Hi!
I've been thinking alot about shadowpriest survivability lately.
I know it's been a lot of talking about how resilience will fix our class, but let's face it;
even if we gather up more resilience, so does our enemy.
Resilience also affects our DoTs, which is nerfing our damage even more (If we're lucky to get a DoT up that is).
Our defensive spells are Shadowform which reduces physical damage taken by 15%, Power Word: Shield, Psychic Scream and Dispersion.
Even with these four, we're still getting killed very fast. during a normal fight I don't even have a chance of using my shield twice.
Our fear isn't of much value either, with a 26 second cooldown talented, it can easily be trinketed.
That leaves us without any other defensive mechanisms except pvp-trinket.
However, a pvp-trinket does not help against counterspells and other silences.
Our dispersion isn't helping either. All it gives us are 6 seconds of 90% less damage.
What happens when it runs out? We die.
I find it easier (not easy though) to face a caster class than a melee class though, and that's where I think the problem is.
This is including hunters. With Bestial Wrath we can't even fear them, loosing another of our very few defensive spells. and their pets eats through my shield in less than a second it feels like.
Here's my suggestion of what could be improved to let us have a fair chance in pvp.
- Change Dispersion.
I earlier wrote that I thought it should heal us for a small amount as well... After thinking about it, that's almost as worthless like the spell is now. This spell should do what it does right now AND make us able to cast spells during this 6 seconds, without any chance of being silenced or interrupted. That's four spells if you cast one every global cooldown. We have two spells that's not DoT's and takes a global cooldown to cast. Mind Blast and SW. SW isn't really a spell you feel like using in pvp, but while in Dispersion it might actually be useful with the 90% damage reduction. I wouldn't mind having the damage reduction reduced to 80% instead for this change to be implented. This change would also be a buff for pve, since you'd be able to cast while regenerating mana from Dispersion.- Give us a spell similar to druids root effect.
This would affect melee classes, and also hunters. However, other casters wouldn't be affected by this except for them being unable to move.
They would still be able to cast and continue as usual. Other casters have atleast two crowd control or root/snare effects. Mages have Frost Nova and Polymorph, if they're specced frost they also have Deep Freeze. Druids have Entangling Roots and Cyclone (you could also count Typhoon). Warlocks have fear, death coil and pets which can stun/silence.
We have our fear on a 26 second cool down.- Increase the charge of our Inner Fire.
I know it's said to be a cheap spell, but I don't want to waste 500mana and a global cooldown in the middle of a fight.
I would rather pay the double amount of mana for the double amount of charges.
If you don't increase the charges, you could atleast remove the global cooldown from this spell. It's a selfcast spell only, so I don't see how it could affect anyone in a bad way. We still pay the mana for it.- Fade making us immune to movement impairing effects.
While our fade spell is active, it should make us immune to slows like crippling poison, Hamstring or Chains of Ice. I wouldn't mind having the talent increasing the cooldown of this spell, or reducing the duration of it, for this to happen.
What's your opinion on these suggestions? Got any own suggestions? I'd love to hear them!
Sorry for any misspells, english isn't my native language.
/Cham