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Season 3 Shadow Priest Feedback

· 10 min read
Publik
Maintainer of Book of Shadows

Shadow Priest Feedback

Major Cooldown Design

All the way back in the Dragonflight development cycle it was mentioned that our cooldowns would be looked at in a future patch. Several patches later the problems with Dark Ascension and Void Eruption as a choice node is still present in our spec tree.

Dark Ascension is incredibly simple in its design, and has little cohesion with our overall spec or talent tree design. This has recently become even worse with the removal of Mind Spike, which felt like it was the defacto filler to pick with Dark Ascension. In its current state I just do not understand why this is still in the game, I would much rather have a choice node that modifies Void Eruption instead of Dark Ascension (see below).

Being able to pick between a 1-minute Shadow Priest compared to a 2-minute Shadow Priest is a really cool concept. However, since these are separate cooldowns today there is a severe lack of cohesion with the rest of our kit since spells need to work with both. This also limits the design options you have with our cooldowns.

At this point Void Eruption is a much more interesting cooldown and I would prefer focusing Shadow Priests on that cooldown over Dark Ascension. Exploring past ideas like ramping DoT damage or haste as Voidform goes on would be cool to see in the modern game, but just is not possible as long as Dark Ascension still exists to balance Void Eruption against.

Note that if Dark Ascension did go away it would mean a lot to the community to get a glyph that altered Voidform's animation to be the Dark Ascension wings.

DoT Maintenance and Application

This patch we saw a few targeted changes at Shadow Crash to help with our DoT maintenance and application gameplay. Overall I think these changes solve good problems in raid, but seem to miss the mark for Mythic+ specifically.

Shadow Crash Issues

The two main pain points with the new design are as follows:

  • Shadow Crash has become a damage talent with Descending Darkness
  • Bugs limit its usefulness in Mythic+, particularly in large pulls

Shadow Crash has mostly existed as a DoT application tool, with an exception of a Dragonflight tier set that was quite controversial. The reason for the controversy is making it a damage button now gives us a conflict, do we press Shadow Crash for damage or hold for DoT'ing targets? Luckily the 2 charge system can help with this, but largely this gameplay feels unhealthy to be pulling the player in two different ways.

There are quite a lot of people that dislike pressing Shadow Crash in single target, and it does feel quite weird, unsure if this was intentional. Due to current pathing challenges (see below) we take Shadow Crash and Descending Darkness in every single build currently. Part of this is pathing but also because it helps solve our issues with Mobility and Movement by giving us a valuable instant-cast to press when needed. Unfortunately this just feels like a conflicting design and I wish these problems could be solved with other solutions.

The other large issue is how these changes affect Mythic+. We have long known of bugs as it relates to Shadow Crash and DoT'ing targets, particularly in large pulls. The changes lowering the target count seem to have made these bugs more prevalent/happen on more packs than usual. Until Shadow Crash correctly prioritizes un-dotted targets to apply DoTs vs. refreshing this spell will continue to be an incredibly flawed way of applying DoTs.

Shadow Priest isn't a DoT Spec

I was pretty disappointed that there was nothing else adjusted with the spec as it relates to casting and maintaining DoT spells. We have been locked behind Misery being a required talent and Shadow Crash as our DoT applicator for quite some time now, and the issues are still quite obvious. There is no build variety that actually makes DoTs powerful vs. easy to spread, everything is just leaning in towards the easy to spread category. This makes our DoT gameplay non-existent in places where we used to actually press Vampiric Touch or Shadow Word: Pain in previous iterations, particularly low-target count environments.

In the current design since we take Shadow Crash everywhere we literally never press Shadow Word: Pain or Vampiric Touch in Single Target, and even most cleave environments. This has made Shadow Priests lose a core piece of its identity and I wish there were alternatives available in the tree to make DoTs an actual part of our gameplay again. This removes Shadow Word: Pain as a rotational instant-cast spell to use during movement.

On top of this our DoTs have continued to be neglected when it comes to power, currently only totalling to less than 4% of our total damage (SW:P and VT).

Utility Nodes in the Spec Tree

Currently Shadow Priests have to choose 2 utility points in the top section of our talent tree before moving onto the middle section after picking all the damage nodes.

This creates a problem, as we are limited to 2 of the 4 of these nodes without losing DPS by sacrificing points in the rest of the tree.

