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Priest Leveling: 70-85 Shadow

If you’re just getting started on a Shadow Priest of your own, or considering one, then I suggest you take a look at the previous guides applicable to your level:
Priest Leveling: 1-29 Shadow
Priest Leveling: 30-49 Shadow
Priest Leveling: 50-69 Shadow

Playing a Shadow Priest
You’re going to find a couple of changes to how you play a Shadow Priest in this level range. The first thing is that you actually get an AoE spell at level 74. It’s not great, but it is useful if you’re in an AoE situation and you’ve already got your DoT’s spread around. The second change is that once you hit 81 you get a new spell that completely changes how you quest, called Mind Spike. I’ll get into the specifics of it down below, but for now just know that you have two methods of leveling through Cataclysm content at that point – DoT’s or Nukes.

We still run out of mana easily, but we also still have a lot of tools for getting that mana back. As we spend talent points in the Discipline tree we get even more ways to manage our mana successfully while also increasing our performance. Again, more on that down below.

Shadow-Specific Tips
Playing a Shadow Priest even at level 85 shares a lot of similarities to other classes. We’re part Warlock, part Mage, part (healer of choice), and 100% face melt. We have multiple play styles within a single spec, have excellent survivability spells, we heal while we kill, and we’re just plain fun to play.

The tips for playing Shadow in particular remain mostly the same. Finish off every mob that you can with Shadow Word: Death casts to trigger the mana regeneration from your talent points and glyphs, as that is the most common form of replenishing our mana. Speaking of replenishment, make sure you follow a rotation that allows you to take advantage of other forms of mana return, such as the Replenishment effect you get from casting Mind Blast on a target that already has your Vampiric Touch debuff active.

If you step away from your DoT rotation after level 81 and switch over to Mind Spike and Mind Blast, remember that you can still take advantage of your mana regenerating abilities, including Replenishment from Vampiric Touch and Mind Blast. Also remember that if you’re using the direct damage route rather than DoT’s, you’ll often encounter mobs while questing that die from the direct damage crits before you can trigger SW:Death returns so you might consider dropping back to a DoT rotation for a single mob now and then just to trigger those returns.

No matter which rotation you tend to use the most when you’re soloing or fighting dungeon trash, remember to stay flexible for the situation you’re in.

Mana Issues
Shadow Priests have mana issues no matter what level you are. The higher you get in level though, the more tools you get to manage your mana and restore it so that it’s less and less of an issue for you, but it’s not so much that the mana issues go away as it is you learning how to deal with them and get around them so that they no longer hinder your performance.

The following are your tools for managing your mana.

Vampiric Touch: Causes up to 10 party/raid members to regain 10% of their mana over 10 seconds if you cast Mind Blast on a target that’s inflicted with Vampiric Touch. Vampiric Touch itself has no cooldown, but the trigger for the replenishment effect (Mind Blast) has a default cooldown of 8 seconds which can be reduced to 6 seconds by spending 3 talent points in the Improved Mind Blast talent.

Shadow Word: Death: By itself does nothing for mana returns, however 2 talent points in the Masochism talent causes you to regain 10% of your mana instantly if you cast SW:Death and do not kill the target. The Glyph of Spirit Tap causes you to regain 12% of your mana over 12 seconds when you do kill a target with SW:Death. Default cooldown is 10 seconds, but the Glyph of Shadow Word: Death causes the cooldown to instantly refresh if you cast it on a target below 25% health if it doesn’t kill them which allows you to double-dip either Masochism for 20% mana instantly if they don’t die from both casts, or Masochism + Glyph of Spirit Tap for 10% mana instantly plus 12% mana over 12 seconds.

Dispersion: The keystone of the Shadow Talent tree, this ability restores 6% of your mana every second for 6 seconds, a total of 36% mana returned. Default cooldown is 2 minutes, but can be reduced to 75 seconds by use of the Glyph of Dispersion.

Shadowfiend: A summoned pet which restores 3% of your mana every time it attacks. Over it’s 15 second duration it averages around 10 attacks if it’s not killed or CC’ed in some manner, resulting in up to 30% mana return. Default cooldown is 5 minutes which can be reduced to 4 minutes with 2 talent points in Veiled Shadows, and 2 talent points in Sin and Punishment reduces the current cooldown by 10 seconds every time your Mind Flay crits.

Archangel: From the Discipline tree restores up to 25% of your mana instantly when you use it. In order to use Archangel you have to build stacks of Evangelism which you do by casting Mind Flay, resulting in 1 stack each time Mind Flay deals damage up to a maximum of 5 stacks, and each stack results in 5% mana returned by Archangel. Cooldown is 90 seconds.

Hymn of Hope: A channeled spell that restores 2% mana to up to 3 targets low on mana, ever 2 seconds for 8 seconds. It also increases the targets’ mana pools by 15% for 8 seconds (this effect is refreshed each time it ticks, so it lasts even after the channel). Cooldown is 6 minutes.

All of these effects allow you to replenish your mana at varying rates and amounts. Combined with one another they provide a vast amount of mana regen, enough even to go from 0 to full in a matter of seconds. One of the most effective ways to get your mana back if you need a large amount is to cast summon your Shadowfiend, channel Hymn of Hope, and then drop into Dispersion. Hymn of Hope’s 15% buff to your maximum mana means that the percentages of mana restored by Shadowfiend and Dispersion restore more per hit/tick than they would otherwise.

If you need some mana and you need it quick, toss a SW:Death cast on anything you can find that it won’t kill to regain 10% from the Masochism talent, follow that with two casts of Mind Flay to get 5 stacks of Evangelism and then pop Archangel for 25% mana instantly. That amount of mana should be enough to get you back on your feet and into a rotation that will restore even more mana if needed.

Important Spells & Abilities

  • Mass Dispel (72): Dispels magic in a 15 yard radius, removing 1 harmful spells from each friendly target and 1 beneficial spells from each enemy target. Affects a maximum of 10 friendly targets and 10 enemy targets. This dispel is potent enough to remove Magic effects that are normally undispellable.
  • Mind Sear (74): Causes an explosion of shadow magic around the target, causing 104 to 112 Shadow damage every 1 sec for 5 sec to all enemies within 10 yards around the target.
  • Mastery: Shadow Orb Power (80): Increases the damage done by your Shadow Orbs by 11.6%. Each point of Mastery increases damage by an additional 1.4%.
  • Mind Spike (81): Blasts the target for 1083 to 1143 Shadowfrost damage, but extinguishes your shadow damage-over-time effects from the target in the process. Mind Spike also increases the critical strike chance of your next Mind Blast on the target by 30%. Stacks up to 3 times.
  • Inner Will (83): A burst of Holy energy fills the caster, reducing the mana cost of instant cast spells by 15% and increasing your movement speed by 10%. Lasts 30 min.
  • Leap of Faith (85): You pull the spirit of the friendly party or raid target to you, instantly moving them directly in front of you.

Mass Dispel is a great spell to have, but one you probably won’t be casting very often unless the task is assigned to you in a raid or instance that has large scale AoE debuffs. I use it it PvP quite a bit, but basically never in PvE up to this point.

Mind Sear is our only Shadow AoE. It’s damage isn’t all that great, but it’s still a good option when you’ve got several mobs you want to damage at once when you’re in a group. The cool thing about it is that you can cast this on a friendly target because it doesn’t do anything to the actual target, instead it deals damage to everything around the target while you channel it. The bad thing is, it doesn’t deal damage to the target, so if you did cast it on a mob that mob doesn’t take damage from Mind Sear.

At level 80 we unlock our Mastery: Shadow Orb Power which gives us additional damage on our Shadow Orbs based on our Mastery stat. Our Mastery is pretty good, but I’ll leave it up to the experts to tell you how good and why.

Mind Spike is the spell that changes how we play, if we decide to use it. It’s a direct damage “nuke” spell that removes all of our DoT’s from the target with no benefit of doing so (unless you need to clear DoT’s off of a raid boss or something). It also puts a stacking debuff on the target that grants +30% Crit Chance to our next Mind Blast spell on the target, to a max of +90%. You now have the option of burning targets down with direct damage rather than waiting on your DoT’s to tick. I find the smoothest flow of questing is to use a combination of these two of different mobs I face at the same time, typically finishing my DoT target with SW:Death casts as the direct damage route often kills the mobs outright so that I can’t use SW:Death for mana regen.

Level 83 adds a new buff called Inner Will which gives a 10% movement buff it cuts the mana cost of your instant cast spells by 15%. Sadly you can’t have Inner Will and Inner Focus active at the same time, so I tend to use Inner Focus for the extra spellpower. It’s a good buff though, and one that I do take advantage of in certain PvP fights.

And our reward for reaching level 85 is Leap of Faith, more commonly known as “Life Grip”. It works just like the Death Knight spell Death Grip (hence the nickname), except that you cast it on your allies rather than your enemies. Its uses are endless, though most of them are mischievous. Just to point it out for the sake of completion, Leap of Faith is a Holy spell and it will take you out of Shadowform if you cast it.

