Spiritual Guidance: Mind Sear in patch 4.1

What's the most tragically under used part of the shadow priest arsenal? Mind Sear, hands down.
Mind Sear, you see, is an old friend. It was a regular part of our rotation in Wrath heroics. When Cataclysm came, though, it suffered a significant nerf in power. You could argue the nerf was needed -- the game was changing, and the developers wanted us to approach heroics in a different way. Arguably, Mind Sear was a bit too powerful.
It seems that Blizzard may have nerfed Mind Sear just a little too much, however. It just received a buff in patch 4.0.6, and it's slated for another in patch 4.1. Did Blizzard go too far this time, though? Not far enough? And what does the buff mean for the way we approach heroics?
Mind Sear in patch 4.0.6
Should you be using Mind Sear in your daily heroics right now with any kind of regularity? Probably not.
There are multiple reasons why Mind Sear is a near-useless spell. It's a 5-second channel, with ticks coming every second. That may sound good, but each of those ticks hit like a wet noodle -- often less than 0.5% of a trash mob's total health. Unlike Mind Flay, Mind Sear's damage output isn't increased by stacks of Evangelism. And worst of all, despite all its faults, Mind Sear is damn expensive to use: A single cast of Mind Sear eats up 5,765 mana at level 85, more than any other spell we cast.
It's not entirely useless, of course. The trick behind Mind Sear is knowing when to use it. We already know that DoTs are our most important spells in longer fights, because they provide massive amounts of damage per second of casting time -- often 10,000 points of damage per second of casting time or more. Mind Sear, by comparison, deals about 1,600 points of damage per second per enemy. That's less than half a tick of Mind Flay.That considered, we have the following rule of thumb for Mind Sear's use in 4.0.6:
- Use Mind Sear when you're facing more than six enemies at a time. It's the only time when the per-second cast time output of Mind Sear matches or exceeds that of your DoTs. That means your use of Mind Sear should be limited almost exclusively to the geists in Shadowfang Keep, the large packs of troggs in Halls of Origination, Halfus's whelps, Magmaw's parasites, and Maloriak's minions.
- At all other times, Mind Sear is suboptimal. For large packs of enemies, you're better off multi-DoTting. "Dumb" math would suggest Mind Sear might replace Mind Flay at some point as a "filler" spell, but that's not quite true -- Mind Flay's ability to refresh the timer on Shadow Word: Pain and its ability to build and maintain stacks of Evangelism means it's almost always a better choice.
Facing the numbers
In what can only be seen as an effort to give Mind Sear a bit more use, patch 4.1 is bringing a major, much-needed buff to the spell:
Patch 4.1 Public Test Realm NotesShort, but very, very sweet. And much needed.
As I said, this is all about choices. Buffing the damage output of Mind Sear gives you a new choice to make. In theory, Mind Sear is now worth casting on smaller trash pulls -- we'll see strong damage numbers on three- and four-deep packs of trash. But that doesn't necessarily mean that Mind Sear is the right choice during these pulls.
You see, we're usually better off focusing on our enemies one by one. Doing so takes opponents out of the equation faster, and the faster enemies are taken out, the less damage the tank takes. Is the higher damage of Mind Sear worth risking the tank's life? Sometimes yes, sometimes no -- it's a choice.
Did Blizzard go too far?
Only time will tell if this is too much of a buff. I'd caution shadow priests not to get too comfortable with it. Blizzard could scale it back at any time.
If there's one thing that Blizzard and I can agree on, it's that no one wants to go back to the mindless days of Wrath. Nobody wants Mind Sear to be the only spell we use in heroics. Any increase to the spell's power means that we risk creating an army of lazy shadow priests that do nothing but spam Mind Sear. That's boring, and for a tank, damn frustrating.
Lessening the size of the buff isn't the only way Blizzard could address that outcome, though. A boost to Mind Sear's power should come with an increase of the spell's mana cost. If it's a more attractive cast, it should have a higher price. After all, consider the Druid AoE channel Hurricane. It costs over 15,000 mana, but has a strong damage output. That may be a better direction for Mind Sear to go -- a more powerful spell, but at an increased cost.
No matter what happens with the spell after patch 4.1, it's pretty clear that the currently scheduled buff is much needed. My advice to all of you: Enjoy it while you can. Just in case.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Brock Mar 16th 2011 2:15PM
Damn Foxy, makes me want to play my shadow priest even more! But it's a bit more fun running your fat chicken ass through randoms!
Golis Mar 16th 2011 2:15PM
So one of the BIG changes made recently to Mind Sear was the ability to target friendly players as the focus of the sear.
For Multi-Dotting, I am in the habit of Tab targeting, but obviously you can't tab to the tank. I know how to build a macro that targets a person if I know their name, but I don't want to keep updating the macro everytime a new tank is found for another heroic.
Does anyone have a good Mind Sear macro that can target the tank before casting without editing their name?
Boom Mar 16th 2011 2:21PM
Select your tank and type /focus
Mindsear macro
#showtooltip Mind Sear
/cast [@focus,exists,nodead] Mind Sear
Thomas Mar 16th 2011 2:24PM
One way you could do it is to use the focus function, just set the tank as your focus and use /cast [@focus] Mind Sear as your macro
Golis Mar 16th 2011 2:36PM
Thanks guys...
Focus, Golis, FOCUS!
(I use it for a bunch of other things, never thought to use it here)
OneMHz Mar 16th 2011 2:40PM
I use a mouseover macro and mouse keybind so I can aim at my raid frames if I want to hit the tank, or other in-range player.
