Spiritual Guidance: The basics of shadow priest PVP

I've been writing the shadow version of Spiritual Guidance for over a year and a half now. In actuality, it seems like forever -- like I've covered every topic multiple times. And yet, in all those columns, there's one topic I've never really taken the time to address: shadow priest PVP.
There's a reason, of course. PVP in and of itself is a damn complex subject. With a PVE encounter, there's some randomness, but it's all contained within a predetermined set of variables that you can research on a resource such as Wowhead. You may not know when Onyxia is gonna use her Deep Breath ability, but you know it's coming.
PVP is different. You don't know what your opponent is thinking (if he's even thinking at all). Some battleground teams head into battle looking for a street fight, hoping to win with raw brutality and no real strategy. Other teams choreograph their movements and communicate through Ventrillo or Mumble, approaching each battle like amateur Douglas MacArthurs. There's no algorithm that tells you how your opponents will act and react to what you do.
I'm far from a PVP expert myself, so I can really only offer you some of the PVP basics to get you started. If you're looking for top-level strategy, check out Blood Sport. If you're looking to get your feet wet and start exploring the other side of the World of Warcraft game ... read on.
Gearing up for PVP
If you take nothing away from this section, take away this: You need resilience gear. Need it. Just as it's important not to PVE in PVP gear, you shouldn't be PVPing in PVE gear. Unless, of course, you like to die. Beyond that, it's worth noting that you need a lot less hit in PVP than you do in PVE to be guaranteed a hit -- a mere +4%. This can be accomplished with 410 points of hit rating (308 for a draenei).
Spell penetration is another important stat in PVP. See, most players start with a base resist to shadow spells of 195 thanks to abilities such as Resistance Aura. This is the accepted minimum spell penetration hurdle -- if you're going to PVP, you need at least 195 points of spell pen through gear and enchants to counter Resistance Aura. Some shadow priests go beyond this up to 240 due to the extra spell resist enjoyed by mages via Mage Armor. Without enough spell pen, the amount of damage you do will be harshly cut, and worse yet, your opponents will be able to resist some of your crowd control efforts.
Ultimately, you should be working toward your Ruthless Gladiator's Raiments. Something akin to the tier set for PVP, the two-piece bonus gives you 400 bonus resilience and 70 bonus intellect; the four-piece bonus gives you 90 bonus intellect and reduces the cast time of Mind Blast and Mind Spike by 5%. There are five pieces in the set; you should really work to grab all five.
- Ruthless Gladiator's Satin Gloves
- Ruthless Gladiator's Satin Hood
- Ruthless Gladiator's Satin Leggings
- Ruthless Gladiator's Satin Robe
- Ruthless Gladiator's Satin Mantle

While you're earning those conquest points for your Ruthless set, be sure to pick up a few pieces of the Vicious Gladiator set. You'll be able to spend your honor points for them, or grab them from the new boss in Baradin Hold, Occu'thar.
Of course, you'll have to put in a lot of work in battlegrounds and arenas to get your Vicious/Ruthless Gladiator set. For those who just want to get their foot in the door, patch 4.2 introduced the Bloodthirsty Embersilk PVP set. Clocking in at a respectable ilevel 358, this eight-piece ensemble will put you damn close to gear parity with all those suckers (er, hard workers) who spent all of patch 4.1 grinding for their PVP gear.
- Bloodthirsty Embersilk Belt
- Bloodthirsty Embersilk Boots
- Bloodthirsty Embersilk Bracers
- Bloodthirsty Embersilk Cape
- Bloodthirsty Embersilk Cowl
- Bloodthirsty Embersilk Gloves
- Bloodthirsty Embersilk Pants
- Bloodthirsty Embersilk Robe
- Bloodthirsty Embersilk Shoulders
Since more people PVE than PVP, PVP gear is usually harder to find on the auction house, and more expensive to boot. Your best bet here is to make these pieces yourself or find a friend/guildie who can. The patterns are purchasable in Stormwind/Orgrimmar -- no Firelands dailies required -- but many of them will cost you eight Bolts of Embersilk Cloth each.
Oh, and no PVP set would be complete without a trinket that removes movement-imparing effects. We'll talk about this a little more later, but just take my word for it for now.
Offensive shadow priest PVP spells/talents
If PVE is all about doing a lot of damage and doing it quickly, PVP is all about controlling the situation around you to the best of your abilities. That's not to say that there isn't a time or place for nuking -- there absolutely is. Still, most PVP encounters are won and lost by the smart use of crowd control.
