embrace of the VoidVoid energy snakes out to all players, reducing healing received by 100%.
  • Feedback: Void – Unable to pick up relic again for 2 minutes
  • Can be used to prevent healing to the boss when soaking Oblivion Tear, or any other abilities that causes healing to enemies.

Tempest Caller

  • Storm of Annihilation – Releases a decimating tempest for 15 sec, inflicting 19043 Nature damage to all players every 1 sec. This causes targets to inflict 50% less damage for 3 sec.
    • This damage reduction does not affect healing through Atonement.
    • Annihilate – If Storm of Annihilation strikes a target below 25% health, that target instantly dies.
  • Feedback: Storm – Unable to pick up relic again for 4 minutes
  • Used to remove Undying Guardian adds and prevent Swarming Voidspawn adds from spawning.

Trident of The Deep Ocean

  • Custody of the Deep – The ocean’s guardianship creates a protective bubble for the caster and its allies, redirecting 75% of damage taken to the bubble.
    • Abyssal Collapse – When Custody of the Deep expires, the bubble erupts and inflicts Frost damage based on the absorb remaining.
  • Feedback: Ocean -Unable to pick up relic again for 3 minutes
  • Can be used to prevent large amounts of damage, as long as the entire shield is used up.