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Shadow Raiding: the Primer 3.3 Edition

I wanted to use the “press this” feature, but the URL was apparently too long.

The original appears at http://forums.worldofwarcraft.com/thread.html?topicId=20677230815&sid=1#0

This is not my work, but wanted it here for my own reference. It’s by Woaden of Proudmoore, posting as Frmercury, Meliora of Staghelm

Intro:You want to raid Shadow, but there are some things that you’re unsure about. That’s what this is for. I am writing this as simply and as concise as possible. (I know it’s long, but really I tried!) This guide is more of a collection of already available information, just brought all together for ease of reference. I promise to be as friendly to the math impaired as possible, as I used to be one of you. There are plenty of Theory Crafters that have already done the work and we can easily profit from their hard work (credited of course!)

Abbreviations to become familiar with as a Shadow Priest

VT – Vampiric Touch
DP – Devouring Plague
SW:P – Shadow Word: Pain
VE – Vampiric Embrace
MB – Mind Blast
SW:D – Shadow Word: Death
MF – Mind Flay
MS – Mind Sear
DoT – Damage over Time
SP – Spell Power
PP – Pseudo Power or Stat Weightings
BiS – Best in Slot
BM[Enchant Weapon — Black Magic]

I. Spec
II. Glyphs
III. Rotation
IV. Gear
V. Gemming
VI. Enchanting
VII. Consumables
VIII. Professions
IX. Addons
X. Macros
XII. Websites

I. Spec:

General purpose or ‘cookie cutter’: http://www.wowhead.com/?talent#bVcbhZZGxfVRfzcfqfzAo

No MB: http://www.wowhead.com/?talent#bVcbuZZGxf0RfzbfqfzAo

Imp VE: http://www.wowhead.com/?talent#bVcbhZZGxfVRfzdfqfzAo

IF: http://www.wowhead.com/?talent#bVcbuZZGxfVRfzbfqfzAo

‘Spiritless’ spec: http://www.wowhead.com/?talent#bVcbuZZ0xfVRfzffqfzAo

Shadow Affinity / Imp VE: http://www.wowhead.com/?talent#bVcbhZZGtfVRfzbfqfzAo

Anub’arak HM spec: http://www.wowhead.com/?talent#bVcbhZZGgfVRczffqczAo:qhL

Talent Breakdowns (Simple):

(For details, visit Constie @ http://forums.worldofwarcraft.com/thread.html?topicId=20462448230&sid=1)

Discipline Tree:

Twin Disciplines – Increases the damage of SW:P, DP, and MF

Improved Inner Fire – Takes Inner Fire from giving 120 SP to 174 SP.

Improved Power Word: Fortitude – We grab this because it’s more survivability and utility than any 1st or 2nd tier Disc talent.

Meditation – Hands down the best regen talent available to Priests.

Inner Focus – Free spell with 25% extra Crit chance every 3 minutes. Due to its long cool down and decidedly lackluster DPS effect its rarely picked up by PvE Shadow Priests.

Any higher in the Disc Tree and you might as well drop the act and go heal.

Shadow Tree:

Spirit Tap – This is a necessary talent on the way over to Improved Spirit Tap.

Improved Spirit Tap – The second best regen talent available to Shadow Priests. A must have for PvE raiding. Can drop when you have little or no Spirit gear.

Darkness – Flat Shadow damage boost.

Improved Shadow Word: Pain – Damage boost to SW:P

Shadow Focus – Great flat mana reduction talent. Double bonus: frees up the use of gear without Hit, meaning more DPS through gear.

Shadow Affinity – With the DPS and HPS increase 3.3 brought you may find yourself needing one or two points in this to avoid pulling aggro on adds.

Improved Psychic Scream – Cool down reduction to Psychic Scream, limited use on Faction Champs. Undoubtedly a PvP only talent.

Improved Mind Blast – Less cool down. See the rotation section below to see if you can drop the talent.

Mind Flay – Our #1 damaging spell in almost every encounter: invaluable.

Shadow Weaving – Stacking shadow damage boost.

Shadow Reach – Since the MF range extension this can be dropped for some fights, but is still a staple of most builds.