Leveling a Shadow Priest

  • DoT Rotation: Vampiric Touch, Mind Blast, Shadow Word:Pain, Devouring Plague, Mind Flay, Shadow Word:Death
  • Same old DoT rotation we’ve been using. In Wrath content you probably don’t need the Devouring Plague cast in there, but it will help you while you’re leveling through Cataclysm. Sometimes I use it while questing, sometimes I don’t so just figure out which method you prefer and go with it.

    After level 81 I rarely bother with the DoT rotation while I’m soloing because it’s just faster to kill things with the direct damage.

  • Direct Damage Rotation: Mind Spike, Mind Spike, Mind Spike, Vampiric Touch, Mind Blast, (Mind Flay if 30% health or higher), SW:Death
  • This is the rotation I end up using the most right now. I sneak a Vampiric Touch cast in before my Mind Blast so that I trigger Replenishment just in case the direct damage spells are enough to kill the target before I can SW:Death.

    If you’re running low on mana and you’ve already spent talent points in Evangelism and Archangel, then I suggest you go ahead and skip SW:Death on the end and instead cast a second Mind Flay to build up your 5 stack of Evangelism. Once you have that 5th stack go ahead and cast SW:Death if the target isn’t already dead, but don’t worry about it if they die during the Mind Flays. Once you have the 5 stack go ahead and pop Archangel for 25% of your mana instantly returned. You also get a 20% damage buff to your direct damage Shadow spells while it’s active so just keep right on killing things while you’ve got your wings.

  • LFG Trash Rotation: Vampiric Touch (1 target), Mind Blast (same target), Shadow Word: Pain (all targets) , Mind Sear (on the tank), SW:Death when possible
  • This one changed once again thanks to our new spells that became available. Get Replenishment going first with VT>MB and then start the SW:Pain spam rolling on all of the targets (assuming they won’t die in .2 seconds anyway). Follow that with Mind Sear on your tank for AoE waves of death and snipe every kill you can with SW:Death when it’s off cooldown.

    If the trash isn’t going to last long enough for SW:Pain to be cast on them I suggest you use the Nuke Rotation above and just apply it to the tank’s target.

  • LFG Boss Rotations: Vampiric Touch, Mind Blast, Shadow Word: Pain, Devouring Plague, SW:Death, Shadowfiend (on cooldown), Mind Flay, Mind Blast, Mind Flay x2
  • Again, we’re going to get Replishment rolling first off, then we’re going to establish DoT’s. Reapply your DoT’s as needed, but remember your Mind Flay will refresh SW:Pain once you’ve spent your talent points to get the effect. Vampiric Touch (VT) will wear off before Devouring Plague (DP) will, and you’ll have enough time to cast 2-3 spells after refreshing VT before you need to refresh DP.

    Keep your DoT’s up at all times. If you need mana, get it. Shadowfiend, SW:Death, Replenishment (Vampiric Touch + Mind Blast), Dispersion, Archangel, and Hymn of Hope are all sitting there just waiting to be used, so don’t let yourself run dry for no reason. If you’re especially low on mana then cast your Shadowfiend first and follow it with an immediate Hymn of Hope. Both of them restore your mana by themselves, but Hymn has the added bonus of increasing the size of your mana pool and the amount of mana returned by the Shadowfiend is based on your maximum mana, so all of its attacks will restore more thanks to Hymn. If you’re still worried about mana when Hymn is done channeling, pop your Dispersion for another 36% mana.

    Talent Spec: 85 Shadow Priest

    • Twin Disciplines 3/3: Increases your Shadow and Holy spell damage and healing by 6%.
    • Mental Agility 2/3: Reduces the mana cost of your instant cast spells by 7%.
    • Evangelism 2/2: You have a 100% chance when you Smite and 100% chance when you Mind Flay to gain Evangelism. Stacks up to 5 times. Lasts for 20 seconds. [Dark Evangelism] Increases the damage done by your Periodic Shadow spells by 2%.
    • Archangel 1/1: Consumes your Evangelism effects, causing an effect depending what type of Evangelism effect is consumed. [Dark Archangel] Instantly restores 5% of your total mana and increases the damage done by your Mind Flay, Mind Spike, Mind Blast and Shadow Word: Death by 4% for each stack. Lasts for 18 seconds. 90 second cooldown.
    • Harnessed Shadows 2/2: Increases the chance for you to gain a Shadow Orb when dealing damage with your Mind Flay and Shadow Word: Pain by 8%, and you have a 100% chance to gain a Shadow Orb when critically hit by any attack.

    I decided to go straight into the Discipline tree once my mandatory 31 points had been placed in Shadow. I do go back and put a couple more points into Shadow at the end, but you get more benefit from reaching Evangelism/Archangel as early as possible.

    Twin Disciplines is a straight 6% bonus to our Shadow damage as well as our healing. We don’t do a whole lot of direct healing, but we do indirectly heal through abilities such as Devouring Plague which benefit here as well. Mental Agility will help with some of your mana issues, especially while you’re still killing everything with DoT’s.

    Evangelism by itself is is a nice bonus to your DoT damage, with 5 stacks granting them 10% more damage. When you combine it with Archangel though, it becomes both a damage increase and a mana returning tool. With all five stacks of Evangelism up casting Archangel will instantly restore 25% of your total mana and increase the damage of your direct damage spells by 20% for its duration. It also has the spiffy animation of giving you wings which just plain look cool.

    The last two points go back into the Shadow tree with Harnessed Shadows. Now that you can actually find and use the Mastery stat you might as well take advantage of getting extra use out of it, right? This talent helps you build up Shadow Orbs faster which increase your DPS when you cast Mind Blast or Mind Spike which consumes the orbs.

    Glyphs
    Level 75 opens the three remaining glyph slots, allowing for 3 of each type to be used.

    Prime Glyhphs

    • Glyph of Mind Flay: Increases the damage done by your Mind Flay spell by 10% when your target is afflicted with Shadow Word: Pain.
    • Glyph of Shadow Word: Pain: Increases the periodic damage of your Shadow Word: Pain by 10%.
    • Glyph of Shadow Word: Death: If your Shadow Word: Death fails to kill the target at or below 25% health, your Shadow Word: Death’s cooldown is instantly reset. This effect cannot occur more often than once every 6 sec.
    • Glyph of Dispersion: Reduces the cooldown on Dispersion by 45 sec.

    Primes for PvE
    I list the Prime Glyphs in the order that I suggest them. Mind Flay and Shadow Word: Pain are both great for your DPS, and the two I recommend most. Shadow Word: Death is another good option as it not only gives you a better chance of getting your Spirit Tap glyph and/or Masochism talent to proc, it also gives you a way to deal some quick burst damage to mobs or bosses that are low on health. Dispersion is a decent glyph if you’re looking for more survival or more mana regen. It drops the cooldown from 2 minutes to 1 minute and 15 seconds so you can use it a lot more often, but I’m not sure that you really need to cast it that often if you’re using the methods I’ve been discussing throughout these guides to help manage your mana.

    Primes for PvP
    Dispersion is a fantastic glyph for PvP as it reduces damage, clears movement impairments, and restores your mana all at the same time. Shadow Word: Death is the next one on the list because being able to double your SW:Death casts on a target near death is very important in the world of Resilience stacking. Last up is Shadow Word: Pain as it’s the most likely DoT for you to cast on multiple people at once and it’s damage is already good so you’re only making it that much better.

    Major Glyphs

    • Glyph of Spirit Tap: When you kill a target with your Shadow Word: Death and yield experience or honor, you instantly receive 12% of your total mana over 12 sec.
    • Glyph of Fade: Reduces the cooldown of your Fade spell by 9 sec.
    • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.
    • Glyph of Psychic Horror: Reduces the cooldown of your Psychic Horror by 60 30 sec.

    Majors for PvE
    Spirit Tap remains the top priority here, though with more mana tools coming out in this bracket you could probably drop it if you really wanted to without worrying too much…maybe. Fade is a really good option for me since I like to hit LFG now and then to help me level and it’s also good for PvP against pet classes as Fade will often make a pet leave you and target something else if you’ve not done anything to harm the pet. Psychic Scream is a good option if you’re going to do a lot of LFG leveling by making the mobs tremble in place instead of running off in random directions. Last up is Psychic Horror which cuts its cooldown in half by 30 seconds, though you’ll have to spend the talent point to get the spell in the first place before this glyph does you any good.

    Majors for PvP
    Fade is one of the more important glyphs in this bracket as reducing the cooldown of Fade means you’re able to break out of slows and snares more frequently thanks to the talent that adds that effect to Fade. Psychic Horror is next up on the list because it’s basically the key to you killing a healer as you’ll need to CC the snot out of them and then nail them with something like this to initiate the burn phase to bring them down. Psychic Scream is next up on my list because it allows you to still use the CC but also maintain control over the effect rather than having everyone run in random directions. Spirit Tap is still a really good glyph to use in PvP, but whether or not you use it I’ll leave up to you since you get more direct benefit from these others.

