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#2271321 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by Arxkanite on 14 December 2013 - 10:06 PM

On Wednesday, December 18th between 4pm and 6pm (EST), ElitistJerks will be hosting an exclusive Q&A session with Lead PvP Designer for the upcoming MMO, The Elder Scrolls Online.

Featuring three-sided Player vs. Player (PvP) gameplay, The Elder Scrolls Online supports hundreds of players on screen at once in an open world fight for control of Cyrodiil. Seize, hold, and control the resources of massive strongholds. Utilize massive siege weapons to crumble fortress walls and smash through fortified gates. Conquer the Imperial City, and your alliance’s top player could even be crowned Emperor!

Get ready for the most intense online PvP experience ever created, with The Elder Scrolls Online.


Update: This forum is now locked for new questions. Brian has stated that he wishes to answer some unanswered questions as he has time.

If you would like to continue discussing Elder Scrolls Online, please do so here:http://forums.elitis...scrolls-online/

Thank you very much for your time Brian. And thank you Zenimax for loaning him to us today. Good luck, and I can't wait for ESO to come out!

Answer Index:

New Questions and Answers (12/23):

  • Arxkanite, MysticalOS, Last_God and 4 others like this

#2139430 [Balance] Mists of Pandaria 5.4, Guide and Discussion

Posted by Hamlet on 24 September 2012 - 12:44 AM



This is a compendium of information on serious PvE (raiding and challenge modes) as a Balance Druid. It contains everything a beginner needs to achieve basic competence at DPS, as well more detailed discussion for people more interested in understanding the theory or more advanced play. The article is supplemented by the attached spreadsheet.

Anyone posting on the thread should have a good familiarity with the current state of Moonkin theory, either from this guide or from anywhere else. At the very least, do not ask questions that are directly answered in the guide; they will be infracted. It's good to be familiar with things that have been discussed on the thread as well, we start new thread each patch so they don't get too long. In particular, know what's been discussed on the last few pages before posting.

In addition, I tend to discuss any Druid research/theorycraft work I do on Twitter:
Jay (HamletEJ) on Twitter
And I upload videos of myself playing various boss encounters here (currently on hiatus from raiding, but have some challenge mode content here in MoP):
Arawethion's Channel

Some of my current WoW theorycraft goes on this blog:
Warcraft | It's Dangerous to Go Alone

Talents, Glyphs, Skills, and Race


Talents are very different from what they used to be before MoP. For the most part they provide utility-type benefits whose value is dependent on a particular situation. As such, there's no general-purpose correct set of talents, and very often choice of correct talents will depend on your understanding of a particular encounter. I expect much of the discussion on the thread will be about talent choice for specific purposes. For now, some general comments on each tier:

The talent list, for reference.


  • Level 15: Passive movement speed is a strong bonus in PvE. Displacer Beast's blink ability can be very useful as well, but requires a GCD afterwards to get back into Moonkin Form, so less attractive for Balance than it is for Resto.
  • Level 30: Ysera's Gift and Cenarion Ward are capable of similar amounts of healing, but Ysera's Gift doesn't require any GCD's or attention from you.
  • Level 45: This is entirely up to what version of crowd control is best suited to a particular situation.
  • Level 60: The first DPS talent. Force of Nature is the strongest single-target DPS talent and is very flexible in timing. It does not get stronger on multiple targets, however (it actually gets slightly weaker since the Treants can be confused when a target dies). Incarnation is also good, and is a strong choice when you need a controlled burst or want to multi-DoT or AoE heavily.
  • Level 75: Once again, 3 crowd control choices. All have potential applications in raids, with Bash and Roar in particular both giving added abilities to interrupt the casting of small mobs.
  • Level 90: The second DPS talent. Heart of the Wild outpaces Nature's Vigil for average DPS, and Nature's Vigil having only a 12% damage boost means it doesn't get too much better due to timer stacking. HotW also gives you a very strong raid cooldown in the form of HotW-Tranquility. Dream of Cenarius competes with HotW on paper, but it extends your Eclipse cycle and is heavily disrupted by movement.


