Spiritual Guidance: The ups and downs of the 4.0.1 shadow priest

For a few brief hours on Oct. 12, when patch 4.0.1 first went live, shadow priests were gods.
That's what it felt like, anyway. It was an interesting aligning of the planets: Shadow priests (and really, most spellcasting classes) were churning out impressive DPS numbers. Melee classes were lagging far behind, underpowered. Such imbalance was destined to be short lived, but it was damn nice while it lasted.
Patch 4.0.1 was -- and still is -- an unpolished work in progress. There's still a lot of rebalancing going on, and that often means, unfortunately, getting hit with nerfs. We got hit with a couple of them, and they both concern Shadow Word: Death. We'll talk about that -- and about the reality of 4.0.1 mana regen -- just beneath the fold.
Round one of the 4.0.1 nerfs
When patch 4.0.1 went live, Blizzard developers noticed almost immediately that shadow priest damage was a bit on the high end. They singled out Shadow Word: Death as the culprit, which was doing tremendous damage across the board. Lead Systems Designer Ghostcrawler said, the day after the patch:
We think Shadow priest dps is too high, but that's largely a result of Shadow Word: Death spam, which is tough on healers. We'll be fixing that.
Those who didn't get the chance to play on 4.0.1 prior to the nerf probably won't be able to appreciate the size of the nerf. It was pretty significant -- the spell saw its damage cut in half, at least. (It's down by 75 percent right now in the Cataclysm beta.) Before we could get over the soreness from that swift kick to the rear, though, Ghostcrawler followed up with another:
We nerfed Shadow Word: Death, but it is possible we didn't nerf it enough. It should not be Shadow's biggest spell.
Didn't nerf it enough? Ouch.
Granted, I appreciate what the Blizzard design team is trying to do here, and they're right -- Shadow Word: Death shouldn't be shadow's biggest spell. In early 4.0.1 logs, it was accounting for more total damage than just about any other spell save for Mind Flay. If you mastered the mechanics of SW:D of 4.0.1 in the few short hours the heightened spell coefficients were available, you were a damage-dealing monster.
The mechanic that existed, if only for a day, was compelling: We had the ability to deal huge amounts of damage at huge personal risk. A skilled healer and a skilled shadow priest, working in tandem, could add a whole new dimension to the damage-dealing game. Entirely unbalanced, sure, but the concept that skill (and a little bit of luck) could result in astronomical DPS was intoxicating. And, of course, far too good to last.
A bonus nerf
Ghostcrawler later explained the anatomy of the nerf:
Shadow Priests – we lowered the damage of Shadow Word: Death, except when the target is at the 20% wounded state, at which point it will do full damage. We also fixed a bug where the energize from Masochism was causing too much threat. (This is just a clarification on the above note -- we have not nerfed it twice.)
Essentially, what he's saying here is that Shadow Word: Death should remain at full power when you're using it as an execute -- the way Blizzard intends you to use the spell. It's still a bit early to make the call as to whether or not SW:D needs to be scrubbed from your rotation based on the change, but from a purely damage perspective, things aren't looking good.
Now, you're probably saying, "But look, Fox, it's still fully powered at 20 percent -- we can still spam it for a huge damage increase in the final moments of a fight!" It's true, at least in the sense that it's still fully powered, but there was yet one more SW:D nerf that came in stealth -- Blizzard changed the Glyph of Shadow Word: Death. Don't let the tooltip fool you; there's one major detail left out: The effect now has an ugly little 6-second cooldown. That means you can still sneak in a double shot of SW:D, but the spell is no longer spammable.
What the SW:D nerf means
In last week's Spiritual Guidance, I dropped a massive patch 4.0.1 guide on you, complete with psuedopower calculations. I'd reprint the numbers here, but, as you can no doubt guess, they're already outdated because of the Shadow Word: Death nerf.
Because the instant-cast SW:D was turning into such a huge damage dealer, critical strike started edging out haste in the early calculations for patch 4.0.1. It was a very narrow margin, about 0.61 for crit to 0.54 for haste. The nerfs probably turn these numbers on their heads; I anticipate the next batch of theorycrafting will have haste back out on top. Or possibly, the line between haste and crit may get blurred to the point that we don't know what's best outside the margin of error.
Without any specific numbers and without any assurances that things won't change significantly in the next few weeks, I wouldn't go back and start stripping out crit for haste, spending a fortune in new gems. Let the dust settle first, or you'll be really mad when you read two weeks later that crit is back out on top.
Mana problems?
When checking my pageview statistics here at WoW Insider, I found something interesting. Usually, my older articles get a spattering of hits when compared to the most recent edition of Spiritual Guidance. Last week, though, my article about shadow priest mana regen was getting huge numbers of page hits -- the kind of numbers that new articles sometimes get.
I was confused at first, but after some thinking, I understood what was going on. People were having trouble with mana regen and were desperately searching for answers. A few readers commented on last week's article and wrote in (fox@wowinsider.com), bemoaning their mana woes.
