Below is my initial reaction to changes on the 11.2 PTR for Shadow Priests. Overall this patch has lots of design changes of how we deal damage but realistically gameplay wise the changes are quite tame, which makes sense for a mid-expansion rework.
Questions
Below is the list of questions the community has with unclear interactions or changes coming in 11.2.
- Proc chance for Tormented Spirits is unknown.
Problems Ignored
While the list of changes is overall pretty positive I was disappointed that a few of the issues the spec has went unaddressed this patch. Below are the big ones I feel still could use adjustments.
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Utility choice in top section
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Baseline Shadowfiend/Mindbender damage
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Movement/displacement improvements
Pathing Issues
Below is the list of current pathing issues I noticed with the talent tree redesign and where these nodes feel out of place in their current design and/or place on the tree in general. All of these options are also difficult to take/path into in their current state.
Talent Changes
In this section I’m going to quickly touch on the changes and give my reaction to them.
Dark Ascension
- This talent still existing feels extra out of place now that Mind Spike was removed since our only filler spell is now not buffed with this cooldown, particularly with Surge of Insanity procs.
Subservient Shadows
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Most of the value comes from Idol of C’Thun/Idol of Yogg-Saron and not Shadowfiend or Mindbender. With this current identity it feels a bit misplaced on the tree.
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This talent does not work with Depth of Shadows (duration effect)
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Shadowfiend and Mindbender being weak baseline is likely contributing to it feeling underwhelming in this current spot.
Madness Weaving
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Feels pretty lackluster given its place on the talent tree.
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Weird way to add damage to the spec
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The spec already likes mastery so its functionality feels misplaced and is not very clear to the average player.
Death’s Torment
- Pathing feels like a good spot off of Deathspeaker and the echoes stacking Idol of N’Zoth feels like a good pathing interaction
Deathspeaker
- losing the movement global is a bit disappointing, wish we still had the proc version as a choice node
- Really begins to highlight how weak Shadow Word: Death is baseline
- While this talent on live does interact with Depth of Shadows this current iteration does not. Without adjusting that talent as well we have this weird zone between 35% and 20% health where we have different execute interactions which makes things feel confusing.
Shadow Crash
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Cooldown/charges changes overall feel positive
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With the removal of Deathspeaker as a movement global getting this as a pathing node into Void Torrent can be a decent alternative with Descending Darkness. Unsure how it will feel weaving in Shadow Crash on single target.
Descending Darkness
- while optimizing Shadow Crash damage does give us yet another form of AoE you now have a conflicted sense of using it solely for DoT spreading or Damage. I personally liked not feeling pressured to use it on cooldown but rather being able to mostly just save it for DoTing purposes, and now this is a bit conflicting.
- On fresh targets DoTs are applied after Shadow Crash deals damage so you lose out on the Mastery modifier here which feels bad, another reason why making this a damage spell is awkward.
Void Volley
- not using its own keybind is awesome
- this spell is just super cool and I love it
Idol of N’Zoth
- tooltip is very confusing
- insanity generation buffs are currently hidden from your buff bar and combat log
- Devouring Plague gives 12 stacks regardless of Mind’s Eye vs. Distorted Reality, potentially an oversight?
Idol of Y’Shaarj
- This really has nothing to do with pets and does feels out of place on the tree for what it was reworked into.
- The pathing talents are all pet related, and this talent proccing haste emphasizes a known issue with the game not updating pet melee-swing time in real-time after you get a haste proc. Pets update on a slower interval (roughly ~3 seconds) which makes this node feel even more out of place.
- feels very feast or famine gameplay which is not typical of this spec. Would be cooler to have the haste tied to our pet cooldown and the loss of haste happen after it despawns as an example.