Talent/Skill Details

  • Eclipse. The base Eclipse bonus is 15%, and the 15% from Total Eclipse stacks on top of that. The damage bonus is multiplicative. Spells provide Eclipse energy when they complete, and in a change from Cataclysm, the subsequent queued spell will now be correctly affected by entering/exiting Eclipse. If your Mastery rating changes during the Eclipse, the damage bonus changes dynamically.
  • Balance of Power: Your base Spirit is not included in the hit rating conversion, only bonus Spirit (green number in the tooltip).
  • Moonkin Form: The damage bonus is multiplicative. The spell haste buff does not stack with Wrath of Air Totem or with the Priest talent Improved Shadowform.
  • Owlkin Frenzy: This can proc from physical or magical damage, but many boss abilities which hit the player frequently do not proc it.
  • Force of Nature: The Treants spam this Wrath spell, and inherit your hit chance, crit chance, and haste. The Treants will attack whichever mob hates you the most. They have 90% reduction against AoE damage in PvE, allowing them to survive most boss abilities.
  • Sunfire: Identical to Moonfire in all respects except appearance and damage type.
  • Starfall: This will not fire stars when your character is stunned, and the buff will drop entirely if you shift into a Feral form. The worst use is against a single target, where you only get 10 stars. Against multiple targets, you will get 20 stars total. Each star checks your current spellpower at the time it is fired. Stars will only hit enemies that are aggroed onto a target or are under 100% HP.
  • Heart of the Wild: Stacks multiplicatively with Mark of the Wild and Astral Leather Specialization.

One miscellaneous point of mechanics that people should understand: DoT's read their spellpower, haste, and crit values, and any %damage buffs, at the moment they are cast. These do not update while the DoT is ticking. Target debuffs, however, do update dynamically.


Major Glyphs

Very slim pickings here. The only Major Glyph that affects our DPS is [Glyph of Guided Stars], which you can use if needed to avoid Starfall damage on meaningless targets. [Glyph of Rebirth] is useful in any raid situation, but not as critical now that the default Rebirth has been increased to 60% HP. Otherwise, use any Glyph that provides meaningful utility at a given fight. [Glyph of Stampeding Roar] and [Glyph of Stampede] have some minor all-purpose value.

Minor Glyphs

None of these add any DPS, so it's entirely up to personal taste.
Glyph of Grace is the only one that affects game mechanics, and could be of occasional benefit.


Horde: Troll is best for DPS, since it gives Berserking and Beast Slaying. Tauren gives no DPS benefit.
Alliance: Worgen is best for DPS, since it gives 1% crit (Darkflight is also a nice perk). Night Elf gives no DPS benefit.


To be clear on how Symbiosis works, when you cast it on a target:

  • Your Symbiosis button changes into a new spell based on the target's class and your spec.
  • Their Symbiosis button changes into a new spell based on their class and their spec.

Spells the Balance Druid can gain are:

Here is a handy chart of all spells the target gains.

Make sure to check the tooltips linked above for the Druid's acquired version of these spells, as they are not always the same as the native class's version.

None of the options add any DPS, so you should be making situation-specific utility choices. The best general-purposes options are Undying Resolve, Anti-Magic Shell, and Cloak of Shadows for personal survivability.



In roughly descending order of importance.

Intellect provides 1 spellpower and 0.00039% to crit per point. With Mark of the Wild, Heart of the Wild, and Astral Leather Specialization, it provides 1.169 spellpower and 0.00046% crit (2168 points per 1% crit, about 3.5 times weaker than 1 crit rating).

Now that this only appears on weapons, the only relevance is that it ensures that higher-ilvl weapons are virtually always upgrades.

340 hit/expertise rating gives 1% to hit with spells, up to the cap of 5100 rating (15%) against a level 93 target. 1 Spirit and 1 hit/expertise rating are identical for gear selection purposes (if you ever play Resto at all you probably want to gem Spirit). You always want to reforge so as to keep hit as close to the cap as possible. Remember that hit rating over the cap does nothing, so you need to reforge hit to other stats if you gear has more than this amount (see below).