  • Dispersion
  • Silence
  • Intangibility or Mental Fortitude
  • Last Word or Psychic Horror

For most content we always want to have Dispersion. This leaves effectively just one point left, which typically we players will choose Mental Fortitude to counter the squishy nature of playing a Priest. This means we are effectively choosing between losing defensive utility, our interrupt, or DPS with this choice.

If Dispersion and/or Silence were just made baseline for Shadow Priests this issue goes away.

Spec Tree Pathing Issues

With the changes to the talent tree this patch I wanted to go over specific issues with pathing that we notice on the tree to bring up those pain points when creating a build.

  • The Shadow Crash path is only 2 points to get to Void Torrent. The alternative option is 3 points which inherently puts these nodes at a disadvantage.
  • The following nodes are in a weird spot where nothing before/after is related. They are also pretty uninspiring in general.
    • Madness Weaving
    • Dark Evangelism
    • Idol of Y'Shaarj
  • Number of 2 point nodes is still the highest in the game
  • Plagued by lots of numerically weak nodes that do not change your gameplay or others that are super niche. These cause our pathing to be restricted.

Core Shadow Priest Themes are not always easy to path or there are too few choices. I've created annotated trees and then ranked their pathing situation for each core theme. Furthermore as a cost of these being core themes we notice that the actual base spells are severely undertuned. The cost of these spells having lots of talent points seems to be weak base spells, which impacts their dependency on these talents. Shadowy Apparitions, Mind Blast, Shadowfiend or Mindbender melees, and DoTs are extremely weak baseline.

Mobility, Movement, and Utility

Mobility and Movement

Shadow Priests have long been known for their mobility issues, which is still very much relevant in Season 3 of The War Within.

The only way Shadow Priests can actually counter this kind of mobility problem is to pay for a race change. Dractyhr, Goblin, and Void Elf become our only way to get meaningful movement displacement when other classes have this built into their kit. Nothing in the changes coming in Season 3 make this problem better. Vault of the Heavens or Door of Shadows in the Priest tree please?

Utility

The other topic that is still painful is our classes group utility. Often times the only thing that makes Priests stick out from the crowd is Power Word: Fortitude, something that Holy and Discipline also bring in addition to Shadow Priests. Giving Shadow some of its own identity when it comes to utility would go a long way.

Shadow Priests do get value out of Vampiric Embrace that Holy and Discipline do not, but this ability has its own flaws that often do not make it valuable. The two big ones are the "smart" heal aspect of Vampiric Embrace being pretty dumb and it being hard to press on-demand when the group actually needs healing. To get good healing out of this we need to be doing good damage, lining this up is typically not something Priests do in this day and age. Would rather the spell just be passive Leech for my party, or something that I can control more that is not tied to my damage as much.

The other big problem with Shadow Priests is how it relates in the current Mythic+ Group Composition meta. There are different requirements for what a healer or dps should bring to a group, and generally speaking our group utility for control is niche and typically weaker than our ranged dps counterparts.

  • Shackle Undead usually has incredibly niche to no value every season in Mythic+
    • Why can't this work for more enemy types? Or just call it "Shackle"?
  • Psychic Horror is a severe DPS loss to take (see above section on spec tree utility points)
  • Silence is arguably the worst interrupt in the game for Mythic+ content. Often times the Silence portion of the effect is useless, leading to us just having a long cooldown interrupt.
  • Dominate Mind is either overpowered or useless.
  • Psychic Scream is pulling a lot of weight for us right now as an AoE stop, unfortunately we do have to play in melee to use it though. This was a big problem solved by Mind Bomb (particularly in its stun version) that I still miss to this day
  • Mass Dispel has not only seen significant nerfs, there has also been a notable change in dungeon design limiting its use cases
  • Void Tendrils goes most seasons with most players forgetting it even exists it is so niche and often useless

Priests have had plenty of utility spells in the past that were useful, but not game breaking that have been taken away from us. Bringing some of these back or shoring up existing utility problems would go a long way to groups being excited about inviting a Shadow Priest into their group.

  • Shining Force
  • Mind Bomb

Season 3 Set Bonus Feedback

· 3 min read
Publik
Maintainer of Book of Shadows

In the below sections I will go over the existing sets and feedback about them. I have also included preliminary numbers on how strong these tier sets are currently.

