Archive for the Raids and Instances Category

Insanity – and they weren’t kidding!

Posted in News, Raids and Instances, Shadowpriest, Theory, Theorycraft with tags , , , on January 17, 2013 by Natarumah

ability_warlock_eradicationIt is hardly a secret that Shadowpriests have been avoiding Power Word: Insanity like the plague; an ability that consumes your Shadow Word:Pain in return for a modest amount of damage (and only if consumed at the very last moment) is like trying to play whack-a-mole with a set of tweezers. Now Blizzard noticed this and tries to put the plague back into this talent, redesigning it for patch 5.2.

The Deal

The current incarnation of the ability as presented is “Solace and Insanity”. We ignore Solace – that’s for our healing brethren. The “Insanity” portion basically causes your Mind Flay to deal double damage while there are three shadow damage DoT’s on the target. This wording is very important because it’s the difference between Insanity being total suck or total win.

First Impression

When you think of the reasonable application, it means that Mind Flay deals double damage only with three of your shadow damage over time effects. That would be all three of VT, SW:Pain and DP. And considering that DP can be applied with 1 to 3 Shadow Orbs (increasing its damage) it suddenly becomes a pain game of deciding whether a 2-Orb DP + double damage MF more often is worth it over a 3-Orb DP with less double damage Mind Flays. In practice, it won’t be.

Taking an 8 second cooldown, you will have a 3-Orb Devouring Plague every 24 seconds, after which your Mind Flay (3 second channel base) will deal double damage. Of course you might get lucky with the Divine Insight procs, but we should discount this for now to get the base value of the talent. This “bare increase” will give Mind Flay a slight boost in DPECT (Damage per Effective Cast Time). Basically, it’s DPECT value increases by 100% but only 1/10 of the time.

To get to this 3-Orb Devouring Plague we need:

  • Three Mind Blasts (1.5 second cast time)
  • Three Mind Blast cooldowns (8 seconds each)
  • Devouring Plague (Instant cast + GCD)
  • We can start casting Mind Flay

Total time required: 4.5 seconds casttime, 24 seconds cooldown, 0.5 seconds GCD = 29 seconds (let’s round to 30); Devouring Plague lasts 6 seconds base, giving us room for 2 Mind Flay casts. This gives us an active time of 12 seconds per minute; 20% uptime on the buffed Mind Flay. This also means a 20% increase (roughly) of the Mind Flay damage you’d see in your logs.

In the red corner, replacing our retarded Shadowfiend: Mindbender. With a minute cooldown base, the Mindbender is fire and forget, deals more damage and restores more mana than the Shadowfiend. It deals about 60% of the damage of a normal Shadowfiend, but can be used three times as often. You will see your “Shadowfiend related damage” increased by 80% if you have the Mindbender talent.

The key here is: which one’s higher?

If we read the tooltip literally

Well, we’d be happy with all our Warlock and Shadowpriest colleagues in the raid, that’s what. If we read it literally, it doesn’t say that we need 3 of our own shadow DoTs on the target, meaning we get the buff as long as aside of our main DoTs (VT, SW:P – which we should keep on our target at all times) one other Dotter is doing his job.

Corruption, Shadowflame, Unstable Affliction, Doom, and Shadowpriest DoTs will all count, and we can effectively say that in a 25man raid we have a 100% uptime on Insanity. That quite changes the outcome of things.

The Match

I am going to take the damage per cast time for Shadowfiend and Mindbender, and bring them back to damage per minute (the shortest cooldown), then I can see the benefit that Mindbender gives as opposed to having a vanilla Shadowfiend over a similar span of time.  I don’t need to do that for Mind Flay, because it has a convenient channel time I can abuse for this. Here I can simply check the direct increase in damage based on its uptime of roughly 20%. (so also 20% more DPECT). 

