Priest Q&A: Tackling the Shadow Priest answers

The general spec overview at the beginning of the Q&A was pretty spot on. It's easy for us to get momentum in PvE and lay down the damage, but the nature of PvP/arena doesn't really let us do that. Our long buildup time is harsh. We don't lend ourselves well to stop-and-go. We're pretty much all about the 'go' and a little bit of 'stop' sets us back to where we started. There's really no picking up where you left off. If the opposing team locks you down for a little too long, you pretty much need to start over. Your offensive momentum is irrecoverable. PvE usually doens't have to worry about that. Now, from this point forward, I'm going to address each Shadow-relevant quote point by point.
First question:
"Q: Since a lot of the damage a Shadow priest does builds with damage-over-time (DoT) spells, are you concerned about them being well-rounded enough to do adequate damage in shorter PvE encounters, 5-player dungeons, or in the Arenas?
Ghostcrawler: This is a long answer.
First, we want a certain amount of class diversity. We try to make sure that everyone's single-target dps is comparable to that of similar specs or classes, and we try to make sure that most damage specs can do some amount of AoE damage. But we don't obsess with say slow group pulls compared with say fast single-target pulls to make sure everyone's damage is comparable in every situation.
Second, if the pulls are really that quick, nobody is counting on your dps to begin with. What I mean is that if you are pulling and killing groups of mobs faster than every 20 seconds, then the extra damage you might or might not bring isn't really an issue because stuff is just collapsing anyway. On the other hand, if the pulls take 20 seconds, then you should have plenty of time to get your DoTs up before stuff starts to die."
In the greater scheme of things, overall class balance and all of that, no, quick trash pulls aren't really that important. That being said, not being effective at all on the trash pulls that only last 10-15 seconds isn't very fun. Now, that being said, I don't think Shadow Priests are even in this position anymore. It was a Burning Crusade issue. What did we do on super-fast trash pulls in Burning Crusade? We tabbed Shadow Word: Pain around and hoped one of them would tick before the mob died. Now, in Wrath of the Lich King? We have Mind Sear. Mind Sear is arguably one of the strongest AOE spells in the game right now, and while it has situations where it's incredibly weak, it's something to do on trash pulls. Not only is it something to do, it's something incredibly effective most of the time. This simply isn't an issue anymore.
"Third, there is an issue of player skill here too. If your group kills the skull first every time, then maybe you want to DoT the third or fourth mob in the group so that you do have the benefit of time elapsing. DoTs just work differently. The Enhancement shaman by contrast can be at 100% on one target, then switch and be at 100% on the new target instantly. Not every class or spec can do that and class diversity would be a little boring if they could."
This is spot on. As a Shadow Priest, you simply need to learn that you do things differently, and there's nothing wrong with that assuming all involved understand it. As long as your tank can keep threat on multiple targets, it's not always beneficial for you to follow the MA. It's absolutely a player skill matter. You need to make a decision on what's the best action to take on a pull. If the main assist plans on killing mobs from right to left, start dotting from left to right. If the kill order is Skull, X, Square, Moon, then consider if it would hurt anybody if you skipped the Skull and started on the X instead, or just went down the line and DoTed up every single one of them.
The change to Devouring Plague in Patch 3.2 helps this even more. In the above example pre-3.2, if you applied Devouring Plague to the Skull and the mob died long before Plague dealt out its full damage, you'd be out that damage until the cooldown is up. Now? Go ahead, toss it on the Skull. When the skull dies, throw it on the X or Square and you're back in business. The only thing you've wasted is a GCD.
Again, can't fault Ghostcrawler on this one. He's right.
"Fourth, the issue that we think is most problematic is found in the Shadow talents. Many of them say basically "while your DoTs are ticking." This means in situations where the DoTs can't tick (say those very short PvE fights, or sometimes in PvP) you are doubly punished since now those talents aren't pulling their weight. The Shadow tree could benefit from more talents that affect all damage and not just the DoTs."