Archon

  • 2pc: +4%
  • 2pc + 4pc: +17%

The Archon set bonus going into Season 3 is fairly straightforward, it gives us more Halos, which leads to more Insanity, and more Devouring Plague casts. This gives us even more casts of Mind Flay: Insanity and longer Voidforms.

Archon was already a fairly uninspiring Hero talent setup for Shadow Priests, and this set really does not add to anything it was doing, just repeats more of the same. Unfortunately it has fallen into the age old trap of just making Voidform last longer and become more punishing. Adding in more Halo's could be interesting but not in the way that it currently does extending our Voidform, just getting the same visuals we have but for longer is not as exciting as the Voidweaver set. The 4-set also is in a weird spot that you do not actually get any value from this set until the burst part of your Voidform is over (18 seconds after you press Halo).

A spec should not be able to sustain a single cast of its major cooldown for 90-120s. This effectively makes it not a cooldown considering how we get balanced around this. There are much more interesting ways to buff Voidform or our cooldowns that is not simply making them last longer. Voidform does not need to last longer.

Being able to sustain a single Voidform this long makes the gameplay more punishing when handling mechanics or having to move. This is just bringing back some of the old problems we had with drain-based Voidform in previous expansions without any of the cool parts of extending Voidform that we had (ramping haste/damage/insanity drain gameplay).

Voidweaver

  • 2pc: +20%
  • 2pc + 4pc: +45%

Clearly the Voidweaver set is currently overpowered. This needs to be resolved by nerfing this set specifically, and not base Shadow Priest nerfs. The set itself is fun to play with and feels like it changes our core gameplay loop during cooldowns for the better, but includes modifiers that simply bloat the value and are not necessary.

The reason that this set is so much fun to play with is it makes you feel like you are machine gunning out Void Blast casts, and it feels awesome. The cast time reduction and more important the cooldown reduction of Void Blast is what gives us this feeling, the damage modifier to Void Blast is not necessary and is just a massive tuning knob that does not need to be there. Similarly the 4pc buffing Entropic Rift damage is not necessary for the set to be powerful.

A more appropriate version of the set that is not egregiously overtuned but still keep the parts that are fun might look like this:

  • 2pc: Void Blast's cast time is reduced by 20%. Void Blast's cooldown is reduced by 50%.
  • 4pc: Void Blast now also causes Entropic Rift to grow, and the damage of your next Void Torrent is increased by up to 100% based on the size of Entropic Rift when it collapses.

11.2 Shadow Priest Rework

· 8 min read
Publik
Maintainer of Book of Shadows

Below is my initial reaction to changes on the 11.2 PTR for Shadow Priests.

Gameplay Changes

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. The major gameplay changes you will notice are:

Questions

Below is the list of questions the community has with unclear interactions or changes coming in 11.2.

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.

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.

Tier Set

Overall the sets seem pretty powerful numbers wise but still need to play-test them to see how they feel. First reaction is fairly positive!

Archon

Voidweaver

This tier set will likely eliminate the need to pool Mind Blasts before casting Void Torrent.

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
  • Madness Weaving
    • Feels pretty lackluster given its place on the talent tree.
    • Weird way to add damage to the spec
    • The spec already likes mastery so its functionality feels misplaced and is not very clear to the average player.
  • Death's Torment
  • 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
  • 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.

11.0.5. Shadow Priest Updates

· 5 min read
Publik
Maintainer of Book of Shadows

Changes for Shadow Priests

Unfortunately this patch has very little in changes for Shadow Priests. Below is the impactful updates, check out the full notes here.

  • Sustained Potency has been updated – It now also pauses the duration of Dark Ascension or Voidform for up to 20 seconds while out of combat or affected by a loss of control effect. This is capped at 20 seconds per cast of each cooldown (i.e. going in and out of combat more than once does not refresh the pause duration).
  • Entropic Rift now displays a low-noise version for your allies, instead of being completely invisible.

What this means

Functionally nothing is really changing except Archon now can choose to take Sustained Potency even inside of Mythic+. The out of combat pause is very nice for dungeons, particularly in lower keys and it was already competitive to take anyways (particular for boss damage or really long pulls).

Dracthyr

Starting this patch you can also make a Dracthyr Priest. From a combat perspective you get a single Mastery point from Awakened, which you can see how that stacks up in the charts. Other racials are listed below. To see these changes I did a video when it first came out and a revised one after it was changed.

