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?
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.
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.
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.
A low floor — pressing whatever's off cooldown already works fine — that opens up once you start syncing the Sunrise/Sunset lock-in with Duality of Light's windows and the Solar Concord cooldown resets.
Solo or duo leveling opens with Dawnsear into the Radiant Flame DoT, swapping between the Sunrise and Sunset stance to buff Horusath Blast or Rapture while Scorch Marks and Fire from the Heavens keep Solar Flare procs chaining for free damage and Solar Power; Radiance and Pure Light provide enough self-sustain to chain-pull without downtime.
In groups it plays as a pure single-target/cleave burst caster whose Solar Concord loop resets its two big nukes on the Sunrise/Sunset cycle, while Pious hands out raid-wide Replenishment on crits.
- Open with Dawnsear or Sunflare to build Solar Power and lock into the Sunrise (Holy) or Sunset (Fire) state, channel Radiant Flame for sustained damage, then fire Horusath Blast and Rapture the moment their cooldowns are up.
- Heavy ranged burst — Rapture is a Fire AoE nuke that pierces all immunities and scales up on low-health targets via Burn The Heretics, Horusath Blast lands a big single-target hit, and Radiant Flame keeps the pressure on — real damage and cleave from range.
- Self-sustaining without a dedicated heal — City of Light refunds health and mana off every tick of Radiant Flame, so the damage rotation itself keeps your bar topped up.
- An Eclipse-style throughput engine plus mobility — the Sunrise/Sunset lock-in (via Duality of Light, Day Cycles, and Solar Concord) rewards committing to one school for big multipliers, and Sun Gate gives a root-breaking blink forward.
- No interrupt and no reliable self-cleanse — nothing in the kit locks down a school of magic, Sun Gate only strips roots, and Sunwell only pulses a fear/sleep/charm dispel around a ground spot — a well-timed stun opener can shut it down before it reacts.
- A cast-time-gated ranged caster with thin defenses — Dawnsear, Sunflare, and Rapture are all interruptible and pushback-vulnerable, and there's no damage-reduction cooldown, so a melee train that sticks denies a big share of its output.
- No battle rez and no heal in the spec line itself — the one real stabilizer is the class kit's Solar Prayer, an instant self-heal usable even while stunned that still costs an Essence pick — and there's still no way to bring a fallen ally back.
Very easy to pick up — a sustained pattern with few moving parts.
Modest depth beyond the basics — the sustained pattern rewards clean execution more than deep optimization.
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




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