Yvaelle's Shadow PvE Guide
WoW Version: 5.4, Level 90
Change Log
January 02, 2014
- Updated for higher level haste breakpoints
Introduction
This guide will outline how to deal damage as a Level 90 Shadow Priest in a PvE environment. It will be particularly focused on raid content, but much of it will also apply to heroic and solo content, as well as PvP. I will divide this guide into a short version and long version depending on the readers level of interest in the mechanics behind the answers.
The Short Version
Single Target Spell Priority
1. Devouring Plague (3 Orb)
2. Shadow Word: Death
3. Mind Blast
4. Shadow Word: Pain
5. Vampiric Touch
6. Mindbender
7. Halo
8. Mind Flay
AoE (5+ targets) Spell Priority
1. Halo (at 25 yards from the tank/mobs)
2. Devouring Plague (3 Orb)
3. Mind Sear
Talent Build
Recommended Build for Most Fights
Level 15: Dominate Mind
Level 30: Body and Soul
Level 45: Solace and Insanity
Level 60: Angelic Bulwark
Level 75: Twist of Fate
Level 90: Halo
Glyphs
Glyph of Inner Sanctum
Glyph of Mind Flay
Glyph of Vampiric Embrace
Glyph of Dark Archangel
Glyph of Shadow Ravens
Glyph of Shadowy Friends
Attribute Weights and Combat Ratings
Higher Value is better. All Ratings for level 90.
Intellect > Spellpower > Spirit > Haste > Mastery > Crit
1% Spell Hit = 340 Hit Rating
1% Expertise = 340 Hit Rating
1% Haste = 425 Haste Rating
1% Critical Strike Rating = 600 Crit Rating
1% Mastery = 333 Mastery Rating
Gems
Ordered from most valuable to least valuable and assuming you are either below the 8085 haste plateau, or reforge to other stats once you reach it (which you should do).
Energized Adventurine 200 Spirit + 200 Haste = 156 + 162 = 318 PP
Reckless Sardonyx 100 Int + 200 Haste = 100 + 162 = 262 PP
Energized Wild Jade 160 Haste + 160 Spirit = 124 + 130 = 254 PP
Reckless Vermilion Onyx 80 Int + 160 Haste = 80 + 125 = 205 PP
Brilliant Primordial Ruby 160 Int = 160 PP
Enchantments
The list below is the recommended enchantment for each slot ignoring profession bonuses (covered in the Professions section).
Shoulder: Greater Crane Wing Inscription
Cloak: Enchant Cloak - Superior Intellect
Chest: Enchant Chest - Glorious Stats
Wrist: Enchant Bracer - Super Intellect
Hands: Enchant Gloves - Greater Haste
Belt: Living Steel Belt Buckle
Legs: Greater Pearlescent Spellthread
Feet: Enchant Boots - Pandaren's Step
Weapon: Enchant Weapon - Jade Spirit
Offhand: Enchant Off-Hand - Major Intellect
541 BiS List
Helm: Hood of the Exorcist
Neck: Horridon's Tusk Fragment
Shoulder: Shoulderguards of the Exorcist
Back: Constantly Accelerating Cloak
Chest: Robes of Nova
Bracers: Vaccinator's Armwraps
Gloves: Gloves of the Exorcist
Waist: Vita-Binder Wrap
Legs: Leggings of the Exorcist
Feet: Starwalker Sandals
Ring1: Durumu's Captive Eyeball
Ring2: Jin'rokh's Dreamshard
Weapon: Ritual Dagger of the Mind's Eye
Offhand: Fetish of the Hydra
Trinket1: Breath of the Hydra
Trinket2: Unerring Vision of Lei Shen
Raid Consumables
Flask of the Warm Sun (Personal)
Potion of the Jade Serpent (Personal)
Mogu Fish Stew (Personal)
Banquet of the Pot (10 Man)
Great Banquet of the Pot (25 Man)
Pandaren Banquet (Provides 275 of best stat to all classes, 10 Man)
Great Pandaren Banquet (25 Man)
The Long Version
Talent Comparison
Level 15 - None of these have any significant benefit outside PvP, pick at personal preference.
