Showing posts with label Cataclysm. Show all posts
Showing posts with label Cataclysm. Show all posts

Friday, July 13, 2012

Pre-Expansion Lull - Levelling as Holy

Like many players, I've been playing less in the last couple weeks than I usually do. The guild is done progressing (for real this time; we went back and hit H Rag and Sinestra, the two we still didn't have,) even though we're still farming Dragon Soul, it doesn't even fill a single raid night, and interest in alt runs is down. Lots of people in my guild have been leveling alts, doing PvP, and preparing for Mists.

I expect that I'll likely level primarily as a healer in Mists; last time around, dungeons were much faster XP than questing, at least until 83 or so, when it became more even. On that note, I rolled a second priest, so I could learn Holy properly. Long-time readers - or people who just went digging in the archives - may already know that I used to play Holy back in the first half of Wrath of the Lich King. Well, I was never very good at it to begin with, and it has changed a lot with the addition of Chakra and Holy Words.

One thing I'm noticing about the Holy talents, is that they're not really made with leveling in mind. If they were, they would either be useful for solo questing (damage) or 5man dungeons (tank heals/mana). As is, some of the "strongest" talents are -0.5 seconds to Renew GCD, (yes, because I really need to blanket a raid with Renew,) Desperate Prayer (right, I need a personal cooldown when nothing hits me ever), +30% Spirit Regen in combat, (there's barely any spirit gear to be had,) and Lightwell, (no one uses it.)

On the other hand, I'm really digging having an interrupt. Holy Word: Chastise may have a long cooldown, a mana cost, and not actually be an interrupt, but in a world where most specs don't have anything that can interrupt at all, and lots of foes burn their spell cooldowns at the start of the cast time instead of the end, it's actually quite useful. It's miles ahead of having precisely nothing to work with as Shadow. I'm almost dreading hitting level 51 and getting Revelations, because it will mean I lose access to Chastise.

Lightwell is busy living up to its reputation. It heals a potential 17k total for a paltry amount of mana, exceedingly rapidly: about 300 HPS per target. To compare, on an intense multi-pack fight, I can heal about 40k with a full mana bar and a mana potion, at about 400 HPS. So on the one hand, it's unbridled awesome. That would be like a Disc priest having a shield that absorbs 1.5M at level 85. On the other hand, no one ever uses it. I typically only use it when I'm worried I might not be able to heal the fight otherwise, and people would deny me 30% of my healing longevity? Rage. I could use that Glyph of Lightspring from the Mists beta right about now. Also, asking people to use it is completely fruitless. Oddly, I can explain fight mechanics and expect people to obey ("If you stand close to him, he can't charge you.") but clicking on a glow-y bowl is too hard for everyone ("OOM! Use the Lightwell or die.")

It's kinda strange, Renew actually being useful. I'm used to it being horribly wimpy, and a huge waste of mana. As Holy, it's par with GHeal for mana efficiency and HpET. Both are only slightly behind Heal in terms of mana efficiency, but have dramatically higher HpET. Once I get Chakra (and 12.5% haste) it will jump up even more. You'd think that a previously worthless spell becoming a staple would take some getting used to, but I've actually already made the switch, and it wasn't very hard.

All-in-all, it's not very different from Disc (yet.) Instead of micromanaging Rapture all the time, you micromanage Renew on the tank all the time. Once I get Chakra and Revelations, it should morph into something a bit less familiar.

Friday, June 22, 2012

Shadow Priest Healing: When and How

Beta update: Blizzard put up a new talent calculator as of June 14. Link. That's my tentative build. It doesn't look like they're done balancing it yet, so I chose the mechanics I think would be fun (mathematically, a lot of what I marked was very weak.)

It's a well-known fact that Shadow is a fairly unusual spec, in that one of our utilities is healing. Most DPS specs bring utilities such as shared raid buffs, CC, burst DPS, or interrupts. Our most widely-used heal is Divine Hymn, a raid-wide healing cooldown. This is a utility we share with only one DPS spec: Balance druids (feral has it too, but it's like peeing into the ocean). We also have Power Word: Shield, which does not strip us from Shadowform, and a full healing toolkit which does. The healing kit and our mana regeneration is strong enough to permit Shadow to heal 5mans, although you would always be better served by a similarly-skilled healing spec.

Friday, June 8, 2012

H Madness of Deathwing - Defeated!

Me, enjoying the spoils of war.
Well, we're finally done. What did we do differently? We brought one rogue. That's all it needed to fix everything. The first time we made it to phase 5 (took a few tries to get there, several people had never been to Madness before) we killed it. We went from routinely letting 1-2 bloods be absorbed per set, with the rest barely dying, to killing every last one of them effortlessly before they even made it half way in. Having a reliable, spammable, AoE 70% slow is mandatory for this fight. Do not attempt without one.

Also, we developed a complicated maneuver to permit a Shadow priest to soak an Impale, as we had some issues with our usual method. As per usual, all players other than myself vacated the melee radius just prior to the Impale. I used Fade as they were leaving to shunt any melee swings onto warlock pets (they died) and Dispersion as soon as the Impale cast began. It worked splendidly. The warlocks disagreed.

Trouble actually putting together a full raid team aside, I'm pretty happy with how we did this raiding tier. Pic related. Both of the mounts dropped (rare and heroic), and I got the heroic one. I also got [Rathrak, the Poisonous Mind (Heroic)]. [Not Caster Gear] dropped too. I'm not sure who took it, but I'm guessing it wasn't a caster.

On a related note, I will be entering a period of reduced posting until Mists of Pandaria. I will be updating once every two weeks until then. Good luck in Dragon Soul to everyone who's still progressing, and I hope to see you all in Pandaria! May all of your Elementium Fragments spawn in a nice, little, easily-cleavable pile!

Friday, May 25, 2012

Heroic Madness of Deathwing

Destroyer of Raids.
Astute readers may notice that it has been rather a long time since I wrote about H Spine. Through a combination of general apathy, summer rescheduling and Diablo III, we've been unable to field a raid until this week. Anyway, it's time to write about H Madness!

Friday, April 27, 2012

H Spine of Deathwing - Defeated!

Beta updates:
  • Mass Dispel is now much cheaper, but has a 15 second cooldown (like all other dispels in the beta).
  • Void Shift is now baseline (level 87), and has a 6m cooldown. Now, much like Life Grip, all priests will have a new griefing tool. Or something functionally equivalent to Lay on Hands. Depends how responsible they are.
  • Related: Spectral Guise is now a talent in the survivability tier.
  • Many talents (mostly healing) have had their numbers tweaked. Yawn.
  • From Darkness, Comes Light - Now can accumulate two charges. Cool, fewer go to waste, and can accumulate them for burst.
  • Twist of Fate - Now lasts for 10sec after damaging/healing a low health target. This should make it appreciably better than it was, as before it was dramatically weaker than the other options on the same tier. Now on add fights it may be far superior.
  • Mindbender - New talent. It's another Shadowfiend with twice the mana return, but a longer cooldown.
  • Shadow got a bunch of Discipline abilities. Bug maybe? The list: Borrowed Time, Meditation (25%), Rapture, Spirit Shell. If this is not a mistake, then my thoughts are twofold. One: it's nice for Disc/Shadow priests so they don't need to heal like a holy priest if they need to heal in Shadow spec. Two: Healing is now much more appealing for a Shadow priest, as you'll likely be compensated for the time spent to cast a PW:S here and there in the form of haste and mana. It is possible that PW:S might become rotational, for the boost it offers to a DoT used immediately after, particularly with the tier-14 4-piece bonus. At first glance, PW:S seems to be DPS-neutral, which means it may as well be rotational for the survivability boost.
  • Glyph of Fade now grants 10% damage reduction. Cool. More survivability tools are always welcome.
  • We now have preliminary tier-14 set bonuses. 2 piece: +10% Mind Flay crit. Since we still have the MFcrit-to-Shadowfiend conversion, this will be a powerful mana boost. 4 piece: +3 sec DoT durations. Not overwhelmingly powerful for single-target, but sexy-awesome for multi-DoTing. I approve.