Anniversary Event

With this patch there is also an upcoming launch of the Anniversary event. This event includes lots of cosmetics as well as some new gear drops that I will go over in this post as it relates to Shadow Priest. I am not covering all aspects of this event, only the ones relevant for player power. To see more about this checkout the Wowhead guide.

Timewalking Dungeons?

Currently there is a trinket, Mindtap Talisman that is from Dire Maul. This was available on the vendor on PTR but I am not sure specifically what the source of this could be. It is quite possible it is just a Timewalking dungeon drop during the event. If that is the case it would drop and be upgradable to 580 item level. I bring this up because even at 580 item level it is currently extremely powerful. Beating out many trinkets at Myth track item level, although not being BiS.

Blackrock Depths Raid

This raid is returning with HERO track gear. This is a great opportunity for alts as well as a few key drops that might even be useful for your main. Through a Relic Coffer Key system you can also purchase up to 3 items from a vendor if you clear the raid enough and do not see the drops you want.

Notable Drops

The following is listing ideal stat pieces that drop from the raid. There could be others that drop and are upgrades, here is just a short list to see what is available.

ItemBoss
Burst of KnowledgeAmbassador Flamelash

The Burst of Knowledge is extremely powerful and is likely to get nerfed/adjusted at some point. Early sims put this equal or better to most trinkets at Myth track item level, even though Burst of Knowledge is only Hero track level. This means it is strictly speaking a purchasable item that is Best-In-Slot.

Currently this trinket is extra powerful since it is not on the shared trinket cooldown, meaning we can stack this in execute and use it with Spymaster's Web as an example. I suspect this will be fixed, but even still this is a strong trinket that we simply just bind to Power Infusion.

Cantrip Items

In addition to normal gear drops there are also Cantrip items with extra effects. Below are the ones available to Shadow Priest with information on their power level for us.

ItemBossNotes
NagleringGolem Lord AngelmachNot relevant for Shadow Priests
Guiding Stave of WisdomGeneral AngerforgeWith the loss in weapon item level this is not suggested in any case.

October 8th/9th Changes

· 8 min read
Publik
Maintainer of Book of Shadows

DISCLAIMER

This post is now outdated. We have posted updated guidance in IcyVeins and the Discord and the below information is mostly out of date. Keeping this only for historical purposes.

October 8th/9th Changes

Voidweaver has received lots of buffs to its kit which when using the right talent build and optimized gear can end up being better than Archon in certain situations. When comparing the best builds Voidweaver is up to 1% ahead of Archon, meaning they are very close.

THINGS ARE STILL BEING TESTED

It takes us a long time to sim talent builds, especially with rotational changes. Having only gotten this on Friday night we are still working on things and the below information should be treated as EARLY information.

List of Changes

How big are these buffs?

  • Archon Single: +2.8%
  • Voidweaver Single: +5.2%
  • Archon Triple Idol AoE: +2.2%
  • Archon Hybrid AoE: +2.2%
  • Voidweaver AoE: +3.9%

Overview

There are a few keys things to note:

  • Unfurling Darkness is now strongly preferred for Voidweaver builds in non-dungeon environments. This supplements our DoT refreshing instead of relying on Mental Decay and also gives us an instant cast spell thats hits like a truck. This can still be used in dungeon environments depending on how much of your time is spent at lower target counts (5 or less).
  • By default SimC will cause a certain percentage of ticks of Entropic Rift to miss, this is aimed at making it more realistic with boss and target movement. Chance is 5% on single target and up to 10% above 2 targets.
  • Voidweaver will naturally struggle as you go into dungeons and start pulling massive packs together, anything more than 8 targets is rough. For this reason pushing keys will still prefer Archon most weeks, but any type of pug situation where you are pulling one pack a time will do great with Voidweaver, especially during Voidbound weeks.

When to pick Archon?

  • Consistent single target damage, not contingent on targets staying in place.
  • Prefers the Void Eruption playstyle
  • Mythic+ Dungeons where you are pushing high key levels where packs are living 60+ seconds long or you are consistently pulling packs together and around your cooldowns.

When to pick Voidweaver?

