Showing posts with label Utility. Show all posts
Showing posts with label Utility. Show all posts

Tuesday, October 16, 2012

Shadow Priest Level 90 Talents

So, unless you've been living under a rock, I'm sure everyone knows that priests got a new set of talents when we hit level 90. This talent tier has a host of problems and intricacies that any good priest needs to be aware of. Today, I'm going to analyze the level 90 talents from a Shadow perspective.

Friday, August 24, 2012

Shadow Priest Glyphs [Mists]


Prime glyphs are gone.
With Mists less than two months away (and no recent Shadow changes), I think it's high time to start theorycrafting for Shadow in 5.0. One of the big things that'll strike right when 5.0 drops is the new glyph set. We'll probably need to buy mostly all-new glyphs, as a lot of the old item IDs no longer refer to valid glyphs. Unlike before, it's hard or impossible to say what will be the best ahead of time. Very few glyphs, if any, offer any sort of damage increase, and the ones that do are extremely situational and minor. Probably, the "correct" glyphs will vary on a per-fight basis, and we'll need to swap glyphs between every encounter. To that end, you may want to buy and learn more than just what you plan to use immediately.

Friday, August 10, 2012

The Future of Dispels

Mass Dispel looked like this in 2007. Cool, huh?
On the Mists beta, all defensive dispels have been given a cooldown. Single-target dispels all gained an 8 second cooldown, and Mass Dispel gained a 15 second cooldown. Since this change has been active since the very early days of the beta and hasn't been adjusted at all since then, I'm pretty sure it will make it to live. Additionally, the defensive component of all of our dispels now removes all harmful effects on the targets that match the category, not simply one or two.

Friday, May 4, 2012

[MoP Beta] Shadow Priest Update - May 1

Need a new talent?
Why not Zoidberg?
Well, it looks like it's time for another beta post. I know I've been posting more about the beta than anything else lately, but there are just so many changes. Enough to warrant this post.

Recent Beta patches: Tuesday May 1, Friday April 27.

I actually wrote a full rant about the state of Shadow priests after the April 27 patch, which was made almost wholly obsolete by the May 1 patch. You can see that rant here, if interested. If you're wondering why the tone of all my beta posts is so positive, it's because things actually are looking good. That rant is a great example of what I write when things are bad; because they were, and I did.

The New Mastery

Mastery: Shadowy Recall - Your DoT ticks have an X% chance to deal damage twice.

It's like crit rating that only applies to DoTs... or is it? Many of our abilities have a chance to trigger on DoT damage. In addition to behaving like crit rating, this will also increase Shadow Orb procs from MF/SW:P, mana return and Mind Blasts from VT, and Shadowy Apparition procs from SW:P. Also, as we gear up, DoTs will shift towards greater prominence in our rotation. Cool. I like the new mastery's design.

Shadow Heals

With the addition of Glyph of Dark Binding, Shadow priests can now heal without a double-whammy to their DPS from needing to re-cast Shadowform. Combined with a level 75 talent option, Twist of Fate, it will be a damage gain to heal someone who is below 20% HP.

At 0% haste, the buff gained from Twist of Fate perfectly cancels the time lost to casting a Flash Heal, assuming you won't cast any DoTs during the 10 second buff, and exceeds it if you do. As haste levels rise, both the cost of casting the heal, and the benefit to DoTs rises. Not only can you spec to heal your raid, but there's also a real DPS incentive to do it.

In addition to proccing off of intentional heals, Twist of Fate has also been proccing off of SW:D backlash and Devouring Plague heals when you're below 20% HP. This makes Twist of Fate appreciably more valuable than it previously was for Shadow, making it more competitive against the other level 75 talents. (Previously, it was weak.)

Shadowy Apparitions is passive again (and there was much rejoicing!)

Last beta patch, Shadowy Apparitions was our only rotational Shadow Orb-dump. Now it's the same old passive proc from SW:P. Huzzah! See my rant for why this is a good thing. Also, their chance to proc no longer rises while we're moving. Good. Another bad mechanic gone. Finally, the summon limit has been raised to 15, which should help in cases of path-finding errors. Now while several of them stand around useless, at least we'll still be able to proc more on something else.


Devouring Plague is back!


Devouring Plague had been gone since the start of beta, apparently never to return. Then, it returned today as our new Shadow Orb dump. It deals 2.5k per orb instantly, and another about 8.8k per orb per second for 2 seconds. Notably, our Shadow Orb dump still interacts with our mastery nicely. This DoT has two relevant haste breakpoints. It gains an extra tick at 25%, and a second extra tick at 75% (reachable with a base haste of 34.7%, plus Heroism.) 25% haste is likely to be a very important mark for Shadow in early Mists, possibly surpassing hit capping, as haste did in early Cataclysm.

Notably, Vampiric Touch no longer self-heals, but Devouring Plague does. 15% of damage dealt is converted to health. This amounts to a quick ~20k self-heal, which can be used on-demand to soften certain fight mechanics. Nice.

