Spiritual Guidance: Early Cataclysm for shadow priests

Cataclysm is here! Cataclysm is here! That's not exactly anything new, though -- it's been here for at least 36 hours now. Which means, of course, that I've been awake for well over 36 hours, playing World of Warcraft the whole time. Here are some fun facts about my current state that I've been able to glean from the internet:
- After 17 hours without sleep, people behave similarly on tests as those with blood alcohol levels of 0.05.
- After 21 hours, people test similarly to those with blood alcohol levels of 0.08.
- Minor halluncinations typically begin after 36 hours, with visual hallucinations appearing at around hour 60.
That's what this column is all about: all the basic information you'll want to know for that epic grind to level 85.
Job number one: Reset your talent tree for leveling
Yesterday's release of Cataclysm -- not patch 4.0.1, not patch 4.0.3, not patch 4.0.3a, but real, honest-to-goodness, full release Cataclysm -- means the focus for players sitting at the old level cap of 80 has changed. The game is no longer about running Wrath dailies, running Wrath heroics, and kingslaying. It's about leveling. A new focus means a new talent tree editing.
This talent tree build represents what I consider to be the best talent tree for Cataclysm leveling. It sacrifices points in Improved Mind Blast to put points in Paralysis. The latter talent is essential for speedy, efficient solo leveling; when combined with a strong "leveling" rotation, it all but guarantees that mobs will be dead before they reach you. (More on that rotation later.)
Once you start leveling, your first priority is going to be to dive deeper into the discipline tree to take two points' worth of Evangelism (at levels 81 and 82), and then one point worth of Archangel at level 83. These two set you up for both stronger DPS and a healthier mana pool, making them must-haves. The level 84 talent point is not of much consequence -- put it into whichever talent seems most valuable to you (either Improved Mind Blast, Inner Sanctum, or Mental Agility).
Once you've hit that magical level 85 and feel the need to start running heroics, you may want to revisit your talent tree one more time (hope you have gold saved up!). Silence is incredibly valuable to have in Cataclysm heroics, and Psychic Scream can be glyphed to provide some serious (and safe) crowd control. Paralysis largely loses its value in heroics, so we can cannibalize points from there. This level 85 tree represents a pretty good starting point for your level 85 heroic-running build -- feel free to tweak it as you prefer.
Did you just start a new goblin or worgen? You may want to check out last week's column, which helps you decide what talents to take when.
I covered glyphs here in Spiritual Guidance a few months ago, if you want some more detailed information. For those who are leveling, there are a few must-have glyphs:
- Glyph of Dispersion Fast mana regen is key to efficient leveling and strong heroic performance -- much more so than any DPS talent. Dispersion is better than sitting to drink, right?
- Glyph of Shadow Word: Death In Cataclysm, mana regen and strong DPS revolves around Shadow Word: Death. It's your strongest spell (if cast when your enemy is under 25 percent health), and when it connects for a kill, can proc Spirit Tap for huge amounts of mana regen (if you take the glyph below). This glyph gives you a "do over" if your first attempt at a kill through Shadow Word: Death fails without having to wait out the cooldown timer. Definitely take it for leveling; consider keeping it for heroics.
- Glyph of Spirit Tap On some servers, this glyph is nastily expensive. But there's good reason behind the cost -- it's a really valuable glyph for us shadow priests during the leveling process. It allows us to get a significant amount of mana back through Spirit Tap when we successfully kill a foe (that gives experience or honor) with Shadow Word: Death.
- Glyph of Inner Fire To be sure, the benefit you get from the Glyph of Inner Fire is modest -- it cuts the amount of physical damage you wind up taking by maybe 3 percent. Still, that's probably more useful than your other major glyph choices for leveling.
- Glyph of Psychic Scream If you get overwhelmed while soloing, or even while running instances, crowd control can be a lifesaver. The standard version of Psychic Scream sends enemies scattering in fear, which often results in aggroing extra mobs you're ill equipped to handle. By taking away enemies' ability to run when feared, this glyph turns a once-dangerous last-ditch spell into an anytime shot of crowd control. It's great for soloing and great for instances.
Those are the key leveling glyphs -- two prime and three major. They also work extremely well for running Cataclysm heroics. Your final prime slot is best resolved for either Glyph of Mind Flay or Glyph of Shadow Word: Pain. As for your minor glyphs, they're still as cosmetic as ever -- just keep whatever you had set in Wrath.
