Spiritual Guidance: Diving in to the dark side

I rolled my first Priest for a very simple reason -- I wanted to play with my friends, and I got sick of always having to wait on a healer when we wanted to do something together. With every group stalled for need of healing, picking up a healing class myself seemed a pragmatic solution. (And three healers later, I'm still at it.) So a few weeks ago when we happened to have plenty of healing... but were short DPS... by the same logic I decided I could respec Shadow and lend a hand. And though the plan may seem simple enough, there are quite a few things DPS classes have to worry about that healers may not pay attention to at all.
Ever think about joining the dark side? There are a few things to consider before-hand...
Threat
Sure, a healing Priest has to consider threat... a little. But healing causes a lot less threat than damage (and with talents you can make it cause even less) and pulling aggro is usually not a concern unless...
- You're being careless, perhaps casting a pre-pull Renew that goes off right after a body-pull or having a Greater Heal land just after an aggro wipe. I've managed to pull aggro with both methods myself -- but they can be avoided with a bit of knowledge about the encounter and by paying attention to your timing. (Or a pre-heal Fade to reduce your aggro for those few seconds the tank needs to grab the mob's attention.) Pulling aggro with healing output alone is highly unlikely.
- You're playing with an inexperienced tank who may not understand healing threat -- or that mobs are smart enough to go after the healer if they don't do anything to get their attention.
- You body-pull something. Don't do that!
Of course, your chances of actually pulling aggro depend on how well geared you are, what you're specced (the 25% threat reduction from Shadow Affinity makes a big difference), how well the rest of your DPS is geared, and how well your tanks are geared. The important thing to remember is that you have to pay close attention to how much damage you're doing and your position on the threat list. Download a threat meter like Omen (Omen seems to be the most common, but pick up whichever threat meter your guild recommends) and pay attention to it. If you get too close to the tank, take your hands off the keyboard for a few seconds. Trust me, it's better than becoming a Priest-sized smear on the ground.
Targetting
Though I clearly can't speak for everyone, when I'm playing the role of healbot, I tend to follow along just behind the rest of the group while staring intently at the little green bars on my screen. Are we killing one target? Two targets? Ten? The little green bars don't tell me anything about what the raid is attacking. While a healer needs to be aware of how many people are likely to be taking damage, a DPSer needs to know exactly how many targets are in the fight, which ones to attack first, and which ones are crowd controlled (read: the ones not to cast Shadow Word: Pain on). Sure, targeting just requires paying a bit of attention, but it requires paying attention to something completely different than what you're used to paying attention to -- and watching those little green bars can be a hard habit to break.
Tab targeting in this situation will only cause you misery (and the occasional accidental pull), because to bring targets down efficiently, all of the raid needs to be focusing their DPS on one target at a time. A typical raid will either...
- Mark targets with raid symbols indicating the order you're supposed to take the target down in (skull, x, box...). Be sure to take note of which targets are which -- some of them will be CC targets you shouldn't touch. (And one of them could be a CC target for you!)
- Have a "main assist" whose target you're supposed to follow.
- Announce target changes via Ventrillo, TeamSpeak, or whatever voice chat option your guild prefers.
- Or any combination of the above.
Spell Hit
Since heals can't miss, it's no surprise healers don't stock up on gear with spell hit rating. However, it doesn't matter how much spell damage you may have equipped if your spells don't hit your target. With zero spell hit gear, you have a 17% chance to completely miss a boss-level mob with anything you cast. Ouch! A missed spell means cast time and mana wasted to zero result. If you want to try to join a raid as DPS, picking up spell hit gear to negate this should be high priority.
Fortunately, however, Shadow Priests start out ahead on this front. While most casters need 202 spell hit rating to drop that down to a 1% chance to miss, which is as good as you can get. By dropping 5 talent points in to Shadow Focus a Shadow Priest only needs 76 spell hit rating -- a much more reasonable number. (If you're lucky to have more than 76 spell hit rating already... but not quite 202... you can start moving points out of Shadow Focus. Just remember that each point is worth about 15 spell hit rating.) Gving specific gear advice is a bit beyond of the scope of this piece (look around on Wowhead and Kaliban's Class Loot Lists for more gear advice), don't forget that there is one enchant that will improve your spell hit. Though the mats are nothing to sneeze at, you can enchant your gloves with Spell Strike for an easy 15 spell hit.
