Shadow Priest DPS Spec, Builds, Talents, and Glyphs (WoW MoP 5.3)
In this article, we present you the viable talent and glyph choices for your Shadow Priest (WoW MoP 5.3). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Shadow Priest guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Artzie (@Artzieh), a Shadow Priest who raids in Method, and by Twintop, one of the main Shadow Priest theorycrafters, who runs Shadow Orbs and Mind Spikes and works on How To Priest.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents offer you a choice between 3 crowd-control abilities.
Void Tendrils roots up to 5 enemies in place for up to 20 seconds.
Killing the tendrils cancels the effects. The targets must be in the 8-yard
proximity of the main target of the spell.
Psyfiend spawns a friendly NPC that casts fears on nearby
enemies.
Dominate Mind takes control of an enemy player or NPC.
These talents have, at best, situational uses. They may be useful in some encounters, but most likely will only be used during trash and questing. Your choice will be largely irrelevant.
These talents do not influence your performance in any way, their uses being entirely situational. We advise that you choose the talent you prefer the most, or that one which applies best to the conditions of the encounter.
That said,
Void Tendrils may prove more useful than other choices,
since it allows you to root enemy adds.
3. Tier 2 Talents↑top
Tier 2 talents offer you a choice between 3 means of improving your mobility.
Body and Soul increases the movement speed of the target of your
Power Word: Shield and
Leap of Faith by 60% for 4 seconds.
Angelic Feather allows you to place up to 3 feathers on the
ground. Collecting a feather (running through it) increases the player's
movement speed by 60% for 6 seconds. Placing feathers has no cooldown, but
you only gain a new feather every 10 seconds.
Phantasm causes your
Fade to remove all
movement-impairing effects from you. It also makes you unslowable for 5
seconds.
We highly recommend choosing
Body and Soul, because it offers an
immediate movement-speed increase whenever someone needs it, as opposed to
Angelic Feather, which takes more time since you need to spawn the
feathers. The added time to set up Angelic Feathers will also result in a loss
of DPS. Be wary, however, that the
Power Word: Shields you cast to provide
this buff will apply the
Weakened Soul debuff on the target, so make sure
not to inconvenience any Discipline Priests who are trying to do their job.
Conversely, note that you cannot provide the boost if the player is already
affected by Weakened Soul, so be on the look-out for that.
It is important to note that using
Power Word: Shield will not take
you out of
Shadowform, but using
Leap of Faith will. However,
you can use
Glyph of Dark Binding (presented at the bottom of this
page) to allow you to cast Leap of Faith without breaking Shadowform.
Phantasm is more of a PvP talent, with situational uses at
best.
4. Tier 3 Talents↑top
Tier 3 talents offer you a choice between 3 performance-enhancing abilities.
From Darkness, Comes Light passively grants you a 15% chance, whenever
your
Vampiric Touch ticks, to cause your next
Mind Spike to
not consume your DoTs, to be instant-cast, to cost no mana, and to deal 50%
additional damage. You can have a maximum of 2 charges of this buff at one
time.
Mindbender is an improved version of
Shadowfiend,
which it replaces. The Mindbender has a lower cooldown, and provides you with
more damage and mana regeneration.
Solace and Insanity causes
Mind Flay to deal 33% more damage
on targets affected by
Devouring Plague, for each Shadow Orb with which
Devouring Plague was cast.
Currently,
Solace and Insanity provides the highest DPS gain,
provided that you can afford to stand and channel
Mind Flay following
the applications of
Devouring Plague. In case the encounter requires
very heavy movement, it may not be the best choice.
From Darkness, Comes Light is also a good choice. The
Mind Spikes
you can get off thanks to this talent are a nice DPS boost, and they do not
negatively affect your rotation. If you are multi-dotting targets with your
Vampiric Touch, then you will get more procs of this talent. Even so,
it is not normally better than
Solace and Insanity.
Mindbender provides a nice amount of mana return, as well as a DPS
boost, but it does not out-rank the other two choices.
5. Tier 4 Talents↑top
Tier 4 talents offer you a choice between 3 abilities that improve your survivability.
Desperate Prayer is an instant-cast self-heal that heals you for
30% of your maximum health, with a 2-minute cooldown.
Spectral Guise allows you to enter a pseudo-stealth state (you
remain in combat), leaving behind an illusion of yourself. The effect lasts for
6 seconds, or until you receive 3 attacks.
Angelic Bulwark is a passive ability that grants you a damage
absorption shield, for 20% of your maximum health, each time you drop below
30% health. The effect has an internal cooldown of 90 seconds.
Here, the choice comes down to either
Desperate Prayer or
Angelic Bulwark. We prefer Desperate Prayer, because it can be used
on-demand. Angelic Bulwark can be great when it procs, so it is useful for
fights where you often drop below 30% health (progression content, most
likely).
Spectral Guise does not have any meaningful PvE applications.
6. Tier 5 Talents↑top
Tier 5 talents offer you a choice between 3 performance-enhancing abilities.
Twist of Fate passively increases your damage and healing by 15% for
10 seconds, each time you damage or heal a target that is below 20%
health.
Power Infusion is a 2-minute cooldown that increases your spell
casting speed by 20%, reduces the mana cost of all your spells by 20%, and
increases all damage done by 5%, for 20 seconds.
