Hi Folks,
I want to have a conversation about Shadow Priest and the design direction it has taken over the past few years. My goal here is to hopefully arrive at a place where we can introduce meaningful and fun changes to the spec that bring us in line with other cloth casters. For context, my experience with shadow encompasses cutting-edge raiding and high-end M+ in Legion and BFA, and to a lesser extent, +10s in S1 TWW. Shadow is my favorite spec in the game thematically; but lately, I felt the need to reroll because of some outstanding issues with its defensive capabilities and DPS output. It is upsetting that we do not get to shine in a series of expansions where our artifact weapon is the main antagonist, or at the very least, one of the catalysts for the main antagonist. When I achieve content that cannot be done on my priest, such as +20s back in Legion, I swap to my Warlock. Lately, I have put my Shadow Priest aside once again for the qualms highlighted in this post. In this post, I highlight issues Shadow Priests have that I’ve run across while running dungeons that I feel will be exacerbated as the expansion goes on.
TLDR: Let’s discuss Shadow Priest’s design evolution and meaningful changes to align it with other cloth casters. I love Shadow Priest thematically but feel forced to reroll due to its defensive and DPS shortcomings.
Defensives:
What do we have available to us?
The Priest tree, in addition to the Shadow and Hero trees, has a lot of talents dedicated to defensive capabilities on two fronts: damage reduction (DR) and healing. Those among the damage reduction talents on the Priest tree are:
- Spell Warding (3% magic DR)
- Translucent Image (10% DR through Fade, which is on a 30 seconds (s) CD unless you spec Improved Fade, reducing the CD to 20s)
- Protective Light (Flash heal grants 10% DR only when cast on yourself).
- Manipulation reduces damage by 2% by targets affected by our Shadow Word: Pain.
Those in the Shadow tree are:
- Dispersion (75% DR, a 25% heal over 6s, with a 2-minute CD, unless you spec Intangibility, which brings it down to 1.5 minutes and grants additional healing, up to 50% of your max HP.).
The other form of defense we have is through healing. On the Priest tree, we have:
- Vampiric Embrace lasts for 12 seconds on a 2-minute CD, converts 40% of our single target shadow damage into healing a nearby ally; this is additionally beefed up by San’layn which buffs the amount of healing by 25% (although mine buffs it from 40% to 50%? Math is weird.) and reduces its CD to 1.5 minutes.
- Power Word: Life is a talent usable when we or an ally is at 35% HP or below and grants an amount of healing. At 626.19 ilvl, it’s 11.9% of my maximum HP and increases in healing by .1% per 115,704 hit points. Thus, the healing scales with one’s health pool are not fixed values.
- Angelic Bulwark procs at 30% HP and grants a shield for 15% of your maximum HP for 15s.
- Crystalline Reflection, a two-talent node, empowers our baseline ability Power Word: Shield by healing us for a small amount that scales with our max HP. For me, if I am talented in both points, it’s 1%. The talent also reflects 6 and 12% of the damage absorbed, based on how many times it is talented. Considering that Power Word: Shield only gives me a shield equal to 5% of my max HP, this is not much.
- Cauterizing Shadows. When Shadow Word: Pain expires or is refreshed when there is 5 seconds or less on its duration, the application will heal the player for a scaling amount less than 1% of their maximum HP.
- Essence Devourer Mindbender/Shadowfiend heals an injured ally for an amount on cast [meaning when it’s cast, it heals for a flat amount], and its attacks also heal. For me, it’s an amount equal to 2.1% of my max HP on the cast, and each attack by the fiend heals for 0.7% of my max HP. This scales.
- Void Shift swaps the priest’s current HP with a targeted ally. Outside of extremely niche situations and PVP scenarios, when will this ability ever be useful in more than a handful of situations?
The Voidweaver tree gives two talents that share a node:
- Void Leech steals 4% of an ally’s maximum HP every 3 seconds if they are healthier than you.
- Embrace the Shadow absorbs 3% of magic damage taken. If that magic damage happens to be Shadow damage, it’ll heal you for 100% of the amount absorbed. Mental Fortitude, which is on the same node as Intangibility, makes Vampiric Touch and Devouring Plague grant a shield for up to 10% of your maximum HP, but only if you are already at 100% HP.