Veiled Shadows – Reduces the cool down on Shadowfiend, which is our best mana cool down as it increases our damage while giving back mana. The reduction in cool down to Fade comes in handy along with Improved Shadowform for some Hard Mode fights such as Freya +3.

Focused Mind – Arguably our worst mana talent for most boss encounters. Frequently dropped for end game content

Silence – Silences the enemy for five seconds. Interrupts Boss mobs. Another pure PvP talent.

Vampiric Embrace – Increases survivability. Must get to progress to Shadowform.

Improved Vampiric Embrace – Increased healing and passive nature is fantastic for tough raids.

Improved Devouring Plague – Damage boost to DP.

Mind Melt – + Crit to MB, MF, MS, VT, DP, and SW:P.

Shadowform – Our tree defining talent. Every time that tooltip gets bigger the better we get.

Shadow Power – 100% boost to Crit damage.

Improved Shadowform – Pushback reduction is great for encounters with AoE damage (aka all of them) and now Fade removes slows and movement impairs.

Misery – SP boost to MF, MB, and MS. +3% Hit Debuff to target is a raid must have.

Vampiric Touch – Our #1 DoT spell. Also allows us to give out Replenishment.

Pain and Suffering – Mind Flay now refreshes the duration of SW:P. Great time and mana savings.

Psychic Horror – Disarm, can be useful on some content, like Faction Champs and Thorim arena.

Twisted Faith – Increases SP by 20% of your Spirit. MB and MF do 10% more damage when SW:P is on the target.

Dispersion – Amazing mana regen and defensive cool down.

II. Glyphs

Must haves:


Shadow – Increases SP by 10% of Spirit on non-DoT Crits. Proc should be up for 50% of the time or more. Even with low amounts of Spirit many Shadow Priests have; it is still a great Glyph.

Mind Flay – 10% extra MF damage when SW:P is on the target. Hands down must have, best DPS increasing glyph.

Honorable Mention:


Dispersion – Reduces cool down by 45 seconds. Best potential mana return, and ‘oh snap’ cool down reduction. My personal 3rd glyph choice for 3.3

Shadow Word: Pain — Restores 1% of base mana every time SW:P deals damage. For single target it’s worth ~64.38 Mp5, and can scale with Mult-DoTing.

Mind Sear — Increases the range. Can be useful on some harder encounters.


Shadowfiend – You receive 5% of maximum mana if Shadowfiend dies before the full duration. This is our ‘insurance’ that if our Shadowfiend dies we still get mana for it.

Levitate – No longer uses reagents when cast. Works great when using Levitate to keep up most stacking trinkets.

Fortitude – 50% reduction to the cost of PW:F and Prayer of Fortitude. Nice for rebuffing people during boss fights.

Shadow Protection – Extends the duration of Shadow Protection and Prayer of Shadow Protection. The friend of the lazy Priest.

Shackle Undead — Increases range by 5 yards. Great for CC in ICC.

III. Rotation

We have a simple, yet complex method of doing damage. We rely heavily on our three DoT’s for sustained damage while we have MB and MF as nuke and filler spells respectively. Accurately carrying our rotation is paramount to our DPS (obviously)

Opening Sequence:
VT ~ MB ~ MF ~ DP ~ SW:P

With BM
MF ~ MF (two ticks) ~ VT ~ DP ~ SW:P ~ MB

Without MB
VT ~ DP ~ MF ~ SW:P

In either case SW:P is cast last. This is done for two reasons; the First is to get five stack of Shadow Weaving before casting SW:P and the Second is to allow all raid buffs and debuffs to be applied to assure that SW:P is going up as strong as possible.


Think of Shadow DPS, although there is a ‘rotation’ you’ll fall into, as a hierarchy of priorities:

Number 1:
Vampiric Touch – Cast so that it lands .1 to .5 seconds after the VT currently on the target ends. This means being aware of it’s cast time and requires practice to get it right. DO NOT CLIP under any circumstances.

Number 2:
Devouring Plague – Cast only after the DP currently on the target falls off. DO NOT CLIP under any circumstances.