For example, Mathieus wrote:
Mathieus was far from alone -- plenty of other people wrote in with the same problem. But I was also hearing reports saying just the opposite -- that mana wasn't a problem at all. Which reports were real, and which were ancedotal? I headed into Icecrown Citadel to find out.OK, went to ICC last night, running shadow, and actually ran out of mana during the Saurfang fight. I even used my shadowfiend and Dispersion. Still ran out. This has never, ever, ever happened before.

But I found out that I wasn't having mana problems at all. A combination of buffs and reforging put my crit up over 40 percent, which gave me damn near constant access to my mana-regenerating shadowfiend. What really seemed to make the difference, though, were the buffs. From Fel Intelligence to the Mana Spring Totem, my mana stayed topped off well into the final phase.
So, is there a mana problem for shadow priests right now? Not universally, though it's clear that some will feel a pinch. If you're wanting for mana, there are a few things you can do to improve your situation.
- Improve your gear. The better the gear, the less likely you'll want for mana -- both intellect and critical strike rating are crucial here.
- Keep your self buffs active. This means Replenishment. If you're not providing it to your raid, you're slacking off.
- Keep good company. Having a raid with the right complement of buffs is more important than it has ever been before.
- Cast smart. If you're fighting low-health adds (like Blood Beasts), skip the full complement of DoTs. I like starting with Vampiric Touch followed immediately by Mind Blast, Mind Flay and Shadow Word: Death. SW:D and Mind Flay are your cheapest spells in terms of mana costs, so lean heavily on them!
Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm






Reader Comments (Page 1 of 2)
Jack Spicer Oct 20th 2010 3:13PM
Did they remove the self damage component of Shadow Word: Death in 4.0.1? Because I thought that was supposed to be the reason not to use it on mobs above 20% health.
Now it still does self damage and doesn't do full damage above 20% health?
brian Oct 20th 2010 3:30PM
Seems like it.
But it, um... provides you with some mana, I guess? Above execute range it seems like a pseudo-lifetap that deals damage to the target.
Something I was wondering about is what happens to the mana gains from Masochism if the shadow priest was bubbled? Does it count as the damage being "taken" or is the mana just lost?
Maleven Oct 20th 2010 3:42PM
It does self-damage, but with the health pools as they are and some fair heals, it doesn't matter much if you tuck it in your rotation, the damage it used to do was more than making up for it.
Desmentia Oct 20th 2010 4:03PM
"Something I was wondering about is what happens to the mana gains from Masochism if the shadow priest was bubbled? Does it count as the damage being "taken" or is the mana just lost?"
If the SW:D backlash damage is entirely absorbed/resisted, then Masochism does not return any mana to you.
I'm from the "I never run low on mana, ever" camp, and SW:D on cooldown is what puts me there. Even with near perfect uptime on my Shadowfiend (I actually have had the cooldown come up before the old one stopped attacking) due to high gear levels, my mana will still inch downwards if I forget SW:D. It may have fallen behind Mind Flay with the recent nerfs, but using it for mana will always be valid, because I'm certain it's less of a damage loss than Dispersion for mana purposes would be.
CDave Oct 20th 2010 3:26PM
I just realized that SW:D has ":D" in it. Mind=Blown
Rather fitting for a shadow preist actually
Ben Oct 20th 2010 3:52PM
I, too, enjoy the irony. It's like a rocket or a missile with a smiley face painted on the nose-cone. One will frequently find forums turning SW:D into SW*grinning face* where they support smileys.
Ikarus Oct 20th 2010 4:33PM
Same as SW:P , gotta love that smiley face sticking his tongue out at you lol
zdave Oct 20th 2010 9:02PM
PW:S must make people nauseous.
:S
Gigantor1960 Oct 20th 2010 3:36PM
I have had a chance to get a couple of ICC runs in on my Shadow priests post nurf and have had no issues with mana as long as I keep my shadow fiend on cooldown. It is also a pretty nice damage boost as it accounted for 6.8% of my total damage done last run.
Not sure if its just me or is mind searnowthe no cast list for multi trash mobs? It seems I do much better multi dotting mobs and then switching to focus fire on the marked targets.
Single target fights we do well and on motion fights we also perform well. It appears the shadowy apperitions damage scale accordingly with motion. We are still on the low end for caster damage however and we will see how we fair against overall dps after the recently announced increase to hunters damage.
Craig R Oct 20th 2010 4:02PM
it's pretty clear these people with mana issues are the kind of people who save their cooldowns until they're at like 25% mana.
use your shadowfiend early people. that's what sin and punishment is for. I spam multidot on heroic deathwhisper 25, never cast dispersion, and am always at 75% mana or more.
I'm only wearing icc25 level gear with a few heroic pieces. even in icc10 gear, proper cooldown management should keep you above 50% mana at all times.
