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 3 of 4)
Abbadon Sep 1st 2010 3:37PM
For whatever reason, I fully expected the link under Dawn in the last paragraph to go out to yet another adorable puppy.
SpaceGoatPriest Sep 1st 2010 3:42PM
I would trade the entire mana return component for being able to use it more often. At least in live I could without it (not sure how things will "be", since I am not in beta).
It would be really cool if you got *really* luck with your crits say during heroism, if you could have two shadowfiends out :) That with the shadow version of ourselves, we can become an army of shadow soldiers.
Timm201 Sep 1st 2010 3:44PM
we can only hope for a buff,
feniks9174 Sep 1st 2010 3:43PM
- “It was my shadowfiend that brought me a bowl of gnome noodle soup.”
- “I named mine Gnomechewer.”
- “a shadowfiend can contribute a solid 1,000-2,000 DPS while he's out there eating gnomes alive.”
- “Besides, seeing my shadowfiend out and eating gnomes more often meets my own personal definition of fun.”
- “Hunger for the tangy flesh of gnomes?”
As a BElf warlock, let me say that I agree wholeheartedly with your outlook on filthy tiny little shriveled things. The only thing worse than a mage . . . is a gnome mage.
However, I'm curious how you feel about the gnome people joining your ranks. We locks have always had to deal with the pesky little snots, so the idea of them showing up where they were not present before is . . . disgusting.
Vitasia Sep 1st 2010 3:48PM
I'm pretty sure Fox - and the rest of the Shadowpriest order - have long held the belief that gnome priests will be the equivalent to the creepy cousin who smells at Thanksgiving; no one wants to sit next to him and he's more likely to defile the turkey than eat it.
Fox Van Allen Sep 1st 2010 4:10PM
Gnomes are supposed to food, not priests. >:|
Marathal Sep 3rd 2010 7:55AM
Gnomes are to be sacrificed for the good of the raid, marinated over night, and slow roasted over medium heat, then served as a food buff.
The first thing a Shadow Fiend that is summoned by a Gnome should do is, eat the Gnome, then go off and find a new master.
t0xic Sep 1st 2010 3:56PM
"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."
I'm sorry if this is a bit ranty... feel free to ignore it if you like. I'm doing it out of genuine concern for the future of the game. I know I'm probably pi$$ing into the wind, but I get a little passionate because I actually enjoy the game; healing specifically.
(begin rant)
I may be in the minority, but unfortunately, I don't like where the new healing model is headed. It's NOT fun. It's unfun. It's worse than that. It goes beyond making healing a challenge, and puts it into a category bordering on "work". If healing has to be "work" to be "fun" then I'll have to consider other classes/roles in the next expansion.
I fear for what it could mean to the game on a larger scale with a lot of healers already muttering the same thing. Blizz still has time to get this right, but nerfing mana replenishment and increasing the mana cost of healing is not the way to make the game fun for healers.
Punishing healers for others' mistakes is not fun. Putting more accountability on the people that make mistakes (e.g. dps standing in fire) is what should be done. Create mechanics that will 1-shot them (even with huge post-cata health pools) for not paying attention. Drive accountability to the people that are screwing up. Stop passing the buck to the healers and making us the "point of failure". Giving us the ability to pull stupid dps out of the fire? That just enables them to scream at us for not pulling them out. You're giving us the power to enable their bad playstyle. WTF?
Healing will not be fun as long as a dps can stand in fire and then scream like a petulant child that the "healer didn't heal me" or "the healer didn't pull me out of the fire". In the next expansion we won't be able to heal you even if we want to. Options are being taken from us. That picture is becoming more and more clear to me.
Blizz raised an entire generation of "Wrath Babies" that know nothing of watching tank aggro, controlled pulling/CC, or mana management. In short, a lot of the game's mechanics are ignored because of gear inflation, and these people don't know any other way to play the game. Now Blizz wants to go back to a time when playing your class included keeping yourself alive first, and topping dps charts came second. I see a huge potential for player backlash, and unfortunately I see healers taking abuse for these changes.
Most people recognize that as a tank or healer, a lot of pressure is riding on you. The success of the group is at least partially in your hands. When I queue as a tank or healer I take a deep breath and ask myself "Are you sure you want to do this?". You're accepting responsibility for the success of a random group of people. It's not something you take lightly (or maybe you do, but I don't). DPS generally fail to acknowledge that this is the reason that healers/tanks are more difficult to find. Especially good ones. Make the DPS a part of the success/failure of the group in a more meaningful/stressful way and I guarantee you things will change. As it is now, DPS is the easiest role, and attracts the people that would rather not be responsible for success. Unfortunately these are usually the same people that blame others when they fail. Address this issue and healing will be fun.
(end rant)
Sunaseni Sep 1st 2010 4:07PM
Part of being a good healer in the new model is recognizing a lost cause and stop healing them to save the rest of the group. Some DPS will still blame everyone but themselves, new model or old. It's just human behavior, not something Blizzard can fix in a patch.
Artificial Sep 1st 2010 4:09PM
Unfortunately, all of your suggestions for putting more accountability on the people who make mistakes will do nothing but cause people to blame healers more. You're argument contains an inherent contradiction: unless you believe it's always the healer's fault now, you admit that people are already blaming healers for their failures unjustly. Why would they suddenly become more rational and just if you added these mechanics? Your suggestion does nothing but increase opportunity for people to blame healers unjustly -- they won't suddenly come to their senses and accept responsibility when they're already disinclined to.
"Healing will not be fun as long as a dps can stand in fire and then scream like a petulant child..."
Then it will never be fun. There is no possible change you can make to the game, short of disabling chat, that will prevent that.
