Spiritual Guidance: Cataclysm and the shadow priest's day of reckoning

Today's shadow-centric edition of Spiritual Guidance is brought to you by high priest of the shadows, Fox Van Allen. The holy-fearing Dawn Moore will be back to share more non-shadow wisdom ... eventually. For now, though, she's being detained by authorities in Stormwind. Apparently, they got this anonymous call about her turning traitor in Cataclysm ...
In terms of whether or not the human race would go extinct, 1983 was a nail-biter.
On Sunday, Sept. 26, 1983, a fluffy cloud set off the Soviet Early Warning Missile System. The system misread some data and reported that the United States had initiated nuclear war. Thankfully, a Russian technician was able to do some on-the-fly logical reasoning (the U.S. wouldn't just launch just one missile, right?) and decided to ignore that warning. And the four other erroneous warnings to follow.
It was pretty much a real-life version of 99 Luftballons. Some stupid little computer error almost leveled the civilized world. Of course, the Cold War being what it was, you didn't hear about it on the nightly news. The world didn't end. Knight Rider still aired that night, right on schedule.
There were an awful lot of changes to the Cataclysm shadow priest build over the past week. A few were good, a few were "OK," and one nearly led to the shadow priest world's being reduced to a pile of smoking rubble. Follow us after the break for more Cataclysm shadow priesting information. And for those of you who feel ignorance is bliss and don't want to be spoiled ... we now return you to Knight Rider, already in progress.
In terms of whether or not the human race would go extinct, 1983 was a nail-biter.
On Sunday, Sept. 26, 1983, a fluffy cloud set off the Soviet Early Warning Missile System. The system misread some data and reported that the United States had initiated nuclear war. Thankfully, a Russian technician was able to do some on-the-fly logical reasoning (the U.S. wouldn't just launch just one missile, right?) and decided to ignore that warning. And the four other erroneous warnings to follow.
It was pretty much a real-life version of 99 Luftballons. Some stupid little computer error almost leveled the civilized world. Of course, the Cold War being what it was, you didn't hear about it on the nightly news. The world didn't end. Knight Rider still aired that night, right on schedule.
There were an awful lot of changes to the Cataclysm shadow priest build over the past week. A few were good, a few were "OK," and one nearly led to the shadow priest world's being reduced to a pile of smoking rubble. Follow us after the break for more Cataclysm shadow priesting information. And for those of you who feel ignorance is bliss and don't want to be spoiled ... we now return you to Knight Rider, already in progress.
In Soviet Guidance, mind flays you
For shadow priests, the world almost ended last Wednesday. But first, some history.
Shadow priests got a slew of buffs with patch 3.3, from improved scaling to hasted DoTs. The biggest game-changer, though, came in the form of our four-piece tier 10 bonus. The consequences of the bonus was enormous: Mind Flay dropped from a 3-second cast to a 2.5-second cast, effectively bumping Mind Blast to the bottom of our spell priority list. It became nothing more than a tool to spark Replenishment -- something to be cast once every 15 seconds, if you could even be bothered to do that.
Cutting the channel time on Mind Flay gave us some pretty sick damage output, but something didn't quite feel right about it. With haste, those casts of Mind Flay started getting brutally short, and cutting an extra half-second off compounded matters. It's the hidden down side to haste -- the more frequently you have to press buttons, the greater the impact latency has on your DPS. Further, frenzied button-mashing makes you way more likely to make a mistake in your rotation. (Button-mashing: Awesome for Street Fighter 2. Terrible for WoW.) In short, Mind Flay is currently broken.
There are two ways to fix Mind Flay, of course. You can either nerf it, or buff Mind Blast. Lead Systems Designer Ghostcrawler spoke to the problems of Mind Flay recently.
Re: Shadow Priest Concerns for CataclysmMind Flay -- This is a technical explanation, but basically we had to rebuild it for Lich King to get it to benefit from haste correctly. Now that we have tech to let all periodics scale correctly with haste, we can change Mind Flay back to the way it used to work. The "latency" issues you experience today should be gone. You can just mash the Mind Flay button and the periodic won't clip.
Mind Blast -- With some increases scaling and the Shadow mastery, Mind Blast should always be your highest damage button (other than SW:Death).
