Jump to content
FORUMS
Damien

Shadow Priest 7.3

Recommended Posts

Guest N1gh7h4wk

Rotation, Cooldowns and Abilitys:

5.5.2 States that VT has a 24 second duration. Its duration is 18 seconds.

Additionaly, to avoid misinterpretation, i would suggest to call the " high AoE damage " in the introduction something like "high sustained multidot (<4 targets) damage", since spriest is nowhere near any burst aoe class. That is somehow misleading for a beginner.

Share this post


Link to post
Share on other sites
39 minutes ago, Guest N1gh7h4wk said:

Rotation, Cooldowns and Abilitys:

5.5.2 States that VT has a 24 second duration. Its duration is 18 seconds.

Additionaly, to avoid misinterpretation, i would suggest to call the " high AoE damage " in the introduction something like "high sustained multidot (<4 targets) damage", since spriest is nowhere near any burst aoe class. That is somehow misleading for a beginner.

Thank you for pointing these out. Not sure when VT changed to 18 but it must have been pretty recent. I'm fixing it now, and I'm also going to incorporate your suggestion for the introduction page.

Share this post


Link to post
Share on other sites
Guest Askepios

Should include Intuition's Gift under trinket compare.

Share this post


Link to post
Share on other sites

The VT lasting 24sec error was my mistake. I brainfarted back to earlier in beta when VT was 24sec and SWP was 18sec (@ 3 sec period) before both got changed. Apologies!

  • Like 1

Share this post


Link to post
Share on other sites
Guest 7.0.3 has no SP

Spellpower merged into intellect, but showing as a stat req.  :)  Might want to tweak that. 

Share this post


Link to post
Share on other sites

Thanks for the great job on the Shadowpriest.

In the talents Tier 6 (level 90), it states that Mindbender has replaced Shadowfiend, but on the page with the rotations, there are several references to Shadowfiend, in the single and multiple target rotations; against 4 or more targets, and in several sections dealing with cooldowns.

 

Share this post


Link to post
Share on other sites
On July 21, 2016 at 4:35 PM, Guest 7.0.3 has no SP said:

Spellpower merged into intellect, but showing as a stat req.  :)  Might want to tweak that. 

I'll let Twintop take that one. Thanks for the comment.

21 hours ago, FreddyJ said:

Thanks for the great job on the Shadowpriest.

In the talents Tier 6 (level 90), it states that Mindbender has replaced Shadowfiend, but on the page with the rotations, there are several references to Shadowfiend, in the single and multiple target rotations; against 4 or more targets, and in several sections dealing with cooldowns.

 

I'm glad you like the guide.

Mindbender only replaces Shadowfiend if you actually choose the talent, which isn't always the case. So, unless you do choose it, Shadowfiend does still exist as a spell, which is why the rotation page refers to it. Hope that clears it up.

Share this post


Link to post
Share on other sites

Thanks for the reply.  When I read the line in Level 90 talent, "Mindbender replaces Shadowfiend," I took that as the gospel lol.

 

Share this post


Link to post
Share on other sites
On 7/21/2016 at 6:35 AM, Guest 7.0.3 has no SP said:

Spellpower merged into intellect, but showing as a stat req.  :)  Might want to tweak that. 

There still may be effects that increase your Intellect's effect (multiplicatively) and others that merely increase your raw Spell Power. In this event, Int > SP. While they are effectively identical in the vast majority of cases it is worth calling it out.

Edited by Twintop

Share this post


Link to post
Share on other sites
Guest dscutt

The tier 7 talents leave a bit to be wanted. Surrender to Madness is awesome for what it does, but the other choices are kinda lackluster. I take Mind Spike, because activating Void Form earlier just means a shorter Void Form. But you guys say Mind Spike isn't worth taking... so, here's to hoping they take another look at this row. Mind Spike having the relationship with Mind Blast that it used to have, with it's current mechanic, that'd bring it back up to max-level-talent status. Essentially giving us Void Form Easy Mode, Void Form Hardcore Mode, and alternative-to-Void-Form haste mode.

Share this post


Link to post
Share on other sites

I find this guide quite confusing, could someone please explain. Under the Single Target Rotation, Build Phase, it says "1. Cast Void Eruption", but that isn't possible without 100 Insanity so how can that be step1?  How is one supposed to generate that insanity?

Edited by Clin
Typo

Share this post


Link to post
Share on other sites
1 hour ago, Clin said:

I find this guide quite confusing, could someone please explain. Under the Single Target Rotation, Build Phase, it says "1. Cast Void Eruption", but that isn't possible without 100 Insanity so how can that be step1?  How is one supposed to generate that insanity?

That's not step 1 per say, but rather your number 1 priority thing to do.  The rotations given are more priority lists than they are step-by-step rotations.  

Share this post


Link to post
Share on other sites
19 hours ago, Clin said:

I find this guide quite confusing, could someone please explain. Under the Single Target Rotation, Build Phase, it says "1. Cast Void Eruption", but that isn't possible without 100 Insanity so how can that be step1?  How is one supposed to generate that insanity?

As Orthios says (and as the guide states), the rotation is a priority. So yeah, if you are in the build phase, your top priority is to enter Voidform. If you can't do that (because you don't have the required Insanity), you move on to #2 and so on.

Share this post


Link to post
Share on other sites

What was mentioned earlier about how the rotation is confusing, as a new player, I can attest to that. 
I understood there was a skill that was not ready to use, Void Eruption, to enter Voidform.
If you cannot use Void Eruption as #1, it should not be the first step in the build phase. 
Build means you are building up to be able to use Void Eruption to enter Voidform.