  • Top single target damage, particularly when bosses are not moving out of Entropic Rift. This is contingent on playing Unfurling Darkness. If you do not want to play with this talent than Archon will net more single target damage.
  • Prefers the Dark Ascension playstyle
  • Mythic+ Dungeons where you are pulling one pack at a time and not chain pulling massive pulls. Ideally stays at/under 8 targets as much as possible.
  • Anytime you are fighting against absorb shields for Devour Matter (i.e. Voidbound affix, Queen Ansurek intermission, etc)

Rotation Changes

The following is a list of changes done to the APL compared to before these changes. This is not a full list of how to play Voidweaver.

Example Voidweaver Opener

This is an example opener with the VW_VE_VW_DA_cthun_82852967308207_Spike_DR build.

  1. Cast Halo pre-pull for 10 Insanity
  2. Open with Vampiric Touch to proc Unfurling Darkness and apply our DoTs
  3. Cast Vampiric Touch again to consume Unfurling Darkness
  4. Mind Spike
  5. Voidwraith
  6. Dark Ascension
  7. Power Infusion + Potion
  8. Devouring Plague
  9. Void Torrent
  10. Void Blast
  11. Void Blast
  12. Devouring Plague

Full openers with a wider variety of talent builds will be posted to the guide soon.

WeakAuras

With all of the changes there are a few WeakAuras to list to help with the rotational parts of playing Voidweaver Shadow Priest.

Breakdowns

The below charts include breakdowns in the various sim environments. Click each link to see the builds used. Note that this page will not be updated after the launch of the changes and you should check the guide for the most up to date builds at that point.

Single Target

ActorDPSIncrease
VW_VE_VW_DA_cthun_82852967308207_Spike_DR14743831.05%
VW_VE_VW_DA_yshaarj_cthun_81150852152239_Flay_DR14708670.87%
AR_SP_VF_cthun_80658376897455_Flay_ME14620200.00%

Single Target + Shadow Crash

ActorDPSIncrease
VW_VE_VW_DA_cthun_82852967308207_Spike_DR (ST)14743835.6%
VW_VE_VW_DA_yshaarj_cthun_81150852152239_Flay_DR (ST)14708675.3%
VW_VE_VW_DA_yshaarj_cthun_81150817583023_Flay_DR (ST + Crash)14605564.5%
VW_VE_VW_DA_cthun_80603201142703_Spike_DR (ST + Crash)13965770.00%

2 Target (Stacked)

ActorDPSIncrease
VW_VE_DoS_DA_cthun_82852967824303_Flay_DR19400532.60%
AR_SP_VF_cthun_82847494255535_Flay_ME18920480.00%

Composite Raid

ActorDPSIncrease
VW_VE_VW_DA_yshaarj_cthun_81150852152239_Flay_ME15099020.61%
VW_VE_VW_DA_yshaarj_cthun_81150817583023_Flay_DR15082430.58%
VW_VE_VW_DA_cthun_82852967308207_Spike_DR15059400.42%
AR_SP_VF_cthun_80658376897455_Flay_ME15022990.00%

8 Target 1 Minute Burst

ActorDPSIncrease
AR_EC_VF_nzoth_yogg_cthun_129962077501359_Flay_ME708768523.06%
AR_SP_VF_nzoth_yogg_cthun_129962077501359_Flay_ME702758522.08%
AR_EC_VF_nzoth_cthun_99313325094831_Flay_ME651499713.92%
VW_DH_DoS_VF_nzoth_cthun_98245891561391_Flay_ME61222406.39%
VW_DH_DoS_DA_nzoth_cthun_98245891561391_Flay_ME57579850.00%

DungeonRoute Overall Average (+15)

ActorDPSIncrease
AR_SP_VF_nzoth_cthun_98241696217007_Flay_ME (Hybrid)18748531.06%
VW_VE_DoS_DA_nzoth_cthun_98245853822895_Flay_ME18710530.85%
AR_SP_VF_nzoth_yogg_cthun_129962177181615_Flay_ME (Triple Idol)18552680.00%

Shadow Priest Iteration

· 4 min read
Publik
Maintainer of Book of Shadows

I've posted quite a lot on these topics already but wanted to call out a few things that are still plaguing the spec.

There are a lot of bugs facing the spec currently, several of which are very impactful to playing the game. The full list is here with the big ones below:

Season 1 Tier Set Bonus

Currently the tier set for Shadow Priests is about a 3% DPS gain going from equivalent gear without the set bonus to equipping the full 4 set. This is particularly due to the strength of Distorted Reality (especially early on with less stats) and the inherent synergy with Mind's Eye. Mind's Eye does gain about 5% with the set but this is not enough to offset the loss at current tuning.