Mind Blast -- With some increases scaling and the Shadow mastery, Mind Blast should always be your highest damage button (other than SW:Death).
So, hey, that sounds like pretty darn good news, right? Blizzard is working on fixing a shoddy bandage job to Mind Flay. And Ghostcrawler underlines a commitment to restoring the prestige to Mind Blast in the very next breath.
... just when exactly did Blizzard get ICBMs?
That post set the stage for our near miss brush with virtual nuclear annihilation.
A day or so later, a new change popped up in the beta. The tooltip for Mind Flay changed: "Assault the target's mind with Shadow energy, causing 45 Shadow damage over 5 sec and slowing their movement speed by 50%." You read that tooltip right. A whopping 5-second channel. Forgive the constant bolding, but I can't help it. Five seconds.
Talk about a game-changer. You could argue a 5-second channel would be workable for a level 80 shadow priest just starting Cataclsym content. After all, high-end raiders are sitting on 30 percent spell haste or so, which would bring Mind Flay down to a 3.5-second cast. Better yet, the developers have finally implemented our new raid-wide buff -- but instead of granting 5 percent more crit, we're granting 5 percent more spell haste. That makes Mind Flay a 3.25-second cast, which isn't as unbearable. If you still have your four-piece tier 10 bonus, the channel will be even faster.
For a new shadow priest without any haste gear, though, the change would be disastrous. I can't even sit still for 5 seconds at a time. I dreaded what this would mean for our brand new base ability -- remember, Mind Flay is the spell that every shadow priests gets at level 10 now. It's supposed to be our bread and butter. Putting it on a 5-second channel would make it worthless as anything but a move speed-limiting novelty.
Thankfully, though, the change was a false alarm. A fluffy little cloud.
Re: Shadow priest changes for CataclysmMind Flay is going back to a 3 sec cast time. As sometimes happens in beta, the data were pulled right while we were changing the spell, resulting in it being bugged. Sorry. :)
Take a deep breath, everyone. Mind Flay isn't getting nerfed into the smoldering ruins of shadow priest civilization. Call off the jet fighters. We don't even need to wake up President Reagan for this one. (Look at his leg kicking ... he's having that dream again!)
Actually, believe it or not, the exact opposite is happening -- it's being buffed. As part of an effort to get us to invest some talent points beyond the shadow tree, there are two big changes to the discipline tree that I think shadow priests are definitely going to like: Evangelism and Archangel.
Fallen angels and preaching the gospel of the shadow
Evangelism -- or our specific flavor, Dark Evangelism -- is a stacking buff we get from Mind Flay ticks. It's something along the lines of a replacement for Shadow Weaving: The buff can stack five deep, and at a two-talent-point investment, it'll boost the strength of your damage-over-time spells by 2 percent per stack. Note that this is quite the nerf over Shadow Weaving, too; it only procs on Mind Flay (which is now a far less desirable cast), and it only benefits DoTs.
Before you write it off as a weaker version of Shadow Weaving, though, note that Evangelism comes tied in with a new mechanic: Dark Archangel. Once you have some stacks of Evangelism stored up, you hit the Dark Archangel button and two things happen:
- You get back 3 percent of your max mana per stack.
- You get a 3 percent per stack raw damage buff for 18 seconds.
Again, Ghostcrawler expands on the mechanism a bit.
Re: Shadow priest concerns for CataclysmArchangel and Evangelism don't stack. The intent is that Dark Archangel is used when burst matters more than sustained damage (Dark Evangelism = Sustained, Dark Archangel = Burst), and not really something you'd do rotationally. In PvE you might do it if the target is going to die soon (when sustained dps really doesn't really matter), for target swapping, right before Bloodlust etc.
That simplifies mechanics a little bit. You get to choose: a "permanent" 10 percent buff to DoT spells, or a 15 percent buff to all your spells for 18 seconds (roughly every 45 seconds to a minute). It's yet to be see what proportion of our damage is done by DoTs in Cataclysm, so it's hard to theorycraft at this point, but my initial impression is that we'll be leaning on Dark Archangel more than the developers want to think at this point. It may prove to be the best of both worlds.
We'll report back on that later, when the mechanics are fully implemented in the game.