Sorcha Sep 1st 2010 4:24PM
If I could uprate your comment to bright green, I would. This is a problem with player culture rather than the fault of designers in making healing difficult (given of course that they don't make it too ridiculously hard.)
I have played a holy priest since January 2007. In TBC I was in a high-end raiding guild and took every opportunity to heal, even when I didn't need the loot or the badges. Shattered Halls Heroic or Illidan, I was there. I loved the concept of people working as a group and using the utlilty their class has been granted to roll through difficult content. And I loved the fact that even with less offensive utility I could do so much to improve my survival and longevity; the cast-cancel rhythm of holy priest healing, downranking, chaining procs to regen ridiculous mana while still casting, taking breaks to let the five second rule do its job; basically everything Ghostcrawler says is 'boring' I loved because it felt like I was using the skills I was given in gimmicky ways rather than having a gimmick forced upon me by the designers, which is how mechanics like Serendipity feel to me right now and how I fear Chakra will feel in the expansion.
Unfortunately, In WotLK I haven't had a PC capable of handling 25 man raids and I've never been interested in 10-mans so I've been a casual player; this, to me, means gearing to what the limits of the dungeon finder will let me.
Well, I no longer do dungeons. This is because every single time I do queue, I without fail get a tank in ret spec with 15k health and green gear of the monkey or the whale, a rogue who spams 'gogogogog' (the last, superfluous G is the one that really gets to me), an AFK mage, and a hunter who decides he wants to tank. I get people insisting they go to the end boss because they're only there for their frost badges, people who drop the instant they don't get the loot they want, tanks who run into 5 packs of mobs and then bubble-hearth, DPS who stand in all of the fires of hell and nuke at random without paying attention to friendly banter like 'We should kill the Spellflinger first' or 'Could you interrupt the chain heal?' or 'Did you know you can tranq shot that shield on the Runecaster?' Essentially, people play like mindless drones intent on eking out the maximum DPS so that they can link meters after every trashpack, rather than actually playing their class for the utility it brings. And if they die, they spew bile at the healer or the tank, rather than looking closer to home.
Mostly I can keep this group of WotLK babies alive, but it stresses me out. I can feel myself getting tense, sitting in front of the laptop. In Cata, if they get it right, healing will be challenging and, I'm hoping, dungeons will recapture some of the same sense I had in TBC. But if I'm in the same position re: PC in Cataclysm and there's not a significant culture change, I'm going Shadow, because frankly my blood pressure can't take the rage that the average RDF player spews towards the healer when I can actually do something about it, never mind when I'm mana-starved enough that I can't.
Kurick Sep 2nd 2010 6:55AM
Hiya folks,
As prot/holy pally (yes i resisted the face roll spec), I can relate to what you say. From tanks that want to pull 5 packs at a time, whilst I was afk (and said i was), then dropping group cos 'the healer is !"$!"!', to raids (and even heroics) where dps stand in 'bad stuff' with no reguard for their own safety. That said on my main (dps) I do occasionally have the issue where i am not healed - the last time I said that I was told by healers I was and I was standing in bad stuff - thanks to recount it showed I didnt, and that i didnt receive any healing for over 18sec, and was basically ticked to death via enviroment damage. It goes both ways, with healers shouting at dps, and dps shouting at healers mostly. Oh and tbh I have not seen ANYONE link dps in heroics for a LONG time now - mostly people assume tanks n healers are in ICC 25 man (or 25man heroic) gear, and can now outthreat/outheal anything any heroic can throw at you.
As to dps specs tanking in heroics - I have one simple method to deal with them
1) ask if they want to change to their tanking gear
2) ask why they dont have tanking gear
3) vote kick
4) if vote kicking doesnt work - leave n requeue later
Obviously if the answer to 1 or 2 is something like 'I dont need it cos im 1337!!!!one111!!!', then it is straight to 3 or 4
Lastly if - as you say - you feel you are being made to carry the can due to others mistakes, then simply dont heal the twats. If they continually pull, say as a hunter, and dont even TRY to FD, then sure let them tank the mob, without heals. At least that way once he dies, the mob should return to the tank.
flint Sep 1st 2010 3:56PM
I'm not sure how to feel about it. The mana nerf is awful for us healing priests (though being able to grab Veiled Shadows now DOES help, but they nerfed that too), but when I go to the dark side (which I do when I'm allowed to dps), the change seems super sexy.
Fox Van Allen Sep 1st 2010 4:00PM
commmmmmme to the dark siiiiiiiide
We have cake.
It is made with the flesh of gnomes. But it totally looks and tastes like cake.
SpaceGoatPriest Sep 1st 2010 4:18PM
The cake is a lie.
(sorry couldn't resist)
Vitasia Sep 1st 2010 4:23PM
So I can have my gnomecake and eat it, too?
MrJackSauce Sep 1st 2010 5:31PM
"My queen, the peasants have no bread!"
"Well then give them gnomes!"
flint Sep 1st 2010 9:22PM
You mean "Let them eat gnomes". The reference doesn't really make sense the other way.
Sorry, I'm a nerd, it's practically my job to correct people.
bobpriest Sep 1st 2010 4:28PM
I never understood why non-shadow priest's have access to the 'shadow fiend'. It's not holy fiend or disc fiend or just fiend. It's shadow fiend! Make it work like a burst dps + some mana...that would be awesome.
flint Sep 1st 2010 4:32PM
Haha why can't I do both? That's what dual specs are for =)
I love shadow, it's the most fun dps spec in the game, in my opinion (though I'm ashamed to admit that on my 76 warlock, I'm having a ton of fun with Demonology). But I also love healing, and while I'm Disc now, the Holy changes look awesome. Sorry Disc, love ya, but I'm dumping you for your hotter sister, Holy.