Baseline Defensives are:
- Desperate Prayer on a 1.5-minute CD and it increases our maximum HP by 40%, while also healing us for that amount. It can be used proactively, but for greater value, is best used when you need a heal when anticipating damage.
- Power Word: Fortitude increases our max HP by 5%
- Focused Will grants us 5% magic DR and 15% physical DR when we are meleed. While often forgotten, Focused Will is great for delves, open-world content, PVP, and those odd pulls in a dungeon when mobs flock to you because your tank is randomly flattened by an overtuned buster while your Fade is on CD because splash damage is too dank this season.
We cannot take all of these talents at once. Some share the same node, while others, like PW: Life, are too deep into the tree. We could potentially reduce Desperate Prayer’s CD by 30 seconds through Angel’s Mercy, but this requires us to pointlessly waste 2 talents on Unwavering Will, thus restricting our talent choices on the other side of the tree, which is where we tend to spend our points on arguably more important defensive talents, like Manipulation, Improved Fade, and Essence Devourer.
TLDR: Trade-offs exist as talents compete for points or share nodes, limiting the ability to take all defensives simultaneously. Players often prioritize talents like Improved Fade, Protective Light, Manipulation, and Essence Devourer over less impactful ones. We do not gain full benefit of a very powerful baseline defensive via Focused Will in group content.
The Problem:
In a dungeon environment, I have noticed both when healing Shadow Priests and while playing Shadow, and through the anecdotes of my friends and guildies who have ventured into the pugging world, Shadow Priests will randomly fall over and die due to splash damage or targeted abilities, randomly or otherwise. Dungeon design has taken a turn such that many mobs will now randomly choose a target and cast an ability that needs to be kicked or they will truck the DPS or healer. Sometimes these abilities are not kickable so stunning or displacing their movement is required. If it is not a targetable ability, it’s splash damage that gets us. Just yesterday afternoon, we had datamined news saying that they’re adding even more AOE damage to Motherlode next season. So, it is safe to say they will continue to exacerbate this issue. So, what seems to be the problem, then? When compared to other cloth wearers, namely Warlocks and Mages, I fear we have fallen behind when it comes to mitigating these types of issues by some margin.
Mages arguably have some of the best defenses in the game. They, like us, have many talents that buff their existing defensive kit in some form or another– granting a little heal here or a little CD reduction there. A frost mage specced Frostfire primarily relies on shielding for their defensives vis-a-vis Ice Barrier (25s CD, 1 min duration), Blazing Barrier (3min CD or 25s CD 1 min duration), and Tempest Barrier (25s CD, 15s duration); all of which produce a shield that protects them for a % of their maximum HP, can be applied simultaneously, and scale based on stamina. At 608 ilvl, for example, a mage can cast:
- Ice Barrier protects them for 26.5% of their maximum HP
- Blazing Barrier for 5.5% (if specced Imbued Warding, Ice Barrier also conjures a Blazing Barrier at 25% effectiveness), or 22.1% of their max HP (via the Meltdown talent mages can produce a Blazing Barrier after Ice Block or Ice Cold wears off).
- Tempest Barrier at 6.6%.
Outside of these barriers, their other active defensives consist of a
- Mirror Images provides a 20% DR when they fade
- Ice Block, an immunity that heals for 50% of your max HP.
- Ice Cold replaces Ice Block and reduces damage by 75%. Ice cold is off the GCD and mages can cast while it is active. Both abilities are reset via Cold Snap. Both abilities are reset via Cold Snap.
- Alter Time copies the amount of HP the mage has at the time of the cast and reverts to that % after the ability fades or is canceled, and, of course, Mass Barrier is a talent that supersedes the CD of Ice Barrier and applies Ice Barrier when cast, and Diverted Energy can heal you for 40% of the damage absorbed from any of your barriers.
Warlocks are another story. Their defenses have attained a level of sophistication that can only be described as tanky. You have:
- Soul Leech grants an absorb shield akin to 10% of your max HP.
- Demonic Embrace, which increases your stamina by 10%, i.e., greater than Power Word: Fortitude when it isn’t buffed by the Archon hero tree talent Word of Supremacy. Soul Link transfers 10% of all damage done to the Warlock to its pet.
