Originally Posted by
Statix
I've read nearly all posts in this topic and I just don't understand why all you Shadowpriests QQ so much. Spirit Tap has become a lot better.
Shadow Power now not only increases the critical strike chance of your Mind Blast and Shadow Word: Death spells by 10%, it now also increases its critical strike damage bonus by 50%.
Improved Shadowform gives you a 70% chance to resist spell pushback, that's more than you had in the first place. So be happy with it, only thing Mages have for example is Ice Veins, which only lasts for a few seconds. You have a passive 70% to resist spell pushback, amazing!?
Then Pain and Suffuring, with 3 points in it, gives your Mind Flay a 100% chance to refresh the duration of your Shadow Word: Pain spell. This would make a lot of difference with your mana and also with your damage. You would no longer lose 2 seconds every 24 seconds in bossfights due to the fact you have to activate SW:P with the global cooldown. And on top of that, you take 60% less damage from your Shadow Word: Death spell. Now with the 50% added critical strike damage bonus and you taking 60% less damage from it, I'd say that makes it pretty powerful. One might actually be able to spam it, because of Vampiric Embrace.
And then we have Twisted Faith, which increases your Shadow spell damage by 30% of your total spirit. Even with only 200 Spirit, that's 70 extra spell damage, not to mention that your Mind Blast and Mind Flay do 5% more damage for every Shadow damage over time effects. With Mind Flay refreshing Shadow Word: Pain, you will always have a 5% increase in your damage, but add Mind Sear to that, you will have a 10% increases in your damage output for 5 seconds.
And last but not least, Dispersion, the Improved Ice Block for Priests. Like I said before, as a Mage, I would love to have this ability. So you can't attack or cast for 6 seconds, you only take 10% of the damage dealth to you and you gain 36% of your total health and mana in those 6 seconds, making Dispersion seem like Evocation aswell. Activating Dispersion with 15k health and mana will let you gain 5400 health and mana in those 6 seconds and because you only take 10% of the damage, that would mean that players/npcs will need to do 54k damage in order to make you actually not gain health while Dispersion is active.
Let's say you gain aggro from a boss in a raid and he will do 150k damage to you over 6 seconds (Don't know if any boss can do that, but just theorizing here). If you activate Dispersion, you would only take 10% of that damage, 15k. And, with you having 15k that would kill you if Dispersion didn't have a second effect. You also get healed for 6% of your health every 1 second for 6 seconds. So, by the time that boss has done 150k damage to you, Dispersion reducing it to only 15k, you will already have healed yourself for 5400 health, enabling you to survive the worst bosses for 6 seconds. If that raidboss wants to kill you, he would have to do a total of 204k damage to over 6 seconds. Just think about what Blizzard has given you. God Mode.
Edit: Added Mind Sear to the calculation.