Number 3 and 4:
Mind Blast
-With 4pc T10 you will only use MB when it does not conflict with VT or DP recasts and MFx3. The best time I’ve found is right after a DoT recast. It’s not paramount that you cast on CD basically, just where it fits nicely.
-With 4pc T10 and certain levels of gear you will drop MB from your rotation; you will find out if this is right for you in the FAQ section
-Without 4pc T10 it is Number 3 priority and should be cast on CD unless VT or DP need to be recast. In that case cast the DoT and cast MB immediately after.

Mind Flay
– With 4pc T10 Number 3 basically. You can clip after 2 ticks for VT and DP recasts.
– Without 4pc T10 it’s basically a filler spell used when you don’t have to recast VT, DP, or MB.

Shadow Word: Pain – Is cast in the opener, but then Pain and Suffering will refresh SW:P every time you cast MF on your target. Shadow Word: Pain should only be recast when you gain certain buffs or your target gains certain debuffs.

The full list of buffs and debuffs that warrant a SW:P recast can be found here: Harb_ID @ http://shadowpriest.com/viewtopic.php?f=61&t=23642

Strategy:Many fights involve movement, downtime, and multiple targets. As a Shadow Priest you can’t expect to do reasonable DPS unless you take advantage of our strengths and recognize our weaknesses.


This involves a Primary burn target, that most or all of your raid is currently DPSing down, and Secondary targets that are simply Off-Tanked or left alone. The Primary target should have VT, DP, and SW:P on it, and be MB on cool down. Secondary targets should have VT. DP can only exist on one target at a time and should be on the target fully debuffed by the raid. SW:P does very little damage and it is not generally worth putting on a secondary target unless it will live long enough to be refreshed with MF.

Example Encounters: Anub’Rekhan, Kologarn, Auriaya, Freya, Mimiron, Yogg-Saron, Northrend Beasts, Anub’Arak, Lady Deathwhisper, Airship, Deathbringer Saurfang, Professor Putricide, Valithria Dreamwalker, Sindragosa, and Lich King.

Mind Sear:

During Boss encounters with 5 or more mobs you should MS them. If there are 2-4 adds + Boss you should VT each one and then MS.


Post 3.3 using SW:D regularly in a rotation is a DPS loss. Save SW:D only for times of movement. Spam DP when moving and SW:D is on cool down.


Your guild should specify when Hero/BL is going to be popped. Make sure that Shadowfiend will be up for it. Your guild should also do at least a 3 second countdown. Pop Shadowfiend 2-3 seconds before it is popped and your little guy will get it too. Recast VT then DP immediately after Hero/BL is popped as well, then continue with your normal DPS rotation. Most Priests will drop MB from their rotation as well.

IV. Gear

Nearly 100% of this section is thanks to: Izolight @ http://shadowpriest.com/viewtopic.php?f=62&t=24134

Starting out:
Run Heroics, a lot of them. Here’s a great starting set to shoot for: http://www.wowhead.com/?profile=20836801

If you don’t get the drops, just get the best gear you can. Use your own judgment on what is an upgrade based on the following section.


The first milestone every Shadow Priest must, I repeat must, reach in his gear is to become Hit Capped. The Hit Cap for a level 80 character against a level 83 Boss Mob breaks down as follows:

* 263 hit is the cap with 6 points between Shadow Focus and Misery and with a Draenei in your group
* 289 hit is the cap with 6 points between Shadow Focus and Misery

Most commonly all Shadow Priests should shoot for 289 Hit Rating as they should always have 6 points between Shadow Focus and Misery and cannot always count on the presence of a Draenei (unless you are one, of course). Getting Hit capped through gear is the preferred method because Gemming and Enchanting for Hit is around 50% as efficient.

You want to try and be as close to the Hit cap as possible without going under.

Haste and Crit:

In a post 3.3 world all Shadow Priests will want to find a balance between Crit and Haste, attempting to keep the two stats within a couple hundred rating and high as possible. Haste is more valuable than Crit on a per point basis, but one is not valuable without the other. I HIGHLY recommend that if you are low on either stat; do some research on Wowhead.com for attainable upgrades and make a sort of wishlist to get the stats more in balance. That said do not forgo upgrades just because it would unbalance the two.