- Dark Pact, at 620 ilvl, provides a 3-million HP shield. That is 50% of my Warlock’s maximum HP. This scales with gear and is not a fixed value.
Then, there are health stones.
- Sweet Souls heals for 35% of your maximum HP. This talent also makes it so that when someone consumes a health stone, the warlock is healed for 10% of its max HP, which is added to the 35%.
In a dungeon or raid environment, you can imagine how much healing that can be. When one talents into Soul Burn, they can increase the healing done by their health stone to 75% when paired with Sweet Souls; this ability is further given value by Pact of Gluttony. PoG turns your health stone into a demonic health stone. It has a 60-second cooldown and can be consumed multiple times throughout a fight. Lastly, they have
- Unending Resolve (UR), a baseline ability that provides a 35% DR, and when talented into Strength of Will, provides a 45% DR. When the Warlock runs the Diabolist hero tree, they can take Infernal Vitality– an ability that makes UR heal you for 35% of your maximum HP over 10 seconds.
Taking all of this information together, at their core, Shadow Priests are generally working with 2 10% DRs that need to be talented; one is in the middle of the Priest tree, the other at the end of the Priest tree. To get both, we have to sacrifice other defensive abilities. Protective Light needs to be hard cast for 1.2 seconds and only lasts for 10 seconds. We get Dispersion when it is talented in the Shadow tree. Our baseline defensives are Desperate Prayer and Focused Will; the latter of which will hardly ever be triggered in group content unless the tank is dead, thereby rendering its value null. In other words, we are quite squishy. We arguably need to perform much better than the other cloth classes so we are not immediately demolished as soon as splash damage or targeted abilities come into play. It has become increasingly frustrating to play this spec, to play perfectly, to preposition because we have limited mobility, only to be randomly obliterated by a random ability or splash damage.
TLDR: Shadow Priests struggle defensively in small group content due to limited defensive options compared to other cloth users. Dungeon mechanics increasingly involve splash damage or untargetable abilities that disproportionately punish Shadow Priests, exacerbated by weaker defenses and mobility.
- Mage Defenses: Multiple scalable barriers (Ice, Blazing, Tempest) with strong HP shielding, versatile DR options (Mirror Images, Ice Block), and healing via Ice Block/Ice Cold or Diverted Energy. Alter Time and Mass Barrier further boost survivability.
- Warlock Defenses: Extremely tanky toolkit with Soul Leech (10% HP absorb), Dark Pact (50% HP shield), enhanced Healthstones (up to 75% HP healing), and Unending Resolve (35%-45% DR, with healing when talented). Additional stamina boosts and pet-linked damage mitigation add durability.
Shadow Priests rely on weaker, inconsistent DR abilities to pick up the slack when Dispersion is on CD. For example, Fade and Protective Light, and minimal baseline defensives like Desperate Prayer and Focused Will. This leaves us vulnerable to dungeon mechanics, leading to frustration when outperformed defensively by other cloth classes. We require stronger defenses to remain competitive and mitigate the increasing challenges posed by dungeon design.
Defensive Solutions:
- Make Dispersion baseline. Take it out of the talent tree. New defensive talents can then be introduced in its place that makes Dispersion have 2 charges, but instead, reduces damage done to the priest by 40% instead of 75%. Reduce the heal to 25% max HP. Allow us to be able to cast while we have this DR up. This will give us more control over our defensive capabilities while also not being locked out of our damage. Dispersion used to be more powerful in the past when it froze the duration of Void Eruption, and now, it no longer does. When we disperse, we lose out on our Void Eruption uptime. Why are we punished for popping our main defense? Why can we not cast when it is active?
- Give back the 10% or 15% DR Shadowform used to give as a baseline. Originally, Shadowform reduced physical damage by 15%. It was changed to a 15% DR for all damage in Wrath. In Mists, this was changed from a DR to a 60% armor increase, and later hotfixed to 100%. This was later changed in Legion back to physical damage, but only at 10%, and later in BFA, it was tragically removed altogether, thus being in Shadowform gave zero defensive capabilities. If Shadow Priests received either armor or a flat % damage DR around 10%, this should smooth out some of the increased passive damage we are now experiencing. If you wanna get fancy with it, you can also potentially give a 10% flat DR WITH a 10% shadow damage DR. We are Shadow Priests. We should take the least amount of shadow damage out of any class.