Level 30 - Body and Soul is the defacto standard for most fights, it provides enough run speed to avoid mechanics with the added benefit of some survivability in the same GCD. On some fights kiting must occur, in which case Angelic Feather is the stronger choice. Occasionally root or snare mechanics exist, such as against the Council of Elders (Troll Council) - where Phantasm becomes extremely valuable for escaping sandtraps.
Level 45 Against encounters where movement is predictable and rare, Shadow Word: Insanity shines. For high movement single target fights, Mindbender is the best option. From Darkness, Comes Light is good for dot-cleave, high movement fights where Twist of Fate is used over Divine Insight - but is generally now the weakest of the three options after the nerf to Glyph of Mind Spike.
Mindbender
Mindbender is the best single target option for high movement encounters where Insanity is unlikely to work effectively. It is much easier for beginners to use (push it on cooldown and forget about it), and the clear winner in any encounter where we have additional roles (ie. offensive or defensive dispel-heavy fights, or fights where we are expected to drop shadowform and help heal), as it only asks 1 GCD every minute of us, rather than Insanity's need to consume a very sizeable number of GCDs per minute.
From Darkness, Comes Light
Previously From Darkness, Comes Light (FDCL) was highly prized for the frequency of procs, the scaling with multi-DoT encounters, and the Glyph of Mind Spike's ability to make Mind Blast casts instant. With the nerf to Glyph of Mind Spike and the rising stat weights of our gear, the benefit of FDCL is declining compared to the alternatives (also because Insanity is now a legitimate option). It only becomes worthwhile when you are multi-DOT'ing Vampiric Touch, but because of the weak state of VT this is proving less and less common. It is not a bad option, but it no longer shines as it did before 5.2.
Shadow Word: Insanity
Shadow Word: Insanity is the strongest single target option when high-movement is not required. With some practice SW: Insanity can be effective during light movement, and synergizes with both Divine Insight and Twist of Fate (since it benefits from ToF, where Mindbender does not). For low health adds which are high priority to be burst down, Insanity can also be a strong option as it only requires Devouring Plague to be applied before it is cast, such as the Farraki Basilisks during the Horridon encounter.
Level 60 - Angelic Bulwark is pretty much always the right call, it adds to your health even if you take the damage in a single hit. This means that if you have 450k health raid buffed, the shield will protect you for 90k, if you randomly take 539k damage you won't die: tank-like HP! That's after armor and shadowform and dispersion and power word: shield too! If you take a physical hit and have 34% armor, and -15% from shadowform, you would need to get hit for 832,140 initial damage to actually kill you. If you knew the burst was coming, it was physical damage and you were planning for it - Glyph of Inner Fire, PW: Shield, Angelic Bulwark, Dispersion - you could survive about a 10,000,000 damage physical hit
Level 75 Twist of Fate is simply amazing for any fight where you can maintain high-uptime on it by executing low health adds frequently, Divine Insight is a common choice for council-fights where multi-dotting is possible but ToF is not viable. Power Infusion is a very good burst cooldown combined with Shadow Word: Insanity, for any fights where burst is necessary it is best.
Twist of Fate
Twist of Fate increases all damage by 15% upon damaging a low health enemy, on add fights we can maintain anywhere from 60-90% uptime on a 15% damage buff. It's very hard for Power Infusion or Divine Insight to every compete with that kind of uptime. Twist of Fate, on all the add fights this tier - is what keeps us competitive overall - it gives us a hidden 15% buff compared to all other classes.
Power Infusion
Power Infusion now scales with Bloodlust / Heroism, and adds 5% overall damage while active. PI is an excellent DPS cooldown, especcially when combined with Shadow Word: Insanity. If ever we encounter a fight like Spine of Deathwing again, where an important add needs to be quickly burned down - this will be a must-have. Alternately, for any fight where a high-damage buff phase occurs - combining Power Infusion with Bloodlust will lead to some very impressive numbers!
