Spiritual Guidance: Welcome to Cataclysm heroics, shadow priests

Welcome to the Wednesday edition of Spiritual Guidance, where your host Fox Van Allen takes on the darker, shadowy side of priesting. While your holy columnist Dawn Moore was busy trying to plant suggestions regarding the alleged superiority of healing, Fox was busy casting Mind Control to demonstrate the superiority of the shadows.
Right now, on the live Wrath servers, shadow priesting seems to fit like a glove. That's not necessarily a result of our class and mechanics being perfect -- they're not. It's a result of their feeling familiar. We've been playing under the rules of patch 3.3 for nearly a year now and it feels natural; it feels right. We're blessed with strong damage and near unlimited mana -- provided we put in the effort to know how to make both of those a reality.
It's hard to accept that 4.0.1 is bringing such major changes, especially in the realm of that once unlimited mana bar. It's gone, and it's not coming back any time soon. If you need any evidence, consider this: After slashing mana regen to the bone last week, Blizzard followed up by cutting regen even more this week in the latest beta build. (For something called a "nerf," these cuts sure hit like a Mack truck, don't they?)
These changes to regen may make the 80-to-85 leveling process more tedious, but they don't necessarily make it more difficult. If the pinch is going to be felt anywhere, it's going to be in 5-man instances, heroics and raids. Since raids aren't quite available yet, I decided to queue up for some heroics instead to get as much Cataclysm endgame flavor as I could.
Can our mana bars handle the stress? How weird and different are our new rotations? And how can shadow priests add much-needed value to a party above and beyond the standard DPS abilities in Cataclysm? The answers to those questions -- plus a stunning 47,306 damage crit -- are all after the break.
Right now, on the live Wrath servers, shadow priesting seems to fit like a glove. That's not necessarily a result of our class and mechanics being perfect -- they're not. It's a result of their feeling familiar. We've been playing under the rules of patch 3.3 for nearly a year now and it feels natural; it feels right. We're blessed with strong damage and near unlimited mana -- provided we put in the effort to know how to make both of those a reality.
It's hard to accept that 4.0.1 is bringing such major changes, especially in the realm of that once unlimited mana bar. It's gone, and it's not coming back any time soon. If you need any evidence, consider this: After slashing mana regen to the bone last week, Blizzard followed up by cutting regen even more this week in the latest beta build. (For something called a "nerf," these cuts sure hit like a Mack truck, don't they?)
These changes to regen may make the 80-to-85 leveling process more tedious, but they don't necessarily make it more difficult. If the pinch is going to be felt anywhere, it's going to be in 5-man instances, heroics and raids. Since raids aren't quite available yet, I decided to queue up for some heroics instead to get as much Cataclysm endgame flavor as I could.
Can our mana bars handle the stress? How weird and different are our new rotations? And how can shadow priests add much-needed value to a party above and beyond the standard DPS abilities in Cataclysm? The answers to those questions -- plus a stunning 47,306 damage crit -- are all after the break.

You'll no doubt hear this a lot over the next few weeks (months?) as people play around in heroics, but ... these things are hard. At least, they feel hard. (That's what she said.)
The majority of the growing pains in heroics right now rest with healers. They're still getting a feel for the changes to their classes and to the way damage is being dealt. That's not to say tanks aren't struggling too -- their (relative) stats have been slashed, they're dealing with new abilities and talents and they're taking on new content. Pulls will go wrong. In fact ... pretty much everything will go wrong. Encounters are bugged, abilities are bugged, and even when everything's going right, there will still be that guy who stands in fire.
Shadow priests, too, are going to feel the pinch of the new content. Our mana regen keeps getting cut, so we need to be more conscious about what we cast and when. If we go all out on every pull, we'll wind up out of mana on every pull. It's definitely an uncomfortable feeling at first, but you start to learn to manage. You learn by doing, and as battles progress, you find yourself limited by the mana bar less and less.
Understanding the new challenge: Anatomy of a wipe
It won't take long before you experience your first wipe in a Cataclysm heroic five-man instance. These instances are difficult, and the mobs are strong enough to eat unprepared tanks alive.
You'll quickly learn that there are two distinct types of wipes: one caused by an overwhelmed/underprepared tank, and one caused by an overwhelmed/underprepared healer. Occasionally, you'll find yourself in a situation where both are overwhelmed or underprepared. When that happens, you won't be able to make it past the first pull.
For the situations when the tank or healer needs just a little bit of help, there's good news. Just as in Wrath, we have tools at our disposal when a wipe looks like it's building. We can't go around slinging spells from the holy tree, but we do have access to Power Word: Shield, even in Shadowform. It's an incredibly powerful defensive spell, and it's just as easily cast on the tank as on ourselves. I created the following simple but powerful macro that I've found invaluable for progressing in heroics:
/cast [@focus] Power Word: Shield
[Hat tip to Smoke353 and Wellsee for simplifying that macro!] Just be sure to set the tank as your focus when you start the instance, and you have a powerful life-saving tool at the push of a button. PW:S often stops the bleeding just long enough for your healer to catch up. And given the dearth of good major glyphs for shadow priests right now, you can juice the spell even more with the Glyph of Power Word: Shield. Remember, though, the Weakened Soul debuff is still around -- don't go around using this macro when your party's healer is a fellow priest.
