Spiritual Guidance: Everything I know about magic I learned from Rydia

When I was growing up, I was a total Final Fantasy geek. I can still remember the thrill I got when I first started playing Final Fantasy II (Final Fantasy IV to you purists).
I never paid much attention to stats aside from the basics back then -- there was no reason to. When I did take a look under the hood, though, what I found was easy to understand. Cecil beat stuff down with a sword, so he had a high amount of strength. Rosa was better at healing things than Cecil, because she had more will than he did. Rydia blew things away with black magic and summons, so she was loaded up with wisdom.
When I eventually got around to playing World of Warcraft, I went into it with a lot of preconceptions from my Final Fantasy days. This healing priest? Spirit. Makes total sense, that's a healer stat. When it was time to use the darker side of the priestly art, it was time to look for gear with intellect. It made logical sense from a Final Fantasy standpoint. And just like in Final Fantasy, the most important thing to pay attention to was how well a piece of armor protects you from attack. Right? RIGHT?!
Wrong, of course.
Not that these stats really mattered much back then. Your choice of weapons and armor were limited. Each town you found as the game went on sold conveniently better gear. There was little guessing involved. Was the shiny new weapon I found in the chest better than the one I already had? (Hint: The answer was always yes.)
In Warcraft, though, you have over 19,000 armor choices alone, and the stats associated with them get plugged into incredibly complex equations that differ from class to class, from spec to spec, straight on down to the talent level. There's spell power, sometimes presented as bonus damage or bonus healing -- that bit is easy enough to understand in a "more is good" way. But Blizzard introduces new players to spirit as a "mana regen" stat (never mind that there's also an MP5 stat) and intellect as a "max mana" stat (and marginally higher crit), not really clarifying the way it all affects your damage. They even throw in special PvP stats like spell penetration that don't do anything for the PvE player to muddy the water.
Making matters worse, all stats affect different classes and specs to different degrees. Blizzard is perpetually tinkering with the formulae, causing wild variations in effect from patch to patch. For newer players, the whole thing is a confusing mess. Developers seem to realize that things are getting a little too complex, and they're doing something about it in Cataclysm. For now, though, let's see what we can do to untangle the mess and explain how things work for shadow priests.
The pre-80 basics
In my early days, I had no idea what did what, so I figured I'd take a little bit of everything. "Oh neat, this Enchanted Pearl boosts all my stats! I'll take that one!"
Ah, youth.
If you're just beginning a shadow priest and are still in the leveling process, don't worry too much about stats. Equipment is just too disposable, readily replaced every few levels. When given the choice, however, give favor to gear that carries with it bonus spell power. Stamina is great for leveling, of course, because it boosts your max health. Focus on spirit and intellect for their basic abilities to increase your mana regen rate and max mana, since it'll reduce the time you need to spend sitting on the floor of the Barrens drinking milk.
Since priests can only wear cloth, you presumably won't be able to find a whole lot you can wear with other stats on it. To state the obvious though, you should generally avoid gear that has attack power, strength, or agility. Other classes get a heck of a boost from those stats, but as you can imagine, priests don't. Even armor numbers barely matter, since you'll be mainly relying on abilities like Inner Fire and Power Word: Shield to keep you safe from harm while soloing.
As a priest, you should never really be using physical attacks, even when you're out of mana. Default to using a wand instead. Leveling priests should make it a point to pick up a Lesser Magic Wand from the auction house or a leveling enchanter the moment they ding level 5. As you level, the stats attached to the wand will start to matter more than the damage from the wand itself, but you'll still need something for those rare situations where you're otherwise helpless to do anything.
After level 80: The simple version
If your post-80 goal is to mostly run heroics and raids as a shadow priest, then your number one concern will clearly be maximizing your damage output. The poster izolight over at shadowpriest.com (an amazing resource, by the way) was kind enough to put together a quick and dirty way of calculating what pieces of gear are better than others. It's not perfect, but it's a decent enough estimation for everyday use so you're not just guessing blindly:
Hit (up to the 263 ally/289 horde cap) = 1.88 Spell power
Spell power = 1.00
Haste = 0.98 Spell power
Critical Strike = 0.76 Spell Power
Spirit = 0.59 Spell power
Intellect = 0.22 Spell power
What does that all mean? It puts some math to what we already know -- Hordies should get their hit rating as close to 289 as possible (263 for Alliance if you'll be raiding with a Draenei) because it's such a valuable stat. The numbers also lend us the general notion that haste is better than crit, which is better than spirit, which is better than intellect.
On a more useful level, it allows us to convert all the stats on a piece of gear and boil down its effectiveness to a single number, pseduopower. As an example, consider the Frozen Bone Spike. It has 741 spell power on it, 59 points of crit, 67 intellect, and 59 spirit. (We really don't consider armor or stamina, since neither attribute to our DPS.) To make it comparable to other pieces of gear with different stats attached, we find the pseudopower through a bit of basic math:
741 + 59 (0.76) + 67 (0) + 67 (0.22) + 59 (0.59) = 835.39
The calculation shows that the Frozen Bone Spike acts like a weapon with 835.39 spell power with no other stats attached. Since everything's been converted to a single number, you can compare between weapons. The link above to shadowpriest.com has a lot of these "pseudopower" ratings already calculated for you, telling you what gems to use where for maximum DPS.
