Spiritual Guidance: Shadows of Wrath

We haven't had a lot of Shadow love lately, so I figure it's about time we check out our new spells in Wrath of the Lich King. With the level cap currently 77 in the Wrath beta, it's a little hard to gauge just how effective the new Shadow spells really are. You can't see Dispersion in a raid setting or a competitive arena setting, and Mind Sear just doesn't seem balanced for the level you receive it.
I'll start off with Dispersion. Before I was able to use the spell myself, I was really doubtful of its usefulness. This is because for a PvE scenario, it largely just seemed like Evocation for Priests since it Silences you. I've heard time and time again that high-end Mages don't use Evocation at all because it's wasted DPS time when you can just chain potions (which can't be done in Wrath now), or all of the environmental damage break it anyway. Yeah, I can definitely understand that. Sunwell is brutal.
Dispersion has a couple of things going for it that help it out. One, you're still mobile. Two, the damage reduction. Let's say you're doing Brutallus. You have three stacks of Meteor Slash (a debuff that causes increased incoming fire damage) and Brutallus decides to cast Burn (a fire DoT that gets increasingly more hurty) on you. You need to run away from your group, and off to the 'safe spot' to get heals. While you're running, you really can't be DPSing more than instant casts, and your incoming healing is probably a bit dicey until you get to where you need to be. Popping Dispersion while you run it going to regen a massive amount of mana, and that huge DoT on your has been trivialized until you're in the proper position.
It has its uses, and there are a lot of situations lately in Sunwell where I think to myself, "Wow, that would have been much easier with Dispersion." I admit, I'm still underwhelmed that it's our 51 point talent. It just doesn't match up to taming Devilsaurs. It really was needed in a PvP context though, and it's good to see it's not totally stupid in PvE.
Of course, this is my opinion before we get to see level 80 or any of the content there. My opinion could totally swing around by the time I get to step into a raid, because that's the setting that really puts talents to the test.
Mind Sear is good, if a bit odd to get used to using. It has some flaws, but at least it's an AOE. First, Haste doesn't do anything for it. Whether that's intended or not remains to be seen. It can crit. It regens health via Vampiric Embrace, it doesn't seem to regen mana through Vampiric Touch. It procs Blackout and Shadow Vuln. Shadow Focus is not reducing the mana cost, which is likely a bug.
Speaking of the mana cost, holy crap. You get the first rank at level 75, which is the point where your spells start swinging towards level 80 balance rather than leveling balance. As a result, the mana cost on this spell is obscene until you're in level 80 gear that none of us have yet. It is certainly able to be used in the gear we all have, but it hurts.
Mind Sear has an... interesting mechanic in that you choose a target, start channeling the spell, and it damages everything around your target. It does not actually damage your target. This is both good and bad. Good in that if your target dies, your AOE won't be instantly canceled. It'll keep channeling. It's bad in that there's at least one target in that AOE pack you're not touching at all.
A bizarre advantage to this is that you can target a Crowd Controlled mob with Mind Sear, damage all of the nearby mobs, and not break the penguin/sap/whatever. Of course, this means the tank needs to be tanking all of the mobs near whatever is CC'd. Considering that on pulls you'd want to AOE your tank is probably using Swipe/Consecrate/Shockwave/Thunderclap as often as they can... it's unlikely that CC'd mob is in range of what you want to AOE.
It's a decent enough spell, but it could use some tweaking before the beta is over. The damage is good, but there are some flaws, like I said. It seems Mind Sear requires a little more tactical forethought, which can be seen as either good or bad. Honestly, I'm just glad we have a freaking AOE. No more picking our noses and tabbing Shadow Word: Pain on AOE pulls! Woohoo!
All in all, I'm pleased with these two new spells and I'm confident they'll work out the kinks. I can't say I'm confident about Shadow Priests overall after tinkering on the beta realms, but we're due a second pass sometime. We'll see what happens.
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Filed under: Priest, Analysis / Opinion, Expansions, (Priest) Spiritual Guidance, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Clevins Aug 3rd 2008 8:57PM
Shadow! OMG.. hit him again... we need more shadow talk...
Um, er... ok. I can see what you're saying on Dispersion, but it's still ho hum to me. Yes, if we have encounters like Brutallus in Naxx and beyond it will be nice. But it's basically an Evocate. /yawn. Our 41 point talent now is so powerful it's the reason we're brought to raids. This? It's... nice.
What I'm worried about is that VT is nerfed to 2% of damage and our damage hasn't scaled up. Combined with the fact that other classes are getting mana regen talents and we're MUCH less needed in raids unless something changes.
I'd also like to see them enable our dots to crit. Unifying the gear is all good... but unless they have a spriest exception, we'll see gear with part of its stat budget spent on crit so that it works for mages, locks etc... but crit's close to meaningless for us since only MB and SW:D can crit. That means that portion of the item budget is wasted for us. Enable our dots to crit... and that's much less of an issue.
kritical Aug 3rd 2008 9:15PM
Almost everything i've seen in the new shadow tree screams pvp.
