Spiritual Guidance: Ghostly aspects of our shadowy hatepower

Every Wednesday, Fox Van Allen climbs atop the Shandor Building to summon Vinz Clortho, the keymaster, and Zuul, the gatekeeper. Once gathered, all three sit down at a computer keyboard and take control of Spiritual Guidance. Subcreatures! Fox the Van Allen, Van Allen the destructor, Foxus Van Allenarian, the traveler has come. Choose and perish.
My not-so-gentle Spiritual Guidance readers, I have a confession to make. I'm filled with hate.
I hate cats. I hate Hummel figurines. I hate trifling gnome Wilfred Fizzlebang. I hate the taste of whatever brand ketchup they use at McDonalds. Lots and lots of hate. Oh, if only there were a way to channel this magnificent ... shadowy hatepower.
Ask and ye shall receive, my brethren! Not from me, mind you -- from Blizzard. (I mostly just give out shadow priesting knowledge with the occasional nod to pop culture.) This week, Spiritual Guidance is tackling the changes to the shadow priest spec that currently exist within the Cataclysm alpha. If you're adamant on being surprised and don't want anything spoiled, I recommend you stop reading now and instead invest your time in the following YouTube video. I feel it provides a respectable alternative.
But if you want to take your loathing for the formulaic CBS sitcom Two and a Half Men and channel it into a spiritual agent of death, and you just can't wait until later this year to find out how ... follow me past the break.
A ghostly aspect of our shadowy hatepower
For all the bitching and moaning that we do sometimes, shadow priest damage is actually pretty respectable right now. I definitely want that damage-dealing ability to keep pace in Cataclysm. But besides that, the main thing I want is a new ability or talent that makes me sit up and take notice. We don't know if it'll last through past the alpha or beta stages, but I think we finally have one: Shadowy Apparition. It takes the place of Misery on our talent tree.
Shadowy Apparition
While moving or dealing damage with Shadow Word: Pain, you will sometimes summon a Shadow version of yourself which will slowly move towards a target which is afflicted by your Shadow Word: Pain. Once reaching that target, it will instantly deal damage equal to 15/30/45% of your Mind Blasts' damage.
Commenter Hollow Leviathan describes the talent as "a ghostly aspect of your shadowy hatepower" that "consume(s) the life energy of your opponents." In other words: awesome.
Aside from the visual appeal, the talent would insert a few new variables into the game for shadow priests. First, it appears that the damage we do would now be (at least slightly) contingent on how far we are from our target. This is something new for us -- our current spells don't require travel time the way a shaman's Lightning Bolt does, for example.
Also interesting is the "while moving" part of the tooltip. How movement will factor into the talent, I'm not so sure, but if it provides a net benefit on a movement-heavy fight, I'm all for it. It also puts a little bit more power and interest behind Shadow Word: Pain, which became a somewhat forgettable and weak background DoT in Wrath.
I wasn't entirely thrilled that Misery was being removed from the Shadow tree, but they exceeded expectations with this one. I hope it makes it to the live servers. Even if it's not some kind of massive damage meter-breaking ability, it'd be nice to have another Fox Van Allen around the house, even if he doesn't do much aside from blowing people up.
The ever-changing hit rating and hope for the off-spec
We already know that major changes are coming to hit ratings in Cataclysm. In March, we learned about Blizzard's plans to let shaman convert spirit to hit as a deep-tree talent. This past week we learned that, if the new tooltip for Twisted Faith is any indication, shadow priests are getting the same treatment.
First off, this should be great news for those lost souls who wander aimlessly in the light -- their conversion to the dark side is that much easier. Healing gear doesn't have hit on it? No problem -- your shadow tree has you (at least partially) covered.Twisted FaithYour damage done by your Mind Flay and Mind Blast is increased by 2/4/6/8/10% if your target is afflicted by your Shadow Word: Pain, and increases your spell hit rating by an additional amount equal to 4/8/12/16/20% of your Spirit.
Increases your spell power by 20% of your total Spirit, and
Another piece of good news: So long as that talent remains in place, those of us who still have spirit in our gear can breathe easy when Cataclysm hits. Ideally, we'll be going into our first level 85 raid with gear from the new expansion, but we won't be helpless if we quest and run dungeons in old Wrath gear that's itemized for healers.
Here's where things get a bit sketchy, though: Spirit Tap and Improved Spirit Tap still exist in the shadow tree unchanged. This means there are two possible scenarios: (1) Blizzard is setting the hit cap high enough that they don't expect us to reach it through gear alone, making the concept of a hit rating that fluctuates with time acceptable, or (2) the Spirit Tap talents are in line for a makeover. Frankly, the second scenario strikes me as the most likely. When the changes for Cataclysm were first announced, I hypothesized that Spirit Tap would be changed to a straight mana regen talent, and I still think that will be preferred by designers over a wildly fluctuating hit rating for shadow priests. Still, you can't quite rule out a new approach to hit. We're already used to spellpower, crit and haste fluctuating with time, so perhaps it's not unreasonable to expect hit rating to fluctuate too.