Know your new stat priorities
The last time we talked about stat priorities, patch 4.0.1 had just come out. A lot has changed since then -- most notably, mastery has been buffed and Shadow Word: Death has been nerfed.
In a moment, I'll provide you with some basic pseudopower numbers, which will be helpful for choosing gear at level 85. Before I do, however, I want to remind you that these numbers are not etched in stone; stat values fluctuate based on your current gear. Between my own playing around with SimulationCraft and what's available thanks to testers at Shadowpriest.com, I've come up with the following preliminary numbers for post-4.0.3a play:
1 intellect = 1.00 PP (standardized)Note that these numbers apply for level 85 players only. Yes, spirit and hit look surprisingly (and suspiciously!) weak when compared to the rest of the stats. There's a chance these numbers could be off -- if you're interested in deeper specifics about this, check out Shadowpriest.com. Until that debate is settled, though, here's what you should keep in mind:
1 spellpower = 0.79 PP
1 haste = 0.50 PP
1 critical strike = 0.40 PP
1 mastery = 0.39 PP
1 spirit = 1 hit = 0.37 PP (for each point under the hit cap)
- There's no need to stack hit until you're ready to raid. In the final days of Wrath, you needed a hit rating of 446 to be guaranteed a hit against a raid boss (420 for draenei). Once you start leveling in Vashj'ir and Hyjal, you can be guaranteed a hit on virtually every mob with less than half that. Don't worry about the debate over hit until you're ready to raid.
- Focus on stat priority, not stat weighting. If you take nothing else away from this section, take away this: Intellect is more important than spellpower, which is more important than haste, which is more important than crit, mastery, and hit (the three of which are valued approximately the same).
There's a new hit cap in town
Remember, the amount of hit you need to be "capped" varies depending on your level -- each time you level, you'll need more hit. At level 80, it takes a mere 446 to be capped to the point where you're guaranteed a hit against a boss. At level 85, it takes 102.4 points of hit to raise your chance to hit by 1 percent. This means you'll need 1,741 points of hit to be guaranteed that every spell cast lands against a raid boss. Draenei need a mere 1,639.
Remember, Twisted Faith will convert your spirit (gained from items or effects) to hit. The important "hit chance" number will be found under the Spell tab in your stats, and not the Melee or Ranged tabs.
Reforge to buff haste and critical strike
As I mentioned above, hit is far less important during the leveling process. If you want hits to land extra hard against your foes while leveling in Vashj'ir and Hyjal, go ahead and convert a solid chunk of your hit and spirit to haste and critical strike, if you can.
If you want more information on reforging in general, check out this summary by WoW Insider's own Gregg Reece.
Meet your Cataclysm gem lineup
With each new expansion, a number of new gems are introduced, and Cataclysm is no exception. While the tried and true Wrath gems will always be an option for those on a budget, if you're looking for the most powerful gems and have the money to spend, these are the top-of-the-line Cataclysm gems to keep and eye out for:
Brilliant Carnelians are the red gems that buff your intellect. The standard version, Brilliant Carnelian, gives you 30 points of intellect. The Perfect Brilliant Carnelian gem will give you 35 points, and the Brilliant Perfect Carnelian gem will give you +40 intellect. Remember that gems will command high prices in the early days of Cataclysm, so unless you're gearing for progression raiding, skip the Brilliant Perfect Carnelian cut in favor of the cheaper +30 and +35 versions. And, of course, Runed Cardinal Rubies will always be an option if you're exceptionally money-concious. Given the value of intellect above all other stats, you'll probably want to fill every slot you can with a red intellect gem, regardless of slot color or bonus.- Reckless Hessonites are the orange gems that buff your intellect and haste. If you're in need to fill a yellow gem slot for an especially valuable slot or meta gem bonus, then the plus 15 intellect and 15 haste Reckless Hessonite is the way to go. Remember, though, you're likely to get more mileage out of putting a Brilliant Carnelian in pretty much every slot.
- Purified Nightstones are the purple gems that buff your intellect and spirit. These are the go-to gems for filling a blue gem slot if you're after a relatively good slot or meta gem bonus. A Purified Nightstone provides 15 intellect and 15 spirit.
- The Ember Shadowspirit Diamond is going to be your Cataclysm meta gem of choice ... probably. The Ember Shadowspirit Diamond provides 54 valuable points of intellect and a valuable 2 percent bonus to your max mana. It requires you have two yellow gems equipped to activate, which is much less of a burden than some of the other meta gems that require "more blue gems than red gems." For those on a budget, the Insightful Earthseige Diamond (+21 intellect with a proc that gives you 600 mana) is a viable option.
