Spiritual Guidance: Is the tier 13 shadow priest bonus really worth it?

I get a lot of email at my WoW Insider account. Granted, most of the emails I get are intriguing business deals from the African continent. But I get real mail too, and lately, I've been getting a lot of mail about our four-piece tier 13 bonus.
I haven't answered the mail publicly yet, because I couldn't imagine the concerns being valid. After all, could it really be worth it to keep two-piece tier 12 over four-piece tier 13? But with so many of you concerned ... hey, maybe there's something to this. Maybe it is worth keeping your two-piece tier 12.Oh, no! My Tier 13 four-piece bonus isn't as good as I thought it would be! My wallet's too small for my fifties, and my diamond shoes are too tight!
Signed,
Everyone
I decided sit down with a pen and paper and find out for myself.
The two-piece tier 12 bonus
Without a doubt, the two-piece T12 bonus is absolutely great -- so great, in fact, that a lot of shadow priests pause about giving it up. That's totally understandable. But is it good reasoning?
Let's start by analyzing exactly what the two-piece T12 bonus does to our DPS. For the uninitiated, the bonus is:
That's really compelling. Normally, the Shadowfiend is a 4-minute cooldown (when properly talented), with 10 seconds being knocked off the cooldown timer with each crit. This bonus reduces that base cooldown to 2 minutes, 45 seconds.While you are in Shadowform, your Shadowfiend deals 20% additional damage as fire damage and its cooldown is reduced by 75 seconds.
At first blush, the 75-second cooldown reduction sounds quite impressive. But the value of the two-piece tier 12 bonus is tempered by the Sin and Punishment talent. After all, any Mind Flay crit during those extra 75 seconds immediately reduces the waiting period.
But don't take my word for it. I dug through Simulationcraft numbers for a shadow priest with the tier 12 bonus and a shadow priest without the tier 12 bonus. The results may surprise you:
- With two-piece T12, Shadowfiend was up 30% of the time, doing 12,061 DPS during that time.
- With four-piece T13, Shadowfiend was up 24% of the time, doing 10,397 DPS during that time.
The four-piece tier 13 bonus
Part of why the two-piece tier 12 bonus seems so great is because the four-piece tier 13 bonus seems comparatively weak -- or, at the very least, incredibly difficult to wrap your head around:
How the heck do we calculate the value of that? Well, again, Simulationcraft comes to the rescue. For those with the four-piece Tier 13 bonus, the majority of Mind Blast casts -- a full 69% of them -- are fired off under the influence of 3 Shadow Orbs. By comparison, without the bonus, only 35% of casts have the benefit of 3 Shadow Orbs. That's a pretty sizable difference.Your Shadowfiend and Shadowy Apparitions have a 100% chance to grant you 3 Shadow Orbs each time they deal damage.
If you want some harder DPS number, relax. Simulationcraft has those as well. Compare:
| MB Shadow Orbs | Total contribution to DPS (w 4pc T12) | Total contribution to DPS (w 4pc T13) |
| 0 | 499 | 640 |
| 1 | 1,283 | 463 |
| 2 | 1,740 | 645 |
| 3 | 2,487 | 5,605 |
Summing the two columns, we find that Mind Blasts add about 6,009 DPS to our total when we're wearing four-piece tier 12 and about 7,353 DPS when we're wearing four-piece tier 13. But before we do a simple subtraction to find the value of the four-piece tier 13 bonus, let's remember that four-piece tier 12 bonus actually boosts Mind Blast damage by 15%. Subtracting that 15% from the 6,009 DPS we see with four-piece T12 gives you a two-piece T12 value of 5,225 DPS.
Now we can do our simple subtraction. The four-piece tier 13 bonus is thus worth about 2,128 DPS.
Maximizing the value of your T13
We've just numerically proven that tier 13 is better than tier 12. But what's this? You say, "But Fox, it just doesn't seem like I'm getting that much out of my four-piece tier 13!"
Well, shut up, stupid, you're wrong. I mean, uh ... wait, no. I respect your opinion, but ... um ... you just need to learn how to squeeze the juice out of your T13. And the best way to do that is to move.
Yup, seriously. It's that easy. Move.