More about Shadow Orbs and mastery
There's a little shuffling going on in the talent tree, and Shadow Focus was a casualty, as expected. To make up for its absence, you can get Shadow Weaving sooner (now level 15). I like that change, because it gives Shadow even more of an early boost over the holy tree as far as dealing damage is concerned. (Don't tell anyone -- especially Dawn -- but as a low-level, Wrath-era leveling priest, I'd be sorely tempted to grab Searing Light and Divine Fury.)
So, we need to put a new talent in our tree to make up the gap. Here's what we're getting:
Alright, that's not very exciting. We knew we were getting Shadow Orbs. But a quick look at the tooltip hints that we've finally got a "first draft" of what these new spheres of doom will do -- flat damage. Digging deeper, a datamined tooltip sheds some more light on the darkness, so to speak:Empowered Shadow Orbs
Increases the damage done by your shadow orbs by 2/4/6% and you have an h% chance to gain a Shadow Orb when critically hit by any attack.
Shadow Orb
The priest is surrounded by Shadow Orbs, stacking up to 0 times. When the priest casts Mind Blast or Mind Spike, all Shadow Orbs are consumed, each increasing the spell damage done.
What does this tell us? While I doubt Blizzard is done playing around with the concept of Shadow Orbs (and further, the zero is obviously a placeholder), they've at least settled on an initial mechanism of what looks to be burst-type damage. That's no surprise -- burst damage seems to be a priority in the Cataclysm design of the shadow priest class. Don't like it? Blame PvPers.
There's one last tidbit of information about our new mastery mechanic that's now known -- where these orbs come from. The unearthed the shadow priest mastery tooltip reads:
The important stuff is at the end, of course. In the alpha build, we generate Shadow Orbs through our normal DPS activities -- SW:P and Mind Flay. There's something a little boring about that. It's not really a neat new mechanic so much as it is something we won't even notice. Orbs get generated during our normal rotation. Orbs get consumed during our normal rotation. Nothing changes except for a small boost of damage here and there. Maybe we'll have to duel before raid bosses to build up orbs the way warlocks duel to build up Soul Shards.Increases all spell damage done by a percentage.
Increases your spell critical strike chance by a percentage.
Gives a chance for your Shadow Word: Pain and Mind Flay spells to grant you a Shadow Orb each time they deal damage. Also increases the damage bonus to Mind Flay and Mind Spike granted by Shadow Orbs by a percentage.
A small boost of damage that's going to be balanced and put on even level with the damage output of all the other hybrid classes. Yawn.
Mind Spike: A terrible threat
Finally, let's take a look at what mysteries have been uncovered in our new offensive spell, Mind Spike.
At first, I had figured that Mind Spike would be unspammable due to a high mana cost, though that's not necessarily the case -- its cost is "only" 17% of your base mana. Instead, we'll be prevented from spamming Mind Spike via the threat meters. That's fine in theory, but we'd be prevented from using burst damage on newly spawned adds in instances and raids, which may limit its usefulness. We'll have to see how this one works on the live servers.Mind Spike
Blasts the target for 992 to 1048 Shadowfrost damage, and causes 31% of the damage up to 2182 to be frozen in the target's mind for 12 sec. Mind Blast on the target will trigger any frozen damage instantly. The trigger effect causes a high amount of threat.
That sick spike in damage when that subsequent Mind Blast hits, unleashing the frozen damage and consuming a shadow orb ... that's going to be awesome. I love big, five-digit numbers.
Overall, the alpha has a definite hit in Shadowy Apparition (so far as I'm concerned) and a miss when it comes to Shadow Orbs. That's fine -- we're looking at the first draft here, so to speak. Still, I'm getting more and more excited for what's coming down the road. So bring it on, Two and a Half Men -- we could all use that extra hatepower for Cataclysm.
Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm






Reader Comments (Page 1 of 3)
Noraa May 12th 2010 4:06PM
So, Shadow Priests are now a melee class, or did I miss something. Why would you ever want to be at any distance from the target?
Urthona May 12th 2010 4:07PM
Ghostbusters.
HOT
talitha3k May 12th 2010 4:08PM
I don't know why my shadow dps isn't better. (I'm in t9/heroic stuff; I don't raid.) I barely crack 2500 and it's pretty pathetic. what sort of rotations do you guys use?
Noraa May 12th 2010 4:17PM
Full 10, twice the speed of mind flay = adequate damage.
Rifty May 12th 2010 4:23PM
Unfortunately T9 was a bad tier for Shadow Priests, it did a lot of damage to our image as a decent DPS class, so that's the first issue.
Secondly, our DPS doesn't really ramp up to solid 6-8K numbers until you have at least 25% haste and 30% crit. After that it's just make sure Shadow Weaving is fully procced, dot the mobs up and flay away.
Fox Van Allen May 12th 2010 5:11PM
Well, first, if you're not running raids, don't expect raid-level damage.
In your case, the issue is probably finding a workable rotation for short-lived foes. Running a full rotation is fine when you're facing Loken or Cyanigosa, but if it's a middling 35k HP mob, a full rotation is just a waste -- some DoTs won't even tick by the time they're up.