Haste rating:
425 haste rating gives 1% spell haste. Haste is generally a strong stat until you reach 10296 rating, which causes your instant spells to hit the minimum 1 second GCD (with Moonkin Form and Nature's Grace).
Haste adds extra DoT ticks at certain points. Assuming the haste benefits of Moonkin Form and Nature's Grace, breakpoints occur at 5273, 10289, and 15318 (see WrathCalcs for more). With the 4-piece T14 bonus, they are instead at 3706, 8089, and 12517.
Haste also increases the proc frequency of some trinkets and enchants, through the RPPM system.

Critical strike rating:
600 crit rating gives 1% to crit. With a Burning or Revitalizing meta, crits do 2.06 times the damage of non-crits, otherwise 2.00 times. Crit and haste generally spreadsheet as very similar in value as long as haste is under the GCD cap. As crit rating gets very high, is value decays someone because the added Starsurge procs (much of the value of crit) are harder to use every time and are sometimes wasted.

Mastery rating:
320 mastery rating adds 1% to our Eclipse bonus, added to the 30% we have to start with. Generally our weakest secondary stat. However, in high T16 gear when your crit can your exceed mastery by 10000 rating or more, the sustained value of crit and mastery starts to become roughly equal. WrathCalcs can help you see when they equalize for you for purposes of sustained DPS. At that point the value of mastery in your opening burst (which is all done under Eclipse) can make it worth keeping some.

Stat Priority

The stat priority at the moment can be summarized as:
Int >> hit (to cap) > haste (to cap) => crit = excess hit (reforged to crit)* > mastery > half Int (gems) > haste (beyond cap)

*The "real" per-point value of hit rating is largely irrelevant, as you always gear/reforge so as to remain hit capped. Therefore the effective value of hit/Spirit/expertise on gear is equal to whatever stat you reforge in/out of to account for the excess hit (crit or haste)


Since gems are changed in MoP to have half as much Int as other stats, all colors of gems are nearly equal in value. As a result, always match colors in each socket. A far as the "second half" of each gem, haste and crit are very closely matched (or even crit and mastery at very high gear levels); you can check WrathCalcs for an exact comparison in your gear.

So for example, if you meet your hit and haste goals and want straight crit, you would gem:

*These slots are tricky. See the note above about the value of excess hit. For basic use, use whichever makes it more convenient to stay at hit cap, the Int or the hit/spirit/expertise version. Advanced players should choose based on whether the excess hit can actually be cashed into haste/crit rating through reforging.

Set Bonuses

Both of our tier 14 (Regalia of the Eternal Blossom) set bonuses are in the expected range, roughly 2% DPS. Use them when you have access to them.

The tier 15 (Regalia of the Haunted Forest) set bonuses are both upgrades over the T14 equivalents, so move to them as soon as you have the gear.

The tier 16 (Regalia of the Shattered Vale) set bonuses are both quite strong as well, so upgrade as usual. The only play note is that the substantial increase to Starsurge procs from 4T16 means you will likely transition to always using procs immediately, if you were not already.


Most trinkets can be evaluated based on their stats just like any other item, if you use the uptime on their proc/use to compute an average stat value. WrathCalcs can also help you evaluate trinkets.

In T16, the best trinket at each tier on a single target is [Purified Bindings of Immerseus], followed by [Kardris' Toxic Totem]. Anytime you are DPSing 3 or more clumped targets a large portion of the time, [Frenzied Crystal of Rage] is extremely good and should be used. Do not use [Prismatic Prison of Pride].

Unerring Vision

This trinket is highly unusual, requiring you to react immediately to its 4-second proc in order to get the proper value out of it. The moment it procs, drop whatever you were doing and recast both your DoTs on the current target (regardless of whether you're clipping or not). If you're lucky enough to have a timer such as Celestial Alignment available, make sure to press it before the DoTs for a huge DPS windfall. Once the DoTs are up, use as many of the ensuing Shooting Stars procs as possible during the 20 seconds or so that they last (and fill with normal nukes in between).

Because the procs are so rare (even at 50% total haste, expect one every 2 minutes) and require you to react within a GCD or two to get the benefit, you must have a UI alert using WeakAuras or a similar mod. The buff is Perfect Aim - Spell - World of Warcraft. Make sure you're not going to miss it anytime it fires.