More info on Haste and it’s value in 3.3 can be found here: Muqq @ http://shadowpriest.com/viewtopic.php?p=207348#p207348

Stat Weightings:

Intellect, Spirit, Spell Power, Hit, Crit, and Haste all have a DPS value associated with them based off of thousands of runs through Simcraft. This is a big mathy spreadsheet, basically what you need to know is that this is tested and retested.

For 3.3 the T10 (normal) BiS is: http://www.wowhead.com/?profile=19501640, which results in the following Stat Weights or PP (that everyone should use by default):

Intellect – 0.22
Sprit – 0.59
Spell Power – 1.00
Hit – 1.88
Crit – 0.76
Haste – 0.98

What these numbers mean is that you can take the amount of these values on any piece of gear, multiply each stat by it’s value, and then combine all stats together to find an item’s DPS value. Sound time consuming? Sure can be. Full Best in Slot lists (math already done) can be found @ http://shadowpriest.com/viewtopic.php?f=62&t=24134

12 Crit and 12 Hit = (12 * 0.83) + (12 * 1.47) = 9.96 + 17.64 = 27.6
27.6 PP is the value of 12 Crit and 12 Hit.

More info in the Addon section.

V. Gemming

Following this guide will get you the highest DPS for your Gem slots.

Chaotic Skyflare Diamond – 70 PP: Every Shadow Priest will use this Meta Gem. Period. Math:
7000*0.35*(209%/200%-100%) = 7000*0.35*0.045 = 110.25 dps = 70 PP
15.2 PP penalty for using two blue gems instead of red gems -> 54.8 + 21*0.76 = 70.76

Runed Cardinal Ruby – 23 PP: This will always go in Red and Prismatic Gem slots, and goes in Blue and Yellow Gem slots except for the following two cases

Reckless Ametrine – 21.2 PP: This will go in every Yellow Gem slot with a socket bonus.

Purified Dreadstone – 17.8 PP: You will need to socket two to activate your meta gem. I would also recommend socketing them where the bonus is >= 5 PP.

VI. Enchanting

There are Profession specific Enchants that are listed. If you are of that Profession, you will want them over the others listed.

[Arcanum of Burning Mysteries]: +30 SP, +20 Crit – Requires Revered reputation with the Kirin Tor

[Master’s Inscription of the Storm]: +70 SP, +15 Crit – Requires 400+ Inscription
[Greater Inscription of the Storm]: +24 SP, +15 Crit – Requires Exalted reputation with the Sons of Hodir

[Lightweave Embroidery]: Chance to increase your SP by 295 for 15 seconds – Requires 420+ Tailoring
[Springy Arachnoweave]: +27 SP and in addition allows you to turn the cloak into a parachute to fall slowly for 30 seconds (1 minute cooldown) – Requires 380+ Engineering
[Enchant Cloak – Greater Speed]: +23 Haste – Done by a 430+ level Enchanter

[Enchant Chest – Powerful Stats]: +10 to all Stats – Done by a 440+ level Enchanter

[Fur Lining – Spell Power]: +76 SP – Requires 400+ Leatherworking
[Socket Bracer]: Adds a gem socket to the bracers. Stacks with other enchants – Requires 400+ Blacksmithing
[Enchant Bracer – Superior Spellpower]: +30 SP – Done by a 440+ level Enchanter

[Hyperspeed Accelerators]: Allows you to increase your Haste rating by 340 for 12 seconds (1 minute cooldown) – Requires 400+ Engineering
[Socket Gloves]: Adds a gem socket to the gloves. Stacks with other enchants – Requires 400+ Blacksmithing
[Enchant Gloves – Exceptional Spellpower]: +28 SP – Done by a 360+ level Enchanter

[Eternal Belt Buckle]: Adds an extra gem socket to the belt – Made by a 415+ level Blacksmith

[Sanctified Spellthread]: +50 SP, +20 Spirit – Requires 405+ Tailoring
[Brilliant Spellthread]: +50 SP, +20 Spirit – Made by a 430+ level Tailor

