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Shadow Priest PvP Guide

PLEASE NOTE: This guide was written in 2011 and has not been updated since. Some of the information is still applicable, but as far as actually playing the class consider all of this incredibly outdated.

It occurred to me a few days ago that I haven’t actually put anything related to Shadow Priest PvP on the blog since shortly after I first started. Since that’s really the only thing I’ve done on that toon since the time I first got into arenas, I think it’s time I shared some of what I’ve learned.

As Fox Van Allen of WoW Insider was looking for Shadow PvP sources for his article this week, I decided I’d better fire up that speech-to-text software and get my virtual blogging fingers moving.

Getting Your Rear in Gear
The first step of getting into PvP is your gear. If you’re starting from scratch then your quickest method of gearing is crafted gear, which will be consist of pieces from the Bloodthirsty Embersilk and Bloodthirsty Fireweave sets. Overall, the Embersilk set has more pieces with the stats you’re looking for, but you should look at Fireweave as well just in case there are pieces you’d rather have from it (the Fireweave Pants in particular). The only set bonus on these is a 2 piece that grants +400 Resilience, which most likely stacks if you want to grab at least two pieces from each set for twice the bonus.

These new crafted pieces are actually really good, almost as good as the Vicious pieces. While they’re very close in raw stats, even higher in some cases, than the Vicious gear, they have a comparatively weak set bonus and no sockets where the Vicious gear has 8.

From there you’ll have to start your grinds of Honor and Conquest points to purchase better gear. Honor farming will get you the Vicious Gladiator’s Raiment and Vicious Gladiator’s Investiture sets. The Raiment set is the DPS version, and Investiture is the “healer” version. I list both of them because even though the healer version is supposed to be for healers, many Shadow Priests will still prefer it over the Raiment for the 4 piece set bonus since the DPS 4pc kind of sucks.

Blizzard has discussed methods of preventing Priests from getting dual 2pc bonuses by taking some pieces from both sets, but as far as I know they haven’t actually done it yet so you can still double-dip in the Vicious sets, or you can go for the 4pc bonus of your choice. The Raiment gives you Crit, Haste, and Mastery while the Investiture gives you Spirit (Hit), Crit, and Haste. The Raiment 4pc lowers the cast time of your nukes while the 4pc Investiture makes your PW:Shield remove movement impairing effects and make you immune to slows for 4 seconds when cast on yourself.

Regardless of which Vicious set you aim for first, make sure your first purchase is the gloves for an extra 3 seconds off of your Psychic Scream cooldown. Gloves are cheap, and they’re the only piece that offers an additional bonus on top of just raw stats, so they’re your best initial purchase.

Once you start farming your Conquest points via Arenas and Rated Battlegrounds, it’s time to start grabbing Ruthless Gladiator’s set pieces. The set bonuses and which stats are given from which set remain the same as the Vicious set, they just have higher values of the attributes. If you want your gloves to be your first Ruthless purchase instead of your first Vicious, that’s fine as well.

I’d give you a Wowhead link to the Ruthless gear, but those links are a little odd right now. If you want to look at individual pieces then you can do a search for “Ruthless Gladiator’s” on Wowhead and it will pull up the list for you. Once Wowhead gets the items linked right, I’ll add a link to the post, but right now the set bonus is linking back to a set a few seasons ago so I’m going to leave it out for now.

Are You Ready? (Stat Goals)
There are a few stat goals that you want to meet before you get started with PvP, though what goals you have is going to depend on what PvP activity we’re talking about.

If you’re just now getting started and BG’s are what you’re focusing on, then just go in there with whatever you’ve got quick and easy access to. If that’s all PvE gear, that’s fine. If you can get your hands on some crafted pieces or have some Honor points sitting around for Vicious, then grab what you can and keep on going.

If you’re getting ready for Arenas, then you want to shoot for around 1,500-2,000 Resilience before you get started unless you aren’t too bothered by losses. If you’re looking at RBG’s or more serious Arena play, then you want to shoot for a minimum of 3,000 Resilience before you get too serious about them.

Spell Penetration is a pretty big deal. If you’re new to BG’s then whatever you can get is better than nothing. If you’re looking at serious play though, then you want to shoot for the cap of 240. This cap is easy to hit, you can do it with a cloak and a ring, or a cloak and an enchant and call it done, but make sure you don’t skip out on this cap. Only Mages can actually reach that 240 range, while all of the other classes can be covered by just 195. Mages can deal some crazy burst damage though, so I suggest you aim for 240.

Hit is another important stat, and PvP being PvP, the cap on hit is fairly low. Shoot for around 4-5% hit, preferably through the use of Spirit rather than the actual Hit stat so that you’re getting mana regeneration out of the deal as well. A lot of off-set PvP gear will give you the option between a piece that offers Hit and another that offers the same amount worth of Spirit – always go for the Spirit piece. You’re shooting for somewhere between 400-500 Spirit to hit that cap.

Spec’tacular (Shadow PvP Spec)

Above is spec that I prefer to use in the arenas. I didn’t put any points Improved Shadow Word: Pain which other shadow priests often ask about, mostly because I rarely use my DoT spells when doing arenas, which is my preferred method of PvP at level 85. I also didn’t put any points into Paralysis, even though it’s another CC ability, which is another question often asked. This one I don’t use mostly because it’s only situationally useful, and in my arena teams our first kill target is usually a caster which makes limiting their movement worth very little.

