Piety smites evil with searing sunlight — a Holy/Fire caster who keeps stacking Solar Power, a small damage-and-healing bonus that lasts two minutes but never refreshes on its own, so you have to keep re-earning it.
Call it the battle-priest side of the Sun Cleric: a ranged damage dealer built to keep swinging rather than hand the healing role to someone else.
The closest retail analog is Balance Druid: the Sunrise/Sunset lock-in from Dawn — only Holy or only Fire bonuses active at a time, with Duality of Light rewarding you for staying committed to one school — mirrors Balance's Solar/Lunar Eclipse, gating your biggest damage multipliers behind a single school. Layered on top, it plays like a Fire-flavored caster: Dawnsear and Sunflare as your bread-and-butter nukes, Radiant Flame as a channeled DoT that also sustains you, and Rapture as a hard Fire AoE finisher that pierces immunities (with an execute lean below 35% health via Burn The Heretics). Unlike a melee hybrid there's no weapon strike, no Rage, no interrupt, and no battle rez — and the only real heal in the class kit is Solar Prayer, a single instant self-heal usable even while stunned; beyond that one button it sustains through City of Light and its own mobility tools.
How is this number calculated?
Measured scope: Zul'Gurub, all difficulties — High Priest Venoxis, High Priestess Jeklik, High Priestess Mar'li, Bloodlord Mandokir, High Priest Thekal, High Priestess Arlokk, Jin'do the Hexxer, Hakkar, Gri'lek, Gahz'ranka.
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.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (229 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.
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.
Ranking updated on August 17, 2026
These talents are a PvE configuration. The Arena and Battleground grades shown above rate the specialisation’s PvP potential — not this tree.
If you play arena, two points raised by the community:
Sun Gate costs a single talent point and unlocks after only 8 points spent in the tab. It shifts you 25 yards forward and removes all root effects, leaving behind a gate your allies can use for 15 seconds. In arena, that mix of mobility and root break is hard to replace.
Sun Down lands after a 2-second delay, then leaves a ground zone for 9 seconds. Against an opponent who never stops moving, it is hard to place. In battlegrounds it remains valuable; in arena, another ultimate will often be more reliable.
Thanks to Bedoum for this field feedback, reported in the comments.
See also: all Ascension CoA 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




2 Commentaires
Ce build n’est pas viable en arène. Il manque plusieurs talents clés pour survivre ou burst. Je vous recommande la [Porte du soleil] (le blink), il est obligatoire en arène.
De plus, l’ulti Piété [Couché du soleil] est relativement bugué ou trop contraignant à placer. Il est marrant en BG mais je vous recommande un des deux autres.
Salut Bedoum, merci pour ce retour — et je commence par le point qui explique sans doute ton ressenti 🙏 Les builds qu’on publie sur le site sont des builds PvE, repris d’ascensionsidekick. Nos tier lists — arène comprise — renvoient toutes vers ces mêmes fiches : la note d’arène évalue le potentiel de la spécialisation en arène, pas la liste de talents affichée, qui elle est faite pour le PvE. Tu es donc arrivé sur une fiche notée A en arène en y trouvant une configuration PvE. C’est notre présentation qui manquait de clarté, pas ton jugement. Cela dit, tes deux remarques techniques sont justes et je les ai vérifiées dans les données du jeu : Porte du soleil (Sun Gate) ne coûte qu’un seul point de talent et s’ouvre dès 8 points investis dans l’onglet. Elle propulse de 25 mètres ET retire toutes les entraves, en laissant un portail utilisable par tes alliés pendant 15 secondes. Pour de l’arène, c’est effectivement difficile de s’en passer. Coucher du soleil (Sun Down) frappe après 2 secondes de délai puis laisse une zone au sol de 9 secondes — contre quelqu’un qui bouge en permanence, c’est très contraignant à placer, tu as raison. En revanche je n’ai rien trouvé qui confirme un bug à proprement parler, donc je ne l’ai pas écrit comme tel. J’ai ajouté un encart sur la fiche, en français et en anglais, qui précise que c’est une configuration PvE et qui reprend tes deux points pour ceux qui viennent du côté arène. Merci vraiment — c’est exactement le genre de retour qu’on ne peut pas obtenir en lisant les données 💪