Shadow Priest Tuning SoD

Aggrend In response to your X Post from April 18

So here are some of my ideas

  1. Enchanting Woes: Caster vs. Melee
  • Problem: Enchantments favor melee classes, providing stat boosts like strength and agility that directly impact their damage output. However, there’s a noticeable absence of spellpower enchants for casters.
  • Solution: Introduce temporary “stopgap” spellpower enchants until we receive end-game options. These would bridge the gap and enhance our damage potential.
  1. Dispare Rune Crit Woes
  • Problem: Shadow Priests suffer from low crit rates, compounded by the lack of scaling from talents. The Dispare Rune’s impact is minimal due to these limitations.
  • Solution: Incorporate base crit into the talent tree. For instance, have Vampiric Embrace talent also increases crit damage, Improved Vampiric Embrace talent could boost crit chance by 5% per talent point. This would improve scaling as we progress through later phases.
  1. Void Plague and Twisted Faith Dilemma
  • Problem: Void Plague and Twisted Faith are two powerful runes, but they share a slot. This limits our flexibility.
  • Solution: Move Twisted Faith to the feet slot. This adjustment would enhance our PvE damage without significantly affecting raw PvP damage (since it would compete with Dispersion).
  1. Eye of the Void: Lackluster Performance
  • Problem: Eye of the Void disappoints in its current state.
  • Solution: Make the curse unresistable. Additionally, consider either doubling its duration or halving the cast speed of Shadow Bolt during its effect.
  1. Pain and Suffering: A Lackluster Rune
  • Problem: Pain and Suffering’s impact is underwhelming, saving only one global cooldown in a 24-second window.
  • Solution: To reintegrate Mind Flay into our rotation, have Pain and Suffering increase the range of mindflay by 10 yards but remove the slow effect and refresh the Void Plague damage-over-time effect on cast. This adjustment could lead to a more engaging rotation.
  1. Rotation Revamp: Mind Spike and Mind Flay
  • Proposal: Simplify the rotation by reducing Mind Spike stacks to 2. Increase crit chance per stack to 40%. Additionally, make Mind Blast crits enhance the damage of the next Mind Flay.
  • Mid-Fight Rotation should now be: Mindspike > Mindspike > Mindblast > Mindflay > Mindspike > Mindspike > Mindblast > Mindflay > Mindspike > Mindspike … and so on revolving around a 6 second window of mind blast for a smooth rotation whith both dots refreshing during this rotation.
  1. Shadow Word: Death (SW:D) Considerations to still be relevent to use
    • Idea 1: Have SW:D cause the next Mind Flay to be cast on the move, adding an interesting dynamic for fights with re adjusting positions.
  • Idea 2: With the loss of the Dispersion rune in pve as per above ideas , make SW:D proc Spirit Tap on cast. This would encourage T1 talent engagment and relevance in PvE Raid scenarios where they are not really relevent.
2 Likes

Idea 3: Nerf flat dot damage with 30% , it will solve all the problems mentioned above

1 Like

Your solution to fixing the worst dps class in P3 right now is a flat 30% nerf got it. i clearly see you are looking at this from a PVP lens and not a PVE one.

Hence not many of this changes will effect PVP in a massive way

1 Like

cant wait to get hit by 50% boosted mindblast into a shadowword death, while also dying to 2 dots. (sure as a pally this might be less of an issue, but any other class will literally get snapped by that)

cant wait to get hit by 50% boosted mindblast into a shadow word death.<

This can happen now already, but if it was to be done dispersion would be removed from the equation so shadow would go down like a lead balloon as soon as anyone jumps on them vastly reducing any chance of twisted fate been taken.

Two instant dots are way too strong, give them cast time.

not a bad shout tbh make void plague a 1.5 cast time dosnt effect pve to much due to GCD and helps reduce pvp dominance.

The main thing to buff to avoid pvp problems is Mindspike and Mindblast that both hit for a low amount. I’d even take a dot nerf if they substantially increase direct damage.

I don’t agree with making the defensive rune / mana return rune slot also have a damage option, it just makes it painful to balance as you would always need the damage for raiding to be competitive while mana issues may return in long fights.

My mindspike hits for 500 noncrit with 42yd range and costs effectively 0 mana and makes my mindblast 100% crit chance. My mindblast crits anywhere for 2k to 2.5k.

What are you even talking about? What pvp are you even playing where those two abilities hit for “a low amount”?

Well naturally it depends what you class as good damage. The weak point of shadow is sustained damage in raiding, our main sustain is Mindspike/Mindblast and dots. There would be a revolt if we got further dot damage so the alternative is to buff casted direct damage which is good for pve and has counterplay in pvp.

Mindspike fully buffed is doing around 700-800 damage and mindblast is around 1.3k average hits up to around 2k crit. Room for improvement i’d say.

Shadow priest was a meme in classic and i would like for it to stay one killing ppl by just pressing 2 buttons if they dont got a dispell is just disgusting everyone crying melee hunter this melee hunter that but they are in the same boat as warriors even worse in terms of survivability XD