Shadowfiend DPECT (my gear):51529 (3 minutes cooldown) = 17.176,3 per minute
Mindbender DPECT (my gear): 36.129 per minute
Benefit of Mindbender vs Shadowfiend = 18.952,7

Mind Flay DPECT (my gear): 38.969 (3 second channel)
Insanity DPECT increase: 100%
Active time: 12 seconds/minute (20%)
Benefit of Insanity vs vanilla Mind Flay = 15.587,6

If all DoTs are counted, then the uptime of Insanity becomes about 10o%, massively improving the output of Mind Flay.

Mind Flay DPECT (my gear): 38.969
Insanity DPECT increase: 100%
Active time: 100%
Benefit of Insanity with all DoTs = 77.938 (!)


We can tell that if Insanity is triggered only by our own DoTs, it suffers from giving us a smaller increase in damage even if we’d time our Mind Flays perfectly, and on a Patchwerk style fight. With increasing Haste, the value of Insanity will slowly creep up to the value of Mindbender, but as soon as we have to move or suffer from lag, its value drops significantly. Also note that the 20% active time is really generous, considering it’s 6 seconds of buff for 29 seconds of rampup. Over a fight of 10 minutes you will have 34  buffed Mind Flays (so closer to 17%).

Only when it counts for all Shadow DoTs, from all other raid members, does Insanity catch up – and then it shines. Of course I did count 100% uptime here, but I think that’s reasonable considering that it takes only two Shadowpriests or Warlocks to get this done.

Do note that Mastery, which increases our Shadow DoT damage (and thus Mind Flay) scales very well with this talent. While Mind Bender doesn’t benefit from Mastery at all, a Mastery-heavy gear set will not only bump up DoT damage a lot more, but when combined with Insanity will also interact with the 100% damage buff. A +10% damage from Mastery effectively doubles while Insanity lasts and with a 17% uptime this will work out to 11,7% in practice (or +20% if all DoTs count).

I am not sure which design Blizzard is going to take, but if my napkin math hits anywhere near home, this choice will determine whether we will ever use the talent or not.

Challenge Modes

Posted in Challenge Mode, Guides, Raids and Instances, Shadowpriest with tags , , on November 30, 2012 by Natarumah

inv_misc_toy_01pngAs part of a new installment I am going to focus on the role of Shadowpriests in the various Challenge Modes. There will be a page set up specifically for our general role and abilities, considering challenge modes aren’t unlike an arena team in that it literally challenges you to make the most out of the abilities you have. I will give a general overview of Challenge Modes in general (and Shadowpriests specifically) after which I am going to give each of the current Challenge Modes a pass with specific tactics and caveats.

What are Challenge Modes?

Challenge Modes are a tep up from Heroic Dungeons, and are comparable to 5-man raids. While (mostly) the boss mechanics and the dungeon layout remains the same, damage has been amped up and the mobs have more health. This requires sustained DPS, power-pulling and squeezing the most out of class abilities and healer mana. A Challenge Mode typically consists of a Tank, Healer and 3 DPS – but each of the various roles needs to be able to pitch in, thinking outside the box.

When you step into a Challenge Mode (you will have to get into it yourself, no queueing up), your gear is adjusted to an item level of 463 (Heroic). All items are calculated down equally, but gems and enchants remain the same. This way, no matter how you run challenge modes, your gear (once 463+) is irrelevant. This also means that you can easily run Challenge Modes on an alt – it’s skill, not purples that count.

There will be a screen in front of the dungeon (so you can’t go further than the start) with an orb. Clicking the orb causes a timer to count down to zero – and a set of objectives to appear. These are killing the bosses of the dungeon, the number of mobs (trash) you have to kill, and the time remaining. Complete them, and the timer shows your final completion time, which is included in your “personal best” but also in your guild and on the server itself.

Sometimes you can kill trash packs, or use dungeon-specific tricks to easily kill or maneuver past trash. All is allowed – but you need to reach that kill counter. To reset a Challenge Mode, the party leader can reset it from the objectives screen. If you wipe, you have to run in – Mass Resurrection is disabled. But there’s one bonus there: you will not suffer durability loss from death.

Which is good. You will die a lot…

What do Shadowpriests offer?

