Spiritual Guidance: The shadow priest's guide to patch 4.1

New patches almost always mean changes to classes, specs, and abilities. In this respect, patch 4.1 is no different. For shadow priests, patch 4.1 brings huge nerfs. It also brings huge buffs. There's an awful lot to keep straight.
Thankfully, you don't need to go it alone. Spiritual Guidance is here to help.
New heroics, new loot
Obviously, the biggest news of patch 4.1 is the release of the new (newly redesigned, anyway) Zul'Gurub and Zul'Aman 5-man heroics. New heroics always means new loot, and there are more than a few terrific new item level 353 epics available in these two new instances.
Last week, Spiritual Guidance discussed the best loot drops available for shadow priests in the new instances. Remember though, these new instances drop ilevel 353 epics. Any epics you obtained prior to Tuesday are ilevel 359 and are almost assuredly better.
Affordable access to a new tier of enchants
In addition to the new gear coming from the Zul'Gurub and Zul'Aman dungeons, patch 4.1 promises easier access to Maelstrom Crystals, Cataclysm's epic enchanting material. Previously only available by disenchanting raid loot (or crafted epics), Maelstrom Crystals are now available from justice point and honor point vendors for 3,750 points. Maelstrom Crystal prices have already fallen sharply on my realm; they're likely much cheaper on yours, as well.
What does this mean? Simply put, the best Cataclysm enchants are now available "for free" to shadow priests willing to put in the effort to farm JP or honor. For those looking to put together their epic enchant shopping list, I offer the following information:
- Feet Prior to patch 4.1, I had been advising shadow priests to take the Enchant Boots - Earthen Vitality enchant, which provides an 8% boost to run speed and 30 points of stamina. With Maelstrom Crystals now available for JPs, the superior Enchant Boots - Lavawalker is now accessible to more casual players. The enchant requires one Maelstrom Crystal, two Heavenly Shards, and 10 Greater Celestial Essences and offers you that same 8% run speed boost with 35 points of mastery. As such, it represents a ~14 intellect boost over Earthen Vitality.
- Wrists The best wrist enchant, Enchant Bracer - Mighty Intellect, requires two Maelstrom Crystals in addition to some more common mats. This is a ~30 intellect boost over the much more common, non-Maelstrom enchant, the +50 haste Enchant Bracer - Speed.
- Chest Most shadow priests currently use the +15 to all stats Enchant Chest - Mighty Stats. The best-in-slot enchant has always been the +20 to all stats Enchant Chest - Peerless Stats, but at a cost of three Maelstrom Crystals and three Heavenly Shards, it's been a near impossible-to-justify purchase even for hardcore raiders. Even with patch 4.1, it's still an "expensive" enchant -- those three crystals will only buy you another ~7 points worth of intellect.
- Hands In patch 4.0.6, most shadow priests used the exceptionally affordable +50 haste Enchant Gloves - Haste as their enchant of choice. Technically, Enchant Gloves - Greater Mastery, which offers 65 points of mastery, is a stronger shadow priest enchant, but it really only translates to ~2.5 more points worth of intellect over the +haste option.
- Weapon Many shadow priests drool at the thought of enchanting their maces, daggers, and staves with Enchant Weapon - Power Torrent, but the exorbitant cost of four Maelstrom Crystals (not to mention eight Heavenly Shards and 14 Hypnotic Dust) puts people off, to be sure. Taking into account its internal cooldown (~45 seconds), its proc rate (~33%), and its 12-second duration, the enchant is valued at approximately 120 points of intellect. Enchant Weapon - Hurricane, by comparison, offers 90 static points of haste (~36 intellect). That's a huge increase of 84 intellect.
Patch 4.1: Is it a buff or a nerf?
Perhaps the most important question on the shadow priest's mind: Am I more powerful today than I was on Monday? The answer isn't an easy one to decipher, but for most shadow priests, patch 4.1 represents a nerf. Raiding priests will see their DPS increase on a handful of fights; they'll see their DPS decline on others. Let's explore.