In AoE situations the set bonus is about 4%, primarily due to preferring Mind's Eye for these builds. Overall this makes for a pretty underwhelming set bonus effect power wise, and particularly stings because the set bonus is pretty boring as it stands today.

Hero Talent Iteration

So far we have not seen much iteration on our Hero Talent trees, particularly for Archon. Archon looks exactly how it did when it was first released and not a single thing was ever changed or iterated on, including the actual numerical tuning of the tree. I don't want to repost feedback but this is extremely disappointing and it feels like this just wasn't a priority to work on.

While Voidweaver did get some iteration early on there are still quite a few challenges that tree has that would really help to see more iteration and changes with to make it feel better to play, particularly with the way the Entropic Rift spawns and follows targets.

Talent Tree Tree Iteration

Going into the expansion Shadow Priest has received little to no changes to the base spec. While we have gotten reworks quite often over the years none of these have really ever felt complete and this certainly adds to the frustration when comments made in previous dev cycles of revisiting things like Dark Ascension were never changed in the TWW beta cycle.

Furthermore Shadow Priests now have the most 2 point nodes in our tree, and our class tree has the most total points. This equates to 1894837640784 possible builds of our class tree which is obviously an insane number to reason about, but is kind of crazy considering some classes only have a fraction of a percent of that amount. This is not solely indicative of a problem, but does make Priests feel like our tree is not created equally when looking at other classes and specs in the game.

This is still causing ugly issues in places like the Shadow spec tree where you have to pick between more DPS or taking the loss to get crucial defensive or utility nodes. As far as I'm aware the design goals were to not have this be a choice but we still have a crowded top section of our talent tree which feels horrible.

State of Voidweaver and Archon

· 2 min read
Publik
Maintainer of Book of Shadows

Decided to wrap up some previous posts and feedback into a more concise entry to give current good, bad, and bugs for Voidweaver and Archon from a Shadow Priest perspective.

Good

  • Visually exciting
  • Mini-bursts every 30s feel nice
  • Cast while moving Void Torrent is fun to play with

Bad

  • Shadowy Insight procs can be frustrating as we pool Mind Blasts before our Void Torrent and waste these procs.
  • Travel time to getting to the target can be frustrating, would feel much better if it just spawned under the target.
  • Pooling Mind Blasts before Void Torrents can be awkward
  • Slowly follows the target if its moving across the room too fast
  • Feels like we need to play around Mind Melt a bit too much
  • Lack of Void interactions on the tree, particularly Voidform. Instead we have several points that deal with Mindbender, SW:D, or dots
  • Retargeting when original target dies feels really random
  • Devour Matter can be good in niche cases, but feels bad that most of the time it does nothing

Gamebreaking Bugs

  • Void Blast sometimes breaks
  • Voidwraith gets 1-shot by most environmental AoE effects
  • Darkening Horizon doesnt always work correctly

State of Archon

Good

  • Off-healing can be quite powerful
  • If you like Halo, it is cool to see the bursts
  • Simple to play, if you like base shadow you will like Archon

Bad

  • Puts a weird amount of emphasis on MFI/MSI
  • Does not make our cooldowns feel that powerful
  • Can feel overwhemled trying to spend Surge procs before capping, particularly with VF
  • Honestly quite boring relative to Voidweaver
  • Halo itself is pretty weak baseline, especially since the echoes do not give Insanity

Gamebreaking Bugs

  • Mind Spike can munch free Surge of Insanity procs

Shadow Priest Bug Roundup

· 3 min read
Publik
Maintainer of Book of Shadows

In this post I wanted to highlight the known bugs for Shadow Priest on Beta. I have categorized these into a few categories to indicate severity. These have all been reported in game as well but I wanted to provide more visibility.

Impacting Gameplay

The following all have significant impacts towards gameplay that actively impeded our ability to test things.

Unclear Behavior

The following bugs are unclear interactions that may or may not be intended.

Minor

The following bugs are relatively minor but still worth mentioning

Spelldata Issues

The following are mostly data clarity issues with spell functionality or tooltips.