So, on Thursday, we rolled in and oneshot H Spine. I was surprised; when the fight ended abruptly, I thought we still had one plate to go; it felt just that easy. Needless to say, there was much rejoicing.

What we did differently

Our tendon burst DPS has been creeping steadily upwards the entire time we've been attempting H Spine, and feeling it was no longer necessary, several other DPS and I stopped trying to get cooldowns up before we detonated the Amalgamations, and simply focused on burning it as fast as possible. One of our tendon burn phases was perilously close to not meeting the DPS requirement because of this, but it made the fight dramatically shorter. The faster Amalgamation burn also caused the tendon phases to sync up nicely with the Fiery Grips so that we didn't need to kill the Corruption to reset the timer before entering tendon phase.

Our tanks adopted a different strategy for the 5th and 6th lifts; instead of attempting to kite the bloods, they stacked near the rest of the raid and dropped as much AoE as possible. The incidental AoE from procs and the tanks themselves killed 9 bloods almost precisely when the Amalgamation got low on HP. Also, this allowed them to more reliably establish aggro on new spawns, preventing them from meleeing random people.

We had a perfect storm of good RNG luck. I got such a good string of crits once, that I did 1.4M during a single tendon phase- not counting Shadowfiend damage. Likewise, despite making no attempt to get my Shadowfiend, and despite having about half the usual time between plates, he came up for 5 of the 6 plates. Other DPS report similar uncanny levels of luck. Also, the Blood Corruption: Earth was remarkably kind to us, dropping two stacks on both tanks right off the bat, and coating the majority of the raid before the end of the fight.

So was it just RNG then?

While the RNG probably helped immensely, the fact is that the healers finished the encounter with about 60% mana each, and unused healing and mana cooldowns. RNG simply doesn't account for that. Clearly the strategy changes were enough, and the favor of the RNG gods was just icing on the cake.

We spent considerable time on H Madness that night as well. I can see why very few guilds are 7/8H; Madness does seem much easier than H Spine. On about our 5th attempt, we made it to the final phase, and wiped only because we'd never seen it before. The fight is brutal on healing, but as a DPS, it's only marginally harder than normal mode, and this coming from someone who's having to use Dispersion to soak a 1.08M damage Impale meant for the tank. If we get it down before then, I'll write up a detailed account of our strategy for next week.

Friday, April 13, 2012

Heroic Spine of Deathwing

I've decided to stop dedicating entire posts to beta updates. It seems futile. The changes are just too frequent. I may do another full beta post in a month or two when things have settled out. For now, I'll just comment on beta changes at the start of another post like I'm doing now. All priests (not merely healing specs) got a new spell called Feathers from Heaven. It's placed like Lightwell, allies can walk through it to gain a burst of speed identical to the one from Body and Soul. Also, Shadow's spirit-to-hit conversion is back, and Vampiric Touch restores 15% max mana over its duration. This means we'll not have mana issues when multi-DoTing for a change.



I have been fighting this for entirely too long.
So, the guild has been stuck on H Spine of Deathwing for a few weeks now. The last remaining hurdle for us to overcome is surviving the third plate, as the bloods are spawning so quickly that they can neither be safely tanked, nor destroyed. This post is going to be a combination of tricks I've learned to help shadow priests, as well as a request for advice if anyone knows what I can improve.

Tendon Burst

I already wrote a post over at Shadowpriest.com on this topic, but that was intended for regular Spine. On Heroic, the damage requirement is far more strict. On 10man, with the current 15% nerf, each DPS requires 900k damage over the 18sec vulnerability window (assuming standard 2/3/5 raid comp). While quite doable, it does demand that Shadowfiend, Archangel, and Bottled Wishes be used on every tendon. While the 90sec cooldown on the latter two is available without any additional effort, Shadowfiend requires some gymnastics to activate in time.

Activating Shadowfiend basically means spamming Mind Flay to the exclusion of all else until it's time for tendon burst, and hoping it's enough. I'd say this gives me about a 19/20 chance to have Shadowfiend by the time I need it. If I were missing even a single crit buff (5% on raid, 5% on target, 3% from Focus Magic) I'd have unacceptably high odds of it failing to come up. If my haste wasn't already reforged as low as it could go, I would reforge some of it into crit to try and smooth out my Shadowfiend uptime. Note that while crit is superior to haste for the actual burst phase, it's still inferior to mastery.

Preforming the burst itself is quite simple. Summon shadowfiend, during the GCD activate Archangel and Bottled Wishes, MSp x3, MB, MSp until MB comes up again, MB, MSp until time runs out, DP instant cast at the final moment. If it's the second burn on that particular tendon, try to replace MSp casts after Shadowfiend has expired with SW:D. Obviously, if you don't yet have your 4-piece, you're simply incapable of meeting the demand.

Handling Fiery Grip

By all accounts, shadow priests are ideal to handle the grip. On normal, it was a no-brainer to assign us to grip duty. On Heroic, this can jeopardize Shadowfiend uptime. Consider telling your guild to make someone else do it. Seriously. Especially if you can't get Focus Magic. That said, despite this, I've been on grip duty on all of our attempts. Because the Corruption probably should be made to die right before the tendon burst phase (so as to prevent a grip during it), you may want to assign two people to breaking grips, both so they break faster, but also because some "overkill" damage is desirable to get its health low. We have myself and an arcane mage on grip duty.

Sealing the Deal

We've made it to the 5th plate a handful of times, and made it past that once. The trouble is, it seems that our healers can't handle the sheer flood of Bloods that spawn with 5 stacks of Degradation (which both lowers the raid's HP and increases the spawn rate of the Blood.) So we've got two strategies that we're planning to try to get us over the final hump.

The simpler of the two, we use Heroism on the first tendon burn, use burst potions, long duration cooldowns, and have the tanks and healers assist on DPS. ...except we' can't do it. We tried a few times and got it to about 7%. A little bit more gear, a little bit better class stacking (warlocks, for example, seem non-viable, and yet, we're using one,) or another 5% nerf and we could do this. That would mean that the most stacks of degradation we would ever face would be four.

The other, more realistic plan we have right now, we collect two Amalgamations for the 5th and 6th plate. We get both to low health. Detonate one, burn. Detonate the other, burn. Hope we don't wipe while burning. Heroism should compensate for the fact that no one will have time to get cooldowns back in between. Unfortunately, we've never survived long enough to try this since we thought of it.

Those Fucking Debuffs

As I just mentioned, we haven't made it past the 5th plate since I came up with the two-amalgamation idea. Why? Those fucking debuffs. Guild leadership thought it was a good idea to rotate out a stellar tank and healer for some alt tanks and healers. And Blood of Deathwing keeps detonating. So on top of our common fuck-ups regarding add aggro, or rolls, or damage control, or damage output, or- well, you get the idea, we now also have about a 50% chance to wipe via instant death because the new healer can't dispel.

Since it's not stated clearly anywhere:

Approximately 10 sec after each Corruption is killed, a random raid member receives Blood Corruption: Death, a 16 second debuff, which, if it expires, wipes the raid instantly. When dispelled (it's magic) it hops to a random raid member, keeping the same remaining duration, and it has a chance (seems about 40%) to mutate into Blood Corruption: Earth, which applies 1 stack of permanent 20% damage reduction at 8 sec remaining, and when it expires. Dispelling that (also magic) makes it hop to another raid member, but it can't turn back into Blood Corruption: Death (the Dungeon Journal is a liar; it claims that it can.)








Friday, April 6, 2012

Mastering Mind Spike

(Note: this post is not about Mastery.)

In Cataclysm, we got a new DPS spell, called Mind Spike. By design, it lets us deal passable damage without ramp-up or the need for the target to survive particularly long. Also, due to it dealing shadowfrost damage, it can harm shadow-immune mobs (are there even any left?) and be cast after something interrupts our shadow spells. For both of these reasons, the spell has seen excellent use in PvP. Unfortunately, all-too-often, we see novice shadow priests using it in PvE when it's really not applicable. In this post, I'll give some guidelines on Mind Spike usage in PvE.