- Introduce a talent in the Shadow tree that beefs up Power Word: Shield specifically for Shadow Priest. It should be shadow themed and renamed to something else. If you exchange Intangibility for a new shield talent, you can kiss/curse the ability so it isn’t too powerful. Allow it to grant up to 15% to 20% of my max HP, similar to Ice Barrier for mages or Soul Link for Warlocks, and increase its duration from 15s to 30s. In doing so, you may also increase its CD from 6.2 seconds to something like 25 seconds. This introduces a new problem, however, because one thing priests suffer the most from is movement– and our movement is tied to our PW: S. You could remedy this by introducing a new movement ability in the shadow tree akin to what Door of Shadows used to be. Or, just give us the Door of Shadows ability and let us teleport to a targeted location on a 1-minute CD. You can also make it so when this new shield is expended it increases our movement speed for 5 or 10 seconds, or make it so it gives us a movement increase when it is active.
TLDR: I propose defensive improvements for Shadow Priests aim to address current vulnerabilities by enhancing survivability and mobility:
1. Make Dispersion Baseline:
- Remove Dispersion from the talent tree and make it baseline.
- Replace with a talent that provides two charges of Dispersion but reduces damage mitigation to 40% (down from 75%) and healing to 25% of max HP.
- Allow casting during Dispersion to prevent DPS loss and improve control.
2. Reintroduce Shadowform DR:
- Restore a flat 10%-15% damage reduction (DR) or armor increase from Shadowform, as previously seen in earlier expansions.
- Optionally, include an additional 10% Shadow damage DR for thematic consistency.
3. Upgrade Power Word: Shield for Shadow:
- Introduce a talent to make PW: Shield more robust for Shadow Priests, increasing its effectiveness (15%-20% of max HP) and duration (30s) while balancing with a longer cooldown (e.g., 25s).
- Provide a shadow-themed rework for the shield’s visuals and effects.
5. Enhance Mobility:
- Address movement issues by introducing a new mobility ability, such as a teleport similar to Door of Shadows (1-minute cooldown).
- Alternatively, tie movement speed increases to the upgraded PW: Shield, either while active or upon expending.
This will bring Shadow Priests defensively in line with other cloth classes while addressing core weaknesses in survivability and mobility.
These potential fixes are well within reason.
Damage Kit:
The core Shadow Priest rotation can best be described as a perfect blend of simplicity and elegance. One of the reasons why I keep coming back to this spec, aside from its very enticing eldritch theme, is because of how it feels to play. The rotation is smooth and has a nice flow. Void Torrent contributes to this flow, with the occasional Shadow Crash here or there (sometimes this feels disruptive to said flow). Voidweaver further enhances this playstyle by adding more flavor and changing up our gameplay through Void Torrent. With that said Archon is thematically boring and unimaginative. Exactly how do small increases to my damage or haste, or increasing the number of Halo rings equate to “an ascended state” or even “the ultimate version of themselves?” This tree should provide a Lightform for Disc and Holy priests, and a buff to Shadowform for Shadow Priests, perhaps with a new animation. Make it a CD that does explosive damage or healing and is visually and aesthetically appealing. How is it that Diabolists summon a pit lord and I get a second ring of Halo? Having my damage based on procs of insanity generated on a 1-minute Halo CD does not feel good. Engaging packs with Halo down does not feel good. It feels incredibly clunky to play with which is why I avoid speccing Archon when I can get away with it. Reducing the cooldown of Halo to 45 or 30 seconds will make these damage patterns FEEL better. By introducing zero iterations to the trees when going into Undermined, I can only assume you think the current iteration is fine, or that you are planning something big. Either way, a little communication goes a long way. Especially as we watch entire trees being remade.
