Spiritual Guidance: Gaming shadow priest mastery trinkets

One of the biggest mysteries for shadow priests during the development of Cataclysm was what our mastery mechanic would be. We had some vague notions of what we were getting early on -- Shadow Orbs -- but it took the boys at Blizzards a very long time to define what those orbs would actually do.
Perhaps it's that history that leads to one of the greatest misconceptions among shadow priests today. Most of us believe that Shadow Orbs are our mastery mechanism. They're not. If they were, shadow priests wouldn't see them until we trained mastery at level 80. Instead, we start seeing orbs as early as level 10.
Leveling with Shadow Orbs
Though the Shadow Orb is technically not the shadow priest mastery ability itself, understanding shadow priest mastery requires you to understand how orbs work. We gain access to Shadow Orbs as part of our shadow specialization at level 10.
Shadow orbs are generated through casting Mind Flay and through ticks of Shadow Word: Pain. At level 10, a tick of either spell has a 10% chance to generate a Shadow Orb. You can begin to increase this chance as early as level 29 (if you choose) through the Harnessed Shadows talent on your talent tree. One talent point brings the chance of proccing a Shadow Orb up to 14% per tick; two talent points brings this chance up to its maximum of 18%. The talent also gives you the ability to generate shadow orbs if an enemy hits you with a critical strike -- a very useful thing while leveling, questing, or otherwise attempting content solo.
Though they appear as a 60-second buff, Shadow Orbs don't do anything on their own. Instead, they're akin to (and forgive me for repeating this analogy) shadow priest currency. You can have up to three stored up at any given time.
Spending a Shadow Orb is as simple as casting Mind Blast (and later, casting Mind Spike). A single casting of the spell will consume any and all Shadow Orbs you've accumulated up to that point. Consuming Shadow Orbs has two effects:
- Consuming a Shadow Orb increases the power of that cast of Mind Blast. At level 10 (and all the way up to level 80), each Shadow Orb has a set value of 10%. In this way, a cast of Mind Blast when you have 1 Shadow Orb available causes the spell to hit for 110% of its usual damage; a cast of Mind Blast when you have the maximum of 3 Shadow Orbs available causes the spell to hit for 130% damage.
- Consuming a Shadow Orb gives you a 15-second buff called Empowered Shadow. At level 10 (again, all the way up to level 80), the buff increases the damage dealt by your damage-over-time spells by 10%. This buff does not and cannot increase in strength by consuming a stack of two or more Shadow Orbs.
Mastery: Level 80 and beyond
As I said before, technically, Shadow Orbs are not shadow priest's mastery bonus. The bonus, which you can get at level 80 by visiting a trainer, is Shadow Orb Power. It dramatically increases the power of each Shadow Orb.
At level 80, each shadow priest is given 8 points of what we'll term "greater mastery." With each point of this greater mastery worth an extra 1.5% of damage, your shadow orbs instantly increase in power to a minimum value of 22%. This affects both sides of consuming a Shadow Orb: You can cast Mind Blast for 166% of its usual damage (by spending 3 orbs) and increase the power of your DoTs by 22% for 15 seconds (regardless of how many orbs you spend).
Once you start entering Cataclysm content, you'll start finding gear with what we'll term "lesser mastery." It takes approximately 179 points worth of "lesser mastery" to add up to one point of "greater mastery." Each point of lesser mastery thus increases the power of your Shadow Orbs by 0.084%. It's worth noting that the game tooltips round these percentages to whole numbers, but in practice, each point of mastery does increase the power of Shadow Orbs.
Chances are, mastery is not going to be your best secondary stat. You shouldn't be actively stacking it through gems and reforging for it. As a rule of thumb, a point of "lesser mastery" is approximately equal to a point of critical strike rating for most shadow priests.
When should I consume Shadow Orbs?
In general, you should consume a Shadow Orb as soon as you have one available. There's no real strategy to it, and no real value to saving them up. (Perhaps that's a flaw in their design?) Mind Blast is a powerful spell, and you should prioritize it over Mind Flay regardless of how many Shadow Orbs are active.The most powerful aspect of Shadow Orbs isn't really the additional damage to Mind Blast (though seeing those ridiculously large crits is great). The real power of Shadow Orbs is in increasing the power of our damage-over-time spells via Empowered Shadows. You'll want that buff active at all times, if possible.