Generally, you should rarely need Mind Spike. If you find yourself using it more than a handful of times in any PvE setting, you're probably doing it wrong. If you're in the habit of using it, (be it from PvP, or from solo questing) break that habit. Stopped using it? Good. Now I'll tell you when it actually is appropriate.

  1. Fighting a single low-HP foe. If your group pulls just one, or maybe just two foes, and you know the fight's going to be over very quickly, then MS/MB is appropriate. If there's more than that, Mind Sear is probably a better idea.
  2. A priority burn target joins a fight in progress, and will die very quickly. Some examples: the Malignant Troggs in the General Umbriss fight (Grim Batol), or the Twilight Sappers in the Warmaster Blackhorn encounter (Dragon Soul). If it will survive 15sec or more, then you should apply DoTs.
  3. You need a quick burst of damage for a specific mechanic. For example, interrupting the Fiery Grip during the Spine of Deathwing encounter (Dragon Soul), or damaging the Twilight Soulblade trash mobs when they're using Blade Barrier (Bastion of Twilight). These cases are quite rare, much more so than the other two.
  4. You want to remove your DoT effects from a target. For example, if the Hideous Amalgamation's HP is falling too low during the Spine of Deathwing encounter (Dragon Soul).
  5. You have the 4-piece tier-13 shadow set bonus and your Shadowfiend is active. In which case, see this article for more information.
So why do we cast Mind Spike in PvP? This, I believe, falls under reason number 3 (or 5, if you're crazy enough to show up in raid gear >.>). We use Mind Spike in PvP, because our opponents are capable of healing, dispelling our DoTs, and disrupting our attacks. Using Mind Spike allows us to quickly unload onto a low-HP target that the enemy healers may not be prepared to defend, possibly allowing us to finish them off before the healer can react, and it also insures us against having our DoTs dispelled.

Friday, March 9, 2012

Shadow Priest Trinkets [4.3]

Trinkets. Love 'em, hate 'em, gotta have 'em. Alongside weapon and set bonus, trinkets are some of the most important things you can equip. So which ones do you wear? Below I'll list some commonly-available trinkets for the 4.3 shadow priest, and how good they are. Note: these are listed in ascending order of desirability for Ultraxion (because that's easy to simulate.) I'll try to note when a trinket preforms unusually on other fights, but I probably won't have any solid numbers to back it up.

Bottled Wishes - 2.43
Purchased for VP. Easy to come by, but probably not worth it, when compared to other items you could spend VP on. Macroing it to AA and macroing it to SF leads to the highest sustained DPS output, but it's still quite low compared to other trinkets. Preforms quite well amazingly on the Spine of Deathwing tendons, due to being a controllable on-use trinket. Best-in-slot for that fight, followed closely by the PvP spellpower-use trinkets.
Source: Valor points.


Necromantic Focus - 2.56
This is a very reliable, boring trinket that may as well grant a static 390 mastery rating. Not as good as it sounds. Worse yet, it only triggers off periodic spell damage, meaning it will drop off during your burst-phase. Pity; that's exactly when this trinket would otherwise have shined.
Source: Baleroc (Firelands).


Darkmoon Card: Volcano - 2.98
Created by scribes, this could either be the easiest trinket to obtain, or the most difficult, depending on your financial situation, and the markets on your server. Watching for its proc and intentionally refreshing DoTs during that time adds about 50 DPS.
Source: Crafted (Inscription).
Proc: 30% on spell damage, 45 sec ICD.
Proc damage: 1378.39 + 0.1151sp. (Crit: x1.50)


Insignia of the Corrupted Mind - 2.75 / 3.10 / 3.49
A decent trinket, to be sure. It would be better if, by the time you'll be finding this, you weren't already hitting the 30% haste mark. Haste over this is of lessened value, but dropping haste to account for this trinket isn't a damage gain either. Only the heroic version of this trinket is strong enough to warrant re-casting VT specially to take advantage of it.
Source: Yor'sahj the Unsleeping.
Proc: 15% on damage, 110 sec ICD.


Foul Gift of the Demon Lord - 3.14
Easily obtained from 5mans, this trinket is a good starter trinket for any shadow priest. The value listed here is assuming no proc gaming, with good gaming, the value is even higher. Notably, the use-effect, despite being nearly-worthless on its own, can trigger other procs with each pulse, including Spellweaving, the extremely-potent AoE proc granted by the aspect of magic during the Madness encounter.
Source: Mannoroth (Heroic Well of Eternity).
Proc: 15% on spell damage or healing, 45 sec ICD.


Cunning of the Cruel - ? / 3.61 / ?
This trinket was very hard for me to find solid numbers for, due to the fact that I don't have one. As such, I've only listed the normal-mode version here. This trinket preforms quite respectably on single-target, and may scale better than other trinkets to AoE fights.
Source: 1.8% drop from Dragon Soul bosses without a loot chest.
Proc: 15% on spell damage, 25 sec ICD.
Proc damage:  9368.5 + 1.57765sp. (Crit: x2.00)


Will of Unbinding - 3.42 / 3.87 / 4.35
Simple, boring, and undeniably good. By every trinket list I've seen, this will be either your best or second-best trinket. Grab it and never let go.
Source: Spine of Deathwing.



Variable Pulse Lightning Capacitor - 3.93 / 5.39
This trinket doesn't do what its tooltip says. Through in-game testing, I found that the normal-mode version deals +2122 damage per charge over the tooltip damage, and I'm assuming that the heroic version does the same. Based on that assumption, I came to the values you see here.
Source: Ragnaros (Firelands).
Proc: 100% on magic crit, gain Electrical Charge; 20% per charge on gain charge. 2.5 sec ICD.
Proc damage: 3247 (heroic: 5423) per charge. (Crit: x1.50) Does NOT scale to spellpower.

Friday, March 2, 2012

Fight-Specific Tricks (Dragon Soul part 2 of 2)

Read part 1 here: Fight-Specific Tricks (Dragon Soul part 1 of 2).

Two weeks ago, I began a two-part series on fight-specific things you can do to help your DPS and your raid in Dragon Soul. This week, I'm picking up where I left off. As before, this post is not written with LFR in mind, but some of the tips may apply there. Likewise, while I would like to give Heroic-specific tips, I simply don't know many of the fights.

Ultraxion
Ultraxion is the Patchwerk of Dragon Soul; he's a raw DPS and HPS check, with very few gimmicks and no movement.

After the first Hour of Twilight, DPS may be subject to Fading Light up to twice per hour. If you're using the MSp/MB rotation with 4pc t13, try to begin it immediately after the first set of Fading Lights for the hour, so you won't be interrupted.

Other than that, this fight is all about raw output. Be sure to pre-pot, and consider checking out my advanced shadow priest DPS guide, if you're not up to snuff.

Heroic: You'll likely be called upon to help soak one or more of the Hours of Twilight. Use Dispersion, and make a /cancelaura macro so you can get back to DPSing as quickly as possible. Here's mine:



This macro casts Dispersion if you don't hold a modifier key, and removes it if you do. (By default, the modifier keys are Ctrl, Alt and Shift, but you can change which keys count as modifier keys in the WoW options.)

Warmaster Blackhorn
Blackhorn is the gunship fight in Dragon Soul, and a perfect place to master multi-DoTing, and to show off your monstrous DPS numbers once you do master it.

Drakes: The drakes spend the first ~20 seconds of their life out of attack range, and if DPS is low, fly away again later. You can and should load these up with DoTs as they fly overhead to drop off each set of melee adds. Beware that Shadowfiend has difficulty meleeing them, even when they're harpooned.

Twilight Sappers: You can hit them with an instant cast DoT right as they land. DP is a good choice. After they reappear, Mind Flay spam will help your melee catch up to them. They're immune to our fears.

Twilight Onslaught: Use Dispersion on these to help your healers out.

