Stitching it all together
Gearing your baby Shadowpriest, redux
Well, you run your heroics, you badger your badges, and you tailor some epics. In the end, where does it lead you? By request, it’s time to get a summary of it all in bird’s-eye-view. First a recap and rehash of the general rules, and then the collection of the gear to get and the people to see. Have fun!
- +Hit until you are capped at 17% (16% as a Draenei) including your talents. This is about 442 Hit Rating at level 80. Note that there is no separate spell hit anymore; any +hit will do. In Heroics (as opposed to raids) you can permit yourself to lower your hit to about 14% including talents without real disadvantages.
- Shadow Focus gives a total of 3% hit with Shadow spells.
- Misery gives 3% spell hit while your target is afflicted by Shadow Word: Pain, Mind Flay or Vampiric Touch. Note that you still will have to hit your opponent with one of these spells first, so it may not be the wisest to rely on this overly much.
- Spell Power is king, even in Wrath it is our most powerful stat.
- +Stamina/Intellect as needed to survive encounters and have enough mana to last an encounter.
- Critical Strike rating now benefits us a lot more than before; Mind Flay can crit as does Mind Sear, and our Shadow Power talent boosts our critical strike damage as well. Additionally, if you have a Glyph of the Shadow, you gain 10% of your Spirit as Spell Power. This stacks with Twisted Faith, as it seems all bugs have been resolved.
- Gems should always be red +Spell Power gems, unless the socket bonus would give you more +Hit or +Crit.
- +Haste seems to be good for us around the board, but it does burn through your mana quicker. I’d advise to sparingly add Haste once you are comfortable with your other stats, and maintain some basic mana efficiency.
- Runed Bloodstone gives +16 spell power when socketed, +19 if the Jewelcrafter was lucky and made a Perfect Runed Bloodstone. For now, Runed Cardinal Ruby are the best we can get, at +23 spell power. That is some serious pain!
- Enchants: WoWwiki has a comprehensive list; if you can get the +damage one, go for it. If there is no such enchantment, then go for what you feel you need the most. Mana issues? Go for MP/5. Dying? Go for +Stamina.
Heroic Loot -> Taking your Shadow to Naxx
Some reputation items -> Le Big Ding!
Tailoring offers some nice items as before, but is now much more separated by function. As an example, see the “craftable epic sets” below:
- Ebonweave Robe -> Focuses on +Hit
- Spellweave Robe -> Focuses on +Haste
- Moonshroud Robe -> Focuses on +Spirit
- Frostsavage Robe -> Focuses on +Crit and Resilience
As such, tailoring has lost a bit of its glamour, as it now crafts items which compare to Heroic gear, instead of gear that was on the T5 level before. But then, the stuff we were able to crafte before was sort of ridiculous, and may have even been the cause of our previous nerfs.
As an aside, tailoring is still a solid profession for being able to make your own bags (20-slotters at the baseline) and Spellthreads (Slightly more powerful than the TBC ones, but also cheaper) and the weaves for one’s cloak (such as the ability to deal holy or shadow damage on a successful spell hit, regain mana, etc.)
Tailoring is still solid for us.
If I had Naxx or higher gear, I’d probably opt for the following enchantments:
- Head –Arcanum of Burning Mysteries (Kirin’tor Revered)
- Belt – Eternal Belt Buckle (Blacksmithing) with a Runed Cardinal Ruby
- Shoulder – Greater Arcanum of the Storm (Sons of Hodir Exalted)
- Gloves – Exceptional Spellpower
- Cloak – Wisdom, Lightweave Embroidery or Darkglow Embroidery
- Chest – Greater Mana Restoration
- Ring (If enchanter) – Greater Spellpower
- Wrist – Superior Spellpower
- Weapon – Mighty Spellpower, Accuracy or Black Magic
- Boots – Greater Vitality will do, but Icewalker still beats it
Especially the weapon enchant leaves a lot of choice; in cases where you are AoEing with Mind Sear, it may come out on top. Accuracy is the best if you are just short of hit capped, but don’t want to sacrifice other gear choices. Mighty Spellpower is the all-round winner and works in any situation.
As for the cloak, we should not have too many aggro issues, and the Spirit bonus is really lacklustre. Still, there’s no substitute for it unless you are a tailor and can get Lightweave or Darkglow Embroidery. Yes, the Lightweave one does Holy damage, but it is still one of the least mitigated damage types, and it triggers from your other spells without requiring actions or Global Cooldowns.
As you can see, we have more options per slot than before. While this makes recordkeeping a bit more tedious, it also gives us more choice in how we reach our hit cap, or how we gain more Crit. More than ever, Wrath is a game of mix-and-match, rather than paint-by-numbers.
So, I hope this list will help you. See you in Northrend, in a cathedral near you!