Improved SW:Pain isn’t bad if you’re actually using your DoT’s. If I were focused on larger arena teams or BG/RBG’s then I might try to find points I could place there. Paralysis can be good, especially against melee teams or in other PvP settings, I just don’t take it as a matter of personal preference for my 2v2 setups.

Glyphs
I use the glyphs that best fit my playstyle. With 2v2 being my focus, I’m primarily dealing damage via nukes rather than DoT’s and using my glyphs for extra survivability or utility.

Prime: Dispersion, SW: Death, Mind Flay
Major: Psychic Horror, Fade, Mass Dispel
Minor: Fading, Levitate, Fortitude

Dispersion reduces the spell’s cooldown, which is especially useful to me in arenas and RBG’s. SW:Death causes the cooldown to instantly reset itself once per 6 seconds if you cast it on a target below 25% health and it doesn’t kill them, which is almost always when you’re dealing with PvP targets because of Resilience; it’s one of the most important glyphs you can take if you’re going to do arena. Mind Flay is the only damage spell that I use in every match regardless of my opponents or which form of PvP I’m doing, so I take it over SW:Pain because I know I’ll utilize it no matter what.

Psychic Horror is one of the most useful spells we have access to, so reducing it’s cooldown by any amount is worth it to me. Fade is great for reducing the cooldown of its spell which allows me to break movement debuffs with Fade instead of having to potentially waste something more important like Dispersion. Mass Dispel is one I value a lot for reducing the cast time of Mass Dispel down to 0.5 seconds, as the reaction time on removing a Paladin’s bubble can easily be the difference between victory and defeat, and not removing a DK’s ice cubes in time can cost your team a BG match.

The minor glyphs are all pretty boring. I use Fading only because there’s so many freaking Frost DK’s out there right now slowing me every 2 seconds, so reducing its mana cost is a real bonus. Fortitude is for those Purge-happy Shamans out there removing your buffs like nobody’s business, cutting the cost of reapplying the buff in half. Levitate is there just because I hate dealing with reagents and never want to find myself needing to do a crucial BG jump only to find in midair that I have no reagents.

Your Tears Fuel Me… (Crowd Control and Cooldowns)
Arena matches are more or less decided by two things: Crowd Control and Cooldowns.

Crowd Control
We have a few different forms of Crowd Control (CC) available to us. First up is Psychic Scream, an AoE fear spell. By default this has a 30 second cooldown, which can be lowered by 4 seconds with talent points, and by an additional 3 points with the PvP Gloves. You can also use the Glyph of Psychic Scream to cause the targets to tremble in place instead of runny around crazily, but it increases the cooldown by 3 seconds. I’m not a fan of using the glyph for this spell, but I do love reducing its cooldown for more frequent use. You can use this spell either defensively, causing melee targets to run away from you or your teammates, or you can use it offensively as a spell interrupt or to get some free cast time on a target while he and/or his healer can’t respond.

Next up is Psychic Horror, a talent-purchased spell that causes the target to tremble in horror for 3 seconds and also disarms them for 10 seconds. The default cooldown on this beauty is 2 minutes, though you can lower it to a minute and a half with the Glyph of Psychic Horror which I definitely suggest that you do. Defensively, I use this to strip melee classes of their weapons and to get some distance from them (or closing that distance if it’s a Hunter). Offensively, I typically cast this on healers to either burn them or their teammate(s) down during the 3 second “stun”.

Next we have, Silence which is semi-CC, I guess. It’s a ranged silence that lasts for 5 seconds. The cooldown is 45 seconds long, and sadly there’s nothing you can do to reduce that. Defensively this is best used on enemy casters, Paladins, or Shamans. You can also use it defensively on Warriors, especially when you see them rushing into a group of your team during BG’s as they’ll often use their Shouts which this will stop. Offensively, this is for healers first and DPS casters second. I typically use this on healers unless I’m facing a Mage, in which case I’ll hit the Mage right after he burns his cooldowns.

Then we have the crowd favorite, Mind Control which lets you take control of an opponent for a few seconds. In BG’s I use this to make people jump off of cliffs, or in AV I like to control the tank or healer while they’re fighting our bosses. In Arena this is best used either to remove a healer while your partner(s) focus the DPS, to force people into Line of Sight (LoS) situations, or in a chain AoE effect. The chain AoE effect is Mind Control (which turns them into an ally), Leap of Faith to pull them to you (which also breaks the MC channel, turning them back into an enemy), and then Psychic Scream to fear them away.

Last on our list is the nearly worthless, Shackle Undead. It’s only useful against Death Knight ghouls in PvP. I see very, very few DK’s in PvP actually using their ghouls right now other than to summon and then immediately sacrifice for health. Power shifts all the time though, so you want this somewhere that you can easily cast it even if it doesn’t necessarily merit its own keybind.

Cooldowns
We have a lot of really good cooldowns as well. Some of our cooldowns are also our CC, but here are the others.