Tying up just one more loose end: Shadow Power
One of those tiny little things that was bothering me about the beta talent builds was the Shadow Power item. Blizzard cut back on the number of points you could invest in it, and folks on the beta forums were starting to get worried that our damage would lag behind other classes because of that. Granted, it's way to early to worry about damage scaling, but still, this was the exact kind of talent that the developers promised would be gone in Cataclysm.
Problem solved. All shadow priests are now getting Shadow Power at baseline (that's a five-talent-point value!), though it's now called Blackout.
Re: Concerning shadow priests...Shadow Power is now called "Blackout" and is a passive talent tree bonus for picking the tree. It provides 200% crits to Shadow spells.
When combined with the retooling of the disc tree, this gives our talent builds a little more interest. It was hard to balance the must-have abilities like Shadow Power with a desire to dip into a secondary tree. Now, if Blizzard could just put some better choices in the first tier of the disc tree, we'd be all set. (Maybe by putting Improved Inner Fire or Evangelism in that first tier instead of the second ... hey, Blizzard, you listening?)
For those of you who are PvP fans, the removal of Shadow Power is doubly good news, because it's being replaced with a new PvP talent called Sin and Punishment. Basically, the talent causes a horror effect when some hapless rube dispels your Vampiric Touch effect. I'm not an expert on battlegrounds, but any talent that results in another fear/horror effect is just fine by me.
Not to gloss over them, but there are a few more changes in the beta now. Spirit Tap is gone, which is just fine because shadow priest mana regen in Cataclysm is solid without it at the moment. Twisted Faith and Pain and Suffering got shuffled around the tree a bit, with the latter now maxing out at a 66 percent chance to refresh Shadow Word: Pain. Improved Devouring Plague got moved up earlier. So did Veiled Shadows, but don't ask me why -- you can't get Fade or Shadowfiend at level 10.
Bottom line, a lot of pieces of the shadow priest puzzle are falling into place. We got an interesting new ability this week, a new buff and a new PvP talent. And all while keeping Mind Flay at a familiar 3-second channel. Neat.
Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm
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Reader Comments (Page 2 of 3)
Orestes Aug 12th 2010 12:24AM
My main issue, right now, with the way the shadow tree looks on beta is the fact virtually all the "choice" we get in our spec are nigh worthless PvP talents. There's no real debate over which is more useful to the spec, it's more a debate of which crappy filler am I going to have to take to get my 31 points and get out of this tree to get to the aforementioned new toys in the Disc tree. The only new thing that got added to shadow itself through all this was the PvE worthless Sin and Punishment
theRaptor Aug 12th 2010 2:23AM
They aren't PVP talents they are utility talents. The only reason people consider them PVP talents now is because they aren't essential for raiding. People don't call the warrior or rogue disarm a PVP ability so why would you call the Shadow Priest version a PVP ability?
The whole point of the new system is to have some talent points that are "worthless" for increasing raid DPS so that people can take some utility (which will be VERY useful in every other part of the game that isn't raiding and SITUATIONALLY useful in raiding).
Boobah Aug 12th 2010 2:43AM
That's kind of the idea. You're supposed to be able to grab all the DPS talents in your home tree, and have some left over to take situational stuff that seems neat (but is irrelevant to directly doing actual damage), and then you've got ten points you can throw in any of the lesser trees, which are generally expected to be more DPS. You're not losing anything by taking these forced non-damaging talents; you're going to be balanced assuming those 'lost' talent points.
Ideally, there should be options in both other trees to help you melt things as a shadow priest, but I haven't seen anything to suggest that holy offers any real alternative to discipline. (It makes thematic sense, of course, but it's still a shame game-wise)
Orestes Aug 12th 2010 5:39AM
Problem is, none of the early tree ones you have to take to even get down to the shadow version disarm are that compelling, especially compared to the new talent trees other classes get. The only truly raid utility oriented one is silence, and that's still crippled by being handcuffed to two points in imp Psychic Scream. Beyond that you've got the marginal dps increase from lowered fiend CDs and the snare removal talent for fade. It's all just so bleh.
