Showing posts with label shadow priests. Show all posts
Showing posts with label shadow priests. Show all posts

Friday, April 2, 2010

And, I'm back.


I figured this was an appropriate reason to make the first post in the better part of a year. A full week behind the rest of my guild, due to me being on the bench for the guild first kill. But still -- Hail to the Kingslayer, baby!

Disclaimer: This was on my mage, not my priest. Actually, for maximum ironic potential, my priest has since become a full-time healer in the past six or so months, with a primary spec of Holy and Disc remaining the offspec. Not a shred of Shadow anywhere. It actually makes me a bit sad -- for so long he was never, ever intended to even off-heal. I was a committed Shadow Priest player. And now look at him! It almost feels like he's a traitor to all of Shadow Priest-kind.

I may as well start blogging in my new persona as a mage, but it feels really awkward to do so in a blog essentially dedicated to being a Shadow Priest.

Wat do?

Start a new blog... or rename and redesign this one?

Wednesday, July 22, 2009

Jumping on the bandwagon

All right, I'll say it: Shadow Priests are being ignored. Ghostcrawler knows it, Shadow Priests know it, everyone knows it.

I don't think that we're competitive dps, either. I wish I had a recent WWS parse to prove it, but I don't. Either you take it on my say-so, or you call me a liar--I'm okay with either of those options. However, the top DPS slots in our 10-mans (which weren't even great for me in the first place), I'm lucky to place top 4 in a non-aoe situation, or above any similarly-geared melee class. Although I'm not the best-geared priest, my rotation is solid and doesn't vary much, and the fights I am thinking of as examples don't require me to move a whole lot (Razorscale, minus aoe-ing the adds; XT when I don't have the aoe slot; Kologarn; Ignis etc.).

So what, then, is the problem? A lot of people would say scaling is a huge issue--Shadow Priests are one of the worst scaling classes/specs in the game right now, second only perhaps to ... actually, I can't think of any. I'm going to go ahead and say we're the worst off in terms of scaling. Our gear gap is growing, and it's not getting any better.

I have heard all sorts of reasons for this gap:
  1. Needing to use Glyph of Mind Flay to even get close to the range of other caster dps classes. Range issues in general.
  2. Mind Flay sucks. A crappy spell damage coefficient due to snare component + glyph (effectively) removing snare component = bad spell.
  3. Haste simply sucks. It doesn't scale, it's too dependent on latency, and its usefulness as a stat hasn't kept pace with the buffs to other mechanics that tremendously increase the usefulness of crit rating.
  4. No "big nuke" on a cooldown for burn phases. Inner Focus does not a dps cooldown make. Some Shadow Priests I know don't even take that talent, for so long considered mandatory, with no appreciable impact on their capabilities.
  5. Various bugs the community has been aware of for ages that haven't gotten fixed; i.e. Shadow Weaving stacking (if anything nerfed, due to the "fixing" of the bug with Mind Flay that made it easy to build stacks), goofy mechanics with Shadow Word: Pain, etc.
  6. A long "ramp-up" time that prevents us from front-loading damage in any way, shape, or form. Ten seconds after mages are happily throwing Frostfire Bolts, we're still applying dots and haven't started the meat of our rotation.
  7. Sort of related: no spammable nuke.
  8. Cooldown on Devouring Plague (though to be fair, this is being fixed). As it stands, if we don't want to burn the cooldown, for example, on trash--it's 20% dps gone off the top.
  9. Dispersion has almost no PVE utility at all.
This is all just off the top of my head.

I have two major suggestions aimed at improving the scaling issues in particular. One, improve the spell damage coefficient on Mind Flay and drop the snare, or buff the range and drop the snare. Or (dare I say it) do both on the current glyph to simply make it into even more of a must-have PVE glyph, which is fine for me, and I think most Shadow Priests would also agree given the options available at the moment. The alternative is the make the baseline spell a no-snare, extended range, better spell damage coefficient version, and change the glyph so that it will return Mind Flay to the original version. Either way works for us.

And secondly, depending on which direction Blizzard wants to take design-wise for the class, either redesign our tree to not be so reliant on applying/maintaining our dots for optimal damage and give us a spammable nuke, or improve our dots to more directly scale with gear. Wowinsider floated the idea I've heard before of having haste give some kind of a benefit to our dots. As it stands, it does nothing for the dot component of our dps, and with us being so reliant on dots to do damage, effectively makes haste half as helpful as it should be.