Shadowpriests offer passively our Fortitude Buff and (in Shadowform) our Haste buff. We also have highly customizable DPS, being able to Single-target burn effectively as well as provide AoE and moderate kiting abilities. Our DPS “on the move” is quite decent, and important point when you’re power-pulling through an instance.

We also provide a Fear (which can be glyphed to cause targets to tremble in place), Horror (1 target), Silence (1 target) and a variety of talented CC. Vampiric Embrace is a strong healing cooldown in a 5man dungeon, especially when glpyhed (more healing, shorter duration). While the healer drinks, we can provide short-term healing through PW:Shield and Flash Heal, with sufficient mana regen and use of Shadowfiend to be back in the action once the healer’s full on mana again.

We have a slow on our Mind Flay (unless we glyph it away for more damage) and can use our Mind Blasts for a root if glyphed as well.

You will find that over the course of Challenge Modes, once you learn how each works, you’re using different glyphs and talents throughout a single run, to benefit of the party. So my first round of advice would be to bring plenty of tomes to respec with – at least a stack.


In a Challenge Mode, you will likely want as many of the debuffs and buffs as you can have; this includes Heroism (Shaman/Mage/Hunter) and a Battle Resurrection (Druid/Death Knight/Warlock/Hunter). As you can see Hunters are versatile, but they can bring only a single buff at a time since it depends on the pet they bring.

Second, there’s the concept of “soft CC”. You’re going to a find a lot of packs are made easier by chaining stuns, silences and similar effects to keep them locked down and interrupt them. An example in our own team is our Brewmaster’s Leg Sweep, then our Death Knight’s Winter followed by my Fear, followed by our Shaman’s Capacitor Totem after which our Brewmaster could use Breath of Fire (if Glyphed). While diminishing returns will make the later forms of CC less useful, altogether this is about 20 seconds of burn time with less damage on the tank.

There’s also personal synergy – you’ll need a group with people you can work with, there has to be a “click”. And, like with an Arena Team, you have to discuss your goals for the team. There’s a daily quest for a  certain Challenge Mode, completing that is a goal in itself. Then you can get “medals” for completing the Challenge Mode as fast as possible – from Bronze to Silver to Gold. Completing all Challenge Modes at a certain level of skill will give you a reward, including a set of special transmog gear at all-Gold. But reaching this requires preparation, training and dedication. You have to make sure that your team will be able to go that extra mile to reach it.

Secondary Benefits

Running Challenge Modes is a test of skill – and in the beginning you’re going to have a tough time. You might have to brush up skills that have been rusting since Wrath (Shackle Undead *cough*) or amp up your situational awareness. These are not heroics – these are Shattered Halls Heroic (pre-Nerf) affairs, and it shows. But once you start getting some Bronze medals, things become easier, as your team starts to mesh together.

This also makes you a better raider and PvPer – it will sharpen your awareness, allow you to think outside of the box and puts “clear thinking under strain” on your resume.


Investment of time and effort is one thing – but you’re going to need a lot of resources as well. Flasks aren’t a luxury, especially when attempting to reach a Silver score or higher, as is food. Usually you can make do with the lesser (250 stat boost) food, but again at Silver times you might want to use even better. Bring a stack of potions (better yet, two!) and some unconventional items such as:

  • (Lesser) Invisibility Potions, which allow you to skip some trash packs
  • Bandages (yes really!) to spare healer mana between pulls
  • Embersilk Nets if you are a tailor, they might work
  • Off-spec flasks and pots, if you might need to respec mid-way into the dungeon
  • Gear with various stats to facilitate AoE vs. Multidotting vs. Single Target

Note that Challenge Modes are like raids in that you also will need the standard 15% hit, so keep this in mind when choosing gear. The steps above (especially the last two) are extreme, but the closer you pull to Gold, the more you will find a use for it.