Divine Insight
Divine Insight has a low 5% proc rate, but whenever multi-dotting Pain is a possibility it can provide very beneficial results by increasing our Shadow Orb regeneration and thus Devouring Plague uptime. However, because multi-dot fights also often involve many low health adds in execute range - often time Twist of Fate may prove a stronger option in the same niche. It is important to recognize when a fight is better suited toward Divine Insight or Twist of Fate.
Megaera and Protectors of the Endless are good examples of fights where Divine Insight can provide additional Devouring Plagues for your kill target. Horridon is a perfect example of a Twist of Fate fight - Divine Insight could also work on Horridon - but ToF will almost always prove superior. If your guild is having trouble killing specific adds during a Twist of Fate-style fight - Divine Insight may also prove beneficial over Twist of Fate - feeding you with high damage Mind Blast casts and more frequent Devouring Plagues - it costs you overall damage, but give you larger burst damage spikes more often to deal with high priority adds.
Level 90 - All three of our level 90 spells are fantastic spells in the right situation. Divine Star is the best option for fights where you will frequently be stacked in melee with the boss - and provides the highest HPS utility in these scenarios. Cascade for fights where many adds are frequently spread far apart is the highest overall damage of the three, but provides no HPS utility. Halo can be an enormously powerful burst damage spell when many adds stack on the tank, and provides non-trivial healing for fights where many allies are spread out: especcially in 25 man (or 40 man) raids.
Dark Cascade
Because cascade will always pick the farthest available jump, it will automatically pick the highest damage jump it can for each bounce. Predicting how the bounces will work out is an important skill for maximizing cascade damage on each encounter. During the Elegon encounter, Cascade can leap between Elegon and adds, Elegon and Sparks, Elegon and Pillars - and leads to extraordinarily high damage especially when combined with Twist of Fate. In 5.2, a similar encounter is Tortos, where Cascade will often bounce between Tortos and Whirling Turtles, then to bats, then to Turtles, then back to the bats.
Dark Star
Dark Star can deal significant damage when many mobs are consistently clumped on top of tanks and Halo is not practical - it should also not be overstated how effective persistent use of Star during raid-damage intensive fights can be for a stacked raid. Generally it is the weakest option when clumping of raid members is not required , but the strongest when it is.
Dark Halo
The sweet spot for Halo is 25 yards, at which point it can deal significant damage to every enemy it hits - and unlike spammable AOE spells like Mind Sear - it does not deal diminished damage per target hit - but full damage to each. For any encounter where the tank frequently picks up tens of mobs and stands still with them - Halo can quickly prove the strongest damage option. In that situation a Cascade would bounce for high damage once, then bounce repeatedly for low damage - while Halo with good aim will deal massive damage to each enemy hit.
The added advantage of Halo over Cascade is the AOE healing which should not be overlooked - a properly timed Halo can be a huge boon to healers after a large raid-damage spike. For fights where a massive spike in everyones health is predictable and healers ask the raid to stack, it may be worth considering asking a Spriest to go out 25 yards from the stack - Halo just before the damage spike, and then Dispersion right before it hits: potentially healing every raid member for 200-600k Alternately, for any fight where Cascade is often good, Halo may also be the better call if healers are struggling - for a moderate DPS loss it will provide 10-20k HPS just using it on cooldown.
Glyphs
Since none of the glyphs increase your DPS directly, the most important glyphs for raiding are those which increase your survivability and increase your support to your raid group. Because of this, Inner Sanctum and Mind Flay provide the most survivability and indirect dps increases, while Vampiric Embrace provides the most survivability and support.
Glyph of Mind Spike
Glyph of Mind Spike no longer synergizes with From Darkness, Comes Light - to provide free Mind Blast casts much of the time. This is very unfortunate and was intended for PvP, but has nerfed PvE mobility and DPS slightly as a result. Since it's pretty much Never the right time to hard-cast Mind Spike, this glyph should no longer be used.
Glyph of Inner Sanctum
Glyph of Inner Sanctum decreases Spell Damage taken by 6%, which is very useful for decreasing stress on healers - its small - but those things add up - it also saves your life sometimes (which on average, increases your dps). Given the alternatives, this is one of the best raiding glyphs at least until your healers are comfortable enough with the healing to try out other things.
