Originally Posted by
Kelesti
The logic behind your priority list only changed when you had Theralion's Mirror as a trinket. As soon as that was replaced, you were back to the simple design of "Keep all three DoTs up (but only really have to cast 2 of them), Mind Blast on cooldown, else spam Mind Flay until execute".
That was it. That was Cataclysm's design. That was Wrath's design. Undead's design in BC (Plague actually hurt like a truck then), except occasionally depending on the tier you could get away with casting Shadow Word: Death on cooldown all the time rather than execute. Didn't really change the gameplay or the feel of it. Therallion's Mirror was great for what it was, but Shadow was never as complicated in what to do, only in ways to be able to squeeze out just that much more is where the skillcap is.
As for what to do when moving? We a) Keep our DoTs up (like we've always been doing) and b) spam Devouring Plague for the instant portion damage. Well, seeing as that's gone, we spam Shadow Word: pain, for the instant portion damage. It has exactly the same effect.
Except, unlike on live, we now have a built in 45% run speed to get us to where we need to go, faster, thanks to Mind Flay's new glyph. Which means, yes, our damage drops while we run (as does everyone's), but we get to go back to full steam much sooner. This is kind of a big deal, something we've never had before.
Sure, we can't pop Spirit Walker's Grace and pretend we can ignore the effects of movement on our damage. But we do have this to mitigate it, which in itself is an improvement over Cataclysm's, Wrath's, or even BC's model. I wouldn't consider that being something we're losing, but something we've been given.
The only thing I see us losing at this point is the yawnfest of Archangel (outside of 4pc13, but trading it for power infusion if we choose, which if tuned right would feel more important for Shadow regardless), and Mind Sear's damage (which is stupid).