    Minor Glyphs

    Minors for PvE
    Minor glyphs are still really minor so take whatever you want. Levitate is my first option just because I like using spells like Levitate and don’t like having to keep a supply of some stupid reagent in my bags in order to use it. Fortitude is great if you’re into LFG and just decent otherwise. Fading isn’t a bad option, though it’s not especially good either. Shadowfiend has some real good potential, but I don’t think my Shadowfiend has died from damage even once so it wouldn’t do me much good right now.

    Minors for PvP
    I suggest you use Shadowfiend over Fading for PvP if you’re going to bother making any change here at all. Sometimes my Shadowfiend is CC’d, sometimes he’s left alone, and sometimes he’s killed. Levitate and Fortitude are still the best options overall.

    Gearing Up Your Priest
    At this level range you should have enough of your mana returning spells and effects that Spirit isn’t quite so important now as far as mana is concerned. Spirit is still a good stat to have, especially with points in Twisted Faith turning it into Hit Rating, but at this point I wouldn’t bother stacking it above other stats that are more important to your DPS.

    Stat Priority: Intellect > Haste > Crit > Spirit

    Once you hit level 78 you might want to take a look at the Auction House for any green quality items from Cataclysm that are significant upgrades to your existing Wrath gear. You’ll likely replace it soon anyway, so don’t spend a fortune on it, just pick up any cheap pieces that are significant upgrades.

    Once you reach level 80 you can start to equip pieces of the Deathsilk Set made by tailors which is an excellent starting set for a Shadow Priest entering Cataclysm zones. There are eight pieces in the whole set, four of which can be used at level 80 and the other four at level 81. The full set provides almost 20,000 health and mana, over 1,300 Spellpower, 334 Haste, and a great amount of Hit, Crit, and Mastery as well. In total this set requires the following mats to craft from scratch:

    When you reach level 85 I suggest you pick up yet another tailor-made set of gear, though technically it’s not a “set” since there’s no bonus for wearing additional pieces. As with the Deathsilk set above, there are a total of eight pieces in this “set”, but all eight require level 85. Technically this gear is PvP gear since it has resilience on it, but due to the fact that Blizzard decided to make all of the level 85 crafted cloth gear PvP gear you’re just kind of out of luck. Luckily, the set has excellent stats anyway so it’s still a great place to start. With this set you’ll receive almost 28,000 health and mana, 1,800 Spellpower, 378 Haste, and even more Crit and Mastery, though the bonus to hit that Deathsilk offers is replaced by the Resilience stat for this set. In total this set requires the following mats to craft from scratch:

     
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    Posted by on March 8, 2011 in Caster, Class, Guide, Leveling, Priest

     

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    Update: Shadow Priest PvP

    A little over a week ago I shared with you my First Impressions: Shadow Priest PvP post. I’ve put in quite a bit of PvP time since then and learned quite a bit more as well, so I figured it was time to give another update on where I stand right now.

    Gear Changes
    I’ve definitely found more success using my JC gems for Resilience over Stamina, and I’m very glad that I did. I might be a clothie, but I’ve got some definite survivability…usually.

    As far as purchasing the gear goes, I’ve found that getting the honor I need is way easier than I was anticipating. I was shooting for 1500 Honor per Week, but I can pretty regularly pull that off in a day, plus some. Sometimes we get in a big losing streak and it just takes forever to get out of it, so there are some days that I’m lucky if I make it above 200 in a given day before I just give up on PvP for the night. Right now I’m averaging just over 600 Honor per night.

    Because of that I broken away completely from My Plan on purchasing gear. Seeing the need for Resilience early on I went straight for set bonuses above all else, and I chose to go with the dual-2pc bonuses over a single 4pc starting out so that I could get the +400 Resilience bonus from both sets. I decided I’d rather build a solid, workable collection of gear sooner and then fill in with upgrades as I go along.

    Right now I have one non-PvP ring that needs to get replaced, and then four pieces of crafted gear that need to be upgraded at least to Bloodthirsty. I’m also using a PvE weapon right now, but this week I’ll be able to get the Conquest points I need to upgrade to the Vicious Gavel.

    While Conquest points are maxed easily in a single night of Arena matches the cap on them makes it take forever to purchase Vicious gear. Because of this I’ve gone PvP crazy in BG’s to farm the Honor I need to get full Bloodthirsty first. As I upgrade my set pieces to Vicious, I’m going to go for the 4pc Mooncloth set instead of the dual-2pc so that I can make use of the Mooncloth 4pc set bonus as one of my biggest problems right now is getting mobility debuffs and then having a melee eat my face.

    Right now I’m rocking Jewelcrafting and Inscription as my professions, but even though I just power-leveled the Inscription last week I’m still feeling the urge to switch to Engineering for the helm. I’m going to let that idea simmer for a while and see if I still like the sound of doing that in a week or so, but right now I’m considering it and I’m even more notorious for dropping maxed professions than I am deleting max level toons.

    Nemesis
    I still find Destruction Warlocks to be my biggest threat. Unholy Death Knights are still really strong as well, but I’m actually managing to take some of them out now so it’s not quite as bad as it was. I’m finding a lot of Arms Warriors stepping it up and giving me a challenge now as well as Feral Druids.

    Demonology Warlocks aren’t quite so big a deal anymore, and Affliction isn’t doing much to me either. Frost DK’s are pretty annoying, but I find them a lot easier than Unholy. Blood DK’s take forever to actually kill, but their damage is low enough that they don’t bother me much.

    As I’ve built up my gear and changed my spec and glyphs I’m finding Frost Mages to be much more managable than they used to, though they can still put up a ton of pressure and make for some really great fights.

    On the Arenas front, I’m having a horrible time with Enhancement Shamans as well. Not so much from staying alive, but rather in managing to kill them. It’s like they have heals for days and there’s nothing I can do. They never run out of mana either, even if I switch to Mana Burning them. They end up killing me by outlasting me more than anything else, and there’s almost nothing I can do to stop it. I’ve gotten a lot better at managing my CC and cooldowns since the last time I faced one though, so I’m looking forward to trying it out again to see how well I can hold my own with better gear and a stronger skill set.

    Spec
    I’ve changed my spec up a couple of times now. Right now I’m running with this 8/0/33 build, but I’m about to make a change to it, dropping Improved Mind Blast and it’s healing debuff for 2 points in Paralysis and 1 point in Harnessed Shadows. I don’t really need the cooldown on Mind Blast, and the Mortal Strike debuff on it doesn’t seem to help me much at all.

    Mana issues are still present right now, but I’m getting a lot better at managing them and dealing with them during combat so I’m much more calm in most fights than I was before. With the mana issues becoming more manageable I also dropped my points in Mental Agility (reduced mana cost on instant cast spells) and switched them over to Improved Power Word: Shield for an extra 20% win to my bubble. When the time comes to spread those DoT’s and run I like having the survivability more so than saving a small amount of mana.

    I’m also making use of the Glyph of Dispersion now which drops the cooldown on it from 2 minutes to 75 seconds which helps on the mana front as well as survivability thanks to being able to take advantage of its damage reduction more often.

    Issues to Work Out
    My biggest problem right now is rotation. I don’t feel like my DoT’s do enough damage for them to really be reliable against anyone in Resilience gear. They still deal damage and all, but if there’s a healer nearby who can dispel then the DoT’s are just a waste of my mana. On the flip side, Mind Spike/Blast spam works fairly well, but I can’t keep it up for very long before I drive myself OOM, and if my target is getting decent heals then I’m screwed anyway).

    I’m not sure what the answer is, but I probably need to go dual every class I can to find out which strategies work against which classes.

    My ability to kill people right now just feels weak overall. Now that I’m over 3,200 Resilience I think it’s time for me to start focusing back on Intellect to increase my damage output. I also need to figure out whether I’m better off stacking more Haste until I reach the next break point in damage per cast for all of my spells, or if I should just focus on Spellpower and Mastery instead.

    First Impressions
    I’m still managing to grow more skilled and more confident in my Shadow Priest performance. I like how most of the struggles I’ve faced on the Priest have caused me to develop to overcome them rather than giving up in frustration as I’ve done before with other classes.

    There’s still that feeling of having the class changed on me there at the very end, and it’s still a little odd, but it no longer bothers me in the same way that it did before. Once you get Mind Spike you have the ability now to be something more than a simple DoT Monkey, you can actually deal some spike damage and try to burn down your targets which is great. I still need to get a better grasp on which style to use versus which opponents though. Often in BG’s I can Mind Spike people to death all over the place because there’s rarely any real coordination in non-rated BG’s. When it comes to Arena and RBG’s though, I have to be much more aware of who I’m facing and the best way for me to deal with them and the situation around us. Sometimes my best option is to DoT and run, other times it’s Mind Spike spam, sometimes it’s pure CC (as best I can), and sometimes it’s blowing all of my cooldowns while I get 2-4 stubborn (ie – stupid) melee DPS to chase me all the way across the field while my flag carrier runs right though the area we were just in.

