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
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Reader Comments (Page 2 of 2)
Hartke77 Aug 7th 2009 10:51AM
I'm wondering why GC didn't mention anything about our Imp Devouring Plague talent not being affected by priests that are hit capped? I'm hit capped, talented for it and still see misses on the initial burst of Devouring plague. Isn't this something that should be fixed?
Craig R Aug 7th 2009 11:08AM
Heigan, Grand Astromancer Capernian, the list goes on.
stupid Mind Flay.
Robert M Aug 7th 2009 11:09AM
Loved the post and especially, "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."
As someone who only abandon his aff lock when wrath hit, this was the easiest way to "cheat" the meters and blow players out of the water who outgeared me. I don't play a shadow priest, but the dot on dot action that was being addressed made me think of the lock. There are easy ways to boost your dps and they don't all begin and end with seed of corruption or mind sear.
15 second pulls were never fun for my lock, and even now they aren't really fun since I have taken to leveling him again, but the boss fights more than make up for the fun factor returns, or lack thereof, on trash.
Cerril Aug 7th 2009 11:24AM
You mentioned a shadowfrost spell as a solution to single-school lockouts. That would be exactly the opposite of what your hope is. With a multi-school spell like Frostfire Bolt, we can't cast it if either frost or fire is locked out, making it a pretty bad spell for PvP. To get around school lockouts, you would need a single-school spell that isn't shadow, hence pure frost.
Alex Ziebart Aug 7th 2009 11:26AM
It was sort of a separate thought that I didn't break up very well. A Frost-specific spell for PvP would be very nice, and I'd also like to see it eventually evolve into giving us Shadowfrost for PvE.
Ixie Aug 7th 2009 12:32PM
Since priests can also use Holy based spells why not make it a shadow/holy spell since adding a frost based spell to a Shadow/Holy damage dealer is a little odd...
jediking001 Aug 12th 2009 1:43PM
Ixie there is one problem with that idea. Im not saying its bad cuz its not it's just that while we are in our ShadowForm we are unable to cast holy spells, thus, crushing your idea. UNLESS blizzard does what they did to cure dieaese and abolish curse spells and make the move an exeption.
Icepuck Aug 7th 2009 11:35AM
I read the Frost spell idea for Shadow Priests and I honestly didnt like the sound of it... was grasping at straws for a quick fix. I remember a few ideas about this in a forum chat a while ago, think pre-wotlk suggesting new things for shadow priests and this was a hot topic. A few real good ones I remember...
One was a "wand" special attack for shadow priests... the attack be like a mana - supercharge shot from the wand, dealing the damage type of the wand. The suggestion was also to have it lock-out immune.
Another suggestion that was common was frostfire like effects for shadow spells where it changed element on targets impact... best I read suggested it be physical damage. Benefit is they were physical school attacks, disadvantage was they did terrible damage to armored targets.
One I suggested was a talent that "Increases your current periodic shadow damage on your by x% if you are unable to cast your shadow spells". Which included silence, school lock outs, fears, cc's, or dispersion. Thought it would be and added kick in both pvp, but also give dispersion an extra omf!
Candina@WH Aug 7th 2009 12:07PM
Shadow priests need ONE spell that is
a.) Direct Damage (not dot).
b.) No Channeled.
c.) Not on a cooldown.
Name ONE caster class that doesn't have a spamable damage spell.
Not Mages, Locks, Hunters, Boomkin, or Shaman.
And while Mind Sear is spamable, it is of NO USE in single target settings. Not 'limited use' al la blizzard or flame strike or volley. NO USE.
This lack of a direct damage spell is very frustrating. It doesn't need to be instant cast. Just something I can throw whenever there is an opportunity. Something that isn't channeled where AoE damage reduces it's effectiveness by 1/3 or 2/3. Something I can cast when everything else is on cooldown.
jediking001 Aug 10th 2009 9:28AM
Ahh i agree with u terrible. every class has a move they can spam exept S Priest! Holy priest have smite! we have MF? seriously? MF is an amazing spell but it doesnt do anything againt melee based classes standing 2 inches from u. if we had a spammable cast we kno it will hit eventually and will hit with it full amount of damage.
But i wouldnt mind it if we got a new move n it had a cooldown. hey its another spell right? i want the move to be like Holy Fire but call it Shadow Fire. lets it do the same thing as holy jst with shadow damage, shadow light, and a shadow lookin icon.
Holy Fire i personally like it more than MB sometimes, so i would love it if they would convert it to a shadow move. also if they make my Shadow Fire spell onli useable while in shadow form that would be its backlash...for disc n holy aniway...but they have smite so who cares right?