Phase 2 (Goriona/Blackhorn): Groups progressing Blackhorn will want you to focus all DPS on Goriona, and specifically to NOT multi-DoT them both. If you're in a farm run though, feel free to do so. If you foresee yourself failing to avoid a Shockwave, you can cheese the damage with Dispersion, but the stun will still hit you.

Spine of Deathwing
The Spine of Deathwing fight is all about precise damage and healing, rather than large raw output. Think of it as the antithesis to Ultraxion.

Burning Tendons: I wrote a detailed analysis of this portion of the fight over on ShadowPriest.com. It's as relevant today as it was last Christmas. Check out my guide here. Seriously, do it. It'll almost triple your output on the Tendons.

Fiery Grip
: As a shadow priest, you can turn this fight from healer hell into just another raid boss. After your group is done cleaning up the initial Corruptions, focus the final one and pay loose attention to its cast bar. It will cast Searing Plasma x4, then it will begin channeling Fiery Grip. As the 4th Searing Plasma cast nears completion, pre-cast a Mind Spike, cast a second Mind Spike, and cast an instant Mind Blast. This will interrupt the Fiery Grip after ~1.5 seconds, long before it would deal any damage to anyone. If the grip is on you, use Dispersion to soak the damage and call for help. Your raid will love you.

Late fight (many Corrupted Bloods, handle it!): As the fight draws to a close, you're likely to see Corrupted Bloods spawning faster than the raid can make use of their residues. 1-2 DPS should devote themselves to AoE; the bloods deal far less damage as they explode than they do if left alive to melee the healers. Your raid may also call upon you to help heal. Divine Hymn, as always is quite helpful, then I recommend Flash Heal spam on players with the debuff.

Madness of Deathwing
Madness of Deathwing is the final boss of Cataclysm, and in my opinion, the best-designed raid endboss since Ulduar. This fight taxes every aspect of your raid, from healing to raw DPS, to burst DPS, single-target, AoE, defensive cooldown use, multi-DoTing and more.

Mutated Corruption: If your group isn't depending on killing it before a second Impale, or if you'll manage that regardless, you can multi-DoT the limb tentacle while this is up. Also, Shadowfiend had been known to have problems meleeing this. Take care not to push the limb tentacle to 75% during this phase though; you'll spawn Blistering Tentacles.

Elementium Bolt: If the time zone is active, MSp/MB will likely kill it before it lands. If not, MSp/MB is still the most effective way to kill it, just make sure to be far away from the impact site.

Blistering Tentacles: Multi-DoTing or MSp/MB are both good options here. Tailor your choice to your raid group.

Regenerative Blood: Make sure you have a fresh Empowered Shadow as these spawn, and center Mind Sear off of your tank.

Cataclysm: For the love of the Light, don't use Shadow Word: Death here without 2pc t13! Once it's over run with your raid to the next platform. As mana can be tight on this fight, consider using Dispersion for the mana while running.

Phase 2 (Elementium Fragments): DoT up any loners, then center a Mind Sear on the biggest grouping of the buggers you can find.

Phase 2 (Elementium Terrors): MSp/MB + cooldowns on the first kill target. After that, de-form and begin blasting the tank with Flash Heal. I don't care if you weren't asked to; he's going to be taking upwards of 100k every second. Keep blasting him until his HP bar stops resembling a tennis rally.

Closing
Thus concludes my 2-part series on Dragon Soul bosses. Next Friday, I'll either write an analysis of shadow priest trinkets, or do something else. Aren't I specific? Feel free to suggest desired topics in the comments.

Friday, February 24, 2012

Shadow Tier 13 Set Bonus Analysis

Fox Van Allen recently wrote a post over at WoWInsider regarding the shadow tier 13 4-piece bonus. While true and informative, he didn't treat the subject in any real depth. In this post, I aim to settle once-and-for-all just how good the 4-piece bonus is, and what you need to do to optimize it.

There are three set bonuses of interest here: 2pc t12, 2pc t13 and 4pc t13.

2pc t12 - SF -cooldown, +damage.

This is the set bonus that some people occasionally use instead of our current unusual 4-piece bonus. Reduces the cooldown of Shadowfiend by 75 sec, and increases its melee damage 20%. A very solid set bonus, worth about 800 DPS from damage alone.

Also increases mana income from Shadowfiend by 45%; this may have an indirect effect on DPS, particularly on movement, AoE, or multi-DoT fights where mana becomes an issue, or if your raid asks you to de-form to heal.

2pc t13 - SW:D -backlash, +damage.

This set bonus isn't really in question; tier-13 items have more stats than tier-12 ones, and this set bonus is better than the tier-12 4-piece. Reduces SW:D backlash by 95%, and SW:D damage by 55%. This adds 816 DPS on a typical stand-and-burn fight where HP wasn't a concern.

In practice, however, the backlash protection also helps your healers, and allows you to use SW:D at times where you shouldn't've, due to low HP. Thus, in practice, the true effect is more pronounced. Also becomes more valuable on fights with adds or multiple parts, as you'll hit execute phase more often and SW:D more.

4pc t13 - SA and SF +orbs.

This is the contentious set bonus. It's unintuitive, play-style altering, hard to math out, and suffers heavily on movement fights. Grants 3 Shadow Orbs whenever Shadowy Apparitions or Shadowfiend deals damage. If you simply wear this set bonus to a stand-and-burn fight and don't even alter your rotation, it's worth 1100 DPS; slightly superior to the 2pc t12 bonus, but without the bonus mana.

You can, however, squeeze a good deal of extra damage out of this set bonus. First, some data:


This is the output from my shadow simulator, regarding different rotation options used with 4pc t13 (2 Normal, 2 Heroic). The final line of the output corresponds to 2pc Heroic t12 + 2pc Heroic t13.

The two best rotations are as follows. In both cases, it is a damage loss to delay SF to sync it up with AA, or to delay AA to sync it up with SF.
  1. Use MSp/MB rotation when SF is up; return to normal rotation after 2nd MB, despite that SF has 2-3 melee swings left.
  2. Use MSp/MB rotation when SF is up.
This raises the value of this set bonus to ~2480 DPS. This is huge, and definitely worth doing.

There are also two other things you can do you squeeze extra DPS from the set bonus.

Firstly, reforge any Haste in excess of 30% to Mastery. This was already done for the data you see above, but without it, the value of the set bonus was ~600 DPS lower.

Secondly, move unnecessarily. By raising the portion of SW:P ticks under movement, you raise the portion of MB hits under 3 orbs. Whenever you cast an instant spell, move a little bit. Assuming ~0.5 sec movement per instant spell, this adds about 500 DPS, bringing the total value of the set bonus to ~3000 DPS.

Take caution, however; you are extremely sensitive to interruption during the burst window. If you or your Shadowfiend has to move (or Dispersion, or Heroic Will, etc.) during it, you'll take a massive damage loss, potentially in the ~200-300k range for only a couple seconds of movement.

Furthermore, on multi-target fights, or fights where you're asked to heal, you will have very few Shadowfiends, as you'll not be casting MF much, and so the benefit will be reduced. On such fights, the value of this set bonus may fall well below the value of 2pc t12.

Consider switching to a 2pc t12/2pc t13 setup on fights with heavy unpredictable movement, target swaps, or mana issues, as that set bonus is better on those fights, and this bonus is worse.

Closing

Next week, fight-specific tips for Ultraxion through Madness. Also, sorry about the poor formatting again this week. Blogger don't always show formatting issues correctly until the post goes live, and my internet was out for about 24 hours.

Friday, February 17, 2012

Fight-Specific Tricks (Dragon Soul part 1 of 2)

Read part 2 here: Fight-Specific Tricks (Dragon Soul part 2 of 2).

The last few weeks, I wrote about the basics of shadow priest DPS, and advanced shadow priest DPS tactics. This week, I'll be writing about things you can do on each fight in Dragon Soul to help your raid out. This post will not be written with LFR in mind, but some of these tricks may apply there. Similarly, while I intend to point out Heroic-specific things you can do, I simply don't know all of them. I'm only familiar with 3/8 Heroic.

