Spiritual Guidance: On rotations, and having a good time

A wise ski instructor named Thumper once said, "If you french fry when you pizza, you're gonna have a bad time."
Let's put that in Warcraft terms: You need the right spells for the right situations. Soloing, five-man instances, raids -- they're all different and require different mind sets. If you Mind Sear when you pizza -- let's say Mind Flay -- you're gonna have a bad time.
In the context of skiing, a bad time means crashing through the wall of a ski lodge. In the context of Warcraft, a bad time means pulling aggro, putting out lousy DPS, and getting yourself berated by a "leet" fourteen-year-old who recently learned the phrase "l2play" and is just dying to use it.
It all happens when you french fry when you should have pizza'd.
The minor leagues: Soloing
We can talk about raiding all day long, but the fact is that your average shadow priest is more likely to be spending their time soloing, doing dailies, or running 5-man instances. The rules here are a bit different than in a raid, and trying to create your own little shortcuts might wind up getting you killed by some ridiculous looking tree thing.
If you get killed by a ridiculous looking tree thing, you're gonna have a bad time.
When you're questing alone, don't even bother thinking about your DPS. Focus on staying alive. That includes popping Power Word: Shield when you need to, leaning on the movement-reducing ability of Mind Flay to keep enemies out of melee range, and using the Vampiric Touch then Mind Blast combo to proc Replenishment and restore your mana.
Don't be afraid to drop out of Shadowform and put a couple heals on yourself if you find yourself biting off more than you can chew. Putting one or two instant-cast heal spells (like Holy Nova) on your cast bar could mean the difference between rifling through a dead kobold's corpse for candles and a long, irritating Easter egg hunt for your corpse.
Be very careful about using Psychic Scream in any scenario -- those frightened enemies are likely to run away and into other packs of enemies. Instead of fighting of two or three aggroed mobs, you'll be trying to stop five. Even at level 80, you'll definitely have a bad time.
Five-man instances
Things change up a little bit when you're in a party with other people. You won't have anything attacking you directly, and you'll be intentionally facing more than one enemy at a time. The fights also have a tendency to last longer, so your damage-over-time spells may find some use. (Or maybe not.)
If you're in a five-man instance, tread lightly until you get a read on your group. Think of the random group finder feature as a slot machine: Odds are one of those five slots is going to come up "fail," and it just might be the tank. Play like your tank will have trouble holding threat. Focus the brunt of your attacks on the tank's target, and open up with something like Vampiric Touch that doesn't do immediate damage -- you don't want to spike your threat early. Starting off with Mind Sear will give you amazingly good DPS for the five seconds until you get killed.
My standard rotation is Vampiric Touch, Mind Blast, Devouring Plague, and then Mind Flay. If your target is almost dead by the end of this, you might want to consider moving on to the next target earlier -- but only if you're sure the tank can handle it. If you mess up and grab aggro, use Fade as fast as you can.
If the group is moving through content quickly, don't even bother casting Shadow Word: Pain. Damage-over-time spells are only useful if the enemies are alive long enough for them to tick a couple times. If you're confident that your tank can hold aggro, Mind Sear is probably your best choice for groups of three or more -- again, these trash fights seldom last long enough for DoTs to tick. Multidotting -- throwing those damage-over-time spells on more than one enemy at once -- is a waste of time if they're dying right away.
Pulling your weight and staying alive is what really matters in these five-man scenarios, and that simply means putting in a solid effort with reasonable numbers. DPS never matters on trash, unless someone in your party is a jerk. If you're running Ragefire Chasm and the lame prepubescent pally starts spamming Recount to show your group what kind of damage you're doing and why you suck because of it, feel free to inform him where he can jam his Recount reports.
If you spend your time in five-man instances caring about what people who you'll never see again think of your skills, you're gonna have a bad time.
The big leagues: Spell priority on bosses
Shadow priests are a DPS spec. We have some neat damage-reducing abilities, but when you come down to it, we're there in the group to melt Lady Deathwhisper's face clear off. (The fact that her face already melted or otherwise rotted off not withstanding, of course.) We deal damage, and we want to deal a lot of it. That's why we're beloved the world over.
Raid bosses (and even heroic bosses) can stay alive for a long period of time (you know, in relative WoW terms). Because their ticks will actually matter in long fights, we need to have DoTs up on every time. It's a no brainer -- our DoTs are pretty quick to cast and they'll do damage over a long period of time, continuing to hurt the enemy even if we need to put our focus elsewhere.