I'd rather not sacrifice our reliance on dots--that'd effectively make Shadow Priests into a diet mage or warlock, an accusation levelled at us in the past.

But for the love of god, FIX MIND FLAY!

Thursday, April 23, 2009

Coming up

Stuff I'd like to accomplish (WoW-related) in the next couple weeks:

  • Finish levelling enchanting to at least 400
  • Continue working on Netherdrake rep (I seriously want one for some reason. I think I have always been jealous of those people flying around on them in BC). Want to get exalted in two weeks with some lucky egg farming.
  • Make a Wispcloak for my healing set.
  • Enchant my healing set, including head and shoulders. Consider using Cowl of Vanity (gemmed and enchanted) for my healing helm instead of Cowl of Innocent Delight as I am now. Was going to save Vanity for a DPS helm once I got enough +hit to replace Faerlina's Madness but Ulduar is shifting priorities. I don't want to spend 250g doing that to only replace it in a week.
  • If I swap helms, it seems likely I will have to switch in Legwraps of the Defeated Dragon (which is arguably only a marginal upgrade if at all) to replace Leggings of the Instructor, an awesome item even though they come from 10 man Naxx, just to make up that +hit. I was hoping to hold out for Kel'thuzad's leggings, but the likelihood of getting those if they drop is slim. However swapping out Leggings of the Instructor when in Shadow spec will make them into full-time healing legs, a role they excel at.
  • Run 10 man naxx for some non-dps items to fill out my healing offset. Notably belt and neck. As a corollary, pick up whatever's available in 25 man Naxx. If we actually run it. Otherwise 25 man Naxx is getting pugged like whoa, bads and all.
  • Work on fishing and cooking now that those balls-tastic quests to progress past 225 are gone. Considering letting Zerkker be my cook and fisherman, but it will be a while before I can cook useful food for my priest if I go that route.
  • Somehow find the time to do enough dailies to fund all this AND pay for progression raids 3 nights a week.

This is all a tall order. The money issue is a big one, as the gear switching, if I go ahead with it, will gain me very little actual improvement in exchange for 500g all told (about 350g for the gems, 160g for the enchantments). Considering I hit 4000 dps fairly easily I don't think anything's particularly wrong with my gear setup that I would need to fix right now. I'm not going to be zerging 10 man Sarth+3 anytime soon, but that wasn't in the cards anyway.

And this is all assuming I have the time to accomplish any of this.

Ignis and XT

Last night we made some attempts at XT-002 Deconstructor and Ignis the Furnace Master. And yes, there were lots of crotch jokes on Ignis. I think we added a couple new words and phrases to our guild lexicon on that one.

Although we didn't down either of them, we made some progress. I'm going to go through some of the things we learned both for my benefit and the benefit of any readers (yeah, right).


  • There was a rumor going around that killing Ignis adds 1 minute to the enrage timer on XT. This is false.
  • Ignis' and XT's trash really isn't so hard on 25 man. At least that, or we've gotten much better at dealing with them.
  • Positioning is key on Ignis. For that fight, our best attempt had all of the casters grouped up at the center of the room while the MT shuffles Ignis back and forth in front of the waterfall pool, angling him so that the scorches don't fall into the water. The problem with this strategy is that the Scorch patches make kiting the adds through them difficult for the OTs. Walking right in front of Ignis a whole bunch of times is just asking for it.
  • Our sticking point at the moment with Ignis is our kiting strategy. Slag Pot (aka "crotchal") duty is handled. MT heals are handled. We only lose our MT or any crotched player when the buff stack on Ignis becomes too high for us to handle healing the MT and healers have to shift their attention (futilely, but it's the natural reaction). If the MT is going to die, it usually happens during or immediately after Flame Jets.
  • I fucking blow at Disc healing (my dual spec). At least I have some good excuses. My offset, while including a couple best-in-slot healing pieces pre-3.1, is really shoddily prepared. I also am using a +hit necklace solely because it has Spirit on it, and a cloak and a belt (the belt with +hit on it no less) with all DPS stats on it simply for lacking a better option. My Shadow spec boots pull double duty as healing boots (best in slot, natch). Thus I heal with Icewalker on my boots like all the pros do. Though, admittedly, Icewalker is a halfway decent enchantment for a Disc healer. Also, Discipline-spec healing is much much different from what I was used to as a long-time Holy-spec healer. Much more fast paced, almost no OO5SR (Out Of Five Second Rule) dancing, spamming Power Word: Shield (which, by the way, is AMAZING with Disc talents)... it's a bit too much too much to process and perform at the moment, although I'm getting better quickly.
  • Penance and PW:S are the best spells for a Disc healer on this fight (MT duty and Slag Pot duty). Along with the obvious bouncy-bouncy PoM. Slap your raid leader if you're Disc and s/he puts you on raid healing (gasp) . Actually, if s/he puts you on anything BUT single-target healing.
  • Flame Leviathan is much, much more fun with 25 people. :)