Moving on, conceptually, I think Shadow Crash is a pretty boring ability. It was given to us in Legion, but it was introduced to the game in Wrath when we fought against General Vezax in Ulduar. The concept and animation are more or less the same as it was 15 years ago. Introduce something fresh in its place that has the same functionality. An AOE ability that spreads dots when talented. Call it Voidmaw, and have something like the shadowy maw of Yogg-Saron erupt from the ground that spreads our dots around. Something like this would be preferable to a slow-moving projectile. What I am suggesting is essentially a Shadow Priest version of Destruction Warlock’s cataclysm. Why is it a non-dot spec that hard casts most of its abilities better at being a dot spec than us? Between Cataclysm on a 30s CD with no travel time and Malevolence, an ability that buffs their dot Wither, they are arguably a better dot spec than us; They are more favorable to play particularly when you consider all of the defensive capabilities they receive for being Warlocks. While on the topic of AOE damage, the Mind Sear from Idol of C’thun feels inconsistent and lacks player agency.
One of Shadow Priest’s major pain points is our ability to spread our dots, particularly when Shadow Crash is on CD. We no longer can just Mind Sear and Void Erupt anymore to pick up the slack after dotting everything up manually. In Legion, after the Heart of the Void legendary was introduced, doing dungeons felt fun. The legendary increased the damage of Void Eruption by 200% and it felt like a really good button to pop. It was, more or less, on a one-minute cooldown because if we played well and extended our Voidform properly, it would be ready to press again in 1 minute. Which was about how long it took to ramp up again. Nowadays, we have no button to press to bring up the slack after ramping.
A major issue I have with the spec is that I feel we are not adequately rewarded for maintaining our dots, particularly in an AOE situation. A majority of our damage will come from Psychic Link, an ability that works in the background and essentially turns us into a single-target turret spec, rather than attaining damage from the dots themselves. A quick peek at M+ logs will show you that our dots rank rather low in our overall damage profile. A lot of our damage will come from insanity procs being spent on a single target. Damage is then spread through Psychic Link to everything within 45 yards when afflicted by our Vampiric Touch, but damage from our dots does not contribute to the damage afflicted by Psychic Link. Essentially the value of maintaining our dots, primarily Vampiric Touch, is no longer for the sake of the dot damage itself, but instead for the functionality of Psychic Link. As a dot spec, I think we should move away from Psychic Link and pursue a design philosophy centered around empowering our existing dot damage while we manage them. In other words, the longer the dots are on the targets, the stronger they should become. Our dots should not only ramp up in damage the longer we maintain them, but they should also be empowered, akin to how Destruction Warlocks get Malevolence; because as it is, we are essentially a naked version of something much better.
TLDR: Shadow Priest’s damage kit has a strong thematic and rotational appeal but faces issues with flow, outdated abilities, and reliance on mechanics like Psychic Link that overshadow dot management. I therefore suggest that we:
1. Enhance the Archon Tree:
- Make Archon thematically exciting and impactful with visually striking abilities.
- Replace underwhelming effects (e.g., additional Halo rings) with transformative cooldowns that reflect an “ascended state,” such as buffs to Shadowform aesthetics with a greater damage increase.
- Reduce Halo’s CDto 30-45 seconds for smoother damage patterns.
2. Update Shadow Crash:
- Replace Shadow Crash with a modern, thematic ability like “Voidmaw,” a shadowy eruption that spreads dots (similar to Warlock’s Cataclysm).
- Address the slow and outdated design of Shadow Crash for better usability.
3. Reward Dot Maintenance:
- Shift focus from Psychic Link to dot damage empowerment.
- Introduce mechanics that reward maintaining dots, such as ramping stacks/damage or additional effects over time, akin to Warlock’s Malevolence.
- Ensure dots play a more central role in overall damage output, especially in AOE situations.
4. Improve AOE and Downtime Capabilities:
- Reintroduce impactful cooldowns like a talent that is basically Legion’s Heart of the Void for Void Eruption to address ramp downtime.
- Reintroduce Mind Sear to give players more agency over their AOE, instead of having it be baked into the Idol of C’thun, which has proven to be inconsistent in dealing damage and not controlled by the player.
- Provide additional tools to spread and enhance dots when Shadow Crash is on cooldown.
By addressing these issues, Shadow Priests can retake their identity as an engaging dot spec.
Closing Thoughts:
Shadow Priests have seemingly suffered from an identity crisis since the end of the Emerald Nightmare. Their niche is occupied by classes and specs that do what we do but better, and bring a more attractive toolkit to boot. Our kit has remained largely the same over the past decade and the playstyle has slowly changed from maintaining stacks of Voidform to a builder/spender spec. It has moved away from its identity as a dot spec toward something else. I think a recentering is in order. Given the new philosophy regarding dungeons, and the developer’s vision of how they want tanks and healers to work going into 2025, Shadow Priests need an updated kit that allows them to keep up both defensively and offensively.