Fade doesn’t seem much like a PvP cooldown at first glance, but talents in the Shadow tree cause it to become one. By default its only real use is to make enemy pets drop you as their target, though that typically only works in BG’s against people who don’t really know what they’re doing. The cooldown is 30 seconds, but you can reduce that by 9 seconds with the Glyph of Fade and another 6 seconds with the Veiled Shadows talent. The Phantasm talent in the Shadow tree also causes Fade to remove all movement impairing effects which is why it’s on my cooldowns list. I do use the Glyph of Fade, but don’t get it confused with the Glyph of Fading which just reduces the mana cost.

Fear Ward is a fairly good defensive cooldown, preventing the next fear effect used on the target. It has a 3 minute duration and a 3 minute cooldown, with a glyph that reduces the cooldown and duration by 60 seconds. I don’t bother with the glyph, but I do like the spell itself. The best use of this spell is to use it when you actually need it rather than just starting the match off with it, but it’s hard to judge when your opponents might use a fear and when they won’t so you might want to use it as a starting buff regardless if you’re not good at reading your opponents.

Hymn of Hope is a mana regenerating cooldown, the use of which is hard to really say in a blog post as it can be very situational. It’s a channeled spell that can restore mana to your teammates as well, but because it’s channeled it leaves you vulnerable. If you have a chance to cast it without being harassed then great, but if not then you’re best bet is to get whatever use out of it you can and sick your Shadowfiend on someone either right before or right after you cast Hymn of Hope. Doing this will maximize your mana return. The cooldown on this sucker is a whopping 6 minutes, so don’t expect to be able to use it very often.

Shadowfiend is a really cool mana return cooldown which summons a little shadow monster to go beat up your enemies and restore your mana every time he hits. The cooldown is 5 minutes, but it can be reduced by 10 seconds with points in Sin and Punishment and another 60 seconds with points in Veiled Shadows. The glyph is pretty mediocre, and I wouldn’t suggest it as my Shadowfiend almost never gets killed.

Divine Hymn is an AoE healing cooldown. It’s similar to a Druid’s Tranquility spell, restoring a fair amount of health to targets within range while you channel it. I use it for my 2v2 team every now and then, but most often in BG’s and RBG’s.

Leap of Faith is a fantastic spell, pulling a friendly target to yourself. The cooldown on this one is 1.5 minutes with no way to reduce it. I most often use this to actually save my teammates in arena, pulling them to me followed by a bubble and then a heal if I can afford it and have the time to do so, or to just give them time to run and heal themselves or whatever they can do. However, you can also use this offensively both to pull your melee members over to a target or in a CC combo that I mentioned above which is to Mind Control an enemy, followed by Leap of Faith to bring them to you, followed by Psychic Scream to make them run away. This is best used on healers, but it’s also great for peeling melee off of your teammates.

Dispersion is last up on the list, our keystone talent at the end of the Shadow tree. Dispersion is great for restoring your mana, but it’s also fantastic for breaking out of CC since it removes all roots and snares, and it also reduces all the damage you take by 90% while it’s active. The cooldown on this is 2 minutes, but can be reduced by 45 seconds with the Glyph of Dispersion. I usually use this for the damage reduction, and pretty often for the mana regen as well. I usually cast either a Psychic Scream or a PW:Shield when the effect wears off, depending on the situation. I like to try to force tunnel visioned melee targets to follow me during Dispersion and then CC them where I can LoS their healers before burning them down.

Face Melting (Offensive Spells)
There are two methods of damage dealing that we can use: direct damage and damage over time.

For arenas I almost never bother with DoT’s other than to pressure healers. With so many high-burst classes in arenas right now I have to go with direct damage in 2v2 which means Mind Spike and Mind Blast spam. Using these nukes along with CC, I typically kill my focus target within two rotations unless I’m forced to play defensively. When I’m forced to defense, I will use my DoT’s, but if there’s a healer on the other team I won’t bother unless I can afford the time to cast Vampiric Touch first. I use Mind Flay primarily to set up Archangel procs for mana regen and the damage boost, or to slow melee that are harassing my team, or to slow our kill target if he’s trying to get LoS.

When I’m doing a direct damage rotation I use either Mind Spike x2, Vampiric Touch, Mind Blast, or Mind Spike x3, Mind Blast, depending on my current mana situation. To get the most damage out of this rotation you want to build up your Shadow Orbs (at least 1, 3 if possible) through Mind Flay cast, activate Archangel once you’ve got 5 stacks of Evangelism, and then go to town with the nukes.

In BG’s or in 3v3+ arenas I use my DoT’s all the time to keep pressure on as many people at once as I can so that I can then focus my nukes on the healers. When I’m not in 2v2 arena, I also tend to use the majority of my cooldowns and CC defensively, save for when we’re burning down a healer or a flag carrier in which case I’m likely all offense. If you are going to use your DoT’s, then your optimal rotation is SW:Pain, Mind Flay until you get at least 1 Shadow Orb, Mind Blast, Vampiric Touch, Devouring Plague, and then spam Mind Flay.

Devouring Plague deserves a special mention here because it’s our only source of spammable, instant damage. The mana cost for spamming it is pretty steep, but if you need to kill someone who’s low on health or you need to get them within that 25% range so that SW:Death deals its full damage, then it’s worth the price. Typically, I kill targets with SW:Death casts, and it usually takes two casts to kill someone, but for those times that I don’t manage to finish them off Devouring Plague is the answer.

