Spiritual Guidance: Shadow Priest 101, page 3

Spell priority is a bit of a misnomer -- there's really no set spell priority list that works in all situations. (That's just part of what makes shadow priest a challenging class to play!) In general, though, the most important thing is that you keep all three damage over time spells active on your main target as much as you can.
Beyond that, well ... let's just take a quick look at the individual abilities.
- Mind Spike has two uses. It's a terrific opener -- it's a quick cast, and it buffs your next cast of Mind Blast. For that reason, it's also a powerful burst ability. Word of warning, though: It does erase any and all existing DoTs on a target, so its use is limited to those two situations.
- Shadow Word: Death is the shadow priest's Execute. What does that mean? Well, if your target is above 25% health, this spell isn't worth casting unless you have no other options while moving. Once the target dips below 25% health, though, its power triples, making it an exceptionally powerful spell. You should aspire to finish off all opponents with a cast of SW:D if you can -- doing so will proc Spirit Tap (if glyphed), a terrific mana-regen buff. Be careful, though -- casts of SW:D that don't kill its target will cause you to take a chunk of damage.
- Vampiric Touch is arguably our most important damage over time spell because of its ability to proc Replenishment. It has the shortest duration of all your DoTs (15 seconds) but the highest total damage output. Even on trash pulls, it's a good idea to keep Vampiric Touch up and active at all times.
- Shadow Word: Pain is invaluable in long fights. You only need to cast it once; it will continually refresh itself via Mind Flay (given you've invested talent points in Pain and Suffering like I told you to). As an added bonus, ticks of SW:P have a chance to proc a Shadowy Apparition for extra damage (again, provided you have the talent). It has a 15-second duration, so cast it whenever you feel a fight will last at least that long.
- Devouring Plague has the longest duration of all our DoTs (24 seconds). It's also the most expensive, mana-wise, to cast. Still, it will provide a chunk of damage up front and provide you a small amount of bonus self-healing, and it's an instant-cast ability.
- Mind Blast often crits for high five-digit damage once you hit level 85; by the end of the Cataclysm expansion, Mind Blast will easily achieve six-digit crits. It has tremendous synergy with Vampiric Touch (proccing Replenishment) and can further proc Empowered Shadow, our mastery bonus. In general, you should cast Mind Blast whenever it's off cooldown, provided all three DoTs are active.
- Mind Flay is the shadow priest filler spell. If you don't need to refresh your DoTs, and if Mind Blast isn't available, you should be casting Mind Flay.
- Mind Sear is the shadow priest's area of effect spell. It damages all enemies around the target, but notably, it doesn't damage the target itself. In Wrath of the Lich King, Mind Sear was quite powerful; in Cataclysm, it's underpowered. This should be cast only in situations in which there are multiple, low-health adds. Where possible, only cast Mind Sear on the tank as a target so the searing wave hits all the enemies.
Beyond these, you should use your Shadowfiend and Dark Archangel abilities whenever they're available (provided you need the mana regen). This means that for long boss fights, you should cast Shadowfiend almost immediately after applying DoTs to your target.
10. Gemming
In Cataclysm, gemming is simple. For your meta gem, you should use the Burning Shadowspirit Diamond, though the Chaotic Shadowspirit Diamond can work in a pinch. Both require that at least three red gems be socketed to activate.
The rest of your gem slots should almost always be filled with the 40 intellect Brilliant Inferno Ruby, regardless of socket color. There is an exception to the rule, of course: For especially lucrative slot bonuses (greater than 20 intellect), use the Reckless Ember Topaz for yellow slots or the Purified Demonseye for blue slots.
Of course, jewelcrafters should socket their three jewelcrafter-only 67 intellect Brilliant Chimera's Eye gems as soon as they can.
11. Glyphs
At level 25, shadow priests get access to their first prime, major, and minor glyph slots; they get another set of three at levels 50 and 75. That's a total of nine slots, but don't fret about being overwhelmed with choices -- there are only a few glyphs worth taking.
