Spiritual Guidance: The greatest Shadowfiend nerf (or maybe buff) of all time

Ladies and gentlemen of the shadow priesting jury, I am outraged. Or possibly thrilled. You see, just this past week, Blizzard has done something totally unconscionable. Or possibly ground-breakingly awesome.
Of all the tools at the disposal of the shadow priest, there's one I hold in higher regard than most the others: my Shadowfiend. You see, spells like Mind Flay and Vampiric Touch -- they're all just spells. My shadowfiend is more than that. He's a pet. A friend. When I was sick and alone this past week, it was my shadowfiend who brought me a box of tissues and a remote. It was my shadowfiend that brought me a bowl of gnome noodle soup. It was my shadowfiend who rode across yellow- and blue-colored waves of sound to fight the evil dust empire that exists under my coffee table when I look down there and cross my eyes a little so things get blurry.
Granted, most of that may have just been a fevered dream or cough-syrup-induced hallucination. The key point stands, however: You don't mess with my shadowfiend.
This week's problem: Blizzard's been messing with our shadowfiend. Maybe. I mean, it's possible that Blizzard's been buffing it. I am incensed. Or possibly elated. We'll try out some funky, back-of-an-envelope math after the break to try and sort through exactly what's happening with our beloved shadowfiend and figure out whether or not this is cause for alarm ... or the best thing to have happened to shadow priests in the history of ever.
Shadowfiend 4.0: The overview
Blizzard just made three major changes to our shadowfiend:
- The cooldown reduction of Veiled Shadows has been cut to 30/60 seconds, down from 1/2 minutes.
- Sin and Punishment has been redesigned. Every time Mind Flay crits, 10/20 seconds comes off the shadowfiend cooldown.
- Shadowfiend now only restores 3% of a user's max mana per attack, down from 5%.
The shadowfiend in Wrath: A primer
Before we get into the changes, let's talk briefly about our friend, the shadowfiend. I named mine Gnomechewer. He's a fairly shy sort and doesn't like his time in the limelight. Right now, I'm only able to coax him out once every 3 minutes (for those without the Veiled Shadows talent, that's once every 5 minutes). He gets in about 10 hits every time he's called, sometimes more if he's timed well with Heroism/Bloodlust. Each time he connects with a hit, he restores 5 percent of my maximum mana. He's a giver, that Gnomechewer.Some shadow priests think of their shadowfiend as little more than a tool to restore mana. Serious raiding shadow priests, however, view their shadowfiend primarily as a DPS-increasing tool that restores mana as a fringe benefit. You should be in the habit of using your shadowfiend early in the fight, and then immediately again when it's off cooldown (or otherwise using it immediately before Heroism/Bloodlust). It's a surprisingly powerful DPS tool -- a shadowfiend can contribute a solid 1,000-2,000 DPS while he's out there eating gnomes alive.
Clearly, shadow priests would love any talent or ability that lets us see our shadowfiend out and attacking more often. The new changes to shadowfiends conflict somewhat in this regard: One increases the cooldown, and one lowers it. Which one wins out?
Shadowfiend math for dummies
First of all, I make this promise: I will do my best to make sure this math-ish section doesn't bore the sweet merciful crap out of you. And just in case it does anyway, I will make sure that each mathy paragraph herein contains at least one link to an adorable puppy.
Let's start out by assuming that we're always going to be going 2/2 in Veiled Shadows. If we do, our shadowfiend will be on a 4-minute timer. To make the recent changes to the shadowfiend benefit us from a DPS perspective, we just need to see that timer reduced under our current 3-minute cooldown. If we're going 2/2 in Sin and Punishment (where each crit takes 20 seconds off the cooldown), we need exactly three Mind Flay crits in the first 3 minutes to make things as good as they are now. We need four crits in less than three minutes to make things better.
Now, how many crits of Mind Flay can we expect to see in Cataclysm? That's a trickier question than it seems, because there's an awful lot of variables that we can't solve for yet. The main two we care about are: 1) How often will we be casting Mind Flay and 2) How often will we be seeing it crit? I'll have reliable answers for these two questions sometime after the Cataclysm launch. (Break for lunch, guys -- see you all back here sometime in November!)
In the meantime, let's get pessimistic about Cataclysm and see where those numbers take us. We know our four-piece tier 10 bonus is disappearing. We know Blizzard wants us to be critting less. So let's get real pessimistic and say that we'll only be getting off a good five full casts of Mind Flay in a minute. And let's set our Mind Flay crit rate at a measly 20 percent -- probably less than half of what you see today in a raid.