The good Any increase in DPS can surely be attributed to the new buff to Mind Sear -- the spell doubled in strength from patch 4.0.6 to the current one. That's no small change. It moves shadow priests from next-to-useless AoE artists to one of the better AoE classes.
How will this affect how you play? Prior to patch 4.1, the magic AoE number was six, meaning you should use Mind Sear only on groups of six enemies or more. Doubling the strength of Mind Sear cuts this number down to three, but realistically, you'll usually want to single-target enemies even in groups of three or four. Why? Remember, Mind Sear is a mana-expensive spell, and casting it exclusively will lead you to run out of mana fast. Mind Sear also does nothing to help spark Replenishment, and with the new Call to Arms feature luring new and inexperienced healers to the harder heroics of patch 4.1 ... well, they'll need the regen.
For more information on buff to Mind Sear, check out my previous article on the subject: Mind Sear in patch 4.1.
... and the bad The real nerf to shadow priests won't be found in the official 4.1 patch notes under shadow priests. It's found in the warlock notes under Dark Intent:
Dark Intent: The friendly target of this ability now receives 1% (stacking 3 times to 3%) periodic spell damage and healing bonus instead of 3% (stacking 3 times to 9%). The casting Warlock still receives 3% (stacking 3 times to 9%).
Since shadow priests are the usual target for a warlock's Dark Intent ability, this nerf is directed squarely at our heads. And the magnitude is pretty significant, as you can see -- it reduces the damage caused by virtually all our spells by as much as 6% in most raid situations.
In the long run, killing the effectiveness of Dark Intent is a good thing for shadow priests. It's a common belief that shadow priests are balanced around Dark Intent and that Blizzard assumes that we'll always have this buff in a raid situation. Obviously, we don't always have Dark Intent, and our spec should not be balanced around having a warlock in our group, period.
We're looking at some short-term pain here, to be sure -- a 6% cut in DoT damage is going to significantly drop our DPS, probably by about 5% total. Remember, though, that Blizzard's game developers are constantly keeping tabs on spec DPS numbers, and if they've cut our damage output too severely, they'll fix it in a later patch (or even hotfix).
Thankfully, the buff to Mind Sear will take some of the bite out of this nerf. Even with the 6% nerf, we may see our DPS on add-heavy fights like Maloriak and Magmaw actually increase.
The under-the-radar nerfs
Obviously, there's more to shadow priests than just the few shadow spells we have at our disposal -- we cast a number of discipline school spells as well. Unfortunately, there are a small handful of nerfs incoming to these non-shadow spells that will cause shadow priests a slight amount of pain:
Power Word: Shield's duration is reduced to 15 seconds, down from 30. This means that shadow priests will need to be more exacting on their timing and better able to anticipate incoming damage.
Dispel Magic has been nerfed. Shadow priests will be able to use the spell to remove 2 harmful effects on their own selves or 1 beneficial effect on the enemy. Shadow priests can no longer cast the spell on friendly targets.
Clearly, since these aren't shadow spell nerfs, they hurt us on the utility front more than on the damage-dealing front. PvP shadow priests will be especially hurt by the two changes (or, at least, more so than your average PvE shadow priest).
The under-the-radar buffs
The minor nerfs suck, obviously, but they're balanced out by a couple of buffs to our non-shadow spells. First off, Inner Will and Inner Fire now last until cancelled, a great change for forgetful shadow priest. Secondly, and perhaps most important, our emergency spells Divine Hymn and Hymn of Hope are now immune to pushback. That means we won't lose valuable ticks when we need them the most -- a great change.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 1)
pinteresque Apr 27th 2011 2:48PM
You'll get a better deal buying maelstroms off of the AH - the gear in ZG and ZA disenchants into maelstroms, which means a much higher quantity of the crystals available to the general population, which means lower prices on the AH. 3750 justice for a crystal is convenient, but expensive.