Glyph of Inner
Glyph of Inner Fire provides 4% physical damage reduction, which on many fights can be very valuable to your healers. Many raid mechanics are based on physical damage, thus reducing that damage not only increases your chances of surviving mechanics - but also makes you even less a burden on the healers - which is always a good thing! If you aren't sure whether to use Inner Sanctum or Inner Fire, consult a fellow priest, or a friend with Recount or Skada - to check the major sources of damage that are hitting you during attempts.
Glyph of Vampiric Embrace
Glyph of Vampiric Embrace is a direct improvement to the unglyphed version - since so much of our damage comes in bursts through Devouring Plague and Halo, timing Vampiric Embrace to coincide with these cooldowns is significantly better than taking only half their value, +5 additional seconds of regular dps following their completion. Being able to increase your burst healing gives you more control in response to massive raid damage. Lastly, just to put numbers to it - if you deal 100,000 DPS all the time (ignoring DP / Halo damage spikes), then in 10 seconds of 100% healing, you provide 1,000,000 healing. If you deal 100,000 DPS all the time - but only provide 50% healing (5000) for 15 seconds you provide 750,000 healing. Glyph of Vampiric Embrace is better in three ways, 1) it increases your control of healing provided, 2) it responds better when synced to your damage bursts, 3) it provides 25% more healing.
Glyph of Mind Flay
Every time you go to reposition in the fight, you will do so 45% faster thanks to this glyph - this glyph has potentially the largest impact on DPS of all the glyphs because it reduces lost dps during movement. It also makes you move out of fire 45% faster, fire is bad.
Glyph of Dark Binding
Personally I love this glyph, because I like to play Priest Catch by tossing the Prayer of Mending around... and sometimes I forget to go back into Shadowform ^^ It's also annoying that Life Grip drops Shadowform, and this solves that. I will very likely use this in PvP, but in PvE I suspect it will not surpass Glyphs of IS / VE / MF (all above).
Gems
Ordered from most valuable to least valuable and assuming you are either below the 8085 haste plateau, or reforge to other stats once you reach it (which you should do).
Energized Adventurine 200 Spirit + 200 Haste = 156 + 162 = 318 PP
Reckless Sardonyx 100 Int + 200 Haste = 100 + 162 = 262 PP
Energized Wild Jade 160 Haste = 160 Spirit = 124 + 130 = 254 PP
Reckless Vermilion Onyx 80 Int + 160 Haste = 80 + 125 = 205 PP
Brilliant Primordial Ruby 160 Int = 160 PP
Enchantments
The Short Version recommends the enchantments below and ignores profession bonuses such as ring enchants, inscription shoulder enchants, tailoring enchants and so on. Alternatives exist for many of these enchantments which may be better in certain circumstances.
It is possible to gain a superior PP value boot enchant: Enchant Boots - Greater Haste, but this would reduce movement speed and is not ideal for most spriests for most fights: but on a zero-movement Patchwerk encounter it is definitely the superior alternative.
Leg enchants can be substituted with Greater Cerulean Spellthread which provide critical rating instead of spirit - but generally it is better to use the spirit versions and reforge to hit cap - if you were dramatically over hit cap you could use the above to drop spirit without your shifting reforges.
For Weapon enchantments Enchant Weapon - Windsong is a permissible alternative to Enchant Weapon - Jade Spirit for non-epic weapons and cash-strapped spriests.
Shoulder: Greater Crane Wing Inscription
Cloak: Enchant Cloak - Superior Intellect
Chest: Enchant Chest - Glorious Stats
Wrist: Enchant Bracer - Super Intellect
Hands: Enchant Gloves - Greater Haste
Belt: Living Steel Belt Buckle
Legs: Greater Pearlescent Spellthread
Feet: Enchant Boots - Pandaren's Step or Enchant Boots - Greater Haste
Weapon: Enchant Weapon - Jade Spirit
Offhand: Enchant Off-Hand - Major Intellect
Haste Breakpoints
A haste breakpoint is when a sudden rise in DPS occurs due to an additional tick of a DoT appearing after a specific value of haste (a breakpoint). The most notable one for Shadow in Patch 5.0 is 8085, which should only become a concern once you are in at least ~495 item level. Generally, below this item level you want to prioritize Intellect whenever possible, while picking up socket bonuses when you can - and reforging to maintain hit cap and then maximize haste.