    I still find that EotS, TP, and BfG are the battlegrounds that I enjoy the least. Whatever the reason, it just seems like Alliance has a horrible time accomplishing anything in those three places. Horde executes great tactics that people should be learning from, but instead they just mindlessly bash their head against an unyielding wall over and over until the timer runs out and the Horde claims victory.

     
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    Posted by on March 3, 2011 in Caster, Class, Player vs Player, Priest

     

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    First Impressions: Shadow Priest PvP

    In last week’s Planning for PvP: Shadow Priest post I outlined my plans for gearing up my Shadow Priest who reached level 85 on Saturday. Today I’m going to share what I found in my first weekend of focusing almost entirely on PvP with the Priest.

    I’ve made a couple of changes to the plan after finding how I performed, I’ve found a few problems I’m going to have to figure out how to solve, I’ve decided on a spec, and I’ve got a good feel for which classes I can defeat and which I cannot.

    Gear Changes
    The first gear change is with the gems. I was planning on using my JC gems for Stamina to help me live longer, but I’m finding Resilience to be more useful for survivability. When you play with no Resilience and then you play with a fair amount of it you can really see how significant a difference it can make.

    I also got ahead of myself on the gear purchases as I found myself almost reaching the Honor cap over the weekend. I had almost 1800 Honor from all the BG’s I ran while leveling up and then I spent several hours both Saturday and Sunday chaining BG’s while I waited for Tol Barad and Wintergrasp queues to pop. So I already have two pieces of Bloodthirsty Gladiator gear, though I don’t have a set bonus yet since I got the Gloves and a PvP trinket.

    “Week 1″, from the Planning post, doesn’t actually start until tomorrow so while I’m still going to buy the gear in the same order I had listed, I’m likely going to fill in other slots with Bloodthirsty gear while I wait to earn the Conquest Points for the Vicious gear. I may also focus on filling both set pieces w/ Bloodthirsty and upgrading to Vicious as I can before bothering with any of the off-set items. We’ll see how easily I get Conquest capped this week and go from there.

    Concerning enchants, I think I’m pretty good where I’m at right now on those. The one exception is the weapon enchant. I’ve been using Mending so far which has a chance to heal for about 850 or so, but the proc chance, while high for a weapon enchant, isn’t fast enough to really matter in PvP. I would definitely rather have more damage coming in than a mediocre heal every once in a while. I think I’m going to switch to Avalanche for now and once I get my hands on a PvP weapon then I’ll consider upgrading to Power Torrent.

    Warlocks and Death Knights
    Kill me.

    Over the weekend I found out that Demonology and Destruction Warlocks are mean. Mean as in seeing one leaves me with only two options: run away or die. Oftentimes those two options are only a single option because the Warlocks I’ve been facing just love chasing me down and killing me anyway. I can handle Affliction without too much trouble it seems, though I admit I didn’t take the time to check my opponents in the Armory to see if the Afflocks were perhaps just undergeared or geared for PvE instead.

    Unholy Death Knights are more or less the exact same way. If I can’t keep them out of melee range, I’m dead. My only hope is kiting them until their bubble of “hahah, I’m immune to magic” crap wears off and then combining CC with direct damage spells rather than DoT’s to burn them down, then kite with DoT’s working until CC cooldowns are up and repeating that.

    Spec
    Right now I’m running an 8/0/33 spec that’s working pretty good for me. I don’t have any points in Paralysis right now, but I’d really like to fix that. On the one hand being able to root targets for 4 seconds after a Mind Blast crit could be a real help against some classes (Death Knight, Rogue), and on the other it wouldn’t have much effect on most of the casters at all. It’s a talent I’d love to have, but that I’m not sure I can afford to put the points into.

    One thing that deserves a special note is Evangelism/Archangel. I have severe mana issues right now, and Archangel is a fantastic tool for mana regen. If you’re going to PvP as Shadow, do not skip out on Evan/Arch. Shadowfiend is decent when it’s not getting CC’ed or focus fired, Divine Hymn isn’t bad, but if I have the time to safely cast it then I likely have time to sit and drink too. Disperse is good for mana regen, but I often find myself needing to use it as a defensive ability, so it’s not always off cooldown when I need mana. The Glyph of Spirit Tap is good when I can nail a killing blow, but in PvP if it’s not a 1v1 situation it can be really hard to time the cast just right and not cast it too early or too late.

    Issues to Work Out
    One of my issues right now is the one I just pointed out above, I’ve got mana problems. I did just now start building up my gear, so I’ve got some upgrades coming in the near(ish) future that will increase my mana pool and maybe ease up on the mana usage a bit, but it’s still going to be a problem I think. I might have to look at using the purple Timeless Demonseyes (+20 Intellect, +30 Stamina) in my Blue slots instead of straight Stamina so that I can boost my mana up a bit more. Or I might have to ignore the socket bonuses here and there and go with straight Inferno Rubies.

    The next issue is one of rotation. I’ve found three ways to play the Priest that still remain somewhat effective. First, I can just nuke the targets with Mind Spike and Mind Blast spam, and it works pretty well but it’s also high on mana cost. Second, I can use PvE style rotations and load up the DoT’s followed by Mind Flay spam and SW:Death when they’re under 25% health, which is also effective but somewhat costly. Third is to combine the two, using Mind Spike x3, Vampiric Touch, Mind Blast, SW:Pain, Devouring Plague, Mind Flay which is even more costly of course, but generally gets the job done. Spreading DoT’s around in a group of PvP is just asking to run out of mana.

    While one aspect of the rotation problem is related to the mana issues, the other is that we just aren’t bursty DPS. If I want to burst someone down as soon as possible it has to be Mind Spike and Mind Blast spam, which requires me to stand still to cast. Standing still in PvP is closely related to this thing we call “waiting for the resurrection timer”. Our only two options for dealing damage on the move are Devouring Plague spam (lots of mana) and SW:Death which has a cooldown. Maybe it’s just a gear issue, where I’m not doing as much damage as I’d like to, but I still have some learning to do on how to actually play the class in end game PvP.

    First Impressions
    Overall I’ve managed to grow more skilled and more confident in my Shadow Priest performance. I do not like how hard mana management is right now in some cases, but I do like that it’s prompting me to get creative in my playstyle and teaching how to fight in those situations.

    Shadow Priests in end game PvP don’t play like they did leveling up, so it’s definitely an adjustment. It also changes the feel of the class and I will admit I’m not quite so pleased with the new feel as I was just a few levels earlier. I’m not ready to give up on it or anything, but it’s worth noting that there is a definite change in how it feels.

    I enjoy most of the battlegrounds, though I do cringe when Eye of the Storm pops up as Alliance apparently has no idea how to win there. I think my lifetime wins in that place can be counted on one hand, even if you’re missing a finger or two. Of the new BG’s I’m not really that big on Twin Peaks even though it’s a lot like WSG which is one of my favorites. I’m not sure what it is, I just don’t care for it much. Battle for Gilneas isn’t too bad and I like how it looks for some reason, but I still prefer Arathi Basin.

    It was interesting to see that multiple times in Strand of the Ancients over the weekend I was able to knock down gates by myself faster than two other people could on the opposite gate. The key has always been to have melee in the tanks, but I kick butt in those siege engines, so I take one whenever I can. It does suck though that Horde understand the whole root/snare the tanks concept and it’s completely lost on Alliance. I don’t think Mind Flay actually has any slowing effect on them though, so all I can do is burn them down. I don’t know if the gates are glitched there or what, but gates don’t stand a chance if I can actually reach them.

    Apparently IoC is currently bugged so that the bosses cannot be killed and they deal 92,000 damage even to tanks. So your only option for winning IoC right now is to run the opponent out of reinforcements. The game plan for IoC then becomes to zerg the Workshop (WS) and use the siege engines there to destroy the opposing faction until you can force them into a graveyard and then camp that graveyard with all of the siege so that you just farm the kills until it’s over. I admit, it’s fun watching the bodies fly when you’re doing it the first time, but otherwise it makes the BG really boring from then on.

    As for Tol Barad, I’m still not a huge fan, but it does at least switch hands a bit more often now. I love the amount of honor you get there, so I’ll visit frequently, but that place is a beast. It’s not as bad as it used to be, but I think it could still use some improvement. Wintergrasp is very interesting now that group sizes vary from 1-4. Thank the Light you can accomplish almost all of the quests for honor there without having to kill actual players or else the place would be even more dead than it already is. I’ll take some free honor and gold from 20 minutes of my time though.

