Spiritual Guidance: Shadow priests react to patch 4.1, look forward to 4.2

Shortly after patch 4.1 went live last Tuesday, I got the chance to raid Bastion of Twilight. I tried out Mind Sear on the first pull, and the numbers were absolutely luscious. Instead of weak, ugly, sub-2,000 ticks, I was seeing ticks twice that size. Before long, I was gaming my trash rotations, trying to proc Empowered Shadow and keep it up through the pulls. It was terrific practice for Cho'gall -- I finally felt like my AoE was making an impact on that encounter.
Overall, I got praise for the improved numbers I was putting out (thanks, Mind Sear!). But that praise got me thinking -- how is the rest of the shadow priest community faring in the post-4.1 world? And with patch 4.2 around the corner ... is there anything about shadow priests that Blizzard still needs to fix?
Patch 4.1 by the numbers
For some classes, patch 4.1 brought major changes to mechanics, across-the-board buffs, and a handful of harsh nerfs. Shadow priests, though, mostly made it through the patch unscathed. We did see a notable nerf in Dark Intent (a nerf by proxy?), but it was at least somewhat balanced by a buff to our Mind Sear AoE. In terms of figuring out what 4.1 would do to our overall DPS, things were "too close to call" at the time last week's article went to press.
Back in March (the days of patch 4.0.6), I introduced you to a pair of metrics for measuring "best-in-class" shadow priest performance in my "Revisiting the hybrid tax" column. The first metric, the highly regarded SimulationCraft program, tracks theoretical shadow priest DPS. The second, State of DPS, is a website that compiles logs of the best raiders -- real-world information. Taken together, these two tools should give us a good idea at where shadow priests are now that patch 4.1 is live.
Two months ago, a best-in-slot shadow priest (full tier 11; almost all ilevel 372 gear) was outputting 27,226 DPS in a hypothetical raid encounter (according to SimCraft). That put us somewhere near the middle of the pack -- below most dedicated DPS classes, but above most other hybrid DPS specs. After patch 4.1, the theoretical parse shows shadow priests declined slightly, outputting 26,962 DPS. That's a drop of about 1%.
Before you go grabbing your pitchforks and storming Blizzard headquarters, remember -- that's a hypothetical encounter. When you take shadow priests and put them in real-world situations, our damage output holds up pretty well. According to State of DPS, we still top the meters on the two-target fights: We come in either first or second on Valiona and Theralion, Nefarion, Twilight Ascendant Council, and Omnotron. Obviously, the Dark Intent nerf hurt us on single-target fights (such as Chimaeron), but we're making up for it on fights with adds (such as Cho'gall) to stay at the top overall.
Cumulatively, the best raiding shadow priests are averaging somewhere around 28,600 DPS, better than every single spec save for fire mages. That's the best news we could hope for out of patch 4.1 -- shadow priests were the best before, and we're the best after. You know, within the margin of error. Ahem.
Patch 4.2: What we know so far
Any discussion about patch 4.2 should start with what we know so far, and as things pertain specifically to shadow priests, we don't really know much. On Monday, we got this little tidbit in the PTR patch 4.2 notes:
Crowd Control
Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.
Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.
This is a very interesting change. Obviously, shadow priests don't get much use out of Shackle Undead in Cataclysm (except for Shadowfang Keep, of course), but in a post-patch-4.2 world, we'll be able to do some limited crowd control done before the pull without generating aggro.
Note that the premiere shadow priest crowd control ability, Mind Control, is not included in the list. While some may consider that an oversight, the mechanics of creating a "friendly" character in range of a hostile mob necessitate a started pull. Still, if Blizzard is going in the direction of crowd control not generating aggro, I'd like to see the aggro component of failed Mind Control casts removed. Especially after a pull has begun.
On a more cosmetic note, we also got our first glimpse at our tier 12 set last week. The stats and the bonuses are still a mystery, but we do know what it physically looks like (courtesy of MMO-Champion). In case you fashion-conscious priests missed it, take a gander at the fall look:

Shortly after the preview went live, Twitter lit up -- mostly with criticism. Admittedly, nothing about it really screams "priest." You could just as easily see this set hanging in the closet of a mage, a warlock, or even in the closet of Vash the Stampede.