I'm confident we'll get Ignis down on Friday (although, myself and my beautiful wife-to-be will not be able to attend). I'm equally confident that Razorscale, once Ignis is down, will suddenly seem to get much easier. She may well go down on Friday as well.

Next up, a general status post.

Monday, April 13, 2009

Updates

Not much to post about recently, unfortunately. I'm working on getting several scattered objectives done in-game in during raid downtime.

I'm finally levelling enchanting, and working on getting that up. It's difficult after selling off most of my BC materials for cash flow long ago, when I wrote off enchanting as ever becoming relevant to me. I'm regretting that decision slightly now. I'm also monitoring the Bookclub channel and hearthing back to Dalaran and snagging the books when people report them up. It's the lazy man's way to a new pet. I quickly found that camping the spawn points was tedious, and time consuming, and not my thing at all.

Finally, I'm running old raids (did part of Sunwell last night) and trying to see the content I didn't get an opportunity to see in Burning Crusade. We wiped on Felmyst three times and almost wiped on Brutallus despite far overgearing the encounter. I can definitely see why Blizzard is moving away from these types of raids. The amount of min-maxing that was necessary to down these bosses at 70 was simply unfortunate. I quit at Eredar Twins (Mary Kate and Ashley?) but it seemed like that encounter was even more demanding than Felmyst was. I'd still like to see Kael'thas and Illidan (Vashj already taken care of). I'd also like to get into a discussion of Blizzard's raid design strategies and how they are changing, but I'll save that digression for a later time.

Updates in the raiding arena include big pushes to get all of our Heroic: Glory of the Raider done. It probably would have been done earlier had our guild been pushed to do so, but getting some people to wrap their heads around the new raiding model seems to be difficult. Completing the current content as-is is no longer "enough" to be considered hard-core. Not that I care about that necessarily, but the fact remains that the content isn't much of a challenge that way. Fortunately, now it's been made clear that completing those achievements is a big deal and as much a part of progression as anything else. We'll see if these pushes will exacerbate the attendance problem that we're having at the moment because most people consider us "done" with 3.0 until 3.1.

3 Drake Sartharion is still an issue, despite the fact that we're insanely overgeared for it. We're now able to consistently kill Tenebron before Shadron lands, and yet still lose people to Flame Wall and Void Zones. Execution is a BIG problem, needless to say. The more we practice it, the more we can see that this encounter is really not as hard as it's being made out to be. Seeing that and continuing to fail at it is demoralizing, to say the least. Simply replacing those people that consistently fail at it is unfortunately not an option. If there was a method of penalizing people that fail at Void Zones and Flame Wall in a way that wouldn't contribute to the attendance problem, I can't think of it. Unfortunately, simply completing 3 Drake Sartharion is the least of our problems if we're going to actually finish Heroic: Glory of the Raider.

An even bigger problem we're going to have is with Heroic: You Don't Have an Eternity aka "6 minute Malygos." Our best kill, a one-shot last Wednesday, took approximately 8 minutes, 30 seconds. Although we haven't tried the alternate strategy specifically for a 6 minute attempt (all ranged in one spot on the outer ring, all melee killing the lords), I can only fear for the results when we do if execution in encounters continues to be a problem.

Also, last Wednesday we missed Heroic: Shocking and Heroic: The Safety Dance because of one person (though different people) on both attempts. On Heigan, the fail was so close to the end of the fight we didn't even have time to wipe it and start over. We were that close. The Thaddius fail was right at the beginning of the fight, but at that point our achievement run was pretty much over and I think it was a wise decision to not attempt a second try. Our track record with that encounter isn't the best. I think that says a lot right there. Fortunately, as long as we have the healers, Heroic: And They Would All Go Down Together isn't too bad. The strategy for that fight is much more like the original version of 4 Horseman, and I think it will be equal parts of fun and frustration.

If we manage to get all of those achievements done, I would guess a good plan could be to award the best achievers with Heroic: Subtraction, Heroic: A Poke In The Eye, and Heroic: The Dedicated Few runs. Then we would try for The Immortal.