Though this guide is meant for a healer interested in trying their hand at DPS, if you have more than a casual interest in raiding as a Shadow Priest, I highly advise doing your homework. The forums at Shadowpriest.com and Elitist Jerks are packed with great information that will help you along your way. Good luck!
Filed under: Priest, Raiding, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 1)
Steve Jun 15th 2008 2:42PM
a few new rogue articles would be nice.
Kaphik Jun 15th 2008 2:57PM
Hey, dummy. Spiritual Guidance is the PRIEST column, posted every Sunday.
Learn to read before making inane comments, please.
Steve Jun 15th 2008 3:07PM
i was merely stating a wish. how can that a simple thing like that seriously offend anyone? you need to get laid if all you care about is people posting on the wrong articles. or try getting a job, contribute something useful to the community instead of wasting everyones air.
your attitude is getting you nowhere.
your just one of a million internet-idiots.
not even worth the second it takes to put you on ignore.
im laughing at you.
rick gregory Jun 15th 2008 3:14PM
And we're laughing at you. Because your comment was totally random, in the wrong class column and has nothing to do with the topic.
Elizabeth - You touch on this, but there's a spell priority issue in Shadow too (generally VT > MB > SW:D > MF) and the decision on whether to dot several mobs (at least the skull and x) or simply focus fire. I came to shadow from a rogue and there's not that issue as a rogue... you attack the targets in order. But when you can dot... you need to think about whether to dot up all of the mobs in a multi-mob pull... just the top 2.... or focus fire on the primary target.
doyesac Jun 15th 2008 3:21PM
The next Encrypted Text I'm gonna post "a few priest articles would be nice" -- and then everything will be hunky-dory.
Oh, wait... Encrypted Text hasn't been posted since May. Maybe Steve should volunteer to WRITE the articles?
sthig Jun 15th 2008 3:10PM
okay boys. Grow up or go talk in the Barrens. Both of you are acting like 12 year olds.
Good article. I've rolled a healer myself and have enjoyed playing him. Thank you for writing this up.
Bradley Nash Jun 16th 2008 11:31AM
I think you meant to say Trade Chat. Barrens chat is dead anymore...
Delilah Jun 15th 2008 3:15PM
There are 2 enchants that add spell hit - the gloves which the author mentioned, and the head enchant which you can buy once you get revered with the Sha'tar, which adds 22 spell damage and 14 spell hit.
jrodman Jun 15th 2008 3:19PM
Some comments:
A raid boss gives you a 17% chance (approximately) to miss. A 5-player content boss does not, at only 6%. So spell hit is useful either way, but outside of a raid you need at most 3 points in shadow focus, with no additional hit gear.
12.6 points of hit are worth 1% chance to hit, however each talent point in Shadow focus is worth 2% chance to hit with shadow spells, and so is worth around 25 hit rating, not 15.
For more about spell hit, see http://www.wowwiki.com/Spell_hit
I think one major challenge of shadow as a new dps player is knowing when and when not to dot. Start out being very conservative with your shadow word pains. Put them only on the kill target. As you gain comfort with the group, try placing them on the next kill target a little early, maybe 2-5 seconds (though NOT on anything CCed). With a paladin tank you may be able to go nuts and really bump up your numbers, but it's still important to kill the first target quickly.
Use your shadow word death, even when you take backlash damage! Just wait until your healer gives you some love before you sign up for more backlash. It's a significant portion of your kill power, and lots of fun to boot. Healers who complain about this are foolish, it makes their job more interesting!
lokikins Jun 15th 2008 7:41PM
dwarfpriest.com also has some good info about shadow priests (& holy for that matter) tho some of the sections are a bit out of date, such as the spell haste bit.
has a nice little flow chart of spell priority tho which is a great help to any starting shadow priest.
Nasgoul Jun 15th 2008 7:50PM
nice fill in liz...
gotta throw shadowpriest.com out there for some of the best info on the web
i am the nasgoul
maarick Jun 16th 2008 11:03AM
i was gonna link this article to the forum
glad you saw it nasgoul
all shadow priests bow down to the awesome powers of the nasgoul
he will melt your face
he tired with a blow torch yesterday, sick bastard
fight the good fight
Barkeater Jun 16th 2008 8:18AM
Dot-ing really depends on tank and group size. In 5 man, with a Warrior, I tend to power melt single target. Druid tanks tend to swipe, so I dot 2... maybe 3 then go back to primary. With Pallies tanking, especially if Lock in group, its just a dot fest.
sparkinator Jun 16th 2008 8:51AM
Nice article, I'm slowly building a shadow set for my priest just by picking up stuff that would have been sharded anyways. Is spell crit important for a shadow priest, or is more +damage better? How about spirit? Do most shadow priests grab the Meditation talent?
