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
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Reader Comments (Page 2 of 3)
gundamxzero Dec 22nd 2010 5:17PM
My main argument is the waste of slot. Your example is rare for two reason, 1) There are few pulls in heroics that have 5-6 mobs that you wouldnt have better options (IE: Mind controlling humanoids) and 2)That group composition just about never happens, even in random dungeon. Overall in "extreme" situations you are still better off with unglyphed psychic scream to run in and fear bomb. But again, in the example you gave you already have a warrior in melee range that can do that. @Harvoc, you assume that I said he did? I was merely making a general statement about the talent.
Xaklo Dec 22nd 2010 5:52PM
Well, it's only based off my experience, and in my case I've seen far more instances of having that group combination (in some form or another) and I generally like to leave myself open to cast whatever utilities needed in a pinch from my priest spellbook rather than relying on damage done by an enemy I would be MCing. Maybe it's because I am a healer at heart, or maybe I just have trouble trusting PuGs to not wipe on every-single-pull, but I would rather fear a group and be ready to throw out PW:S/Psychic horror than be trapped in a MC with abilities I might not yet be familiar with (Yes I know you can drop out, but why bother casting it if not to stay in for the full duration?). I see you play differently and get to know the abilities of your MC'd enemies very well by what I've read in your post below, but I simply don't have the time to read up on each enemy; for me, enemy + mana = caster (silence) and enemy - mana = melee (psychic horror). And as for your statement about wasting a glyph slot, I have to completely disagree with you there. Aside from Glyph of Spirit Tap, a shadow priest's major glyphs slots are completely up to the priest's playstyle. Also, I think the fear-then-dps-and-individually-cc-any-other-mobs approach that I take GENERALLY works a lot better than MCing for the simple fact that not all your enemies will be humanoids.
gundamxzero Dec 22nd 2010 6:34PM
MC certainly has gotten me alot of enjoyment in heroics. I MC just about everything I can and havent read about a single mob. My guild and I have been working on the heroics achievements so we have a group that is entirely competent. My opinions are a bit biased however, having a controlled group and talented tanks/healers its much easier to communicate in vent MC breaking, target control, etc. But it truely is by far the most OP CC in game, and upon breaking just be sure to have your mc target, targeted, a quick psychic horror and you are back mcing the mob again.
Just listen to this and you will see why its so op: Heroic deadmines: Bloodmage - Upon pull, dispel the cc immunity, you have access to 2 abilities. #1 a channel that gives your target 300% physical dmg incrase and 300% HP. Now that equates to a tank with 500k hp or a melee dps hitting for 90-100k (lol much?) 2nd ability, a holy fire that does 90k and a dot that does another 5-8k per tick. You will blow this deadmines farrrr faster than if you didnt use MC, and thats just one example ;)
Dharmabhum Dec 23rd 2010 10:45AM
Not to heap criticism on gundamx, but I totally disagree with the claim that any enhancements to Psychic Scream, Psychic Horror and Silence are a waste of a slot (or talent point). Now I've been running randoms with my friend Rshaman and he's intelligent too and knows how to play, so that helps. But honestly, with the current climate in heroics and pugs and in LFD, I respectfully disagree that any utility talents are a waste.
What else would you put in your major glyph slots as shadow? Pyschic Horror and Psychic Scream are two of the most applicable and appealing glyphs when you need CC or when you want to contribute (or not rely on other players who may not be as consistent or reliable). Those two are in for every heroic run because there just aren't many other choices? Dispel or Mass Dispel--every healer has a defensive magic dispel now and I don't use dispel anywhere near as often as my CC and interrupts. Inner Fire? Holy Nova? Sorry, no. The third I switch between Spirit Tap to snipe mana and Fade depending on the tank.
As for talents, you do have a bit more choice. Maxing out Imp MB (I rarely run into the CD with the pace our orbs proc--N.B. RNG). Paralysis? Not reliable unless you can use MSp with it, and that's not worth it on anything other than dying-soon adds. Phantasm? Inner Sanctum? For my points, nothing beats having a stationary AOE fear, targeted fear on 1m CD (and an added bonus of a 10sec disarm which can be huge even if they're immune to fear), and a silence to help avoid an accidental pull on the next group.
Everyone has different values, but everyone doesn't have the luxury of running with a guild or friends every heroic. For the LFD crawlers, having so many options to help out and contribute (PoM pre-pull is awesome even as shadow btw everyone) might just be well worth the points and the glyphs slots.
Dharmabhum Dec 23rd 2010 10:46AM
Oh, and I didn't forget, just that we agree already: Mind Control is amazing.
Almoderate Dec 23rd 2010 4:50PM
I've had my own rough time of it convincing PUG tanks (and even some guild tanks) to let me cc on my shadow priest. But for the most part, when they figure out that I can do it, they tend to love it.
I was so disappointed in WotLK because I'd hoped I would get to use my Shackle more often with all the undead mobs. Let me tell you that I just took the darn thing off my hotbar completely during that expansion. Imagine my squeal of absolute GLEE when I went into Herioc SFK for the first time!!! It took me a couple of pulls to explain to the tank that I have a cc that works on undead mobs, but when he saw the beauty of the shackle pull, it was nearly every pull.