Here's your major takeaway: Your DoTs will do the most amount of damage relative to the amount of time it takes to cast them. I ran a few simple trials on training dummies to find the relative value of each cast in terms of total damage per second of casting time. While these numbers won't hold true for you exactly, the ratios between them should stay close enough to be of use to a raiding (non-haste-capped) shadow priest. Standardizing the numbers to the biggest damage dealer, Devouring Plague, we get:
Devouring Plague: 1 (with Improved Devouring Plague)
Vampiric Touch: 0.77 (1.07 with the 2 piece tier 9 bonus)
Shadow Word: Pain: 0.58
Mind Blast: 0.28
Mind Flay: 0.21 (0.25 with the 4 piece tier 10 bonus)
Simple, right? Always keep your damage-over-time spells active, cast Mind Blast when you can, and fill the gaps with Mind Flay in between. You should be casting spells on a constant basis as a shadow priest -- anything less is a net DPS loss.
Squeezing out every last drop
When we're taking on Lord Jaraxxus for the 20th time, we're going to have a tendency to phone it in. (You can admit it -- don't worry, I won't tell your raid leader.) And really, that's fine. The actual act of getting the boss down is more important than the speed in which you do it.
When you're going up against Festergut in a serious DPS-checking fight, though, every little bit of help really does count. There are a few things I can suggest to wring every last bit of DPS out of your shadow priest and make Thumper proud:
- Use a Potion of Speed the moment before the tank starts the fight. There's a one minute cooldown on potions, but the cooldown doesn't begin unless you're out of battle. Drinking the moment before the battle starts boosts your haste by 500 for 15 seconds, letting you get your spell rotation in full swing faster, all while leaving you free to drink another potion later on in battle after the one minute cooldown is up.
- Apply Shadow Word: Pain at the perfect moment. At the very least, this means casting the DoT only after you get up to 5 stacks of Shadow Weaving. If you have the Nevermelting Ice Crystal, this means casting SW:P immediately after using your trinket.
- Use your Shadowfiend early and often -- ideally immediately after setting up your initial DoTs and procing your Ice Crystal, if you have one. Yes, most of its mana regen will be wasted by using it early. Remember, though: it's a great DPS boost, and this is the point of the fight where you're likely to have the most procs active (like Lightweave, the Ashen Verdict ring proc, etc.).
- Never clip a spell. It's almost always going to lead to a net DPS loss. This means waiting for your channel of Mind Flay to finish even if you want to cast something better. (Easier said than done when you have trigger fingers as itchy as mine.) This means timing your refresh of Vampiric Touch and Devouring Plague to connect the immediate moment after the previous DoT expires. If you refresh too soon, you'll lose the final tick of the spell, and lose out on some DPS.
- Keep Replenishment active. You can't DPS if you can't cast, so keeping your mana up is important. Besides, the ability of shadow priests to regenerate the party's mana is one of the most valuable things you bring to a group, so make sure it stays active. This will likely happen without much effort on your part (Mind Blast needs to connect when Vampiric Touch is active).
- Make sure you're fully self buffed! This step is so important, yet so easy to miss. Use a Flask of the Frost Wrym. Make sure Inner Fire is up and active. Get a Well Fed spell power buff from Firecracker Salmon, Tender Shoveltusk Steak, or a Fish Feast.
- Staying alive takes top priority. Don't wait until your spell finishes casting to get out of the fire. Your DPS drops to zero when you're dead, so do whatever it takes to stay alive, even if it hurts your DPS in the short run.
And who wants to put all that effort into this silly little game of ours if we're not having a good time?
Filed under: Priest, (Priest) Spiritual Guidance
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Reader Comments (Page 3 of 4)
Gothia Feb 4th 2010 2:48AM
Good times, Fox your column is greatly appreciated.
Tyn Feb 4th 2010 6:45AM
Love your articles Fox!
Maybe step 6 should mention VE as well?
Avonar Feb 4th 2010 7:28AM
Good article, thanks for going into detail about the different spell values. Nice to see shadow priests getting more attention on Wow.com again!
Drork Feb 4th 2010 7:43AM
The problem with no channel macro is how wow treats it. Basically you do not send the command to cast mind flay until your computer realizes that it wont clip the spell. How ever if you send the command your latency (in ms) before your computer realizes its the end of your spell it will arrive at the server end at the exact right time to recast with out clipping it at all. The no channel command stops you from doing this. For people with low latency or not that fussed about the highest DPS they can do its fine and easy. For those with a high latency 400+ thats almost half a second wasted every cast. For those trying to push every last DPS even at .1 of a second its still .1 of a second.