After level 80: The slightly-more-complex version
The actual way stats affect you is a challenge to explain. The pseudopower numbers above are a snapshot in time, reflecting how stats affect a player entirely outfitted with their best-in-slot gear (like the drool-worthy Phylactery of the Nameless Lich trinket) and only when a player is wearing that gear. The full best-in-slot set is presumably what raiding priests are supposed to aspire to, but a lot of it is obtained in wings of Icecrown Citadel that aren't even available to play yet. And even once they do go online, the odds of you ever having one specific build are, frankly, pretty poor.
Just going by the raw numbers above, you might get the idea that you should stack haste to the exclusion of critical strike rating. But no -- as you stack more and more of any given stat like haste, you actually increase and decrease the value you'll get from your next point of another stat. Statistics are synergistic. You have to hold a whole lot of variables constant to figure out how changing one stat is going to affect anything. And variables aren't so good at staying constant, on account of them being variables and all.
Think of it this way: If you had infinite haste but no spell power, you'd be rapidly firing off spells that barely make a dent in what you're attacking. If you have high critical strike but no haste, you'll be doing big numbers of damage, but those numbers would be coming along painfully slow. We have to strike some kind of balance.
So, what's an obsessive-compulsive shadow priest to do? The good news is that there are a couple of resources available for you to plug in your own gear and get some very personalized stat values so you can precisely plan your next move, gear wise. Of these, Simulationcraft tends to get the most respect. Some other shadow priests have gotten good use out of Rawr.
Or you can just swallow your pride and use the estimations above, accepting that you'll never really be able to tell the difference between the damage you get from wearing the 385.7 pseudopower Kilt of Untreated Wounds versus the 385.3 pseduopower Leggings of the Soothing Touch.
Perhaps someday in the future when the majesty (horror?) of Cataclysm is released upon the world of Azeroth, statistics will once again begin to make sense to the point that you won't need separate computer simulations to calculate what pair of pants to wear. Until then, though, at least we have a number of decent options to make some sense out of it all.
Filed under: (Priest) Spiritual Guidance, Priest






Reader Comments (Page 1 of 3)
byoonie Jan 20th 2010 8:09PM
I LOVE the fact that you used Final Fantasy as a comparison. I had the same preconception about WoW when I moved from console RPGs to MMO.
SeanOr101 Jan 20th 2010 9:25PM
My Main from 3.5 years ago is Mage and my rather new 2nd 80 is a priest. Ive always been a fan of the magic user andI was just thinking of the parallels with Final Fantasy the other day. I've played every FF there is, and thus, loved the article and the comparisons. A good thinking piece. Great stuff, Fox!
Tomatketchup Jan 21st 2010 2:13AM
Rydia in my heart.
SarahTheGnome Jan 21st 2010 10:21AM
It was the same for me! I am still a total FF addict, and in the old days, I was happy with my FF marathons and had absolutely no desire to get into MMO's, I didn't even know what it was. Then someone dragged me into WoW, and I even picked an RP server just based on 'well, FF is an RPG so it must be like that'. Which was completely wrong of course, but turned out I loved RP, so I got lucky.
I also made a mage only based on the fact that in almost every FF, the mage was my favourite char.
Huzzah for FF addicts, may they one day inherit the earth.
rasheman123 Jan 21st 2010 6:55PM
Ah sweet old FFII. The nostalgia that that game drums up... That was my favorite RPG for many years.
linkers746 Jan 20th 2010 8:23PM
I felt the same coming from, I'll say it, Runescape. I thought that basically str meant u hurt stuff more as melee, int meant u hurt stuff more as a caster, and that higher armor was always the answer. I learned better when i got to lvl 70, but i still have good memories of how simple it all seemed.
Adremelek Jan 21st 2010 1:10AM
Don't worry, you aren't the only one who came from Runescape even though people try to hide it (lets go farm lobbies and get our fishing up!)
anywho--i think i'll stop in on spiritual guidance every now and then-and i don't even play a priest, i just like the column! (does the same thing with arcane brilliance)
maybe i'll even be inspired to try one some day :)
jdhorner Jan 20th 2010 8:23PM
Once again, great article Fox!
It's great to see something cover the basics, and then the nitty gritty for those of us that like it. Understanding and balancing stats is a tricky topic for ANY class, especially one that received a huge change in patch 3.3. (It's nearly indescribable how much more important haste became, let alone the huge boost to spirit)
Anyway, with our new stats and gear, I can't wait to see how you (and the rest of us) perform in Icecrown Citadel, as more bosses are downed and wings are opened. :D
omedon666 Jan 20th 2010 8:27PM
I had such a crush on Rydia when I was a kid.
Thank you for this. :)
Arbitor Jan 20th 2010 8:36PM
Googled her, then googled her some more.
xD
Numb Jan 21st 2010 12:23AM
Ditto the Rydia crush. Don't know why I was in love with a pixelated video game character as a kid, but damnit I was.