[Nitro Boosts]: +24 Crit and in addition allows you to greatly increase run speed for 5 seconds (3 minute cooldown) – Requires 405+ Engineering
[Enchant Boots — Tuskarr’s Vitality]: 8% Movement Speed, +15 Stam – Done by a 440+ level Enchanter
[Enchant Boots – Icewalker]: +12 Hit, +12 Crit – Done by a 385+ level Enchanter

One Handed Weapon:
[Enchant Weapon — Black Magic]: Chance for +250 Haste for 10 Seconds – Done by a 440+ level Enchanter
[Enchant Weapon – Mighty Spell Power]: +63 SP – Done by a 435+ level Enchanter

[Enchant Staff – Greater Spellpower]: +81 SP – Done by a 450+ level Enchanter

[Enchant Ring – Greater Spellpower]: +23 SP – Requires 400+ Enchanting

VII. Consumables[Flask of the Frost Wyrm] +125 SP for 1 hour – Made by a 435+ Alchemist. If you are an Alchemist and can make them, the effect is: +162 SP for 2 hours.

[Fish Feast] +80 Attack Power, +46 SP and +40 Stamina for 1 hour – Made by a 450+ Cook.
[Tender Shoveltusk Steak] +46 SP and +40 Stamina for 1 hour – Made by a 400+ Cook.
[Firecracker Salmon] +46 SP and +40 Stamina for 1 hour – Made by a 400+ Cook.

[Potion of Speed] +500 Haste for 15 seconds – Made by a 400+ Alchemist.

[Flask of the Frost Wyrm] should be taken before the first pull and refreshed every hour. For the 3 types of food, all are essentially the same. [Fish Feast]s are commonly thrown down at the start and after wipes in most raids, so just eat that. Keep a stack of one of the other two on back up though.

[Potion of Speed] should be used a couple seconds before the initial pull, before you enter combat and the boss becomes active. Since Blizzard instituted Potion Sickness you may only consume one potion during the course of an encounter, however if you take one right before the encounter starts you can ‘cheat’ in a second one after a minute. You should avoid using it during Heroism/Bloodlust as your Haste is likely capped at that point anyway.

VIII. Professions

Gathering Professions make money, Crafting Professions increase DPS. It’s up to you how you go about balancing them. Engineering > Tailoring > Jewelcrafting > rest.

Alchemy: +47 extra SP from Flask of the Frost Wyrm and they last twice as long. Endless mana and healing potions usable in arena and usable multiple times in a Boss fight. Reusable SP Flask for Arenas. Potions and Flasks stop working when you drop Alchemy.

Blacksmithing: Adds two extra Prismatic (any color) sockets. With epic gems they give +46 extra SP. Sockets stop working when you drop blacksmithing.

Enchanting: +46 extra SP from ring enchants. They stop working when you drop enchanting.

Engineering: Haste on Gloves, Crit on Feet, and SP on back. Enchants stop working when you drop Engineering

Inscription: +46 more SP from shoulder enchants. Enchants stop working when you drop Inscription

Jewelcrafting: Three gems with more stats than epics. +48 more SP vs epic gems using SP gems. Gems stop being active when you drop Jewelcrafting

Leatherworking: +46 extra SP from bracer enchant. Enchant stops working when you drop Leatherworking.

Tailoring: Cloak enchant that procs for +295 SP for 15 seconds. Cheap leg enchants. Increased cloth drops from Northerend humanoids. Noteworthy that High End crafted items require specialty mats made by Tailors. Enchant stops working when you drop Tailoring

Herbalism: Gives a Heal over Time spell that heals for 2000 HP.

Mining: +60 Stamina

Skinning: +40 Crit

IX. Addons

Addons are key to the Raiding Shadow Priest. Have you tried to keep track of all three of your DoT’s in that mess of tiny Blizzard Debuffs? I am impressed by any Shadow Priest who does and maintains good numbers. More likely than not, you’ll need several Addons to perform adequately in raids.


Get one. There’s like 30. Here’s a couple highlights.