A good way to understand what is going on is watch a live interview with someone on the other side of the world (or make a phone call). There is a lag time between the end of interviewer talking and the start of the other person. This is how the wow servers see someone using the no channel command. If the other person started answering the question before the interviewer finished asking the whole question it would look more of a smooth conversation.
Mizery Feb 4th 2010 2:14PM
dear mr. fox allen,
your articles have been inspirational. i had to learn this rotation on my own and its always good to back step to the basics. I started playing as WotLK first released, took months off during patches 3.1 up till a couple of weeks pre=3.3.0 released and its great that I missed the dark days of spriests as you mentioned. I love my spriest and it's good to see that the dps I'm doing now is still as good as it was during Naxx. I have a question though. Does the 2p tier 9 bonus that elongates VT's time span on a target mean that it takes longer for it to tick, or does it tick extra due to the extended time? And I have one more question. Did you name your spriest Shadowfox or am I just getting my hopes up (you have a mad illy name, I seriously hoped you were able to jump on that name before some beat you to it)
Cheers,
Purpleshadow aka Mizery
Fox Van Allen Feb 4th 2010 4:32PM
"(1) Does the 2p tier 9 bonus that elongates VT's time span on a target mean that it takes longer for it to tick, or does it tick extra due to the extended time?"
The elongated time span gives you two extra ticks. I am going to miss having that benefit when I finally have to give it up for my 4 piece tier 10.
"(2) Did you name your spriest Shadowfox or am I just getting my hopes up (you have a mad illy name, I seriously hoped you were able to jump on that name before some beat you to it)"
Spiritfox, actually. When I first made my priest, I made the incorrect assumption that I'd want to be an end-game healer.
(Checking Armory, there are a DAMN lot of people named Shadowfox. Wow.)
Lightsource Feb 5th 2010 8:40PM
May of forgotten to flask before Festergut tonight.. and wiped with 500k to go. Also was amazed with the revelation that you can use 2 pots of speed a fight..
Tfarcraw Feb 4th 2010 9:03AM
Thanks for the article, very helpful. Could someone please clarify how shadowfiend is "a great DPS boost" on #3?
jdhorner Feb 4th 2010 10:03AM
Your shadowfiend, in addition to giving you mana back, well, fights mobs. Since your shadowfiend can also get buffs that you do, like Heroism/Bloodlust, there are times where it can provide a not unsubstantial DPS increase. If anything, it's at least more damage being put out. On a recent ICC25 run, one of our shadow priests had nearly 750k damage put out from his shadowfiend... which was over 3% of his total damage.
Fox Van Allen Feb 4th 2010 11:41AM
Yeah, see, I don't find the Shadowfiend to be a massive boost to my damage, because it's only active for a short time. When it is active, though, it can provide you with an extra 2000 DPS if you time it right.
On my last ICC25 attempt on Festergut (just as an example), I started my rotation with VT, MB, MF, and DP, followed by procing the Nevermelting Ice Crystal, Shadowfiend, and then SW:P. Both the Shadowfiend and SW:P were timed specifically to take maximum advantage of the buffs I enjoy in the first few moments of any fight.
It totally depends on your raid composition, raid leader's direction, and timing, but you can also seriously buff your Shadowfiend's damage by casting it immediately before Heroism/Bloodlust is used. Combine that with a potion of wild magic, and you can see a really nice DPS boost.
My shadowfiend rocked 2056 DPS during the fight. The other shadow priest in the group didn't time his, and saw 1239 DPS. That kind of damage is seldom make-or-break, but it CAN be -- my ten-man ICC group downed him last night in the middle of a wipe.
Melisende Feb 4th 2010 9:37AM
Nice article, Fox. One thing I'd like to add is that I've noticed while playing my priest how helpful a good mod for tracking DoTs can be, since they provide such a big chunk of our DPS. I was inspired by a hunter column a few months back and set up PowerAuras to do all kinds of neat things to track DoT uptime and when they fall off, and I like the addon DoTimer as well.
You should talk about some useful shadow addons in a future column - keep up the good work!
Brian Arnold Feb 4th 2010 11:02AM
Thank you much for this article. I'm finally returning to my priest after a looooooooong hiatus of sorts (haven't seriously played him since classic) and I spent my birthday leveling like mad up to 70. I went pure shadow and I have to say, having not really 'been' shadow since classic, it's such a different game.
