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Shadow Priest: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

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Hello I noticed your guide says that you can cast Devouring Plague with any amount of shadow orbs because it is a fixed amount of damage done... however the tool tip states that the damage and healing is increased based upon the amount of shadow orbs you have at the time of the casting... I am going to assume it is better then to just wait for all 3 shadow orbs to be up and ready to go before casting it thereby saving on global cds and getting the maximum amount of damage from the spell.

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With the others, thanks for the guide this helps to get started.

One question for those who've tested it, with Devouring Plague requiring Shadow Orbs and benefiting from the number of Orbs up, does it make sense to use SW: Death outside of the 20% kill zone just for the Shadow Orb creation aspect? Would a start rotation like SW:Death>Dev Plague> then regular prio system be beneficial?

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Hello I noticed your guide says that you can cast Devouring Plague with any amount of shadow orbs because it is a fixed amount of damage done... however the tool tip states that the damage and healing is increased based upon the amount of shadow orbs you have at the time of the casting... I am going to assume it is better then to just wait for all 3 shadow orbs to be up and ready to go before casting it thereby saving on global cds and getting the maximum amount of damage from the spell.

Use your Shadow Orbs on spell_shadow_devouringplague.jpgDevouring Plague. Devouring Plague deals a fixed damage per Shadow Orb, so it makes no difference if you use it with 1, 2, or 3 Shadow Orbs. Ideally, you should use it with 3 orbs, though, in order to conserve global cooldowns.

the damage of devouring plague is a geometric progression. the numbers is just for example. with 1 orb u do 1k damage, 2 orbs 2k damage and 3 orbs 3k damage. So this mean that the total damage if you cast dp with 1 orb for 3 times will be 3k, if you cast only one time with 3 orbs the damage will be 3k either. I hope that i did explain your question.

With the others, thanks for the guide this helps to get started.

One question for those who've tested it, with Devouring Plague requiring Shadow Orbs and benefiting from the number of Orbs up, does it make sense to use SW: Death outside of the 20% kill zone just for the Shadow Orb creation aspect? Would a start rotation like SW:Death>Dev Plague> then regular prio system be beneficial?

I can't log on the beta now, but what i remember is that sw: death is only usable in the 20% kill zone now. I think it has a glyph that changes it to be usable at any time but this don't make it generate shadow orbs. I didn't remember if this changed in any build but this is what i played like a 3 or 4 weeks ago.

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Have I missed something in the reading or are we still without an interrupt? It would have really been nice to be able to contribute a little in that area during Cata. I guess at least with Void Tendrils we'll have a CC that doesn't involve us leaving our bodies.

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Power Infusion is going to be "Priest only", so no more picking a more deserving raid member for this spell. http://us.battle.net/wow/en/forum/topic/5889309137?page=197#3922

Thanks for posting this. It's certainly an interesting change, and I have the feeling it's not the final one on the topic.

Have I missed something in the reading or are we still without an interrupt? It would have really been nice to be able to contribute a little in that area during Cata. I guess at least with Void Tendrils we'll have a CC that doesn't involve us leaving our bodies.

We do have an interrupt, as Shadow, by default, in ability_priest_silence.jpgSilence (you also had this an optional talent in Cataclysm...).

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Very nice, it was added as a spell. I was looking for it as a talent.

I knew you could talent into it in Cata but it didn't make sense for a raid build, which was my primary concern. I sure did miss it in dungeons however.

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Firstly, thank you so very much for this guide (and the others too!). You have taken a great deal of both confusion and hestitation out of the upcoming MoP changes. (And at my age any reduction in confusion is a good thing LOL)

I do have a question or 2 re: Devouring Plague and the whole "wait til 3 orbs to cast". The first being the "damage over time" part of the spell. Will the amount of damage over time be increased per orb when cast ? In the tool tip we know 1 orb will hit for 274(+ 13% of SP) per sec over 6 secs... would 2 orbs then hit for 548(+ X % of SP) per sec over 6 secs ?

I ask simply because I see MB has an 8 sec cooldown.. now given that, I would assume (I know I shouldn't) I want max. dot happening while waiting for MB to come off cd.

The other question I had was in regards to our stats and their priority and caps/plateaus, if there was anything in the works for information in that regard.

Edited by Kizmypatooti
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Thank you about this post.

about the Major glyphs, I think to use MS, PW:D and one for these Fade (because your damage reduction in some fights) , MF (because your 15% moviment speed) or VE (helping healers when they need)

On minors gliphs whatever you use ! All are useless !!! =/

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Firstly, thank you so very much for this guide (and the others too!). You have taken a great deal of both confusion and hestitation out of the upcoming MoP changes. (And at my age any reduction in confusion is a good thing LOL)

I do have a question or 2 re: Devouring Plague and the whole "wait til 3 orbs to cast". The first being the "damage over time" part of the spell. Will the amount of damage over time be increased per orb when cast ? In the tool tip we know 1 orb will hit for 274(+ 13% of SP) per sec over 6 secs... would 2 orbs then hit for 548(+ X % of SP) per sec over 6 secs ?

I ask simply because I see MB has an 8 sec cooldown.. now given that, I would assume (I know I shouldn't) I want max. dot happening while waiting for MB to come off cd.

The other question I had was in regards to our stats and their priority and caps/plateaus, if there was anything in the works for information in that regard.

Thank you about this post.

about the Major glyphs, I think to use MS, PW:D and one for these Fade (because your damage reduction in some fights) , MF (because your 15% moviment speed) or VE (helping healers when they need)

On minors gliphs whatever you use ! All are useless !!! =/

Sorry guys for not replying earlier. We were busy updating the guides. Now, our main Shadow Priest guide is updated for Patch 5.0.4. Please let us know in the comments if you have further questions ;)

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      THE BUTCHER (top)
       
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      High Tide: This is a very good talent for this fight. You will always have a lot of injured people and the power of High Tide will be fully utilized.
       