Overall, though, I like the look. The fire absolutely screams "DPS," which is a nice contrast against the current tier 11 shoulders (which scream "healer"). I also like that I'll be able to see my hair for once -- you have no idea how much time I spend on it in the morning.
Patch 4.2: What's coming next
When I sat down to think up my wish list for patch 4.2, I'll be honest -- I mostly came up empty. I think that's a testament to what a good place shadow priests are in right now. We have a number of different (but effective!) rotations we can apply in different situations. Our AoE output is competitive again. We can deliver strong burst damage. For the most part, life is good.
Are there areas where shadow priests need fixing? Yes -- as I detailed here in Spiritual Guidance last month, our mastery mechanism is just too damned complex. In fact, up until I did the research for that column, I was lost as to how mastery worked. And if the dude who writes the shadow priesting column is confused, what hope does a new player have to understand it?
That said, I wouldn't expect too much to change for shadow priests in 4.2. We may see some minor tweaks to shadow priest damage output if they're necessary (revised lower, if anything), but it seems more likely that we'll be seeing other classes and specs being balanced around us. And really, when you think about it, that's a damn nice place for shadow priests to be.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 1)
danny.stout723 May 4th 2011 4:08PM
"I also like that I'll be able to see my hair for once -- you have no idea how much time I spend on it in the morning."
Had to scroll up to make sure it wasn't Matthew Rossi writing this article.
Brodi May 4th 2011 4:11PM
I have mixed feelings on the T12. I love the fire theme unifying all of them, but I do agree it looks slightly un-priesty. I also don't like the headpiece, but I never like cloth headpieces unless they're a Nice Hat. Also, yay Trigun.
As for crowd control, I always feel a bit left out. We're very limited in our choices, it always seems, since we can handle undead and humanoids, and while Mind Control can be powerful, it can be a hassle as well. It's great on some mobs, but on others I feel like I'm being wasted. And while not entirely relevant, it's virtually useless when I'm being coerced into healing. It might just be me, but I always feel ripped off in the crowd control department, but I suppose the DPS we can pump out makes up for it.
Brett Porter May 4th 2011 6:09PM
My DK main would like to have a word with you about crowd control abilities.
Search May 4th 2011 4:27PM
And what makes looking like Vash the Stampede a bad thing?
Vector May 4th 2011 5:41PM
Upvote * a zillion
ShadowPriest May 4th 2011 7:56PM
This is worth $$60,000,000,000 Double Dollars.
valomer May 5th 2011 2:00PM
yay for trigun
now if only i could walk around school and say that and people would know wtf im talking about...
Gendou May 4th 2011 4:35PM
Love and Peace!
GerardthePriest May 4th 2011 4:36PM
I keep waiting for the nerf bat to brought down on shadow priests - I can't imagine that Blizzard is OK, long-term, with a hybrid class topping the damage meters. Probably the easiest solution would be to impose the same limitation on Vampiric Touch that's currently on Devouring Plague and make it a single-target spell. That would nerf our two-target dps somewhat and have no single-target dps impact at all.
(I know, I know, don't give them any ideas, but I'd rather have a thoughtful nerf than an across-the-board nerf that leaves us crippled on single-target fights.)
Brodi May 4th 2011 4:54PM
Yeah, that's actually a good point, since according to DPS, we're the 2nd overall, and the 2nd highest hybrid is Fury at spot 10 on the Overall and Retribution (also at 10) on the Adjusted. I suppose due to my lack of raiding experience in Cataclysm, I have to ask: What do our single versus multi target number looks like? My multi target numbers always seem low, but that's probably because I'm terrible at every game ever.
Aristotle May 4th 2011 5:13PM
Please try out mind control again if its been awhile. It no longer appears to break while channeling and I am seeing large dps gains in 5 man's. And oh man, is it fun.
Ashlar May 4th 2011 6:17PM
Could not agree more. MC went from meh to the best CC in the game in a lot of circumstances. Its fun using MC in Vortex Pinnacle with a tank who's never seen it before and destroying those pre-third boss trash pulls with no difficulty. And that's true even if a few don't walk of the ledge...
