Spiritual Guidance: Breaking down the shadow priest tier 12 bonuses

Historically, tier bonuses for shadow priests have been pretty boring. From tier 4 onward, we've had very little to look forward to beyond mana cost reductions, spell-specific damage increases, and extended spell durations. These bonuses were valuable, to be sure -- we could all benefit from an extra DOT tick -- but nothing was game-changing.
Towards the end of Wrath of the Lich King, though, things began to change. The tier 10 four-piece shadow priest bonus, a .5-second reduction to the Mind Flay channel, was a literal game-changer. It put Mind Blast on the back burner. Some shadow priests only cast it to refresh Replenishment; others dropped it from their rotations entirely. Whether or not the tier 10 bonus was a positive thing from a gameplay perspective is debatable, but there's no debating what a powerful force it was.
Now, after a relatively tame set of tier 11 bonuses to start off Cataclysm (damage increases -- oh boy!), game developers are dropping a pair of nuclear bombs on us. The tier 12 bonuses for shadow priests are compelling, controversial, and game-changing -- all at the same time.
Two-piece tier 12 bonus: Shadowfiend
Of the two bonuses available from collecting tier 12 pieces, the two-piece bonus is certainly the more interesting. Its effect revolves around our adorable shadowy pet, the Shadowfiend, and it's very lucrative:
Your Shadowfiend deals 20% additional damage as Fire damage and its cooldown is reduced by 75 sec.
At first glance, this bonus appears to be absolutely amazing. In fact, it's so amazing that it even has Dawn Moore drooling a little bit. But let's not just make assumptions -- let's dig deeper and find out just how good the two-piece tier 12 shadow bonus already is.
In its most basic, untalented form, the Shadowfiend is a 5-minute DPS and mana regen cooldown. Most shadow priests invest two points in the Veiled Shadows talent, reducing that cooldown to 4 minutes; and further, most shadow priests also take the Sin and Punishment talent, which reduces that cooldown by 10 seconds per Mind Flay crit. Obviously, the extent to which you see Mind Flay crits varies from encounter to encounter, but it's not unreasonable or unusual to be able to call your Shadowfiend once every 3 minutes. The two-piece tier 12 bonus will provide a third reduction to the Shadowfiend cooldown, effectively letting us call it once every minute and a half or so.
While many people focus almost exclusively on the mana regen benefit of the Shadowfiend, it's much more valuable to think of it in terms of its DPS benefit. Without the tier 12 bonus, the Shadowfiend should account for a solid 4-6% of your total DPS in a raid encounter. Obviously, this is no small contribution -- averaged out over the entire fight, our Shadowfiend contributes about 1,000 points' worth of DPS. Put another way, your Shadowfiend will deliver well over 5,000 DPS while it's active.
The 75-second reduction in cooldown means that we'll see our almost twice as often as we do now. And better yet, the two-piece tier 12 bonus will raise its DPS by another 20%, making it even more influential in our overall performance. In patch 4.2 raiding content, we could be seeing our Shadowfiend account for as much as 15% of our overall DPS. (Combine a two-piece tier 12 bonus with our two-piece tier 11 bonus, and you'll really see some strong Shadowfiend numbers.)
Blizzard's developers began moving in the direction of higher Shadowfiend availability when they revised our talent trees for Cataclysm. This two-piece bonus takes that concept to the next level. Frequent Spiritual Guidance readers will recognize this as something I've long been in favor of, and as such, I couldn't be more excited about this bonus.
Four-piece Tier 12 Bonus: Mind Blast
The four-piece bonus sounds deceptively simple: It's a 3-second reduction to the Mind Blast cooldown. Specifically:
While you have Shadow Word: Pain, Devouring Plague, and Vampiric Touch active on the same target you gain Dark Flames, which reduces the cooldown of Mind Blast by 3 sec.
This tier bonus simply means our new Mind Blast cooldown time is 5 seconds -- or, if you prefer,
Before we begin assessing the benefit of a shorter Mind Blast cooldown, we should first recognize the relative rarity of the DoT trifecta (and ultimately, the rarity of the Dark Flames buff). In heroics, trash mobs simply die too quickly to support having all three DOTs be consistently applied to a single target, guaranteeing that Dark Flames buff will still be short-lived. It seems similarly unlikely that we'll see much benefit from this tier bonus in a dispel-heavy PvP environment. Realistically, the only scenario where we have all three DOTs rolling on a single target on any consistent basis is during lengthy boss encounters.
As shadow priests, our first priority in a boss fight is to have all three DOTs rolling; as such, we can assume that the Dark Flames buff will have ~100% uptime when we need it. Being able to cast Mind Blast once every
And therein lies the hidden catch -- as shadow priests, we need to cast Mind Flay. In the current raid content, we cast the spell so prolifically that we take its secondary benefits for granted. To wit, it does three terrific, important things beyond those middling ticks of damage you see: It refreshes Shadow Word: Pain (while talented), it generates Shadow Orbs, and it reduces the cooldown on your Shadowfiend.
