WoW Patch 3.1 PTR Shadow Priest changes
The PTR patch notes have hit, and while we don't have the entire spread of changes yet (they'll be coming in waves), we do have a lot of pretty good material to look at. Personally, I think the Shadow Priest changes are pretty great this time around. PvP Shadow Priests might feel a little disappointed, but PvE Priests should be fairly happy with how things are going so far.Even PvP received a few good buffs, but while it's a step in the right direction, it simply isn't enough. It feels as if they're trying to approach some of the big issues carefully, when they really do need to go in there and start making pretty sweeping changes to the PvP-centric talents of the Shadow Priest. A lot needs to change to make the Shadow Priest relevant in PvP again without strapping a Warlock to their hip at all times.
Enough of that, though. Let's look into the changes, shall we?
- Shadowfiend: Health scaling increased. Now receives 30% of the master's spell power. Mana return increased to 5%, up from 4%. The Shadowfiend now receives mana when its melee attacks land, rather than when it deals damage. Movement speed normalized to player movement speed. Tooltip revised.
Well, Shadowfiend needs serious buffs in some situations, and while this will help a bit, I think it's too little. One of the big issues with Shadowfiend is that it's so easily juked in PvP. Absorption shields on the enemy won't totally hose you anymore (since the attack just needs to land, not do damage) and that's a good thing, but it's still going to be able to be kited around. It needs to move faster than players, not as fast as players. Against someone who's playing smart, the Priest simply won't get a mana return from the Fiend.
It's not going to do its job in PvP until that happens, period. It's a little better, but still not so good.
PvE, the bugger might be a lot more reliable if that HP buff is substantial. Having him die to random things makes me facepalm each and every time, there's no reason he should be able to die at all, so if they can prevent the gibs I'm perfectly happy with him. It also looks like he'll be doing more damage, so that should be neat.
- Blackout: This talent has been removed.
- Darkness: This talent is now in Tier 1, moved up from Tier 6.
- Devouring Plague has a new icon.
- Dispersion: Now clears all snare and movement impairing effects and makes you immune to them while dispersed.
- Shadowform: Bonus damage from critical strike chance removed and replaced by the ability of those periodic damage spells to generate critical strikes.
That's angels singing.
- Silence: Range increased to 30 yards.
- Vampiric Embrace duration increased to 5 minutes, up from 1 minute. PvP duration is now 60 seconds. Cooldown removed.
- New Talent: Improved Devouring Plague (Shadow): Increases the periodic damage done by your Devouring Plague by 5/10/15%, and when you cast Devouring Plague you instantly deal damage equal to 5/10/15% of its total periodic effect.
My big concern with the addition of this talent? Previously, a PvE build totally ignored Blackout, picked up Spirit Tap and Improved Spirit Tap, and worked down the tree. Now a PvE build will be picking up the Spirit Taps, then Darkness, and then start working down the tree. That's going to be more talents spent in the tree than we were previously, and most Shadow builds barely scraped together enough points to pick up Meditation in the Discipline tree for our mana regen.
Now, will this be a problem? Potentially, but perhaps not. My Shadow Priest doesn't run out of mana at all at this point, but I have Meditation. Does Meditation make that big of a difference? Will the buffs to the Shadowfiend make up for a potential loss of Meditation's mana regen? Or will we need to gloss over some of our DPS talents to get those points into the Discipline tree?
I suspect that we'll be fine passing over Meditation. Hopefully Improved Spirit Tap, Replenishment, and the Shadowfiend buffs will keep us in the green. We'll find out sooner or later.
There are a few other changes coming for Priests in patch 3.1 that aren't aimed directly at the Shadow tree, but will help us out a bit anyway. Divine Spirit, as we've mentioned before, is becoming baseline. Every Priest will get the first rank at level 31. It won't be the fancy improved Divine Spirit for us Shadow Priests, but additional Spirit always rules and we'll be able to buff it ourselves now.
