Spiritual Guidance: Dinosaur Pirate Explosion Carnival (or, why Shadow Orbs is lame)

Being an international superstar, I'm constantly accosted by fans. They walk up to me on the street and they ask, "Fox, what's the best part about working for WoW.com?" There's an awful lot I like about writing, of course. I love that I have groupies. I love that I get to write about priests, internet dragons and magic, and then name my column something ridiculous, random and ill-fitting like "Eight simple rules for dating my teenaged shadow priest." I love that I can actually help people play the game better.
But what's the best part? The groupies. Yeah, hands down. The groupies.
The second best part, though -- I'm free to write whatever the heck I want about World of Warcraft and Blizzard. I don't have to toe a company line. When Blizzard gets it wrong, I can say they've gotten it wrong. A few weeks ago, I wrote a column called The four best things about Cataclysm for shadow priests. I touched on things like Shadowy Apparition and Paralysis, two new talents that I'm loving while leveling in the beta. "But Fox," you ask, "what about those great new Shadow Orbs? You left those off your list!" That's right, I did. I left them off because Shadow Orbs represent one of Blizzard's misses.
Master of your own (spriesting) domain
When Blizzard introduced the concept of mastery, I think most of us got overcome by that same "oh, that sounds cool" feeling. Shadow priests learned we were getting Shadow Orbs, and all of a sudden, folks started assuming we got the long end of the stick on this one (for once!). The developers didn't tell us much about them (OK, honestly, they told us next to nothing about them), but the idea that we'd be getting these bitchin' Shadow Orbs spinning around us as our special little "currency of the damned" or whatever was neat. And it still is. The idea is solid and workable. I'm not married to the orb art -- but whatever, minor quibble.
So, step one was a success. Step two -- actually figuring out what these damn orbs would do -- that was a bit tougher for the boys in Southern California.
The developers at Blizzard figured out a really cool idea for a mechanic. They just had no idea how to work the mechanic into the game. The whole matter of what shadow priests would be getting as a mastery bonus remained a question mark for the longest time. I wanted to pass judgment so badly, and yet ... there was nothing to pass judgment on.OK, so, today: Shadow priest mastery.
Let's give them ... these orbs. Like shaman have. But shadowy.
OK, guys, sounds good. Let's call it a day.
Shouldn't we figure out how they work?
... nah. Let's go hang out in the park.
The current Shadow Orb mechanic (yawn)
Before we get too much further, let's take a look at Shadow Orbs to see exactly what we're getting. Pay attention; there may be a quiz later (or at the very least, a 60-second bonus round in which you can win a car).
Sounds good. Sorta.You have a 10% chance for your Shadow Word: Pain and Mind Flay spells to grant you a Shadow Orb each time they deal damage. The Shadow Orb increases the damage done by your Mind Blast and Mind Spike spells by 20%. Each point of Mastery increases damage by an additional 2.5%.
I didn't notice any orbs, did you?
Shadow Orbs, we have a fundamental problem. It's best illustrated by a question I was asked by WoW.com's own Matticus. He was playing around with shadow priesting in the beta and wanted to know (paraphrasing), "How do I get Shadow Orbs to work?"
An honest question with a cruel answer! How do you get Shadow Orbs to work? You don't. They're just ... there. Beyond storing up a few stacks of Shadow Orbs before an especially difficult pull, there's not much strategy to their use. You'll earn Shadow Orbs. You'll spend Shadow Orbs. Unless you're paying close attention to Power Auras or your buff bar, you won't know either happened.I spent a few minutes working a training dummy, and I honestly have no idea how many of those damn things I generated and used. I didn't notice any ridiculously high damage ticks that made me shout, "Damn, that must have been a Shadow Orb!" It all happened quietly in the background, unnoticed. I had more important things going on, like keeping my DoTs refreshed.
That's a pretty disappointing state of affairs for one of the most promising mastery mechanics. Honestly, though, the developers just wound up painting themselves into a corner. They created something cooler in concept than could be implemented in game. It's like when I wrote my first novel, Dinosaur Pirate Explosion Carnival 2020. No matter what I put in that damn book, it could just never live up to the title. (In the end, it just wound up being about antique pottery.)