#showtooltip Mind Sear
/use [@mouseover, exists][@focus,exists][@target,exists] Mind Sear
Gives you the option to use your focus or target if you're not pointing at anything in particular, or use raid/party frames or name plates, or even just whatever's in front of you, if it's just a huge ball of fighting.
Katherine Mar 16th 2011 6:54PM
While I highly recommend the methods above, it is possible to tab to friendly targets. Ctrl-tab is the default for cycling through friendly targets.
Lucidique Mar 16th 2011 2:16PM
That means your use of Mind Sear should be limited almost exclusively to the geists in Shadowfang Keep, the large packs of troggs in Halls of Origination, Halfus's whelps, Magmaw's parasites, Maloriak's minions and on adds during the Cho'gall encounter.
Parknet Mar 16th 2011 2:24PM
I love the spell, the graphics, how when you target the tank, it makes him a walking aoe. All that is great. Yet, i never use it in heroics. I do use it a lot when farming lower content. So much fun to shield up then run around collecting mobs then burn them all down with mind sear leaving the poor targeted one alone wondering where all his buddies went. Then you blow him away with a mind blast or sw:d and have a nice pile of loot in a circle around your feet. wooooo.
Matrillik Mar 16th 2011 2:23PM
Pointing out a potentially misleading statement that I'm sure must have been a typo or a brain fart:
"Unlike Mind Flay, Mind Sear's damage output isn't increased by stacks of Evangelism"
Evangelism does not improve the damage of Mind Flay or Mind Sear, just shadow damage over time spells. Flay does stack up Evangelism thought which is good for when you start dotting.
Maybe you meant sear doesn't benefit from Dark Archangel, because Mind Flay does. That makes sense if you just happen to have AA up when you pull a mob. In my opinion AA should affect Mind Sear because that would just be cool.
Odissey Mar 16th 2011 2:34PM
For game effects, channeled spells like mind flay and drain health are considered a damage over time (DOT) spells, doesn't matter if they are channeled or not, they are still a dot and are affected with buffs and talents that increase DOT damage
ibook Mar 16th 2011 2:47PM
IIRC: Mind Flay is *considered* a shadow damage over time spell to some mechanics. It was *supposed* to be changed to work with haste the same way DoTs work as well. I don't believe that change came-down the pipe as it once was. Mind Sear, however, is considered an AoE spell, therefore does not benefit from the effect
Scunosi Mar 16th 2011 2:33PM
You think Mind Sear is bad? Try Hurricane for Balance Druids...over 13k mana and it hits for maybe half of what multidotting would do. Yeah, Hurricane and Balance Druids sort of aren't talking at the moment.
But! The fact that you guys are getting your AoE buffed gives me hope we might get ours buffed, too. It seems they only altered some of the AoE spells with Cata and forgot some others. =/
Pyrha Mar 16th 2011 2:55PM
All the moonkin guides, including the one posted on wow insider state that moonkin should never use hurricane due to the mana cost. If you're in a solar eclipse state, using shrooms and mutlidotting with a lunar shower-moonfire will do more damage on cost significantly less mana, even out of the solar eclipse, its greater damage / mana.
I have to strongly disagree with you on this point. A greater mana cost would make mind shear less valuable to shadow priests.
goldfish_girl99 Mar 16th 2011 3:47PM
I agree wholeheartedly with this comment. As a druid, multi-dotting or mushrooms is the only way to go for AoE. You do not want Blizzard to use the current Hurricane as a model for one of your spells.
Lunanox Mar 16th 2011 2:58PM
So we have to wait until next Wednesday to get another shadow priest version of Spiritual Guidance? Let's just hope Fox isn't late and is "Back in Time."
Yeah, that was the best I could do...
Rhamona Q Mar 16th 2011 11:57PM
I totally listened to "The Power of Love" on my way home tonight. Granted, it wasn't Huey Lewis, it was a cover by The Early November from the Punk Goes 80's album. Very pretty cover.
SlyFourroux Mar 16th 2011 3:04PM
Eh, mind sear is all right. I don't really see SPs really having a need to be big AOErs to be honest. Instead of just doing straight damage why not add some sort of utility to mind sear. Maybe make it so it spreads a SW:P to any target that doesn't have one. Maybe add some sort of shadow implosion to disperse as another aoe type effect? Maybe something along the lines of:
Cast disperse.
1st second, your crit score doubles.
2nd second, Any DOT on all targets in X radius is immediately finished and the target takes X amount of the damage left as one big hit.
3rd second you go back to normal.
So it gives you a chance to do one big AOE every 2 minutes (1:30 glyphed) but you need to keep on top of your dots and stuff. Anyways just a dumb idea.
Nocxy Mar 16th 2011 3:38PM
This probably isn't as big of a buff as you'd think....
4.0.6: Mind sear boosted by 15%
post 4.0.6: All shadow damage nerfed by approx 8% due to the shadow power change, including mind sear
SO I think what this will roughly do is boost mind sear back up to where they wanted it in 4.0.6 originally. I think. My degree is in Rocks though, not math, so I may be mistaken.
pandaba Mar 16th 2011 10:53PM
I'm not sure if I got the math right, but let's see how this will work out.
pre 4.06 - Mind Sear dmg is 100 (using 100 to make the math easy for me)
4.06 (15 % gain) - Mind Sear dmg is 115
post 4.06 (8 % nerf) dmg is 105.8
4.1 (doubled) dmg is 211.6
If I'm correct, then thats not a bad increase.