Give a shortened rotation of VT -> MB -> MF a try. There's no "right" answer here without knowing how long each fight will last, but some slight modifications can probably get you to 3500.
Noraa May 12th 2010 4:16PM
Thinking more about this, I imagine that they might change it to the ghost doing damage as it goes to the target; the farther away, the greater the damage.. or perhaps the farther the ghost has to travel, the more damage it does upon impact. I would think that being at max range would be more 'proper' than being in melee range to use the mechanic properly.
Fox Van Allen May 12th 2010 4:29PM
One would presume that a Shadowy Apparition would be a small part of your DPS, and thus, distance from the enemy wouldn't be a significant factor. Otherwise, you'd be trading a tiny bit more damage for a lot less survivability.
After all, a lot of other classes have to deal with that "travel time" and the effect is somewhat minor. It just bothers me a little when I see an enemy die when my lightning bolt is still traveling.
In raid situations, it probably won't be a factor. It'd be something you'd only notice while solo questing or running five mans.
Ilmyrn May 12th 2010 4:33PM
Or maybe Blizz wants to play around a bit with risk versus reward scenarios for players?
Noraa May 12th 2010 5:01PM
For a fight like Heroic festergut or BQ, for example, a stationary boss that has a tight enrage timer, I would definitely be standing in melee to maximize every passive damage dealing spell in my arsenal.
One way to fix it I just thought about (and I'm sure they did too) is a long cooldown once it spawns, so long that it wouldn't matter how far you were... so you couldn't be in melee rapid-firing ghosts up a bosses butt.
I don't know. I love the idea, but it needs tweaking. It's nice SP are getting some love. It's been my main for a long time and any variation is welcome.
Sypher May 12th 2010 5:53PM
Who says it can't proc while another ghost is still flying?
deathpool1984 May 12th 2010 4:16PM
Couldn't agree with you more Mr. Fox Van Allen! Wonderful overview of the leaked info. Can't wait until after Alpha to see what is going to stick and what is going to be tweaked. There is going to be a TON of theory crafting over timing and stacking of buffs and debuffs now. Maybe, clipping won't be the only interesting topic Spriests get to debate now!
Bear-o May 12th 2010 4:18PM
Why is burst pvpers fault? If anything the opposite have been sought after since the first season in wrath.. But yeah pvpers design the spells..
Bvannas May 12th 2010 7:31PM
Fox never said it was their fault, just to blame them.
Xaklo May 12th 2010 7:56PM
It's very well known that most (if not all) class mechanic changes are the result of Pvp, i.e. Arenas. Before BC, sure classes had their individual flaws, but not really needing major tweaking until balance began to be the issue in Arenas. Since burst damage certainly has the advantage over damage that "revs up" we've been lucky to not have seen much more drastic changes in our dps spec up till now. It's unfortunate that arenas have been the cause of the continuous nerf/buff cycle throughout BC and especially Wrath, since it's such a fun part of gameplay, but even Blizz has admitted "Arenas were the single biggest mistake in WoW's history."
http://www.wow.com/2009/11/13/blizzard-arenas-were-a-mistake/
Ben.Berchik May 13th 2010 2:29AM
I swear that quote is the most mis-represented line in Warcraft history.....Anyone should go look up the original interview, this person has taken it entirely out of context...THEY NEVER SAID ARENAS WERE A MISTAKE, just the way they implemented it
Please read your own article before you link it to justify somthing that the link disproves.
PS i hate arena with a passion
I hate not checking ones own sources more.
Ohgodwhy May 13th 2010 10:11AM
@Xaklo
Back before BC, specs didn't require constant tweaking because classes were only good at one thing. All priests did was heal. Hunters only had one valid dps spec. If your tank was anything other than a warrior, you were screwed. Arenas haven't screwed this game over, if anything they've made it better by forcing blizzard to pay more attention to each class/spec. I doubt we would have gotten to "bring the player, not the class" if blizzard hadn't been balancing multiple classes and specs for pvp and raiding in BC. Right now the game's better than it's ever been, IMO. Every class can do all of it's intended roles respectably, even though crappy raid specs still exist (see: BM hunter, Arms warrior). I think that a lot of that can be attributed to blizzard "screwing over raiders" and balancing for PvE and PVP.
Chad May 12th 2010 4:16PM
And a third option regarding spellhit and spirit could emerge:
Twisted Faith
You gain 20/40/60/80/100% spell hit from Spirit.
Spirit tap wouldn't change, and you could share gear with your healing personality.
BigDamage May 12th 2010 4:18PM
I'm thinkin shadow orbs should have a lightning shield-ish effect, like the old troll racial. That'd be neato
Also, the on demand damage deal from mind spike looks like it'll be pretty nifty for making the big ol' numbers :]
deathpool1984 May 12th 2010 4:18PM
We use a priority over a rotation. If you would like, you can send me an in game mail @ Deathpool on Eitrigg. Would be happy to help you out.