Morchok
Morchok is by far the easiest encounter in Dragon Soul on both difficulties. The fight consists of a stand-and-burn phase and survival phase.

During the burn phase, DPS will need to move to handle certain AoE damage mechanics. Use good movement DPS tactics to minimize damage lost, and position yourself so that the Resonating Crystal will push you towards where you want to be when it explodes.

When Black Blood of the Earth is cast, try to head for a place with two shards of Earth's Vengeance close to each-other. Once behind, you can shoot through the gap between them to continue DPSing through this phase. Failing that, it is sometimes possible to shoot past the edge or over the top of a single shard, if you stand back to max range.

Heroic: There are two Morchoks. And what do we do to two targets? That's right, we multi-DoT! Try to load up both right after the split, and when you need to run for Black Blood, try to get between them to DoT up both. (Beware, you need to LoS both sets of Blood.)

You may be called upon to help your tank soak the Double Stomp. Shadow priests glyphed with Inner Fire can survive a Double Stomp without any extra protection on 10man, but as this fight is primarily about healing, you should use PW:S and Dispersion to help take the edge off. As always, you can support the healers with your Hymns.

Warlord Zon'ozz
Warlord is often a stumbling block for PuGs and low-end guilds. The fight involves bouncing a ball around, dispels, and intense tank and AoE healing demands, at least compared to other early normal-mode fights.

During the ball phase, DPS is pretty simple, and there's not a lot you can do to increase DPS. Most wipes happen because a tank dies towards the end of this phase, or the DoTs go undispelled. Mass Dispel (possibly glyphed) goes a long way towards easing the healing burden. I would say "you can use Dispersion in case your HP gets too low to safely dispel," but really, that shouldn't happen; you have your own dispels and powerful passive heals.

At the start of the AoE healing phase, the boss gains stacks of a 5% damage taken increase debuff. There's no need to re-cast your DoTs; they update automatically with damage taken effects on the target. You should however try to pop any cooldowns that became available in the preceding ~30sec right at the start of this phase. You may be called upon to give a Divine Hymn during this phase. Try to anticipate this and not hold Dark Archangel only to waste it on healing.

Heroic: For the love of god, don't Mass Dispel on heroic. During the AoE healing phase, you'll have adds like the ones from the trash. Use cooldowns on them and prioritize the eye stalks. Multi-DoTing is your friend.

Yor'sahj the Unsleeping
Affectionately referred to as "Skittles" by my raid group, Yor'sahj's central mechanic is about choosing which of his 15 (Heroic: 20) modes you wish to fight from a selection of 3 (Heroic: 4) options presented to you at each time.

Blue skittles: You may be called upon to give a mana Hymn right after the drain finishes. Try to anticipate this and refresh DoTs immediately before. If not, Shadowfiend or SW:D immediately before the end of the drain, or Dark Archangel immediately after can ensure you have mana to work with.

Black skittles: The adds for this phase initially spawn spread out. Try to hit each with DoTs as they spawn. Switch to Mind Sear centered off of Yor'sahj once at least 3 cluster up. Cast a Mind Blast to refresh your Empowered Shadow if it falls off and you have orbs; it effects Mind Sear.

Heroic:
Yellow/Black skittles: You'll have two sets of adds, one of which will come simultaneously with the next set of oozes. Roll SW:P on the lot while you get into position to kill the new oozes.

Yellow/Red or Yellow/Green skittles: You'll probably be called upon to heal during this phase. Divine Hymn into Prayer of Healing alternating on each group with Prayer of Mending on cooldown. Glyphed Prayer of Mending is worth the glyph slot, as it's only a major glyph; glyphed Prayer of Healing is not.

Black/Purple skittles: Many wipes occur on this phase due to individual raid members dying from focused damage. As a shadow priest, you're quite unlikely to be the one to bite the dust, so if your raid is single-targeting adds, burn someone else's first. I contend that the best thing you can do to help raid survival is to just blast your AoE and kill them all ASAP though. If your HP drops into the sub-20% range, Dispersion to save your bacon. Do not, under any circumstances PW:S anyone.

Black/Green skittles: Unlike most black phases, the adds will be spread out. Multi-DoT is, as always, your friend.

Hagara the Stormbinder
Hagara is really easy on normal. Not so much on heroic. The fight consists of a main phase alternating with one of two elemental phases, either ice or lightning. You can see which elemental phase she plans to use next by the enchant on her weapons.

Main phase: As a shadow priest, you're pretty much ideal to soak ice lances. Mare your paladins give Concentration aura so your DPS is unaffected. At the beginning of the second and later main phases, Hagara will suffer a 15sec 100% increased damage taken debuff. This is prime time for cooldowns. In later main phases, two raiders will be ice-blocked, a la Sindragosa. Their HP is too low for multi-DoT; Mind Sear if the boss is close to both, Mind Spike/Mind Blast otherwise.

Ice Phase: At the start of the phase, position yourself between two crystals, DoT both up. Position yourself 10% counter-clockwise from the midpoint so the initial Ice Wave misses you. Once you have to move, DoT up the crystals as you pass them, and keep up mobile DPS. You can use Dispersion to let an Ice Wave wash over you if desired.

Lightning Phase: The add always spawns to the north, so get up there and start DPS. Once you start chaining the lightning, regen with Dispersion, or help heal with instant heals.

Closing
There you have it, fight-specific tactics for the first four bosses in Dragon Soul. Next week, I have an in-depth analysis of the tier-13 4-piece bonus for you. The week after that, I'll give the final four bosses of Dragon Soul the same treatment as this week's four.

...and my apologies to anyone that may have seen the original version of this page. I had some major HTML errors that made it more than a little bit hideous.

Wednesday, February 15, 2012

Mind Blast and Shadow Orbs, revisited.

When, specifically, we should cast Mind Blast is a topic of contention among theory-crafting shadow priests. Many beginners make the mistake of only using it with 3 shadow orbs. This is wrong. However, among high-end theory-crafters, there are two common and opposed schools of thought, and a rarer third more detailed perspective.

The most common view is that Mind Blast should be used on cooldown, every cooldown. This is popular, because it's simple; no real thought required to execute it. My personal rule of thumb is cast Mind Blast whenever you have at least 1 shadow orb, and it's off cooldown.

My sims indicate that holding Mind Blast for 1 orb is a modest damage gain of 88 DPS (0.2% gain) relative to using Mind Blast on cooldown on a stand-and-burn fight. This effect becomes slightly more pronounced on fights with unpredictable interruptions from movement or other reasons (Fading Light, for example.) The effect is less pronounced, but still positive, when using the 4pc t13 with MSp/MB.

I recently forwarded this claim on a shadowpriest.com thread, and in my Advanced Shadow Priest DPS post. A commenter mentioned that you should be able to squeeze out slightly more DPS by using MB without shadow orbs when either Empowered Shadow will remain active for a while, or your DoTs will not need refreshing soon. However, in practice, this increases the difficulty of the rotation, and might offset such a small effect.

Nonetheless, I simmed it. The effect was miniscule; I required a 1M-trial run to get the margin of error to be smaller than the effect. My results indicate that this is a damage loss of 6 DPS (0.014% loss) relative to holding for 1 orb. True to intuition, this did increase Mind Blast damage appreciably, but small infrequent lapses in Empowered Shadow uptime offset the gain via lost Mind Flay and Shadow Word: Pain damage.

Conclusion

As I've stated before, both using Mind Blast on cooldown and holding Mind Blast for 1 orb are competitive, viable strategies. While you may claim that the increased difficulty of paying attention to orbs could offset the gain from holding for 1 orb, I should point out that my sim code never clips an in-progress Mind Flay to cast Mind Blast; in practice, the effect is likely to be slightly larger than my sims would indicate, and thus offset the loss from increased difficulty.

I still recommend holding for 1+ orbs.

Saturday, February 11, 2012

Guardian Spirit Nerf

The all-knowing Google informs me that 50% of the people finding their way to my blog were searching for "guardian spirit nerf". I find this strange, because I couldn't find my own blog while searching for that... but whatever. I figure I should give the people what they want.