If we're casting Mind Blast at every opportunity, we're cutting down drastically on the number of Mind Flay casts we see. This would be a clear cut DPS increase, but only if we still get all three of the benefits above we take for granted. And that's far from guaranteed -- we have only a 60% chance to refresh SW:P on Mind Flay ticks and a 18% chance (when talented) to proc a Shadow Orb.
To perform at optimum level, we need Shadow Orbs -- without them, we don't benefit from mastery at all. As such, the four-piece bonus adds a huge new layer of complexity in an already complex mastery system -- we'll need to be constantly monitoring our orb status and the uptime of the Empowered Shadow buff. And if we're reaching the end of the 15-second duration of Empowered Shadow and we lack a Shadow Orb to use, we need to make some decisions that ultimately boil down to gambling: Would you rather give up a few ticks of Mind Flay to cast the more powerful Mind Blast spell, or would you rather cast Mind Flay to maximize your chance of generating that all-important first Shadow Orb?
If the idea of gambling makes you uncomfortable, well ... it probably should. The key complaint people have now about shadow orbs is that they're so dependent on RNG. There are plenty of times when we just plain get unlucky and don't see those orbs in the current raiding tier. In the next raiding tier, those "unlucky" moments will be more and more prevalent.
Did the developers hit the mark?
Looking at the two-piece tier 12 bonus, it's clear that developers knocked the ball out of the park. It's a clear and significant DPS increase. It also, at least in my opinion, adds an extra layer of fun to the shadow priest spec. I love getting to call my Shadowfiend. The only downside to the tier 12 bonus that I can think of is the fact that we'll have to eventually surrender it to grab our four-piece tier 13 bonus.
The benefits of the four-piece tier 12 bonus aren't quite so clear. Being able to cast Mind Blast instead of Mind Flay is a clear DPS increase; that much is known for sure. But it's important to note that it's not a huge DPS increase. The drawbacks to the four-piece bonus -- lower Empowered Shadows uptime and reduced Shadowfiend availability, mostly -- will eat into that DPS increase to an extent that's not immediately and readily known.
Of course, just because Mind Blast is available more often doesn't mean we have to cast it more often. It will ultimately be a net DPS increase, even if a penchant for gambling hurts us every now and then. I presume that we'll find most shadow priests using the tier 12 bonus as a reason to skip the Improved Mind Blast talent entirely in search of something more useful.
These tier bonuses are far from set in stone at this point. The 2-piece bonus could get less valuable, and the 4-piece bonus could get more valuable. Still, from the early point of view, it looks like tier 12 is going to be bringing the most compelling tier bonuses for shadow priests ever.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 1)
Elwoods May 11th 2011 9:23AM
How did you come up with 3.5 seconds for Mind Blast?
If base is 8 seconds, -2 seconds talented, -3 seconds on 4p = 3 seconds?
(Or am I missing something)
Fox Van Allen May 11th 2011 9:38AM
I had been assuming for the longest time that Improved Mind Blast went 0.5/1/1.5 in terms of its cooldown reduction, but that's not right -- it's (strangely) 0/1/2.
So yes -- 8 minus 2 minus 3 leaves us a 3-second cooldown. Fixed. :)
Elwoods May 11th 2011 9:54AM
Thats 15% extra dps :)
Hellbena May 11th 2011 9:55AM
As you said at the end of the article, the 4-piece bonus will let us move points out of Improved Mind Blast. My plan is to finally get Silence into my build, something I've been wanting since Cataclysm came out. Another interrupt is always welcome on a 10 man raiding team.
Fox Van Allen May 11th 2011 10:13AM
Getting Silence in your build is actually workable now. As raiding shadow priests start moving into hard-mode raiding, Silence gets more and more important (with mana-regen talents getting less so).
On a fight like heroic Atramedes, Silence is damn near essential.
Revynn May 11th 2011 3:53PM
- "On a fight like heroic Atramedes, Silence is damn near essential."
Was that a pun? That looks like a pun. Dangit Fox, what did I tell you about puns?
denyeverything_1013 May 19th 2011 3:18PM
When I first saw the tier bonuses, my immediate thought was one of terror at how complex the 4pc was going to make our rotation. Nothing like taking what is arguably one of the more complex rotations/priorities in the game and making it even more complex. While it's a cool idea in theory, it's going to be a headache in practice. Although, if we don't have a mastery trinket to watch next tier, it may not be so bad - we'd at least lose one comlicated buff we have to track (mastery increased ES).
I guess the fear of the four piece should be countered with elation for the two piece. I wonder if we'll end up scrapping the 4pc for a more balanced set of gear to combat the possibility of tunnel-visioning ourselves out of orb procs and evangelism stacks. Can't wait to start rolling some numbers!
