Spiritual Guidance: A shadow priest's guide to Cataclysm's heroic nightmares

It's time for a heartfelt confession. I think I'm done with Cataclysm heroics for a while. Don't get me wrong, they can be fun, but as of late, they've become miserable endeavors.
If you're not running heroics yet, you may not know what I'm talking about. If you are running heroics (through PUGs), you know exactly what I'm talking about. An awful lot of tanks, healers, and DPSers think Cataclysm heroics are the same kind of faceroll instances that Wrath heroics were. Nothing could be further from the case. And as more and more "casual" players reach level 85, a greater percentage of players are just so terribly lost that they don't know what to do.
Wipes on the first pull. Frustrating attempts on bosses with "teammates" who just don't listen. People who AoE when they should nuke. People who use AoE and ... no, no, wait! Don't attack that, it's CCed, and ... well, crud. Now we've got merchants throwing fruit at us now, don't we? Simply put, most people are just not prepared.
It's forgivable, of course -- new, more difficult instances mean a new, gigantic learning curve. Even the best Wrath shadow priest can muck things up in a Cataclysm heroic. But that doesn't need to be the case! The shadow priest spec is an incredibly powerful one. Not only do we do get to churn out the DPS, but we have an incredible number of tools at our disposal to make up for the problems that PUG groups routinely face. From crowd control (yes, tanks, we can CC) to mana regen, there's an awful lot we can do to make heroics run smoother. Even if you're saddled with a group of four 12-year-olds from <Mommy's Little Accidents> trying to make the run as difficult as possible.
Making things easier on the tank
The tank is, of course, the most important member of your group. If he dies, it's probably a wipe, so our first goal as shadow priests is to make things as easy as possible for the tank and help him or her do the job. There's probably no limit of ways you can help a tank, but here are a few of the most important ones:
- Good communication is key. Not every tank is well-versed in the capabilities of shadow priests in general, and certainly not every tank is versed in the unique talents that you've chosen. If you're running heroic Shadowfang Keep, offer to start pulls with a cast of Shackle Undead. If there are a number of difficult humanoid opponents and you're otherwise short of crowd control, offer your service as a Mind Controller. And I strongly recommend all shadow priests running heroics spec for Improved Psychic Scream (properly glyphed with Glyph of Psychic Scream) and Silence for their ability to interrupt. Silence works especially well for Baron Ashbury, for example -- his casts of Stay of Execution are perfectly timed with your Silence cooldown (once every 45 seconds).
- Ask the tank to mark targets. It's a simple act that most tanks know to do by instinct that makes pulls so much easier. Without that helpful little skull and follow-up red "X," it's all guesswork. It's also nice to know what targets you shouldn't attack -- if you don't know, ask your tank what moon means, what triangle means, and so forth.
- Keep Fade on the cast bar. PUG tanks and PUG healers are notoriously unforgiving about DPSers who grab aggro. If you grab aggro in a non-wipe situation, Fade as quickly as possible, as close to the tank as possible. Further, if you're CCing via Mind Control, you'll almost assuredly have aggro on the MCed mob when your hold on it ends. Be ready to hit the Fade button. And if Fade is still on cooldown, use Dispersion to buy yourself 6 extra seconds of time.
- Don't be in such a damn hurry. Wait a few seconds for the tank to get hold of mobs before you go attacking them. Shadow priests can generate a lot of aggro in a short period of time, so it's best to play it safe. If it's a high-health mob (as opposed to one you'd nuke down ASAP -- more on that later), open with an attack without up-front damage such as Vampiric Touch to give the tank even more time to ramp up aggro.
Making things easier on the healer
If the tank is the most important member of the group, the healer definitely comes in No. 2. After all, without a healer, the tank is going to wind up getting killed. And when the tank and healer are dead, you're next. Your success in heroics involves knowing why heroics are so difficult for healers -- and what you can do to make it easier on them.
- Mana regen is brutal for healers right now. Some healers are skilled enough to know how to conserve mana and smart enough to understand that keeping everyone topped off is often an ill-affordable luxury. Many aren't, though, and like it or not, it's your job to boost their mana regen where you can. The most important mana-regen tool you have to offer is Replenishment -- it's absolutely required that you cast Mind Blast on a Vampiric Touched mob once every 15 seconds to refresh it.
- Know your emergency cooldowns. All of them. Shadow priests are loathe to cast anything that drops them out of Shadowform, but survival is always more important than DPS in Cataclysm heroics. If helping the healer with a massive chunk of damage is your goal, then the 6-minute-cooldown Divine Hymn is your tool of choice -- it can restore anywhere from 15,000 health (spread across five targets) to 50,000 health across just a few targets with some lucky crits. It's a channeled cast, though, so be sure you're in a safe place when you're casting it. It also has a range of effect (40 yards, to be exact), so be sure you stay close to the tank when you blow your cooldown. It's only 8 percent worth in total, but that can often mean the difference between life and death in a tight battle.