Activated trinkets

Typically the best time to activate is with your DoT's. Not only does this ensure you get a set of buffed DoT's, but you often refresh DoT's at the beginning of Eclipse. Even better, if it's a 20 second buff (like many are), your 14-16 second DoT's should get a second set of refreshes during the trinket activation. So, macroing trinkets to a DoT is not a bad plan if you don't want to deal with them manually all the time.

Here's a macro you can stick into any spell (such as Moonfire) to activate a trinket without spamming error messages or sounds:


/script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE");
/console Sound_EnableSFX 0
/use 14
/console Sound_EnableSFX 1
/script UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE");
/use Moonfire

(14 is the bottom trinket slot, 13 is the top. Make sure to put these lines before the spell cast in your macro.)



Use [Flask of the Warm Sun] and [Mogu Fish Stew] or similar Int buffs if you don't have access to those.
The best DPS potion is [Potion of the Jade Serpent]. You want to use it during Bloodlust. When you're trying to completely maximize your DPS, remember you can click a potion just before combat starts (ask your tank to count down), and then be able to use another potion later in the fight.


Excluding profession bonuses.


Non-gathering professions are all very similar in value, giving a bonus with a benefit of roughly 320 Int. If you're picking fresh professions right now, it looks like Blacksmithing slightly edges out the others, and Jewelcrafting is slightly weaker. However, the differences are too small to be worth switching around existing professions.

Blacksmithing: An extra socket each in your wrists and gloves, each with a [Brilliant Primordial Ruby], gives 320 Intellect. However since another gem (such as [Smooth Sun's Radiance]) is even better, Blacksmithing can give somewhat more benefit than other professions.

Engineering: Synapse Springs give 1920 Int, for 10 seconds out of every 60, for 320 Int on average (varies slightly in practice). Has potential to slightly outdo other professions since you can time the use to be most efficient.
A macro similar to the one given above for trinkets can be used for glove tinkers--the glove slot is number 10.

Leatherworking: 500 Int to bracers in place of the usual 180 Int gives you 320 Intellect.
Alchemy: Mixology (with your [Flask of the Warm Sun]) will give you 320 Intellect.
Enchanting: 160 Int to each ring gives 320 Intellect.
Inscription: 520 Int/100 crit to shoulders in place of the usual is a gain of 320 Intellect.
Tailoring: Lightweave Embroidery gives 2000 Int for 15 seconds, 20% proc on damage, 60 second cooldown. The average benefit with perfect procs is around 500 Int, minus the 180 Int you usually have on your cloak, for an increase of around 320 Int. This is slightly reduced due to delay on the proc, but increased since you get a proc at the very beginning of the fight, so the end result is similar to other professions, but with a little variance.

Jewelcrafting: 2 [Brilliant Serpent's Eye] in place of 2 [Brilliant Primordial Ruby] gives 320 Intellect. However, since [Brilliant Primordial Ruby] may not be your best gem (see above), the gain is slightly less. In addition, Jewelcrafting may grow weaker when epic gems are introduced.

Gathering professions are weaker:
Herbalism now gives a haste cooldown via Lifeblood. At 2880 haste for 20s every 2 minutes, it averages out to 480 haste.
Skinning gives 480 crit rating.
Mining provides 480 stamina, but no DPS gain.

Gear Selection

General Principles

I'm not going to set out full BIS lists here, for a few different reasons. It's best for you to read this guide until you understand the class well enough to choose gear based on the things I've said above. But here's some overall advice to help provide some guidance.

Caster epics have Intellect, Stamina, spellpower in the case of weapons, and 2 out of the 4 secondary stats: crit rating, hit/Spirit, haste rating, mastery rating. Keep in mind a few rules of thumb, which are enough to get a quick estimate of the value of any piece:

  • Higher-ilvl gear is stronger. Intellect usually increases very regularly with ilvl, so we have a predictable gain.
  • More sockets are better, since the items have more stat points in total.
  • As far as secondary stats, gear so as to reach the hit cap and maximize crit and haste, without going past the GCD haste cap. Since meeting the hit cap is not difficult in current gear (if anything, having too much hit is the problem), crit/haste items are the most desirable, followed by any other crit items.

