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
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Reader Comments (Page 3 of 3)
woodwardw2007 May 12th 2010 7:11PM
The Shadow Apparition would work if it spawned the ghost at a preset number of yards from the mob in question. This way no matter the range of the Priest the ghost will still spawn say 10 yards from the boss, travel, and then explode.
If it were to start at the Priest every time then as others have mentioned it would be a better place for the Priest to stand right up with the melee when it comes to the boss. That isn't the meaning of a ranged class after all.
When I first thought of this spell too I was thinking more the ghosts from Lady Death, but that doesn't seem to be the case as they are copies of yourself heading to the boss. Still we will have to see what this turns into as we get into Beta.
brian May 12th 2010 7:13PM
I'd say Shadow Orbs look like they'll be similar to Deathfrost in the category of "somewhat interesting, but not very engaging." Fire's mastery is reliable but bland, and Arcane's is... worrying. Either way, they're using different types of masteries to see what works best, static vs changing, bland vs interesting.
In the end, I think most masteries will end up being tuned towards the direction of static and reliable, at the cost of being interesting. After all, the point of mastery was to get the boring talents out of our trees. I don't know why they then tried to turn them interesting, unless it's just to see if they could.
Shadow priests are looking good, and will be something I roll in Cataclysm. Highprofit, Goblin Priest, here I come.
Sharvis May 12th 2010 7:26PM
I imagine there's going to be some balance involved so it always leads to the same time and damage dealt by the apparition. If it always traveled at the same pace and ramped up its damage the longer it's away from the target, just imagine how awful it'd be in PVP if you managed to dodge an apparition for a while then slipped up, get caught by it and die from massive ramped up damage. I honestly hope it doesn't rely on distance to the target because being either too far or too close would suck. I want to stand where I want to in reason, let's not repeat what Elemental Shaman have to endure with AoE right now.
On a side note, I wonder if our apparition will be a walking animation of us or something more. I want my shadowy clone to alternate between flailing about and emoting /rasp. :)
Hayden May 12th 2010 8:10PM
I wonder if the shadowy being can be attacked. It seems like this has little PVP use.
Socialcockroach May 12th 2010 10:44PM
I read the mindspike tool tip to mean that the threat only happens when you trigger the "frozen" damage, meaning that you can spam mindspike all you want. When you think the mob is near death, you can cast a mind blast, followed by SW:D (hope it makes a come back). Remember, this is intended for mobs that die too quickly for your dots to make much of a differance so I think threat caused by the trigger effect wont be too much of an issue.
As to the Shadowy Apparition, I am hoping that it turns out that the thing shares your movement speed (which would be slow when compaired to the travel time of most spells). I am also hoping that it will cause who ever is targetting you to switch target to the apparition. Gogo mirror image confusion!
Olicon May 13th 2010 6:23AM
I kinda wished the Apparition would have more chance of triggering depending on how far you are into channeling Mind Flay. You'd be able to start Mindflay, then cancel it by moving, which trigger the Apparition right away. It won't be mana efficient, but it will be fun as hell to send a ton of these ghostly visage everywhere.
Altimeter May 13th 2010 9:59AM
The thing that worries me about Shadowy Apparitions is the "While moving" clause. It sounds like to maximize our dps we might want to be jiggling our characters back and forth while casting instant casts now and waiting on the GCD.
That could be annoying.
Peebers May 14th 2010 10:15AM
Are there any Spriest raid strat guides out there? Lookin for something very stripped down. I want to be more prepared for ICC and weeklys I've never done(ulduar) but reading strats my eyes glaze over cuz I just don't care what other classes are doing.
Don't get me wrong, I fully understand the strengths of knowing what's happening all around me(flame blanket) I learn better situtionally, just need a spriesty basic intro to raid bosses. Y'know? So I don't spam mindsear on marrowgar =P
Noobieshadow Jun 10th 2010 11:22PM
Its quite simple really. You put on SWP (shadow word pain) on the boss. Followed by DP (Devouring Plague) and then spam Smite and Holy fire on the boss. Never ever use your Mind Blast or Mind Flay - you want to save them for the special adds in the fight.
PS Mind Sear on Marrowgar is the bomb - cos it quickly takes out the bone spikes, and you get to top the dps meteres.