Now, this one is a bit odd. I do agree that Shadow Priests suffer more than any other class (including Affliction Warlocks) when we can't get our DoTs up, but I don't see the problem originating in the talents. I think our DoTs are just exceptionally strong, and our nukes are weak in comparison. The only talent that seems to have a "when your DoTs are ticking" effect is Twisted Faith. Twisted Faith is the one that, "Increases your spell power by 10% of your total Spirit, and your damage done by your Mind Flay and Mind Blast is increased by 10% if your target is afflicted by your Shadow Word: Pain." Now, Twisted Pain is a nice chunk of our DPS, so my disagreement with Ghostcrawler's statement might just come down to semantics, I admit. Still, I don't think that's the core of the problem.
My damage breakdown at the end of a fight, my spells usually deal damage in this order, from most damage dealt to least damage dealt: Vampiric Touch, Mind Flay, Shadow Word: Pain, Devouring Plague, Mind Blast, and if I've bothered to use it on that particular fight, Shadow Word: Death. Depending on the nature of the fight, Mind Flay might be higher or lower. I think that the way to fix this isn't entirely the talents, but rather rebalance our damage sources. Buff Mind Blast, nerf one of the DoTs, or multiple DoTs. Yeah, that can be done through talents, but I'm not sure that it's what Ghostcrawler is describing. And if it is... well, don't I look silly.
Buff our direct damage, nerf out DoTs. Not substantially so, because we don't want Shadow Priests to stop casting DoTs due to it not being worth it, we just want Shadow Priests to be less gimp when our DoTs aren't on a target.
I'll skip over the dispel question that came next, because it hinges on having knowledge of the damage dealt by the new Vampiric Touch backlash... and I haven't bothered to try it out. Whoops. Moving on.
"Q: Are the developers happy with the functionality of Dispersion and is it considered to be an adequately valuable final talent in the Shadow tree?
Ghostcrawler: I think the key word here is "final" talent. Players have developed an expectation that the 51-point talent should be the best one in the tree; and for damage-dealing trees that means it's expected these final talents do more damage than anything else the player has. That's not really the way we design the trees though. Dispersion is a very valuable spell -- nearly all Shadow priests take it. It's one of the best "not going to die now" spells in the game. Early on there was a perception that it was a PvP-only spell since it didn't buff damage, but really it gets a lot of use in PvE as well (and not just for the mana regeneration)."
I'll say what I've said before: Dispersion isn't a bad talent, and it's not a bad spell. It's actually a great one. The problem with it from a PvE point of view is there are so many boss abilities that render it ineffective. Sure, it's one of the best "not going to die now" spells in the game... when it works. Pretty much every boss in the first third of Ulduar has an ability that pierces Dispersion's damage reduction. That shouldn't happen. Hopefully that's been avoided in the Coliseum raid instance. Time will tell.
"Q: Would you consider removing the cast time for Mind Blast to make it a more desirable direct-damage spell given that it already has a cooldown?
Ghostcrawler: No. We'd be more likely to mess with the damage rather than the cast time. Obviously if the spell was no cooldown, no cast time then Shadow priests would not ever cast anything else -- it's a great spell. So the trick is to keep it powerful while giving the player space to cast all those other Shadow priest spells as well. We honestly don't want too many more instant-cast spells. That suggestion keeps coming up to handle interruptions in PvP and having to move in PvE. But we don't want you to be able to opt out of those situations -- they are supposed to be challenges. If you're looking for high direct damage with no cooldown, Mind Flay is supposed to be that spell.
Since this question was asked, I suspect, we have announced the healing debuff component to Mind Blast as well. That's a nice PvP buff as well as making the spell in general more attractive."
Yeah, I agree that this doesn't really need to happen. I might be looking at things with a slightly too PvE-centric view, but I don't think Mind Blast having a cast time is a problem. I do like Ghostcrawler's mention of 'messing with the damage' at the beginning of this answer. That would be a good thing, as I mentioned up above. Removing the cast time? Nah.
"Q: As many players report that Vampiric Embrace and Vampiric Touch lack viability in PvP settings and Vampiric Embrace tends to generate too much threat in PvE settings, are there any plans you can share to improve the functionality of these spells?
