Title.
Hello everyone.
Since we’re confirmed that classes are moving away from spec-focus and back toward the class focus in Shadowlands (something I am very much looking forward to), I felt it was a good idea to iterate shadow priests going forward and give some ideas, given that Shadow priests, alongside maybe Survival Hunters, are perhaps the deepest spec-specific designs since Legion, and unique in many ways, which makes their redesigning particularly challenging.
I’ve decided to split my iteration into different parts, which are labelled as following:
- Design philosophy and class fantasy of Shadow Priests.
- Resources
- List of baseline abilities.
- Talents
- Rotation(s)
- Conclusions & summary of changes
With that out of the way, let’s move on to the suggestions.
1. Design philosophy and class fantasy of Shadow Priests
Currently, Shadow Priest is an iteration of some sort of eldritch void lord/old god worshipper and power wielder, dancing between sanity and insanity (or surrendering to it). Shadow priests are masters of manipulation and crushing their opponents will (e.g. mind flay, mind trauma, mind blast, Mind control) and baring them to the horrors and fears only they can tolerate (E.g. psychic scream, psychic horror, psyfiend). Shadow priests rotation and resource building and using is also arguably the most unique of all the other classes.
While this is all fine and good, this design has thruly rang hollow as it feels there is nothing priestly about shadow- Indeed, shadow priests can cast only few light side spells which plays into the spec fantasy, but has really dilluted the class fantasy of the spec in return.
On top of this, the ramp-up mechanic of void form is notoriously impossible to balance, as both Legion and BFA prove (with SP getting a 3rd nerf in a row). Additionally, the single school means that shadow priests are very vulnerable to being kicked in one school, as much of their utility and damage potential is tied to just one school (whereas with most casters they have 2-3 schools to combat this).
These are all the reasons why I want to change the spec with the design philosophies and aims I’ll be describing below:
a) Bringing back the PRIEST in Shadow
b) Reiterating and clearly defining the strengths and role of shadow priests in the game
a) Bringing back the priest in Shadow priests is quite simple: Shadow Priests are still priests- And this is already being done by Blizzard, with abilities like flash heal returning to all the specs. Simply put, visuals, rotation and gameplay wise, priests should feel like these casters who utilize both light and shadow in their arsenal, rather than looking solely like these eldritch old god casters.
I know this upsets a great deal of playerbase of shadow priests who really love the theme of a void caster: Which is where latter parts of my iteration come in, as we can use both talents as well as glyphs to customize how shadowy do you want your shadow priests abilities and theme to be- Or how hybrid, light side-y. The choice will be up to you.
b) In my reiteration/definition of shadow priests, shadow spec is built around a foundation of familiar concepts all the way from Vanilla, but also on the newer, more streamlined concepts. A hybrid, if you will. These concepts are:
I. Hybrid damage between dots and proc based hard hits. This is relatively similar how the spec currently plays, as shadow priest has always been about having both dots and other damage abilities to trickle down your opponents- Without relying solely on dots for damage dealing like specs such as affli warlocks do. However, depending on your preferences, you can choose between a more proccy based gameplay with casts here and there, or a more dot based, continuous damage build.
II. Vampiric damage. Shadow priests have two abilities that directly have the word “vampiric” in them, and indeed even in Vanilla Shadow priests were all about dealing high damage while also being able to heal themselves off of the damage they dealt, as well as their party members. I wish to further emphasize this in the design of shadow priests, with their abilities healing them based on the damage they deal, as well as their allies.
III. Anti-caster. As said, shadow priests are all about affecting the opponent’s mind and slowly draining their sanity and trickling them down into the abyss. Consequently, almost all casting requires concentration and focus of somesort, it plays well into the fantasy of shadow priests to be able to reduce the effectiveness of their opponents spellcasting, and in many ways this is already the case: Be it sapping the efficiency of their enemies spells or outright nullifying and removing their protective spells, this is an aspect I wish to focus on, which combines both new design approaches to shadow priests abilities, as well as incorporating the already (and in the past) existing abilities to be the foundation for that focus.
All in all, the TLDR of design philosophy for shadow priests I want is simply this: Taking lessons from the past and building on what’s already solid, while also inventing new concepts that reinforce those pillars and give players more choice regarding do they want their classes to go more into the specialization or the class theme in their gameplay.