Shadow Priest Beta State

· 4 min read
Publik
Maintainer of Book of Shadows

After raid testing and some Mythic+ testing today I wanted to give my updated thoughts on Voidweaver and Archon from a Shadow Priest perspective.

Voidweaver

Overall this spec feels pretty great, but there are a couple of things that if changed could make it play even better.

One of the most frustrating moments right now when playing Voidweaver is getting Shadowy Insight procs while banking up for your next Entropic Rift. Because of a change made to make Shadowy Insight no longer grant a temporary charge of Mind Blast, these procs can often be completely wasted. We are incentivized to bank of Mind Blasts right before Void Torrents but these procs happening right before can end up being very frustrating.

The other thing that is still a bit weird is the emphasis around Shadow Word: Death and Shadowfiend spells. Neither of these are particularly related to the Void but do end up in several places on the tree: Devour Matter, Depth of Shadows, and Voidwraith. Personally I do not see how these fit together in the build and end up making our points in the spec tree feel even more restrictive. Devour Matter is definitely the odd one out here, it is a pretty boring node that I often forget even exists.

The last big thing with Voidweaver that does not feel very satisfying is the size of the Rift and the expansion. Because of how little we end up casting Devouring Plague rotationally this expansion is very minor, especially compared to Discipline. Making this work with ticks of Devouring Plague or adjusting how much it grows per cast would go a long way to making this be more usable. With the current size of the rift and positioning of a pack in Mythic+ it could be awkwardly missing a lot of mobs. This is also notably worse off because the Rift does not currently retarget if the original target dies.

Archon

Compared to Voidweaver, Archon is particularly uninspiring to play with. The playstyle is basically the baseline version of the spec we have in Dragonflight, you just now press Halo at the start of your cooldowns. It is possible this was the goal all along for Archon, but having a relatively small change to the spec for a whole Hero talent feel wise does not make it feel like a Hero Talent to me.

This is made even worse with the lack of distinct visual changes with Archon. Yes we spawn a few extra Halos and it radiates out and back to us, but for a spec themed around empowering our cooldowns this just misses the mark for me when our cooldowns are lacking any visual change. Even the Hero Talent icon itself looks amazing but feels really out of place considering the visuals and feel of the spec do not match.

Archon itself is likely suffering from an already existing problem the spec has with cooldowns that are not particularly exciting by themselves (particularly Dark Ascension).

The one thing that Archon has going for it that might even make us feel pulled to play it is the absolutely disgusting amount of off-healing we get from being centered around Halo. Not sure how this will be balanced but that is a strong positive.

General Shadow Priest

While I already covered recent changes here I wanted to discuss a few other points that I would love to see discussion or changes towards.

We have not seen any spec tree changes so I do not want to copy things from my previous post but these issues are generally all still present and would welcome any changes here to help improve our spec tree.

Shadow Crash and Void Crash

Adding in Void Crash as an alternative to Shadow Crash will be a welcomed change for some players, but also creates some anti-patterns with the current size of the spell. Because of the relatively small radius of Shadow and Void Crash (8 yards), having it be centered around a single enemy can easily make it difficult to target a full clump of adds. This can also be quite confusing for new players using the talent. Increasing this up to 10 or 12 yards (likely alongside Shadow Crash) would make it feel much better from a DoT management perspective.

Notable Bugs

  • Mind Soothe is currently not able to be cast at all. Just says "You can't use that here"

Shadow Crash Incident - Voidweaver

· 6 min read
Publik
Maintainer of Book of Shadows

The recent changes on the Alpha are quite unexpected and overall have me feeling quite disappointed and sad that we lost certain interactions. Overall these changes create more problems than they end up solving in the first place and my inclination is to revert back to previous iterations. More details below, starting from the top of the changes.

Collapsing Void

as well as to make Collapsing Void more relevant for encounters with lower health enemies

Overall this is actually a positive change, the length of the Rift was certainly opening the spec up to challenges in shorter lived content so it being balanced around smaller windows makes a lot of sense depending on tuning.

Devour Matter and Void Empowerment

In addition, Devour Matter felt like an odd choice against Void Empowerment, so now it is a node that you are guaranteed to have.

In regards to Devour Matter I'm still unsure how exactly the Shadow Word: Death nodes fit with the Voidweaver theme, but point wise the choice node does make more sense to move it. Devour Matter itself still feels out of place on the tree.