To that end, one of the most powerful PVP abilities a shadow priest has is Psychic Scream. It's primary use is a fear -- use it in PVP, and you'll send your foes scattering and unable to act for a full 8 seconds. Of course, it also acts as a solid interrupt. If you're serious about PVP, you'll want to take Improved Psychic Scream to cut 4 valuable seconds off the spell's cooldown. In battlegrounds especially, fearbombing is a powerful tactic -- running into the enemy lines and casting Psychic Scream as soon as you're within range of five enemy players.
Along the same lines of Psychic Scream is Psychic Horror. It's a horror effect rather than a fear effect -- you're only affecting one target, the period of action lockout is shorter (3 seconds), and the victim is rooted in place rather than sent running. While it may be weaker than Psychic Scream in some respects, it's stronger in others -- specifically, Psychic Horror disarms its victim for 10 seconds. It's an especially powerful tool for hampering a melee class that gets just a little too close to you. The only downside to Psychic Horror is its lengthy 2-minute cooldown. This can be cut down to 90 seconds via the Glyph of Psychic Horror, though, if you choose.
Mind Control is situationally useful in PVP. You can't use it to burn through your enemies' cooldowns like you can in PVE, but you can use it to change your foes' positioning. I like to use it to position them right over a bottomless chasm in Eye of the Storm. Cheap, but effective!
Take the healer out of the game
Enemy healers are the bane of any arena or battleground team's existance. They can, with little effort, wipe out tons of damage you've inflicted. Sorry, Dawn Moore, but there's no way around this one -- healers must die. They must die first, and they must die brutally.How do you kill a healer who's healing herself? Well, the easiest way would be to stop her from healing. Aside from the offensive abilities already mentioned, there are two great tools we have to achieve this: Silence and Mana Burn.
Yes, you heard me -- Mana Burn. If you've never PVPed, I can almost guarantee you've never used the spell, as NPCs have seemingly infinite mana pools. In PVE, though, forcing your enemies' healer to run out of mana before yours does is a tried-and-true path to victory. It has a long, 2.5-second cast time, but the effect is powerful -- you slice off 10% of a healer's max mana and cause damage that needs to be healed. Believe me, healers do not like being Mana Burned. They do not like it at all.
Perhaps the most important offensive PVP ability, though, is Silence. It costs three talent points to unlock, but being able to lock an opponent out of casting spells for 5 seconds is worth each and every point you spend. While you can obviously use Silence on any offensive caster, its most effective use is on healers, especially when their services are desperately needed.
Defensive PVP talents and how to counter them
All those abilities above sure make shadow priests sound overpowered, right? I mean, between Psychic Scream, Psychic Horror, and the rest, your opponents will never get a chance to act, right?!
Well, not quite. One of the most important aspects of playing PVP is the defensive cooldown. Many classes and races have abilities to remove fears and stuns. In battlegrounds and arenas, the opposition will be carrying around PVP trinkets. Humans will be using Every Man for Himself; undead will use Will of the Forsaken. Mages can Ice Block. Fellow priests have Fear Ward (you do too, so use it!). The list is far too long to complete here, so let's just say the point is this: Other players can easily escape your crowd control efforts.
More correctly, they can escape your first few efforts at crowd control. Smart PVP is often about forcing the opposition to burn their cooldowns, taking their options off the table one by one until they're helpless to your or your teammates' attacks. It's something akin to chess, where you're trying to anticipate your opponents' next moves and using your foresight to trap them. (If you're interested in learning more about this, you'll love reading C. Christian Moore's stuff.)
As a shadow priest, you have a large number of counters yourself. Dispersion is probably the effect you're most familiar with -- casting it removes all snares and stuns. (You may want to create a macro to end Dispersion early -- 6 unanswered seconds is often too big a gift to your opponents.) Fade is another great tool when paired with the Phantasm ability. And, of course, don't forget the ridiculously powerful Mass Dispel -- if you can cast but your teammates can't, the ability can be a lifesaver.
... and that's just the beginning ...
PVP is a whole different dimension to the game, one that can take years to master. It's not just a matter of being able to play your own character well; it's being able to figure out what's going through the mind of your opponent that's key. Players who can stay one step ahead are PVP gods. Far easier said than done, of course.
If you're hungry -- nay, starved -- to learn more about shadow priest PVP, try the following resouces:
- Arena Junkies, a site dedicated to the art of PVP (with forums)
- Shadowpriest.com PVP forum
- Dusknoir, a shadow priest blog that often discusses PVP
- Blood Sport, as if I haven't plugged Christian Moore enough
Filed under: Priest, PvP, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 1)
Freak Mojo Jun 29th 2011 5:26PM
Is it totally frustrating to level a priest on a PvP server?
Saeadame Jun 29th 2011 5:43PM
Not really. Levelling on a PvP server really isn't that bad in general, imo. I've levelled many characters on my PvP server, and it's w/e.