Next post: Shadowpriests Talents and Glyphs in Challenge Modes


Unity Raiding Community – Recruitment Post

Posted in News, Raids and Instances with tags , , , on November 2, 2012 by Natarumah

One of the things we face as the game grows older is that sometimes we outgrow the game; I’ve been a part of the Unity raiding community since Ulduar, and it’s the best time I’ve ever had. The people are great, good atmosphere and while we’re certainly not the most hardcore progression group, we’ve being doing quite well and consistently. Recently, some of our members have quit the game for personal reasons (most of them happy occasions!) and that means it’s time to step up recruitment and welcome some fresh new faces!

What is Unity?

Unity is a 25-man raiding community on Steamwheedle Cartel (EU), Alliance side. As a raiding community we don’t ask of people to join a particular guild, so people can remain with their friends if that’s what they like. The core guild of Unity is the House of Elements, and many members of Unity are in this guild. We’re a moderate progression guild – we don’t push for world-firsts but aim for steady progression and a sustainable raiding experience.

Past achievements include achieving every single Glory achievement since they were released and completing several Legendaries (Val’anyrs, Shadowmournes, Dragonwraths and Fangs of the Father). Our current progress is 4/6 Mogushan Vaults, and we’re very close to killing Elegon.

We raid every Monday, Tuesday and Thursday from 20:30 server time until 24:00 server time. Gathering time for the raid is 20:15. Our voice chat is based on Mumble.

Recruitment Status

We’re looking for:

  • Warrior (Fury or Arms)
  • Mage (Any)
  • Possibly Warlock or Priest (Shadow)
  • Paladin (Retribution)
  • Death Knight (Unholy/Frost)

We are full on Hunters and Druids. Our Tanking and Healing team is very strong and reliable, so we don’t need mainspec tanks or healers. You are welcome to have those as off-spec, but it’s unlikely they will be called on for the time. Monks would compete directly with our other Agility users, so we’re not going to accept any Monks unless you prove to be of exceptional skill with this class.

Key talents:

  • Knowing your class, and willing to improve
  • Willing to listen to orders, perform encounter-specific functions and discuss tactics
  • Teamplayer
  • Ability to raid on at least 2 of the 3 days mentioned above

Join us in saving Pandaria!

If you’re interested in joining us, please visit for more information. You will find our recruitment forum here, with more essential info and our current applications. Your application is your first impression, so be sure to answer the questions and give us good insight in who you are. We recruit people based on their personality as much as their skill.

Note for cross-server applications:

We accept people from other realms, and some of our members today are the result of successful cross-realm applications and transfers. I strongly suggest making your app and linking us a combat log (such as from which shows us how you perform, before you transfer. There will be plenty of time to hop over to Steamwheedle Cartel (EU) once we decide to give you a trial run, and it’s a waste of time and money if you transfer blindly.

Learning a class anew

Posted in Guides, PvP, Raids and Instances, Theory with tags , , on August 8, 2012 by Natarumah

When a new expansion is introduced, you will always see people switching their main characters. Either they got tired of their old class, they want to try out a new role, or they believe that that shiny new alt they rolled is going to be a better fit for them. With Mists, you can also add the reason: “help, my class has been completely overhauled”. You will find that there’s a lot of catching up to do, and you don’t really want to wait until the next raiding season to practice all those cooldowns, rotations and gimmicks.

So here’s what you can do: find equivalent practice.

Equivalent practice

In the basics, it’s looking for a training experience equivalent to whatever you are practicing for, except easily repeatable and sometimes secluded for better number crunching. It’s like stepping into a simulator to train your muscle memory for the operations needed to drive a car before setting foot into a real vehicle. You already get the kinks out before stuff gets real.

Training Rotations

The first step in learning your rotations is to map them out: find a good blog, elitist jerks or a skilled friend and find out what buttons you push and in what order. A simple way of doing this is to make a sort of flow chart on a piece of paper, where you put the abilities you cast into boxes and connect them based on 1) what needs to be up in what order of priority and 2) what needs casting based on a prerequisite (such as SW:Deathx2 below 25% health).