     
    5 Comments

    Posted by on February 21, 2011 in Caster, Class, Player vs Player, Priest, Professions

     

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    Priest Leveling: 50-69 Shadow

    If you’re just getting started on a Shadow Priest of your own, or considering one, then I suggest you take a look at the previous guides applicable to your level:
    Priest Leveling: 1-29 Shadow
    Priest Leveling: 30-49 Shadow

    Playing a Shadow Priest
    There aren’t really all that many changes in how you’ll play your Shadow Priest in this level compared to the last 20 levels. While you get a lot of helpful spells and talent points, none of them really impact how you actually play your class. The biggest change is that you get even more ways to restore your mana so that you can more liberally spread your DoT’s around to multiple targets without having to worry about your mana.

    Shadow-Specific Tips
    If you’ve been following along with my other guides then you’ll know that mana has been an issue for us for some time. Hopefully you’ve been seeing the same thing I have, in that mana issues for the most part disappear in the 30′s or 40′s. Well in this bracket we get even more tools to help us with mana regeneration, allowing you to become a bit more aggressive in combat.

    Continuing on with the Jedi analogy, this is where you get to stop hiding in the shadows like some wrinke-faced Sith Lord and go whip out a dual lightsaber of doom like Darth Maul. Now sure, Maul ended up falling to pieces in that horrible Episode 1, but you can’t deny that he was the coolest thing we’d seen up to that point.

    What does that have to do with anything? Well I’ll tell you what it ha- WHAT’S THAT OVER THERE!??!??!?

    I’m sorry, you were saying? Yeah, I forgot too. So anyway, yes the Shadow Priest is an awesome class to play and now that we’ve got the mana issues under control it’s time to start really start embracing the Shadow and start dishing out the damage.

    Important Spells & Abilities
    We do get a few new spells in this level range, but only a couple of them really stand out for us as Shadow Priests.

    • Mysticism: Increases your Intellect by 5%.
    • Shadow Protection: Power infuses the target’s party and raid members, increasing their Shadow resistance for 1 hour. If the target is in your party or raid, all party and raid members will be affected.
    • Fear Ward: Wards the friendly target against Fear. The next Fear effect used against the target will fail, using up the ward. Lasts 3 min.
    • Mind Soothe: Soothes the target, reducing the range at which it will attack you by 10 yards. Only affects Humanoid and Dragonkin targets. Does not cause threat. Lasts 15 sec.
    • Mana Burn: Destroy 10% of the target’s mana (up to a maximum of 20% of your own maximum mana). For each mana destroyed in this way, the target takes 0.5 Shadow damage.
    • Holy Nova: Causes an explosion of holy light around the caster, causing 155 to 179 Holy damage to all enemy targets within X yards and healing up to 5 targets within X yards for 155 to 179. Healing is divided among the number of targets healed. These effects cause no threat.
    • Hymn of Hope: Restores 2% mana to 3 nearby low mana friendly party or raid targets every 2 sec for 8 sec, and increases their total maximum mana by 15% for 8 sec. Maximum of 12 mana restores. The Priest must channel to maintain the spell.
    • Shadowfiend: Creates a shadowy fiend to attack the target. Caster receives 3% mana when the Shadowfiend attacks. Damage taken by area of effect attacks is reduced. Lasts 15 sec.

    At level 50 every class gets a 5% buff to their primary stat for their chosen spec (Intellect for us). That bonus only applies so long as you are wearing the type of armor associated with your class, but since we can only wear Cloth we just get it by default. For us, that buff is called Mysticism. It’s not a spell, but it’s listed as such, so there you have it.

    You get two buffs in this level range to add to your buff collection. The first is Shadow Protection at 52 which gives you and your party/raid resistance to Shadow. It’s not great, but what the heck, we’ll take it. The second is Fear Ward which auto-cancels the next fear effect that targets you (or the target of your Fear Ward). Shadow Protection is an hour long buff so you want to have it up at all times just in case, but Fear Ward only last for 3 minutes and it’s only good for 1 use, so you’ll really only use it when you’re facing targets that you know are going to fear you.

    Mind Soothe is an interesting spell. It reduces the physical range that a mob will agro you at. The only time you’ll really find this useful is when you’re using gathering professions or when you’re trying to “sneak” around in a certain area where your flying mount isn’t available. It’s uses are fairly slim, but it can be helpful if you’re doing gathering professions or gathering quests and would rather not fight every mob in the area. I’ve personally never used this, but it can help if needed.

    Mana Burn is an interesting spell. It destroys mana rather than health (directly, at least) and then converts the amount of mana destroyed into half as much Shadow damage dealt to the target. It’s a decent spell to cast for running caster mobs out of mana so that they run into melee range when you’re in a dungeon, or for burning through a healer’s mana so they can’t heal anymore. I generally prefer to just kill the target, but it does have its uses.

    At level 62 we finally get our first AoE, Holy Nova. Unfortunately it’s a Holy spell so casting it takes us out of Shadowform. The damage on it kind of sucks and the healing isn’t bad but it’s not great either. I’ve gone ahead and used it a few times in LFG after getting SW:Pain and Vampiric Touch on all the mobs, then I’ll spam Holy Nova while jumping around in the group of mobs hoping for Shadowy Apparitions to proc (see talents below). It worked alright, but it wasn’t great and mobs died faster when I just stayed in Shadow and burned them down. It’s still kind of fun, though.

    Level 64 brings us one of our new mana restoration tools in the form of Hymn of Hope. It restores a total of 20% mana to up to 3 party/raid members and increases their total maximum mana by 15% for 8 sec. It’s a channeled spell, just like your Mind Flay, so if you do cast it be sure you let it do its job. The tooltip on it is a little confusing, so don’t take it at face value. By increasing the targets’ total many it increases how much mana it’s actually restoring itself as well. The best way to use this spell is to watch your healer’s mana in LFG. If you see him going down a bit, use this to give him a hand. If you’re flying solo you can use it to restore your own as well of course, but you shouldn’t be struggling with mana very often anymore.

    Level 66 introduces our summonable pet, the Shadowfiend. Every time the Shadowfiend deals damage to a target he restores 3% of your maximum mana. If you’re really hurting for mana and there’s nothing you can get it from with SW:Death casts, a good way to get some of that back is to summon your Shadowfiend and then channel Hymn of Hope while it attacks. Hymn of Hope increases your maximum mana by 20% while it’s being channeled so each of the Shadowfiend’s attacks are going to restore 3% of your temporarily increases mana pool, meaning it will restore quite a bit more mana every time it hits. If you had 10,000 mana, then each hit would restore about 300 mana. Using Hymn first increases your mana to 12,000 which would make each attack restore 360 mana instead. That might not seem like a whole lot with a 10k mana pool, but when you reach level 85 and you’ve got twelve times that much mana you’ll really start to see the benefit.

    Leveling a Shadow Priest

  • Questing Single Mob: Vampiric Touch, Mind Blast, Shadow Word:Pain, Mind Flay, Shadow Word:Death
  • This is my rotation right now for killing single targets. If the target isn’t down to 25% health by the time Mind Flay is finished being channeled, I’ll just leave them alone and go after another target, allowing SW:Pain finish them off. If they’re not elites, they’re not going to live through that.

    When you’re in Outlands you can usually leave the Mind Blast or the SW:Pain cast out of the rotation, whichever you prefer. As I move on into Northrend I’ve started to leave out the Mind Fly cast and just let the DoT’s do their thing to finish the mobs off. Until you get points spent in Shadowy Apparition, I would probably leave out the SW:Pain cast to save your mana.

  • Questing Multi-Mob: Vampiric Touch, Mind Blast, Shadow Word: Pain (first target) – Vampiric Touch, SW:Pain, Devouring Plague (second target) – Vampiric Touch, SW:Pain (all others) – SW:Death to finish targets
  • I changed this up just a little bit from the last guide. The main reason for that is because I like to get the mana regeneration from Replenishment rolling early, which requires you to Mind Blast a target currently afflicted with Vampiric Touch. I also like to make sure my Shadowy Apparitions have as many chances to proc as possible, so I get SW:Pain cast on all of the targets.

    I then switch to a second target and use all three of my DoT’s on it, adding Devouring Plague to get some heals rolling in as well. All of the other targets just get the two spammable DoT’s since Devouring Plague can only be on one target at a time. If I’m low on mana or looking to speed up the kill times then I’ll add the Shadowfiend in for some extra damage and mana regen.

    If you use a bubble before the first pull to reduce the damage you take and then start taking more damage than you can stand while PW:Shield is on cooldown, just cast Disperse and reduce your damage received by 90%. When it wears off you can use a heal if you need to, and hopefully PW:Shield is about ready to be reapplied, or Psychic Scream is off cooldown.

  • LFG Trash Rotation: Vampiric Touch (1 target), Mind Blast (same target), Shadow Word: Pain (all targets) , Mind Flay (as needed), SW:Death when possible
  • I changed this one up a bit as well, and for the same reason. I like getting that Replenishment effect rolling as soon as possible, so I do it first, then spam SW:Pain on everything.