For the most part, Shadow Orbs will be a forgettable part of your arsenal. You'll generate them and consume them often without thinking. This is okay, and indeed, standard operating procedure. It is a rare occurrence when Empowered Shadows drops off during a boss fight, and even when it does, we're somewhat powerless to do anything about it. We're at the mercy of a random number generator.
Gaming your Mastery through trinkets
Consider what I said in that last paragraph: Mastery is not our best stat. Haste is technically better. Despite this, one of the current best-in-slot trinkets for shadow priests is Theralion's Mirror, a trinket with a mastery proc. How the heck is that possible?
To explain this, let's first consider how a typical spellpower proc such as Enchant Weapon - Hurricane works. When Hurricane procs, you get 450 bonus points of haste for 12 seconds. Now, as we discussed before, your DoTs don't automatically benefit from the haste -- you'll need to recast them. In theory, the moment that Hurricane procs, you could recast Vampiric Touch and Devouring Plague immediately to give them the haste benefit. Then, right before the Hurricane proc drops off, you could recast each spell. In this way, both VT and DP will hold the increased value of haste until you refresh them. You could (theoretically) enjoy the haste buff on Vampiric Touch for nearly 27 seconds (12+15) and enjoy the buff on Devouring Plague for nearly 36 seconds (12+24).
(Note that if you've taken the Pain and Suffering talent, Shadow Word: Pain will refresh itself automatically via Mind Flay. This means you don't need to recast it to gain the benefit of temporary haste, spellpower, crit, and mastery buffs. Unfortunately, this also means that the first automatic refresh after the buff drops off will also cause Shadow Word: Pain to lose that temporary buff.)
Because of the complexity of the shadow priest mastery mechanic, we can use this principle to game trinkets with a mastery proc (like Theralion's Mirror and the Talisman of the Sinister Order). The Revelation proc from Theralion's Mirror gives us 1,926 mastery for 20 seconds. Now, the proc rate for Revelation is pretty low (only 10% or so), but that's a good thing (sort of) -- for us to get any real value out of it, we need a Shadow Orb to spend. That sets off a chain reaction of sorts:
- We cast Mind Blast ASAP to generate a higher value for our Empowered Shadows buff. Revelation increases it by about 10.7%.
- Once Empowered Shadows is active, we can start recasting Vampiric Touch and Devouring Plague. Shadow Word: Pain will refresh itself when we start casting Mind Flay afterwards.
- Shortly before the 20-second Revelation buff is about to drop, we can cast Mind Blast again (provided we have at least one Shadow Orb up). This will refresh Empowered Shadows at the higher value, giving us another 15 seconds' worth of buff effect.
- For those next 15 seconds, we'll try to hold off from casting Mind Blast again to keep from overwriting that higher Empowered Shadows value. Shortly before the 15-second higher-value Empowered Shadows buff drops off, we can recast VT and DP. These casts will hold the higher value for their duration, milking even more time out of the trinket's buff.
Of course, reaction time and casting time will probably eat up a good 5 seconds or so of that theoretical benefit. Still, you can see why the trinket is so powerful, even if you're not actively trying to game it. The internal cooldown of Theralion's Mirror is 90 seconds, which is quite long as far as ICDs go, and it does have a low proc rate. But even despite these faults, by gaming the trinket as I explained above, you can easily enjoy some of the proc's benefits for well over half of a given fight.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Jiffah Apr 13th 2011 1:47PM
Thanks for the article. It confirms that I understood correctly the Shadow Mastery and why I don`t like it. The orbs are a good idea, but Boosting one spell (nvm MindSpike) was clearly not enough, so they changed it... to It's all about the empowered shadow buff, we need to maintain that buff to get access to the mastery stat...which is like misery all over again, something they removed now back in an even more troublesome way. Shadow mastery needs to be redone because it is obviously not very thought out.