2. Resources.
The big elephant in the room is what is to be done with voidform and the insanity mechanic. As much as I like it visually, it has proven time and time again that it is not a viable thing to balance the spec around, and either ends up clunky and useless, or too strong and overpowering. Ramp-up mechanics are simply bad, and shouldn’t be used. More importantly, since we are moving toward CLASS design over SPEC design, it makes sense that shadow ditches its overt reliance on Void elements of the spec.
As a result, Void form is -removed-. Insanity remains, but it now fills a new purpose.
Instead of being a resource that drains and its draining speed ramps up over time, it is now a built resource which, once reaching a cap, can be used by the priest to empower one of their rotational or utility abilities.
Insanity is gained, as it is now, via the use of your damaging and utility spells. Generally, since he idea is that Shadowpriest is all about constant pressure and sapping your enemy, you don’t have any major/big DPS cooldowns other classes do, which means that you will be filling the bar fairly quickly, as intended. You should be looking at having an empowered ability every 15 - 20 seconds or so.
Mana is also still going to be a resource for SP, as it currently is.
- List of Baseline Abilities.
Here is the list of baseline abilities, including passive ones. If an ability’s function has changed from BFA or something has been added to it, I will further reiterate it. If an ability generates insanity, i’ve marked it with (+) mark. Regarding the range and costs of abilities, unless specified, assume they are in the 40 yard range and cost mana the same way most abilities do in BFA.
Active:
(DAMAGE)
- Mind flay.+
- Mind blast+, NYI: 7 second cooldown, 2 sec cast. Blast your targets mind with x amount of shadow damage, and causing Mind trauma. When empowered, transforms into Lashing Shadows. NYI: Lashing shadows: Requires shadow empowerment. Lash out with your shadows, dealing a high amount of shadow damage at your target and increasing the duration of your damage over time effects on the target by 4 seconds. Instant cast. NYI: Mind trauma: Reduces casting speed of spells by 15%. Lasts 6 seconds.
- Shadow word: Pain +. When empowered, transforms into Devouring Plague.
NYI: Devouring plague. Instant cast, requires shadow empowerment. Deals high shadow damage and heals you for a portion of the damage dealt. Only one Devouring plague can be active at a time. Lasts 21 seconds. - Vampiric Touch +. When empowered, transforms into sap essence. NYI: Sap essence. Requires shadow empowerment instant cast. Sap your opponents life energies, healing you based on the damage dealt.
- Shadow word: Death +
- Shadow Fiend+. Nyi: Summon a shadow fiend to assault your target for 15 seconds. Generates insanity on succesful melee attacks. Cooldown 1 minute.
- Mind sear+. When empowered, transforms into cascading shadows. NYI: Cascading shadows: Flare shadows on your target, causing a cascade of shadow energies to erupt from your target which deal x amount of damage and bounce up to 5 times between all targets within 30 yards. Damage increased on longer jumps. Instant cast.
- Shadowy apparitions
- Mastery: Enveloping shadows. Increases the damage of your shadow based offensive abilities by x amount.
(UTILITY)
- Leap of faith
- Psychic scream
- Silence
- Power Word: Shield +
- Flash heal
- Dispel magic +
- Purify disease
- Mass dispel
- Mind control
- Mind soothe NYI: Instant cast. Soothes your targets mind, reducing the range at which they aggro you.
- Focused will
- Shackle monstrosity, NYI: 2 second cast. Shackle the target undead or abberation, preventing all actions and movement. Lasts 1 minute. Any damage taken will cancel the effect.
- Fade, NYI: Fade out, removing all your threat, increasing your movement speed by 50% for 4 seconds and causing most spells and abilities to miss you. 45 second cooldown.
- Dispersion, NYI: Works the same as it does now, but with intangibility baseline.
- Resurrection
- Desperate prayer
- Vampiric Embrace
(MISC)
- Power word: Fortitude
- Mind Vision
- Levitate
- Shadow Form
4) Talents
Row 1: Mobility.
Talent 1: Twist of fates, NYI: Your leap of faith’s cooldown is reduced by 50%, and it now pulls you to a friendly target, rather than pulling them to you.
Talent 2: Body and soul
Talent 3: Spectral guise NYI: 30 second cooldown, instant. Leaves an illusion of yourself behind that fools enemies for 6 seconds or until it is killed, granting you stealth and freedom from movement impairing effects for the duration.