You then map out your button bar so that it reflects this chart; in other words, the most important and often used abilities go at the start of the bar, in easy reach. I like to keep Fade and Shield at the back side of the bar, still within quick click range, in case things go wrong. This is a good place for DPS cooldowns as well, such as Archangel and Shadowfiend. Then comes the next step: practicing at a training dummy.

Training Dummies, while awful for finding out what your DPS would be in a raid or the like, are really amiable targets for repeated and continuous spamming. So basically grind out your basic rotations for half an hour or so, trying to get the best grip on it you can. Because there are no mechanics to worry about, you can easily focus on your buttons and bar to work on a good sequence and timing.

Many people would now consider the next step to go into a dungeon – however for reasons I will mention this is usually a bad place to practice these things. Instead, join up for an LFR run. Since with moderate skill you can already do really well there, and mechanics (while present) are not really dangerous, you can afford to spend more time working on your casting sequences. I imagine that this will be no different in Mists of Pandaria, although it does mean you will need to already have reasonable gear for your toon.

Training burst damage and spatial awareness

For these things, the random dungeon finder is awesome (or even better: queueing up with friends). Assuming you know the basic rotations well enough now, this is the place to learn how to apply burst damage and train spatial awareness. Since people in dungeons are often overgearing the place once the raid seasons started, you will have less chance to practice sustained DPS. The more damage the other people are doing in your group, the less time the mob has to live – and the less time you have to practice.

There’s also the matter that low DPS and attempting to learn a rotation while in a random dungeon (especially heroic) is going to make people really edgy. Most people there just want to rush through for gear and Valor points, and they aren’t really waiting for someone who’s still learning the ropes. However, the fact that the heroics/dungeons have proper encounter mechanics to follow means that you will get practice in spatial awareness and performing your role while paying attention to your surroundings.

Survival and creativity training

To be fair, nothing beats learning to survive and creative use of your skills as does PvP. Random battlegrounds are a good start, and you can easily jump right in with a starter kit made by a crafting profession. In the beginning you will die a lot, but as you become more savvy and get better gear you will live longer and be a more threatening target. This is great to learn what possible means of survival you have when playing that class.

Second, since you fight against Human opponents, you need better and more surprising tactics to fool them. This means you will learn by instinct what abilities (and combinations) will work to lock an opponent down or leave them behind while you escape. All skills which will be valuable while raiding.

Class and spec-specific tricks

These are perhaps the only things that can only be learned by using them in arenas, rated battlegrounds or raids. These are either class-specific tricks (Prot warrior charge/intercept, hunter kiting/jump shot, Priestly Hymn of Hope + Shadowfiend) or role-specific (corner pulls, heal stacking, multidotting) and you are going to have to learn them the hard way, by experience. Often it’s these tricks that make the difference between a good DPS and an amazing DPS, and you will learn a lot instinctively and with experience.


There are plenty of ways to train yourself in your class before the raids start – and with Mists of Pandaria bringing in a breath of fresh air for a lot of classes, even experienced players might benefit from a few simple tips on how to (re)learn critical skills for raiding and PvP. If you identify yours now, you can be up and running while your fellows – I mean competition – are still learning to walk again.

The grand design…of sorts

Posted in Fun, News, PvP, Raids and Instances, Shadowpriest, Theory with tags , , , , , on March 30, 2012 by Natarumah

There’s a lot of clamoring about Shadowpriests in the current Beta build; I can’t verify any of it since I don’t have Beta access myself, but I will try and make a coherent baseline setup of what we’d be looking at doing in the current build from what I’ve gathered.  (I received Beta access with the second wave of keys, with most of the other GreyBeard accounts). There are, as always, major concerns and gaps which need to be filled, but we’ll have to hope these get addressed as time marches on.

Keep in mind the general changes to the game, such as Intellect no longer providing mana, meaning we all have the same mana pools, and that Replenishment is gone.

Note that, due to my personal affection for my class, some ranty elements might be included in this post, for which I apologize beforehand. I love my class, and that sometimes gets the better of me.