At 8085, Devouring Plague and Shadow Word: Pain each gain an additional tick, which may correspond to a ~2-3k DPS increase in single target - and a larger one depending on multi-dotting Pain and/or Divine Insight increasing Devouring Plague uptime.
10438 - Vampiric Touch +2, and Vampiric Touch +4 during a 30% haste buff (LMG or Bloodlust)
11982 - Shadow Word: Pain +5 and Devouring Plague +5 both during a 30% haste buff (LMG or Bloodlust)
14873 - Shadow Word: Pain +3 and Devouring Plague +3, this is the next important one after 8085
17205 - Shadow Word: Pain +6 and Devouring Plague +6 both during a 30% haste buff (LMG or Bloodlust)
18200 - Vampiric Touch +3 and GCD capped at 1 second
After this point, haste will begin to lose value as a secondary stat since it will no longer benefit our GCD - while this is unlikely to be an issue during Throne of Thunder, it will likely become an important point to remember during the Raid on Orgrimmar.
You can view how and when other breakpoints occur using the following helpful tool if you require more information:
Shadow Haste Breakpoint Calculator
General logic of stat priorities at various gear levels:
1. If you are below the 8085 haste breakpoint or not hit capped, you should not worry about relative crit / mastery imbalance, its very small and insignificant compared to hit/haste breakpoints
2. If your item level is below say... ~510 you should probably just regard Crit and Mastery as being equal - and both being significantly worse than Int > Hit > Haste
3. If you have the above but do not have 2pT15 (or 4pT15) you should consider crit better than haste once you are above 8085, but not in range of 10125 haste
4. If you have 1 and 2 covered, and have 2pT15 (or 4pT15) you should consider mastery and crit to be a personal choice
5. If you have 1, 2, and 4 covered, and have Lei Shen's 100% crit trinket, and are making use of it to apply long-lasting 100% crit chance DoTs, you should consider mastery to be a clear winner.
Racial Bonuses
Below are the racial bonuses which provide an increase in DPS. Any race not listed does not gain DPS. Most races gain approximately 300 Intellect worth of various stats, so the DPS gains of most races which have DPS gains is essentially identical: pick races based on appearance, lore, or utility racials - but not damage.
Only two notable exceptions exist, Troll Berserking could potentially be worth 267 more Intellect with flawless use before the Haste plateau, but after reaching the Haste plateau even flawless execution makes it about as valuable as any other race with a DPS racial (listed below).
Undead's Touch of the Grave is potentially worth 1,400 DPS during Mind Sear (if it procs precisely on ICD), however during most boss encounters with one to three dot cleave targets it come out at around 950-1000 DPS: pretty impressive, and it heals you for equal HPS
Worgen: Viciousness 1% Critical Chance. 1% Crit is 600 Critical Rating at level 90, or 270 PP (equivalent to 270 Intellect).
Draenei: Heroic Presence 1% Hit Chance. 1% Hit is 340 Hit Rating at level 90, or 196 PP (equivalent to 196 Intellect).
Human: The Human Spirit Increase spirit by 3%, and Mace Specialization 1% Expertise (becomes 1% Hit). 1% Expertise now converts to Spell Hit for casters, meaning for Mace-wielding Humans: 1% Hit is 340 Hit Rating at level 90, or 196 PP (equivalent to 196 Intellect), and 3% of their Spirit will then be additionally valuable - but it is safe to assume the Human is roughly equivalent to 300 Intellect: comparable to Pandas and Worgen.
Troll: Berserking 20% Spell Haste for 10 seconds every 3 minutes. Averages to 1.1% Haste. Before the 8085 Haste plateau, 1.1% Haste is worth about 378 PP (or Intellect), after the 8085 Haste plateau 1.1% Haste is worth 222 PP (Intellect). However, Berserking is best used when coordinated to burst damage where the potential effect could probably be 50% higher than using it purely on cooldown: 567 PP before the haste plateau, or 333 PP afterwards.