Spell pushback resistance, dispersion, fade removing movement imparing effects, nerfing vt mana regen (although this could simply be because damage will scale up significantly compared to mana pool)
Sounds to me as though priests will once again be top of the tree pve healers and shadow is just a little for pvp and levelling.
I'd like to know if we can almost drain tank people?
Icepuck Aug 3rd 2008 9:45PM
For the L51 for a dps spec... its ho hum to. Its no Cloak or Shadows and its No Evocation, its bland... also 36% in 6 seconds is not much. It has its functionality of course, but considering all other 51 dps spec talents for other classes are mostly dps based its a kick in the face.
I think Dispersion should be trainable spell that can be used by all priests imo.
Mind Sear... scaling, not fully interacting with all talents and buffs is a crying shame. Mana Cost is way too high compared to all other AoEs seen (ie closest match is channeling Blizzard which does more damage, costs less and has a wider aoe circle and doesnt have the single target liability). Mind Sear is what we have been waiting for... its nice, but if blizz are so worried about it breaking on main target death we should be able to cast it on tanks or other players.
I think Mind Sear should be the 51 Talent and that it should be buffed to be consistant with other class aoes.
There is also no answer to the main concern of Shadow Priests which is the Mindflay damage, poor co-effecient returns (due to the slow effect) and no crit stat returns make it a flimsey spell to use and its the one thing that is really hurting our dps returns.
Mediator Aug 3rd 2008 9:49PM
"What I'm worried about is that VT is nerfed to 2% of damage and our damage hasn't scaled up. Combined with the fact that other classes are getting mana regen talents and we're MUCH less needed in raids unless something changes."
I'm 99% certain that's the point, no class is supposed to have some unique mechanic that forces you to bring multiple of said class into a 25 man... ret paladins and survival hunters should and will be able to fill the role of mana battery in WOTLK, one shadow priest with misery will still be worthwhile, but no one should say "Man, this would go so much smoother if we stacked the raid with shadow priests"
rick gregory Aug 3rd 2008 10:04PM
Mediator,
Maybe. But I don't believe all specs of all classes should be equally raid viable. Or rather, if they are, they should bring different things than those already provided by other classes. Right now, shadow priests would be nerfed by this patch if it went live right now. We'd be LESS useful and LESS capable. Is that really what any class and spec should get out of an expansion?
PeeWee Aug 3rd 2008 10:09PM
"Combined with the fact that other classes are getting mana regen talents..."
Remember that you can only drink one potion per encounter (in 3.0). Mana regen is being re-balanced to match this fact.
Radiophonic Aug 3rd 2008 10:23PM
"Shadow! OMG.. hit him again... we need more shadow talk..."
Amen.
Hansbo Aug 4th 2008 2:53AM
"I'd also like to see them enable our dots to crit. Unifying the gear is all good... but unless they have a spriest exception, we'll see gear with part of its stat budget spent on crit so that it works for mages, locks etc... but crit's close to meaningless for us since only MB and SW:D can crit. That means that portion of the item budget is wasted for us. Enable our dots to crit... and that's much less of an issue."
As Spriests will now get Spell Power from spirit, I'm guessing holy and shadow priests will share the a lot of gear (no crit). Since shadow priests will have to get some hit though, things may get more complicated...
Rodrigo Aug 4th 2008 12:02PM
Hansbo, don't forget about gems. They usually take you to the hitcap quite quickly, so you would have to "re-spec" your gear just as well as your talents...
Jack Spicer Aug 3rd 2008 9:05PM
I'm worried about how Shadow Priest damage is going to scale in Wrath. It may be too early to judge, but things I've heard has Retribution Paladins doing more DPS.
Which is scary considering that they wear plate, aren't as dependant on mana, can heal, can heal without shifting forms and wasting mana. Sure they don't have VT, but how well does Blessing of Wisdom compare to nerfed VT?
Alex Ziebart Aug 3rd 2008 9:17PM
It doesn't seem to scale very well, at least not to make up for the VT nerf, but that might be different at 80. It's really hard to judge right now.
Clevins Aug 3rd 2008 9:40PM
And, remember, that pallies have a regen talent now (in the ret tree) that can spread to up to 3 party members. So do a couple of other classes.
The simple fact is that, unless they unnerf VT or scale our damage up drastically (dots critting, MF having a coefficient closer to Arcane Missles' 81% vs the pitiful 57% it is now...) I can't see why shadow priests would be valued in raids. Maybe 1... but that would be it.
Nachoes Aug 3rd 2008 9:06PM
Booooh! Give them their own column! :P(Hi)
elenion Aug 3rd 2008 9:29PM
yes! please! An all shadow priest column is long overdue here.
Todd Aug 3rd 2008 9:12PM
Fyi, as a mage both in WoW and the Beta, I still use Evocation regularly. Why waste a potion first when Evocation is ready for use?