Eisengel Aug 12th 2010 6:26AM
I see what you're saying theRaptor, but, honestly, Silence, Imp PsyScream and Psy Horror... are these utility talents? You don't want to throw Fears on packs of mobs unless the alternative is taking a dirt nap, and when was the last time you had a silence effect actually land on any heroic or raid-level mob? I mean, sure, it can be useful in normal instances, but normals aren't exactly srs bsns where you're looking to fully optimize utility on a DPS spec by taking non-DPS talents.
However - as it stands, the Shadow beta tree has mostly +damage talents in it. IIRC there are at most 8 points' worth of non +damage or non-DPS-affecting (i.e. +range or -manacost helps DPS) talents. So, honestly, if you just clicked through the talent tree at random, always going to the next tier when you unlock it, you're going to be able to assemble a decent PvE spec.
Socialcockroach Aug 12th 2010 2:36AM
What I am still hoping to see is a mindflay that is castable on the move. When GC first mentioned that they were playing with the idea (along with a mobile penance), my imagination went wild. The amazing synergy with Shadowy Apparition that that would bring is causing me to quiver with excitement. I am getting images of shadow priests in raid environments doing a "shadow dance" every time they are casting MF to maximise apparition procs. And the pvp benifits are obviouse; kiting melee around? Yes please.
theRaptor Aug 12th 2010 2:48AM
Not going to happen. DoT's and short cast/high damage Mind Blast already give us better DPS on the move then most other classes. They are bringing the other ranged DPS up to our level, they aren't going to boost us further.
Socialcockroach Aug 12th 2010 3:11AM
Well, that certainly got shot down quickly. But if we are to assume your comment is true (and since dots are the primary focus of our damage, I tend to agree) it seems odd that a talent like Shadowy Apparition would exist in the first place since its proc rate is significantly increased by movement. This would seem that Blizz is trying to up our mobile damage output.
Remember, things are changing quite a lot in Cataclysm, so we cannot be looking at things through the lense of wotlk. Many classes are getting spells that are castable on the move; shaman are getting a c/d to make all spells castable on the go, demo warlocks are gonna be able to run around with helfire pulsing, and destro can already drop shadowfury, fire mages will come will have DoT component to ALL their spells, and hunters will be getting aspect of the fox, which will allow for autoshots while moving (which most skilled hunters wont even need any way).
Eisengel Aug 12th 2010 6:28AM
We're getting "Shadowy Apparitions" to compensate us for movement. While you move as SW:P is ticking away, you spawn bolts of owchie that shoot at your target.
pvewhore Aug 12th 2010 3:25AM
The tooltip for Shadow Evangelism says "Periodic Shadow Spells", does this also include Mind Flay/Sear, or is it just an oversight?
Desmentia Aug 12th 2010 7:56AM
So far, for all effects that care about periodic versus direct damage, MF and MS are direct damage spells. This could easily be changed in Cata, but I doubt they will change it; I think it's intentional that we can benefit from trinkets that care about either variety.
On a barely related note: woo for even better MF scaling (since currently adding haste increases the number of MF ticks you will clip, assuming you have a non-zero probability to do so.)
annasmith Aug 12th 2010 4:35AM
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Redielin Aug 12th 2010 5:26AM
@Fox: IIRC, Mind Flay counts as a periodic now. Besides, wouldn't it make sense that Dark Evangelism should buff the spell that you use to stack Dark Evangelism?
@Utility talent posters: Yes, the idea is to give us utility talents that will have no real effect on our DPS, but the choices we have right now *aren't utility talents*.
Silence is a PVP talent. Bosses are almost always immune. There's no interrupt effect on it, which is what that kind of spell is usually used for in PVE. So, unless they give us what amounts to Improved Counterspell, this talent will *be absolutely worthless in PVE*. Maybe helpful for caster trash, but really when you get down to it, since all the tanks are getting interrupts, you aren't going to need this.
However, Silence I can see an argument for. I'd take it, its nice to have sitting around.
Imp. Psychic Scream? Sin and Punishment? Psychic Horror? These are all strictly PVP. Fears are generally not a CC type that is used in PVE, because it could pull adds. Again, most boss mobs and adds are immune as well. So unless they make all fears into what amounts to a stun for PVE, these talents are *absolutely worthless* in PVE.