- Emergency heal if you can. Few boss battles in Cataclysm heroics are DPS races. If it's helpful for the group, you may be able to offer casts of Power Word: Shield, blasts of Prayer of Mending, and even Renew -- all at the cost of one global cooldown each. Know the limits of your abilities, though; your heals are exceptionally weak and unlikely to keep a tank up for long on your own. This is best saved for "assist" heals -- that is, times when the healer is tapped out of mana or simply unable to handle healing the damage.

In the first few heroics you run, though, the threat of running out of mana will be a primary concern for you. As your gear steadily improves, so too will your mana regen. Here are a couple of tips for dealing with mana regen concerns -- and for churning out the DPS like a pro.
- Know when (and how) to nuke. A number of boss encounters have low-health adds that need to be burned down as soon as possible: Think (for example) the Chaos Portals spawned by Seteth in Halls of Origination, the Seedling Pods that are part of the Ammunae encounter in Halls of Origination, and the Faceless Sappers that attack Neptulon in the Throne of Tides. These three adds, all un-aggroable, require aggressive DPS. In these situations, go all out: Open with two or three casts of Mind Spike, follow up with Mind Blast (if off cooldown), and try to finish them with Shadow Word: Death. It's a mana-expensive strategy, but if your SW:D cast lands, you'll make back a large portion of it back over the next 12 seconds with Glyph of Spirit Tap. With the right gear and a few lucky procs or crits, you can take out a 80,000-health add in less than 5 seconds, all on your own. If Archangel is available, using it right before attempting to take out a number of adds will be quite beneficial -- the talent adds 20 percent worth of bonus damage to all three of those spells for a short period of time.
- Know the difference between an AoE situation and a nuke situation. In Cataclysm, our Mind Sear spell has been severely hamstrung, and it can't really be counted on for anything but the lowest stakes of adds. Save the Mind Sear for swarming, non-elite mobs that show up with approximately 10,000 health. For higher health mobs, like the 38,000 health Frenzied Crocolisks that show up during the Lockmaw encounter in Lost City, you're better off relying on your nuke abilities. The benefit is obvious -- you take out your first add faster than you'd take out all three at the same time, and once that first mob is dead, its target stops taking damage from it. Adds are almost always the top priority -- don't be afraid to burn through your to take them down, even if it means you lose 6 seconds' worth of DPS on the boss once they're down because you need to use Dispersion.
- Keep the mana-restoring cooldowns rolling. Yeah, I know it's a no-brainer, and I know I've talked about it before, but you need to do everything you can to keep your mana restore going -- it's the key to successful shadow priesting. Your Shadowfiend clearly plays a huge part in that. Use your Shadowfiend in the earliest moments of a boss fight once you're done DoTing the boss up. Get the mana restoration and DPS boost early, and set yourself up for being able to use it again towards the end of the fight when you'll really need it. Never wait until you need the Shadowfiend -- use it whenever it's off cooldown and you're not at max mana.
- Use Archangel aggressively -- and smartly. Archangel does two great things: It buffs your non-DoT spells by up to 20 percent and restores 25 percent of your max mana. It's best to try and time it immediately after you refresh your DoTs, provided you need the mana restore. Again, don't wait until you need the mana regen. As with your Shadowfiend, using it early allows you to use it often, which keeps your mana bar in the blue that much longer.
- Keep an eye out for special Shadow Word: Death opportunities. I'm not sure whether or not it was done on purpose, but a lot of bosses have multiple, low-health adds that provide the perfect opportunities to proc Spirit Tap. Frenzied Crocolisks? Glubtok's elemental adds in heroic Deadmines? Anhuur's Pit Vipers? They all just scream, "Use us for mana regen!" And best of all, if you mistime your Shadow Word: Death cast on one, there are likely other adds around to offer a second or third chance.
- Know Mind Control and its limitations. I'm sure we'll talk more about Mind Control in the future, but for now, know its limitations. Don't cast it without talking with the tank first -- MC generates huge amounts of aggro. The tank needs to know to pick up the add once MC fades off. Don't cast it on a mob that's immune (hint: if it has over 1,000,000 health, it's going to be immune). Don't move the mob too far away from you; if you move out of range, MC will break. And finally, MC is subject to extreme diminishing returns; you may be able to re-MC a mob once your hold on it breaks, but that's not guaranteed.
