Spiritual Guidance: Cataclysm heroics vs. Wrath heroics

This past weekend, I've been playing around a little bit with my druid. It's the first I've really played it since patch 4.0.1 went live, and it's really amazing how much has changed. I'm casting Wrath to buff Starfire, and then I'm casting Starfire to buff Wrath. There are a couple new "faux power auras" to learn, too. I kind of like the new mechanic, but the feel of it is just so different than what I was used to back in the days of yore. (For those keeping track, "yore" means, like, September.)
Shadow priests are somewhat fortunate in that our spec worked well enough in the world of patch 3.3.5 that it didn't need some kind of Lunar Eclipse/Solar Eclipse gimmick. Cataclysm plays a lot like patch 4.0.1, which plays a lot like patch 3.3.5. That doesn't mean there aren't notable differences in the way the game plays, though, especially when it comes to something so seemingly familiar as your daily heroic.
Shadow Word: Death
Shadow Word: Death is nowhere near as overpowered as it was during that brief 24-hour period following patch 4.0.1 going live, but that doesn't mean you should abandon it entirely. It remains an incredibly powerful spell and deserves a prominent place on your cast bar. But instead of weaving it into your rotation at every given opportunity, you need to hone your instincts and learn the right times to cast it. These next few weeks are really the perfect time to practice, because once Cataclysm goes live, Shadow Word: Death goes from being an opportunistic cast to being a shadow priesting cornerstone.
Wrath of the Lich King (patch 4.0.1) Lesson one of Shadow Word: Death: It's not worth casting until your opponent is below 25 percent health. Obviously, the right time to hit the SW:D button varies from mob to mob, since it's preferable that your SW:D be the killing blow. Given the low health pools of most Wrath mobs and the high crit rates of shadow priests, if you're hitting SW:D in that 25 percent window, it's likely to net you a killing blow by default. If that first blast doesn't net you a killing blow, the Glyph of Shadow Word: Death will let you follow that up with a second blast, which is all but guaranteed to kill your foe.
Cataclysm Your DPS won't be increasing nearly as fast as your opponents' health pools in Cataclysm, so the correct timing of SW:D becomes more and more important. The name of the game here isn't DPS maximization, though; it's maximizing mana regen. The Glyph of Spirit Tap gives you 12 percent of your max mana back (over 12 seconds) whenever you score the killing blow with SW:D. Cataclysm heroics -- even the trash pulls therein -- are brutal on your mana bar, and you want to squeeze out every possible drop of mana regen via Spirit Tap you can. That means you should always be trying to score that killing blow.
To that end, you'll definitely want to carry along the Glyph of Shadow Word: Death; it doubles your odds of scoring the killing blow. And if the first blow misses, you'll get all of the mana you spent casting it refunded (and then some) thanks to the Masochism talent. It's a win-win situation.
Greedy? Without a doubt. Especially when you consider that there are a lot of other classes out there who are going to be competing for that killing blow, too. Rogues want Deadly Momentum; warriors want Victory Rush; hunters want Rapid Killing. But it's important to be greedy here -- without the bonus mana from Spirit Tap, you'll run dry far quicker, far more often.
Between stealing all these killing blows and Vampiric Embrace's getting nerfed, shadow priests aren't exactly a 5-man group's best friend. Then again, shadow priests were never really about "playing nice" in the first place. The selfish thing kinda fits.

Three months ago, the answer to just about any large gathering of enemies was to Mind Sear. It was fairly mindless going, sure, but those large yellow numbers sure looked great when they flooded the screen.
Of course, Mind Sear doesn't do the damage it used to. Still, the question remains: How do you now deal with packs of trash that are only two, three, and possibly four members deep?