As for the prime glyphs, there are only four of real value to shadow priests. As raw DPS boosts, the Glyph of Mind Flay (a 10% buff to a frequently used spell) and the Glyph of
Shadow Word: Pain (again, a 10% buff to a frequently used spell) are easy choices. As for your third slot, you have a choice between the Glyph of Shadow Word: Death, which allows you to immediately recast SW:D if the first casting fails, and the Glyph of Dispersion, which cuts the cooldown on Disperion from 2 minutes down to 1 minute and 15 seconds. I prefer the former, though the latter is quite useful situationally -- it's your choice.
Three major glyphs stand out from the crowd. The Glyph of Inner Fire boosts the spell's bonus armor effect by 50% and is terrific for leveling; the Glyph of Psychic Scream converts a dangerous-to-use panic button to a safe, 8-second burst of crowd control; and the invaluable Glyph of Spirit Tap allows you to regain 12% of your max mana with a SW:D-caused kill. There are a few more options -- some shadow priests have been experimenting with the Glyph of Holy Nova, while others like the Glyph of Psychic Horror.
There are only six minor glyph options in total, and almost all of them make viable choices. Personally, I like Glyph of Levitate, Glyph of Fortitude, and Glyph of Shadowfiend.
12. Endgame enchants
Head The best head enchant, Arcanum of Hyjal, provides you with a luscious 60 points of intellect and 35 points of critical strike. The enchant is bind-on-account; to get it, at least one of your toons needs to be revered with the Guardians of Hyjal faction.
Shoulders Any character can use the Greater Inscription of Charged Lodestone, provided you purchase it on a toon that is already exalted with Therazane. It provides you with 50 intellect and 25 haste. Scribes have access to something better, though -- Felfire Inscription, which provides 130 intellect and 25 haste at the cost of four Blackfallow Inks.
Cloak Tailors can take advantage of the Lightweave enchant, which often procs to increase your intellect by 580 for 15 seconds. For the rest of us, there's Enchant Cloak - Greater Intellect, which provides 50 intellect at all times.
Chest For now, I recommend picking up Enchant Chest - Mighty Stats enchant, which increases all your stats by 15. Technically, Enchant Chest - Peerless Stats is better; it increases all stats by 20. Unfortunately though, the cost is prohibitive, to say the least -- the latter will cost you thousands of gold.
Wrist The cheaper option is Enchant Bracer - Speed. It buffs haste by 50 and is often available on the auction house below cost. The second option is much more expensive but much more powerful: the 50 intellect Enchant Bracer - Mighty Intellect. The latter requires two expensive Maelstrom Crystals to make, so unless you're a hardcore raider, take the haste enchant. Leatherworkers have a terrific plus-intellect wrist enchant, but ... what shadow priest in his right mind would be a leatherworker?
Hands For most of us, the plus 50 haste Enchant Gloves - Haste works great. Engineers can also Synapse Springs to their gloves in addition to the haste enchant. Synapse Springs provide an on-use burst of 480 intellect for 10 seconds.
Waist Purchase an Ebonsteel Belt Buckle off the auction house and put a plus-40 intellect Brilliant Inferno Ruby in it.
Pants Powerful Ghostly Spellthread provides 95 intellect and 55 spirit, making it the best pant enchant available. If that's too expensive, you can save money with the cheaper 55 intellect and 45 spirit Ghostly Spellthread option. Tailors get off even cheaper yet -- the tailoring-only Sanctified Spellthread option provides the benefits of Powerful Ghostly Spellthread at a cost of only three Eternium Threads.
Boots For shadow priests on a budget, I recommend Enchant Boots - Earthen Vitality, which provides 30 stamina and a 8% movement speed buff. Alternatively, you could take Enchant Boots - Haste instead, but you lose the valuable movement speed buff. The best option in terms of DPS is Enchant Boots - Lavawalker, which provides the movement speed buff of Earthen Vitality with 35 points of mastery, but it's quite expensive at the moment.