Ghostcrawler: Vampiric Touch does a lot of damage. I'd disagree that it lacks viability, and we even buffed the backlash damage a little more. I don't think the possibility that a spell can be dispelled should be synonymous with lack of viability. It takes a little bit of set-up time to get all of them working in PvE and PvP, but that's actually something we're trying to push more classes and specs into instead of going to just instant, burst damage everywhere.
We can look at the Vampiric Embrace threat. That's not feedback we hear often. Shadow priests pulling off of tanks doesn't seem to be a widespread problem."
This question is a bit... mindblowing. In the bad way. Not Ghostcrawler's response, but the actual question. Vampiric Touch is a Shadow Priest's highest damage spell. It can be dispelled, but so can all of our other DoTs. Of all of our damage spells that could lack viability in PvP, how could you suggest it's Vampiric Touch, the one DoT we have that actually punishes people for dispelling it? You can say the backlash still isn't high enough, but singling out Vampiric Touch for having a lack of viability is just absurd.
I'd also like to know what Shadow Priests have threat problems these days. This question sort of makes me wonder if the people asking these questions have played their Priests since The Burning Crusade. Sure, we had threat issues back then (screw you Gurtogg), but in Wrath of the Lich King? Maybe if your raid has mistaken a Black Tabby for a Feral Druid you might have threat issues. Otherwise? It's just not going to happen, except in very extreme circumstances.
"Q: How about increasing the range of Mind Flay?
Ghostcrawler: The glyph improves the range at the cost of the snare, which seems like a reasonable trade-off. We have discussed bumping damage and range, or possibly just removing the snare loss. It was put in as PvP protection early on in Lich King, but at this point we don't think it would be a problem if the glyph just bumped the range without the penalty. It's probably too conservative a glyph."
Okay, I'll say what I've always said: There's no good reason for Mind Flay to not have a 30 yard range at its base. Stronger spells with stronger snares have fewer restrictions than Mind Flay does. It's not like we can use Mind Flay's snare to kite people in PvP. Channeling the spell roots us in place! At its best, it buys us a little more time to put out damage before a melee class closes into melee range with us. And really, would that be such a bad addition for Shadow Priests in PvP?
Mind Flay should have a 30 yard range at its base, and the Glyph should have a completely different effect than what it has now. More damage, or a proc, or whatever is deemed necessary. We really shouldn't need a glyph for a 30 yard Mind Flay though.
"Q: Since Shadow priests focus solely on dealing Shadow damage, do you feel that they can potentially be crippled more easily than other casters who can focus on dealing considerable damage through multiple schools of magic?
Ghostcrawler: It's just a feature of the class. Paladins have a lot of the same issues. We have discussed giving Shadow priests a Frost spell to use solely in emergency situations like this, but its niche would be only for school lock-out periods. We don't want Shadow priests to be doing multiple types of damage overall. Now making it easier for Shadow priests to drop Shadowform and switch to healing or even Holy damage is something that we've mentioned lately on the boards. We could reduce the mana cost or the like."
I think both of these ideas are good ones, but for different situations. I don't think being able to shift in and out of Shadowform more easily would be an answer to the lockout problem. I don't think Shadow Priests would drop Shadowform during a lockout period to heal themselves, largely because dropping Shadowform with a melee class or two on your hide is basically like a Protection Warrior taking their shield off for a few seconds while fighting Algalon. You are asking to be turned into a fine red mist. I do think shifting in and out of Shadowform should be less punishing, however.
The idea of a Frost spell is pretty cool, and possibly even something they could explore further with the Priest class one day. I like the addition of Frostfire Bolt to the Mage class, maybe deep Shadow Priests could get their hands on Shadowfrost?
"Q: Shadow Word: Death was once a spell that priests used frequently in PvE, but has basically dropped off their bar. Are there any plans to improve this?