Here's where that math comes in. Each full cast of Mind Flay is three ticks, so five casts is 15 ticks. At a 20 percent crit rate, we'll see about three Mind Flay crits per minute. Now, if you'll remember a few paragraphs earlier, we said:
In this admittedly pessimistic scenario, we're getting three crits in 1 minute. If you follow this scenario's math through to the end, we're on track to be able to cast our shadowfiend once every 2 minutes in Cataclysm, up from once every 3 minutes in Wrath.... we need exactly three Mind Flay crits in the first 3 minutes to make things as good as they are now.
This, my friends, looks like an overall buff. A very significant, game-changing buff. Shadowfiend is moving out of the realm of a mana-boosting talent and into the realm of a true DPS-boosting talent. That's something worth celebrating.
A few other scenarios to consider
I was discussing the changes to shadowfiend on Twitter yesterday and had a somewhat lengthy discussion (at least in Twitter terms) with fellow priest Derevka (of Tales of a Priest). He was a bit skeptical that Blizzard would be so generous to shadow priests:At first glance, this really does seem like quite the generous change, doesn't it? I mean, if five full castings of Mind Flay cut the cooldown on shadowfiend down to 2 minutes, what happens if we get six full casts? Or even 10? I mean, we're stacking haste like crazy now, right?I'd be SHOCKED if we can lose a whole minute with a triple critting Mind Flay. I'm waiting for a "this effect cannot occur more than once every X secs."
Without going too deep in the math, stacking haste doesn't do a whole heck of a lot to change our new shadowfiend cooldown. There are some serious diminishing returns:
- At 5 casts per minute (20% crit), the shadowfiend cooldown is approximately 2:00.
- At 6 casts per minute (20% crit), the shadowfiend cooldown is approximately 1:50.
- At 10 casts per minute (20% crit), the shadowfiend cooldown is approximately 1:20.
- At 5 casts per minute (30% crit), the shadowfiend cooldown is approximately 1:36.
- At 6 casts per minute (30% crit), the shadowfiend cooldown is approximately 1:26.
- At 10 casts per minute (30% crit), the shadowfiend cooldown is approximately 1:00.
Besides, seeing my shadowfiend out and eating gnomes more often meets my own personal definition of fun. This is a fun change. More shadowfiend means more fun. Thus spake Fox Van Allen.
A nerf to mana return ... ?
Our discussion won't be complete, of course, without talking about the change to the shadowfiend tooltip. It now reads (emphasis mine):
Right now, a shadowfiend attack is worth 5 percent, so that's a nerf on the most superficial of levels. Consider, though, that if the above changes to shadowfiend go through as is, we'll be seeing our happy little fellow slaughtering to his hearts content far more often. More shadowfiend bites means more mana return.Creates a shadowy fiend to attack the target. Caster receives 3% mana when the Shadowfiend attacks. Damage taken by area of effect attacks is reduced. Lasts 15 sec.
The bar here is 67 percent. We need to see our shadowfiend 67 percent more often to make up for the mana cut to 3 percent. The new cooldowns definitely flirt with that number. It appears that shadow priests will see our fiend return about the same amount of mana it does now, possibly a bit more. For holy and disc priests ... well, they're not quite as lucky. This is a definite nerf to their mana regen, even if they do invest a couple talent points into Veiled Shadows.
Apparently, Blizzard got it into their heads that running out of mana adds some "fun" to healing, so maybe this little change to the shadowfiend helps advance that ideal. I'll leave it up to Dawn to hypothesize about that -- as a shadow priest, I'm not really familiar with this bizarre "running out of mana" concept.
Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm






Reader Comments (Page 1 of 4)
Aaron Sep 1st 2010 2:07PM
AWWW PUPPIES!
devilsei Sep 1st 2010 2:28PM
Yeah, this was one of the greatest articles yet on WoW.com...
wait... there was something besides puppies I was supposed to notice...?!
Noah Sep 1st 2010 3:45PM
. . . Distracted by math.
terryoroch Sep 1st 2010 5:22PM
I believe it is definitely a buff. This could fit perfectly between potion cooldowns.
brian Sep 1st 2010 7:20PM
It's a buff, but only if mobs in raids don't dispel. It'd suck to have your raid wipe because you wanted Inkblot out more. Not to mention they wouldn't be too happy, wiping because of a fear explosion.