Shadow Word: Death is how I kill almost every target because that’s what it does and it does it well. With all the resilience and healing that goes on in PvP though, I almost never kill a target with a single cast, I have to have the Glyph of SW:Death to instantly remove its cooldown when it fails to kill so that I can cast it again. When I’m not close to killing someone, and I have spent at least 10% of my mana, I use SW:Death if it’s active to trigger the Masochism talent which restores 10% of your mana when SW:Death fails to kill a target.

Heward’s Handy Haversack (Other Useful Spells)
You get bonus points if you know where that title came from, and extra bonus points if I spelled it wrong and you can prove it.

Some spells that you need to keep in mind whenever you’re doing PvP can be the deciding factor in a match.

Power Word: Shield is one of the few healing-type abilities that we can use that doesn’t kick us out of Shadow Form. In my 2v2 team I’m typically casting this on my partner because everyone loves to focus him while they let me melt their faces. When my partner switches to his other toon in the team though, the rolls are switched. Combining PW:Shield with Dispersion, Fade, Psychic Scream/Horror, and Silence make me one of the best kiting machines around which is often an easy when if we’re facing opponents prone to tunnel vision.

Cure Disease does just what it says, and it too can be cast without breaking Shadow Form. Other Shadow Priests are about the only ones you’ll use this against.

Dispel Magic isn’t quite as great as it used to be (no) thanks to current changes which allow only the healing specs to dispel your teammates. You can either remove two Magic debuffs from yourself or to remove 1 buff from an opponent. I don’t often use this offensively, even though I really should, instead I’m typically defensive with this.

Mind Vision is a spell that so many Priests simply dismiss, but it’s so incredibly useful in PvP. It won’t do you much good in arenas because they’re all so small, but in BG’s and RBG’s it’s fantastic. I use this most often to track down EFC’s so that I can tell my team where the flag is going, or to find my own EFC to know his path so that I can move to assist him. It’s also great for spying on other locations around a map such as Arathi basin or Eye of the Storm, though, allowing me to report on the defenses of each location.

Mana Burn is another spell ignored by the PvE crowd, which means a large portion of the PvP crowd forgets it exists as well. If you’re having trouble bringing down a healer, it’s because you didn’t burn his mana first. It’s especially effective against Paladin healers, but it’s a great spell against any caster. Whether you’re better off burning mana or just nuking someone has way too many variables for me to go over, but definitely do not ignore this spell, especially in arenas.

Holy Nova deserves a mention just to find those stinking Rogues, Druids, and Mages (invisibility). You don’t want to spam this because of its mana cost, but it’s the only proactive method you have to finding stealthers.

Mass Dispel is last up on this list. It’s an AoE dispell that can clear up to 10 debuffs from your team and up to 10 buffs from your opponents. The most important thing to remember about this spell is that it can dispel buffs that are otherwise impervious; namely a Paladin’s bubble and a Mage’s Ice Block spell. Letting a Paladin be immune to everything for 10 seconds is never a good idea if you can help it, nor is allowing your whole team to sit frozen in a Death Knight’s Hungering Cold spell. Mass Dispel can take care of all of that. And don’t forget to use the glyph that goes with it, reducing its cast time from 1.5 seconds down to 0.5 seconds.

 

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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.

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

     

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    Planning for PvP: Shadow Priest

    While I am still in search of info on Shadow Priest PvP, I’m content going on in PvP discovering things for myself until I find a decent source that can tell me something I don’t already know. I already have a decent skill set for PvP with the Shadow Priest so until I’m able to learn more I have to focus on other aspects of it, which for right now is going to be the gear aspect.

    I need to start dueling other classes to get a better idea of how to take on various opponents in a 1v1 setting, but I’ll take care of that when I reach level 85 so that I’m facing the full package instead. But the gear I can start working on right now. I can’t buy level 85 gear without being level 85, but at least I can start building up the currency needed for those purchases and I can plan those purchases well in advance so that I’m not sitting there at the vendor staring at her inventory for an hour before I decide on what to buy.

    I decided to make a spreadsheet to plan out my purchases, noting the cost of each piece and the stats that were on it. I also had to take into account the currency used for each and also establish a starter set so that I at least had a decent start while I built up the currency to purchase the larger pieces. I knew that Cynwise had a recent post where he shared his thoughts on how to get ready for Cataclysm PvP, so I started there.

    Step 1: Make a Plan
    I started off with the list that Cyn mentioned in his post:

    1. Get the crafted pieces made as soon as you can.
    2. Supplement with good items gained from PvE.
    3. Participate in Tol Barad whenever possible, win or lose. Do dailies for Commendations for PvP enchants.
    4. PvP in regular BGs to grind as much Honor Points as you can to get Bloodthirsty gear, focusing on offset pieces and the 2-pc set bonus.
    5. Participate in as many rated PvP matches as you can, up to the limit of Conquest Points you can gain this week. Focus on gaining Vicious set pieces and weapons first. (As Taugrim points out in the comments below, if your class depends on their weapon, get the weapons first, before anything else.)
    6. Once your Vicious set is complete, start replacing Bloodthirsty offset pieces with Vicious.
    7. Once you’ve upgraded your offset, upgrade your weapons to the Glorious versions.
    8. Skip upgrading the Conquest armor unless you have points to burn at the end of a season (and even then, just consider stockpiling them at the cap.)