Ghostcrawler: We think Shadow priests have enough spells to manage as part of their rotation, so we don't want to necessarily go back to them using it on cooldown. One thing we considered was having the backlash not fire if used on a target within Execute range. Another fix we'd like to make would prevent the backlash from being affected by boosts that improve your damage, as is typical during boss encounters -- your damage would be inflated without the risk of you one-shotting yourself."
Both good ideas. I can't really disagree with any of this. Shadow Word: Death was sort of a nuisance in The Burning Crusade, and I don't really want it to come back as a main nuke. It's situational right now. I'm fine with that. If you need to do some DPS on the run, like moving out of an AOE or rushing off to a new position... sure, fire off a Shadow Word: Death. Of course, I made the mistake of doing that when I had Storm Power on Hodir once, and crit myself for 65,000 damage. That last suggestion would prevent that from happening. It was hilarious the first time, but a bit restrictive afterwards.
Preventing it from doing backlash damage if your target was in Execute range would bring it back to being dangerous in PvP as well.
"Q: Have you considered providing a talent to increase the duration of Shadowfiend as a mana regeneration mechanic for longer boss fights?
Ghostcrawler: Priests don't seem to have much of a mana problem on long boss fights, and our boss fights are not really all that long. You are supposed to run out of mana at some point. We'd be more likely to reduce the cooldown than increase the duration if it got to be a problem, since the duration would buff Shadowfiend damage as well."
Again, I can't disagree with this. Of all of the players in my raid, the Priests are some of the last ones to run out of mana, especially us Shadow Priests. I think the only time I've run out of mana in Wrath of the Lich King is Yogg-Saron, simply because I was reapplying my full set of DoTs so frequently. Our mana regen is probably one of the last things we need help with.
All in all, the Shadow portion of the Priest Q&A wasn't so bad. Again, I didn't expect sweeping class change announcements, but I think I came out of it more confident about the developers' view of the class than I was when I went in. There were moments where I disagreed with Ghostcrawler, but he wasn't really flat out wrong at any point. The closest he came to it, it's possible there's just a misunderstanding of words involved. Between this Q&A and what came from the informal Shadow Priest specific Q&A, I'm not too worried about the spec.
Filed under: Priest, Analysis / Opinion, PvP






Reader Comments (Page 1 of 2)
Natrii Aug 7th 2009 9:26AM
The threat issue is a big think with lower gear levels, My guild is doing naxx 10(i know we are a bit late, but we are gearing new people). Im finding at least with our gear level(naxx 10, 25) that a shadow priest(me) with about equal gear to our pally tank, that my gear and damage is scaling much higher with threat than our pally currently, Only reason I;m not getting killed for the most part is 1. i disperse for ohshit and it gives the 6 seconds to gain threat, and 2 the warlock pulls and dies first so i slow down :)
Gothia Aug 7th 2009 9:52AM
We do have threat reduction talents that I haven't used since wrath - it is called shadow affinity or something - and a old addon called Omen or something - if you have an issue (I don't) then you may want to look into these.
Natrii Aug 7th 2009 10:04AM
yeah i don't want to resort to using shadow affinity...and i stare at my omen almost as much as i stare at my dot times lol,
Craig R Aug 7th 2009 9:44AM
to this day it baffles me that mindflay is anything less than 30 yards base.
it's frustrating, for one. It has certainly been a source of embarrassment on multiple fights throughout our careers. This is probably the one buff I want to see to our spec more than anything else. It has always felt like the missing piece of our puzzle to me.
I've always been interested in getting this message across to the devs.
Keith Barriere Aug 7th 2009 11:07AM
Oh how I used to dread the days of fighting the Prince at the end of Karazan. I would be the only person who would have to keep moving in and out of range because of that damn 20 yard Mind Flay.
"Everyone else stay behind the Shadow Priest so you don't eat the big explosion thing. Shadow Priest, prepare to die or dance alot."
Eisengel Aug 7th 2009 7:08PM
I've noticed that Mind Flay has perfect range for single-target questing, namely you cast a spell at max range and by the time the GCD is up the mob has pretty much just run in to Mind Flay range. These days though, I don't think there's a reason to keep it so short.