Now, I don't know how recently this change was applied, but I found out myself a few weeks ago when we were attempting Madness of Deathwing with a low-DPS group that Guardian Spirit doesn't quite do what the tooltip states. Originally, we had planned to single-tank the fight, using Guardian Spirit to soak the second Impale on the tank. ...and he kept inexplicably dying. Not every time, mind you, we would have known what was going on if that had been the case; just every once in a while. Most times, he'd take the hit, and not even fall below 100% HP. Other times, he'd insta-gib. Why?

According to these patch notes, Guardian Spirit was nerfed to only absorb up to a maximum of 200% of the target's max HP when it prevents a killing blow. If it would need to soak more damage than that, it prevents none instead (but still gets removed and triggers the heal).

So, long story short, no using Guardian Spirit to cheese the Impales; you'll need other cooldowns too.

Friday, February 10, 2012

Shadow Priest Basics

[This post is outdated! This describes shadow in patch 4.3. An updated guide for 5.0 is available here.]

My previous post was an advanced guide to shadow priest DPS. This post is to help new shadow priests get started. If you just turned 85, or you're just now becoming a shadow priest after a lifetime of healing, this is a guide for you.

Gearing

As of patch 4.3, Priests desire gear with the following stats:

  1. Intellect
  2. Spell Power
  3. Haste (until 30% haste)
  4. Hit or Spirit (until cap - 17% for raids, 6% for heroic 5mans, 4% for PvP)
  5. Haste
  6. Critical Strike
  7. Mastery
This order of desirability will change when you reach raid-ready gear levels, particularly if you pick up certain proc-trinkets, or the shadow tier-13 4-set bonus. New shadow priests should prioritize stats in this order though.
A common question regarding shadow priest gear is "do we take hit cloth or spirit cloth?" The answer is both. Hit and spirit are equally valuable for shadow, so treat them just the same when you decide whether to take an item or not.
Enchants
You'll want to enchant your gear before heading into a raid. Use the following enchants, unless your profession gives you a better one:
Gems
Be sure to fill your sockets. If you can't afford rare gems, buy cheaper uncommon gems instead. Very few people are willing to drop the huge amount of gold to buy epic gems. In general, the lower-quality gems you're using, the more important it is to match the socket color. (Socketed items come with a Socket Bonus, some bonus stats you get for filling the sockets with gems of the same color. You are not required to socket gems that match the color; sometimes filling in with red gems is better.)
If you can't afford the recommended gem for a given slot, you can use Reckless in red sockets, or use Reckless/Purified in Yellow/Blue sockets even when the socket bonus is small.
Glyphs
Wear the following glyphs. Listed in order of importance within each category.
Prime
  • Mind Flay - Mandatory.
  • Shadow Word: Death
  • Shadow Word: Pain
  • (Dispersion) - Optional: Can be helpful on some fights to protect against damage or regain mana. I recommend replacing Shadow Word: Pain if you decide to use this, however it has been argued that replacing Shadow Word: Death may be viable as well.
Major
  • Spirit Tap
  • Psychic Scream - Mandatory for 5mans.
  • (Mass Dispel) - Optional: Helpful on some fights if you need to dispel your party or foes.
  • (Psychic Horror) - Optional: Helpful in 5mans if you spec into Psychic Horror.
  • (Inner Fire) - Optional: Helpful if you pull aggro or otherwise take physical damage.
Minor
  • Fading - Only minor glyph with any significant effect in combat.
  • (Others) - Optional. None of the others have a significant impact on combat.
Spec
Standard spec: 8/0/31 (+2) - Use the spec in the link, and spend the leftover two talent points in whatever you like. Psychic Horror is a good choice for 5mans.
"Rotation"
Commonly, I get asked by new shadow priests what the rotation is. My answer is, invariably, it depends. Use the following priority list for boss fights:
  1. Vampiric Touch
  2. Shadow Word: Pain
  3. Devouring Plague
  4. Shadowfiend
  5. Dark Archangel (with 5 Dark Evangelism)
  6. Shadow Word: Death (if target is below 25% HP, or you're low on mana)
  7. Mind Blast (with at least 1 Shadow Orb)
  8. Mind Flay
Try to re-cast DoTs only when they have less than 3 seconds remaining.
For trash, use Mind Sear if it is likely to all die within a few seconds, or if there are 4+ foes. Beware, this can break crowd control spells. If you need to avoid breaking CC, or if the foes are spread out too much, you can't use Mind Sear.
If you can't use Mind Sear for trash, you have two options. In both cases, use Shadow Word: Death to finish off low-HP foes.
  • If the trash is likely to live for at least 15 seconds still use your boss rotation. Try to keep Vampiric Touch active on everything.
  • If the trash will probably all die faster than that, use Mind Spike 3 times, then cast Mind Blast. Repeat until everything dies.
Buffs
Make sure you have the following buffs on you. These are all buffs you can supply to yourself.
Moving Forward
As you go from fresh 85 to raid-geared, you'll encounter some changes.
With rising stats and set bonuses, you'll have fewer issues with mana due to more shorter Shadowfiend cooldowns. Due to this, you'll be able to use Devouring Plague to deal damage while moving without going OOM, and you'll be able to stop using Shadow Word: Death for the mana return. You'll also be able to take over or assist in healing for a longer, but still short, time if necessary.
With rising mastery, your Empowered Shadows buff becomes more important to maintain. There's a section labelled 'Buff Management' concerning this in the Advanced Shadow Priest DPS guide from last week.
Haste will also begin to taper off in value, and likely be surpassed by mastery, particularly as you get better at managing Empowered Shadows. In general, try to hit 30% haste without going too far over that, and use Reforging to convert your excess to mastery, where possible.
FAQ
Q: Help! I'm out of mana all the time and my DPS is terrible!
A: Shadow priests have mana problems at very low gear levels (fresh 85). Make sure to use your cooldowns whenever they become available; they don't just boost your damage, they also restore a lot of mana. Use Shadow Word: Death to finish off low-HP foes, or even use it on high-HP foes if you're running out of mana. Intellect, Hit, Spirit, Haste and Crit on gear all help your mana last longer. The 2-piece tier-12 bonus helps immensely and can be bought for Justice Points. Make sure to only re-cast DoTs when they're almost over (and not if the foe is about to die). Use Mind Flay to refresh Shadow Word: Pain instead of re-casting it. Use Dispersion if you can't DPS (for example, between fights.)

Q: DoTs don't seem to be worth it, everything dies too fast!
A: Shadow has a hard time dealing significant damage to anything that doesn't survive for at least 15 seconds. Use Mind Sear or the Mind Spike/Mind Blast rotation on foes that will die quickly.

Q: I can't seem to do more than 20k DPS, and I'm doing everything you said here.
A: You've mastered the basics! Time for some advanced lessons: see last week's article.
Closing
There you have it, a simple, direct guide to shadow priest basics. Was this helpful? Did I forget something? Tell me in the comments. Also, if this was helpful, pass it on to other shadow priests you know.
Next Friday, I'll post a fight-specific breakdown of things you can do to help your DPS and your raid in Dragon Soul.

Friday, February 3, 2012

Advanced Shadow Priest DPS

[This post is outdated! This describes Shadow in patch 4.3. An updated guide for 5.0 is in the works. I'd rather not post crap though, so it'll be up when it's good and ready.]

This is a guide to preforming high sustained DPS against a single target that will survive for several minutes. This guide also assumes high-end normal Dragon Soul gear levels, and basic knowledge of spriest-related abbreviations and rotation/priority order. This guide is unlikely to be applicable to non-raid situations, or to non-raid-geared shadow priests.