Since the 5% Intellect from Leather Specialization is a strong bonus, you should ignore cloth gear.

To compare items more precisely and check for upgrades, use WrathCalcs to test different setups. You can also use WrathCalcs to compute DPS weights for all your stats for guidance. Generally though, the above rules are sufficient to figure out which of two items is better. See below for more on WrathCalcs.

Casting Mechanics

The first rule of DPS is to always be casting (or waiting out a GCD after an instant). Anytime a spell ends, you should already have queued your next one (see below). Don't delay a cast to make a decision or react to proc--train yourself to start another spell regardless of what's going on, and change the subsequent spellcast if necessary after you've had another second to think.

As a preliminary note, this type of macro might be useful for automatically assisting with your nukes when you have a raid member targeted:


/use [@target, harm, nodead][@targettarget, harm, nodead][] Starfire


Spell Queueing

First, there is an in-game option to decide whether keypresses activate on press or on release. Choose what you like and keep it in mind for learning your timing.

When you send a spell command to the server, if your character is unable to cast immediately (typically because it's still casting or GCD-locked from your last spell), the server will see if you become ready to cast within a certain short window. If you do, it will begin the cast immediately. You can set the length of this window with an interface option called "Custom Latency Tolerance." You want to set this value to a high enough amount that you can always press the next spell key comfortably before the current spell finishes, and never have a gap between casts. But you don't want to set it too high, because you can't change your mind after you queue a spell, so your reaction time is effectively slower if you "lock in" each spell a long time before it begins casting. Experiment and find something you're comfortable with.

Spell Rotations

The Short Version

  • Start by applying Sunfire and Moonfire, and casting Starsurge and Starfall. Whenever either DoT falls off the target, or Starsurge or Starfall comes off cooldown, recast it.
  • Cast Starfire until until a Solar (Wrath) Eclipse procs, then switch to Wrath. Cast Wrath until a Lunar (Starfire) Eclipse procs, then switch back to Starfire.
  • Repeat this Eclipse cycle, always keeping your two DoT's on the target and using Starsurge, and Starfall on cooldown.
  • Use Celestial Alignment whenever an Eclipse as just ended and it's off cooldown. Use DPS talents whenever they're available.

For more detail, continue to the following sections.

The Eclipse Rotation

You will generally operate in a four-step cycle.

  1. Pre-Lunar. Cast Wrath until the Eclipse buff appears (have some mod that will make it very obvious when you gain the buff).
  2. Lunar Eclipse. When you see the buff, finish casting your current Wrath and then cast Starfire for the duration of Eclipse.
  3. Pre-Solar. When Eclipse fades, continue casting Starfire until the Eclipse buff appears.
  4. Solar Eclipse. Cast Wrath for the duration. Continue casting when it ends to loop back around into step 1.

Basically, you cast Wrath until Lunar procs and cast Starfire until Solar procs. But once DoTs and other instants are involved, thinking in terms of the four-phase cycle helps you plan your casts well.

Note that unlike in the past, Starfire is somewhat stronger than Wrath, meaning you do more DPS in the Lunar half of the cycle.

Subtleties of Transitions

Unlike in Cataclysm, if you cast an instant immediately after the nuke that triggers Eclipse, the instant will be affected by Eclipse.

Solar: You want to watch for when your Solar energy is at 60 or higher, so that you know your current Starfire cast is your last one, and queue a Sunfire or other Solar spell.
Lunar: Wrath now, like Starfire, gives its energy on cast completion. If your Lunar energy as you start a Wrath is 70 or higher, queue Starfall for your next spell (even if it looks like it's on cooldown), followed by Moonfire or other Lunar spell.
Do your best to avoid casting extra spells beyond what's necessary to proc Eclipse.

If you use the mod Balance Power Tracker (below) things look slightly different. That mod can display a modified energy bar, which projects your energy value from currently casting spells, so all you have to do is check for when it reads 100. Remember that if you move or interrupt a cast though (or if your spell misses), your energy will appear to go back down.

