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Hecklar
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Posts : 218
Join date : 2010-08-13

Shadow Priest Empty
PostSubject: Shadow Priest   Shadow Priest EmptyFri Oct 22, 2010 11:10 pm

Alright well I figured to make a post on here about the Shadow Priest changes that have gone into the 4.0.1 patch.

Disclaimer
This is a basic guide about the new features for Shadow Priests in 4.0.1. They will change when Cataclysm comes out, and I will attempt to create a new guide at that time. The layout of this guide is based around PVE content, and not PVP content. Also things will probably be changing, and there is a chance they will change before Cataclysm is released. So be aware some things may be up to date, and some might. I will work my best to keep everything up to date.

Spec
Currently there is only one spec you really need for raiding. There are 2 "loose" points that can go anywhere you really want them to, however I would highly recommend them going into Phantasm instead of the 2 points into Mental Agility. Mana is not an issue currently, and Phatasm can be used for several different occasions. When Cataclysm is released those points will want to be shifted from Phatasm to Mental Agility, so Evangelism is available at 81.
Here is the spec (glyphs included, but I will go into more detail for glyphs):
WoW Talent Calculator - Sigrie

Glyphs
Our primary glyphs are pretty simple. There are currently only 4 glyphs shadow priests would even use as primary.

Primary glyphs:
Shadow Word: Death (When the boss is under 25% there is no CD on SW:D. SW:D is our new execute, just be aware you can be spamming this and must be cautious of your health. You probably will kill yourself if you don't).
Shadow Word: Pain (10% increase to damage to SW:P. Pure glyphs are always loved).
Mind Flay (Mind Flay has a 10% increase of damage as long as SW:P is on the target. Like SW:P glyph, pure dps upgrades are amazing).
Glyph of Dispersion (This is our floater glyph, this should only be used when a shorter CD of Dispersion is needed [Algalon]. Depending on the fight, choose the other glyphs accordingly to replace).

Major Glyphs: (These are all glyphs that can be rotated depending on the fight.)
Mass Dispel (1 second off Mass Dispel).
Fade (9 seconds off the Fade, we use Fade a shit ton now with our increased threat).
Spirit Tap (If you kill a mob with SW:D you get 12% of your mana over 12 seconds. Can be useful on a fight with adds).
Fear Ward (1 min off Fear Ward, depending on the fight this can be useful).
Psychic Scream (Mobs don't flee when feared, this can be useful for future fights).

Minor Glyph: (Top three glyphs are the primary glyphs I will use)
Fortitude (50% mana cost taken off Fortitude. Shadow priests are the ones who should rebuff those who get battle rezzed, this is a great glyph).
Levitate (No reagent cost, best glyph in the game).
Shadowfiend (If Shadowfiend dies you get 5% of your mana).
Shadow Protection (Adds 10 minutes to the buff).
Fading (30% mana cost reduction. This can be useful if you find yourself fading frequently).

Gems
Gems have been dumbed down pretty substantially. Unless the bonus is 7 spellpower or higher it is not worth getting the bonus, and will be a greater upgrade to use straight Intellect gems. Previously it was 5 spellpower bonus was worth picking up, but because of mastery you want to shoot for 7 spellpower.

Red: Cardinal Ruby - 20 Intellect
Yellow: Reckless Ametrite - 10 Int/10 Haste. Use this gem when there is a bonus of 7 spellpower or more.
Blue: Purified Dreadstone - 10 Int/10 Spirit. This gem can be great when you are short of hit, as 1 spirit is now 1 hit. Also using two of these for the meta is needed.

Reforging
First priority is going to be hit cap, which is now 17%. There is no longer a hit buff, so reforging crit into spirit would be first priority in order to get right at hit cap. Then second priority is to be changing crit into haste. Haste is still our 2nd best stat to intellect, and switching crit to haste will be our strongest dps upgrade. Once you hit 1400 haste you will want to stop reforging into haste, and just keep crit as a stand alone stat. NEVER reforge to mastery. Currently mastery is a dead stat to us, and will not become useful at 80 unless you can reach 1400 crit and 1400 haste, which is not going to happen with the new need of 17% hit.

Rotation/Spells
This is where the new fun part of this patch comes into play. We no longer have Shadow Weaving so building up to a 5 stack before applying SW:P is no longer an issue.

In short our new rotation is VT, DP, SW:P, MB, SW:D*, Shadowfiend*, MF. (* indicates more details at the bottom of this section).

Vampiric Touch is still our strongest dot, so keeping that up is our first priority still. Then keeping Devouring Plague up is our 2nd priority, followed with always keeping SW:P up. SW:P has a chance to fall off now with it not being 100% refresh uptime from Mind Flay, but I haven't had to much of an issue. Just keep an eye out for it. SW:D is now our 2nd strongest nuke, and should always be used after Mind Blast now. If we have 3 shadow orbs activated, you need to make sure you use Mind Blast as soon as possible. SW:D is going to be priority over Mind Blast unless those 3 orbs are active. Shadowfiend should be used on CD now. Mind Flay is back to being our filler spell. Use it as it when our other abilities are on CD or not currently needing to be refreshed.

Any instant cast we have which activates the GCD needs to be used while giving yourself a stutter step. SW:D, DP, and Shadowfiend are all instant casts, and when used you need to be moving your character around. Give yourself a quick strafe off to the left or right while casting, all to increase the chance of activating another Shadowy Aspiration. When moving you have a 60% chance of spawning one, compared to the 12% chance to spawn one when stationary.

All dots now can be refreshed early, and will not overright the dot. So it is wanted to recast your dots if you are about to move, and have SW:D on cd. Not being able to overright your dots means there should be as close to 100% uptime as possible. Clipping is no longer an issue, so refresh them around 1 second instead of right before they fall off to maximize dps (unless you can get the dot to go on the target exactly when the dot falls off, which I guarantee you can't).

*Shadow Word: Death is now our strongest ability, while giving back mana. When the target reaches 25% SW:D needs to be spammed as much as possible as long as you can ensure your survival. Be prepared to take a ton of damage, watch your HP close because a couple crits means you are almost dead. I have found myself to pay off a healer to keep me at full HP to maximize dps, but this wont be the case on every fight. Once the target reaches 25% SW:D is now our 1st priority, even over dots. Use dots when your HP is dipping and you need to be topped off.

**Shadowfiend is now a dps cooldown, not a mana cooldown. Everytime you crit you get 10 seconds taken off the cooldown of your shadowfiend. I have found myself using Shadowfiend every 30-45 seconds, now I understand my gear is top 5% of shadow priests out there, but even with 20% crit you will have enough crit to use Shadowfiend as a dps ability.


I believe this is everything I can think of off the top of head. If there are any questions, comments, concerns please post it up here. I will gladly answer any questions about Shadow Priests.
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