As we prepare for our journeys
With the release of patch 5.0, the servers have been flooded with people resubscribing to get into the game before Mists releases. There’s something cute about dozens of people milling around in confusion, trying to find out what their talents are doing, whether their class is still competitive and where they can train for pet battles (which they can’t, until Mists launches).
Shadowpriests are in a good spot at the moment. We’re not so overpowered that the nerfbat looms over us, yet we’re not so much behind or broken that we can’t simply play the game. In fact, I would categorize us as the “somewhat boring, safe choice” at the moment. Warlocks certainly had all the goodies, but from their angle I see a lot of complaints about mana issues, restrictive rotations and the lack of DPS cooldowns.
Our basic rotation
Priority one: Keep up Shadow Word:Pain and Vampiric Touch at all times, on all targets. Shadow Word:Pain gives us Shadow Orbs and Vampiric Touch regenerates health and mana for us.
Use Devouring Plague at 3 Shadow Orbs to be safe, or use it whenever the old one starts to drop off (this may be a DPS loss). Mind Blast on cooldown, Mind Flay as filler. Assuming that you took From Darkness Comes Light and Divine Insight as talents, you’re going to see 2 procs:
When your FDCL procs, your Mind Spike becomes Instant cast, costs no mana and doesn’t wipe DoTs. This is the only time I will use MS, and combined with the Mind Spike Glyph it meshes well with Mind Blast. When DI procs, you get an Instant cast, free Mind Blast. So two procs to juggle, not too serious.
Finally, <20% Health you start prioritizing Shadow Word:Death for execution – if you have it glyphed you can use it while on the move even above 20% health, but otherwise there’s little reason to touch it. Its damage is inferior when not in the Execute phase. Multidot when there’s 2-3 targets, above that target your tank and Mind Sear away.
First off, Silence and Psychic Horror are now baseline. These are great tools while questing and even in dungeons, but they were never worth it to invest talent points in. Rather than including them in the new talent choices (where they would again be ignored, most likely) the Developers decided to add them to our standard toolkit. I am grateful for this, because it also gives us baseline PvP ability right off the bat.
The first tier of our talents are all about control – which you take depends on your personal preference and content. Dominate Mind is great for instancing and mayhem in PvP. Psifiend is of most use when you expect to stay around a single spot for some time – this usually is a raiding situation where you need to keep adds of you – but this is mostly good as healer defense. The Void Tendrils are a good go-to and the one I took for myself – an AoE root around yourself is a great escape.
Your talents will hold a few other choices, most of them up to you. One of the talents I picked up to test them out was our Camouflage, which is simply hilarious. I can’t really judge how effective it would be in a real raiding situation, but in an Ulduar fun-run we had I managed to get aggro on some mobs, and then pop this. They went after my decoy and started hitting it – and by the time it went poof they had to move all over the room to get to me again. This is great as an escape mechanism, especially when combined with Fade, but it will also surprise a lot of people in PvP.
With the gear chances, Hit isn’t really going to be an issue. We will gain Spell Hit from Hit, Expertise and Spirit now. If you are anal about the hit cap, then the Human race is for you: Expertise bonus with Maces as well as a Spirit bonus. If you are an experienced Shade, 13% Hit will be plenty.
We still favour Haste, but Crit and Mastery are now on a more equal footing. Since they both do the same thing (doubling damage) the only difference is that Crit can help our Shadowfiend cooldown via Mind Flay while Mastery cannot. That said, to prevent gimping yourself due to Diminishing returns, balancing Crit and Mastery isn’t a bad deal. After all – you can have your damage doubled by both a Crit and Mastery at once.
On a personal note: preparations
For alts I often rely on the Darkmoon Faire to get around those pesky sore spots in levelling professions where I’d need to sink in tons of gold. Alas, the Faire’s quests weren’t properly reset this month so that plan went out the window. Since I don’t know whether I want to focus on levelling my Warlock, Death Knight orPaladin after my Priest, I gave them all sufficient shiny gear to survive the starter zone. With my Warrior at 85, I now own an 85 of every class except for the Shaman, which I just never really got into. If I find the energy, I might decide to spend the time before Mists leveling it to 85 just to have a “full stable”
I am looking forward to the pet battles, but I can already see an issue on the horizon. There are quite a few pets of which I have 5 or more copies – in Mists we will be limited to three of each type. As we can’t crate them for trade before Mists actually launches, I worry that some of these pets will be crunched in between “can’t crate it” and “crate or lose it”. With a modicum of common sense, Blizzard will first enforce a “never gain more once you have three of a kind” first and not hard enforce the limit until a month or so passed.
My focus points on the moment are getting my Warlock her droolishious Conquest outfit for mogging, now that it is available for Honor. I was already halfway saving conquest, but things speed up nicely this way. Second on the list is winning that darn Fishing Competition so that I can get my Salty title. Problem is, I am hated by Booty Bay leaving only the Dalaran fishing competition – and that’s a tight window.
The future of Shadowpriests
We are safe for the moment, a good choice. I can see how people from less favored class reroll when they get disappointed about how their classes turned out after the beta. Many times the beta’s start was shiny and new, and the Developers tried lovely new things – only to discard them (like Warlock tanks). But these ideas rooted in the minds of people, as they really liked them. And now that the patch is here, they see their class hasn’t even got half the shinies it was offered.
With Shadowpriests receiving little to no “fun” goodies (less shadowy shadowform? Shadowy pets? Why would I take those?) and is using basically all the old abilities in a slightly modified rotation from before, I think we came out better than I expected. Good damage (but not jaw-droppingly so), plenty mana and a Shadowform that just won’t quit – what more could you wish for?