Sphincter Guys

Spectral Guise is slightly improved relative to when I wrote the rant. It still bites, but it now grants stealth instead of invisibility, meaning we can still see our foes. This is a minor step in the right direction.


Vampiric Touch procs stuff.

From Darkness, Comes Light no longer procs from SW:P, leaving VT as the only thing to proc Mind Spikes. Also, we got a new baseline passive ability, Mind Surge, which procs instant Mind Blasts off of VT. While VT was heavily nerfed 2 beta patches ago, it's still a little stronger than SW:P, and more so due to these procs.

State of the Spec

Things are looking pretty good. All of our talents are looking at least situationally viable. We have options for an off-healing spec, proc-heavy rotations, and/or burst cooldowns. We're almost free of all of our known buggy mechanics -- Shadowy Apparitions, while still susceptible to path-finding errors, is at least a minor part of our DPS once again.

Also, scaling looks likely to preserve our rotation as we gear up. Late in Wrath, we had issues with Mind Blast dropping out of the rotation at ICC gear levels, but the new mastery design seems built to reinforce the usage of spells that are already limited: DoTs and cooldowns.

Friday, March 16, 2012

Mists of Pandaria Shadow Priest Changes

What? SHADOW PRIEST is evolving!
*Pokemon evolution music*

(For those interested, the current publicly available info can be found here.)

Ah, another expansion! We live in exciting times, folks. There's nothing quite so exhilarating as playing a brand-new expansion. We'll get to re-evaluate our entire class, compete with 200+ other players to tag our next quest mob, and boldly go where no panda has gone before (at least, if you level quickly.)

For now though, here's some pseudo-patch notes I've compiled from the Mists of Pandaria talent calculator.