Obviously, you can't be moving all the time. After all, we've got Mind Flay, Mind Blast, and Vampiric Touch to cast. But all our other important casts, Devouring Plague, Shadow Word: Death, Shadowfiend, and Dark Archangel are instant spells that we can hit on the go. It's a hassle, no doubt, but the simple act of moving changes the odds that your ticks of Shadow Word: Pain will generate a Shadowy Apparition and thus 3 whole Shadow Orbs, from a lowly 12% to a whopping 60%.
Believe me, moving so frequently feels weird. I'd even go as far as to say it feels wrong. But whenever it's time to fire off an instant-cast spell, move. Keep moving until you're ready to cast something that isn't an instant-cast. This works well when your opponent is under 25%, and you can use Shadow Word: Death twice in a row -- a good 2 to 3 seconds' worth of movement.
So get a move on, shadow priests. The sooner you learn how to cast on the fly, the sooner you'll drive your DPS into the stratosphere.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Goosecomics Feb 15th 2012 8:32PM
Trying to move while casting as a shadow priest is just dumb. Most of our spells are CAST spells. Moving when casting instant moves I get and unserstand, if we were Warlocks. We shouldn't have to have a retarded 4pc set bonus, and in order for it to work change our play style by, moving when casting DP and SWD. Not counting SWP because it auto refreshes when we mind flay.
Arrohon Feb 15th 2012 9:44PM
A tier set bonus that affects playstyle? Say it isn't so!
Moeru Feb 16th 2012 7:57AM
As much as OP's way of saying things is a bit angry, he has a point.
It seems counterproductive to have a filler speller which relies on us standing still and channeling it if PvE DPS increases when we move at certain points. I really hope MoP fixes issues like this, as well as Arcane Mastery, Combat Mastery and others I can't think of right now. The new talent system is promising in that regard, and if I remember correctly, Shadow Orbs are going to become a resource system instead of a consumable buff.
Overall as fun as it is to say 'move when doing stuff to increase deeps', it feels wrong, and shouldn't be adding to someone's repertoire of things you need to watch during a raid.
Zaet Feb 15th 2012 8:33PM
how about getting evangelisim up, blowing shadow fiend and just using MS and MB?
Then returning to the dot rotation.
is this a dps increase?
ten20four Feb 15th 2012 8:40PM
I do this when a fight has a main target and a bunch of little adds that need to go down fast. I get DoTs up to their maximum duration on Deathwing's limb tentacle, call out my Shadowfiend (he's wonderful, but I'm not going to blow him), and burn down the Blistering Tentacles with super-powered Mind Spikes and Mind Blasts.
Shot Feb 15th 2012 8:48PM
As a priest main, I can tell you it's a huge dps increase. In any fight where you can take advantage of that, save your archangel (and if you have an on-use 1m30 cooldown trinket, that too) and pop them with shadowfiend. Then 3x MS, MB, 5x MS, MB. Your dps goes through the roof. You can start the fight with it after pre-potting and do it again 3-4 times per fight.
You'll benefit most if you do it going into a phase or onto a target where you don't already have dots which you'll be removing. Examples include:
- Hagara after a lightning or ice phase, where she takes extra damage and your dots are sure to have expired.
- Yor'sahj after running off and killing an ooze (or even on the ooze itself, but it requires some movement and isn't optimal). Only worthwhile in non-black phases where your awesome aoe isn't required.
- Spine, tendons.
- Madness, every time a corruption spawns you should be ready with your cooldowns, and probably towards the end of each tentacle you might be able to get it into cataclysm for 100% more damage too. After killing adds on the last platform and you switch to the head and someone pops heroism!
With heroism you can often get more mind spikes off, and you end up with something like 3x MS, MB, 7-8x MS, MB.
Do it!
Mitch_b_666 Feb 15th 2012 9:23PM
I use it as my opener on every boss, it's a good 10-15k more dps than I pull regularly in 397 gear.
Blessthemartyrguild Feb 16th 2012 9:41AM
The correct way is clip 2MF on the pull pop SF then AA hard cast MB(the fiend will smack the boss)5x MS MF(clipping after first tick) MB MSx3 VT MB following this you are getting an extra 3 orb MB over the rotation that seems to be the one with more fanfare.
thekwickone_2006 Feb 15th 2012 8:51PM
After reading this a thought suddenly popped into my head...