Mana regen: Not as bad as you'd think?
Since we last complained about mana regen cuts, Blizzard followed up with ... a new series of mana regen cuts. In the past week, we saw the shadowfiend cooldown reduction benefit of Sin and Punishment get cut in half, from 20 seconds per Mind Flay crit down to 10. A similar nerf also hit Dark Archangel -- the cooldown was jacked from 45 seconds up to 90 seconds. The cuts definitely hurt when you're trying to run a full, aggressive rotation.
But the cuts to mana regen aren't the end of the world once you learn to adapt to them. It's part of the Cataclysm give and take -- we now have the ability to do strong burst damage, but that level of damage is not sustainable long term. We can't go all out on every pull. We have to save the mana for when it matters, because our shadowfiend and Dark Archangel are not going to be silver mana regen bullets.
Managing your mana in Cataclysm isn't simple, but it's far from impossible. The biggest challenge, to be frank, is accepting the new reality: We need to curb the rate at which we deal damage to maximize our total damage.
Mind Control: Welcome back, old friend
Remember what the developers said about wanting to bring back crowd control for Cataclysm? Well, they did; pulls in heroics can be terribly challenging. But unlike in the latter days of Wrath, it's not Shackle Undead that we're going to be using for CC -- it's Mind Control.
You heard me right: Mind Control. If you're somewhat new to the game, you're forgiven for not being familiar with it. The patch 3.3 incarnation of the spell is unreliable, dangerous and short-ranged. Mind Control's risk-to-reward ratio is terrible. Hardly anyone ever uses it, and that's a shame because of the spell's promise and potential.
Thankfully, Blizzard took a second look at MC in Cataclysm, with terrific dividends -- it's an absolute blast to use right now in the beta. Developers bumped the range on the spell up from 20 yards to 30 yards. They also made the channel more reliable -- in my heroic Deadmines experience, the spell almost always lasted the full 60-second duration.
What makes Mind Control so great is that you get a double benefit out of the spell -- you get to force one of the bad guys to stop attacking the tank and start attacking one of the other bad guys. If you can grab aggro with your Mind-Controlled puppet, that's even better -- all of a sudden, you've got two adds off the tank. And you're not just limited to using "auto attack"; your puppets come loaded with a small handful of interesting abilities (like the kobold spell Candle Blast). Some are brutal attacks, and some are powerful heals. There are even buffs in the mix; I found one enemy capable of providing players with their own personal 30-second version of Heroism/Bloodlust. Oh, and did I mention the damage numbers?
It may take a little bit of convincing, but if you're in the beta right now, ask your tank to mark a target for you to Mind Control on every pull you can. Be sure to use some caution -- your channeling shadow priest is helpless while MC is active (I died to an AoE blast while playing around with Mind Control), and you generate a lot of aggro with the humanoid you're controlling. The tank needs to be ready to pick the add up the moment Mind Control breaks. Remember, though, Mind Control only works on humanoids, and some humanoid mobs are immune.
The overall experience
I had a blast in my heroics. I didn't get any "loot" out of it, but that hardly mattered. The content was new, fresh and challenging. I got to use different abilities for different fights. I got to play tank with a couple of Mind-Controlled pirates. And the final battles in the instance ... well, I don't want to ruin them for you, but they're fun as hell.
Overall, yes, it did feel a little weird to be stingier with my casts. I was out of my comfort zone for a while, and when you start playing these heroics in Cataclysm, you'll be out of your comfort zone too. The real beauty, though, is that you'll be too busy having fun to feel oppressed by your mana bar. In fact -- and I hesitate to say this -- holding back on casting was more fun. No more tunnel vision!
Cataclysm is bringing major changes to virtually every aspect of the shadow priest experience. And the bottom line for shadow priests: Change is most definitely good.
Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm






Reader Comments (Page 1 of 3)
Deathknighty Sep 29th 2010 6:06PM
No they WON'T take that candle!!!
Jamie Sep 29th 2010 6:10PM
That's what she said.
Jam Sep 29th 2010 6:11PM
As a Gnome Rogue with Engineering, I certainly hope we get to make Tin Foil Hats. Fight the power!
Jamie Sep 29th 2010 6:23PM
http://www.worldofwarcraft.com/info/items/tinfoilhat.xml
Smoke353 Sep 29th 2010 6:33PM
here's a macro that works the same way but wont change your selected target, so you can go right back to doing damage:
/cast [@focus] Power Word: Shield
Fox Van Allen Sep 29th 2010 7:07PM
Far simpler, yes, and it still works in Cataclysm. Thanks! :)
Wellsee Sep 29th 2010 6:37PM
Two questions! TWO!