Undead: Touch of the Grave 16,000 damage (and self-healing) every ~10 seconds (ICD), with a 20% proc chance on essentially all forms of damage. Touch of the Grave can crit, and deals 20% additional damage for Shadowpriests because it benefits from Shadowform (already included in the DPS figures below). This results in 1,500 DPS during Mind Sear on many targets (procs almost immediately on the ICD), but for most boss fights with 1-3 target DoT cleaving it gives 950-1000 DPS and HPS gain: pretty spiffy! ^^
Goblin: Time is Money 1% Haste. 1% Haste is worth 425 Haste Rating at level 90, or 344 PP (Intellect) before the Haste Plateau, or 201 PP (Intellect) after the haste plateau (7585 Haste Rating for Goblins, 8085 for non-Goblins).
Pandaren: Epicurean +300 Intelligence (double Well Fed effect), is worth 300 PP.
Dwarf: Mace Specialization 1% Expertise is worth 1% Hit, is 340 Hit Rating at level 90, or 196 PP (equivalent to 196 Intellect).
Flask and Potions
Flask of the Warm Sun - compared to prior expansions, the materials for intelligence consumables are the easiest they have ever been: take advantage of them! Be sure to get a flask specialist Alchemist to combine them for you for chances at free procs!
Materials:
1x Crystal Vial
4x Silkweed
1x Golden Lotus
Potion of the Jade Serpent - can be consumed a second before your tank pulls, and again during the fight to have nearly 50 seconds of 4000 additional Intelligence over the course of the fight. Be sure to get a potion specialist Alchemist to make them for good chances of additional procs.
Materials (per 1 potion):
1x Crystal Vial
1x Green Tea Leaf
1x Silkweed
Intelligence Food
The best Intelligence food is made via Way of the Pot, which is taught by Sungshin Ironpaw in Valley of the Four Winds.
The easiest food to make is Swirling Mist Soup, which requires only 525 cooking school and 1x Jade Lungfish, which you can fish in schools in The Jade Forest.
Upon reaching 550 skill in Way of the Pot, you can make Braised Turtle which requires 1x Raw Turtle Meat and 5x Juicycrunch Carrot. Carrots are best grown on your farm, or can be exchanged for Ironpaw Token at a rate of 1 Token per 25 Carrot: but Tokens are best saved for 100 Year Soy Sauce which are used for feasts for your raid. The best place to farm turtle meat is from Brineshell Snapper in Dread Wastes.
At 600 skill in Way of the Pot, you can make Mogu Fish Stew which requires 1x Black Pepper, 5x Emperor Salmon, and 25x Mogu Pumpkin but produces 5x Mogu Fish Stew per combine.
However, if you're keeping the best interest of your raid in mind, you can make Banquet of the Pot to feed a 10 man raid group, or Great Banquet of the Pot to feed a 25 man raid group. In both instances, each combine makes 5 Banquets, and making these Banquets will provide you with additional Intelligence above the stated value for Intelligence users only.
Banquet of the Pot Materials (5 Banquets per combine):
1x 100 Year Soy Sauce
10x Reef Octopus
10x Mushan Ribs
50x Juicycrunch Carrot
Great Banquet of the Pot Materials (5 Banquets per combine):
1x 100 Year Soy Sauce
20x Reef Octopus
20x Mushan Ribs
100x Juicycrunch Carrot
Professions
http://howtopriest.com/viewtopic.php?f=43&t=1625
Weak Auras
Aristari and CommanderSirow have collaborated to bring you these two amazing weak auras for tracking Vampiric Touch and Shadow Word: Pain refreshes (should apparitions ever be fixed). They will show you how much spellpower, haste, crit and mastery you currently have and how much your active DoTs on the target have - as well as identifying positive or negative gains in green and red so you can tell if you should consider updating your DoTs!
Shadow Word: Pain
Code:
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Vampiric Touch
Code:
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