New for Cataclysm: Off-hand enchants
Shadow priests are not only being treated to new, stronger gems in Cataclysm, but to new and stronger enchants as well. I won't list them all here for space reasons, but I did want to point out that you can now have your off-hand items enchanted. That's no small benefit -- Enchant Off-Hand - Superior Intellect is worth a whopping +100 intellect.
Some other notable enchants for shadow priests include Enchant Boots - Lavawalker (for a valuable run speed increase) and Enchant Weapon - Power Torrent, which has a great +500 intellect proc.
Your new Cataclysm "rotation"
Here's the meat and bones of it all -- the Cataclysm rotation. I know I've said this a lot, but it's a really important point: Once you graduate past level 80, mana regen becomes more and more of an issue. That means you'll need to be smart about your casts. Don't go around casting your full complement of DoTs on trash enemies -- things usually die too quick for DoTs to be mana-efficient. If you're soloing, rely heavily on Mind Flay, because it's your cheapest cast.
Other than that:
- Soloing? Open with Mind Spike. Once you get to level 81, you get access to the new spell Mind Spike. Properly talented, it does two really awesome things: It reduces the cast time of your next Mind Blast by 50 percent, and it increases the crit chance of your next Mind Blast by 30 percent. These effects do stack, so casting Mind Spike as an opener twice means your next Mind Blast will be an instant cast that's more likely to crit than not. If you can, get max distance from what you want to pull, cast Mind Spike twice, and then use your instant cast Mind Blast. In the early Cataclysm leveling process, you're almost guaranteed a crit, which means you're almost guaranteed to inflict Paralysis if you've taken that talent. (Remember, Paralysis only stops movement, not attacks -- it's useless if you're still in melee range of what's paralyze.) Be careful to only use Mind Spike as an opener, though; it will extinguish any DoTs you have active on that target.
- Don't forget Replenishment -- you'll need it. An alternative opener that works really well is Mind Spike + Vampiric Touch + Mind Blast, especially in early leveling (levels 81 and 82) when your crit rating is still high. You're still likely to cause Paralysis, but at the same time, you're starting each encounter by proccing Replenishment. The extra mana regen is great at reducing downtime.
- Running full DoTs? Maybe not. Are you battling a boss? Then you should try to keep your DoT spells -- Shadow Word: Pain, Vampiric Touch, and Devouring Plauge -- up as much as possible. If you're not fighting a boss, applying all three DoTs is usually a huge waste of mana. Vampiric Touch gives you the biggest bang for your mana buck on short fights, so if you choose only one, make it VT.
- Abuse your cooldowns. There are two cooldowns you're going to be very familiar with: the one on your shadowfiend, and the one on Archangel. Both of these offer you a large amount of mana regen (shadowfiend is mana regen over time; Archangel provides an instant chunk of mana). If you're not at max mana, use the cooldown ASAP.
- New Mind Blast rule: 3 orbs or 15 seconds, whichever comes first. The bolded part says it all: In an extended encounter, you should only cast Mind Blast when you have three orbs active or to refresh Replenishment or Mind Blast.
- Try to land the killing blow with Shadow Word: Death every time. With the Glyph of Spirit Tap, Shadow Word: Death becomes a key mana regen tool. This holds true regardless of level -- it's the shadow priest's new best friend.
Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm






Reader Comments (Page 1 of 3)
threesixteen Dec 8th 2010 11:14AM
it's funny but i wonder about the phrase "epic grind to 85". on my realm, which isn't a leading realm by any stretch (but i love it anyway) tons of folks have already hit 85 in a single day. not terribly "epic" if we're able to blow through content so fast. makes me think that cata may not have the legs that blizzard envisioned... feels like we may play it out pretty quickly.
perhaps blizz will have to nerf azeroth flying, or try to throttle xp again or something.
thoughts?
Cyrus Dec 8th 2010 11:37AM
"it's funny but i wonder about the phrase "epic grind to 85". on my realm, which isn't a leading realm by any stretch (but i love it anyway) tons of folks have already hit 85 in a single day. not terribly "epic" if we're able to blow through content so fast. makes me think that cata may not have the legs that blizzard envisioned... feels like we may play it out pretty quickly."