Sainty Aug 7th 2009 12:08PM
Amen on the Mind Flay range issue. I reluctantly got the glyph after getting silenced too many times on Heigan. What really grinds my gears is that because of this range limitation it means we only have 2 major glyph slots.
SW:D is on my bar, but doesn't get much use in raids. I haven't crit'd myself (lately) on SW:D, but came close on one 25 man OS.
I'd actually like to see the ability to make SW:D part of my rotation without 1) taxing the healers into topping me off after every cast and 2) not live in fear of 1-shoting myself. GC actually addresses #2, so maybe that will help with #1. Or should I not care about #1 in a similar way healers are expected to top off Warlocks after Life Tap? Healers care to comment?
The only time I have threat problems is when I'm casting Mind Sear and a pat joins the party before the tank can grab agro. Even in that case, I can either stop casting MS (der!) or hit Fade. Threat issues with VE sounds like a problem with individual players and not with the class.
I like Dispersion. There I said it.
Ixie Aug 7th 2009 12:41PM
As long as I have no crazy damage increasing buff on me I never see a huge drop in health. If you have Pain and Suffering you get 30% reduction in damage taken from SW:D and VE gives you 15% healing. Almost once a week I one shot myself on Hodir :( so watch out for damage increasing buffs.
I also played as a priest healer for a long time and with all the AoE heals floating around and personal healing from VE and DP I never noticed and priest taking damage. Same advice as a lock, if life tap/SW:D would take you below 50% health don't use it.
crsh Aug 7th 2009 12:30PM
I'm unable and completely unwilling to read what GC has to say about any class/role anymore.
Hagen Aug 7th 2009 12:40PM
Blizzard has said they are ok with some talents feeling mandatory, but do they feel the same about glyphs? Not taking the Mind Flay glyph for the extra range makes you completely ineffectual in fights like Heigan. Up the range to 30 base, not sure what we would replace it with tho.
As far as healing the shadow priest, not many healers seem to care we use SWD on ourselves. If its a boss fight we should have VE going and we will be healed back up in no time flat. Enough incidental healing flying around, esp in a 25 man, that you probably get topped off pretty fast. Our warlocks don't usually expect much healing, unless they are getting targeted by something like Razuvious's Knife. They seem surprised if I ever throw a heal their way.
crsh>Feel free not to like what he says from time to time, but as lead designer (or whatever his position is), his voice speaks loudly. Also, remember that a lot of the things he says are various behind the scenes people all filtering thru him. Any MMO that has one particular person who handles community relations always gets huge amounts of hate their way. It happened in SWG too I remember.
popeguilty Aug 7th 2009 3:12PM
Being unable to freely go from one enemy to the other while other classes can isn't a feature, it's a bug. I'm not sure why only being able to perform to our full potential on fights that last at least a minute, while other classes shine no matter how long the fight, is considered to just be part of the class and not a problem. If we're not up to par on every fight, and other people are, that's a design problem. Spells can be situational. Classes can not.
Orrine Aug 7th 2009 3:35PM
Glad for you guys. I will probably drop my Mage for a while (since there's lack of my and dev's team POV on Mage's needs) and level Priest. Shadow is the interesting spec to play :)
Sanguinefrozenboy Aug 7th 2009 5:38PM
The idea that they're thinking of making it so we can shift in and out of shadowform to cast holy spells makes me facepalm so hard.
Adding a frost spell doesn't sound like a bad idea but for the love of all that is shadow, don't make us cast holy spells.
I personally think shadow priests are fine in PvE. They could use a small Dps buff, but I don't have any complaints.
PvP however, shadow priests have to be perfect in order to succeed or use a rogue partner. Even then shadow priests are generally lackluster in PvP no matter how good you are.
There were a few parts of the Q @ A where I just wondered if the devs knew what they were talking about but otherwise it seemed fairly intelligent.
Dispersing into a cloud of mist fits a shadow priest, but in it's current form with it's mechanics I think it isn't worth the 51 points and the only reason I take it is because it's right there.
Sleutel Aug 7th 2009 6:46PM
"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."
If there's a kill order, it's probably because your tank doesn't feel comfortable holding aggro on all of the mobs if they're all getting DPS'd simultaneously. The biggest caveat to going against the agreed-upon kill order is that YOU MUST WATCH YOUR THREAT. If you pull a mob off a tank who's not watching it because no one was supposed to be attacking it, it's your own damned fault if you die.