Lee Woodworth May 11th 2011 10:44AM
I think that the 4-piece bonus is intentionally supposed to reduce the usage of Mind Flay and boost the usage of Mind Blast with the intent that the 2-piece bonus will balance out the reduced effect of Sin and Punishment, but I still think it's a fail based on lack of Shadow Orbs.
Matthew May 11th 2011 12:52PM
Hey Fox!
Guess what? I'm BACK on my priest. And this time around, she's a SHADOW PRIESTESS. Loving it more than in wrath!! Screw my bubbles, I'm here to hurt people now.
As George Costanza said, "I'm back baby! I'm back!!"
Kaorael May 11th 2011 1:35PM
While the 4-piece bonus may make things more complex, it can also simplify them in other ways:
Right now, how often do you have to delay casting a Mind Blast because you have no orbs and your Empowered Shadows is about to run out? If you have to wait 6 secs until you can cast MB again, you may find yourself also waiting to cast DoTs, or casting them at reduced strength while you try to get a shadow orb. If that wait goes from 6 secs to 3, you don't fear casting that Mind Blast because you know that you will have one ready when the orb triggers, so that's one piece of complexity that may end up removed by this bonus.
I think we may end up with a rotation that alternates MB and MF while recasting DoTs in between whenever necessary.
Andrew May 11th 2011 1:49PM
So I've been starting to spend more time in the shadowy world as I try to run heroics for offspec bubble gear, and I'm getting stuck. I'm doing a pretty good job at manually tracking my debuffs, and power auras are helping me hitting my cds once they are available, but I'm still coming up short (i.e. last) in terms of damage output, even when reforging my gear for shadow. Any other recommendations for addons to keep track of all the buffs and cds so I can stop embarrassing my fellow spriests?
(And toootally off topic, Fox, but I just recently realized my friends and I lived a half block away from you in college. If you've ever been woken at 3am by a hoard of drunken showtune singers...yeah, that was us (and still is them). Sorry, but we're not sorry.)
wassermann May 11th 2011 7:49PM
Greetings, I play Shadow priests since the beginning, and now I'm thinking it's better eliminate this class: we are the weakest DPS class(when Shadow) and now, the low-average healer in the game(overtaked from Druids, Paladins and Shamans-and maybe DKs).
I'm very frustrated from that.
The coders must get the decision or revamp the class or eliminate it.
Silenzio76
PS. Sorry if my English sucks.
k4lima May 11th 2011 11:47PM
weakest dps class??
thats not world of logs says:
http://raidbots.com/dpsbot/Spec_Score/25H/100/14/30/default/
i run 10mh and most of the time im on top 1st or 2nd dps.
Saeadame May 12th 2011 8:00AM
And priests are definitely not the weakest healers. We'll see where everyone's at in 4.2, with the changes to healer crit and the druid mastery, but as it stands now priests in general aren't in a bad place, imo.
wassermann May 12th 2011 6:51AM
@k4lima: You must have a full 372 ilevel gear.
@Saeadame: we have the lower mana pool in holy spec, and 2 cd to rec in combat(Divine Hymn-8min- and Shadowfiend-5min-)
Litchee May 12th 2011 11:25AM
I'm assuming by Divine Hymn you mean Hymn of Hope, which has an 6 minute cooldown, not 8.
If you are smart enough to combine the use of your Shadowfiend (or another regen cooldown such as the owl jewelcrafting trinket) with Hymn of Hope, which increases your mana pool so you get more mana out of every tick, you should not run oom faster than any other healer.
I personnally am not decked in epics (my healing gear is probably around ilevel 347), and I perform every bit as well as my druid and paladin co-healers. I actually am able to help out quite a lot on the tanks, while still holding the raid.
Although I do not play Discipline, I heard some complaints about the current state of the spec. So I'll give you that.
But I have played Holy and Shadow for quite some time now and I am very happy with both.
wassermann May 14th 2011 6:20AM
if i'm wrong why that?
http://wow.joystiq.com/2011/05/14/patch-4-2-ptr-notes-for-may-13/
Artemisian May 12th 2011 11:59PM
Couldn't see anyone point this out, apologies if I missed it, but Mind Flay does four nice things. It also gets your Evangelism stacks up for Dark Archangel. One full channel almost fills it up completely.
Artemisian May 13th 2011 12:02AM
Hell no to weakest class! My priest is 356 in shadow and has topped our 10man normal raid every time I've run, and my rotation isn't perfect (I always forget Shadowfiend for DPS). In disc I'm 357 and I top our meters (about 50% absorption). My mana pool is huge, my Atonement does up to 5.5k DPS ... I have no major complaints :)
Chelle May 23rd 2011 3:30AM
Thats all well and good but with the changes in 4.2 if you dont riad and have no chance of getting the set of tier 12 then it is deffo a dps drop,
Time for me to quit wow I only enjoy questing and am running out of fun things to try and no its not a qq