Improved Fortitude is getting a secondary effect as well, it's going to grant the Priest an additional 4% stamina with two points in the talent. Priests can always use a bit more survivability, both in PvE and PvP, so if they're going to add on some extra health to a talent I was investing in anyway, I'm really not going to complain.
Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.Filed under: Priest, Patches, Analysis / Opinion, Wrath of the Lich King






Reader Comments (Page 1 of 2)
syi Feb 24th 2009 3:12AM
I have the utmost respect for any preist that rolls not as holy but as shadow. prewrath everyone jumped ship pretty much and went to disc or holy. I want you to know if you don't already you are rare, and still powerfull.
Benedikta Feb 24th 2009 3:15AM
The Shadowform change is a nerf in its current state, not a buff.
my2cents Feb 24th 2009 5:23AM
Please elaborate. You may very well be correct, but I'm curious how you're arriving at that conclusion. Also do you mean for PvE or PvP?
Are you assuming that the DoTs will crit for +100% dmg or +50%? If it's the former, it seems to me from simple napkin math that we should see no change in our DoTs' dps from the Shadowform change in PvE. Maybe I'm missing something though?
For PvP, it does seem like a nerf since a critting DoT would be doubly reduced in effectiveness via resil (with a reduced chance of critting in the first place.) However, I'm basing that on simple logic and haven't actually tried calculating it to see how that logic pans out.
Optimistically though, since locks are also getting critable DoTs, we might even see resil itself reworked to no longer reduce DoT damage, or to reduce it by a smaller amount. Furthermore, it would at least make our damage a bit more spikey which is always helpful in PvP.
Freddy Feb 24th 2009 5:45AM
STEALTH DPS NERF!!!!
Yeah.. The shadowform change is a HUGE nerf!!!
As it is now. If i have 25% crit chance, my DoT's do 25% more dmg.
With this change, if i have 25% crit chance, I only end up doing 12.5% more damage on average!. The reason is that the "normal" crit damage bonus is only 50% more dmg, not 100%!!!!!
This is a big nerf in DoT dmg for shadow priests.
Eisengel Feb 24th 2009 5:52AM
It really depends. Sure the damage was more consistent before, but a few crits could easily make our DPS shoot up. The problem is, what will the bonus be? Shadow Power only affects Flay, Blast & sw:d, so if we're getting anemic crits for our dots after getting a high mana/dps ratio with the straight +% damage, we're going to have some trouble.
Let's say VT gets +100% damage on a crit. if you have ~20% crit and were ticking VTs around 1.3k, now they'll tick for 1040. Let's say then that 1 VT cast would reliably give you 1.3k DPS, and now it always gives you at least 1k DPS. Let's say VT ticks 15 times. If you have a ~20% crit chance, you'd expect about 3 crits per VT. So that brings your expected DPS to:
(1040*12 + 2080*3) / 15 => 1248, which is an overall difference of ~4%, on the average. So where do things even out? Sure, it depends a lot on spellpower and talent buffs... but even calculating it straight.
Let's say we'll get +100% damage on dot crits:
850*15 = 12750 'standard' VT, no spellpower
((12750* (1+crit))+ spellpower) / 15 => old VTDPS
( ((850*(15-(1/crit))+spellpower)+((850*(1/crit)+spellpower)*2) )/15 => new VTDPS
so... when these are equal, VTDPS is equivalent.
isolating some terms:
(multiply all by 15)
(12750*(1+crit))+spellpower - (850*(15-(1/crit)))+spellpower + 850*(1/crit)+spellpower)*2 =>
(div by 2, subtract spellpower from spellpower)
(6375*(1+crit)) - ( (425*(15-(1/crit)))+(850*(1/crit)+spellpower)) =>
(div by 425, simplify 2*(1/crit))
(15*(1+crit)) - ( (15-(1/crit))+( (2/crit)+spellpower) )
So, presuming 100% crits, this is the differential in VTDPS.
Let's see what the effect on spellpower is...