With the T13 4-piece bonus is it better to use a Mind Spike/Mind Blast rotation while shadowfiend is out or should we continue to use the normal Mind Flay rotation? I've always done the spike/blast spam as I figured it gave really high burst. I just sorta assumed this was the right thing to do and never gave it a second thought. Please someone tell me I haven't been playing like a total scrub this whole time.
Thanks!
thekwickone_2006 Feb 15th 2012 9:07PM
OK ignore this. Should have read the comments above.
Nate Feb 15th 2012 10:03PM
So who broke up with you, Fox?
ndunning Feb 15th 2012 11:15PM
The 4-piece absolutely owns on spine. On normal, I consistantly pull 850k damage per tendon. I'd do more, but it dies too fast - I could squeeze in 1 or 2 more casts. I'm top tendon dps every time*, usually by at least 100k.
The actual dps part is easy - it's all in macro, so I just pound that key. The only tricky part is getting in enough flays to get the fiend back up between tendons. If you're unlucky, it can get tight. If I stacked mastery trinkets, I'd get even higher.
*I've been beat one time (that's one tendon) since I got the 4-piece. I was gripped right as the plate came up, and had to sit out most of the dpsing before the tank freed me.
sulkar Feb 16th 2012 12:05AM
First of all, kudos on the Friends reference.
As to the tier bonus, the big thing, as someone mentioned above, is pulling of the shadowfiend, mind spike, mind blast thing when you can. Makes a big difference. See research here - http://www.howtopriest.com/viewtopic.php?f=21&t=1176
Also, a good handy guide for handling the weight of tier bonuses is the following list from Kilee.
"Tier 11 2p - adds 150pp
Tier 11 4p - adds 70pp
Tier 12 2p - adds 288pp, increases Crit by .03pp
Tier 12 4p - adds 170pp
Tier 13 2p - adds 170pp
Tier 13 4p - adds 194pp, increases Mastery by .05pp"
(This does not take into account the SF, MS, MB rotation change. Tier 13 4p is worth more if you do that, jumping to like 500pp.)
More details in this guide - http://howtopriest.com/viewtopic.php?f=19&t=340
It is interesting to see how much more dps you can pull off my dancing around a bit though I have a feeling most of us might screw up our rotation enough trying to make that work that it's not worth doing in practice. Curious to try it.
Dahk Feb 16th 2012 6:39AM
Fox- T13 4pc is the first time SP have had an on demand nuke for burn phases. It is a tad complicated and probably deserves an article on how to do it, but to not mention it! Its so powerful SP were dropping H-T12 gear and down grading to LFR tier to get it!
Everclear Feb 16th 2012 8:07AM
"My wallet's too small for my fifties, and my diamond shoes are too tight!" - Chandler ♥
Chris Feb 16th 2012 8:07AM
"you just need to learn how to squeeze the juice out of your T13. And the best way to do that is to move"
of course - Rule #1: Cardio
Jay_Dogg Feb 16th 2012 8:51AM
Coming from a Warlock who ordinarly loves SPriests, I hate the SP T13-4PC. Before it, there was almost perfect uptime on Dark Intent, but alas your T13-4pc has put a stop to that assuming you use the MS -> MB with your Shadow fiend. Because it's fairly periodic, it tends to line up with Demon Soul or Meta all too often, and that extra 9% periodic spell damage is just too precious to give up when your cooldowns are popped. The SV Hunter in my group has become all to happy with it though since he's my new DI target.
/sigh
Caylynn Feb 16th 2012 9:09AM
I have exactly one piece of tier 13. :( Drops have not been kind to me. I am envious of all of you with full tier!
Decix Feb 16th 2012 1:38PM
Four set t13 reads really terribly, trust me I hated it... But after trial and error and some research even though simcraft says NOT to do mastery build... it works, it really does. The dps gain when used properly and timed well is ridiculous. My alt shadow priest has top 20 ten man rankings in all of ds, Three 1st rankings. Our shadow priests in our heroic 25 guild are doing it also with great success. And exactly as you said, move when you apply DP, everything else stay still and get more flays in for more fiends.
Prissa Feb 16th 2012 4:46PM
Were you trying to imply that you -should- use a mastery with the T13 4pc?