    Crafted pieces was already at the top of my list because my Tailor has already been maxed and I’ve purchased all of the patterns and the gear was well in hand.

    Supplements from PvE are sort of what I’m working on right now. My Priest is only level 81 so I’m just now working my way through Cataclysm content to get her various upgrades. I should really be a good little facemelter and do some research on quest rewards, dungeon drops, and rep grinds to find out which quests give me items I need for the slots I still have open.

    TBad when possible will have to wait since it requires level 85.

    Running BG’s to build honor I’m already in the process of doing though it is slower than it will be once I hit 85. Rated BG’s I think have to wait for 85 as well, but I’m not sure since I haven’t looked into them very closely yet.

    Upgrading Bloodthirsty Honor pieces to Vicious Conquest pieces also has to wait for 85 since I can neither purchase them nor gain the currency for them until that point. Upgrading the weapons falls into the same.

    Step 2a: Crafted Pieces
    Emberfire Cowl 425 Stam, 283 Int, 189 Resil, 189 Haste
    Fireweave Pants 425 Stam, 283 Int, 189 Resil, 189 Haste
    Emberfire Robe 425 Stam, 283 Int, 189 Spirit, 189 Resil
    Emberfire Boots 316 Stam, 210 Int, 140 Resil, 140 Haste
    Emberfire Gloves 316 Stam, 210 Int, 140 Resil, 140 Haste
    Emberfire Belt 316 Stam, 210 Int, 140 Resil, 140 Mastery
    Emberfire Shoulders 316 Stam, 210 Int, 140 Spirit, 140 Resil
    Emberfire Bracers 237 Stam, 158 Int, 105 Resil, 105 Haste

    I switched the pants to Fireweave instead of Emberfire because I prefer Haste to Mastery right now. I might change my mind on that later, but for right now I like the Haste more. I considered doing the same for the Robe since Emberfire gives Spirit, which is Hit, where the Fireweave gives Haste, but decided not to. First off, it would throw my whole look out of whack with a bunch of white gear spread around a red robe, and second I’m actually going to need that Hit stat since PvP gear is typically lacking in Hit Rating. But honestly, it’s the look that makes me not do it. At least the pants are hidden under the robe so it won’t throw me off.

    I have full suits of both sets anyway, so that I have a starter set for both of my specs, and can swap them out to mix and match as I please.

    Step 2b: PvE Supplemental Pieces
    This is one of Cyn recommendations that I haven’t done yet. There are tons of items that I’ll have to dig through in this category to find out which ones will really be good for me, and I’d rather do that when I’m closer to the level cap so that I can skip over items that aren’t upgrades compared to the gear I (will) already have.

    The most important item here, starting out at least, is going to be a weapon. Hopefully I can find myself a solid one-handed caster weapon to use so that I can make use of my off-hand as well, but I’ll definitely pick up a staff if it’s stats are superior.

    Step 3: Honor Pieces
    When I first decided to make my list I checked with Cyn on how easy he felt it was to reach the Honor and Conquest caps. Both of them cap at 4,000 points at any one time, but Conquest Points have an additional cap of only 1,343 Conquest per week. His response was that running arena matches maxed his Conquest weekly cap every week quite easily, but that Honor was really hard to cap.

    That being the case, I aimed low for my weekly amount of Honor points. Not being 85 yet on my Priest and not really doing much PvP at all on the toons I do have at 85, I had to do some guessing on how much my weekly Honor allowance would be. I didn’t have any current information to with so I just pulled a number out and went with it – 1500 Honor/week. That’s just over 200 per day if I PvP every single day. That’s 3 losses in Tol Barad every day if I do nothing else, or almost half of a single offensive TB victory. Not to mention whatever other BG’s I manage to get into, so I think that’s a safe amount to go with.

    I also estimate that I’ll have at least 300 extra Honor to start with before Week 1 actually starts so I’ve added that to the initial pool. I have 1800 Honor right now and I’m aiming to be able to buy at least 1 item and have the extra 300 remaining before I even get started on the weekly allowances.

    The pieces purchased with honor are all “Bloodied Gladiator’s ..” pieces, so I’m going to save some space by using “BG’s ..” in place of that when listing the item names.

    Week # Honor Earned Honor Cost Honor Balance Item Purchased
    1 1800 1650 150 BG’s Mooncloth Gloves
    2 1650 0 1650 No Honor purchase.
    3 3150 2200 950 BG’s Satin Hood
    4 2450 1650 800 BG’s Medallion of Tenacity
    5 2300 1250 1050 BG’s Drape of Diffusion
    6 2550 1650 900 BG’s Treads of Alacrity
    7 2400 1250 1150 BG’s Cuffs of Meditation
    8 2650 2500 150 BG’s Band of Accuracy
    &
    BG’s Band of Cruelty
    9 1650 1650 0 BG’s Insignia of Dominance
    10 1500 0 1500 Start over, building the full healing set.

    I don’t manage to get any set bonuses at all from the Honor gear because I’m going for one Mooncloth piece and one Satin piece. I’m going to get the set bonuses by adding Vicious pieces though as I’m going to build both sets at once.