    While I’m casting my DoT’s I generally run a crescent shape pattern back and forth behind my tank while I tab-target all of the mobs to get SW:Pain spread around. The reason for this is to increase my chance to spawn Shadowy Apparitions from 12% up to 60% per damage tick. Your apparitions can do some nice burst damage, so giving them a better chance to spawn can be pretty useful. Just don’t forget to have a Fade and/or Disperse ready to cast in case you get several Apparitions to proc and burst your way passed the tank on the threat meters.

    In Outlands I topped damage meters by doing 30-100% more DPS than everyone else in basically every instance I ran, including other players who had full, enchanted heirlooms. As I moved on to Northrend that gap quickly closed and now I often fight Mages and Warlocks for the top DPS spot. Don’t read that as me bragging, read it as an example of about where we sit as a class on DPS at this level. If you keep your DoT’s up and spread them around early then you’re going to see good results.

  • LFG Boss Rotations: Vampiric Touch, Mind Blast, Shadow Word: Pain, Devouring Plague, SW:Death, Shadowfiend (on cooldown), Mind Flay, Mind Blast, Mind Flay x2
  • Again, we’re going to get Replishment rolling first off, then we’re going to establish DoT’s. Reapply your DoT’s as needed, but remember your Mind Flay will refresh SW:Pain once you’ve spent your talent points to get the effect. Vampiric Touch (VT) will wear off before Devouring Plague (DP) will, and you’ll have enough time to cast 2-3 spells after refreshing VT before you need to refresh DP.

    Keep your DoT’s up at all times. If you need mana, get it. Shadowfiend, SW:Death, Replenishment (Vampiric Touch + Mind Blast), Dispersion, and Hymn of Hope are all sitting there just waiting to be used, so don’t let yourself run dry for no reason. If you’re especially low on mana then cast your Shadowfiend first and follow it with an immediate Hymn of Hope. Both of them restore your mana by themselves, but Hymn has the added bonus of increasing the size of your mana pool and the amount of mana returned by the Shadowfiend is based on your maximum mana, so all of its attacks will restore more thanks to Hymn.

    Talent Spec: 69 Shadow Priest

    • Mind Melt (+1) 2/2: Increases the damage done with your Shadow Word: Death by 30% on targets at or below 25% health, and when you deal damage with Mind Spike, the cast time of your next Mind Blast is reduced by 50% lasting 6 sec. Mind Melt can stack up to 2 times.
    • Pain and Suffering 2/2: Your Mind Flay has a 60% chance to refresh the duration of your Shadow Word: Pain on the target, and reduces the damage you take from your own Shadow Word: Death by 40%.
    • Paralysis 1/2: When you critically hit with your Mind Blast, you cause the target to be unable to move for 2 sec.
    • Shadowy Apparition 3/3: When you deal periodic damage with your Shadow Word: Pain, you have a 12% chance to summon a shadow version of yourself which will slowly move towards a target which is afflicted by your Shadow Word: Pain. Once reaching the target, it will instantly deal 485 shadow damage. While moving, the chance to summon the shadowy apparation is increased to 60%. You can have up to 4 Shadowy Apparitions active at a time.
    • Sin and Punishment 2/2: When your Vampiric Touch is dispelled, the dispeller and all nearby enemy targets within 10 yards have a 100% chance to be instantly feared in horror for 3 sec. When your Mind Flay critically hits, the cooldown of your Shadowfiend is reduced by 10 sec.
    • Dispersion 1/1: You disperse into pure Shadow energy, reducing all damage taken by 90%. You are unable to attack or cast spells, but you regenerate 6% mana every 1 sec for 6 sec. Dispersion can be cast while stunned, feared or silenced and clears all snare and movement impairing effects when cast, and makes you immune to them while dispersed.

    I finished off Mind Melt first because I like that extra damage on SW:Death. You find that mobs have more health when you move from Vanilla into Burning Crusade and again from Burning Crusade into Wrath, both of which you’ll do in this level bracket. By increasing the damage that you do you have a better chance of triggering that 12% mana return from your Glyph of Spirit Tap instead of only 10% mana from the Masochism talent.

    Pain and Suffering was next on my list because I like to solo all of the Outlands group quests as I come to them. Those group quests are against mobs that have way more health than anything you’ve faced before, and being able to save mana on those big fights by not having to refresh my SW:Pain spell were a big help, especially when I had to drop Shadowform to heal myself. This talent won’t help you much if you’re big on just solo questing, but it’s great on bosses in LFG as well.

    Paralysis is kind of a filler talent right now to get us down to the next level. Rooting a mob when you crit with Mind Flay is pretty cool when soloing, and really useful for PvP, but in places like LFG is most a waste. Whether or not you take this one is up to you. I have some suggestions down below for other places to spend this point.

    Shadowy Apparition is a really cool talent. When you have SW:Pain cast you have a chance to summon little shadowy versions of yourself that walk towards your target and burst into shadowy damage when they touch them. The chance to summon one is pretty low at only 12%, but that’s only when you’re standing still. If you’re moving while your SW:Pain ticks away on the target that chance is increased to 60% each time it deals damage to them. If you’re fighting mobs 1v1, then chances are good that you’re standing still, casting your spells. But if you really want to start nuking things, get your DoT’s on the target and then start moving around while your Shadow App’s blow them up.

    Sin and Punishment is a talent that you’re going to need to decide for yourself whether or not you want to take it. It has good value in PvP, but in PvE half of its effect will basically never happen. The benefit of taking it outside of PvP is that when you crit with Mind Flay you have a chance to reduce the cooldown of your Shadowfiend spell by 10 seconds, which is great if you’re still struggling with mana. I’m currently playing around with this one to decide if I like it or not for PvE, but so far it’s not too bad when doing LFG on boss fights.

    Dispersion is one of the signature Shadow Priest spells. It turns you into a shadowy cloud and reduces the damage you take by 90% for 6 seconds. During that time can’t attack or cast spells, but you do regenerate 6% of your mana every second for those 6 seconds (so 36% total mana regen). A great thing about this spell is that it can also be cast when you’re in almost any kind of CC available (I think polymorph is the only effect it won’t break). The most important thing for soloing is the mana regeneration, but the damage reduction is a great bonus as is being able to break so many forms of CC.

    If you don’t like the feel of Sin and Punishment, as part of it’s effect is very much PvP related, feel free to switch those two points around. My suggestion would be to put another point into Paralysis to root the target for 4 seconds instead of 2, and the the remaining point I would put into Psychic Horror to have a targeted fear with the added bonus of a disarm. If you don’t like either of those options, then I suggest you put the two points into Harnessed Shadows instead. The two points in Pain and Suffering can be moved as well if you don’t like the talent for leveling.

    Remember that the talents that I suggest in my leveling guides are chosen based on their usefulness in leveling your character. Some of these talents you won’t take if you’re already at end game and preparing for heroics or raids. I’ll leave that up to the people who focus on end game content.

    Glyphs
    Level 50 finally opens up our second glyph slot of each type, so we can finally start to get some more power from our glyphs without having to decide whether we’re primarily LFG levelers or solo levelers.

    Prime Glyhphs

    • Glyph of Mind Flay: Increases the damage done by your Mind Flay spell by 10% when your target is afflicted with Shadow Word: Pain.
    • Glyph of Shadow Word: Pain: Increases the periodic damage of your Shadow Word: Pain by 10%.
    • Glyph of Shadow Word: Death: If your Shadow Word: Death fails to kill the target at or below 25% health, your Shadow Word: Death’s cooldown is instantly reset. This effect cannot occur more often than once every 6 sec.
    • Glyph of Dispersion: Reduces the cooldown on Dispersion by 45 sec.

    I list the Prime Glyphs in the order that I suggest them. Mind Flay and Shadow Word: Pain are the two that I’ve been using and the two that I think I’m going to keep on using as well. Shadow Word: Death is another good option as it not only gives you a better chance of getting your Spirit Tap glyph to proc, it also gives you a way to deal some quick burst damage to mobs or bosses that are low on health. Dispersion is a decent glyph if you’re looking for more survival or more mana regen. It drops the cooldown from 2 minutes to 1 minute and 15 seconds so you can use it a lot more often, but I’m not sure that you really need to cast it that often.

    Major Glyphs

    • Glyph of Spirit Tap: When you kill a target with your Shadow Word: Death and yield experience or honor, you instantly receive 12% of your total mana over 12 sec.
    • Glyph of Fade: Reduces the cooldown of your Fade spell by 9 sec.
    • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.
    • Glyph of Psychic Horror: Reduces the cooldown of your Psychic Horror by 60 30 sec.

    Spirit Tap remains the top priority here, though with more mana tools coming out in this bracket you could probably drop it if you really wanted to without worrying too much. Fade is a really good option for me since I like to hit LFG now and then to help me level and it’s also good for PvP against pet classes as Fade will often make a pet leave you and target something else if you’ve not done anything to harm the pet. Psychic Scream is a good option if you’re going to do a lot of LFG leveling by making the mobs tremble in place instead of running off in random directions. Last up is Psychic Horror which cuts its cooldown in half by 30 seconds, though you’ll have to spent the talent point to get the spell in the first place before this glyph does you any good.