Ouch. We need three weeks, if we really turn this around, to complete this achievement, and that's if we one-shot The Immortal. I can hope (yeah, right. I know). Otherwise we can practically kiss any chance of getting a Val'anyr any time this millenium goodbye.

Wednesday, April 1, 2009

DPS rotations and abilities, part 2

On with the second part of my (way too long) post about Shadow Priest DPS rotations and abilities from yesterday. This one focuses on slightly more advanced tactics that are mostly relevant in the middle of boss encounters.

There are 3 main things I want to stress that all shadow priests should keep in mind while DPSing. Following all 3 of these guidelines correctly will cause your DPS to skyrocket. I promise!

1) Presence.

If you've ever seen a WWS report, you might notice the second column reads "Pres.", short for Presence. This term is what WWS uses to describe time spent doing damage of some kind; for instance, dead people do nothing, and someone who died early in an encounter would have a much lower presence than someone who stayed alive to the end. This statement can be flawed somewhat, as DoTs ticking will count towards your Presence as far as WWS is concerned, but for the most part it holds true. Say it once, say it again, repeat it like a mantra in your head during every encounter: dead people do no DPS. Or put it another way: stay alive, pew pew, collect loots. Put your healing potions and Healthstones in an easily accessible location, bandage if you have to (if timed right, you can even bandage on encounters with lots of AoE damage like Sapphiron -- one or two ticks are better than none!), and you stand a good chance of survival if the healers aren't sleeping. And trust me, they most often aren't, it's the lazy DPS that rely on the healers, rather than themselves, to stay alive that keep them wide awake most of the time.

2) DoT Uptime

This point runs a close second to the first one, but its pretty obviously predicated on you staying alive. During your DPS rotations, you're going to want to shoot for 90% uptime on your Vampiric Touch and Devouring Plague, compared to Shadow Word: Pain, which ideally should be up 100% of the time. To find your uptime in any given fight, find your most recent WWS report, take the number of ticks of your SWP, and divide that number into the number of ticks of VT. Do the same thing with DP, again dividing the SWP ticks into the number of DP ticks. Ideally, given almost perfect rotations, you will have 90% uptime on both of them. Don't shoot for 100%, as that may compromise your primary focus of casting Mind Blast, but you want it to be as reasonably close as possible.

A corollary to this rule is don't clip Vampiric Touch! You never want to recast Vampiric Touch before its timer runs out, as you lose a significant amount of DPS (up to 20% of the spell's DPS, or 2% of your total DPS) if you do this on a regular basis. And that's just assuming you only regularly clip the last tick. Not to mention clipping DoTs wastes mana. You already "paid" for all of those VT ticks with a mana cost, clipping it just makes sure you get less bang for your buck.

At least DP you don't have to worry about so much as the cooldown on the spell prevents you from clipping it accidentally. Fit a recast of the spell in as soon as possible when the cooldown comes up.

3) Use the spellqueue!

The spellqueue is a player-coined term that describes the "grace period" the server gives communication of your actions, like using spells or abilities, between your game client and the server in order to allow for normal latency levels. Giving you that grace period helps prevent your spells from interrupting each other constantly due to latency that isn't under anyone's control. Essentially, the spellqueue gives you the ability to fake superhuman reflexes and cast spells back to back, one immediately after another, as if you were timing button presses exactly as the current spell finishes casting. All you have to do is start casting the next spell about half a second to one second before your current spell finishes casting.

Anyway, "Use the spellqueue" may not sound like much of a tip, but you have to think about its effect over a few minutes. Someone using the spellqueue properly can easily get off many more casts than someone who waits for the current spell to stop casting before starting a new one.

Lets do some quick, dirty, and probably inaccurate (but still illustrative) theorycrafting: assuming 2 second casts of a hypothetical spell that does 2,500 damage with each cast, that's 75,000 damage possible over 1 minute. Using the spellqueue right will approximate this number. Not using it means you lose up to 0.5 seconds of possible casting time with each spell (assuming 250ms latency, about the limit of what most people consider reasonably "playable"). Adding this loss up over one minute, you've lost 7.5 seconds of casting time... and that's just over 1 minute! Take that the typical boss encounter lasts about six minutes, and you just gave away 45 seconds of face-melting destruction, or twenty-two and a half casts of our "Uber Spell of 1337ness." That's a 12.5% DPS loss.