The base system: Shadow Orbs

Shamelessly lifted off of the Paladin model, Shadow Word: Pain and Mind Blast generate Shadow Orbs, which are used to unleash our most potent attacks. I can’t tell if there’s a limit to the amount we can have, but this picture by Theed on the MMO-Champion forums suggest 3 (three), since the UI has been changed to make room for three slots under the character portrait.

Option 1:Shadowy Apparitions is now a triggered ability, which consumes all Shadow Orbs to generate 1 SA per Orb.

Option 2:Psychic Horror now costs Shadow Orbs to trigger, no mana, and lasts longer with more Orbs. [PvP, do not touch!]


Our new Mastery is a straight %Increase to our Shadow damage dealt, and when we trigger Shadowy Apparitions, there’s a chance to be refunded Shadow Orbs when they deal damage. This seems to feed into a system where we trigger Shadowy Apparitions in “lean times”, hoping to be refunded the Orbs. Currently, since the only other thing we can do with them is triggering Psychic Horror, we will do this a lot.

Talents we take

Tier 1: Psyfiend (Static Fear), Shadowy Tendrils (Root), Dominate Mind (New Mind Control) – all of them are as useful or useless as you make it, pick one.

Tier 2: Path of the Devout (Increased speed while Levitating), Phantasm (Fading currently gives you a Smoke Bomb effect as well as a Root escape) – take Phantasm, unless you like recasting Levitate every 5 seconds. (There’s currently word that the speed buff lasts 30 seconds, which would make this a more equal draw).

Tier 3: Dark Archangel (25% Damage boost) or From Darkness Comes Light (VT damage procs an instant MSpike without losing DoTs) – We probably need to calculate burst damage benefits versus the benefit of having a semi-useful MSpike every so often – I probably will go for Dark Archangel then. There’s one spot for an unannounced talent, so let’s hope there’s something good to be had here.

Tier 4: Void Shift (Swap Health and heal lower health target by 25%) – the others are healing talents.

Tier 5: Power Infusion (Straight damage buff), Divine Insight (MB casts allow you to treat your target as <20% for SW:Death), Twist of Fate (15% damage on healing and damage on targets below 20%) – Divine Insight will be the key to the immense damage overload of SW:Death, so I would take it over ToF. PI will be the winner in the beginning, when we have to adjust to our rotations and our mana returns are still bad.

Tier 6: If the “Coming Soon” talent in the preview is Shadow related, take that. Else take Divine Star (Holy Jojo) to steal a Mage’s Fire Orb that also comes back because our spells are loyal to us.

Spell changes

  • Vampiric Touch no longer triggers replenishment, which has been removed. It instead heals you for 15% of the damage it deals.
  • Devouring Plague has been removed; its initial damage aspect has been moved to SW:Pain.
  • SW:Pain now deals instant damage, and generates 1 Shadow Orb when it is cast (no when it ticks).
  • SW:Death now deals X damage to both you and your target, 4x times damage on a target below 20%. It no longer provides mana. When you fail to kill the target its cooldown is reset, as if you had the current SW:Death glyph.
  • Vampiric Embrace now has a 3 minute cooldown, but when triggered heals (Party Memebers) for 50% of the damage you deal.
  • Vampiric Dominance (New) used to be a talent but is now baseline or replaces VE possibly, heals 3 nearby low-health targets for 15% of damage dealt. It cannot be cast in Shadowform however, which is completely against the nature of its ability, name and icon.
  • Mind Control has been removed and replaced with Dominate Mind, which has a 30 second cooldown, maybe (?) instant cast, and affects all non-mechanical targets. Considering people are speaking of using other spells while mind controlling, it might be that this is a full CC or that you get a pet bar instead of losing control.
  • Psychic Scream is baseline again, because screaming like a little girl while tossing dots around didn’t go out of style, no matter what the Devs thought.
  • Spectral Guise is a new ability, generating a copy of you while making you invisible. If your real form is hit with direct attacks 3 times, the spell dissipates.
  • Inner Fire: Now gives a 10% static boost to Spellpower.
  • Shadowfiend’s cooldown has been reduced to 4 minutes.
  • Empowered Shadows is gone entirely.