    The reason I’m going for 2 pieces from each set is because first, dual sets give me extra resilience for more survivability early on, and second the Mooncloth Gloves have better stats than the Satin gloves, so I might as well take advantage; right?

    I’m working towards filling in my other slots with Vicious gear as well, so anything you see that’s oddly missing is likely because I’m picking up the Vicious version which you’ll see in the next section.

    Step 4: Conquest Pieces
    My Vicious pieces are being put to use first to finish off my set pieces, and then to fill in my missing slots with the higher quality pieces. Luckily I don’t have to estimate my Conquest points each week because I know exactly how much I can get. Granted, there may be some weeks that I don’t manage to hit the weekly cap, but at least then I know I can just update my spreadsheet accordingly and know how far it sets me back. Hopefully I can at least hit the cap for the first few weeks at the very least so that I can establish my set bonuses if nothing else.

    All Conquest items have “Vicious Gladiator’s ..” in their name, so I’ll shorten that in this list to be “VG’s” instead just to save some space.

    Week # Conquest Earned Conquest Cost Conquest Balance Item Purchased
    1 1343 0 1343 Not enough points yet.
    2 2686 2200 486 VG’s Mooncloth Leggings
    3 1829 1650 179 VG’s Satin Mantle
    4 1522 700 822 VG’s Touch of Defeat
    5 2165 0 2165 No item this week.
    6 3508 2200 1308 VG’s Satin Robe
    7 2651 2450 201 VG’s Gavel
    8 1544 0 1544 No item this week.
    9 2887 1650 1237 VG’s Cord of Cruelty
    10 2580 950 1630 VG’s Endgame

    And similar to my Honor Points, moving forward I’ll do the same thing with my Conquest points going for a healing set instead of just DPS.

    The first week of Conquest points caps before I can buy any set pieces, and rather than blow it on other Vicious gear I’m going to just hold off for a week to build up some more. That gives me the opportunity to pick up my first 2-piece set bonus on week 2 when I get the Mooncloth Leggings and my second 2-piece bonus on week 3 when I get both the Bloodthirsty Satin Hood the Vicious Satin Mantle.

    So the first week I’ll be in mostly crafted gear and then in week 2 I’ll start building my set bonuses, finishing those in week 3, and then moving on to all of the off-set pieces from week 4 on.

    Step 5: Gemming
    Step 5 will of course take place during steps 2-4 as the pieces become available. I treat my serious PvP gear the same way I do my serious raiding gear, with gems and enchants added as the pieces become available.

    My Priest is a 525 Jewelcrafter, so I have access to the JC-only gems, Chimera’s Eyes, which provide higher values of stats than you’ll find on regular red/yellow/blue gems.

    Gems
    There are only a few different gems I’m going to consider for the PvP gear. All of the socket bonuses are at least decent, so I’m going to match them unless I get the urge at some point to prioritize a certain stat regardless of socket.

    The gear itself grants 3 Red, 3 Yellow, 3 Blue, and 1 Meta gem slot. I’m also going to have a belt buckle added to the gear which will open up an additional slot, which I’m going to use as Red.

    Red Slots:
    Brilliant Chimera’s Eye (+67 Intellect)
    *Brilliant Inferno Ruby (+40 Intellect)

    I haven’t decided for sure whether I’m going to use my Chimera’s Eyes in the red sockets or the blue. I’m leaning towards blue to start with for the extra survivability, and then switching over to red after I’ve completed my gear sets, but I’m still not sure.

    So I’ll either have 4 Inferno Rubies for +160 Intellect, or I’ll have 3 Chimera’s Eyes and 1 Inferno Ruby for a total of +241 Intellect.

    Blue Slots:
    *Solid Chimera’s Eye (+101 Stamina)
    Solid Ocean Sapphire (+60 Stamina)
    Steady Dream Emerald (+30 Stamina, +20 Resilience)

    I’m leaning towards Stamina for my blue gems, and as I mentioned in the Red section, I’m leaning towards the Chimera’s Eyes being used here at least to begin with. I considered going with Stormy gems for Spell Penetration, but you only need 240 total and I’ll have almost twice that amount from my gear alone. There’s a slight chance that I might go with the green stam/resil gems when I move the Chimera’s Eyes over to the red sockets, so I’m leaving it on the list just in case.

    So starting out I’ll have 3 Chimera’s Eyes for +303 Stamina and when I switch them over I’ll end up with 3 Ocean Sapphires for +180 Stamina or 3 Dream Emeralds for +90 Stamina and +60 Resilience.

    Yellow Slots:
    Mystic Chimera’s Eye (+67 Resilience)
    Mystic Amberjewel (+40 Resilience)
    Quick Chimera’s Eye (+67 Haste)
    Quick Amberjewel (+40 Haste)
    *Willful Ember Topaz (+20 Intellect, +20 Resilience)
    Steady Dream Emerald (+30 Stamina, +20 Resilience)

    While I might get better stats overall going with an actual Yellow gem here, I’m leaning more towards the Willful Ember Topaz. I don’t want to focus too much on survivability as a DPS spec, so Resilience is an option but not my top choice. Haste is tempting, but I’m going to hold off gemming for Haste until I see how well I perform without it. The green gem is another one I’m considering placing here if I do happen to need some more survivability, but again I still favor the orange Ember Topaz.