15*(1+crit) = 15-(1/crit) + ((2/crit)+spellpower) =>
15*(1+crit) - 15+(1/crit) - 2/crit = spellpower =>
1+crit - 1+(1/crit) - 2/15*crit = spellpower/15 =>
15/15*crit + 15/(15*crit) - 2/15*crit = spellpower/15 =>
(13/15) * crit + 15/(15*crit) = spellpower/15 =>
13*crit + (225/(15*crit)) = spellpower
So... let's say you have ~20% crit:
(13*crit) + (225/(15*.2)) => 77.6 spellpower
So, the difference between old VT & new VT will be equivalent to about a 77.6 spellpower change if you have ~20% crit and we get a +100% damage on VT crits. Some of my algebra may be a bit off (it's pretty late for me), but it seems that we'll lose about 77.6 spellpower with this change... except... we're getting Divine Spirit baseline. I'm not sure if the Imp Divine Spirit talent is going to stay, but if we can pick it up, it will cover that lost spellpower.
This is all presuming 100% crits, if the crit coefficient is smaller for DoTs, we'll likely lose more effective spellpower on VT, but we may gain on other DoTs that have coefficients. I'll leave it to more awake people with better info to figure all that out.
What is the ponit? I should go to sleep. What is the other point? There well be an effective spellpower change, and it may push our DPS up overall. Without any numbers to back it up though, I think we'll lose about 4% to 5% DPS off the top unless we can pick up Imp Divine Spirit somehow.
Arkkis Feb 24th 2009 3:17AM
Some promising changes. Love the Improved Devouring Plague talent! Can;t wait to find out more.
th4tba5t4rd Feb 24th 2009 3:40AM
You will still have Meditation in a PvE Shadow build.
http://talent.mmo-champion.com/?priest=050322300000000000000000000000000000000000000000000000325023051023012323150301351&glyph=000000000000&version=9614
Alex Ziebart Feb 24th 2009 3:43AM
I pick up Improved Shadowform and swear by it, so Meditation wouldn't be able to be picked up in my build.
Putting the two points in Veiled Shadows might (MIGHT) make Meditation unnecessary.
avis Feb 24th 2009 4:50AM
http://talent.mmo-champion.com/?priest=050322300000000000000000000000000000000000000000000000325023051023012323150301351&glyph=000000000000&version=9614
Why would you need martyrdom in a pve shadow build ? 2 points from that to imp shadow form.
th4tba5t4rd Feb 24th 2009 6:34AM
Ya, was just screwing around, really. Did the Disc tree first, adding and taking away stuff. In any case, not taking Meditation is bad.
Quitus Feb 24th 2009 5:58AM
NOT DISAPPOINTED!?!? are you kidding me? Theres like two things that are kinda cool that they did for us, otherwise we got a swift kick in the yatch. REMOVE BLACKOUT?! I'm and big pvper and pve-r, when the proc is allowed on trash etc. its usefull as hell, and its the ONLY "chance" of actually killing someone if ur a shadow priest. There's too many outs for other classes to get away from you or shut you down. On top of that, how the heck can you say that the shadow form change is that great. YAY I CAN CRIT ON DOTS ... wait .. does that really matter considering I only have two of them? Id rather hit for an extra couple hundred damage stacked onto my crit for my mindblast sw:death combo than have dots criting like crazy. (ps, bring back shorter sw:d CD)
yes shadow fiend is ok, but if im not mistaken it looks like its nerfed to? reduced speed to player speed? is that my player speed or the pally/dk thats running away from me?
