Library / Discipline Priest: Fade & Death Matchup Timing

Games / World of Warcraft: The War Within

Discipline Priest: Fade & Death Matchup Timing

Expert

Player-dictated notes on Fade / Shadow Word: Death timing decisions vs Mage, Hunter, and Paladin in Arena. Resolved strictly against this project's local SimulationCraft spell data — no internet lookups, no AI-filled gaps. Where project data could not confirm a name or number, it is reported as unresolved rather than guessed.

by MindCollector

15

Questions

23min

Est. Time

Expert

Difficulty

Skill coverage

25% 50% 75% 100% Resources Execution Information Decision Control Adaptation

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Topic breakdown

Crowd Control 47%
Cooldown Management 47%
Awareness & Tracking 47%
Positioning 40%

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Guide

Matchup Notes

Every own-kit and opponent ability named below now has a live entry in this module's Spells section (see the bottom of this page) — cooldowns, ranges, and modifiers are resolved directly from the project's spell data rather than frozen into this prose, so check there for exact numbers. The one exception is Polymorph and Snowdrift (below) — both are confirmed absent from the project's Mage spell data entirely, so neither has a Spells entry to check.

Vs Mage

Save Shadow Word: Death for the mage's Polymorph — landing a hard CC on the mage while Polymorph's Incapacitate category is active puts that whole category on diminishing returns, meaning the mage can only land a half-duration Polymorph again within the current 16 second DR reset window. (This DR-timer number is a general PvP system rule rather than a Polymorph-specific spell value, and matches what was dictated exactly.) Polymorph's own name was already correct in the dictation, but it doesn't appear anywhere in the project's Mage spell data (filtered or raw) — its exact duration/range can't be confirmed from project data, though the DR logic above doesn't depend on that number.

Fade is used against two different mage effects: Dragon's Breath (a Disorient — see the Spells section below for its exact shape/duration/cooldown), and Snowdrift, the frost school's slow/stun setup. Snowdrift's name is player-confirmed rather than project-data-verified — it doesn't appear in either the filtered or raw Mage spell data, same as Polymorph — so treat the name as settled but its exact mechanics (duration, slow%, stun trigger) as still unresolved.

Vs Hunter

If the hunter starts looking at you or repositioning in a way that signals they're about to trap you, you may be able to Fade the pet's Intimidation stun. If you reposition, the further away you are from the hunter, the harder it is for them to land Freezing Trap on you.

If the hunter is positioned near you and applying a slow, they're either trying to bait Shadow Word: Death out before trapping you, or — if you delay Death — they can catch you on your next global. So either wait, then Death; or Fade, then Angelic Feather, then Fear the hunter.

Vs Paladin

Position far enough away that the paladin has to telegraph Hammer of Justice before it's in its 10 yard range.

Since Hammer of Justice has that limited range, when the paladin uses Divine Steed to close the distance, Fade as they come within Hammer of Justice range. Sometimes they'll close in, bait the Fade out, then land Hammer of Justice anyway. In that situation, it's better — as the paladin closes in — to Fade, Angelic Feather, run toward the paladin, then Fear.

The original dictation ends this section with "fear the hunter" rather than "fear the paladin" — likely a slip carried over from the Vs Hunter section above, preserved here rather than silently corrected. Verify which target was actually intended before treating this as settled.

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Cooldowns and charges below reflect this guide's Discipline talent build.

Spells

Full detail for every ability named in this guide, plus what modifies or enhances each one — pulled live from the current game data, not frozen at authoring time.