For the new choice node the duration extension now is effectively a choice against Collapsing Void size expansion and damage, which feels like a weird choice depending on where tuning comes into the picture. If the goal is to have shorter lived windows I don't think extending by only 3 seconds is really enough to notice much of an impact considering Void Blast has such a long cooldown.

Overall I think Darkening Horizon makes less sense in this version of Voidweaver, a small amount of extension just isn't enough to feel powerful and feels weak in comparison to Void Empowerment, especially if we are going to have smaller rifts more of them with this design.

Entropic Rift

Entropic Rift duration reduced to 8 seconds (was 10 seconds). This change by itself seems okay along with the goal posted above, however it does have some knock on effects with other changes (see below). In addition this also means Shadow has an even harder time empowering the rift and expanding its size since we can only do this with Devouring Plague casts. More than ever it desperately needs to also work with Devouring Plague ticks in order to feel rewarding.

Entropic Rift is now summoned by Shadow Crash instead of Void Torrent. With Shadow Crash being a 20 second cooldown and the Rift only lasting 8 seconds baseline you will now be strongly incentivize to only cast Mind Blast during Rift windows, this can create gameplay that makes Voidweaver much less intuitive. Overall this feels more awkward than it did with being attached to Void Torrent. Having the Rift reset the cooldown of Mind Blast could solve this, but would likely be way too strong and I'm not sure of another way around this that feels healthy.

The spec in general doesn't feel right locking into Shadow Crash everywhere, especially single target. Void Torrent feels good to press almost everywhere so it did not have this problem. Reducing the ramp time of the Entropic Rift (don't have to wait for Void Torrent channel) is slightly improved, but the change from last week felt like a great solve to this in my opinion and I'm sad to see this change from Void Torrent and I personally preferred the older version instead of the Shadow Crash one.

This also creates a lot of problems with damage pattern inside of Mythic+ environments, similar to what was observed during Season 3 of Dragonflight where we pressed Shadow Crash for damage. Adding damage to Shadow Crash makes it really frustrating to play with as its our DoT application spell. If we are trying to get prepped for a pull and DoTing enemies Shadow Crash is now a full-blown damage spell (way more than it was in Season 3). This is also even more frustrating mid-way through a pull when you are faced with a choice of pressing Shadow Crash for damage on this pack vs. holding it for the next one to get your damage going. The spell doesn't create rewarding gameplay when its used for both DoT application and damage.

This change is basically opening up the can of worms of problems with Shadow Crash and personally I think its less fun than when the rift was attached to Void Torrent because of all of this.

Inner Quietus has been redesigned – Shadow Crash deals 400% additional damage to its primary target (was Vampiric Touch and Shadow Word: Pain damage increased by 20%).

This is similar to the points above, adding damage to Shadow Crash just doesn't feel good since we use it for DoT application today and not for damage reasons.

Shadow Crash

Shadow Crash now centers on your target, rather than using a reticle to target a position on the ground.

This change overall is extremely polarizing. While this does make the spell easier to target in some cases, it also makes it significantly less useful in other cases. Often times we are able to pre-cast Shadow Crash to time it with mobs spawning (i.e. Sarkareth or 2nd boss Brackenhide), but this is no longer possible with this change. The travel time on the spell also now requiring a target is just solving the problem of it being difficult to target while creating a new problem of being less useful in certain situations.

Instead of making this change I would personally rather have the old version. If this new functionality is the direction the spec is going in I would strongly like to have a similar choice node in our spec tree to what Windwalker Monks have with Skytouch and Skyreach. Give us the ability to choose a cast-on-target Shadow Crash or a ground-target Shadow Crash so that we don't lose our existing functionality but gain the accessability advantages.

Tree Cohesion

After these changes the tree feels more directionless and we have a lot of nodes working with unrelated abilities. While the Entropic Rift was changed to Shadow Crash, we still have a node that makes Void Torrent cast while moving, which is still a cool node but now feels way more random unless we revert that change. Personally would love for this to be more focused to make building around Voidweaver feel more distinct. Shadow Word: Death and Mindbender nodes in particular still feel out of place, equally so with Void Torrent/Shadow Crash conflicting.

Point Categorization:

  • Void Torrent - 1
  • Shadow Crash - 2
  • Mind Blast - 4
  • Devouring Plague- 2
  • Shadow Word: Death - 2
  • Shadowfiend/Mindbender - 2