DotA Aug 7th 2009 9:49AM
DoTs fail.
Affliction Warlocks and SPriest parses are low.
If you make fights based on a lot of movement, maintaining debuffs is much more movement sensitive than hitting "CONFLAG."
Just more evidence of the rift between the devs and the player base.
"Bring the Player, not the class, except that one."
joshbuddha Aug 7th 2009 9:59AM
DoTs lower dps, but not necessarily overall damage. Spriests will beat other classes on certain fights but their dps will look lower. If a moonkin spams just starfire on say general they will push some 15k or more dps, but still be like 10th or so in damage done to the boss.
crayzeigh Aug 7th 2009 4:50PM
Except that DoTs still tick during movement while other people can't cast while moving.
DoTs also shine when there are multiple targets to DPS.
Yogg-Saron being probably the IT fight for SPriests and Afflocks right now. Lots of movement, lots of targets, lots of numbers.
And you can DPS backwards! (Curse you, Lunatic Gaze, Curse you...)
Rollo Aug 7th 2009 9:59AM
This summary of the Q and A made me feel a little better than after reading the misery blog on the same subject:
http://misery-blog.blogspot.com/2009/08/priest-q-end-of-affair.html
Mairiiv Aug 7th 2009 10:10AM
There's quite a few more talents that's DoT dependent than Twisted Fate.
I'll go down the tree and mention them.
Improved Shadow Word: Pain (2 points) - Straight up boost to the DoT
Improved Devouring Plague (3 points) - Buff the DoT's damage
Mind Melt (2 points) - Increases crit strike chance of your DoTs
Shadowform (1 Point) - Gives your DoTs the ability to crit
Misery (3 points) - 2 of the 3 spells that can apply the debuff are DoTs
Vamperic Touch (1 point) - Last time I looked this was a DoT
Twisted Faith (5 points) - As you mentioned
I would admit that not absolutely all these are relevant to the question asked, maybe slightly out with GCs words. But all in all looking at these there are 17 talents that buffs your DoTs in one or another way, 15 of which you will not get that portion of the talent points' worth if it's not ticking...
Also I am well aware that some of those talents buff some other areas as well and not just the DoT.
On my shadow spec I have assigned 58 points to the shadow tree, all 17 of those talent points I've invested. That equates to roughly 30% of my talent points taken in the shadow tree. having 30% of your talent points in the one tree (or 24% of your total talent poins) not functioning optimal is still a large portion of your talents...
Leather Aug 7th 2009 10:12AM
I'm not sure how to take this article. As a whole, I thought the priest Q&A was subpar. TO me, it felt like GC was rushed and didn't really a) have all that much to say and b) didnt really address the concerns of priests as a whole. I will grant that he had more to say about shadow then disc or holy though.
As far as this article goes though it really feels like Alex mostly said "I agree with GC". So I think it was mostly meh.
Personally, I think the whole class needs a redo. Priests used to be the premier healers in the game, now because of 'balance' they are not. Seems to me that the hybrid classes now outheal priests, especially in MT heals.
Then comes shadow. Shadow is fun and all but the DPS is subpar. Part of that is reliance on DoTs and the necessity to stand still to cast the one aoe we have. The utility of the SP, being mana and hp regen help, is also eclipsed by other classes.
So, why roll a priest now? we are average at everything. I think Jack-of-all-trades is pretty accurate and I think it's a shame.
-Leather
Robert M Aug 7th 2009 11:37AM
I don’t play a high level priest, but I tank and I pug a ton.
In a 5 man, priests are amazing no matter what their spec is. The thing I have always wondered, as a resto druid, is how in the bejesus a priest manages all his spells. I would guess the reason the healing section seemed so lackluster is because priests are in a much better place than they were in TBC. There was a time when the only healers I remember seeing were druids and pallies, and now priests have rebounded (I think they did around the time of Sunwell, though I don’t really know) and are healing their tails off and doing it VERY well.
