Phantasm prevents movement speed from dropping below 100% for the duration of fade.
Void Eruption, Dark Ascension, Mind Spike: Insanity, and Halo become instant cast.
Psychic Link now only applies to Mind spells.
Shadow Crash now costs 10 insanity and has no cool down.
These changes make the class feel a lot better to play and resolve a large number of the community pain points.
Damage tuning for the class is an issue on its own and it feels like none of our spells are able to deal damage because of the existence of psychic link. Removing the connection between our entire single target kit from psychic link should allow most of our single target spells to be buffed. I dislike that we no longer feel like a DoT class and would like to see VT and SW:P buffed significantly by at least the Voidweaver tree.
I like where your thoughts are at with everything but shadow crash. We just need two charges and the entire 2 talent points to be baseline / maybe a bigger aoe radius.
We already struggle with insanity generation outside CDs, idk how I feel about them going down the route of shadow crash costing ANY insanity.
HOWEVER; if it did cost insanity, we would need a left side talent tree around the same thing as warlocks, or balance druids that make us generate insanity up to a certain number. (60, 75, etc). Starting at 75 insanity in general would make the class as a whole feel so much better
At 10 insanity you can shadow crash every time you cast mind blast. This provides multiple casts of shadow crash per pull. It also serves to decouple AoE damage from DP which allows DP to be tuned more for single target damage.
This is something I’ve really been wanting for priest, at least in pvp. Removing slows/snares is great but almost all of them can just be reapplied either passively or actively right away lol. Try to get out of chains of ice? instantly reapplied because its an extremely short cd and they also have their rider applying it now. Mages passively slowing with every button they press. etc. Far too many slows in the game in general, but the passive slows are just insane.
Phantasm should definitely apply for the duration of fade for sure, or at least for 3-4 seconds after popping fade. Its supposed to allow priest to get away but it really doesn’t.
The icons basically change color for each one and the glyphs also look different but I dont think it is distinct enough to be able to just glance at it and tell.
Now, the actual visual of oracle makes it pretty clear since the glyphs are in different positions around the hologram triangle thing. Insight goes on top of it, piety goes to the right and solace goes to the left. When you see all 3 you know you have clairvoyance. However I imagine this can be hard to see in a raid scenario and it also requires combat to show. They could move the triangle off the character and put it behind the character, making it easier to see because right now it is basically clipped inside of our body.
I was just reading over this thread and i completely agree. Coming from an hpal main to a priest I was blown away by how all of the premonition icons look exactly the same. I had to make a custom weak aura to navigate them. Its pretty silly they wouldnt make them definitively different.
After playing through a paladin (which i play holy and ret), warrior, and my destroyer of worlds MM hunter. I do feel that some of these priest specs might get left behind.
Yeah there is a cool visual in combat with the runes of each premonition popping up around a triangle. I dont think it sucks at all, its super cool, but again for some reason the triangle is like stuck to your character rather than popping up behind your character so it can be difficult to see.
There is a weakaura on wago. io already that is very good. And yes they really needed to differentiate the icons more.
Void Eruption needs to work like Avenging Wrath, and change MIND BLAST into Void Bolt, not become it’s own spell. Then we’d have 2 meaningful cooldowns in the form of Void Torrent and Void Eruption. I really can’t tell you how annoying it is to have to click back and forth on the keys because this ONE stupid spell turns from a buff into an attack. Same retarded logic that existed with the Kyrian Covenant Ability too.
This is why I’ve abandoned Priest and will only level it, but not gear it. If they could clear up our spell jankiness and delete Shadowform in favor of making it a cosmetic spell (like Zen Flight), I’d main it. I mean 10% flat damage? Haha, what the hell Blizzard. Put that dying dog down already and roll it into the class aura.
I think it would be more like Havoc Demon Hunter where Chaos Strike turns into Annihilation and Blade Dance turns into Death Sweep when you go into Demon Form.
With Paladin comparison, you always have access to Hammer of Wrath as an ability, but it is only usable against targets within execute range except for during Avenging Wrath, hammer of Wrath is not limited by targets health.
This was similar to my thought process with the direction I would like to see the cooldowns go in where with Dark Ascension you get more uptime for Shadow Word: Death similar to what Avenging Wrath grants while Voidform goes more of the Demon Form direction in making your spells just be better during its duration.
Voidform (Redesign)
Increases your periodic Shadow damage by 15%, increasing by 2% every second. Lasting 15 seconds. Devouring Plague costs 50% less and extends Voidform duration by 2 seconds. 1 min cooldown.
Dark Ascension (Updated)
Increases your non-periodic Shadow damage by 25% for 20 sec. The cooldown of Shadow Word: Death is reduced by 50% and deals damage as if the target is below 20% health. 1 min cooldown.
Then for the hero talents…
Archon
Instead of granting more procs of the Insanity spells, just make it so while you are in your cooldown form, your spells are always the enhanced insanity version.
Voidweaver
While Entropic Rift is out, your Mind Blast (Void Blast) is instant cast and its cooldown is reduced and cools down 50% faster or something where you get a lot more uptime on it.
Then for Shadow as a whole, during your damage cooldowns, you are immune to interrupts.
This should make it so you don’t have to worry about being locked down as often and you are still susceptible to being pulled in or knocked away or knocked up or stun or sheep etc.
You just don’t have to worry about being kicked from short cooldown interrupt effects.