Row 2: Healing/self sustain
Talent 1: San’layn NYI: Increases the healing you receive from Vampiric Touch and Sap vitality by x amount.
Talent 2: From darkness comes light NYI: Your damaging over time effects have a chance to reduce the cast time and mana cost of flash heal by 50%, stacking up to 2 times.
Talent 3: Void shift
Row 3: Utility.
Talent 1: Void tendrils NYI: Roots all nearby targets with void tendrils, rooting them in place for 20 seconds or until the tendrils are killed (8 second in pvp). 30 second cooldown. Instant cast.
Talent 2: Psychic horror
Talent 3: Mind Bomb
Row 4: Quality of Life
Talent 1: Misery
Talent 2: Concentrated will: Mind flay is now castable while moving
Talent 3: Horrifying visions (NYI): Auspicious spirits generate x amount of insanity.
Row 5: AOE damage
Talent 1: Halo NYI: 2 second cast, 1 minute cooldown. Release a halo of pure shadow energy around you, healing allies by x amount and damaging enemies by y amount.
Talent 2: Misery loves company (NYI): Your Mind blast and Lashing shadows now deal 50% of their damage to up to two other targets afflicted by your Shadow Word: Pain and also apply their respective effects on them.
Talent 3: Share the pain: Your Auspicious spirits now explode upon impact, dealing x amount of damage to all enemies within 6 yards.
Row 6: Damage boost
Talent 1: Thought harvester (NYI). When you fully channel a mind flay, you gain 5% haste, stacking up to 3 times. Lasts for 20 seconds.
Talent 2: Power infusion NYI: 2 min cooldown, instant. Infuse your target with power, increasing their damage and healing by 20% for 15 seconds.
Talent 3: Final word (NYI): When your Shadow word: Death fails to kill the target, it increases the damage of your next mind blast or Lashing shadows by x amount, stacking up to 2 times.
Row 7: Rotation changer.
Talent 1: Shadow Word: Insanity (NYI). Instant cast. Consumes your Shadow word: Pain on the target, dealing x amount of shadow damage. Can only be used when there is less than 6 seconds remaining of the duration of Shadow Word: Pain
Talent 2: Collapsing star (NYI). Instant cast, 3 minute cooldown. Conjure a star in the target location which radiates light around it, dealing x amount of damage to enemies. The star is targettable by the priest, and can be overloaded with shadow damage. Upon overloading, the star collapses, dealing a burst of shadow damage to all enemies within 20 yards radius.
Talent 3: Fading Sanity: Increases the insanity generation of your spells by x %, and allows you to store two empowerments instead of one.
5) Rotation examples
Single target (opener)
- Shadowfiend (on cooldown).
- Vampiric touch
- Mind Blast
- Shadow word: Pain
- Devouring plague
- Mind flay
- Lashing shadows
And so forth.
The idea is to get your insanity rolling as quickly as possible. After that, you should try and get in as many lashing shadows as possible to keep your dots rolling, refreshing them as often as you can as well as mind flaying whenever you got nothing else to use. This example assumes you have no talents select, and obviously the order changes according to that, as well as according to the situation.
Aoe:
- Shadowfiend
- Multidot if possible
- If less than 3 targets, use Mind blast on cooldown.
- If 3 or more targets and they are close enough for cleave, use mind sear.
- Vary the use of cascading shadows and Lashing shadows: If the targets are far apart, it’s worth using cascading shadows on every opportunity as you won’t be able to refresh the dots effectively with lashing shadows. If they are clumped together, it’s worth swapping between Cascading Shadows and Lashing Shadows to keep your dots rolling.
These are also subject to change, based on the talents you choose.
6) Conclusions.
With this suggestion, I tried to take a holistic look at what seems to have worked with shadow priests in the past and the present, and mixed in some new stuff. At the same time, I’ve tried to offer abilities and talents to the spec that make it resemble more of a priest or more of a shadowcaster, depending which one you prefer. Additionally, I’ve tried to design the talent rows that you can choose, based on your preference, whether you want to focus on passively creating more damage, micro managing your character, or focusing on the bigger procs of your spec.
In other words, I’ve attempted to create a shadow specialization that can be customized based on player preference, whichever iteration you seem to have liked most.
Additionally, there could be glyphs to change the appearance of your spells.
Thanks, hope you like it. Please leave your comments and thoughts below.