The way I see it, the Build Phase is actually :

Build Phase (not in Voidform)
1. Apply and maintain Shadow Word: Pain and Vampiric Touch.
2. Cast Mind Blast. (cast when available - when appoaching 100% insanity save to use after entering Voidform)
3. Cast Mind Flay as your filler spell. (when Mind Blast is not available)

To me, this is the easiest most logical representation of how the rotation should begin. 
When I saw Void Eruption as #1, I thought my skill was bugged ha

Share this post


Link to post
Share on other sites

The point you're missing here is that the rotation is NOT A STEP-BY-STEP guide.  Using Void Eruption is not step 1, it is your #1 Priority.  

Share this post


Link to post
Share on other sites
Guest Mikaiah
On 24/07/2016 at 7:58 AM, Guest dscutt said:

I take Mind Spike, because activating Void Form earlier just means a shorter Void Form. 

Not quite, just means you can enter voidform faster but as the insanity drain is low at the begining, you will continue to gain more insanity once you enter voidform. I like this talent because it means larger uptime of voidform and it doesnt require you to die. great for leveling and mobing in general, not useless at all in raiding conditions. Under perfect conditions, StM is better for sure for raiding unless maybe for very long fights?

Share this post


Link to post
Share on other sites
On 7/27/2016 at 0:27 PM, Orthios said:

The point you're missing here is that the rotation is NOT A STEP-BY-STEP guide.  Using Void Eruption is not step 1, it is your #1 Priority.  

That makes sense that it is priority #1, but doesn't make it any less confusing putting a #1 in front of it as a "building phase".  You don't begin a building phase with the one thing you are building up to get to.  It should be at the end #5 .. or not even be a part of the build phase at all.

I'm just saying it could be phrased different so there is less confusion.

Just read it to yourself and you might think the same way. Think if you were new to these set of skills, which most are who are reading these guides..

Build Phase (not in Voidform Icon Voidform)

  1. Cast Void Eruption Icon Void Eruption (to enter Voidform).
Edited by tir

Share this post


Link to post
Share on other sites
Guest Staffarinus

Since Mastery is boosting Vamp Touch, Shadow word Pain, and Mind Blast.. and since every recount stat ive seen from my own priest, shows me that Vamp Touch is by far the suprior damage from the shadowpriest, followed up by shadow word pain, and then mind blast, and then void bolt..

Wouldnt it be wiser to actually build towards Mastery, instead of Crit?

I mean.. the Crit litterally only helps if you choose Shadowry Apprition.. and even if you rely on those to deal damage, shadowry appritiation is still far down on the damage scale, and is nothing compared to the above spells mentioned..

Have anyone tried building a Mastery, Haste, Versatility/Crit or Crit/Versatility and compared if the damage output was higher, then the current recommendations of this guide?

Just wondering.. cuz i see more potential in the Mastery and Haste, rather then the Crit/haste.. im currently using Crit/haste myself.. but.. u know.. seems obvious somehow that the damage will increase with the mastery.. somehow..

Share this post


Link to post
Share on other sites
Guest Téa

Could someone help me with the new Shadow Priest rotation for PVP? Additionally, I always seem to get locked down by melee, also my survivability is horrible. Any tips would be greatly appreciated!

Share this post


Link to post
Share on other sites

Mastery doesn't boost Mind Blast, it boosts Void Bolt (in addition to Shadow Word: Pain and Vampiric Touch). Once we have Mass Hysteria (major artifact trait) your overall damage sources will even out a bit in regard to stats, but right now the biggest DPS gains come from: 1) staying in Voidform as long as possible (haste primarily, crit secondary via Auspicious Spirits), and 2) multidotting (haste for faster DoT ticks, then Mastery). Looking at HFC in the prepatch there aren't many encounters where you'll get full duration on your DoTs on secondary targets, with that largely only being on Council, Tyrant, and Archimonde. In general Mastery is poor for us in the prepatch.

Share this post


Link to post
Share on other sites
Guest Szerated

Hi, I didn't see anything about an opener, but your priority list would lead me to believe you would open with Mind blast and not dots. Is this the case?

And maybe this is going too far into the weeds here, but there are going to be situations where your priority list changes that aren't reflected. For example: at a certain number of enemies, mind blast becomes less effective than mind sear. This would be further compounded I would think by voidform and lingering insanity haste. This would also make mind sear more effective than mind blast at a certain point.

Any thoughts on this?

Share this post


Link to post
Share on other sites
Guest OrbBoi

In my eyes the optimal opener would be

Pot -> MB at 1sec -> MindBender-> VT -> SW:P -> MF -> MB -> Void Eruption ->MF until VB is ready -> VB -> MF -> normal voidform rotation

The normal voidform rotation is a real rotation if you can stand still:  VB -> MB -> Filler -> VB -> 2GCD filler -> repeat

 

What I think is of note here: I start with VT, then SW:P even though I have SW:P talented. I feel that it allows me to guarantee an extension of SW:P with the first Void Bolt - when sometimes it's really close if you go SW:P into VT at the low levels of haste you have before your very first voidform.

Also, at least with 4t18, I don't think you can afford to delay Mindbender at all.

Share this post


Link to post
Share on other sites
Guest Vitalis

Does casters and spriests still have haste breakpoints?

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Savage Ebony Battle Turtle is an upcoming promotion mount coming in Patch 10.2.7.
      The mount will be available in some sort of Promotion in the future.
      "The cannons are powered by an unquenchable rage to seek out enemies and bring them to justice. Nothing can outrun a cannon."

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
×
×
  • Create New...