Another argument I’d like to point out is there is no real reason to bring a Shadow Priest to anything. In a raiding and M+ environment, you can get the same value you get out of a Shadow Priest through the class utility of the other specs (Fort, dispels, and Power Infusion). We are not particularly powerful when it comes to damage, and it would make more sense to bring a class or spec that brings more damage to the desired content while lining your healer roster with at least 1 Disc or Holy Priest. With the recent changes to Holy going into Undermined, they will become more desirable going into smaller group content. Their issues have, more or less, been addressed while ours have not. The only utility advantage we have over the other Priest specs is a 45 second silence. The CD of Silence can be reduced to 30 seconds via Last Word, but given its awkward positioning on the Shadow tree, we scarcely ever take it. We invest as little as we can so we can get our mediocre 45 second kick. A simple solution
To be clear, I do not think our damage issues are a matter of simple number tuning. It’s the gameplay itself. The idea that I can spin so many plates (multi-dotting) as a Shadow Priest only to be outclassed and damaged by a retribution paladin pressing 2 or 3 buttons feels silly. We put a lot of effort into establishing, maintaining, and managing our dots, yet we are under-rewarded for doing so. So, why the heck would anyone even bring or play a Shadow Priest?
I hope we can bring the spec to a place where it feels adequately rewarding to play, and also defensively in a place that makes it competitive with other cloth casters. Back in Legion and BFA, I liked to push keys in my downtime. After reaching +20s, my Shadow Priest simply did not have the kit required to deal with damage profiles at that level. So, my response was to source tank trinkets from raiding. When my raid leader couldn’t be convinced to give tank trinkets to a Shadow Priest, particularly after our tanks and their alts were adequately geared, I would do the harder content on my Warlock, which had an adequate defensive response to the content. I would like to see the day when Shadow Priest has its own competitive niche for content that is challenging, so I do not have to swap to my alts to do it.
TLDR: I find Shadow Priests are in an identity crisis, outclassed by other specs that do what we do—only better and with more utility. Our kit has stagnated for over a decade, and recent design philosophy has shifted them away from our dot-based identity without providing a compelling new niche. We struggle to bring value in both damage and utility compared to other specs, leaving little reason to include us in group content.
Identity and Role:
- Shadow Priests lack a distinct niche or compelling reason to be brought to group content.
- Our damage output requires significant effort (e.g., multi-dotting) but yields underwhelming rewards compared to other specs with simpler rotations which bring better utility and more damage.
- Recenter the spec as a dot-based class with competitive utility and damage, rewarding effort and skillful management.
Utility Concerns:
- Shadow’s utility overlaps with Disc and Holy Priests (Fortitude, dispels, Power Infusion), making it redundant in group content.
- Last word is underutilized because of poor node placement. It does not connect with the next node. Either move it to a more accessible node, or change Silence to be a normal interrupt with a 15 second CD, and move it to the Priest tree.
Defensive Weakness:
- Shadow Priests are squishier compared to other cloth classes like Warlocks and Mages
- Defensive improvements are needed to make Shadow competitive in higher-level content, avoiding reliance on external solutions (e.g., tank trinkets).
Gameplay and Reward Structure:
- Introduce mechanics that reward dot maintenance and management, making the effort feel impactful.
- Address the mismatch between effort-intensive gameplay and low damage output.
What I propose:
- Strengthen defensive tools to make Shadow more durable and self-reliant in challenging content, so we do not have to be entirely babysat by healers during busters.
- Adjust gameplay to reward skillful dot management, moving away from Psychic Link’s single-target focus.
- Improve utility, such as revising Last Word’s positioning or adding unique Shadow-specific group benefits.
- Address damage design holistically—not just through number tweaks but by reworking how damage is generated and rewarded.
Conclusion:
Shadow Priests need a modernized kit that restores their dot-centric identity, enhances utility, and makes them competitive both defensively and offensively.
What changes would you propose to bring the spec a step forward in the right direction? Let’s discuss it!