Discipline Priest in Mythic Nighthold – Quick Bites

by | May 21, 2017 | Discipline, News | 1 comment

Mythic Nighthold Quick Bites

Tomb of Sargeras is just around the corner, but there are plenty of us still progressing through Nighthold – or maybe just getting started! We haven’t forgotten about those chipping away at those bosses.

These will be ‘quick bites’ for Mythic Nighthold bosses to give you an idea of what mechanics you will be healing. They won’t be in-depth, but exist to give you a rough idea of what you’ll be healing.

Ctrl+F the boss name to jump to where is necessary! (Skorpyron to Gul’dan)

If you have any further questions, or want help with your performance, please ask in our Discord for personalised assistance!


You will primarily be healing Blue and Green phases.

This fight is largely similar to Heroic, except now he changes colours. Fortunately, this actually makes the boss easier to heal, since there’s absolutely nothing to heal except tanks in the Red phase and usually very little to heal in Green unless you get 2 or 3 crystals. The damage patterns on this fight and his colour order are completely relative to your raid’s damage. There is no set timer. 

  • Blue phase – What you’ll be used to from Normal and Heroic Skorpyron, this is the chunking damage that happens as his exoskeleton stacks are lowered. You should be able to keep Atonement out constantly in this phase. It generally does not last very long, and it does the most damage out of all 3 colours. Use your cooldowns here – you probably won’t use them anywhere else.
  • Green phase – This phase also has a low healing requirement until the Crystals begin to stack up and tick on the raid – then this turns into substantial DoT damage. Fear not – you’re great for this! Just keep atones out and keep smiting. Shadowfiend is great here.


You will be healing the ramping Power Overwhelming damage. Targets with Time Release also need to receive healing, but applying Atonement or Shadow Mending them is plenty enough. Your other healers can quickly spot heal them too.

  • There is not much to say for this fight other than your main ability to heal is Power Overwhelming. It ramps up in damage over time and most guilds will go to 8-10 stacks each time. Barrier is great for the last two pulses as it provides significant raidwide damage reduction and +100% atonement healing. Feel free to run a second throughput trinket and go ham on this fight – it usually doesn’t last very long.


You will be primarily healing players afflicted with Toxic Slice and the passive damage going out during his Maniac phase.

  • Toxic Slice – This is the debuff players get when the eat the slices of cake around the room. It does moderate ticking damage. Just keep Atonement up on all these targets.
  • Maniac phase –  Trilliax begins to do passive damage to the raid. You can Rapture going into this phase and keep Atonement up via Radiance for the phase as it’s the only phase you really do healing and you will usually only get one of these. Shadowfiend is fantastic here – so is Light’s Wrath, especially if you have Velens.


There are three key points in each phase for you to heal: Frost Replicates (Mark of Frost), Fire Animates and Arcane Detonates.

  • Frost phase – You want atonement on the targets that have Mark of Frost on them as they will be taking consistent ramping damage. Most guilds will break stacks at 10 – you can use your CDs when they get close as you can anticipate this damage.
  • Fire phase Leading up to this point, you’ll want Atonement on targets with Searing brand as they will be taking light ticking damage as well as the initial hit from the charge. When the pools from Detonate have been dropped, you’ll want to ramp up for the Animate around ~9s.
  • Arcane phase – You can use PW:R blankets or Rapture here to prep for the detonates. This can be tricky to heal as you need to stutter step, so try and save Penance for initial movements and then Halo or LW, etc, as you get free seconds before you need to move away from the orbs here. Shadowfiend is great here. (Tip: You should Barrier on the last explosion from Detonate while the raid remains stacked so you get bonus healing and -25% damage on raid for the Fel Slash to come straight after.)


(This will assume your raid is breaking brands. If you are doing a strategy where you don’t, feel free to take Grace and play more spot-heal centric.)

Note: Take Mindbender because Essence of Night gives you a lot of mana back. Use the Arcway/CoS Ring/Neck 2p if you have it, since Tichondrius counts as a demon.

The main abilities you will be healing are Brand of Argus and Carrion Plague, as well as the target with the Seeker Swarm debuff.

  • Brand of Argus – These will explode for damage when four(4) unaffected allies are in the Brand circle with them. These are generally broken instantaneously and if you have a keen eye, or perhaps you are the fourth to move in, you know when the damage will come. This damage suits all your cooldowns. Rapture is a good way to prep for these. When you Rapture, prioritise the ranged over Melee for PW:S as they will take more damage.
  • Carrion Plague & Seeker Swarm – Carrion Plague is a debuff that players will be given randomly across the phases. They will take moderate ticking damage over it’s duration. During Seeker Swarm, all the targets afflicted with Carrion Plague will need to stack behind the assigned soaker. He will receive multiple stacks of the Carrion Plague debuff – this begins to hurt. Maintain Atonement on this player and PW:S (and/or even Shadow Mend) if you need to.