When I think utility, I think something like Body and Soul, or Dispersion. They don't affect your DPS (or your HPS, in the case of Body and Soul) directly, but they are very useful. Any effect that allows you to drastically reduce your incoming damage, allows you to move faster, allows you to remove snares, stuff that you are likely to use in a boss fight, those are useful utility talents. Stuff like Sin and Punishment, which has to be triggered by a Dispel, which PVE mobs never do, isn't going to be useful.
What the Shadow Tree needs is more utility talent like Dispersion, and less talents like silence and fear. What I'd like to see is a replacement for Improved Psychic Scream that has more utility in a boss fight or on trash in PVE.
pvewhore Aug 12th 2010 7:31AM
Your post makes a lot of sense, but to just to clarify, Silence does have an interrupt effect (3seconds) but only on NPCs. It was implemented in 3.2, "...making it more versatile against creatures immune to silencing effects." to quote wowwiki. I thought that you may have been referring to a change in Cataclysm that I wasn't aware of, but in the WowHead beta talent builder, the tool tip still mentions the interrupt.
Having said that I agree with the majority that 2 points in Imp. Psychic Scream is too much for the very slight benefit of 3 second interrupt.
Desmentia Aug 12th 2010 8:12AM
I came to the same conclusion as you did, about Silence not being worth the extremely small amount of DPS it let me squeeze out of Improved Mind Blast, but I definitely miss it every time we do Deathwhisper and I can't lock out the adds. If Blizzard makes add fights more common in Cataclysm, I think both mechanics can be of more use than we are used to.
That said, I wish the cooldown on Silence were reduced on targets permanently immune to the Silence component. An interrupt on par with Kick is something I'd definitely want to spend 3 talents on.
flint Aug 12th 2010 10:05AM
Veiled Shadows is most likely in the 1st tier so Disc and Holy can grab it if they so choose (though unfortunately, I doubt many are gonna go that route, we don't have the points to spare).
Also, if you think about it, a 5 second Mind Flay wouldn't have been bad, assuming it still ticks every second, giving you 5 ticks instead of 3. Because they're changing haste with channeled spells, the cast time stays the same, giving you more ticks within that period. And 5 seconds would have been good, because if you remember, an unhasted shadow priest can fit exactly 5 ticks of Mind Flay between Mind Blasts; with a 3 second channel, that means you need to clip your second one at 2 ticks. A 5 second channel with a tick each second would be the same thing as a 3x/2x Mind Flay, but without having to clip and with less latency issues.
But that's a moot point because it's back to 3 seconds.
Jesse Felt Aug 12th 2010 10:15AM
Is Archangel really returning 3% per stack mana? I mean in testing on beta or according to a blue? I only ask because the tooltip could be read two ways; you get 3% mana AND the +damage buff per stack OR you get 3% mana, as well as a +damage buff/stack. This could just be a case of poor tooltip writing (lord knows Blizzard is good at this) But my initial thinking when reading the tooltip is the latter, 3% mana, as well as a buff based on stacks
TheCet Aug 12th 2010 12:17PM
Greeeaaat. 100% chance to receive an additional Horror/Fear effect on Vampiric Touch's dispell. Just what PvP needs, MOAR FEER!
Clarence Rubin Aug 12th 2010 2:03PM
There's nothing wrong with a 5-second channel, as long as the spell is balanced around it. Warlocks currently have a spell with a 15-second channel time, which Affliction uses as part of its execute rotation. It ticks every 3 seconds (at 0% haste), so just clip it after a tick if you need to cast something else... not a big deal; all you lose is mana. For theorycrafting it can be treated as a 3-second-cast nuke. A 5-second cast will probably tick every second, which is the shortest cast time you could ever want.
The only real concern would be if the damage hadn't changed, so the same amount of damage was spread over 5 ticks instead of 3--but that's why I say "as long as the spell is balanced around it".
Safraz Rahaman Aug 12th 2010 5:41PM
Evangelism...
If Evangelism is moved to the first tier in the disc tree then PvP Shadow Priest (like me) would go CRAZY! with the current build i have for pvp I filled up the tree and had 4 points remaining. so if twin discipline got moved down n Evangelism got moved up. PvP Spriest problems would be solved. (as of the current build)