Aristotle May 4th 2011 7:56PM
Mind Control suggestions I learned the hard way:
A. Warn tank prior to use to prevent "Cranky Tank Syndrome" over trying to re-establish aggro. A mark helps.
B. Do not use if fight will have green slime, damaging tornadoes...etc your body should be actively avoiding.
C. Keep controlled mob in Line of Sight of your body.
D. If there are no mobs left and mana and health of party looks good, you can disconnect control early.
E. Reestablish mind control on mob if party is still in chaos
F. For gods sake, use Fade at end of channel if necessary.
Fletcher May 4th 2011 10:35PM
The best thing about MC in Vortex Pinnacle? You can MC the tol'vir mobs and make them *jump off the edge*. Just like in EotS. It is a beautiful thing.
Darkener May 4th 2011 5:47PM
Need to "fix" Mind Control as follows:
- The Mind Controlled target stays enemy (don't worry, there's still an option that doesn't break the 25man Instructor Rezuvious fight)
- Once Mind Controlled a pet bar pops up with several standard spells/options that can be cast:
o Mindless - Releases control of the target but the target remains mindless, leaving them incapacitated for the remainder of the Mind Control duration
o Remorseful Scream - the caster causes the target to scream in remorse causing the target and up to 2 additional enemies within 8 yards of the target to cower in remorse for 8 seconds, releases control of the target
o Conversion - Converts the target temporarily into a friendly target for the remainder of the Mind Control duration
It's important to note that Remorseful Scream would work on any kind of enemy creature: humanoid, beast, elemental, dragonkind, etc. This means that if a humanoid is present you can CC the humanoid and up to 2 other humanoid or non-humanoid targets.
This would fix Mind Control to being a good CC and still have the option to use it the way it always has.
venicide May 4th 2011 6:44PM
i love shadow priests mastery mechanic so unique!
Rollo May 4th 2011 6:59PM
I'm glad things are so positive for shadow priests. I am strongly considering switching back to shadow priest for 4.2, unless my current main receives some blizzard love. :)
venence May 4th 2011 7:16PM
ok wait so the shadow orbs have thrown be off now :S before i thought the rotation was dots up mind flay till sdw or till mb is up and then use em and the point was that i would try to keep empowered shadow up but does this mean that e.g. when hurricane procs i have to redot all my dots and then redo them before it falls? and with empowered shadow does it also mean that when it is refreshed i have to refresh all dots?
zubbiefish May 5th 2011 8:49AM
Shadow priesting is more fun, more satisfying, and more awesome than ever. I've been suffering from altitis for years. I rolled a priest, way back in BC when my highest level character was lvl 24, simply because shadowform was the coolest thing ever. First ever character to lvl 70, went healing, so I could raid, and stayed that way. Being vaguely dissatisfied with priesting, I levelled a whole pile of characters over the years. My priest, while always remaining the character that I did achievements, and collected things with, since it was the eldest, became less and less of my focus.
When Cataclysm came, I didn't even level it up to 85 first. I did two other characters before I got around to it. One of them I had hammered into raiding shape, early on. Then, one day after reading this column, I decided to get back to my roots. The shadow called, and I answered. It has been the best decision I have made. Life as a Shadow priest has never been better. Now, I'm raiding regularly, and getting jealous glares from all the non-shadow priests. Shadowform is the coolest thing ever, and they know it.
scarecrow420 May 11th 2011 6:40AM
The shadow orb mastery mechanic is pretty complex but im ok with the complexity - its just the RNG to get that first orb to start the whole rotation off. Nothing beats getting SW:P up and mind flaying 10 times before getting a single damn orb :)
Shadow Priest hinges on getting your dots up with 5 stacks of Dark Evanglism and Empowered Shadows up. You then MB on cooldown and/or with 1 orb to keep ES up, and blow AA on cooldown after DoT refreshes, so you can immediately get evangelim stackd back up before the next set of DoT refreshes. Everything hinges on getting an orb to proc so you can throw all the DoTs up. You have to decide whether to throw everythign up anyway, then refresh when you get an orb and empowered shadow, or just go with SW:P and MF to get the orb, then recast SW:P, put up the rest of the DoTs and continue in the normal way.
Like paladins have Divine Plea (and not on an uber short cooldown either) to give them instant holy power, i think we should have some way to give ourselves that first orb without relying on RNG to proc it.
The best solution ive seen proposed is that casting SW:P on a target that is not already afflicted with SW:P would generate 1 shadow orb.
Alternatively, hitting 5 stacks of Dark Evangelism could proc an orb... then we wouldnt even have to put SW:P up first to increase orb chance, then recast SW:P once we had the 5 stacks of evangelism