Wyred Jan 21st 2010 3:19AM
Google imaged her to see what the fuss was about. Damn you Rule 34!
Zalvi24 Jan 21st 2010 8:08AM
make sure to google her with your filter off
Adeany Jan 20th 2010 8:30PM
In most RPGs, if you can equip an item, it is itemized for you. Casters simply couldn't use melee maces/swords, due to cons, wt, or simple eqp factors. Stats weren't important at all, if the game was designed right and didn't require level grinding. Fire up WoW and its like "amg wtf man" A dagger is a dagger is a hunter weapon. Stat priorities are a little easier to learn as a caster while leveling though, 'cause you start to see the stuff that's featured primarily on cloth gear, and it's all very similar. It's not so easy for hunters or DKs though. SPELLPOWERLEATHER WOOO LOLOLOL
PS. Haste sweet spots for pew pew purple laz0rs: 350, 600, 800. Confirm/deny?
Avan Jan 20th 2010 10:22PM
Sort of. The "sweet spot" is for squeezing mind flays in between mind blast, with all 3 ticks. With MF being a 3 second channel and MB being on a 5.5 second cooldown...
0 rating = 1.2 MF (1 full MF with 2 ticks)
299 rating = 2 MF, 9.09% haste
800 rating = 2.1 MF, 24.4% haste
1640 rating = 2.2 MF, 50% haste
2097 rating = 3 MF, 63.95% haste
The reason there are jumps from 300 to 600 to 800 for "sweet spots" is because theorycrafters try to take into account spell pushback from raidwide damage or new adds or what-have-you, thus taking one tick away. It's all supposed to balance out to a whole number of MFs. If there isn't any pushback, then you're going to have to do what is called "clipping;" basically ending the channeling early and lose one MF tick.
However, it's absurd to try and have and maintain close to 300 or 800 haste without ever stopping at anything inbetween; More haste is always better, regardless of how many ticks you might be losing. It is important to keep in mind that these "sweet spots" were conceived before haste affected our DoTs. Considering that most of our damage is coming from VT and DP now, we can basically skip over the MF sweet spots. More haste is better, and you're bound to hit the irrelevant sweet spots as you gear up to make your DoTs faster.
Chris Anthony Jan 20th 2010 11:11PM
@Avan, that explanation doesn't sound quite right. Yes, the ideal situation was to weave Mind Flay casts between Mind Blasts, but the 350, 600, and 800 figures were derived from spreadsheets - as I recall, at least, they had nothing to do with spell pushback. Mind Flay is a channeled spell; pushback basically knocks chunks off the end of the spell. Since MF's last tick is at the end of the spell, ANY amount of pushback means that MF's last tick is removed, and since 3.0, pushback can't extend farther than 0.5 seconds into a spell. Since you'd have to get to 100% spell haste in order for Mind Flay's ticks to be 0.5 seconds apart, no amount of pushback will knock more than one tick off the end. So by your theory, there shouldn't be any difference between 600 and 800 haste as far as pushback is concerned.
It happens, however, that 350 (10.67%), 600 (18.3%), and 800 (24.4%) haste rating are decent round numbers for Shadow priest rotations when you take DOT recast timing into consideration. They're not exact, but they're okay goalposts to shoot for.
(You have no idea how many post-it notes are strewn across my desk right now from trying to solve this without a spreadsheet. :)
Wyred Jan 21st 2010 4:34AM
Avan's main point still stand though, that aiming for haste 'sweet spots' is obsolete now that our 2 main dots are affected by haste. Reckless ametrines ftw.
LilBanshee Jan 21st 2010 8:05AM
@Chris Anthony
Talents may tweak these numbers a bit, but according to wowwiki:
When casting a spell: The first and second hit will add .5 secs each to the cast time.
All hits after the second will have no effect.
When channeling a spell: The first and second hit reduce current duration by 25% of total duration each. All hits after the second will have no effect.
Chris Anthony Jan 21st 2010 8:27AM
@LilBanshee, that's what I get for posting just before bedtime. My memory was faulty and I was relying on empirical evidence (which is to say, I went out and Mind Flayed a bunch of mobs in melee range to see what happened).
(The fact remains, though, that pushback and haste don't really interact that much with Mind Flay, since Mind Flay's ticks happen at 33%, 67%, and 100% of the channel duration. If pushback is taking 25% and 50% off the duration, the first hit will eat the last tick and the second will eat the middle tick, no matter how much haste you have.)
Avan Jan 21st 2010 9:09AM
@Chris Anthony
The idea isn't that more haste means you won't lose ticks anymore, or somehow get an extra tick in before pushback. It's that there will be pushback, and you're always going to be casting MF 3 times (unless you're lacking haste) before MB is off CD. The idea then is to combine the two (losing a tick due to pushback and casting MF a third time regardless) to equal out to 6 (or more) ticks before MB is off CD.
Or something like that, I really didn't pay much attention to the idea before as I only off-specced shadow for PuGs, which is good because it's mostly obsolete with DoT-haste scaling so I don't have to remember all of the specifics about it anymore (not that I did to begin with). I pretty much took what I knew then and filled in the gaps with pixie dust and make believe.