I found myself coming to similar sorts of conclusions for soloing (I was initially dropping SW:P all the time since that was a major tool back in the day, and realized it was pretty wasteful). It's nice to get a bit of confirmation of that. :)
SpaceGoatPriest Feb 4th 2010 11:20AM
As an added note about SW:P being cast at the perfect moment, if you have a trinket that has a 'on chance' like Dying Curse (765 spell power), it is definitely worth recasting SW:P to "reset" the spell power of the spell to have the additional "punch". Just remember SW:P does not benefit from haste, so if the trinket's proc is haste based, don't worry about it. Basically you want SW:P to be cast whenever you have the highest SP/Crit.
TinyCasterStats is perfect for this. A simple addon that shows your current SP and crit.
http://wow.curse.com/downloads/wow-addons/details/tcs.aspx
If you are having trouble with timing your dots, another great addon is DoTimer. It will give you the amount of time in seconds (like 1.2 seconds) and a "DBM" like countdown bar.
http://wow.curse.com/downloads/wow-addons/details/do-timer.aspx
These two addons alone *really* helped me out, because you don't have to see all the debuffs/dots on the boss frame.
Fox Van Allen Feb 4th 2010 11:59AM
I was under the impression that the critical strike rating of SW:P remained constant through the auto-refresh process, but the spell power used to calculate the damage changed with each refresh. There's no point in trying to time SW:P beyond setting up a higher crit rate -- you'll be disappointed in the results.
Frankly, something went wrong in the development process with Shadow Word: Pain. It used to be a super useful, key part of the SP arsenal, and now it's just this weak spell that ticks close to 100% of the time in the background. It's nice to have, and I'd be upset to lose it, but it's sadly forgettable.
jdhorner Feb 4th 2010 12:31PM
I cannot stress how important it is for every shadow priest to read this post:
http://www.shadowpriest.com/viewtopic.php?f=61&t=23642
Waiting for spell power trinket procs doesn't help. YES, SW:P _will_ tick with that upped spell power for the duration, but the second you refresh it with mind flay after the proc has faded away from your character, SW:P gets refreshed with the new spell power value.
The reason that SPriests have gone nuts about the Nevermelting Ice Crystal is because the Crit buff is a percentage-based crit increase, which will never be "overwritten" by a mind-flay refresh. The only way you'll lose it is if you have to re-cast SW:Pain.
SpaceGoatPriest Feb 4th 2010 1:24PM
well crap.....I was under the impression it refreshed the initial casting.......
I would hate to see the programming behind SW:P. I never went for Inner Focus, because it seems like it drops that off. PnS would refresh the spell power at the time of casting (I can't remember where I read that). It's like there is no real logic behind the spell.
Pete Feb 4th 2010 11:25AM
Very nice column. Wanted to make sure I was doing it right and you confirmed it!
Midas Feb 4th 2010 11:26AM
Something I've been wondering- I realise that casting a new Vampiric Touch before the old one falls off cuts off the last tick, and loses me DPS, but if I apply Devouring Plague before the old one falls off, does the front loaded damage make up for the lost tick?
Fox Van Allen Feb 4th 2010 11:46AM
That's a good question.
The upfront damage on DP is equal to about 2.5 ticks. Thus, if you're being forced to move during a fight (say, trying to merge an ooze on Rotface) and can't cast SW:Death, using DP once or twice for the upfront damage can be a net DPS increase. (The valuable upfront damage is also what puts it over the edge, so far as I'm concerned, as being a higher priority spell than VT in any rotation.)
Otherwise, if you're motionless, casting DP early would be a net DPS loss. It's not necessarily because you're clipping your previous cast, but more because of the lost opportunity to cast other spells. It's also pretty mana inefficient to use it when you don't need to.
Zenotho Feb 4th 2010 2:59PM
Am I the only one who runs into a fight and casts SW:D, DP as my opener while I'm getting into place?
Also - I've found that spamming DP during movement (i.e. kiting Toravon's orbs) is a net DPS increase at the cost of a significant amount of mana - mana which is usually made up by shadowfiend, replenishment, and (if necessary), dispersion. I feel it's better to have one 6-second chunk of silence while dispersing (usually when I have to move) than to have many 2- or 3-second chunks of silence during movement when DP is up and SW:D is on CD. Anyone else use this tactic?