#1 Does @focus still work? As in "/cast [@focus] Power Word: Shield".
#2 With these mana problems... Uhhh... Well, Fox, we're all friends here: Do you resort to using your wand?!
Matt Sep 29th 2010 6:51PM
That's what she said?
Fox Van Allen Sep 29th 2010 7:16PM
1) Yes!
2) Only behind closed doors. Don't tell my mom.
Carrie Sep 29th 2010 6:38PM
Awesome, thanks for the breath of fresh air and sunshine, Fox. Though I guess sunshine and rainbows and butterflies aren't *supposed* to be our thing, but anything positive coming out of the beta for us shadow priests is welcome :)
Rob Sep 29th 2010 6:39PM
It would've been nice to get some detail on exactly how you were able to make your mana last - what type of rotation you used for boss fights, what you used for trash pulls, how you adjusted, etc. All I really got from this was "mana is tough, cast less" and "mind control is back!" (which is awesome, btw).
Fox Van Allen Sep 29th 2010 6:56PM
I actually had a lot more detailed information on that, but I had to cut it for space reasons. For the most part, on boss fights, I used a typical Wrath rotation with SW:D on every cooldown.
You move around a lot with these bosses, so I never ran out 100%, and didn't feel TOO bad about popping dispersion here and there.
For trash, I dropped all DoTs but Vampiric Touch, because it provides the highest damage for the least mana with the shortest duration. Add in some SW:D spam, and I honestly ran out of mana only once or twice.
There's been nothing yet that a pot or two can't save you from.
Rob Sep 29th 2010 7:35PM
Excellent, thanks for the comment! Helps fill in some gaps.
So - no use of Mind Spike? I know some priests have worked it into their regular rotation, but it's whole purpose was supposed to be adds/trash. I know it got nerfed today as well, but still, if it wasn't useful on trash, that's a shame.
But also glad to hear more reports of SW:Death being back in the game. I take it you have the appropriate glyphs and talents, and your healer isn't yelling at ya too much for using it?
fox.vanallen Sep 29th 2010 10:13PM
Well, pre-nerf, Mind Spike was a terrific opener (after VT), but the "high threat" addition makes me pause before recommending it in a five man (without having a Fade button handy). It remains phenomenal for soloing, though.
And so far, no problems with SW:D. With a crit, you might take a little over 10,000 damage, but in heroics, your health pool maxes out around 100,000. You heal it all up through VE before it comes back off cooldown.
Aris Sep 29th 2010 7:01PM
"But unlike in the latter days of Wrath, it's not Shackle Undead that we're going to be using for CC..."
Speaking of this, is there much (or any) use of Shackle from what you've seen so far? I live on the healery side of things (at least until I finish leveling my spriest) so MC is off the table for me as viable CC but I cast a mean Shackle! I can even KEEP it shackled so long as trigger happy dps leave it alone. Unfortunately, I don't get much chance to do so in Wrath's aoefest environment. I do, however, frequently use it as an interrupt (such as when it's clear that nobody else is going to stop the spellflingers in OK from pwning the tank).
Fox Van Allen Sep 29th 2010 7:11PM
There are hardly any undead to speak of once you pass level 80, I'm afraid. Plenty of humanoids, but few undead.
zdave Sep 29th 2010 7:28PM
How have the changes affected spriests extreme soloing? Any experimenting with this yet?
Kaleda Sep 29th 2010 7:40PM
I had to comment on the issue of macros for PW:Sing the tank. Use mouseover macros and raid unit frames in parties (at least until Grid is working again), and then you can shield whoever needs it instantly and not have to set people as focus to do so. In fact, macro all your heals as mouseovers and bind them to sensible keys, and then you can make a massive difference and even get a kill despite losing a/the healer. It's one of the many things I love about being a shadowpriest: being able to instantly pour out strong heals across the party/raid, drop back into shadowform to recast dots and return to healing; and knowing you've got a kill that was almost certainly a wipe is an incredibly satisfying feeling.
Rob Sep 29th 2010 8:23PM
I was thinking the same thing. I play mainly as shadow, but holy as my off spec. All my heals are mouseover, and it's a world of difference.
blacklamb Sep 29th 2010 7:45PM
My main is a healer, and I can't tell you how much I've been appreciating these posts on dps changes. The healer community has been bracing itself for a long while now in anticipation of running with dps that haven't gotten the memo that heroics are no longer easy. Thank you for helping to get the word out and pointing out what dps can do to help make the pulls a little easier. My hat's off to you, Mr. Van Allen.
P.S. Any Shadow Priest I see using PW:Shield becomes number three on my heal priority list after myself and the tank! Your healers always remember who's got their backs.