Wrath of the Lich King (patch 4.0.1) Blizzard nerfed AoE damage pretty much across all classes, and our own beloved Mind Sear got hit especially hard. I've taken it off my main casting bar entirely. To be entirely fair, though, there remain a few select places to use it: the packs of Crystalline Shardlings in Halls of Stone, the packs of Plundering Geists in Old Kingdom -- basically, any pack comprised of a significant number of non-elite mobs. For most pulls, though, you'll find that Mind Sear is no longer the answer.
Since mana isn't so much an issue yet, the best strategy (provided you have a tank capable of holding threat) is to multiDoT. I apply Vampiric Touch to the mob the tank first engages, followed up by Shadow Word: Pain, Mind Blast (to spark Replenishment, natch), and finally Devouring Plague. If the bulk of the 5-man group is going to focus on that one particular mob, I tab to the next and start applying VE and SW:P. I cycle through pretty all the mobs until all the baddies are dotted up with the VE/SW:P combo. Running around to generate massive numbers of Shadowy Apparitions is a lot of fun, but you'll be better off just filling in the gaps with Mind Flay and Shadow Word: Death.
Cataclysm In Cataclysm, mana is enough of an issue that you need to be far more cautious with your casts. If you can go into a trash pull with the luxury of having both your Shadowfiend and Archangel off cooldown, you can take an aggressive approach, since you've got a load of mana regen available at the push of a button.
Otherwise, you'll want to protect your mana pool. One great way to do this is to multiDoT, but to only use Shadow Word: Pain. This takes a significant initial investment when spread across, say, four mobs. But once you have the DoTs rolling, you can tab through the enemies and refresh SW:P with casts of Mind Flay.
Now, why is this necessarily beneficial over running a full Vampiric Touch plus Shadow Word: Pain? Well, in terms of DPS, it's not. In terms of maximizing mana regen, however, Mind Flay packs a great three-pronged punch:
- It's an incredibly cheap cast. With a cost of merely 8 percent of your base mana, it's technically cheaper to cast MF in Cataclysm than it is in Wrath.
- Mind Flay refreshes Shadow Word: Pain. SW:P costs a whopping 22 percent of your base mana. Any time you can get SW:P to refresh gratis ... well.
- Mind Flay crits shave time off your Shadowfiend timer. Your Shadowfiend restores a huge chunk of your mana when you summon him, so the more you cast Mind Flay, the more mana you have available for your DoTs -- specifically, the full rotation of DoTs that you'll want to keep rolling on the mob that constitutes the tank's focus.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
MrJackSauce Nov 17th 2010 5:10PM
WOW!! That dungeon picture is AMAZING! I can not wait to go in there!! I bet I'll die a lot the first time (tank4life) because I'll be all: "oooh", and "aaah", and not paying attention.
Soulestream Nov 17th 2010 5:33PM
You can go there now. Its one of the bosses for the events going on now. Enter the wind portal young grasshopper.
PlasmaRayMan Nov 17th 2010 6:08PM
That is Temple of Ahn'Qiraj that was released in patch 1.9 so you have been able to go there for a while now just so you know
Tom Nov 17th 2010 6:24PM
If you're talking about the first picture, that's the Lost City of the Tol'vir.
Imnick Nov 17th 2010 6:51PM
Also it's in AQ which has been around since vanilla ;)
Alithoe Nov 17th 2010 7:42PM
I'd really strongly suggest you run with a group of patient people you know the first couple of times through an instance. Not because you'll need CC or because PUGs can be terrible players (although that helps, it's usually not necessary if you're just doing the regular dungeons), but so that you'll be able to actually look around the instances.
MrJackSauce Nov 17th 2010 9:55PM
How neat! I've never been there lol. Off to have look on druid :P
Imnick Nov 20th 2010 9:49AM
Why are we being downrated for telling him what instance the boss is in? 0:
anotherbiffname Nov 17th 2010 5:16PM
I love reading your posts every week Fox, and its made me into a very good Shadow Priest because of it, im really looking forward to seeing how big a challenge mana will be in Cata. Hopefully its not too harsh.
malificient.priest Nov 17th 2010 5:17PM
Worth mentioning: you no longer need to Mind Blast with Vampiric Touch up to get Replenishment. The Replenishment buff triggers off of VT all by itself.