Not understanding the nuances of priest healing, I can’t really comment on the polishing you need, but raids and groups both love priests. From the outside looking in, healing priests appear to be in a good place.
Adamant Aug 7th 2009 2:43PM
@Robert M
What are you on? Priests have fallen. In Vanilla, we were the only trusted healer. . the druid and the pally and the shaman were okay, but if you had to do it right, you had to have a priest. Come Burning Crusade, the rise of the other classes to match the priest's, we were equals. The priest could perform at the same rank of any other.
Now, in Wrath, we've lost our place. The Paladin is the king of tank healing, the Druid the master of endurance, and the Shaman the lord of raid healing. We're. . minus a niche. We're the jack of all trades, master of none.
Priests manage fine in five mans because they're the only one performing. They fall short in the raids, even the "new" mechanics of Discipline don't replace or add anything new.
Eisengel Aug 7th 2009 8:25PM
Well, if you look at the Q&A in isolation, if you ignore anything else, it is okay. GC answers the questions decently.... he carefully avoided any useful comments, but at least didn't make any insane Koraa-like answers ... however these questions range from uninteresting to barely applicable to innane. It would be like interviewing the President of the U.S. on the economy and asking about the designs on the money... completely ignoring any useful or worthwhile questions.
1. Damage in 5-mans IS low because a lot of our damage is on the back end, which is bad for trash and 5-man bosses with relatively little health. GC's answer here sucks. He basically says:
'low damage in 5-mans is a class feature'
'if you're running a 5-man, who cares?'
'don't play the spec, play around our development holes'
'your talents are kinda bad... *shrug*'
'I won't comment on Arena...'
2. Dispersion isn't up to the standard Blizz has set for top-tier talents... I mean, hell, look at the DK ones.
GC:
'It's your fault for expecting us to develop this talent tree the same way we've developed every other tree since vanilla'
'I won't talk about PvP uses....'
'You can use it in PvE to avoid raid damage... and sometimes it even works!'
3. I recall maybe 2 posts on dropping the MB CD... which were basically shouted down.
crazy suggestion: remove MB CD?
SPriests: 'lolwhut'
GC: 'lolwhut' (now I don't have to talk about burst/DPS CDs because I shot down a strawman! He he...)
4. GC should run for government with this answer:
Q: VT sucks because of cast time, back-loaded damage, and laughable backlash damage
GC: 'naw, it doesn't suck just because it can be dispelled! We even increased the dispel damage!' (hehe.. now I don't have to talk about cast time, or movement, or burst damage!)
GC: 'VE and VT aren't non-viable, you're actually ahead of the curve, we want everyone to have slower, back-loaded damage, so you should be happy!'
GC: 'let me answer a question you haven't had since BC'
5. We aren't fixing Mind Flay for you, you can use up a glyph slot for a mandatory glyph that removes all choice for major glyphs that fixes an element of Mind Flay we don't care to patch.
6. Being locked out of your spec's abilities is a feature, we may make it easier to use spells that aren't part of your spec that are designed for a role you aren't specced for and don't want to play.
7. Since we patched the double Shadoweaving proc on SW:D it seems that no one uses it... maybe we'll make it not kill you as much and not address the fact that it is a gimpy spell.
8. Our internal tests on short Patchwerks in high tier gear with raid buffs have no mana problems... how come you level 73s in greens with loads of haste running 5-mans are saying you're having problems? Maybe we'll lower the CD on Shadowfiend, which magically won't increase it's damage (????).
Basically the questions were either useless or strawmen, even so some of his answers were unsettling. He also didn't comment on PvP even in the questions that included it. I have the exact opposite opinion of this Q&A. It shows that Blizz likely didn't even browse through the questions. I think haste scaling was mentioned at least twice on every page. GC also carefully avoided real answers any partially useful questions by evasively addressing only certain elements of a problem that were mostly fine (i.e. dispeling of VT and not cast time, burst, immobility, or back-end damage), or knocking down strawman solutions for real problems (lolwhut threat). It's junk. Really it's just a summary of blue posts on SPriests over the past few months... not actual answers to current questions.