- Hit rating? Don't worry about it yet. An awful lot of people are fretting about getting to the new hit cap. But honestly, they're getting ahead of themselves -- it's just far too early to go all in and sacrifice every other stat to force your way to the 1,741-point cap. Most of the mobs in heroics -- even boss mobs -- are no higher than level 87. You only need 6 percent worth of hit to guarantee you'll never miss, and that can be accomplished with a "mere" 720 points of hit. Shoot for that number for now.
I'm sure there are plenty of more tips and tricks out there for making your way through a Cataclysm heroic, but I'm only allowed so much ink each and every week. Still, a few final thoughts: Be prepared to wait if you're not queueing up with a tank or healer. A lot. Be prepared to deal with some awful people, per the PUG usual. Be prepared for PUGs to bring out the worst in people. Hard heroics are hard, and because they don't face any kind of real wait, tanks and healers often drop at the first sign of any difficulty. Don't expect anyone to respect the length of time you waited in queue. Be prepared to spend several hours on a full complete of a heroic.
And, uh ... be prepared to have fun! And if you're not having fun, then don't put yourself through it. It's just a game, after all.
Filed under: Priest, (Priest) Spiritual Guidance, Cataclysm






Reader Comments (Page 1 of 3)
Darkdust Dec 22nd 2010 4:03PM
When I read the opening bits, I immediately thought, "YOU ARE NOT PREPARED!"
But of course guild runs >> PUGs, especially with Cataclysm guild perks and achievements.
uncaringbear Dec 22nd 2010 5:54PM
That's the thing - it's fine (even fun) learning and wiping over and over in heroics when you're doing it with guildmates. When you're stuck running them only with PuGs, not so much. I've had some good PUG experiences so far, but the bad ones really stick out more and ruin the experience.
I'm ashamed to say that I'm going to take a break from pugging heroics for the foreseeable future.
tabardsrock Dec 22nd 2010 4:17PM
durid cat is 4 fite! fox v.a. is 4 rite!
but srsly, some good advice here, and a couple things i actually hadn't thought of myself, so thanks for that :)
omedon666 Dec 22nd 2010 4:20PM
The brutality is as intended, and I'm loving that social skills (that communication you alude to) are now required to progress in the game.
Truthfully, most people in heroics are ahead of themselves, if you're seeing them in the dungeon finder two weeks in. I won't touch them, even with my own people, until every pre-heroic gearing option is exhausted: rep rewards especially. Anything before this is unnecessary difficulty on you and your group.
I think a huge problem is the perception damage done in WOTLK: that heroics are something not really part of progression. Guess what, they are. (I know you know that, Fox ;) )
My advice to everyone crying in heroics is to stop running a race, in the instance and in the game. Personally I'm loving the scenic marathon. Remember how sick we were of heroic ingvar/keristrasza by the end of WOTLK? I'm in no hurry to get there.
But on topic, I LOVE the power of shadow priests in dungeons as I'm playing them now. Mind control is awesome! I actually LOVE the CC element of every pull!
omedon666 Dec 22nd 2010 4:29PM
Actually, just to correct myself, while heroics are easily seen as part of progression, the real disconnect is that people refuse to see REGULAR mode 5-mans as part of progression. They certainly are. They are the same heroic prep tier as reputation, as intended by Blizzard.
uncaringbear Dec 22nd 2010 5:59PM
It's not so much crying about the difficulty of the heroics. The crying is more about the PuG players who make the heroic experience miserable, instead of fun.
omedon666 Dec 22nd 2010 6:21PM
Oh no, I get that. My point is it is, by and large, still "TOOO SOOOON!" (loved the KYL for today :) ) for the heroic dungeon finder. Anyone queueing up with less than five of their good buddies, mutually invested in progression, signing on for come what may with good pals is pretty much asking for it right now.
People are gaming the system with the gear in their bags, people don't know the strats, and aren't willing to be told them because "its only a 5-man", etc, etc. The game is in the "working its magic" stage right now, and the weeds are still in the process of pulling themselves at this phase. "L2Social" is enacting its own glorious cataclysm in the dungeon finder, so stay out!
In short, don't PUG. It's too soon.
Anyone saying "but I HAVE to PUG" has bigger problems to tend to on their own guild/social/time management end that the dungeon finder can't, won't, and shouldn't fix for you. Either way, it's still TOOO SOOON.
KPB Dec 23rd 2010 1:07PM
Unfortunately, the system was not setup very well and makes it very easy to "game" the system with out even realizing it. The system doesn't look at gear you have equipped right now or even the best gear you've ever equipped for a slot but actually looks at any gear you could have equipped. This leads to several possible way that a class could end up with a higher score than what they are actually wearing and I haven't found any in-game way of telling your currently equipped average i-level. I'm sure there are add-ins that could do it for you but I haven't bothered looking for one.