Dispersion is really the only good change i can see here, even from looking at some of the holy/disc changes.
really disappointed, though they might have SLIGHTLY helped out pve shadow priests, There's really no reason to play one anymore with the current changes. Might as well roll a lock... we cant mana battery, and our ve is helping ... kinda ... if you look at it like it was a mini totem. What does this make my current role as a shadow priest? Cast 4 spells in sequence and occasionally shield people that the healers cant get to ...
gg blizz >
Norna Feb 24th 2009 10:36AM
A big pveer and pvper who thinks we only have two dots? lawl
conkan Apr 2nd 2009 4:17AM
Yes i totaly agree with you. But it depends on what stat youre going on. Ive got a spreist myself hes got 420 haste 2100 sp ubuffed. These changes are good for me. If you are a shadow preist with lets say 20%-25% crit and really low haste this is a nerf but look atn the bright side now yoou have gather mote haste and sp gear ;D
John Feb 24th 2009 6:50AM
No survivability buffs....Blackouts been taken out.....Oh wait dispersions been tweaked i can die 5 seconds later now. These notes have to be a joke....please be a joke.
Arilyyn Feb 24th 2009 9:20AM
http://talent.mmo-champion.com/?priest=050320300000000000000000000000000000000000000000000000325323051013010323152301351&glyph=121719020306&version=9614
PVE only ... no pvp
Tandor Feb 24th 2009 9:28AM
With 2 points in Veiled Shadows, and a bit of timing with Dispersion, you can have a major mana regen every 90 seconds, never mind replenishment. I've ended boss fights with a full mana bar. Meditation isn't needed.
Candina@WH Feb 24th 2009 9:54AM
Hate the changes.
I hate building for Crit. I like to be able to predict how effective I am going to be, not hope that the RNG favors me in a given fight.
PVE is OK, because Crit evens out over time. But in short engadgement figths (PVP?), Blizz seems to be building for 'he who has the most Crit and the most Resilience wins'. But, Whatever, I don't look for PVP viablility for Shadow Priests anymore.
But, damn I hate the loss of blackout. Black out was a Spriest only 'snare'. And I will miss it while questing and doing dailies. Blacking out a Mob while DoT grinding reduces the damage I take.
Looks like I am going to have to take Spirit tap (many Spriest swear by this, and while I can see it while grinding, but in PVE endgame, WTF is is good for?)
Mennoknight Feb 24th 2009 10:47AM
I too am dissapointed with the spriest changes. Yes, some of the changes (shadowfiend, dispersion) will be nice, but the change to crits in shadowform is a nerf unless they significantly buff our dot crit chance and the % of damage they do.
And they removed blackout, one of our only snares. I understand they want to move away from RNG stuns, but we are a melee caster class, meaning that we are build to remain in the thick of things (thus we only have one fear on a huge cooldown) so taking away our only other ability of really controlling other players is a pvp nerf and nothing they have listed here will make up for that.
I don't mind building for crit, but the shadowform changes are a nerf for pve and pvp.
And our shadowfiends will still run through the fire and die to aoe damage.
wayth Feb 24th 2009 1:26PM
Yes, PvP spriests have a valid reason to complain. But keep in mind that this is the absolute first iteration of the 3.1 patch notes. If other PTRs are any indication, we'll see myriad changes over the course of testing.
Hell, when the WotLK patch notes first dropped everyone was crying the end of shadow priests. Frankly, I love the WotLK changes. Sure some things changed, but I enjoy actually be able to do damage now.
The loss of Blackout should come as no surprise. Blizz said they want to do away with RNG stuns a while back. That's why rogues don't have Mace Spec procs anymore.
Survivability is still an issue, but I won't speak to that as I'm a PvE player.
From a PvE standpoint, there are some solid changes. The only valid issue I think is whether or not DoT crits will be 150% or 200%. As it stands now, they're at 150% so that's a nerf. However, the increased damage on DP could cover at least part of that loss.
tl;dr - Don't freak out until we have final patch notes. These are just the tip of the iceberg.
Candina@WH Feb 24th 2009 2:48PM
re: Freaking Out.
freaking out would require some form of enthusiasm. I take my Spriest off the shelf every once in a while, dust him off, do a couple of quests, and then put him away. He was my main.
Sure he does 90% of the damage that top end DPS does. Thats a HUGE improvement over 80% in BC.
My friend plays a mage. we used to make 'glass cannon' jokes about mages and rogues. Now he makes 'glass pop-gun' jokes about my Spriest.