Forte Xorcist is my personal favorite as it’s the best at simultaneously lining up your casting order and keeping track of Multi DoT targets. Highly customizable, very pretty. http://wow.curse.com/downloads/wow-addons/details/fortexorcist.aspx

Power Auras is very powerful, and by far the prettiest DoT/buff/ cool down timer I’ve seen. Pulls double duty by allowing you to track useful encounter buffs such as the Starlight Haste buff on Hodir, making it even more useful. http://wow.curse.com/downloads/wow-addons/details/powerauras-classic.aspx

Event Horizon is great at single target DoT and Cool Down management that helps you with cast timing functionally the same as Forte Xorcist but graphically different. Solid mod. http://www.wowinterface.com/downloads/info11935-EventHorizon.html

Button Timers is a great single target DoT and Cool Down timer. http://wow.curse.com/downloads/wow-addons/details/buttontimers.aspx

Cast Bar:

That Blizzard one simply won’t do. Main reason: Latency. By the time the server responds back and tells you a cast has finished, that could be as much as half a second ago. Doesn’t sound like much, but it adds up. Any bar with Latency overlay will work.

Among all the castbars I’ve ever seen the best one by far is Gnosis. Made by the same author as Mind Flay Clip, its simply a must have and in a class of it’s own. http://wow.curse.com/downloads/wow-addons/details/gnosis.aspx

Shadow Green Light:

A must have addon for any Shadow Priest. It basically yells at you when some buff or debuff has occurred that necessitates you recast SW:P. http://wow.curse.com/downloads/wow-addons/details/shadowgreenlight.aspx

Shadow Priest Pseudo Power (out of Date currently):

You remember all that math about gear and stat weightings? I don’t either. This does all the work for you, automatically calculating the PP of each piece of gear to make gear decisions quick and easy. http://wow.curse.com/downloads/wow-addons/details/spriest-pseudopower.aspx

Mind Flay Clip:

This little guy can be the bane of my existence. It’s like having your mom over your shoulder while you’re DPSing. Will play a sound when you Clip MF too early, will do a full anylasis of ever fight including; casting time lost, MB cast time lost, DoT uptimes, and does so for every mob in an encounter. Thing is so precise it makes me sad sometimes, but very powerful for any Shadow Priest wanting to get a harsh reality check on what they’re doing wrong. http://wow.curse.com/downloads/wow-addons/details/mfclip.aspx

X. MacrosShadowfiend:

Shadowfiend comes with an ability called Shadowcrawl that increases its Damage by 15%. Your Shadowfiend can be under this effect for the vast majority of its up time, thereby increasing your DPS (doesn’t hurt in PvP either) The last line will also set Shadowfiend on Aggressive, particularly useful when things will die during the duration. You will have to press this twice initially and a couple more times during your Shadowfiend’s duration.

#showtooltip Shadowfiend
/cast Shadowfiend
/cast [pet, nomodifier] Shadowcrawl

Mind Flay:

MF will be spammed during a decent potion of your rotation. If you’re worried about clipping the third tick of MF with your next cast of MF simply use this instead.

#showtooltip Mind Flay
/cast [nochanneling:Mind Flay] Mind Flay

Shackle Undead:

ICC brings our CC out of the attic and back into use! Easiest way to use Shackle is in a focus based macro such as this one:

#showtooltip Shackle Undead
/clearfocus [modifier:alt][target=focus,dead][target=focus,help][target=focus,noexists]
/focus [target=focus,noexists]
/cast [target=focus]Shackle Undead

XI. Frequently Asked Questions

Q) What about Shadow PvP?

A) That’s what Dusknoir is for: http://forums.worldofwarcraft.com/thread.html?topicId=20677863797&sid=1


Q) You were very vague about Talents and Specs, I like numbers. Why can’t you be more specific?

A) Constie has you covered: http://forums.worldofwarcraft.com/thread.html?topicId=20462448230&sid=1


Q) What is this ‘Clipping’ everyone keeps talking about?

A) Clipping refers to ending a MF cast before the channeling is finished, or recasting a DoT before it has completed it’s entire duration on the target. Clipping VT and DP should not happen. MF should be clipped after 2 ticks if VT, MB (only without 4pc T10), or DP need to be recast, otherwise it shouldn’t be.