My wallet's too small for my fifties and my diamond shoes are too tight!
When push comes to shove, I feel really guilty complaining about Shadow Orbs.
Mastery is a funky animal in general. Some specs got a slam-dunk, "hell yeah" kind of mastery buff. Some got a boring one ("oh hey cool I guess my poison is better now ... um, thanks guys ... I guess"). We can't complain too much, because we actually got one of the most interesting mastery mechanics in the game. It's not a raw damage buff. There's a mechanic. Most didn't even get that.
But still, when you consider what we do have -- these glowing orbs of pure shadow that circle us -- it feels like we should be actively managing them. They're almost too good to waste on the current mechanic. But can we really add yet another active ability into the mix?
I mean, consider the spells we actively cast now in Wrath. We'll be bringing them all over to Cataclysm. Add to that Shadow Word: Death (it's not perfect, but it's definitely solid for solo mobs -- we will be casting it again). We'll be firing off Mind Spikes. We'll be managing Dark Archangel. My keybindings are already bloated and swollen in the Cata beta to the point that I'm feeling a bit overwhelmed. There's little room for another actively managed ability. It would just seem unnecessary and needlessly complicated.
It looks like we're stuck. In another, different universe (one where, perhaps, you wear shoes on your hands and hamburgers eat people), Shadow Orbs could have been our nuke. They could have been some kind of great mechanism that would lure all those fence-sitters into the shadow priesting fold. (Better luck next slide, I guess.)
So, shadow priest lurkers, what's your opinion on these little shadow orbs? Are you satisfied with the way they work now? And if not, do you have any idea how to fix them?
Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm






Reader Comments (Page 1 of 4)
Natsumi Sep 8th 2010 5:04PM
Got to love the Bullwinkle reference. :)
Debrazil Sep 9th 2010 7:49AM
I spot a Chandler Bing quote thrown in there as well.
Dharmabhum Sep 9th 2010 9:52AM
And thank you for the reference to Sliders. I haven't seen that show in ages but it was definitely a favorite of mine for a loong time. Quinn, Wade, Remy and the Professor jumping through space... damn I loved that show!
Fox Van Allen Sep 9th 2010 10:15AM
Yeah, I totally overdid it with pop culture references in this one.
mor8idhomogenosuicide Sep 9th 2010 1:25PM
Overdid it? My God man, can you overdo charity? Can you overdo saving people from certain death?
That was a FRIENDS reference! It's like the best article ever!
venomslife Sep 8th 2010 5:10PM
hmm sounds really cool as a disc priest with a shadow off spec, i say hook me up with a beta key mr. fox and i'll tell you all about shadow orbs and...what you really want-more groupies
alabngpuso Sep 9th 2010 11:25AM
I'm so confused mr. fox. You want mastery to be exciting. I thought reason for mastery was to make them boring so they couuld make talents exciting? Or has Blizzard changed its mind?
Zalvi24 Sep 8th 2010 5:13PM
sounds like shadow priests need a UI for shadow orbs, why do pallies get to have all the fun?
Natsumi Sep 8th 2010 6:10PM
They complain more. True story.
L3ssTh4nThr33 Sep 8th 2010 7:09PM
Paladins need to know how much holy power they have. From what mr. fox says you never even notice the shadow orbs, so why bother making a new UI suite for you to ignore?
Snuzzle Sep 8th 2010 7:53PM
But if we were given a UI for it, then maybe it could actually be something fun like Holy Power. Picture this: Each Shadow Orb can be spent (kind of like a Soul Shard but not entirely) dealing damage to a target. Throw one Orb and the spell does say, 1X damage. Two orbs does 2.5X. Three does 4X, where in each example X is an arbitrary number chosen by Blizz. It only stacks to three times, though.
The reason you want each Orb to do incrementally more damage (rather than just say, 1X, 2X, and 3X) is so that people might actually be encouraged to store their Orbs rather than just using them as they appear since one Orb thrown three times isn't any less damage than three Orbs thrown at once.
Just a thought on a way that they could make this mechanic pretty cool.
