B-TIER | BUILD SUN CLERIC PIETY (@ascensionsidekick) | ASCENSION CoA

Build Sun Cleric Piety Ascension CoA
Piety
smite Solar Power stacks sun laser

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.

Rate this build
Share your opinion on this spec: rate it across 4 game situations. Once enough votes come in, the community score influences the tier shown in the build rankings.
📊 Build
🏰 Dungeon
4.6
S
🐉 Raid
4.6
S
🥊 Arena
3.9
A
🌍 BG & Open World
4.2
S
WEIGHTED TIER A
11 votes
The community's weight grows with each new vote.
Dungeon
Raid
Arena
BG & Open World
Retail Feel

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.

Role, tiers & resource
C
Dungeon
MeasuredAcross 96 fights (Mythic dungeons — no Mythic+ difficulty yet, phase 2) · index 1.05
C
Raid
MeasuredAcross 1858 fights (Zul'Gurub, Molten Core, Onyxia's Lair, all difficulties, phase 2) · index 1.27
A
Arena
Community voteAverage of 11 player ratings
A
World Battlegrounds
Community voteAverage of 11 player ratings
RoleRanged DPS
Primary statIntellect
ResourceMANA

How is this number calculated?

Measured scope: Zul'Gurub, Molten Core, Onyxia's Lair, 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, Lucifron, Magmadar, Gehennas, Baron Geddon, Garr, Shazzrah, Golemagg the Incinerator, Sulfuron Harbinger, Majordomo Executus, Ragnaros, Basalthane, Onyxia.

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 (220 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 29, 2026

The tree the best players actually run. Read from the top 10 Piety Sun Clerics in our player rankings for raids, of whom 3 were last recorded in a dungeon, leaving 7. 35 of its 49 talents are identical across all 7, so they agree on the bulk of it and part ways on the rest. This exact tree is run by the 1st ranked player. Recorded on 19 August 2026.

The 57 points are a fixed budget, so no tree can take everything. The most common picks left out of this one: A Pious Life 43 %, Hegemony 43 %, Solar Invocation: Resplendence 43 %.

These talents are a PvE configuration. The Arena and Battleground grades shown above rate the specialisation’s PvP potential, not this tree.

Stat Priority
PvE
Spell Hit (until your spells stop missing a +3-level target vs raid boss) Spell Power Critical Strike Haste Intellect MP5/Spirit
PvP
Resilience Spell Hit (cap) Spell Power Critical Strike Stamina Haste
In arena: two points worth knowing

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.

Build Abilities
Class Tree
Glare Gleaming Vigil Radiance Final Vows Zealous Unbreakable Focus New Day Guiding Glow Horusath Blast Angelic Light Solar Might Solar Invocation: Revelation Nysoni's Blessing Enveloped in Light Blessed Armor Devoted to the Sun Sun Stride Solar Prayer Solar Invocation: Conquest Swift Justice Sintorcher Pure Light
Specialization
City of Light Burn The Heretics The Coming Dawn Wrath of God Photosynthetic Rapture A Pious Life Flames of the Father Sun Down Sunburn Grace Flames of Absolution Burning Cascade Sun's Hope Solar Conduit Purgation Solar Concord Holy Fervor Herald of Dawn Radiant Flame Dawnsear Scorch Marks Harsh Lessons

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