    My initial plan will be 3 Willful Ember Topazes with +60 Intellect and +60 Resilience. If survivability is an immediate issue then I’ll switch those to 3 Dream Emeralds for +90 Stamina and +60 Resilience or 3 Mystic Amberjewels for +120 Resilience, and if I find that survivability is fine and I need more killing power then I’ll switch it up to 3 Quick Amberjewels for +120 Haste.

    Meta Slot:
    *Burning Shadowspirit Diamond (+54 Intellect, +3% Critical Damage)
    Chaotic Shadowspirit Diamond (+54 Critical Strike Rating, +3% Critical Damage)
    Destructive Shadowspirit Diamond (+54 Critical Strike Rating, +1% Spell Reflect)
    Effulgent Shadowspirit Diamond (+81 Stamina, -2% Spell Damage Taken)
    Ember Shadowspirit Diamond (+54 Intellect, +2% Maximum Mana)
    Forlorn Shadowspirit Diamond (+54 Intellect, -10% Silence Duration)
    Powerful Shadowspirit Diamond (+81 Stamina, -10% Stun Duration)

    The Meta gem I’m not 100% sure on. Above are all of the ones that I’ve considered using for one reason or another. I’m going with the Burning Shadowspirit to start off with because I have the pattern myself. Spirit Priests aren’t known for their crits, so I’m not sold on the crit gems here though some of them do have some decent additional abilities.

    The ones that reduce stun and silence duration have some potential, but only if the CC applies in a given match. I expect that CC to happen in arenas, but in Battlegrounds you can never be sure. With our current mana issues, the 2% Max Mana from the Ember is an interesting option that I’m keeping a close eye on. Mana isn’t as important in a BG setting as it is an Arena setting, but I haven’t decided which of the two I’m going to run more often so it’s on hold for right now.

    Destructive sounds interesting with the 1% Spell reflect, but the crit isn’t all that great, and neither is a measly 1% chance. On the one hand it would be incredibly fun to kill someone with their own spell, but at the same time the chance is so small I can’t count on it for anything. Effulgent offers much more survivability, and it’s one I’m also considering.

    Step 6: Enchanting
    I know which enchants I’m going to use for most of my gear, but I do have a few pieces that I’ve narrowed it down on and need to make a final decision.

    Shoulder: Greater Inscription of Vicious Intellect (+50 Intellect, +25 Resilience)
    Head: Arcanum of Vicious Intellect (+60 Intellect, +35 Resilience)
    Back: Greater Intellect (+50 Intellect)
    Chest: Might Resilience (+40 Resilience)
    Bracer: Speed (+50 Haste)
    Gloves: Haste (+50 Haste)
    Belt: Ebonsteel Buckle (adds a Prismatic Socket)
    Legs: Powerful Enchanted Spellthread (+95 Intellect, +80 Stamina)
    Feet: Earthen Vitality (+30 Stamina, Increased Run Speed)
    Weapon: Mending (Proc: Heals when spells deal damage)
    Off-Hand: Superior Intellect (+40 Intellect)

    Once I’ve had a chance to build up my stash of Maelstrom Crystals I’ll put some of the more significant enchants on my gear. Of those Weapon, Bracer, and Chest will be the first to be upgraded, though the Weapon will probably wait until Blizzard finally releases the upgraded weapons to us.

    I’m going to do a little playing around with my weapon enchant at first. I want to start out using Mending as I have in the list because I’ve seen some of what it can do when you’ve got DoT’s ticking on several targets and every time they deal damage you have a chance to heal yourself. The more DoT’s I spread, the more healing I have coming in on top of the healing I naturally generate as a Shadow Priest. The first upgrade will be to Hurricane (Proc: +450 Haste for 12 seconds) to help with my damage output. Once the real PvP weapons become available I’ll upgrade to Power Torrent (Proc: +500 Intellect for 12 seconds) for even more power.

    The Mending enchant averages about 850 healing when it procs, and can crit for around 1350. The proc rate is uncertain but reports list it as somewhere between 10% and 17%, and the proc happens any time you damage an enemy with a spell or melee attack. I’ve heard mixed reports of whether or not DoT’s can trigger the healing effect, so I’m going to test it myself and then decide when/if I’m going to switch to a new enchant.

    Step 7: Professions Change
    Right now while I’m still leveling my Priest she’s going to keep her Mining profession so that she can gather while she levels both for the experience and for the mats. Once I get her to level cap and start getting into the PvP though, I’m going to want to change that out for something more relative to PvP, but I haven’t decided yet what it’s going to be.

    By dropping Mining I lose Toughness (Rank 7) which is 120 Stamina, or 1,200 Health.

    Enchanting
    Enchant Ring – Intellect (+40 Intellect)
    Enchant Ring – Greater Stamina (+60 Stamina)

    Enchanting gives me the ability to enchant my Rings. Most likely I would go with dual Intellect enchants for +80 Intellect, but if I’m feeling vulnerable I could always go with the Stamina enchant instead. But if I were to use the Stamina enchant I would get the same benefit of Mining (+120 Stamina) and nothing but the high cost of level Enchanting to show for it.