Divine Insight grants you 5% chance, each time
Shadow Word: Pain deals periodic damage, to reset the cooldown of
Mind Blast and cause your next Mind Blast (cast within 12 seconds) to
be instant cast and cost no mana.
If can you have 40% or more uptime on
Twist of Fate, then this talent is
the best choice. Note that you can increase the uptime of the buff by making
sure to damage low health adds regularly, if the encounter provides such an
opportunity.
If the encounter you are in does not have many adds that allow you to
maintain the desired uptime on Twist of Fate, then
Power Infusion is the
best choice.
If you have a fight where you can make use of multi-dotting, then
Divine Insight is the best choice. In any case though, Twist of Fate is
better than Divine Insight, if you can maintain over 40% uptime on it.
A more particular distinction between
Power Infusion and
Divine Insight is that at high gear levels (when you have a lot of Haste),
Divine Insight becomes more valuable.
7. Tier 6 Talents↑top
Tier 6 talents offer you a choice between 3 abilities that deal damage to and heal multiple targets.
Cascade is a sort of "chain heal" or "chain lightning", depending
on how you wish to use the spell. The initial bolt heals or deals damage to
its first target, after which it splits in two, each bolt jumping to
targets that are far away, until it eventually stops.
Divine Star resembles a yo-yo, in the sense that the
ball of energy travels in a path away from you (in front of you), and after
reaching a certain point (24 yards away), it returns. Both on the first, as
well as on the second trip, it heals allies in its path, and damages
enemies.
Halo causes an effect around you, which expands up to a 30-yard
radius. Allies who are inside it are healed, while enemies are damaged. The
highest amounts of healing/damage are received by the targets who are around
the 25-yard mark.
Quite simply, you should choose the tier 6 talent based on the positioning of the targets you are attacking.
If the targets are spread out, then you will want
Cascade.
If the targets are stacked loosely (ideally in a line, although we cannot
quite see this happening very often), then
Divine Star can shine. Note
that Divine Star also provides a very high amount of healing, making it quite
useful during heroic progression. Divine Star is also good if you need to
fight in a small space, which does not allow you to fulfill the positioning
requirement of
Halo (see below).
Finally,
Halo will work well if the targets are close to each
other, and if you can position yourself in such a way as to be 25 yards away
from them.
If you are using these talents exclusively against a single target (in which case they will all hit their target), then Halo provides the highest DPS, again, provided that you can stand 25 yards away from the target.
8. Major Glyphs↑top
There are a few Major Glyphs you should consider, though none of them provide a DPS increase. Below, we group them together by category.
8.1. Healing
Glyph of Dark Binding allows you to cast
Prayer of Mending,
Renew, and
Leap of Faith without canceling
Shadowform. This glyph is extremely useful in allowing you to self-heal,
and just generally be useful to your raid without sacrificing DPS.
Glyph of Vampiric Embrace increases the amount of healing provided by
Vampiric Embrace by 25%, and reduces the duration over which this heal
happens. This makes the heal from Vampiric Embrace more bursty.
Glyph of Prayer of Mending increases the initial heal of
Prayer of Mending, at the cost of one charge. This glyph is useful
particularly for the times when you use Prayer of Mending as a self-healing
ability.
8.2. Damage Reduction
Glyph of Inner Sanctum provides you with a 6% spell damage taken
reduction while
Inner Fire is active. This is particularly useful during
progression content.
Glyph of Fade reduces all damage taken by 10% while
Fade is
active. This can turn Fade into a useful minor survival cooldown in times of
raid damage.
Glyph of Inner Fire increases the armor you gain from
Inner Fire by
50%. This is useful if you expect to take considerable Physical damage
during the encounter.
8.3. Utility
Glyph of Mass Dispel causes
Mass Dispel to dispel magic effects
that are normally undispellable. This glyph is practically mandatory for
any encounters you need to use Mass Dispel to get rid of certain
mechanics.
Glyph of Mind Flay causes your
Mind Flay ticks to stack a
movement-speed increasing buff on you.
Glyph of Dispersion reduces the cooldown of
Dispersion by
15 seconds.
9. Minor Glyphs↑top
All Minor Glyphs are of purely cosmetic value, and they do not influence your gameplay at all.
10. Changelog↑top
- 20 May 2013: Patch 5.3 update: updated the
Glyph of Mass Dispel
description. - 07 May 2013: Added
Glyph of Inner Fire,
Glyph of Prayer of Mending, and
Glyph of Mass Dispel. Grouped the Major
Glyphs by category. Added additional details in the discussions of Tier 3, 5,
and 6 talents. - 26 Apr. 2013: Added
Glyph of Vampiric Embrace and
Glyph of Fade. - 10 Apr. 2013: Re-worded a few talent discussions, particularly
clarifying when each of the Tier 5 talents is best chosen. Removed the
mention of
Glyph of Mind Spike (since it is more or less worthless now),
and added a mention for
Glyph of Inner Sanctum. - 26 Mar. 2013: Re-worded and clarified the explanations of the value of various performance-enhancing talents.
- 13 Mar. 2013: Updated the relative values of Tier 3 and Tier 5 talents, to account for the most recent simulation results.
- 04 Mar. 2013: Patch 5.2 update.
- Updated mention of the duration of the movement speed buff from
Angelic Feather from 4 to 6 seconds. - Added mention of the 5% damage increase from
Power Infusion. - Added explanations of the new
Solace and Insanity.
- Updated mention of the duration of the movement speed buff from