Xaklo Apr 17th 2011 9:59PM
For me it gave a better sense of understanding mastery as well, given that I usually only attributed it to be a MB buff. I knew the dot component was important, but I hadn't realized the gaming opportunities available to us until reading this. I read this just in time too, since the mirror dropped for our raid yesterday. If I hadn't read this article and understood the value that mastery actually does have for us if utilized correctly, I might have passed on it (then it might have been awarded to a Flufkin /gasp!). But I rolled and won, and was able to try out this technique on the very next fight. The RNG aspect of both the trink proc and getting shadow orbs can be quite frustrating though; several times the proc would come and go without one single orb forming :[
Unknown Apr 13th 2011 1:48PM
Really interesting analysis! This makes me want to dust off my idle 85 priest and respec for shadow.
rek4200 Apr 13th 2011 7:07PM
How about this http://youtu.be/TyQK8PvvnPI?hd=1
WTF?!?!?! That is rediculous, Makes me want to play mine as well
Evo Hans Apr 13th 2011 2:01PM
Shadow priest PVP dies in 4.1 :( Articles like this make me sad and i'm going to miss being a shadow priest.
Matthew Apr 13th 2011 7:12PM
Wait - huh? Why do you say that? Did I miss something?
Say it ain't so!
Or at least why you say it is. My 80 wrathfully geared priestess was about to make a comeback
Evo Hans Apr 13th 2011 8:10PM
Shadow priests lose the ability to dispell on anything but themselves. That's almost the whole reason you bring spriests along in 3v3 - higher end brackets, to dispell cc's.
bleuchz Apr 13th 2011 11:35PM
Unless I am mistaken, Mass Dispell will still work. I know it's not as efficient but it is still there.
Stray Apr 19th 2011 12:15PM
If you think a shadow priest's only use in PvP is dispels, you're overlooking quite a lot.
Olania Apr 13th 2011 2:05PM
Fox, I look forward to your version of Spiritual Guidance every week, even though my main is an Elemental Shaman.
However, my favorite alt is my Draenei Shadow Priest, and at one point during Wrath she was actually my best geared character. I still endeavor to keep keep her highly geared now, as I enjoy getting into PUG raids and melting faces. This is where the problem lies...
I cannot seem to regen mana to save my life. I pop Dark Archangel immediately on cooldown when I have 5 stacks of Evangelism. I use my Shadowfiend on bosses whenever I can. And I use Dispersion every time it's available between trash pulls. But for the life of me I'm constantly close to being OOM. I've got far less geared alts (Boomkin and warlock) with zero mana regen issues, but I swear the mana problem has gotten worse the better my priests gear has gotten.
So oh great deity among the users of the dark arts, have you any words of advice for a lowly amateur (and fellow resident of the Boston area)?
Kareru Apr 13th 2011 2:29PM
Have you tried using Shadow Word: Death? Every time you don't kill someone with it, and hurt yourself, that's 10% mana. Obviously this may not be the most ideal means of mana regeneration for a boss but if you are constantly OOM, perhaps it's worth looking into. This, of course, assumes you have the masochism talent.
Jiffah Apr 13th 2011 2:32PM
I use SW:D (fully talented) in longer fights, especially after popping archangel and really concentrate on getting kill shots on thrash with it. Hope this helps.
Kooper Apr 13th 2011 2:35PM
Are you specced into Masochism? If not, you should be. Everytime you damage yourself with SW: Death, it restores 10% of your total mana. So if you are having mana problems, cast SW: Death everytime its off CD.
bleuchz Apr 13th 2011 2:43PM
I would try and not use dispersion during boss fights if you can avoid it (perfectly ok during trash). There are some fights where mana is typically a problem for me. Any fight where I use Mind Sear (Halfus, Maloriak, Magmaw) I can really feel the sting. The trick is to be very proactive with your Shadow Word: Death. If you know you are going to run into problems cast it when it will give you the least dps loss. For example, any time you are going to be moving, keeping your eye out for execute-range adds, etc. Even on a fight where it would be a dps loss, you are better off losing the global and maintaining your mana.
Hope that helps! :D (this is of course assuming you have masochism)
Mordecaii Apr 13th 2011 4:01PM
SWD is not a dps loss (or so small its not worth discussing). as long as you're casting it as a filler (like mindflay).