Elilara Aug 7th 2009 10:14AM
Hmm, I've never had a problem in PVP. Even back when I had crappy just-turned-80 gear I was in the top 3 - 5 in damage in AV. Oh wait, that's because sniping with Mind Sear, then watching a mass of Alliance players scatter for dear life is delicious. Admittedly, this doesn't work as well in, say, AB. Though, I'm looking forward to trying this again now that Devouring Plague doesn't have it's cooldown issues anymore.
On the note of sniping, I haven't had any range issues really either. Just yesterday I was describing my spell range as 'yes'. As in, I can see it, it dies. I'm usually sitting in boss fights way in the back reigning death down upon whatever big ugly we are fighting.
Shadowfiend is fine, Dispersion is a nice "oh $#!^ spell" on the rare occasions I need it.
My only problem with playing a Shadow Priest is being (jokingly) harassed by my guild about the overhealing done with VE. 89% overhealing is my record so far.
(I'll admit I might be biased as I dearly love the class, and tend to be right up with the warlocks in the guild for damage on long fights)
jediking001 Aug 10th 2009 10:41AM
dude.
1) ure guild must suck if ure equaling out damage with locks ( thats sayin if they r destro locks )
2) ShadowFiend is NOT fine. they made it so it runs just as fast as the player..THATS BAD, Shadow Fiends timer starts ticking as soon as u summon it not when it starts attacking, SO we lose mana we can get back + if the player shadow fiend is on can outrun it and stay out of our range we will lose damage and ShadowFiend does absolutly nothing.
3) i personally thing MS should become a AoE and not a CoE b.c if we r i pvp n we r targeting som1 n thats out kill target u have to switch to a target cloest to him and cast it on them and switch back. and since MS follows the target, if the target moves away from the group fast enough not to cause 2 much harm then that just became a waste of a seconds or 2. and seriously if ure arena team knows what their doing, they aint gunna let the targets out of the AoE radius.
4) according to GC out Mind Flay is suppossed to be used as out spammable spell, but 1 problem if i wanna use it i have 2 be within 24 yards of my target! so if the targets already comin at me and i channel MF by the time im done hes mosly likly to be 4-5 feet of hit range so we can cast it again but they will hit us be4 we can start again. it would be GREAT if they made it 30 yards this way we will probally be able to hit it 2ce be4 they get to us.
5)dispersion... its a situation spell. i dont like using it as a "oh $#!@^" spell unless I KNO im getting healed while in it. i like 2 use it when i kno som1 is about 2 though out a combo thats gunna smack me with a dumb load of damage within 5 seconds time. so right be4 (this is sayin its a caster) fire away (also saying u might be getting wit with a nuke spell 1st) pop it to absorb most the damage and possibly a hard crit and the burst attacks that always comes after a nuke). and for melee well...disperse and lets them hit u hard hopfully with a big attack fear em horror em w.e. we all kno S preist get rocked by major melee based classes.
6) 80 WHAT % OVER HEALING!?!??! when do u heal them when they lose 5% base HP or sumthing! dam!
7) listen PvP wise we NEED work, cuz if we have 2 solo expecally against a melee class (not casters[Expecally healers] they r easy, exept destro locks they r a problem) we r screwed. we need another move to help us.
Sengir Aug 7th 2009 10:21AM
I'm just tickled that it's an article discussing priests that isn't written by that self-absorbed dink Matticus.
Robert M Aug 7th 2009 11:14AM
Don’t hate Matticus for being self absorbed. Most good healers are. It’s a mentality that comes with the territory. When the success of the raid depends on how well you heal no matter how good the tank is or how uber the DPS is, you are going to get a bit of a complex. Being blessed with the power to maintain life goes a long, LONG way.
Trust me, he’s like most great healers I have ever played with.
Ever heard the phrase, “sorry dude, I don’t heal stupid?”
Daniel Aug 7th 2009 10:30AM
I would really love increased range on my shadow priest's mind flay spell. Also the idea to reduce the penalty that switching from shadow form inflicts would be great.