I have to wonder why they put the effect on Sin and Punishment (an obvious PvP talent, now a mandatory one), unless there isn't any occasion where a dungeon or raid mob dispels.
theholyevil Sep 1st 2010 7:30PM
You know that phrase "If it is too good to be true, It probably is." That's the only feeling I can have with these changes.
Technically speaking with enough haste and crit you can have a permanent shadow fiend. I know we aren't a pet class so this new direction seems to take a strange twist. This is not even counting that even with the mana nerfs we will have nearly infinite mana in pve.
In any case I would be shocked, I mean winning the lottery shocked, if this change goes through unchecked.
Adriain Sep 1st 2010 9:44PM
"It's a buff, but only if mobs in raids don't dispel. It'd suck to have your raid wipe because you wanted Inkblot out more. Not to mention they wouldn't be too happy, wiping because of a fear explosion."
It's a Horror effect, not a Fear effect. The mobs wouldn't be running around, they'd be cowering, which means there's nothing to worry about on that side of things in PvE.
theRaptor Sep 2nd 2010 5:00AM
@Adrian
You are thinking of "cower"* effects. "Horror" effects are just like "Fear" except they can't be dispelled/trinketed (or couldn't back when I PVPd in Wrath). To add confusion the wording is "feared in horror" so who knows what the damn thing does from the tool tip (Blizzard seriously needs to hire a technical writer to write tool tips).
* The warrior's fear bomb makes the target cower/horror, while the Warlock Death Coil makes the target run/horror. When it was introduced "horror" was just code for "can't be dispelled".
rulez Sep 1st 2010 2:15PM
It's so ugly I'm glad it's always in the shadow.
Fox Van Allen Sep 1st 2010 2:19PM
Awww, I think he's cute. In a murderous kinda way. :(
http://img97.imageshack.us/img97/7025/deathwinge.jpg
Xaklo Sep 2nd 2010 12:53AM
Cataclysm brings with it a gross perversion of the priest class. Imagine now: Gnomes summoning their own shadowfiends? Preposterous!!
Tom Sep 1st 2010 2:16PM
With the "raid" picture I was expecting many puppies.
... well played, Fox Van Allen.
Gendou Sep 1st 2010 2:21PM
I call my Shadowfriend "Mister Squiggles."
Derbeste Sep 1st 2010 5:09PM
Too funny! I have a pet with the same nick name. It has more than a 3-4 minute cool down though. More like a couple of hours.
Sharvis Sep 1st 2010 2:22PM
So more of an emphasis on Shadowfiend as a DPS cooldown than mana return for Shadow Priests. And we also have another ability with different uses, Dispersion, acting as a survival, mana return and mobility tool, but used mostly for survival in PVE. Very interesting. It makes Shadowfiend vary with better gear so that creates more scaling with stats. Though, twenty seconds does seem generous. I'm not going to hold my breath that it'll stay as is, but at least it's something.
And come on, really now. Puppies? Freakin' adorable little buggers. There needs to be a Shadowfiend costume for one.
thebitterfig Sep 1st 2010 7:53PM
well, it is a 40% nerf per swing for regeneration, but the new talent could easily wind up taking 40% or more off the original cooldown length, thus it could wind up an overall shadow priest mana regeneration buff. the model above with 6 casts per minute at 30% crit puts it, on average, with more total mana regeneration than 3 minute CD with 5% return on swings.
and at the same time, it's a clear nerf to healer mana regen, in line with the stated cataclysm goal.
i love it when a plan comes together.
GI_Prophet Sep 1st 2010 2:27PM
You are a shadowy genius
Jesse Felt Sep 1st 2010 2:37PM
This seems like an incredibly logical way to make shadowfiend a lot more interesting to use as shadow without nerfing the mana regen from it, and at the same time make it weaker as a healing ability in order to shore up some of that "mana matters" paradigm that is making a (welcome) return.
Sqtsquish Sep 1st 2010 7:36PM
Well- I am quite glad that a healer's choices will make a difference again, as it is the hps meter is the end all be all rating for healers and in cataclysm it just won't be viable to do so- and with all the stock damage reduction abilities s-priests get anyway I am quite happy with the way the situation is turning.
Xaklo Sep 2nd 2010 1:20AM
Maybe they can give us glyphs that increase it's damage done in exchange for the mana regen? Or vice versa for Healing specs?