Q) I run with a Boomkin who applies Faerie Fire. Does this override Misery and therefore lessen my DPS?

A) This one gets asked every now and then. People read the tooltip for the Misery talent and misunderstand it. It’s really broken down into two completely separate parts:

Your Shadow Word: Pain, Mind Flay and Vampiric Touch spells also increase the chance for harmful spells to hit by 3% lasting 24 sec
-This is the debuff that gets applied to your target that increases Hit chance by 3% on it. That is it. The Misery debuff has absolutely no bearing on the second part of the Talent.

Increases the benefit from spell power gained by your Mind Blast, Mind Flay and Mind Sear spells by 15%.
-This part of the talent increases the SP coefficient for MB, MF, and MS. This increase is not dependent on the Misery debuff being on the target.

Short answer – the Boomkin has no negative impact on your DPS.


Q) I’ve been hearing all the hype about [Enchant Weapon — Black Magic] and I have to ask: is that really better for me?

A) Depends:

If you’re using a two handed weapon: No. +81 SP is always better

If you’re using a one handed weapon: Go to a target dummy with a BM enchanted weapon. If while doing your normal rotation you refresh both VT and DP at least once every time BM procs then, yes. It is better for you. If you don’t, then it’s not.

I know not everyone can spend the money to change the enchant, but it’s really the only way to know if it works for you. If you don’t want to go through that: stick with +63 SP, at worst it’s only a 4 PP hit.


Q) So T10 4pc is pretty awesome, I should just stop using MB right?

A) Not so fast there. It’s not that simple even when it is… that simple.

Firstly, lets establish if there’s even a theoretical DPS gain from dropping MB. Go to this link, open the spreadsheet, check your stats on Armory and get either a Yes or No.


If you get a No – keep MB in your rotation as outlined in the Rotation section

If you get a Yes – yes, you can theoretically drop MB from your rotation. That said here’s some food for though and pearls of wisdom from Griemak:

Q u o t e:
There are ISSUES with dropping MB:
1. Error, network congestion, server latency, hardware lag, reaction time, attention deficit… etc. all contribute to make MF’s DPET higher than MB’s. These are the same environmental variables that affect MF’s performance more than MB.
2. Channeling is not easy. The more MF’s you cast, the higher chance you have of screwing it up by losing the third tick, waiting for the channel to finish adding more delay, etc.
3. [nochannel] macros will result in a DPS loss if you drop MB, the delay caused by [nochannel] macros will cause a lot of “downtime”, this “downtime” can be reduced by casting [nochannel] less, AKA: MB.
4. DoT uptime can suffer. Currently, Simulationcraft is showing an overall DPS loss when dropping MB. One reason among many is that the DP and VT uptime suffers due to the filler spell, MF, being a longer cast to finish before refreshing the DoT than using the binary filler spells of MB and MF. (can be negated by clipping MF at 2 ticks, requires higher precision and enters in more risk)
5. It’s boring, attention can be diverted, the mind may wander… precision in casting could suffer.Of course, many of the “issues” can also be gains if these issues plague your shadow priest today. For some, MF can relieve the congestion and confusion of the MB cooldown, upping your personal DPS. Just remember, that fixing these issues regardless of dropping MB or not would have been a DPS increase as well.

I believe MB is safe, not due to Blizzard’s design, but rather our error. It is through lag and latency that MF’s DPET overtakes MB’s, the same lag and latency that effects MF more than MB. The error that makes MF superior, supposedly, is the same error that can lower our overall DPS if we do drop MB.


Q) I just Hit 80, what’s good for me?

A) Short answer: Everything.

The most efficient way to gear starting out is to just chain run Heroics. If something drops that is an upgrade: grab it up. There are better pieces to go for than others though. Here’s a really great setup to strive for that will get you into 25 TotC that Sims for ~7.3k DPS



XII. Websites

Shadowpriest.com – the Shadow Community

Elitist Jerks – the enlightened ones; heavyweights of theory crafting

Dusknoir.net – Some pretentious scrub talks shadow priests

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