Sure, by playing nonstop since 12:01 a.m. on Tuesday, running the instances available to them multiple times, not reading quest text and not leveling any professions except maybe gathering professions.
I've played about five hours or so since installing the expansion. (Let's see, got home from work at 6 last night, played until a little after 11, but there was time off in there to make and eat dinner, but I played a little this morning too, so 5 hours is a good estimate.) In terms of level, I'm about halfway through 81, so, yeah, that seems kind of fast. In terms of experience, though, I'm just a little more than halfway through Hyjal's quests, haven't done Vash'jir at all, and I've done one single dungeon. My gathering profession has hit 500 but none of the others are over 465. I think I'm closer to the "average" player than people who are already 85.
And then there are achievements, and then there are alts, and this is an expansion that encouraged alts of course... I'm really not worried about the staying power of this.
Saeadame Dec 8th 2010 11:40AM
I don't really think leveling to 85 quickly is a big deal. There's plenty of people who want to level goblin/worgen alts, or one of the other new race/class combos. Many people want to jump into the new raids, I know my guild is planning on raiding on friday if we have 10 people at 85, and hopefully we can do 25m raiding next week.
Plus, there's lots of people who will always level fast. There were people who did 70-80 in a day or so, easily.
Personally, I level my main until I've reached my guild rep cap for the day, and then I go on to on of my alts, so that's keeping me from leveling too fast.
Bandwagon Dec 10th 2010 9:13AM
5 of us from our guild did the 24 hour grind fest - no sleep, 2 x 15 minute breaks, constant questing and instance runs. Only 2 of us made it in the 24 hour target window, 3 of us crashed at about 50% through 84... 80-85 in 24 hours is epic enough to be worthy of a feat of strength.
We were thinking it was going to be over and done with quickly while we were blasting through lvls 80, 81 and 82... but then you hit the soup that is the combined 14 million XP required for levels 83 and 84 and believe me it slows you down
To answer the "has cata got legs" question though.
Yes, our server first cam up in under 20 hours - but I would say those of us that hit 85 yesterday were less than 1% of the player base - and there was a big gap back into the the hordes on 81/82.
What I did see as I rushed through the zones were some very fun quests and a lot of content I am going to be spending much more time on with my alts when I have recovered...
I think Cata has plenty of legs in it yet...
DoubleCrit Dec 8th 2010 11:43AM
Ohh XP throttling would be a bad idea. With the level cap only being raised 5 levels, Blizzard handing out XP bonuses with new heirlooms, guild levels granting XP (Yes you get bonuses to XP for being in a good/big guild) and few zones with very hard hitting mobs. The direction Blizzard is going with this expansion is not individual experience but a group experience. We have so many new instances, cool group quests, rated BGs, 10 man raids and the list goes on. Blizzard WANTS players to play together. They don't want the monotony of a level grind to stand in the way of grouping with your friends. I might add too I used to loath questing. Blizzard really upped the bar with the new quests being soooo much fun. I enjoy questing again.
So don't look at 85 as the end, but as a beginning.
Pyromelter Dec 8th 2010 1:28PM
Throttling xp would be bad.
I think that blizzard purposefully made the "grind" from 80-85 to be less of a strain than 70-80 and 60-70. On my realm all class first 85 FoS's were accomplished within 18 hours of the patch hitting.
Here's the great thing about blizzard: They make it possible for you to play at whatever pace, and in whatever way you like. By making the grind relatively quick, but also very deep, they are allowing the hardcore grinders and raiders make their way to level cap quickly, meaning they don't stay up for 36 hours straight hallucinating. I read a blog about a person and his guild that did the grind from 70-80, and it was a pretty long slog. On the other hand, if you want to take your time, take in the scenery, read all the quests, do all the zones, you can do that too. Even better for these people, you can take your time leveling and know that it won't take you months and months, you'll still hit the cap within a few weeks of playing an hour or two a day.
Finally, leveling is not meant to be epic; not anymore. In terms of cata playing out quickly, the idea is to have more (and better) content progression in the end-game. With rated bg's, guild achievements and perks, guild rep grinds, new factions, more raids with less bosses, that's how it seems to be playing out to me.
Now if Cho'gall on heroic is a pushover, and Sinestra is one-shot by all the top guilds, then I might believe cataclysm might not hold people's attention for long. I don't see that happening however.
