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
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Reader Comments (Page 2 of 4)
Craig R Sep 1st 2010 2:37PM
I think this change has a lot to do with the fact that veiled shadows got moved to the first tier, making it accessable to any spec. this lets us remain the masters of the shadowfiend, but also lets other specs reduce their shadowfiend and fade cooldown.
Hades Sep 1st 2010 4:43PM
I think this change has a lot to do with bringing Crit up to par with Haste for Shadow Priests. Blizz may want to avoid the current situation where every piece of gear with "Hit & Haste" is vastly superior to pieces with "Hit & Crit"
Desmentia Sep 1st 2010 9:55PM
"I think this change has a lot to do with bringing Crit up to par with Haste for Shadow Priests. Blizz may want to avoid the current situation where every piece of gear with "Hit & Haste" is vastly superior to pieces with "Hit & Crit""
---
Except that this scales (roughly) equally well to Haste as it does to Crit. Add 1% haste, get 1% more ticks of Mind Flay to have a chance at critting. Add 1% crit, 1% more of mind flay ticks will crit. This changes nothing about our relative preference for haste over crit.
If they wanted to emphasize crit only, they would need to do something like "When the initial hit from your Improved Devouring Plague crits..." Which, unless it was so overpowered that we spam it for the proc, would still only have a chance to proc when DP ends, which is unaffected by haste in the new model.
Homeschool Sep 1st 2010 2:48PM
This may not be the nerf it seems even for healers...
Okay, caveat: It IS a nerf. No argument.
However, keep in mind what they've said about changes to pets - they'll benefit from the buffs on us, rather than getting their own buffs. Will this apply to Shadowfiend too?
If so, Haste will impact healers' Shadowfiend's speed-of-attack, and we may be seeing more attacks in that brief window, resulting in more mana return. If this is the case, reducing the mana return and upping the cooldown may result in a smaller nerf than it seems, and with any luck, will just give us more mana from one summoning while making us wait longer for the next.
I'm skeptical - after all, Blizzard has declared jihad on healer mana - but it may be less painful, or even quite nice for long fights.
Elovan Sep 1st 2010 3:50PM
That depends. Is shadowfiend and actual pet? Can you control it? If not, then it's a guardian, not a pet, and afaik guardians do not benefit from buffs.
(that wasn't sarcasm at the first part, I don't play spriest and have no idea what it is)
Mallie Sep 1st 2010 6:10PM
Yes, shadowfiends do have a pet bar you can control, and do benfit from your current buffs. (Thus the reason why my little pvp priest has inner focus bound to the same button as her shadowfiend)
anotherbiffname Sep 1st 2010 6:12PM
Hmm good point and to the guy above me yes Shadowfiend is a pet we do control it. I do wonder if Shadowfiend will get treated the same way
Xaklo Sep 2nd 2010 1:17AM
Healing priests are only losing out in the mana return part of s-fiend. Since most healers don't take the veiled shadows talents anyway, we're used to the 5 min CD.
Kole Sep 1st 2010 2:49PM
Can't wait for Cata so I can have a GNOME shadow priest...then again if these things are Gnome chewers then maybe I don't....
Heather Sep 1st 2010 2:52PM
This is a great change for Shadow Priests, no doubt.
This really blows for Holy and Disc Priests. This is a nerf for them, and they don't get any of the cool buffs. So be happy, Shadow Priests - you get a buff while the people who keep you alive are being nerfed yet again.
Meh. My good humor about the expac went bye bye when I read all of the healer mana nerfs today. Ugh.
MrJackSauce Sep 1st 2010 5:07PM
I gotta say, my good mood doesn't rest on whether a class (even my main one) is nerfed/buffed.
Homicide Sep 1st 2010 6:09PM
Priest healing has become unchallenging and dull. They were right to nerf our mana regeneration oh so long ago, and they are right to nerf it again.
Come on Blizzard, challenge me again!
Heather Sep 1st 2010 6:32PM
Well, you'll probably vote this one down, too - because you don't like what I'm saying, not that anything that I'm saying is wrong.
Yes, Priest healing is boring right now - what isn't going to be boring when you have a 30% raid-wide buff? ICC is a joke, and RS isn't much better. Priest healers are currently shoved into tiny little roles as one trick ponies due to the current raid mechanics.
This continually seems to happen with players who are not raiding hard mode content "on level." I don't count people who started into hard modes with a 20-25% buff and are now cruising at a 30% buff - it would be ridiculous to judge ANY content based on that scenario. Judging a class or spec based off of the one-trick ponies that they currently are (Disc, tank heal? Ridiculous! Bubble bot, please. Holy do anything but Renew spam/CoH? Please.) is foolish at best.
If Priest healing is boring right now, it's because there's no challenging content, and Priests are weak in several areas (and ridiculously strong in one area in the case of Disc). Put out the challenging content, and everything changes. There is currently almost no reason to ever bring a Holy Priest unless you're short on Druids or Shamans, and even then, a Shaman is probably better.
Nerfing mana regen on a spec that is notorious for having poor mana efficiency as is is stupid. As a poster on the healing forums put it, "All I know is, if resource management was fun: DPS would be a lot more interested in that little bar under their health bar, but they aren't. And they aren't being forced into being interested about it, either. Because, guess what? It ISN'T fun." QFT.
Craig R Sep 1st 2010 2:57PM
if you read my comment you'll see that this means holy and disc have access to veiled shadows now. this will balance out for holy and disc as well, because they will have access to a 4m shadowfiend that returns less mana.
also fade cooldown reduction ftw.
danifae Sep 1st 2010 3:00PM
Oh my GOD does this ever blow for holy. My poor, poor little shadowfiend. :(
nymrohd Sep 1st 2010 3:01PM
What I'd really consider important is that this change also helps improve the value of crit for shadowpriests. Any change that improves gear scaling is more than welcome (coming from a TBC shadowpriest who spent two years caring only about spellpower).
mord Sep 1st 2010 3:08PM
I want a gnome chew toy for my puppy
Eisengel Sep 2nd 2010 2:35AM
That would be a pretty awesome item. Goblin Engineers should be able to make a Gnome Chew-Toy Dispenser that can produce one chew toy about every 5 minutes. No other pets care about them, but if an SPriest summons a Shadowfiend and tosses one, the Shadowfiend goes bonkers (think hyper kitten) pouncing, tearing, chewing and smacking around the toy until it despawns.
Janaan Sep 1st 2010 3:15PM
Yeah, I'm thinking this change was to nerf healing mana regen, and has absolutely nothing to do with SPriests. But the way they balanced it out for Shadow with the change to Sin and Punishment, I think they did give us a bit of a DPS boost, not to mention a real reason to pick the talent for PvE. Previously, at least for me, I was having to take what seemed to be PvP talents just to get down to Dispersion, which I didn't like. Now we have a DPS boosting talent to take instead, which I'm very much in favor of.
Vitasia Sep 1st 2010 3:25PM
The theorycrafting for this is going to be fun, no doubt.
Still, I feel sorry for any mathematician who is trying to calculate our Pseudopower for stats come Cata. Diminishing returns on Haste for SF cooldowns, but everything else greatly benefits from haste, such as our DoTs. Crits seem to be consistently helpful but moreso at higher levels for SF CD, but not as good as haste which will increase number of flays-per-cast.
Mastery just seems plain boring by comparison.
My head hurts just thinking about it, but I can't wait to see the math!