Finger The only people capable of enchanting rings are enchanters -- it's a special perk to the profession.
Off-hand If you have an off-hand item, you may as well enchant it. You have only one option here: the 40 intellect Enchant Off-hand - Superior Intellect.
Weapon If you're toting around a one-handed item, your least expensive option here is Hurricane. It offers a proc of 450 haste for 12 seconds. If you're using a two-handed staff, the old Wrath staple Enchant Staff - Greater Spellpower is technically better than Hurricane (and by a decent margin, too). If money is no object, you can take a look at Power Torrent, which offers a 500 intellect for 12 seconds proc ... but it'll set you back over 10,000 gold (at least on my realm).






Reader Comments (Page 1 of 3)
dadadee2005 Mar 9th 2011 3:33PM
Nice text Fox,
I hope you will follow up next week with Shadow priest 201.
Tank & spank boss fights are easy. It is not hard to achieve high DPS in those. But I would really like to pick your brain on how to play when there are numerous mobs or when there are movements required during the fight.
I would really like you to write on the fine art of shadow priesting.
Have a nice week buddy!
Noiroi Mar 12th 2011 6:29AM
I agree whole heartedly. It would be nice to see a 201, 301, or something along those lines. I would be extremely interested in pre-raid(201) gear using the gems and enchants you've mentioned here followed by raid(301) gear suggestions.
I'm trying to find a place that will assist in finding upgrades. Currently, I use dps.com. I'm wondering if there are "better" sites out there or something a bit less complex than rawr.
Xaklo Mar 9th 2011 3:34PM
Awesome post sir. Just wanted to point out though, that in the buffs we provide, you forgot to mention the dearly-beloved-by-all-healers: Replenishment.
muffin_of_chaos Mar 11th 2011 11:00AM
Fox: I'm not sure if you make it clear, but the SW: Death glyph doesn't just let you cast SW: Death again if it fails, but more specifically if it doesn't kill the enemy. It will still do the triple damage, and then let you cast it again, which makes it pretty secure in being the best damage glyph on boss fights (or potentially tied with glyph of mind flay).
Luna Mar 9th 2011 3:38PM
With Shadow priests now using Shadow Word: Death as a staple in their rotation, I was having problems determining when an enemy was at 25% or under as my health bars were set to numbers and not percentages. I just recently installed an addon called Target Health Percent and it worked like a charm. Now, I can target someone and it will show the percentage health in a little box, and is very customizable and user friendly.
Fadmin Mar 9th 2011 3:50PM
SW:Death, IMHO, should be pretty much kept on cool down now - besides the benefit of throwing it while on the move (along with Devouring Plague) to keep dps flowing, if you're specc'd into Masochism talent, you get 10% of your mana instantly. Mana is never a problem for me now. Glyph for SW:D and you can get back to back casts when the mob is at/under 25%.
Deathmoose Mar 9th 2011 4:46PM
I use power auras to tell me when a target is less than 25% health, It also helps keep up my dots, Shadow Orb Power and buffs.
Great Article, I really got alot out of it, and was surprised to see that Enchant Staff - Greater Spellpower was better than Hurricane.
Wellsee Mar 9th 2011 3:43PM
I second the idea for a 201 article!
I haven't found many people who agree with me, but I don't like Shadowy Apparitions. They are like shadowy suicide bombers and I'm just not cool with that with world events being what they are. I find them jarring and they take me out of the game. I wish they had been pixel seeking orbs instead.
bldavis59 Mar 9th 2011 4:40PM
i would love to see the same animation from our shadow orbs used for the apparitions
i love the concept of the spell, that we are using shadow forces to rip apart our soul and use those pieces to hurt our enemies.
Given the bulk of the terrorist attacks are suicide bombers of one type or another now days, i think there could be a better way to show this effect other then having direct carbon copies of our toons walking to their doom, calmly walking.....
its kinda creepy lol
Devin Mar 9th 2011 4:56PM
You using "World events being what they are" as your justifcation for shadowy aparition taking you "out of the game" doesn't sit right with me. If it takes you out of the game then so be it, but please don't overstate it and thereby diminish the impact of said world events by comparing the two.
