Conquest of Azeroth's classic Holy healer: direct restoration by the power of the Light, backed by 3 protective wards. A fully reactive approach — see the wound, close the wound.
This is the safest healer fantasy on the server: no gimmick mechanic to manage, just solid, predictable healing that lands exactly where it's needed.
Fulfilling your Vow unleashes Sunlight, healing up to 5 allies within 40 yards, prioritizing whoever's lowest on health.
Closest analog is Holy Paladin, with a strong side-order of Discipline Priest. Like Holy Paladin it's a mana healer built around single-ally externals: Bless tags one ally and unlocks the whole Blessing family on them — Purity, Retribution, Triumph, and Absolution — the same way a Beacon target unlocks Holy Paladin's toolkit, making you a dedicated bodyguard for whoever you pick. The offensive burst of Blessing of Absolution, paired with the crit-heal payoff chains (Cultivate Divinity, Hope, The Redeemer), gives it a proactive Discipline-Priest flavor, while the Vow/Dawn Solar Power swing layers a mild Eclipse-style polarity on top of the whole thing.
How is this number calculated?
World bosses only (Conquest of Azeroth has no instanced raid yet) — Snowgrave, Setis, Lord Kazzak, Azuregos, The Will of Soggoth, Kaldros Depthbreaker.
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss and the same group format: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss and the same format: a two-minute fight and a seven-minute one aren’t comparable, and a flex raid doesn’t give the same support as a 25-man.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured spec. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade. For healing specs, only fights where the player actually healed are counted — several healing specs are often played for damage, and counting those would unfairly drag their score down.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (216 tracked encounters).
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss: 92.4% of dungeon fights are played in 5-player groups, and splitting by group size as well would discard more usable damage rows (4.5% lost against 1.4% when comparing by boss alone) for zero additional publishable spec — group size is therefore not part of the comparison.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured Dungeon spec — this column has its own distribution, it doesn’t reuse Raid’s cutoffs. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade. For healing specs, only fights where the player actually healed are counted — several healing specs are often played for damage, and counting those would unfairly drag their score down.
Each performance above links to its own real combat report. Ascension Logs, however, doesn’t offer a rankings page covering every Mythic dungeon — unlike Raid, there’s no « View the source rankings » button here.
In practice the rotation alternates two direct heals nonstop while juggling a single Bless target and the Vow/Dawn Solar Power swing — very approachable to pick up, with a real but modest amount of room to grow in Blessing placement and cooldown timing.
Interactive talent tree
The tree below is pre-filled with the recommended leveling allocation for Blessings — 56 points spread across the Sun Cleric class tree and the specialization tree. Hover or tap a node to see its full description, and use the tabs to explore the class’s other trees.
Solo or duo leveling runs on spamming Daybreak and Illumination off Sun Worship's huge Intellect-to-healing-power conversion, with Solar Invocation: Revelation as an emergency heal/root and Radiance for passive AoE sustain — mana is never an issue thanks to Sanctified and Devoted to the Light.
As a group healer it runs the Radiant Cascade / Heat Wave AoE-heal chain, drops Solar Invigoration and Circle of Valor as raid cooldowns, and switches into Holy Form to heal hard with minimal threat generated.
- Core loop — Sunlight.
- Signature (Sunlight): fulfilling your Vow unleashes Sunlight, restoring 25 + 15% healing power in health to up to 5 allies within 40 yards, prioritizing the lowest health allies.
- Bless temporarily turns any nearby ally into an unkillable teammate — Blessing of Purity grants full damage immunity, the single strongest tool in the kit for flipping a 2v2 or a battleground skirmish, and it works on any ally present, not just a fixed premade partner.
- A deep bench of heals — Illumination and Shine as workhorses, Daybreak as an instant, Radiant Cascade's bounce, and Heat Wave splash healing — backed by the crit-heal payoff chains (Cultivate Divinity, Hope, The Redeemer) that reward every effective heal.
- A strong single-target protection kit: an immunity button (Blessing of Purity), a spell-deflect (Blessing of Retribution), an enrage-plus-safety-net (Blessing of Triumph), and reliable disease removal (Mercy) make you the answer to a focused kill target.
- Zero self-targetable protection — Bless can never target you, so Blessing of Purity, Retribution, and Triumph are unusable the moment you personally are focused or fighting alone; your own defense is just your instant heals, Holy Form, and kiting.
- Core healing is cast-time-gated — Illumination and Shine (unless Dawn is active) are interruptible and pushback-vulnerable, so a kick-or-melee chain denies a large share of your throughput exactly when it matters most.
- No interrupt, fear, or snare, but not zero control or cleansing either — Solar Invocation: Revelation can root one enemy (on the shared Invocation cooldown), the class kit adds a short AoE stun if you take it, and Sanctify dispels magic, poison, and disease — so against a caster you still can't lock out a spell school mid-cast, but you can peel a teammate and strip a magic effect.
Nearly instant to pick up — a sustained pattern with very few moving parts.
Modest depth beyond the basics — the sustained pattern rewards clean execution more than deep optimization.
See also: all Ascension builds · the talent tree builder
Talent data: ascension.gg
· Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS




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