Rob Nov 17th 2010 5:19PM
So, no use for mind spike in the trash pulls? That was supposedly one of the main reasons it was created - when we didn't have time to get DoTs ramped up. Then of course, they made the mobs have a lot more health, so they aren't dying in 3 seconds anymore anyways...
Eisengel Nov 18th 2010 6:37AM
You're not alone in this question - a lot of people are asking it.
Mind Spike has gone through some significant mechanic changes. Currently it is a 1.5s cast with no CD that clears all your DoTs on the target, consumes Shadow Orbs, increases MB crit% and is a bit stronger than MB (IIRC).
Blizzard kind of painted themselves into a corner in its development. If they make it too strong, SPriests will always use it, if they make it too weak, we'll never use it. If it takes too long to cast, it'll bugger our rotation and won't be useful as a 'nuke' - however if it casts too fast it runs the risk of replacing MF. So Blizz it trying to pound the square peg of MS into the round hole of a nuke that we can spam that won't replace our default filler spell (MF) or our default heavy spell (MB).
Beta's beta, who knows what they'll end up on. So far most SPriests seems to stay well away from MS since I think most are of the opinion that needs to be changed. I don't envy Blizz the design on the spell though, it's like trying to thread a needle with a shoelace.
John Nov 17th 2010 5:27PM
Great info.
Any thoughts on where's Mind Spike is going to fit in?
What % of health will a non-kill SW:D do (in other words, how risky is the backlash from a SW:D)?
Also, minor edit: in one section you mention dotting with VE/SW:P, but you mean VT/SW:P. :)
Alithoe Nov 17th 2010 7:33PM
The hardest I've seen a SW:D crit so far is about ~25k, but I'm a fresh 85 so that will probably go higher. Let's say 30k. The backlash from that crit would be 18000 damage. Premade priests have about 130k health in tier 11, so 18k/130k is about 13% of your health. A regular hit is around 15k in this instance, and would backlash for 9k, or ~6% of your health.
In summary, if both deaths fail to kill your target (which will happen on a boss) you'll so about 13% of your own health as damage to yourself.
Alithoe Nov 17th 2010 7:39PM
I'd also like to add that you WANT to take that damage (e.g., not have a PW:S eat it), since right now if the backlash from Death is absorbed you don't get the mana from masochism.
patiencerose7 Nov 17th 2010 5:46PM
Any thoughts on leveling specs? For soloing or as part of a duo (with a warlock)... how about with thought to self defense for leveling on a pvp server?
Rob Nov 17th 2010 6:06PM
It may be worthwhile discussing the dynamic between multi-DOT and strong single target dps. In wraith, we got used to AOEfest, but especialy in the beginning of wrath, tanks are going to get hit pretty hard and keeping them up may be a challenge (i haven't played the beta). Anyway my point is that it may be best for the party overall if you can kill one mob quickly vs 4-5 which die at the same time.
Kuckuck Nov 17th 2010 6:51PM
From my point of view, optimizing your dps for trash will often allow you to complete dungeons faster and rake in more badges, seeing as how there is a lot more time spent on trash than on bosses. Might as well blow your mana on trash.
Braca Nov 17th 2010 6:59PM
Are we going to be straight up dps in Heroics are are we going to be using Mind Control a lot for crowd control? Either way is cool. It amuses me to make my enemies do my bidding.
Alithoe Nov 17th 2010 7:37PM
Sometimes you have to MC because you don't have any other CC, but you have to be aware that many mobs are immune to it. That's also assuming you're dealing with humanoids, and not a big pull of elementals or dragons.
It's kind of neat and sometimes you can actually help out your party depending on the mob's abilities, but most of the time you should probably let someone else CC.