This means using the spellqueue properly could equal a 10-15% dps increase with very little effort on your part--no gear changes, re-speccing, or re-gemming required! Use it, love it, live it.

  • One word of caution: careful when doing this with Mind Flay. You don't want to clip Mind Flay, ever if you can help it, for the same reasons I give in point number two. Just wait till it's done channeling. There is also some evidence that trying to jam Mind Flays in too close together will cause the game to lose track of where the ticks of damage should be, and you end up losing 25% of that damage or so to the game "clipping" Mind Flay when it shouldn't be. Just don't do it, it's not worth it if you're trying to maximize DPS.

Tuesday, March 31, 2009

New Divine Hymn

Okay, so I lied.

Matticus just gave the priest community a heads-up on the new Divine Hymn currently on the PTR. There was a seemingly minor change to the tooltip wording that seems to indicate Divine Hymn will soon be a raid-wide "smart heal." His comparison to Circle of Healing seems pretty much spot on.

This is a potentially raid-saving spell available to ALL priests that gives us shadow priests in particular a little bit more utility in a raid context. I already have it ingrained in me to use Hymn of Hope when necessary from raiding with my fiancee, a healing priest. This new Divine Hymn will just give me another good reason to pop out of Shadowform in crunch time. And don't forget Hymn of Hope is getting a major facelift as well.

Let's hope this change goes live.

DPS rotations and abilities

Hopefully my last post of the day.

In my guild's forums the other day, I struck up a conversation about optimal DPS rotations.

My current DPS rotation, starting from the moment I enter combat, is this:

Vampiric Touch - Shadow Word: Pain - Devouring Plague - Mind Flay - Mind Blast

I'm aware this is flawed -- bear with me. The late Mind Blast is a holdover from my BC days. I have the habit of DoTing up the target (beginning with VT) before casting a MB in order to get mana regen flowing as fast and furious as possible. Mind Blast used to restore the most mana of any of my spells so I wanted to ensure I had Shadow Weaving stacked to max before casting for the biggest damage. These days, it's still the mana restorer, but with an entirely different role in your rotation.

Shadow Priests have gone from a primary purpose of restoring mana to a dps-centric design. My thought process and habits are still in the last era, and I'm working on changing my thinking away from "I am here to restore mana" to "I am here to melt faces." Waiting to Mind Blast till you've stacked Shadow Weaving to 5 is a waste of mana and potential DPS. Mind Blast is the most important dps ability in a shadow priest's arsenal, and any player concerned with maximizing his or her potential DPS is going to want to center their rotation around it.

Take my current spec as an example of fail. I only have 1 point in Improved Mind Blast. The other shadow priest in our raids who, besides being much better geared, does far more dps than I do does so because of Mind Blast, primarily. That is, doing more of them. According to a recent WWS report on Patchwerk, he cast in the neighborhood of 165 Mind Blasts and averaged about 5100 DPS. I did about 3600 DPS and cast 106 Mind Blasts -- only about 66% as many as he did. While gear explains that DPS gap somewhat, the difference in our rotations explains much more, with a sprinkling of interesting ability mechanics. Here it is paraphrased from his words.

This other priest leads off with Mind Flay. Mind Flay has an interesting bug these days that causes it to stack two Shadow Weaving buffs instead of one. I've only confirmed this happening when I have no existing Shadow Weaving buffs, but it may well occur no matter how many you have when you cast it. This is a good thing, however, letting that Mind Flay run its full duration when you could use that time to cast higher damage spells or DoT up the target is probably not such a good idea. "Clip" it immediately -- that is, cast it and immediately start the next spell as soon as the Global Cooldown allows. There is a secondary benefit to an initial Mind Flay, and that is giving tanks time to "threat up," for which 2.5 seconds is, for better or for worse, plenty of time these days.

After the initial MF, the next step is to "start the clock" on your rotation by casting Mind Blast. If you are centering your rotation around Mind Blast, you will want to use it every time the cooldown is up. This is top priority. The rest of the time you will spend keeping DoTs up and Mind Flay-ing when possible. Fully talented, you will have a 5.5 second cooldown on MB, giving you 3 or 4 GCDs, depending on haste, to do other stuff.