Well I personally dont cast it on high health mobs on cooldown cause its just another button to press, for those running low on mana - you can be casting it as part of your rotation.
bleuchz Apr 13th 2011 4:19PM
Sorry, casting SW:D is most certainly a dps loss. Don't mean to argue, but it is just a fact (outside of execute phase of course). Just to be sure I walked up to a dummy and hit it with SW:D and DP. At 6831 spell power my SW:D hit for 3186 and my DP hit for 6090. That's not even including the underlying advantage of refreshing a DoT which will save you a global later on. The dps loss while being stationary is huge. Casting SW:D activates a global, has none of the benefits of mind flay (evangelism, shadow orbs, decreased shadowfiend cd), and hits for less.
That being said there are situations where SW:D could theoritically fit in our rotation (Needing to refresh DoTs within 1sec to avoid clipping MF after only 1 tick), but this is highly technical/situational.
Again, don't mean to argue just wanted to throw it out there that if mana isn't a problem you shouldn't use SW:D outside of execute range.
Scott Clark Apr 13th 2011 5:14PM
Dummy testing, using Dark Archangel on CD, Dispersion on CD and stopping when I had no mana and no regen options left except for stopping and waiting.
Without SW:D - 11 to 12 minutes. With SW:D I got to 48 minutes before needing to cast a heal to keep the cycle going. Because hitting Dispersion while using a target dummy causes Recount to flip out I don't have definitive DPS-loss numbers to cite but my numbers didn't seem to drop significantly.
Note that I wasn't using SW:D on cooldown but, instead, as a filler spell when I had nothing more pressing to cast.
Mordecaii Apr 13th 2011 6:20PM
what scott said ^^
My point was that it is not a "significant" DPS loss (go run a test dummy if you dont beleive me). Sure if you cast DP you're doing double the damage but you're also spending twice the mana, which is the main point of this arguement.
When you compare it to your other filler spell, mindflay, its slightly less dps, but made up for by the 9-12k mana you get back. When you are low on mana, and dont see a sfiend or AA cooldown soon, start using in your rotation, otherwise, leave it out (its also another button to press =P).
hdocktor Apr 13th 2011 6:32PM
You don't specify if you are having mana issues in dungeons or in raids. I tend to drop lower in mana during dungeons when I'm mind spiking/mind blasting trash mobs a lot, but rarely have issues otherwise. If I get low in raids, it's usually because I've had to pop out of shadowform to throw some heals (i.e. Nefarian-10man). Take a look at your rotation. Are you recasting DoTs too early? Make sure you are using a DoT timer so you aren't clipping them. Our DoTs take a lot of mana, so make sure to maximize their up time. For bosses I usually wait to use my shadowfiend until after my opening rotation, and by the time it's done, I'm back up to full mana. After that I'll keep it on CD. DA I tend to use a bit more situationally, but close to CD. There are a lot of good "down" times in fights where Dispersion or Hymn of Hope can be used. Another thing to check is your gear itemization. Are you balanced or need to do some reforging? Are you in a group where you are getting Dark Intent? I've noticed a difference in mana usage when that is the case. I don't use SW:D until execute phase, but if you really can't wait, add it as a filler when you are moving or in between DoT recasts. I haven't had mana issues the whole time from 80-85 and into heroic raid content, so do some checking, because it shouldn't be happening.
bleuchz Apr 13th 2011 11:41PM
I agree SW:D is the ideal filler when mana is an issue, as I said in my original post. I just feel that when someone asks for advice you need to give them the whole story. Obviously, the three of us know what we're talking about and can put into perspective what's a dps loss and when. Just keep in mind that while the post we are replying to is asking for help on a specific issue, as members of the spriest community it is our duty to explain the whole story. While a few dps here and there may not be a big deal to some, my skin burns when I see warlocks above me on recount (unless they are giving me DI, in that case they can do no wrong in my eyes). I only wish to quantify where SW:Death belongs in our rotation. This thread reminds me of what Shadowpriest.com used to be. Shadowy types bouncing ideas and experience off each other, I miss that :\
P.S. Good article fox :)