DoT Uptime

Shadow priest DPS is based primarily off of DoT effects. The most basic and central skill for any raiding shadow priest is maximizing DoT uptime, and to a lesser extent, minimizing DoT casts. When a DoT is cast, one of two things happen:
  • If that DoT was not already active on that target, then it applies the DoT to the target. The game records your current spellpower, haste, crit and damage multipliers (Dark Evangelism, Empowered Shadow, Dark Intent, etc.) These values, if changed after applying a DoT, will not effect that DoT. For Devouring Plague, it will also strip the DP DoT off anything else it was on, if applicable.
  • Otherwise, it will refresh the current DoT, plus one tick, without delaying the next tick. Spellpower, haste, crit and damage multipliers are re-recorded. Shadow Word: Pain refreshes from Mind Flay also work this way.
Thus, it is optimal to refresh VT when it has exactly one tick remaining. Refreshing earlier wastes time on casting which could have been used for Mind Flay. Recasting later delays DoT ticks. The duration of this window of opportunity is 3.0 seconds, unhasted, or about 2.2 seconds with current gear. This window drops to 1.7-1.8 seconds for DoTs under Heroism. Use an addon which marks remaining DoT durations textually, and aim to refresh VT within that window. Remember to account for the cast time; you'll want to begin the cast early.

Due to Improved Devouring Plague, refreshing DP prematurely is not a damage loss if it is displacing Mind Flay. Use DP as filler when moving, or refresh when the time is low. If VT and DP conflict, VT is more important. However, this should not happen, as you can simply cast DP ahead of time to eliminate the conflict.

Plan for interruptions. When you will have to move (or Dispersion, or Divine Hymn, or...) it is a damage gain to refresh DoTs early if you would be unable to refresh them in the window of opportunity.

DoT Summary:
  • SW:P - Refreshed by Mind Flay.
  • VT - Reapply with <2.2 sec remaining. (Begin cast 2.2-3.3 sec remaining.)
  • DP - Reapply any time before it expires.
Buff Management and DoT Recasting

Next up is buff management. Dark Evangelism and Empowered Shadow both dramatically boost DoT damage. Managing them is the next skill to master for aspiring shadow priests.

Dark Evangelism will be at maximum potency for most of the fight, and should only become inactive at the start of the fight, or immediately following Dark Archangel. Thus, DoTs cast at those times are weaker than DoTs cast the rest of the time. Despite this, it is better to begin combat by applying all DoTs immediately (unless opening with 4pc t13; see below.) When Dark Archangel becomes available, hold it until you will not need to refresh any DoTs within the next 5 seconds. Dark Evangelism adds 10% DoT damage.

Empowered Shadow is often misunderstood by new priests. This is the buff gained by casting Mind Blast with at least one shadow orb. The potency of Empowered Shadow is the same, regardless of the number of shadow orbs consumed. As long as at least one orb was spent, you gain a full-potency Empowered Shadow. In current gear Empowered Shadow adds about 32% DoT damage.

These numbers are quite significant. If you have an active DoT that was cast without Empowered Shadows, and you gain Empowered Shadow, you should reapply all DoTs. Similarly, if you foresee the Empowered Shadow expiring, it is wise to reapply prematurely. These guidelines also hold for Heroism. (Note: While DP is obvious to refresh, some people dispute refreshing VT when gaining buffs. This is wrong. Always reapply VT when entering any buffs worth at least +20% DoT DPS. Due to DoT refresh mechanics and the cast time of VT, it's impossible to reapply it "too early" for a buff.)

Also of note for AoE situations: Empowered Shadow effects Mind Sear ticks, but Dark Evangelism does not. Consider holding a shadow orb in anticipation of an upcoming AoE phase, or for prolonged AoE, consider rolling SW:P on 2-3 targets for the orb procs.

Gaming Mastery buffs will not be covered in this article, as such trinkets are sub-par in current raids, even when used well. If you use one, I recommend Google-ing: shadow priest game mastery proc.

Buff management summary:
  • Re-cast VT and DP when entering buffs worth at least 20% DoT DPS. SW:P updates automatically.
  • Re-cast VT and DP before losing buffs worth at least 20% DoT DPS.
Mind Blast and Shadow Orbs

There are three common schools of thought relating to using Mind Blast: use immediately, wait for 1 shadow orb, or wait for 3 shadow orbs. To put it simply, waiting for 3 shadow orbs is wrong. Use Mind Blast whenever it is available and you have at least 1 Shadow Orb.

See my detailed analysis here, if interested.

Clipping Mind Flay

Mind Flay is the shadow priest filler spell, used only when no other spell needs casting. Due to being channeled, it is possible to interrupt MF mid-cast, and still gain part of its benefit. We call this "clipping".

Interrupting MF with a new MF causes no damage loss; like DoTs, it refreshes with an extra tick and will not delay the next tick. Because channeled spells do not work properly with the spell queue, whenever you cast MF back-to-back, you should clip it.

Interrupting MF with anything else, in a perfect world, does not have to waste any time. In practice, however, any spell following MF, clipped or not, wastes a small amount of time. There are two "perfect" times to clip MF: immediately following the second tick, and immediately following the completion of the channel. Clipping after the first tick is impossible due to the GCD. Whenever you need to interrupt MF for another spell, aim for after 2 ticks or after completion.

Despite all efforts to the contrary, there will always be some variability in latency, and in your own reaction times. This is devastating if it causes you to clip immediately before a tick. Aim for a split second after the tick, just in case. (This can be worth about 1.5-2k DPS.)

Even when your clips do occur shortly after a tick, you waste a non-zero amount of time with every clip. For this reason, you should aim to clip as rarely as possible. Since casting DP early is DPS-neutral, you can use DP as "glue" to connect multiple interruptions together, if they're less than 1 GCD apart. For example, if you need to cast VT at time X, and MB at time X+3, then casting VT-DP-MB makes more sense than attempting to cast VT-MF2-MB. (MF2 refers to Mind Flay, clipped after the second tick.)

Movement

As a caster, we don't like having to move. As raiders, we have to move. This is a conflict. Most spells cannot be cast while moving. The four spells we can use to fill movement time, in order of desirability, are: Shadowfiend, Devouring Plague, Shadow Word: Death, and Shadow Word: Pain.

For short bursts of movement (1 sec or less), use DP to cover the gap. For longer movement, and because DP cannot be cast back-to-back (you get an error message preventing this) alternate DP and SW:D, starting with DP. Cast SW:P instead of SW:D while moving if it's not active on the target.

Movement summary:
  • For non-execute phase:
    • 1 GCD - DP
    • 2 GCD - DP, SW:D
    • 3+ GCD - DP, SW:D, DP, -wait-, DP... repeat. This can be taxing on mana, however the damage gain outweighs the loss from needing to use SW:D rotationally after movement is complete.
  • During execute phase, with SW:D off cooldown:
    • 1 GCD - SW:D
    • 2 GCD - SW:D, SW:D
    • 3 GCD - SW:D, SW:D, DP.
    • 4 GCD - SW:D, DP, SW:D, DP. While this does delay the next pair of SW:D casts, the damage gain from casting while moving outweighs the loss from delaying SW:D.
    • 5+ GCD - DP, SW:D, DP, SW:D, DP, -wait-, DP... repeat. Same as above.
Cooldowns

Shadow priests have three DPS cooldowns, not including use-trinkets (which aren't prevalent in Dragon Soul, anyway): Shadowfiend, Dark Archangel, and Volcanic Potion. Usage depends on whether or not you have 4pc t13.

No 4pc t13: Use SF and DA whenever they become available. SF will lose some damage if you switch targets shortly after casting it, as it will switch with you, causing it to lose melee swings to movement. DA will lose some damage if you need to recast DoTs shortly after casting it, or need to move during its duration. Using them at the same time is irrelevant. Both combine well with Heroism, and you should use your Volcanic Potion with Heroism as well. Shadowfiend only benefits from Heroism if it is summoned before Heroism is cast.