Therefore, incorporating this knowledge into a new rotation would look like this:

Mind Flay - Mind Blast - Vampiric Touch - Shadow Word: Pain - Devouring Plague - Mind Blast

There is another little tidbit everyone should know concerning Shadow Word: Pain. When you apply SWP to the target, its base damage is set from any debuffs on the target. When Mind Flay refreshes SWP on the target via Pain and Suffering, the base damage is not recalculated! Therefore, you might think the key to maximizing DPS means you need to cast SWP twice, once at the beginning and once to reset its base damage value once the rest of the raid unloads on the target. This would be a good guess, but to avoid wasting a GCD doing that, we should instead swap the positions of SWP and DP in our rotation in order to give the raid more time to apply maximum debuffs to the target before casting SWP. The good news here is that SWP is fire and forget, so once its cast, at least in a normal encounter, you can usually drop it from the rotation.

Now that I've thoroughly bored any potential reader to tears, I'm going to cut this post off here and continue it in a second part, probably tomorrow, that mostly concerns mid-encounter dps rotations.

State of a shadow priest

I suppose my first actual post should be a summary of some kind of where I feel shadow priests stand in relation to other classes and roles in WoW, as well as a biography of my own experience as a priest. Should be easy, right?

Shadow priests have come a long way since vanilla. Even though I was primarily a healer throughout pre-BC content, and almost all shadow spec throughout BC, I have some cross-spec experience in both eras. In vanilla, summarizing shadow priests is fairly easy: we were a diet warlock. One calorie, no carbs. Our best use was stacking Shadow Weaving on targets to boost the damage of the warlocks in the raid. Damage, even in decent gear (which I actually had, surprisingly enough), was abysmal. Vampiric Touch didn't exist, and Vampiric Embrace was a sub-par ability. If you were a shadow specced level 60, most people would call you a noob and tell you to go heal. Of course, this was also the period during which Discipline was an awesome healing tree and Holy, in comparison, was woefully underpowered until Priests finally got their second talent review.

In Burning Crusade, the addition of Vampiric Touch to our arsenal was a huge hook in the opposite direction. Suddenly healing priests were hard to find in the upper echelons of raids. Some top-end guilds completely lacked healing priests of any kind. Shadow priests were the indispensible mana-batteries of the raid. Our damage still sucked, but at least we could do more than a trickle of healing. Instead, we were needed solely to give caster-dps classes and healers the longevity they needed for boss encounters. Our damage abilities were just gravy. It wasn't even until later on in BC, when gear improved, that shadow priests began to do respectable damage. The fantastic scaling abilities of Vampiric Embrace all but guaranteed a raid spot for well-geared shadow priests. I would estimate I spent 90-95% of my raiding time as shadow spec, speccing holy for brief periods for a refreshing change of pace. And then patch 3.0.1 happened.

Everything changed. Shadow priests were finally a dps class, at the cost of our wonderful ability to restore mana. Instead of mana return, gear levels were measured in dps. Mind Flay could crit. Mind Blast no longer drew tremendous amounts of aggro, finally making it the primary dps ability it wanted to be throughout BC. Devouring Plague was no longer the horrendously overpowered racial class ability of undead priests (*tear*). In many respects, we were much more like warlocks.

At first, I found this confusing, and annoying. "What good is 0.25% mana per second?" I asked. Replenishment seemed a pale shadow of Vampiric Touch, a woefully inadequate bone thrown to what I saw as a spec gutted to the core. I could see my raid spot fading away as I competed with pure dps classes now instead of having a niche of my own. Wrath of the Lich King came out and I started a Death Knight, spending most of the first months of the expansion levelling the Flavor of the Month and making half-hearted attempts to return to my priest. I lamented the loss of our indispensibility and waxed nostalgic about our halcyon days of yore.

When I finally returned to my poor, neglected shadow priest (after a brief flirtation with levelling as Holy) I found something shocking--doing damage was fun. All I needed was a fresh perspective. Once I got my head out of the past and wrapped my brain around the new, improved shadow priest, I found myself actually enjoying it. Now, you couldn't tell me different. I finally saw the incredible improvements made to the spec, including the Shadow Weaving change (it never really made sense as a debuff on the target), a phenomenal AoE ability in the form of Mind Sear, the threat reduction while in shadowform, the talent to reduce and virtually eliminate spell pushback (one of my major complaints in BC), and many others I won't bother to continue to list. I cut my Death Knight out of my regular play experience, only hopping on to tank heroics and raids when desperately needed, and haven't looked back since.

Now, here I am almost fully Naxx-25 geared, averaging 3300 dps in a sub-optimal spec. I frequently outdamage mages (mages!) and never pull aggro, a common experience in BC. I can still restore your mana, and pew pew while doing it.

We've come a long, long, way baby.