And Mind Control... I've been having so much fun controlling various mobs and seeing what kind of new and fun abilities I'll have at my fingertips! If you get a cooperative group, heroics can be so much fun for a shadow priest these days!
gundamxzero Dec 22nd 2010 4:50PM
As a shadow priest (and in some cases just all out priest) Its nice to have the most powerful CC currently in game for heroics. Even as a healer in pinnacle I can MC the seer-humanoids. Their heal ability will heal a 150k tank in one cast, and they nukes hit for 20k+ As for the "extreme DRs" the article mentions I would say its a little exaggerated, MCs channel for quite some time when nothing is hitting you. Additionally with a good tank that can taunt when it drops a quick-recast is simple.
vocenoctum Dec 23rd 2010 7:56PM
MC may be the uber-greatest, but it sure is fun when I banish an elemental (warlock) and you see someone blasting at them.
Though I haven't entered Heroics yet, and half the time I'm criticized for banishing something! Silly people.
Flynn Dec 22nd 2010 4:56PM
Thank you! From the bottom of my bear tank heart, thank you! So much of this post applies to all dps classes - I am grateful to you for writing it.
Shade Dec 22nd 2010 5:02PM
why is it that all of the lfd players who try to rub their epeens in everyone's faces always have really small epeens? I thought overcompensating worked by *hiding* one's shortcomings?
Seriously, I have yet to walk into a Cataclysm instance where the group's attitude is not a 100% perfect prediction as to whether or not we'll have a painless clear.
bleuchz Dec 22nd 2010 5:23PM
I've officially quit running without a guild tank and healer. I'm fortunate that my offspec is Disc and I've been able to heal when need be, but I loathe it. I've also noticed as time goes on and the less "hardcore" players are hitting level cap that the general "skill" of my pugs has dropped. Hopefully at some point the general populus will learn the strats and we will all be in a warm happy place filled with pie and milkshakes.
P.S. I love Mind Control, how do I make my party understand how friggin' good it is D: !
Tooth Dec 22nd 2010 5:57PM
As a healer, I have to say I would take a PUG tank and guild dps any day. It seems like hardly any PUG dps can break 8k right now, which turns every boss fight into a desperate struggle to save my mana long enough to bring them down.
John Dec 22nd 2010 5:28PM
I think it is good for all tank classes to start reading articles like this. With CC being a major part of the game again, we tanks (when I am vacationing from my precious hunter) need to know what CC is available. Granted it is impossible to remember it all... For most of us anyway. So be willing to announce your CC abilities before a pull. I don't believe any self-respecting tank will discount any CC in this environment.
Avengleyne Dec 22nd 2010 6:01PM
In all honesty Fox with a few Edit's & some Deliberate chopping 90% of this article could be changed to reflect all DPS classes, not just ours.
Ofc the article wouldnt exude the same kind of quality & awesomeness if it wasnt about Shadowpriests but still, point stands.
I have to Echo Flynn here:
Everything you say we can do to help the Tank, all DPS can do, even Fade just -
Everything you say we can do to make the life easier on the healer - all Hybrids can do too.
Apart from Shadowpriest specific mechanics like Archangel & SW: Death + Glyph Knowing your Role & abilites applies equally to all DPS.
I realise this is a Shadowpriest article, but the brainless people that really need this, i fear, will miss out on quality all around good advice for DPS classes in Cata.
Nice work anyways Fox.
bleuchz Dec 22nd 2010 6:06PM
I understand why it is the way it is, but people fudging the gear numbers with items in their bags/pvp gear is a huge problem :\
loop_not_defined Dec 22nd 2010 6:24PM
There was a recent blue post that elaborately detailed tips and tricks to improving Heroic experiences, and it was in response to an Orc Warrior saying Heroics are way to hard and Blizzard needs to nerf them. Going to the main thread, I found that...the OP had deleted the whole thing.
I'm not normally one to Armory someone, but looking him up showed a Warrior with a mix of PvP, tanking, agility, and actual strength DPS gear. Even then...there were enough greens below ilevel that I'm pretty sure he only reached the Heroic minimum by carrying non-Plate gear around.
Yeah...
PeeWee Dec 23rd 2010 12:04PM
Yeah, even with the itemlevels non-fudged, a LOT players have no business in HC's just yet. I know because I'm one of them.
Dukah Dec 22nd 2010 7:19PM
Archangel restores 15% mana, not 5%
Also, Mind Control seems to be recastable again and again, and I get the full 30 seconds out of it every time. In fact, I find mind control to be the best CC in the game, a good priest can CC two targets at a time with MC.
bleuchz Dec 22nd 2010 11:30PM
Yeah, I have had no problems chain MC'ng in any of the runs I've done. I do think that blizz needs to take a look at this ability if they want it to be a viable form of CC. No matter how much fun/cool it is, it seems to be relegated as a last resort/niche/gimmick.
andyflett2007 Dec 24th 2010 9:15PM
@Dukah, you are incorrect as Archangel only restores 5% mana now it used to be 15% not anymore.
As for "healing" uses PW:S can buy your healer time to finish there cast Divine Hymn can buy time to buff the groups numbers dispel magic again allows the healer to continue casting heals (because you are taking away additional damage)
PuG groups in general are 90% of the time bad players either started playing in Wrath or dumbed down to the point that they don't remember CC.
Heroics just now are hard and that is what heroics should be is hard, so that tom dick and harry can't just walk into the instance and faceroll, which unfortuntly is how so many want to roll :(