    Minor Glyphs

    Minor glyphs are still really minor so take whatever you want. Levitate is my first option just because I like using spells like Levitate and don’t like having to keep a supply of some stupid reagent in my bags in order to use it. Fortitude is great if you’re into LFG and just decent otherwise. Fading isn’t a bad option, though it’s not especially good either. Shadowfiend has some real good potential, but I don’t think my Shadowfiend has died from damage even once so it wouldn’t do me much good right now.

    Gearing Up Your Priest
    At this level range you should have enough of your mana returning spells and effects that Spirit isn’t quite so important now as far as mana is concerned. Spirit is still a good stat to have, especially with points in Twisted Faith turning it into Hit Rating, but at this point I wouldn’t bother stacking it above other stats that are more important to your DPS.

    Stat Priority: Intellect > Haste > Crit > Spirit

    So I’ve changed up the priority list just a little bit, dropping Spirit down a couple of notches because it’s not as important anymore. Intellect is always the top priority for DPS casters as it provides mana, spellpower, and spell crit. I have Haste ranked next because it can increase your DPS in multiple ways, but it’s especially good for classes that make use of DoT’s. I bumbed Crit up in the list mostly because of the drop in Spirit’s importance, but also because watching all of your DoT’s crit and taking a target from 85% down to 14% is a wonderful sight to see, and makes excellent SW:Death fodder for refilling your mana pool.

     
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    Posted by on February 8, 2011 in Caster, Class, Guide, Leveling, Priest

     

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    Priest Leveling: 30-49 Shadow

    My Shadow Priest reached level 51 last night, so the time has come to implement the second part of the Shadow Priest leveling guide. If you’re just getting started on a Shadow Priest of your own, or considering one, then I suggest you take a look at the previous guide, Priest Leveling: 1-29 Shadow.

    Playing a Shadow Priest
    As I said in the 1-29 guide, while the Shadow Priest shares similarities to other classes such as the Affliction Warlock, playing a Shadow Priest is really only like playing a Shadow Priest. At least, that’s what it’s like if you keep it to game terms. If you broaden your mind a bit though, it’s actually a lot like playing a Sith Lord. “Hello, I am Darth Psynister, and I’m here to flay your mind! /cast !Mind Flay”

    You want to talk about Jedi mind tricks? Then you better go roll yourself a Shadow Priest, because you’ve got some minds to start controlling. Granted, we can’t wield cool looking lightsabers, but who needs a 3 foot sword that can cut through anything when you’ve got a 40 yard Mind Flay that can cut through brains? We might not be able to jump fifty feet into the air with a triple front flip, but we can walk on air and hover over water with nothing but the sheer power of our minds (and levitate spell).

    Shadow Priests do an excellent job of combining spells that deal damage, restore health, and hinder opponents into a very appealing package wrapped in shadowy goodness.

    Shadow-Specific Tips
    The first thing to know is that if you’ve been having mana problems then today is a day of rejoicing. Well, it is if you’re in this level range at least. During this span of 20 levels you get three tools that help you keep your mana topped off during and after every fight.

    Up to this point playing a Shadow Priest is all about maximizing damage while minimizing mana costs. Now that we have the means to control our mana replenishment it’s time to fully embrace the shadow and start doing what we do best – melt faces.

    The most important tip I can give you about playing a Shadow Priest is to learn how to ninja kills. If you’re playing solo then you don’t have to worry about the ninja’ing part so much, but if you’re in a group then you should get as much practice as you can at stealing the killing blow on every target possible. Shadow Word: Death is the key to keeping your mana high. In this level range you’ll have both a glyph and a talent that allow SW:Death to restore your mana on use.

    The reason why mana is so important is because now you can also start to cast your DoT spells much more frequently. You’ll see an increase in your kill speed as well as how fast you can burn through kill quests by spreading DoT’s across several mobs at a time. By getting spells and abilities that also grant you and your party healing based on the damage you deal you’re also able to stay alive in situations that most other cloth-wearing casters would have a trip to the spirit healer.

    Shadow Priests aren’t designed to burn things down with massive bursts of damage, instead they’re meant to overwhelm their targets with so much damage from so many different sources at once that they can’t even get to you before they’re dead. And when a Shadow Priest tells someone to die, they list.

    Important Spells & Abilities
    There aren’t all that many new spells that get introduced in this level range. The spells that do get introduced though, are a pretty big deal.

    • Shackle Undead: Shackles the target undead enemy for up to 50 sec. The shackled unit is unable to move, attack or cast spells. Any damage caused will release the target. Only one target can be shackled at a time.
    • Shadow Word: Death: A word of dark binding that inflicts Shadow damage to the target. Deals three times as much damage to targets below 25% health. If the target is not killed by Shadow Word: Death, the caster takes damage equal to the damage inflicted upon the target.
    • Levitate: Allows the friendly party or raid target to levitate, floating a few feet above the ground. While levitating, the target will fall at a reduced speed and travel over water. Any damage will cancel the effect. Lasts 2 min.
    • Mind Vision: Allows the caster to see through the target’s eyes for 1 min. Will not work if the target is in another instance or on another continent.
    • Mind Control: Controls a humanoid mind up to level 41, but increases the time between its attacks by 25%. Lasts up to 30 sec.

    While you won’t use Shackle Undead on a frequent basis at all, it’s important to be aware of what forms of Crowd Control you have available in your class. This spell effectively removes one undead target from the fight for 50 seconds, or until damaged. As Discipline spell you can cast it in Shadowform safely.

    Shadow Word: Death is the most important spell for you to get familiar with in this bracket. A lot of people get a little freaked out by the part where it deals damage to you too if you don’t kill the target with it, but that’s why you’re going to practice using it on every mob you face. You’ll lessen the damage you take with talent points, though it’s not anything to worry about in the first place, really.

    Levitate is one of those spells that’s just plain useful. In relation to combat about the only time I use it is when I’ve got some great terrain I can take advantage of where I can DoT the mobs and have them chase me up a cliff and then I can just off and Levitate down slowly while they continue to chase me and my DoT’s kill them off without me ever getting hit. Otherwise it’s useful in getting around pre-flying mount and for fishing if you like to fish on the water where mobs won’t (usually) attack you.

    Normally I wouldn’t even bother mentioning Mind Vision, but its usefulness in PvP is worth mentioning. You can follow people just about everywhere with this spell so you can either use it on your own teammates to be an extra scout for them or you can cast it on the enemy flag carrier to know exactly where he’s hiding or the path he’s taking if he’s running away. It’s a sweet spell to have in PvP even if it’s usefulness in dungeons or solo questing is pretty limited. If you’re trying to find a special mob that you can’t see though, you do have the option of using a “/target MobName” to target them and then using this to see where they actually are.

    Mind Control is the reason I got interested in Priests in the first place. Being able to take control of your target and make them do what you want is a lot of fun, especially in PvP. The only thing I like more than knocking people off of cliffs is making them jump off “voluntarily”. It’s especially fun when the target is in PvP and knows the effect and what’s about to happen, and then the spell breaks because of damage and they don’t take control back immediately because they expected to die, and then you grab them again just as they find hope and fling them off the cliff anyway. I love this spell.

    Leveling a Shadow Priest

  • Questing Single Mob: Vampiric Touch, Shadow Word:Pain, Mind Flay, Shadow Word:Death
  • This is my rotation right now for killing single targets. Prior to level 49 when you actually learn Vampiric Touch, just substitute it with a Mind Blast instead. The point here is to start the damage on the target with the DoT’s/MindBlast, use the Mind Flay to help speed the drop the target to 25% Health or less and then finish them off with a SW:Death cast.

    If the target isn’t at 25% by the time Mind Flay finishes you need to make a judgement call. Either you Mind Flay them again because they’re way over 25% health, or you just sit there and wait a few seconds for your DoT’s to get them there, and then you finish them with SW:Death.

    If my target isn’t high enough for another Mind Flay I usually just go grab another target and start doing the same thing to it while I wait for the previous target to get within SW:Death range, then I’ll switch target to them, SW:Death, and then back to my current target. I suggest you use a Name Plates addon if you’re not using one already. My addon of choice for this is called TidyPlates/ThreatPlates because it also makes the nameplates show agro so I know when I need to back off to let my tank get agro back.

  • Questing Multi-Mob: Vampiric Touch, Devouring Plague (first target) – Vampiric Touch, SW:Pain (second target) – SW:Death to finish targets
  • The way this one works doesn’t necessarily come out in listing the spells, so here’s the deal. Pick a target and cast Vampiric Touch followed by an immediate Devouring Plague. Remember, you can only have Devouring Plague on one target at a time, but having all three of your DoT’s on a non-boss is typically overkill. So the first target gets Vampiric Touch and Devouring Plague and then your additional targets get Vampiric Touch and SW:Pain.