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      TECTUS (top)
       
      This is a fight with very intense movement for the entire raid, including healers.
      The tactic that my guild uses for this boss involves the whole raid spreading out in a big circle around the boss, no stacking.
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      Tier 1: Nature’s Guardian for accidental ‘standing in crap’ damage or Astral Shift for Tectonic Upheavals.
       
      Tier 2: Doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
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      Many people prefer CBT for this fight because of constant movement and obstacles that cause loss of LoS for direct target heals.
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      Tier 4:
      Elemental Mastery: You can take it if feeling like one more CD is needed but it will burn your mana really fast.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams is the only choice here really.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      If you are able to cast a lot and burn your mana quickly or if you took Glyph of Riptide for this fight, then take Elemental Blast.
      If you prefer single target spells and CBT, take Unleashed Fury - 50% increased heal is really good - you can cast less and pay more attention to your movement.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. CBT will also nicely redistribute your healing to all injured people when you’re moving around!
      High Tide: good talent for people who are good in positioning or with Glyph of Riptide. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
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      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too.
       
       
      BRACKENSPORE (top)
       
      By the tactic my guild uses for this boss, we have assignment for every healer. On Heroic progression you will need two healers assigned to heal mushrooms (one healer in Normal).
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      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘caught in crap’ damage or Astral Shift for Infesting Spores.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a choice too. One more HST on Infesting Spores - why not?
       
      Tier 4:
      Elemental Mastery: no need really and it burns your mana too quick.
      Ancestral Swiftness: if you like to cast faster and to have ‘oh, shit’ instant cast once in 90 sec. - it’s your choice.
      Echo of the Elements: I like it on this fight. More UL for mushrooms!
       
      Tier 5:
      Rushing Streams talent would be the best choice here really. Conductivity is very arguable, imo. While there are periods when all the raid is stacked on mushroom, I’m not sure that this time is long enough for using this talent.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would take Unleashed Fury, especially if assigned to mushrooms. 50% increased single heal is really valuable here. If you are healing the raid, Elemental Blast could be your choice too, but frankly, you can refill the mana from blue mushroom.
       
      Tier 7:
      Cloudburst totem: best choice for healing mushrooms. CBT will nicely redistribute your healing on mushroom to the raid.
      High Tide: good talent if you are healing the raid.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it’s weak and burns your mana fast.
       
       
      TWIN OGRON (top)
       
      This is the fight with intensive movement for all the raid, including healers.
      By the tactic my guild uses for this boss, the ranged dps and healers are mostly stacked together and move together, except of moving of fire and Pulverize.
      It would be nice if your hunters will cast Aspect of the Fox, so you could cast when moving from the fire.
       
      TALENTS:
       
      Tier 1: I would advice Nature’s Guardian here, especially if you are not very good in moving out of fire.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of movement it demands.
      Call of Elements can be a good choice too. One more HST for fire times or Pulverize could definitely help.
       
      Tier 4:
      Ancestral Swiftness: don’t think that more Haste could be very useful in this fight.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. I don't think that there is enough time of stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single damage.
       
      Tier 7:
      Cloudburst totem: chose it if you move a lot. CBT will nicely redistribute your healing to all the injured people in the time when you are moving around.
      High Tide: good talent for people who are good in positioning themselves. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too, but remember that it burns your mana!
       
       
      KO’RAGH (top)
       
      This is the fight with a high damage from both the boss mechanics and not paying attention.
      One of the fights where you should use shaman utilities.
      Remember that there are two main healing strategies for this encounter regarding dealing with Expel Magic: Frost: you can heal through it or move away if you don’t have enough HPS throughput.
       
      TALENTS:
       
      Tier 1:
      Nature’s Guardian, if you are not very good in moving out of things.
      Astral Shift if you are able not to forget to use it on Expel Magic: Frost or Expel Magic: Fire.
       
      Tier 2: Windwalk totem! Use it to help the raid to get away from Frost Orbs.
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a good choice too to reset the cooldown of Windwalk totem. Especially if you don’t have druids for Stampeding Roar.
       
      Tier 4:
      Ancestral Swiftness: not sure that more Haste will really shine in this fight, but it worth a shot if you like it.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single person damage.
       
      Tier 7:
      Cloudburst totem: chose it if you like it.
      High Tide: just the same.
      Both talents are valuable for this fight.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF PURIFY SPIRIT (Purify Spirit has 2 charges now. Useful for Expel magic: Fire dispels)
      Other possibilities:
      GLYPH OF SPIRITWALKER’S FOCUS
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts healing output of Riptide!
       
       
      IMPERATOR MAR’GOK (top)
       
      This is a very long fight with a high damage from both the boss mechanics and not paying attention. There are many boss abilities that will do a raid-wide damage if people handle them in wrong way.
       
      TALENTS:
       
      Tier 1: I would recommend Astral Shift here. Use it on Force Novas or when you are Fixated.
      You can take Nature’s Guardian too, but there’s enough raid damage, so I think it’s better to mitigate.
       
      Tier 2: You can use Windwalk Totem on Slow debuff, but I think that it’s better to just dispel it.
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be good for another HST too. It is a long fight, so you’ll be able to use it at least 3-4 times.
       
      Tier 4:
      Ancestral Swiftness or Echo of the Elements: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      Tier 5:
      Rushing Streams talent would be the best choice here. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Elemental Blast.
      The encounter is more than 10 min. long. You will definitely run out of mana without this talent.
       
      Tier 7:
      Cloudburst totem or High Tide: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts you healing output of Riptide!
      (top)
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