Fletcher Apr 27th 2011 2:52PM
The PW:Shieldmageddon is hardly a "minor" nerf; isn't that our pushback protection?! I try to keep PW:S up continually in combat! Being able to shield my squishy clothie backside is what got me to succeed at clothies in the first place!
Still ... at least I'm not a disc priest. Those guys must be *devastated*.
s1natsuns3t Apr 27th 2011 3:17PM
Another under-the-radar buff seems to be that Mind Sear now damages its target. Nobody seems to be mentioning this but I can confirm it's happening with me.
Secondly-- who can find a Warlock in a raid anymore? It's been ages since I saw one even in a 5-man, and we don't have any raiding locks in our guild.
Sintraedrien Apr 27th 2011 3:01PM
I was about to mention this as a comment, until I got the notion to refresh. I confirm this, Mind Sear does now appear to damage its hostile target.
Sintra E'Drien of the Ebon Blade (on my stupid phone)
fox.vanallen Apr 27th 2011 4:22PM
That's an interesting change -- I didn't notice it during my raid yesterday. I'm guessing the change is unintended and will probably be hotfixed, but I can't be 100% certain.
tgoodemote Apr 27th 2011 3:39PM
I'm mixed on this one - planting Mind Sear on the tank was a cool thing. Maintaining this strange but unique limitation (not damaging the target) of our main AoE was what made it interesting, and required more strategy. Perhaps it was a mistake that they will fix.
pinteresque Apr 27th 2011 4:11PM
You can still target the tank, it just doesn't damage them.
pinteresque Apr 27th 2011 4:12PM
Wow, that didn't make any sense. What I meant was, it only damages the target if the target is hostile. If you target the tank, it works like it always has.
Amerence Apr 27th 2011 3:09PM
Great guide Fox, Thank you for this! I was wondering about what the shadow priest changes this patch it was not obviously in the official patch notes for 4.1. i agree with the Mind Sear, it is a very mana expensive spell to use unless really necessary or I will just oom fast. but I am happy with the Inner Fire, and other buffs it is a great change.
I am glad its just a minor change, shadow priest are powerful damage caster and I hate to see if they will drop our damage output severely *cross fingers* hope not =(.
Anyway, Keep up the good work! =D
Zasziden Apr 27th 2011 3:33PM
Interesting. I've been playing my young priest as shadow a lot lately, so most of this hasn't affected me yet.
Typo of note: Inner Will is linking to Dispel Magic.
tgoodemote Apr 27th 2011 3:37PM
Despite the DI nerf, which was admittedly needed, it's absolutely wonderful to have Mind Sear back in the arsenal. Thank you Blizz for recognizing that it needed to be done.
Ben Apr 27th 2011 7:31PM
Fox Van Allen, you are the most impressive WoW columnist I have ever had a chance to read.
I love your assessment of the 1337 enchants, and the reduction to a ration of "+int/MC".
Compliments !
Ben
Person Apr 28th 2011 1:31AM
Shadowfied damage was nerfed..... ALOT
elustree Apr 28th 2011 1:43AM
Can anyone tell me is mass dispell the same or has that become useless group ability
Mike Apr 28th 2011 8:16AM
Godd article, but you might want to link the correct spell tool tip to Inner Will, currently you have linked dispel Magic
Jebidiah Apr 28th 2011 10:18AM
Just a note, since 4.1 isn't ptr anymore, all the links in your Zul Gurub and Zul Aman shopping list are broken on Wowhead
zubbiefish Apr 28th 2011 11:09AM
The Dark intent nerf doesn't hurt me as much as it could have. I got tired of begging the warlocks I've raided with to smarten up and hit me with it, so I've taken to just living without it.
Now all I have to do is stop caring what pets the hunters bring and I'll be contented.
fetu May 2nd 2011 7:58PM
The lower time for power word shield - incredibly annoying. My SP is my main, this is actually so annoying it has made me like playing my priest less. Did I mention how ANNOYING it is?