    Whenever you see one of the mobs getting close enough that SW:Death can finish them off, use it. Once your Devouring Plague target dies, use it in place of SW:Pain on the next mob you pull. Two DoT’s should be all you need to kill the mobs, or at least get them close enough that SW:Death can finish them off. If you find that you aren’t doing enough to kill them with that go ahead and add in Mind Blast first (because it will trigger Replenishment from Vampiric Touch to restore 10% of your mana) and Mind Flay when Mind Blast is on cooldown.

    I also suggest you go ahead and bubble yourself after pulling the first or second target just to on the safe side. Kill off all the targets you can with SW:Death to trigger its mana regeneration as well, and don’t worry if it doesn’t kill them since Masochism will kick in at that point to reward you with 10% of your mana anyway. Just be sure to keep an eye on your health when pulling several mobs and using SW:Death because it does have the chance to be deadly if overused when you’re already taking heavy damage.

  • LFG Trash Rotation: Shadow Word: Pain (all targets), Vampiric Touch (one target), Mind Blast/Mind Flay (as needed), SW:Death when possible
  • For LFG trash I like to go ahead and spread SW:Pain around to all of the mobs first because it’s an instant cast. After all of them have their DoT’s I’ll go ahead and Vampiric Touch one of them just to trigger Replenishment with my next Mind Blast, and then I’ll just switch between Mind Blast and Mind Flay to finish everything off.

    The point is to get some damage rolling on all of the mobs from your DoT and then burn them down one at a time with your direct damage spells (Blast/Flay), using SW:Death to kill them off whenever possible.

    Remember, no matter where you are or what you’re doing, if you get the chance to kill something with SW:Death – do it. Priests and Warriors are the only classes that I know of that have a special ability that triggers off of landing killing blows that’s actually significant. For Priests it’s mana regen via the Spirit Tap glyph and for Warriors it’s additional damage and healing via Victory Rush (I love that spell). Stealing killing blows from other Priests and Warriors is kind of mean, so at least consider whether or not you’re sure you want to steal a kill from one of them, but for all other classes just remember – you’re a Sith Lord, not some code-following Jedi.

  • LFG Boss Rotations: Vampiric Touch, Shadow Word: Pain, Devouring Plague, Mind Blast, SW:Death, Mind Flay x2, Mind Blast
  • This is the rotation I prefer to use with a boss fight. You start it off by applying all three of your DoT’s, then a Mind Blast to trigger the replenishment effect for your party. SW:Death comes next to deal some instant damage and also give you back 10% of your mana form the Masochism talent followed by Mind Flay casts until Mind Flay comes off of cooldown.

    Refresh your DoT’s as needed and cast Mind Blast when it’s not on cooldown both for the damage and for the replenishment effect. SW:Death will help you keep your own mana topped off, but feel free to skip casting it if you feel like you’re dealing too much damage to yourself to justify casting it. Sniping a boss kill with SW:Death is a lot harder than normal mobs because so many different people will be hitting it at the same time that you’ll usually end up casting it too early or the boss is dead before you get the cast off.

    Talent Spec: 49 Shadow Priest

    • Improved Mind Blast (+2) 3/3: Reduces the cooldown of your Mind Blast spell by 2 sec., and while in Shadowform your Mind Blast also has a 100% chance to reduce all healing done to the target by 10% for 10 sec.
    • Improved Psychic Scream 2/2: Reduces the cooldown of your Psychic Scream spell by 4 sec.
    • Vampiric Embrace 1/1: Fills you with the embrace of Shadow energy, causing you to be healed for 6% and other party members to be healed for 3% of any single-target Shadow spell damage you deal for 30 min.
    • Masochism 2/2: When you take a damaging attack equal to or greater than 10% of your total health or damage yourself with your Shadow Word: Death, you instantly gain 10% of your total mana.
    • Silence 1/1: Silences the target, preventing them from casting spells for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.
    • Mind Melt 1/2:
      Increases the damage done with your Shadow Word: Death by 15% on targets at or below 25% health, and when you deal damage with Mind Spike, the cast time of your next Mind Blast is reduced by 25% lasting 6 sec. Mind Melt can stack up to 2 times.
    • Vampiric Touch 1/1: Causes 540 Shadow damage over 15 sec to your target and causes up to 10 party or raid members to gain 1% of their maximum mana per 10 sec when you deal damage from Mind Blast.

    The first thing on the list here is to finish off Improved Mind Blast so that we can get that cooldown reduced and use it more often. If you already spent points here then I suggest you put those two points into Twisted Faith instead so that you can turn your Spirit into Hit Rating.

    Improved Psychic Scream by itself isn’t all that great unless you’re really using Scream a lot, but the reason we’re taking it is to open up access to Silence further down the tree. If you don’t want either of these two talents, which I know some of you will not, then I suggest putting 2 points into Harnessed Shadows to increase your Shadow Orb generation and move the point in Silence over to Mind Melt to max it.

    Vampiric Embrace is an excellent buff that causes your direct damage spells to heal you and your party for a percentage of the damage that you do. You want to keep this buff active at all times.

    Masochism is the moon to our mana pool’s sun, otherwise known as Shadow Word: Death. It causes you to restore 10% of your Total Mana any time a single attack hits you for at least 10% of your health or when you damage yourself with SW:Death. So if you cast SW:Death and it doesn’t kill them, then this talent restores 10% of your mana, but if it does kill them then the Glyph of Spirit Tap will restore 12% of your total mana. It’s a win-win situation.

    Silence is an excellent tool. If you’re just solo questing then you can probably skip this one because casters aren’t going to be a huge threat to you. If you’re doing LFG or PvP though, then you want to be able to use this. The main reason I took it was to get the casters to close into melee range on the ignorant tanks I was running with who didn’t know to pull melee mobs onto the casters so they would stop trying to kill our healers.

    Mind Melt has a couple of really cool effects, though we only benefit from one of them in this level bracket. Increasing the damage that SW:Death deals to targets below 25% health helps to ensure that you get your 12% mana returns from the Glyph of Spirit Tap when you kill targets with SW: Death. I only have one point in it for now, but the next talent point we get outside of this bracket I placed here to increase it further.

    Vampiric Touch is the final touch we were waiting for to solidify the end of our mana issues. This spell is a DoT with a cast time, but we can put it on any number of targets. It also has the added benefit of causing a Replenishment effect on up to 10 raid/party members in your group when you cast Mind Blast. Replenishment causes the targets to restore 10% of their maximum mana over 10 seconds. Once you get this spell it becomes the one you’ll use to pull from here on.

    Glyphs

    Prime Glyhphs

    Even though mana issues melt away in this level range and you can more freely use your DoT’s, I still think that Mind Flay is the best choice here because of how often you’ll end up casting it, especially on boss fights. Using SW:Pain will increase your DPS on trash in LFG if you’re spreading your DoT’s around, but you’ll have to decide how important that is to you. I would freely support the use of either one, though.

    Major Glyphs

    • Glyph of Spirit Tap: When you kill a target with your Shadow Word: Death and yield experience or honor, you instantly receive 12% of your total mana over 12 sec.
    • Glyph of Fade: Reduces the cooldown of your Fade spell by 9 sec.
    • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.

    Without a doubt, your major glyph of choice is Spirit Tap. This glyph is what causes you to stop having mana issues. I’ve recently found that I’m pulling threat like crazy, so I’m pushing Fade up a bit in the priority list. Psychic Scream is a decent option, especially if you’re going to run LFG, but I generally cast this when soloing or in PvP where I would prefer the targets flee.

    Minor Glyphs

    I don’t find Levitate to be nearly as useful as a Mage’s Slowfall spell, but it’s not a bad substitute so I like to be able to cast it without having to worry about a reagent. Fortitude is a great option if you like to chain LFG runs for quick and easy experience as it will cut down on your mana consumption. You shouldn’t have problems with mana, but there’s no reason to waste it, right? Fading isn’t bad, especially if you find yourself pushing your tank’s threat a lot. Where Fortitude reduces your mana spending outside of combat, Fading does so during combat so you might find it more useful.

    Gearing Up Your Priest
    At this level range you should have enough of your mana returning spells and effects that Spirit isn’t quite so important now as far as mana is concerned. Spirit is still a good stat to have, especially with points in Twisted Faith turning it into Hit Rating, but at this point I wouldn’t bother stacking it above other stats that are more important to your DPS.

    Stat Priority: Intellect > Haste > Crit > Spirit

    So I’ve changed up the priority list just a little bit, dropping Spirit down a couple of notches because it’s not as important anymore. Intellect is always the top priority for DPS casters as it provides mana, spellpower, and spell crit. I have Haste ranked next because it can increase your DPS in multiple ways, but it’s especially good for classes that make use of DoT’s. I bumbed Crit up in the list mostly because of the drop in Spirit’s importance, but also because watching all of your DoT’s crit and taking a target from 85% down to 14% is a wonderful sight to see, and makes excellent SW:Death fodder for refilling your mana pool.

     
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    Posted by on January 28, 2011 in Caster, Class, Guide, Leveling, Priest

     

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