Wellsee Mar 9th 2011 5:15PM
I'm not sure what you mean by saying I'm overstating things, Devon. I have a close relative that has fought in Iraq and is now fighting in Afghanistan, so yeah, when I see the shadowy apparitions I am reminded of the dangers he handles every day. I don't like that the threat he and thousands of military volunteers and civilians face and fear is a beneficial game mechanic, something we are supposed to want to see.
Deathknighty Mar 9th 2011 5:36PM
Umm..shadowy suicide bombers?
Shadowy SUICIDE BOMBERS?
REALLY?
Come on, I know the Western world is unanimously terrified of terrorism (which it shouldn't be if it doesn't want to play right into the terrorists' hands), but really, calling ghostly copies of your avatar, in a fantasy game, that slowly walk up to an evil dragon before vanishing completely without any kind of colossal explosion "SHADOWY SUICIDE BOMBERS"? That's just pathetic.
Get over it. They are ghosts, not terrorists.
Devin Mar 9th 2011 5:44PM
I'm sorry Wellsee, I didn't mean to imply that the things your relative has seen were insignificant, just the opposite in fact. I'm simply stating that comparing a video game's mechanics to the threats our soldiers face doesn't sit well with me. Please thank your relative for their service for me.
EODkr1z Mar 9th 2011 6:41PM
As one of the US military personnel that is called out to disarm the roadside bombs or as we call them IED's, and quite often to come deal with the failed suicide bomber attempt/doing a post blast on those events I understand the ideals that you feel, but I honestly think we as Americans tend to take it a little to far, it's the same fiasco as people claiming that having "the Taliban in Medal of Honor" was politically incorrect for us veterans. Honestly we don't mind when things like this happen, and I like the realism they add.
To the point, when your playing a game you're playing a game, don't start tieing it in to world events, because then you'll start being the person scrutinizing that "a Mage would never cast a Frostbolt that way!", when in the end, it's a game, keep it separate.
testeryff Mar 10th 2011 9:34AM
Oh noes, my dorf shadow priest is a homicidal taliban suicide bomber! Why didn't I connect the dots earlier, it all makes sense now.
Homeschool Mar 9th 2011 3:59PM
While the Horrify effect of Psychic Horror fails more and more often as you move into end-game content, the Disarm aspect is great for any mob that wields a melee weapon. The damage reduction of a Disarm can help between tank cooldowns or when the tank is dipping low on health.
Nocxy Mar 9th 2011 6:49PM
Agreed for the disarm - that's the man reason why I spec into it now. The ranged disarm can give the healers a chance to breath for a few seconds on hinky trashpulls, esp the hell that is BoT trash.
seminormal Mar 9th 2011 10:57PM
I used Psychic Horror a lot while levelling and still use it frequently in 5 mans, its handy as an interrupt on a healer, its effectively a 3 second silence. I see a lot of people complain that it takes 3 talent points to get a 5 second silence in the shadow tree when PH is just sitting there waiting for that one click.
One of the best uses for PH is straight after Mind Control, as your MC wears off you have aggro on the target so I PH the Mind Control target and the tank quickly grabs aggro off me. Means less work for the tank ;)
dadadee2005 Mar 9th 2011 4:02PM
Another issue I would like to read about in a 201 article are the addons we should use to gather and visualize the data we need to make quick decisions during fights.
;)
Thanks
Chalcedony Mar 9th 2011 4:13PM
Actually, maybe it would be more helpful if I put up a list of concerns.
1) With trash packs, should I attempt to spread DOTs and then use searing pain or just one on one the enemies?
2) When I hit Dark Evangelism, should I refresh my DOTs, are is the buff applied to the ones already on the boss?
3) Shadow orbs; I don't notice them. ever. Should I?
4) Is there any time during a fight where it is appropriate to cast Mind Spike that isn't the opening?