Tortus Oct 20th 2010 6:09PM
Just to add a note to the whole Mind Sear being a no-go for AoE, when I was in ICC-10 last week (And amazed at the huge buffs I recieved this patch, up from being a 6k DPS scrub to 10k DPS top of the chart) I found that hitting all my targets with SW:P and running around like an idiot did ALOT more damage then Mind sear. On the 5 training dummies in Silvermoon I can hit 10k DPS with this method and annoy others whlie doing so. I
mortis2600 Oct 20th 2010 6:29PM
Multi-dotting the mobs is much better for DPS and hell on your mana. However, I gave up on topping the DPS meters on trash and found something far, far more fun. Applying SW:P on all the mobs and running around in circles spawning an army of shadow clones to blow up on the trash. It does decent DPS and is the most fun I've had killing trash packs ever in this game.
Clearly someone at Blizzard has been watching their fair share of Naruto.
Alexandra Oct 20th 2010 3:57PM
I was overjoyed to see the change to SW:Death the day after the patch, for the simple fact that prior to 4.0.1, I -never used it-. The damage was just too weak to work it into my rotation.
This isn't to say that I think it should've stayed un-nerfed. It was obviously too high immediately after patch. But now, it's nerfed back into uselessness. Single mobs are usually dead within a second or two after hitting 20%, and the damage is pathetic above 20%. On bosses, I still fling it as much as possible - under 20%. So, the net result is I've gone from a spell that I never used through Wrath, to a spell I'll -maybe- use 4-8 times per raid boss. It's progress, I guess, but given how much the devs were clearly trying to push this back into some semblance of a regular rotation, it's rather sad.
Why has it been so hard to turn this into a workable spell? Just off the top of my head, having it apply a debuff stack similar to Arcane Blast, increasing damage done to the mob and to you, would seem to be a perfectly workable solution. Or have it do a fixed amount of damage, but an amount of feedback inversely scaled to the percentage of health the mob has left. Spam it on regular mobs at 100-50%, and you'll fry a quarter of your health in one shot. (Oh, and though I may be in a minority for this, I'd be perfectly happy to swap our 'reduce feedback by x%' talents to gain a workable nuke.)
Candina@WH Oct 20th 2010 4:17PM
I think you hit the nail on the head Alex. 'Workable Nuke'. Maybe that is what 'Mind Spike' will be. But currently, we don't have a spamable nuke.
I believe we are the ONLY caster class that does not have a direct fire, non-channeled spell without a cooldown.
Warlock - Shadowbolt.
Mage - Pick one.
Shaman - LB.
Moonkin - Wrath.
Eisengel Oct 21st 2010 5:09AM
I'd say we're also back to no AoE spell. Mind Sear damage is in the 'tickle with a NERF feather' range.
That isn't to say I don't like multi-dotting, I got used to it back in BC and it was kind of fun to run those rotations again, however it's disheartening to work 4 different spells constantly swapping targets and still get buried by the Mage because they just need to lean on one button that doesn't depend on stacking DoTs.
It seems our best AoE now involves dropping Shadowform (SW:P and run in circles throwing Novas), which seems a tad borked.
Almoderate Oct 21st 2010 5:26PM
"It seems our best AoE now involves dropping Shadowform (SW:P and run in circles throwing Novas), which seems a tad borked."
Yes, but the joy of having my own little shadowy army doing my bidding during that big trash pull just before Lady Deathwhisper is quite satisfying. Add the other two shadow priests in our raid, and it's quite a glorious sight to behold.
Candina@WH Oct 20th 2010 4:11PM
I can't speak for my raiding shadowy bretheren, but my DPS has sucked in 4.0.1. in heroics.
The ramp up period for shadow damage is SO long and stuff dies so fast now that I often don't even get to cast a second Mb. Did the nerf to SW: Death actually REDUCE it's damage below prior damage?
Orbs? Clone-bombs? Dots? my DPS simply sucks. Down over 1k compared to prior to to 4.0.1
Rin Oct 20th 2010 4:28PM
I can only asssume you mean for trash, cuz heroic bosses still take a little while to die. For trash, especially with an over geared group, if things are dying too fast I just used SW:P on one and Mind Sear, even after the nerf. Or I just tab MD/MF spam. If things are dying that fast, then what does it matter what your DPS is?
Candina@WH Oct 20th 2010 5:11PM
@Rin
It's more of a 'but I want to play too!'. When everyone else is putting out 5k DPS [because of AoE] and I sputter along below 3k.... It's embarassing.
orco42 Oct 20th 2010 5:27PM
Your aoe will be much lower than before. I was around 35k dps on sindra's trash before and only at 10k now. But my single target dps jumped a good 40%. For more than a couple trash tab target SW:P, while running in circles. If all the targets have sw:p use dp. Your apparitions plus dots will do far far more damage than trying to aoe.