Priests
  • Shadow Protection removed; magic resistances removed.
  • Dispel Magic now removes ALL harmful spells when cast on self, but has an 8 second cooldown.
  • Mind Blast is no longer baseline. It is now shadow-specific.
  • Psychic Scream is no longer baseline. It is now a talent.
  • Specializations
    • Shadow
      • Devouring Plague removed, in order to simplify the spec.
      • Mind Blast now requires at least 1 Shadow Orb to cast.
      • Silence is now baseline. (And there was much rejoicing!)
      • Psychic Horror is now baseline.
      • Vampiric Touch now heals the caster for 50% of the damage dealt as Health and Mana. We will never have to worry about running OOM again, even when healing.
      • All heals other than Flash Heal and Power Word: Shield are no longer baseline; our healing toolkit will be much diminished.
      • Many utility or situational spells no longer have a 40-yard range. Core DPS-rotational spells still have a 40-yard range, but we will once again have a positioning conflict when our utility is necessary.
      • Pain and Suffering now has a 100% chance to refresh Shadow Word: Pain up from 66%, but it can no longer trigger off the initial application of Mind Flay.
  • Talents
    • Level 15 (Crowd Control)
      • Void Tendrils - This is a mage's Frost Nova, but with a twist. Instead of breaking when the target takes damage, this will break when the tendril holding them dies. Mobs will likely break themselves out when they have no other target nearby. Lasts up to 20 sec.
      • Psyfiend - Repeatedly fears anything attacking you for up to 1 minute. (The fear lasts 1 minute, not the Psyfiend.) Due to the long cooldown, I would assume that it fears more than 5 targets (the number Psychic Scream does), but it will take 1.5 sec to cast each fear. Less useful if you need stuff to stop attacking you right now. This is serious CC, and is likely to be highly desired in 5man dungeons in early Mists.
      • Psychic Scream - Unaltered.
    • Level 30 (Mobility)
      • Body and Soul - Unaltered. Yay! Finally Discipline and Shadow get to have Holy's most fun toy. If used at maximal uptime, grants a 10.67% average movement speed increase. Due to the bursty nature of the movement though, this is likely meant for short sprints like getting out of the fire. On a 5.6 second or longer bout of movement, the speed boost will refund the time lost to casting PW:S. Can be used on others!
      • Path of the Devout - +25% movement speed when you have anyone's Levitate on you. Good for long runs (like, running back into a wiped instance, for example.) Useless in combat, and also useless for over-world travel, since you will have a mount by this point. May allow us to kite in future raids.
      • Phantasm - Also suppresses roots and snares for 3sec after use in addition to current effect. As always, will have uses in PvP. Likely to remain largely-useless in PvE.
    • Level 45 (Core DPS or HPS)
      • From Darkness, Comes Light - 15% chance on Mind Flay tick to grant a free, instant Mind Blast. Likely to be the best sustained DPS option, as the others have side benefits that would make them strictly better if this was not. The healing half of this talent is unusable for shadow priests, as we lack the spells required to consume the proc.
      • Divine Star - A clone of a mage's Flame Orb, with a twist: also heals allies in the path. Of these three talents, this provides the most "free" healing. Likely to be lower DPS than From Darkness, Comes Light because of that. I will be a sad panda if this kicks us out of Shadowform, but I wouldn't be surprised if Blizzard did do that.
      • Archangel - No longer restores mana. Damage boosted 25%, up from 20%. The healing half of this talent is now unusable in shadow spec. Provides burst DPS on demand. Likely to be the highest DPS option for short fights, and obviously good for fights that need burst (like the Spine of Deathwing tendons.) Should be lower sustained DPS than From Darkness, Comes Light, because if it's not, then this is strictly better.
    • Level 60 (Defensive Cooldowns)
      • Desperate Prayer - Instantly heal yourself for 30% of max HP. 2 minute cooldown. Notably, this interacts with the new version of Vampiric Embrace, causing the healing to splash to some of your raid. At maximum usage, this has the highest sustained HPS of the talents on this tier. I would be unsurprised, but disappointed, if Blizzard makes this strip Shadowform.
      • Angelic Bulwark - Increases your shields on yourself by 30%. You'd need to shield yourself 3-4 times per minute for this to even come close to the other talents. PW:S is our only shield, and it has a 15 second "cooldown". Do not take this talent; it is BAD for shadow.
      • Final Prayer - When an attack reduces you below 30% HP but doesn't kill you, you gain a shield for 20% of your max HP. 90 second cooldown. Pros: automatic, shorter cooldown (may sync up with some fight mechanics better than Desperate Prayer). Cons: does not interact with Vampiric Dominance, lower average HPS, cannot be used on-demand, can be wasted when it is unnecessary (for example, Decimate effects). A viable choice, but Desperate Prayer is likely better in most situations.
    • Level 75 (Situational DPS or HPS)
      • Twist of Fate - Increases damage and healing dealt to targets below 20% HP. Does not say how much the increase is. Likely to be the best sustained DPS of the talents on this tier, otherwise Power Infusion would be strictly better, due to utility. In order to beat out Power Infusion for raw DPS, this needs to be +25% damage or more, and so I predict that it will be +25% or more.
      • Power Infusion - Unchanged. Can be a burst DPS cooldown, or a healing cooldown if given to a healer. A fun toy, and may even be the best DPS talent if other spellcasters in the group can make better use of this than you. Obviously great utility.
      • Divine Insight - Mind Spike hastens your next Mind Blast. Identical to our current Mind Melt effect. Boring, near-useless for PvE. May still see use in PvP.
    • Level 90 (Healing)
      • Vow of Unity - Links you to another player. Whenever you heal them, you gain HP equal to 20% of the heal. Whenever they take damage, 50% of it is redirected to you over 6 seconds. Ends if they take a hit greater than 30% of their max HP (has no cooldown, you can just reapply it). This is an extremely powerful defensive buff that you can put on anyone that needs to stay alive. Won't trivialize massive damage spikes in raids, but will trivialize trash mobs and basic boss melee swings on your tank. Unfortunately, exclusive with Vampiric Dominance, so you will need a source of external healing to survive this for long.
      • Void Shift - Swap HP% with target ally. You heal 25% max HP. Everything that Vow of Unity is not, this is. Can trivialize massive bursts of raid damage, and can also be used to grief raid-members or battleground-mates. Can also be cast on self for an instant 25% heal, making it like a second, weaker Desperate Prayer. 3 minute cooldown.
      • Vampiric Dominance - This is Vampiric embrace on steroids. (Meaning, almost exactly what it was 1-2 expansions ago.) Heals 3 "nearby" allies for 15% each of any damage you deal. We can assume that it will prefer low-HP allies. It's unclear whether this healing splashes near whatever you damaged, or if it's centered on you. Notably, this does not have the restriction to only proc off of single-target damage. I expect that to be fixed. If it doesn't though, cue massive HPS on AoE fights.
Notable Missing Spells/Mechanics
  • Masochism - Likely a Glyph.
  • Improved Devouring Plague - It's possible we'll get a new spell (or Devouring Plague will come back) to spam while moving. If not though, it may be intentional that we're losing a mobile DPS option. After all, we are getting some major movement utility; what better incentive for us to actually use it?
  • Paralysis - Probably a Glyph.
  • Sin and Punishment (both parts) - Probably intentional that we're losing dispel protection for Vampiric Touch; dispels in general are being given a cooldown. Mind Flay crits reducing the cooldown of Shadowfiend may have simply been forgotten in the current talent calculator, or it could be a Glyph.
  • Soul Warding - Not many shadow priests specced into it, but with Body and Soul around, we might have wanted to for the utility. Notably, Discipline is missing this too. Might be a Glyph?
  • Most of our heals - I'm sad to see shadow's healing options so stripped, but it looks intentional.
  • Cure Disease - Also looks intentional. When was the last time we actually used it though?
Conclusion

I for one am excited by these changes! Sure our rotation is being simplified a bit, but we're getting a TON of utility! If fights focus more on using our utility well, and less on DoT juggling, then I'm ok with that. Plus, we don't even know what new spells we'll be getting on the way to level 90. Maybe some of them will add back the rotational complexity we seem to be missing?