DoubleCrit Dec 8th 2010 1:49PM
@Pyromelter
I agree. You can level as fast as you want but the gear check speed bump a raid does will slow down your progression for sure. Not to mention if you want to raid after going server first you still have to wait for ppl to level up as well. I give it another 2 or 3 weeks before raids start to be ran. Maybe another 2 weeks after that full clears start happening and another 3 weeks before pug raids start.
Again reinforcing the fact that Blizzard wants players to play together.
Pyromelter Dec 8th 2010 2:43PM
Double: Good point about the gear, however gear is still relatively easy to get, especially if you are a high level player in a high end guild and can chain heroics, along with sparing no expense in terms of getting crafted epics.
My prediction is that we'll be seeing world first (10man) normal mode full clears by next tuesday, and as early as this friday - or maybe even by tomorrow. I wouldn't even put today out of the question. I think the majority of up-and-running raiding guilds will be doing at least some of the easier bosses by the end of next week.
Eisengel Dec 8th 2010 11:40PM
I started on release day and logged off at 81. I played a little the next day and stopped halfway. What I'm waiting for is the first batch of the hardcore crowd to hit 85, then the next two waves to hit 85. Once the 3rd wave hits there will likely be a lot of alt leveling, which will mean the AH prices on new resources will take a dip, old resources will go up, and there will be plenty of geared groups for me to hop into in LFD.
I honestly don't mind who gets to 85 first. I'll be getting there too, and I'll enjoy a good economic benefit and dungeon-running culture when I get there.
Dr Charles Benjamin Dec 10th 2010 1:56PM
I have a cool idea for priests and other healers. Allow them to track players that have died and need to be resurrected. In a dungeon it can sometimes be frustrating not seeing where a player's corpse is. It'd be much easier if healers (or any characters class with the ability to res) had the ability to track player corpses.
EaterOfBirds Dec 8th 2010 11:18AM
i was skeptical about our new mana, and still am a bit while my elemental shaman doesnt so much as glance at his bar (have to see how it works out after level 80) but going for the killing blow has kept me on my toes and entertainted for a surprising amount of time in the old dungeons. spirit tap and shadow word deaths are awesome levelling glyphs :)
Stimpy Dec 9th 2010 10:50AM
awesome guide, thanks.
Jeff Klein Dec 8th 2010 11:34AM
Awesome post! Thanks Fox. Now can you do a similar one for me for my Mage??
DoubleCrit Dec 8th 2010 11:34AM
With new 20% bonus XP heirlooms, guild 10% bonus XP and old school 25% (with leveling ring). It would be better to wait until you get all those bonuses BEFORE starting a new toon. I am going to make a Worgen warrior but not until I get all that bonus XP goodness.
Fletcher Dec 8th 2010 10:09PM
The only place you'll need heirlooms is Outland, and Northrend if you're totally sick of it by now. 1-60 heirlooms will punt you through the zones so fast you don't get to enjoy them, it's more fun to play with the gear you get while leveling and stay with the pace. If you're exclusively an endgame raider, though, YMMV.
Luminarie Dec 8th 2010 11:38AM
As someone who leveled 1-80 as a healing priest. I am fully embracing my walk into the darkside of priesting. I absolutely love this spec, it's so much fun leveling. This article is a godsend. Going to shuffle up some talent points as soon as I get back on live =)
SunGod228 Dec 8th 2010 11:40AM
Hit 83 and a half yesterday questing with a fury warrior and myself as a shadow priest.
Mind Spike is amazing!!! Wish I had this in my arsenal a long time ago.
I'm out DPSing the warrior on 5-6 sec kills!!
Saeadame Dec 8th 2010 11:42AM
Dispersion is very useful when you mess up on a new mechanic in a dungeon as well. Forgot to run away from crazy faceless things in TotT? DISPERSION FOR GLORY!
Rob Dec 8th 2010 11:44AM
Everything I've heard about Mind Blast is that you should cast it whenever you want. The orbs scale linearly, and there's nothing really gained by waiting for a full 3 orbs - you actually risk losing DPS as you could proc a new orb when already full. Did something change?
MusedMoose Dec 8th 2010 2:06PM
I've experienced the same thing. The tooltip always says my shadow damage has been increased by 10% regardless of how many orbs I had when I activated the shadow power. Is this working as intended? Has there been any statement from Blizzard about this? Because it seems very strange to have the orbs stacking on us and waiting to be released if it makes no difference how many orbs there are.
Having said that, my draenei shadow priest hit 20 last night, and I'm still enjoying the hell out of playing her. Keep up the great columns, Mr. Van Allen.