4pc t13: With the set bonus, SF generates 3 shadow orbs every hit. When doing the "normal" rotation, most of these will be wasted, due to the Mind Blast cooldown. Instead, save SF until you will not need to move or change targets within the 15 second SF duration. (If a fight's mechanics are such that this is an impossibility, consider using 2pc t12 instead, if available.) Use it, then use the Mind Spike burst DPS rotation until you've cast 2 Mind Blasts. Remember to /cancelaura Mind Melt twice right before Mind Blast. Reapply DoTs afterwards. On some fights, it is helpful to open with this; Mind Flay until DA is available, do not apply DoTs until afterwards. Other than at the start of a fight, holding DA to sync with SF, and holding SF to sync with DA are both a damage loss.

Sample Mind Blast macro for use with 4pc t13:
Pre-Potting

Serious shadow priests should carry and use Volcanic Potions on progression fights. While I explained when to use a Volcanic Potion mid-fight in the above section, you can also use a second Volcanic Potion at the beginning of the fight. Nearly all potions share a 1 minute cooldown, with a catch: the cooldown will not begin unless or until you're out of combat. If you drink a Volcanic potion shortly before the fight begins, you'll start out with the 1200 Intellect buff, and about 1 minute into the fight, you'll become able to drink one again. This technique is known as pre-potting, and can be done with any potion.

Healing

Shadow priests offer serious healing support in short bursts. When planned in advance with your raid, this can greatly aid progression. See my full article for whens and how-tos.

Closing

Whew! There you have it, all the non-fight-specific advanced shadow priests rotational topics I could think of off the top of my head. Did I forget anything? Did this help? Leave a comment, us bloggers love to know people are reading our stuff.

Also, if anyone from Blizzard sees this, feel free to use the "Dark Archangel" image I made to give us an alternate spell icon in Shadowform.

Tuesday, June 7, 2011

When performance is less than zero.

Normally, I'm a bit more level-headed than this with regards to the Dungeon Finder "community". Normally, I disagree with common gripes that DF pugs don't know their arse from a hole in the ground. Today is not normal. Today, I actually got a group with three DPS, all of which were contributing less than nothing.

Behold, the dungeon queue is over! Your long and torturous 3-minute healer queue has completed! Zoning in... what's this? An in-progress Zul'gurub? That's not too rare. Throw some buffs, drink up, ok, let's roll.

Hmm. 1.1M damage taken on a single trash mob? I'm amazed no one died. At least the melee had the sense to run out of the poison breath, although using the cauldrons (or, the Light forbid, standing behind the mob >.>) would have been easier.

So we get to Venoxis. Someone hasn't done it before, and the fight is explained summarily: spread out, don't stand in the bad stuff, and if you get linked to someone, run away. A single tick of the maze wall will kill you. Shouldn't be too bad; the other three know what they're doing.

The pull. Tank's taking negligible damage, the ranged have spread out... Hmm, a full-duration Whispers of Hethiss on the hunter. Frigging melee. I charge up a heal for him and... he's dead? What? A hunter corpse can be seen lying under one of the maze walls. *sigh*

Looking up, I see the tank run out of a poison breath. Good, good... bad. The DPS warrior didn't. I actually got a heal on him in time, and he still dropped. From full. *sigh*

So it's just me and the mage. Bloodvenom goes out, and (surprise!) dead mage. By this point, the boss is at 80%, and both the tank and I are still on track for the achievement. *sigh*

We continue fighting alone, and my mana is stable, we could probably kill it after about 6 more phases. I call for the DPS to run back in. They arrive much later, when the boss is around 40%. I notice none of them could be assed to eat something or bandage themselves. Well, whatever. At least we'll burn away another 10% of the boss before they all die again. Whee, the cavalry is here!

Turns out, it wasn't the cavalry. They pulled the fucking turtle. And instead of dying and learning from it, (or, you know, dropping aggro) they dragged it to us in the hope that we might save them. There is a giant fucking turtle the size of the entire room meleeing the tank for 50k in a fight where being able to see the floor is more crucial than key-binding your spells.

We wiped on 35%.

We would have been more likely to complete the fight with just me and the tank than with the three DPS in our group.

When performance is less than zero.

Tuesday, December 14, 2010

Cataclysm Week 1: Reflections

*Disclaimer: This post is not about reflections.*

Wow, what a week! Leveling dungeons were hard, leveling quests were super crowded, and raids were on the cusp of impossible. Rating conversions dropped, health pools rose, and mana evaporated into thin air. It's been an exciting week, and not just for healers.

Speaking of which, for those keeping tabs, you may think that I'm not a healer. Cataclysm changed that too. Discipline healing is fun again! Heroics are fun and challenging again! Healing heroics has been some of the best fun I've had all year. My first heroic, Vortex Pinnacle, found me gasping for mana and healing on fumes at the end of every boss fight, usually with no more than 20k HP total spread over the entire party. And it was awesome! When I finally (yes, finally, as in, after multiple wipes) defeated a boss, it really felt like I had improved as a player. In heroics! Awesome!

Not only that, but the encounters were interesting! The bosses in there had a variety of important and unique abilities, ranging from 70 odd whirlwinds roaming the room that would knock you around, to an AoE that was absolutely always lethal if you weren't in a particular safe zone in the room (combined with a root effect to prevent you from reaching it!) It was hard! It was fun! Bosses were unique and strategy mattered!

The launch was smooth, servers rarely crashed, bugs were few and mostly unimportant, and the price of new gear and trade materials is still ridiculous.

Healing is very different, particularly at low gear levels (like 329, for example,) and I'll have a post with tips on the new healing model in the next post.

Sunday, April 18, 2010

Discipline: Losing its flavor? (Not really.)

Power Word: Shield tooltip"[We want to] make sure shielding isn't always a more attractive option than healing."

These words about halfway down the Priest Cataclysm preview have sparked a surprising response from trolls and legitimate posters alike: "Discipline is losing its flavor." I'm here to disabuse everyone of the notion that moving away from shield spam is bad for the discipline spec. The non-troll complaints seem to come from two schools of thought: shields are what makes us unique, so they should always be better than healing, or using non-shield spells is much weaker than shielding, so this change will be a nerf to the spec. The first is question of flavor, the second is based on a failure of thinking.

1: Most healing specs (everyone but the druid) have a few direct heals, and then their class mechanics make up the rest of their spells. As it stands, discipline priests in high-end raids are primarily assigned to hit every member of the raid with Power Word: Shield, and then to do it again. Since global cooldowns are 1 second, and the spell prevents shielding for the next 15 seconds, it only takes two discipline priests to cover the entire raid, assuming the shields are being consumed more often than every 15 seconds. If a boss takes more than 15 seconds to consume raid shields, then a single discipline priest is often sufficient. In either case, from a flavor perspective, discipline is strange compared to the other healing classes; discipline typically uses its unique mechanic to the exclusion of other effects. Mechanically, the current state of discipline in high-end raids is that two discipline priests is problematic, and anything more than that simply won't work. That's bad on both counts, and thus, change is good.

2: The second argument is flawed in that it examines the effect of this change in isolation. If we got patch 4.0 tomorrow, and the discipline section read:
  • Discipline's shields reduced to encourage a wider variety of spells used.
  • Nope, nothing else changed in Disc, that's all. Really.
Then, it would be fair to say that this is a nerf to discipline that is not needed, and therefore the change shouldn't be made. But, that's not the case; this is a single change amongst many that will be coming in Cataclysm. I trust the developers (and you should too) to properly compensate the spec in other areas so that the net effect is to leave us on a similar level to all the other healing specs in both tank and raid healing.

Don't do this, trust Ghostcrawler to get it right.


I personally see the rebalancing of bubbles relative to our other healing components as a good thing for the class, and not just in terms of spell variety. Making it so PW:S isn't our primary spell will make more stats viable on gear. As it stands, PW:S scales only to spellpower, which we have little control over. If we commonly use our other spells, we can actually begin to care about things like whether our gear has haste, crit, or mp5 on it. Besides gear selection, the proposed rebalancing was for the purpose of letting discipline be more competitive tank healers. By allowing us more roles in a raid, the spec becomes more entertaining, less repetitive, and more detailed. So, for the reasons I've listed, I think discipline casting more heals and less shields is good for myself and all the other raiding discipline priests.