Randomize Jun 29th 2011 5:53PM
Leveling a priest on a pvp server is like leveling any other class, you're gonna get ganked at least occasionally, you'll have the power to gank anyone at a lower level than you, and you won't face almost any equal pvp opponent until you're over level 80.
Oteo Jun 29th 2011 6:26PM
I was leveling my spriest around the time when Wrath came out, so every Alliance DK I met in Outlands wanted to try their new hero class out on my poor troll...
Boy did they have another thing coming.
Fadmin Jun 29th 2011 5:29PM
Nice article - didn't know about Phantasm talent. One more root effect attempt countered. Now if I can only remember to use it. >.
Yoyoyoma Jun 29th 2011 6:31PM
I'd like to correct you on 2 things:
1- A pvp shadow priest shouldn't be using the satin gear. While 5% reduced cast time on mind spike and mind blast may sounds good, the mooncloth 4 piece bonus is way better (makes you immune to movement impairing effect for 4 sec after casting PWS, wich is a lifesaver against any melee training you).
2- Dispersion doesn't remove stuns. You can cast it while stunned, feared or silenced, but it only removes impairing movement effects or snares (wich is not the same as a stun).
;)
Matthew Jun 29th 2011 7:55PM
Where were you when I was in season 4.1? :\
Thanks for the tip !!!!
Peter Jun 29th 2011 11:10PM
+1 to the Mooncloth thing. It's counterintuitive, but 4-piece Mooncloth is overpowered like nothing else. Surviving as cloth can often be about kiting, and kiting is about mobility. 4-piece mooncloth effectively gives you a watered down Hand of Freedom every 15 seconds, which is beastly.
Myr Aug 17th 2011 10:37AM
You probably right about 4/1 mooncloth set, but i must say, that it all depends on your comp, in 1v1 its obvious op the 4/1, but in arena, you’ll find that with that set, you’ll lose a lot of burst damage, and that my friend (in my opinion) is just too much price to pay.
I´ve played arena with 4/1 mooncloth; 5 satin; 3 satin 2 mooncloth (for the extra 400 res), and i must say that all combinations of sets are good, BUT it all depends on your playing style, for example, 4/1 is great if you play defensive style, 3/2 is just almost for the same style but you have a bit more burst, and 5 satin, is amazing if you know how to play pretty offensive (without getting killed), you need to know exactly how to stay alive if your being focused, keep melee and ranged out (silence, fear, psychic horror (remember it disarms), dispersion, and paralysis is a must have with all satin), so we have enough tricks to stay alive.
In conclusion what I’m trying to say, is that is not true that 4/1 is the only way to go for a SP (especially on arenas), because it all will depend on your playing style and your comp. BTW I find offensive playing more fun, and if you do your job well, you’ll be surprised how good SP can be in arenas.
George Jun 29th 2011 6:48PM
Alternatively, if resilience is so important, 2 piece from mooncloth, 2 piece from satin and maybe 2 piece from crafted on minor items too.
I haven't tried this recently. I used it to boost up my resilience in 4.0.3 while I was gearing. I assume it still works but I could be wrong. I think at least 2 of the mooncloth pieces are better itemised for shadow than the equivalent satin pieces too.
That said, it really depends on how important resilience is past a certain amount.
Bgrim Jun 30th 2011 7:53AM
I do not think this works any more. If remember correctly, a blue said that they removing the ability to double stack the resil bonus.
Ben F Jun 30th 2011 10:23AM
This does not work anymore. You only can get the +400 resilience from 1 of the 2 sets, not both. As someone pointed out about, the healer set is better than the DPS set. The added bonus of having your shield give you a 4 second immunity to movement impairing effects is awesome.
Camo Jun 30th 2011 10:30AM
Yes that doesn't work anymore and it was even bad before 4.2 because the 4p mooncloth bonus is just insane, as mentioned above.
Mass Dispel might be cool but be careful where you target the circle.
Insta gib because you caught the double Unstable Affliction on you partners? Not cool.
Anne Stickney Jun 29th 2011 7:07PM
Yay, happy smooshy Shadowfiend made it into an article!
Lroy23 Jun 29th 2011 7:12PM
Great read thanks! Shadow Priest PvP is simply some of the most fun I have in WoW!
I believe that 4.2 bought around a change where the two sets +400res will no longer stack, just a heads up.
Also, use whatever talents and glyphs you can to reduce the cooldown on your shadowfiend! Combine the mana return with the decent boost in dps and the fiend can help you eat away at that pesky healers remaining hit points!
Khamul Jun 29th 2011 7:42PM
You can no longer get both two piece set bonuses. All priests should gun for the Satin (Healing) set. The bonus there is just too amazing to pass on.
Khamul Jun 29th 2011 7:51PM
Take that back. Mooncloth set. No edit is kind of fail. >.