Dightkuz Jun 16th 2008 1:23PM
test
obarthelemy Jun 19th 2008 2:11AM
I have 2 priests, one for healing,and, because I wanted variety, one for DPS.
The DPS one recently switched from Shadow to Holynuker, and I love it:
- good enough DPS in Kara/Heroics: usually 1st in pickup groups, top 3 in weekly Kara guild rushes)
- good healing: 80% of template points are the same as healers. I can duo-heal Kara, and single-heal Heroics
- ability to switch roles mid-combat,especially to complement healadins (PoH, PoM, renew) when group healing is required, i.e. Magister's terrace.
- excellent for farming/grinding: no downtime with the right spell rotation (pullwith holy fire + spam Smite)
The downside: I don't think I could do 25-Raids with that spec: Quick OOOM when going all out (I can barely manage Kara's Prince), and no mana/life regen for my party.
obarthelemy Jun 19th 2008 2:15AM
Overall, I like Holynuker much better than Shadow with its permanent wait for CDs and inability to heal. The much better mana regen after 2.4 makes Holynuker more viable, and Shadow less desirable.
obarthelemy Jun 19th 2008 2:22AM
to Sparkinator: up to Kara, spell damage is much more important than crit, because your spells that can crit (power word: death and mind blast),while doing very nice DPS, are not as good as Flay et Shadow word: Pain at DPM (damage per mana), and mana is going to be an issue: you won't be ableto use you crit-capable "nukes" on long fights much.
Once your mana regen gets better (during your Kara gearing), you will be able to "nuke" more, and crits then gets more important.
Meditation is a key talent, and I would recommend gearing/gemming/enchanting for Spirit above all else.
eisengel Jun 20th 2008 11:45PM
One thing that's somewhat difficult to get used to is worrying about constant damage output rather than nukes as an spriest since basically every other damage caster in the game runs on pure nuke fuel (except for those Affliction locks, but they can still get their 8K Nightfall Shadowbolt crits & have Seed). I've often topped the overall damage lists in kara and have ranked 3rd on Magtheridon with my +1095 unbuffed damage Spriest regardless. Sure we have Mind Blast and Shadow Word:Death, but the best you'll see from those is about 2,000+ damage on a crit. Other than Mind Flay our single target spells also have horrendous mana efficiency, so really you rack up the numbers with constant, consistent damage, not zomgwtf nukes.
What I've found to be useful is cycling between full & downranked spells. For long raid encounters like Mags I'll cycle between Rank 11 Shadow Word:Pain and Rank 3 Shadow Word:Pain. This difference is 300 less mana to cast and 200 less damage per tick, but with full rank Vampiric Touch ticking, and full Crusader Card and Shadow Weaving stacks I'm mana-positive after a few Mind Flays. I'll run full power until I get to about ~50 to 60% mana, then mana pot & start a downranked sw:p. I'll be up to 80 to 90% easily even with the occaisional pw:shield. Rank 1 Vampiric Touch also ticks for less damage, but it still returns 5% damage as mana, which can be useful in a pinch if you're pushing close to OOM. You can also use Inner Focus on non-crit spells... Inner Focus + pw:s saves you 800+ mana, and Inner Focus+sw:p alone can save you 3 to 5% mana over its duration, plus if you have VT up it is actually regenerating mana for you, for free.
For some of the posters above:
1. On stat itemization, the overwhelming majority opinion seems to be:
(pre hit-cap)
hit > dmg > crit > spirit
(post hit-cap)
dmg > crit > spirit
All the theorycrafting, experience/WWS traces seem to point pretty strongly to this and I haven't seen much to counter it ... however... that's in tBC... due to the caster itemization squeeze announced for WotLK, it seems everyone will have a use for spirit again soon.
2. On talents:
I find Meditation to be quite useful. My out of combat mana regen is 176 mp5, so with 30% of that and nothing else (no VT), I can cast a Mind Flay, and by the time I'm done with my Flay I'm at almost the same mana I started with before the Flay. If I can wait a tick or two I'm at 100% again.