Jawn Sep 9th 2010 3:31AM
i had a similar idea...
each orb could increase your shadow spell power a bit, and increase your shadow resistance a bit. But you can use them as a "shadow power dump".
1 orb + spell = crit (a guaranteed crit, as the ones below would be, too)
2 orbs + spell = crit +25% more bonus damage
3 orbs + spell = crit + 50% more damage
I don't think that would be too outlandish, since DKs already have much extra damage to their crits as baseline, and that's all their crits, if i'm not mistaken.
You can also choose: Do i want a damage spike now, or better damage overall?
If it's OP, then one could either adjust the damage bonus, or adjust the rate the orbs pop up (or or both...)
Jawn Sep 9th 2010 3:37AM
Hmm.... reading the rest of the comments, looks like many others have very similar ideas to this.
Eisengel Sep 9th 2010 6:47AM
The problem comes with attaching the orbs on cast with two spells that we use in pretty much all cases; MB for regular rotation and MSpike for fast kills. The SPriest cast model is basically GCD-locked. You're constantly casting something and keeping everything rolling as well as you can. Attaching any proc to any spell that is normally cast is going to completely marginalize it, since every SPriest is going to continually cast their spells on CD (or on DoT expire) whether a proc is up or not. A bonus like +damage that procs from spells we normally cast and affects spells we normally cast is not going to make any waves. It will automatically happen and be automatically consumed. If the proc were active (i.e. press a different button to consume it for effect X) or was based on something we don't often do (like, for instance, letting our DoTs expire), then it would be something interesting that you would actually take notice of.
John Sep 11th 2010 12:01PM
I like the idea of using the orbs as a modifier but we don't want to turn into arcane mages, either.
I think if there were a way for them to give you a different bonus, based on something. .. So like: "using an orb increases your haste/damage/crit, selected from your highest stat". Or even cooler....based on another dot or something we could select. Imagine you have 3 orbs. You get to choose which stat they boost on use...maybe you have a UI pre-fight? I'd love to be able to dynamically change the benefit while still in combat but Idk how to pull that off...
So much potential...
flint Sep 8th 2010 5:17PM
It might be better if they just change our mastery to "Increased DoT damage" and call it a day. It's considerably less interesting than Shadow Orbs, but they appear to have so many flaws, and though they seem interesting, they really aren't (or so I hear); they seem to just be a passive bonus anyway, that works much more awkwardly than any other passive bonus.
EaterOfBirds Sep 8th 2010 5:20PM
i think its part of blizz trying to avoid the foolishness of having spriests ditching mind blast from their rotation again due to mind flay smoking it, which was just silly.
flint Sep 8th 2010 5:22PM
That's true, but I feel like Shadow Orbs might be too clunky for it to work. If you make Mind Blast hit TOO hard, then the forums will be flooded with QQ about priests getting massive Mind Blast crits in PvP (though it's kind of annoying that you can't Mind Spike x2 to force a Mind Blast crit with Shadow Orbs, because Mind Spike consumes the orbs too).
Faar Sep 8th 2010 6:37PM
Flaws? What flaws?
There's no real flaws with the shadow orbs. They're there and do their own thing, what's wrong with that? Not having to fiddle and micro-manage every damn thing in the game is an enormous blessing, if you like juggling a million buttons try an enhance shammy. The number of active abilities involved in a complete damage rotation is close to insane, with flame shock, earth shock, storm strike, lava lash, maelstrom weapon (either lightning bolt, chain lightning or lava burst depending on situation), unleash weapon, magma totem, fire nova as important parts, then throw in wind shear, refresh lightning shield, puppies, elementals, shamanistic rage, heroism, even more totems for PvP or situational PvE use....... It's just crazy amounts of buttons to juggle!
Be FRIGGIN HAPPY that shadow orbs aren't an active ability I say!! :D
Eyhk Sep 8th 2010 8:27PM
Idea 1: Having to charge up a "number" of shadow orbs over an amount of time that increases your dot damage, but an extra ability to send them off (insta-cast) one at a time for the occasional burst when something has to die NOW but dots take too long.
Idea 2: A "single" orb that grows keeps growing in size and strength (to a fixed point) that increases dot damage when with you, but you can send it off for one powerful burst (similar to an instant pyro)
No?