The main abilities you will be healing here are Orb of Destruction and Slam, especially any overlaps of these abilities with Burning Pitch. This fight is pretty much the same as Heroic, but everything does more damage.

Note: Run the Arcway/CoS Ring/Neck 2P if you have it, since Krosus counts as a demon. 

  • Orb of Destruction – This ability does moderate raid damage on it’s own initially, but it’s damage is based on the proximity of the target to the raid. As the bridge sections are smashed, you are left with less room, so the ability ramps up to become very dangerous on the last two platforms especially. (Tip: My raid liked to Barrier the 10th Orb of Destruction, and SLT the 11th. These are the two most important Orbs, as they are on the last platform, and followed up with a Slam. Try working with something similar with your CDs!)
  • Slam – A constant form of raidwide damage across the fight. You generally won’t have the mana to cover all of them, so work with your cohealers to figure out a good rotation! A note that any Slam following an Orb or during Burning Pitch is one of the most important to heal.


The main abilities you will be healing here are Controlled Chaos and Plasma Spheres. These two abilities happen throughout the course of the encounter until Phase 3. Assuming you’ve saved Solarist for last, Controlled Chaos will now only happen when Parasitic Fetters is dispelled, which will be at maximum once during the phase if you do it correctly.

  • Controlled Chaos – Controlled Chaos comes in a wave of three, ticking once as the circle expands and explodes. This damage suits Rapture and/or Shadowfiend well, as rather than being one big interval of damage, it’s three, smaller intervals very close together.
  • Plasma Spheres – Three Plasma Spheres will spawn at the same time. Each deal moderate raid damage upon being killed, and take damage passively themselves (so they always explode). A tip is to keep your character centric so you can pan your camera and watch the health of the orbs, so that you can do things like precast Light’s Wrath as they’re about to die.  A blanket will generally only last for two orb explosions (unless you Rapture 4P), but this is also relative to how fast your guild responds to killing them.


The main abilities you will be healing here are Icy Ejections, Fel Ejections and Witness the Void (+ Frigid/Ice Nova).

Note: This fight is substantially easier with Velen’s. If you have this Legendary, you can be a lot more liberal with your Atonement blankets and cooldowns like Shadowfiend and Light’s Wrath because the overhealing on other targets is going to convert into healing onto priority targets (read: people with Ejections).

  • Icy Ejections – These happen during his Ice Phase. They go out in sets of three, and in a frequency that means you will have 6-9 ejection targets at certain points. These do heavy ticking damage and upon expiration, deal 1.9m damage to the target. This means you need to spot heal them and prioritise these targets with PW:S and Shadow Mend.
  • Fel Ejections – These happen during his Fel Phase. Similar to the Icy Ejections, this is a debuff applied to a target, and done so in a very frequent matter that the sets they go out in doesn’t really matter. Same as the other Ejections, you need to prioritise these targets for Atonement, applying them via PW:S, Plea, Shadow Mend, etc, or even PW:R if a substantial portion of your raid has it.
  • Witness the Void – This is the AoE that goes out by the add in the final phase. This is usually following a Void Nova, so prepping for this means you are able to heal up the Void Nova too (it doesn’t do that much damage though). Witness does increasingly more damage – the first doing moderate, the second coming close to oneshotting your raid without DR. With nerfs to this add’s HP, it’s unlikely you will get a second Witness, but if you do, stack up in a Barrier, SLT, or Aura Mastery (Devo) at a marker to ensure you don’t die to this. Light’s Wrath or Shadowfiend is great here, especially under Barrier.
  • You can also heal Frigid Nova and Fel Nova, but because they are generally not crucial healing points in the fight and do moderate damage if you’re stacked in (Frigid) or at the edge of the room (Fel) so I haven’t included these. Light’s Wrath makes a fine cooldown here too, or you can just Penance + Halo.



Elisande is a fight that will test your ability to pace yourself. It’s hard to tell you exactly where you’ll be using your cooldowns here save for Barrier, but you can be given pointers on where the majority of the damage on this fight is. The damage you will be healing is generally Cascadent Stars, but there are also damage spikes around the mechanics Delphuric Beams (Phase 2) and Conflexive Burst (Phase 3), and Recursive/Expedient Elemental spawns.