For example, I've been leveling as resto/elemental but was enhance/resto for most of wrath so I have picked up decent enhance gear as I get the chance since I may end up switching back. This has lead to several situations where I had higher level gear for enhance than elemental/resto and at first I didn't realize how this was affecting the ilevel score. When I did my first couple heroics I was probably 3 or 4 ilevel below the requirement in the gear I actually had equipped. Not because I was trying to game the system but because it just happened and I hadn't realized it.
Anonymous Dec 22nd 2010 4:25PM
" Not every tank is well-versed in the capabilities of shadow priests in general, and certainly not every tank is versed in the unique talents that you've chosen."
Not every tank is well versed in their own capabilities and talents.
Necromann Dec 22nd 2010 5:27PM
I thought the same thing.
Monion Dec 22nd 2010 4:28PM
The first time I ran heroic Throne of Tides with a Shadow Priest was a thing of beauty. Those stupid gilgoblin adds that poison the tank and cause me, the healer, to have fits? Mind Control some sacrificial add to take the initial barrage. The add dies, and the rest of the pull is stupid easy to heal. Loved it.
omedon666 Dec 22nd 2010 4:35PM
My only problem with saying that few boss fights in Cataclysm are DPS races, is that it might send the wrong message when healer mana makes EVERY boss fight a DPS race, in one way.
Don't get me wrong, I get what you are saying, Fox, but my healers are loathe to entertain any strat that elongates the fight, they get scared for their mana bar. That fear is healthy, it shows that healers are paying attention to the intended change to how healing works, so starting a mindset that "DPS isn't as important" might grate against that change.
granted, if you're sacrificing DPS for survival... that helps the healer too...
Rob Dec 22nd 2010 6:48PM
I would say don't be too quick to pop out of shadowform. Granted if your healer is OOM then yeah do so (if there is any reasonable chance of winning). Otherwise your dps is sorely needed to beat things down. Although the player who is actually capable of thinking beyond their role is rare enough such that they are skilled enough to know when to emergency heal.
LittleHamster Dec 23rd 2010 3:43AM
I'd advice against you popping out of shadow to heal as well. It costs an awful lot of mana, and competent healers should go oom only towards the last few % of the fight. You are better off helping to nuke down the target. However, I do believe dispel magic can be done in shadowform (not cure disease iirc). Offer to help with that if your healer is struggling.
Vogie Dec 23rd 2010 3:02PM
On my Shadowpriest, I always have the tank as my focus. With the hit that priests have taken mana-wise, I'm seeing more & more Druids, Pallys and Shaman... so I hit that tank with PWS on cooldown. If there happens to be a priest healer, I put it on myself.
PWS + Shadowform + Vampiric Embrace = one less scrub to heal
Xaklo Dec 22nd 2010 4:49PM
Haha, that sentence "Yes tanks, we CAN cc" I'm all too familiar with right now. On one occasion in particular I volunteered to run into a group and fear bomb, linking the glyph of psychic scream to to explain how it would be safe. Immediately after, the tank yelled at me not to 'cause fear would pull more mobs. "..."
gundamxzero Dec 22nd 2010 4:53PM
In its current state I have to say that glyph is really a waste of a slot. A) You have to be almost melee range to use it. B) It increases the cooldown, and the duration of the fear is no where near it's cooldown. Speccing into imp psychic scream is an absolute waste of talents so ts hard to retort with that, and as a healer chances are you want to be at ranged healing. Overall there are far more classes with viable cc's.
Harvoc Dec 22nd 2010 5:00PM
Who said that Xaklo was a healer or had specced in to Improved Psychic Scream?
Xaklo Dec 22nd 2010 5:01PM
Also wanted to note that since spreists don't have much of a selection of glyphs anyway, you might want to think about putting Glyph of PW:S and Glyph of Dispel Magic in some slots to help out your healer a bit. Dispels and shields don't kick you out of shadowform and the extra healing could be just what your healer needs to stabilize incoming damage while he/she can focus on direct heals.
Xaklo Dec 22nd 2010 5:08PM
@gundam Sure there are other classes with better ccs that last longer, but consider if you get dropped in a group with a rogue, warrior, dk and whatever healer. Against 5-6 mobs that hit pretty hard, the only long-lasting CC at your group's disposal is sap, that leaves 5 more enemies to put the hurt on your tank/group. However, if you can fear most of the enemies, your group should be able to focus fire 1 or 2 of them down before the fear fades. I'm not saying fear should be your go to CC, but rather one that can simply buy a little bit of time to make the pulls easier.