Spell Description Cooldown Modifies / Enhances
Active Abilities
Crowd Control
Dominate Mind

Dominate Mind

#205364 Crowd Control Not selected
Controls a mind up to 1 level above yours for 30 while still controlling your own mind. Does not work versus Demonic, Mechanical, or Undead beings. This spell shares diminishing returns with other disorienting effects.
30s
Dragon's Breath

Dragon's Breath

#31661 Crowd Control Not selected
Enemies in a 12 yd cone in front of you take ≈67% of Spell Power Fire damage and are disoriented for 4. Damage will cancel the effect. Always deals a critical strike and contributes to Hot Streak. Some values above vary by condition or aren't fully known — check in-game.
45s
Freezing Trap

Freezing Trap

#187650 Crowd Control Not selected
Hurls a frost trap to the target location that incapacitates the first enemy that approaches for 60. Damage may break the effect. Limit 1. Trap will exist for 60.
30s
Hammer of Justice

Hammer of Justice

#853 Crowd Control Not selected
Stuns the target for 6.
45s
Intimidation

Intimidation

#19577 Crowd Control Not selected
Commands your pet to intimidate the target stunning your target for 5 and nearby enemies for 1.1 sec.
60s
Psychic Scream

Psychic Scream

#8122 Crowd Control Not selected
Lets out a psychic scream, causing all enemies within (varies) yards to flee, disorienting them for 8. Damage may interrupt the effect. Some values above vary by condition or aren't fully known — check in-game.
40s
Proc Psychic Voice
Proc Sheer Terror
Defensive
Fade

Fade

#586 Defensive Not selected
Fade out, removing all your threat and reducing enemies' detection range against you for 10.
30s
Proc Fade
Proc Phantasm
Proc Translucent Image
Proc Improved Fade
Proc Phase Shift
Power Word: Barrier

Power Word: Barrier

#62618 Defensive Not selected
Summons a holy barrier to protect all allies at the target location for 10, reducing all damage taken by -20% and preventing damage from delaying spellcasting.
180s
Mobility
Angelic Feather

Angelic Feather

#121536 Mobility Not selected
Places a feather at the target location, granting the first ally to walk through it 40% increased movement speed for 5. When an ally walks through a feather, you are also granted (varies)% of its effect. Only 3 feathers can be placed at one time. Some values above vary by condition or aren't fully known — check in-game.
20s · 3 charges
Divine Steed

Divine Steed

#190784 Mobility Not selected
Leap atop your Charger for 3, increasing movement speed by 100%. Usable while indoors or in combat.
45s
Offensive
Shadow Word: Death

Shadow Word: Death

#32379 Offensive Not selected
A word of dark binding that inflicts ≈85% of Spell Power Shadow damage to your target. If your target is not killed by Shadow Word: Death, you take backlash damage equal to 5% of your maximum health.(varies by condition — check in-game)(varies by condition — check in-game) Some values above vary by condition or aren't fully known — check in-game.
10s
Proc Shadow Word: Death
Proc Shadowfiend
Proc Inescapable Torment
Proc Expiation
Proc Death's Torment
Buffs & Passives
Crowd Control
Void Tendrils

Void Tendrils

#1250691 Crowd Control Not selected
Call shadowy tendrils to constrict enemies when Psychic Scream ends, rooting them in place for 4.
Defensive
Pain Transformation

Pain Transformation

#372991 Defensive Not selected
Pain Suppression also heals your target for 15% of their maximum health and applies Atonement.
Other
Bright Pupil

Bright Pupil

#390684 Other Not selected
Reduces the cooldown of Power Word: Radiance by 3 sec.
Divine Feathers

Divine Feathers

#440670 Other Not selected
Your Angelic Feathers increase movement speed by an additional 10%. When an ally walks through your Angelic Feather, you are also granted 100% of its effect.
Focused Power

Focused Power

#1249230 Other Not selected
Increases the damage of your spells by 3%.
Mindbender

Mindbender

#1280137 Other Not selected
Evangelism summons a Mindbender to attack a nearby target for 12. Generates 0.1% Mana each time the Mindbender attacks. Some values above vary by condition or aren't fully known — check in-game.
60s
Proc Inescapable Torment
Petrifying Scream

Petrifying Scream

#55676 Other Not selected
Psychic Scream causes enemies to tremble in place instead of fleeing in fear.
Prophet's Will

Prophet's Will

#433905 Other Not selected
(varies by condition — check in-game) more effective when cast on yourself. Some values above vary by condition or aren't fully known — check in-game.

Also affected by baseline class passives (apply broadly, not specific to any one ability above): Discipline Priest, Hunter