  • Cascadent Stars – Constant damage throughout the fight. This is where you’re tested to pace yourself. It’s always a small amount of raid damage going out, sufficient enough to warrant Atonements out for healing, but you don’t want to constantly spam Radiance to keep them out or you will run yourself OOM. My best advice is to check warcraftlogs for the parses done by Discipline priests on Elisande and see where they’ve used their cooldowns such as Rapture, etc. Here is my own Elisande log with one Wisdom only.
  • Delphuric Beams –  This is a good time to use Barrier. These do 1.4m damage to all the targets fixated and also anyone in the beam’s path. This happens while Cascadent and whatnot is going out, and while adds are up, so having Barrier is good for the damage reduction and the healing amp to ensure the melee especially do not get gibbed.
  • Conflexive Burst – This debuff will go on three players and you are required to make two of these slow their duration so that they do not overlap and kill you by exploding at the same time. This does 3.3m damage to players in 200yds, but falls off, meaning that as long as the person runs away from the raid you should be safe from being wrecked by it. This is a great time to Light’s Wrath or even Shadowfiend.
  • The Recursive and Expedient naturally do damage to the raid – the Expedient Elemental moreso in their ability Exothermic Release. Keep this in mind when you already have Atonements out or are planning your blankets – expect the damage to amp.



Guldan is a fight that is going to test your ability to both priority target heal and raid heal effectively. The main abilities you will be healing are Liquid Hellfire, Black Harvest, Empowered Eyes of Gul’dan, Parasitic Wound and be mindful of Flame Crash.

I sorely wish I could tell you exactly how you’re going to play this fight but people push at different phases and sort out their healer cooldowns differently, including at which bonds you’re going to do your bubble, etc, but this is the same case as Elisande – I can give you pointers.

  • Liquid Hellfire – This mechanic only exists in Phase 1 of Gul’dan. There are two unempowered Liquid Hellfires that deal substantial raid damage, but only in one large hit, and Empowered Liquid Hellfires, that do moderate raid damage and come in an interval of three(3) hits. How you use your cooldowns here is up to you, but I highly recommend using Light’s Wrath on one of the non-empowered ones and Shadowfiend on one of the Empowered ones, just because of how your cooldowns will line up for the rest of the fight and the damage styles. (On Gul’dan, I would personally Rapture the first Soul Vortex that the Jailer add did, so my Atonements lasted for the first unempowered Hellfire and my PW:S was eaten by the Soul Vortex damage. I PW:R blanketed and used LW on the second, and then used Shadowfiend for the Empowered to follow. This made my cooldowns line up beautifully for the rest of the phases.)


  • Black Harvest – This mechanic only exists in Phase 2 of Gul’dan.  Assuming you’ve soaked all the souls in the well, it will deal 1.3m damage three times every 2s. This means you can use any cooldown – Light’s Wrath or Shadowfiend – here, or if you have nothing, Penance + Halo into some smiting. It is significant enough to suit any of them.
  • (E) Eyes of Gul’dan – Eyes requires you to priority target heal people who are fixated. It does enough damage that if they do not receive healing they will die. This is personally where I like to use Rapture where it lines up, as you get full Aegis value since it’s near consumed with each tick, and you can rotate it onto the Well soakers and Tanks as well if all your targets have PW:S already (or the Amalgam’s buff). It also means lasting Atonements to heal them up after. If you don’t have Rapture available, Shadow Mend is a great spot healing tool to use for good upfront healing and an Atonement application (but don’t spam it on them).


  • Parasitic Wound – These do significant single target damage to the point where if you neglect the people with this debuff they will die. There’s not much else to this mechanic from a healing point of view than just keeping them topped – especially if they have it during a Flame Crash. These targets will get destroyed. Same case as Eyes, prioritise them for PW:S, and Shadow Mend if they need strong upfront healing (but don’t spam it on them).
  • Flame Crash is worth addressing, but not a mechanic that does fatal raid damage provided you execute it well. Outside of the Tank damage and Parasite healing, and maybe the odd lazy guy who got hit by Chaos Seeds, there’s not much else to heal in the Illidan phase, so feel free to put Atonements out or Rapture for this. It can be awkward as the boss disappears momentarily as he teleports away for the Flame Crash and will cause your Light’s Wrath to cancel, so be wary of that when you choose to heal this.


Best of luck in your quest to conquer the Nighthold and earn <Vengeance Incarnate>!


Written by Lovelace. Edited and reviewed by others here at Focused Will.

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