Nick S Aug 3rd 2008 10:55PM
for my mage, it's not "why waste a potion," it's "i need the extra mana, even WITH potions."
Andrath Aug 3rd 2008 11:17PM
Ever had a 1% wipe? That wipe could have been turned into a kill if you had been dpsing for an extra 8 seconds instead of evocating. Sure it's great when content is on farm to save you the pots but it should be a last resort on progress fights.
Andrath Aug 3rd 2008 11:18PM
Ever had a 1% wipe? That wipe could have been turned into a kill if you had been dpsing for an extra 8 seconds instead of evocating. Sure it's great when content is on farm to save you the pots but it should be a last resort on progress fights.
Todd Aug 4th 2008 9:18AM
So with a 2 minute cooldown on mana gems and potions, you'd still rather forgo using Evocation when you need the mana? That makes sense...
Eisengel Aug 3rd 2008 11:11PM
Shadow priests get a mention in the priest column?!
/e dance
I second the feeling of total ho-humness about our new 'big' talents. In fact some of the smaller additions are nicer. Improved Spirit Tap, along with enough points to buy up Improved Divine Spirit should keep us decent on personal mana regen (although not necessarily as useful as mana batteries). The ability to make our one group CC a real CC (horror mechanics are stronger than fear) is nice. Pain and Suffering should be a huge DPS booster... allowing us to drop sw:p recasts, gaining another DPS GCD, and making sw:death less taxing on our healers. If Twisted Faith uses the stacked spirit values from Divine Spirit, we should gain a fair amount of extra pew pew right there.
Consider:
http://www.worldofwarcraft.com/info/classes/priest/talents2.html?tal=55123001300001000000000000000000000000000000000000000320323121023010305130511350
Divine Spirit (Rank 5): +50 spirit
Improved Spirit Tap (2/2): +50% Spirit on crit (stack that crit!)
Twisted Faith (5/5): +30% total Spirit as shadow spell power
damage of MB & Flay increased by 5%
It looks like spirit is going to have a large part to play in Spriest stat stacking, as well as crit. Critting a Mind Flay would increase your spirit by 50%, which would in turn increase your spell power by 30% of 1.5 times your spirit.
** DANGER, math below, the faint of heart need not continue**
Right now my spirit is a tiny 185. With these mechanics, I'd be running at 235 spirit with Divine Spirit up. That would increase my spell power by:
235 * 30% = +70.5 spell power
This is nearly equivalent to having a full Darkmoon Crusade Card stack up as long as Divine Spirit is up.
It gets even better though... on a mind blast or sw:d crit with 2/2 Imp Spirit Tap:
235 * 50% = 117.5
(it says total Spirit on the tooltip, so I'm rolling in Divine Spirit)
new spirit = 235 + 117.5 = 352.5
352.5 * 30% = 105.75
... so you can pick up an extra ~35 spell power for the next 8 seconds on a crit, plus some immense personal mana regen on the side. That's also with my current gear and level, I'm sure things will go up.
It looks like what Blizz is doing is taking the itemization off of the items themselves and pushing them into the class talents. For instance in the Spell Power: Hands On post below two cloaks are linked in. Their spell power differs by 1, but one of them has spell haste while the other has 22 spirit. For an Spriest with 5/5 Twisted Faith, the 22 spirit cloak has another ~6.6 spell power.
This begs the question.. how much haste = how much spirit for pure damage? Thankfully Shadowpriest.com's members have done all the theorycrafting (for current BC +damage) and come up with:
1 haste = 1 Dmg @ 1400 Dmg
1 haste = 0.8 Dmg @ 1200 Dmg
1 haste = 0.6 Dmg @ 1000 Dmg
... above 1400 dmg you start hitting the global cooldown cap and things get hairy. So..
with (5/5 Twisted Faith)
@ 1400 +dmg: 1 haste = 1 damage = ~3.3 spirit
@ 1200 +dmg: 1 haste = 0.8 damage = ~2.7 spirit
@ 1000 +dmg: 1 haste = 0.6 damage = ~2 spirit
Cloak 1 has +34 damage and +22 spirit
Cloak 2 has +35 damage and +29 haste
(presuming 5/5 Twisted Faith and the same mechanics we have now):
@ +1400 dmg: cloak 1: 40.6 dmg cloak 2: 65 dmg
@ +1200 dmg: cloak 1: 40.6 dmg cloak 2: 58.2 dmg
@ +1000 dmg: cloak 1: 40.6 dmg cloak 2: 52.4 dmg
For these 2 cloaks the haste wins every time... however as you may notice the haste cloak increases damage until you hit the cooldown cap. It could be that once we're all at over 1400 damage and haste capped, spirit will be the next thing to stack... or if some items have massive +spirit they could be better than other items with some haste or even higher straight damage. Spirit also contributes to mana regen... which means more pew pew for longer!
However the new items stack up, it's clear that we have a new stat to worry about in Wrath.