    Engineering
    Lightweight Bio-Optic Killshades (helm, see below)
    Grounded Plasma Shield (Belt: Absorbs 16,200 to 19,800 damage)
    Invisibility Field (Belt: Invisibility outside of combat)
    Synapse Springs (Gloves: +480 Intellect for 10 seconds)
    Tazik Shocker (Gloves: Deals 4320-5280 Nature damage)

    Dropping my Bloodthirsty Helm for the Killshades would cost me 213 Resilience and 153 Haste in exchange for a bit of Intellect and Stamina. However, it would also allow me to use 2 Cogwheels in place of gems, so I would trade one Inferno Ruby (40 Int) or Chimera Eye (67 Int) for two Cogwheels suck as the Mystic Cogwheel (+208 Resilience) or and the Quick Cogwheel (+208 Haste). It’s something to consider, but it’s not enough to sell me with the one item alone.

    The Plasma Shield could be interesting, providing me with another bubble that I could use when Power Word: Shield is on cooldown or something. I don’t know if you can use it in Arenas yet or not (I haven’t researched Engineering much yet), but it would be useful in BG’s as well. It’s a decent option, but not great.

    The Invisibility Shield has some interesting potential if I can use it in Arenas. I could use it to get into position at the start of a match, or I could use it during a match to regroup and reposition if I could manage to get out of combat long enough to use it. It’s gimmicky and it wouldn’t help much at all against certain group setups or in some situations, but it’s not a bad choice otherwise.

    Synapse Springs offer a great cooldown for when I need some extra burst, or when I’m about to use my mana cooldowns. By increasing my Intellect it increases my Total Mana value which would allow Dispersion, Shadowfiend, Divine Hymn, Glyph of Spirit Tap, and Masochism to all return additional mana to me while the effect is active. There’s some definite potential for this one.

    The Tazik Shocker is an extra bit of damage to use every 2 minutes. It’s not enough to be a huge game changer or anything, but extra damage is extra damage.

    Another bonus of the Glove and Belt enchants is that they don’t replace normal enchants, so it’s all extra. If I do go with Engineering then I’ll use the Synapse Springs for sure, and probably the Plasma Shield (if I can use it in Arenas). I’m not sold on the helm alone, especially since it takes an item set slot, but it’s a decent option, and there isn’t a bonus for having all 5 pieces, only 2 or 4, so I’m not losing as much as I otherwise could be.

    Tailoring
    Lightweave Embroidery (Cloak Proc: +580 Intellect on cast)
    Embersilk Net (Use: Root a target up to 25 yards away)

    Tailoring offers a very nice cloak enchant that can grant a huge amount of Intellect when it procs. The extra Spellpower from that is nice on it’s own, but just like the Synapse Springs from Engineering, it also has the added benefit of allowing my mana regeneration spells to give me even more mana back by increasing the size of my mana pool. In the case of Shadow Priests, size does matter.

    The other benefit is the Embersilk Net which only Tailors can use. It’s a ranged Root which we otherwise don’t have access to (other than the Paralysis talent), which also deals a fairly small amount of Fire damage to the target. It only lasts for 3 seconds, but those three seconds can be significant and so can getting someone to burn a cooldown or trinket cast to get out of it early).

    Inscription
    Felfire Inscription (+130 Intellect, +25 Haste)

    It’s the best shoulder enchant out there for casters, even if it’s not the PvP enchant we’re using already, but 55 Intellect and 25 Resilience compared to 130 Intellect and 25 Haste isn’t too hard to see the winner. 25 Resilience isn’t going to kill you (hopefully), and that 130 Intellect is worth the upgrade.

    As I already have an Inscriptionist, yes “Inscriptionist” not “scribe”, I’m not too thrilled about having it on two characters, so I don’t know that this is a big enough benefit to make me choose it.

    Leatherworking
    Draconic Embossment – Intellect (Bracer: +130 Intellect)

    Leatherworking is just a little bit above Blacksmithing for me. I get more potential stats from Leatherworking, but again I have very little use for anything else the profession has to offer. It’s another one to consider, but not very likely.

    Blacksmithing
    Socket Bracer (Add a prismatic socket to bracers)
    Socket Gloves (Add a prismatic socket to bracers)

    Blacksmithing doesn’t offer anything real exciting, but it does provide 2 free gem slots that are otherwise unavailable which is 80 Intellect, 120 Stamina, 80 Resilience or 80 Haste just waiting for us to take it.

    I’m not thrilled about the idea of leveling Blacksmithing again, but it’s possible. That’s a lot of time, effort, and gold for a fairly small return. Given that it’s a cloth wearer, it’s even less impressive.

    Onward and Upward
    I’m going to see if I can hit level 85 this weekend on my Priest. I’m fairly confident I can do it, but it’s been about a month since I leveled a character through the end game content so I don’t remember how much time it actually took me on each character. I also have the BoA cloak and the Guild bonus to leveling which I didn’t have on any of the others, so I’ll level faster than before regardless.

    What do you think of my plan to get my PvP gear?

    How about the gems and enchants? Any suggestions for ones to consider that I missed?

    And what about changing professions? Engineering has always been linked to PvP to some extent at least, but do you think I should go there or perhaps another route? Or should I continue swinging my pick axe and not bother changing at all?

     
    9 Comments

    Posted by on February 18, 2011 in Caster, Class, Guide, Player vs Player, Priest

     

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