The good

The dynamics of a [SW:Px3, SA, MB, MF] rotation, while horribly similar to a Paladin’s or Fire Mage’s rotation, can be very interesting but it’s a sudden change in direction. We have one less DoT, and the remaining DoTs need to be more significant to not let this talent spec become the “infant terrible” among DPS, with lots of new kids lolling about how “easy the spec is”. There’s an immense amount of battlefield control – Scream, Horror, Dominate/Tentacle/Psyfiend, Silence which will make us versatile in PvE but a destructive train engine in PvP.

The combination of SA, MB and SW:Death in its current form also means we are absolute masters of the Execute, which will have people cry for nerfs in PvP about three minutes into Live.

We have strong (albeit strange) escape mechanisms including the new Phantasm and Spectral Guise, which seem aimed at making us more like real ninjas than rogues are. I mean, we can’t just go invisible, but we leave  a double behind. We have a Smoke Bomb which also breaks roots. It feels a bit like being in an episode of Naruto.

The bad

Shadowpriest talents and abilities still seem horribly aimed at healing (VE, VD, Void Shift, Divine Star), while our raid support otherwise is still non-existent. TBC saw the nerfing of our raid Shadow healing, WotLK saw the nerf to replenishment and subsequent increase in our damage. Cataclysm saw our first real revamp where Shadow Orbs and advanced SW:Death techniques were added and VE healing further nerfed. But through all this, we haven’t gained anything worthwhile (in fact everything that was added will be removed or completely revamped in MoP) whether in personal or raid support.

Dispersion is a survival cooldown and I am called on a lot to soak/survive crazy stuff like solo-soaking Zon’ozz orbs or Hour of Twilight from heroic Ultraxion. So only now does that ability really shine. But when I compare it to things like the Doomguard/Infernal, Demonic Teleport and Demon Form from Warlocks, or most of the awesome things Unholy Death Knights get I feel a bit shortchanged. And when I look at what extra work is done on these classes for MoP, it makes sticking to my Shadowpriest actually hard. I mean I want to play my Shadowpriest, and I remind myself that this is only Beta, but I see ourselves being so much more boring than the Warlocks while offering nothing an Affliction Warlock couldn’t.

The ugly

There does not seem to be a real proper design direction for Priests, which heavily impacts the current choices. It all seems like some random “do damage”, “boost damage” and “heal crowd” abilities being tossed about at various levels, trying to put them in such an order that we’d have a hard time picking between them. The developer Metagame of “tease the player, not the class” takes an all new high in attempts to make us jump through hoops to do the same damage as other classes while still being elected “off healer of the year” the moment a healer doesn’t show up for a raid.

I’d say forget about the talents for now. It’s obvious they will either fall in the “pick one, they don’t matter” or “mandatory” classes. The core of the class is the manner in which we deal damage. We used to be “Dots with benefits” but it seems the designers want to move away from this role to give the Affliction locks more breathing room. This is fine, but this does mean we need to have a new, proper role that does not make us infringe upon the intellectual property of Mages.

I have made several posts before about design philosophy and design, and I see the same mistake being made daily in Process Management and Document Control – the lack of a proper foundation, lack of a “Management Summary” which all designers can stick to, no “winning themes” or “design document” which details the end result that the designers want to achieve. I am not sure, I have to assume that the Developers have these, but the more I see the new changes I am wondering what it could be…


The change from Shadowpriests to a more balanced, direct-damage type seems to be in full swing, but otherwise there is no real flavor to the class. The mana issues have recently been handled with reductions in mana costs across the board, but the lack of raid utility seems rampant. To this, I must ask: “Why would I play a Shadowpriest over a Warlock? What does a Shadowpriest have that is fun and unique?”

I am currently looking for the answer and dreading the outcome. I want to play my Shadowpriest, but I won’t sacrifice my fun to do it.


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