Managing Eclipse

We now have the ability Astral Communion to set our energy to whatever value we like (multiples of 25) in advance of an encounter. As you attempt a particular fight more and more, you can sometimes plan out your Eclipses for certain AoE/movement phases. I'm not going to give a boss-by-boss guide here, but you should pay attention to the order of events in each fight and refine your routine. An important point is that you always delay an Eclipse by spamming Moonfire with Lunar Shower or casting the off-Eclipse nuke, so sometimes you can use that to control when you enter or leave Eclipse at various points in an encounter. At some encounters, planning out your Eclipses at specific points in the fight will be a major part of doing good DPS. Most commonly, when a fight has AoE phase, you will want to do whatever is necessary to make sure you're in Solar when that phase begins, by delaying Eclipses as necessary.

When the Eclipse arrow is neutral (after zoning in, logging in, or rezzing) and can go either way from 0, Astral Communion will take you towards Lunar.

There are two good options for a single-target opening burst:

  1. Start at 75 energy towards Lunar. Starfall before the pull, as you pre-pot, then Wrath once to start into Lunar. Use CA as that Lunar ends.
  2. Start in Solar. As before, Starfall, pre-pot, and start casting a Wrath as the boss is being pulled. CA immediately and then progress towards Lunar.

#1 is generally favored at low haste, #2 at high haste. In particular, use #2 when at the haste cap and getting Bloodlust at the start of the fight. The reason for this is that the 15-second CA Eclipse is much longer than a natural Eclipse when you're under that many haste effects, and you want to use it right away, under the effect of as many procs as possible.



At very high levels of crit/haste, it generally becomes better to ignore the below rules and instead use any Starsurge proc as soon as possible, in order to minimize the chance of a second proc overwriting your existing one.

In weaker gear, there is one major exception: do not cast Starsurge twice within the same Solar Eclipse. This will cause you to be at 0 energy (instead of 5 energy) after 6 total spells, ending Solar one cast early. It's fine (in fact, it's good) to cast a second Starsurge at 5 energy, as the final spell of Solar, if you have it available.

A more minor exception is that if you are close to a new Eclipse, saving Starsurge for Eclipse can be slightly better, as long as this does not increase the number of casts to reach Eclipse (i.e. if at 60 energy towards Lunar, cast the SS, to get into Lunar right away). If you're unsure, using Starsurge whenever it's up (subject to the above exception) is fine.

DoT Refreshing

DoT's are similarly strong as they were in Cataclysm. You want to do your best to maintain very high uptime on both of them (Sunfire has replaced Insect Swarm, but no change conceptually). Typically, the only time you will hold up recasting of a DoT is if it falls off and the corresponding Eclipse is coming up very soon and/or you don't have Nature's Grace--you'll wait one or two casts and refresh at the beginning of Eclipse. If both DoT's are coming up at around the same time when you start Eclipse, casting the non-Eclipse DoT first gives a very minor improvement due to Lunar Shower.

In practice, the duration of a DoT (around 14 or 16 seconds) is similar to the time it takes to get from one Eclipse to the next, so it's easy to work in a pattern where you recast both DoTs at the beginning of each Eclipse. If you are at all interrupted during Eclipse and your Eclipse DoT is close to falling off, you can refresh it (even clipping slightly) just before leaving Eclipse.

Remember that Cataclysm changed the way DoT refreshing works--when you refresh a currently ticking DoT, you no longer waste a partial tick. Significantly, if you refresh a DoT when it has only one tick remaining, there is no loss at all.

DoT ticks use your spellpower, haste, crit, and +% damage (e.g. Eclipse) values from the moment the DoT was cast--they do not update in real time until the next time you cast the DoT. Because the entire DoT is affected by your stats at the moment of cast, there can be detailed decisionmaking in when to apply them--see "Advanced Points" below for more.


  • Starfall: Cast this as your first spell of Lunar Eclipse. Given the new cooldown refresh mechanism, there's very little reason to do anything else, unless there's an important set of multiple targets to hit with it later in the same cycle.
  • Celestial Alignment: Use this immediately after ending an Eclipse. It does not consume a GCD, so cast another spell immediately as it starts (macroing a Moonfire into CA seems reasonable). Typically you want to get Starfall and Moonfire going as soon as you start. You usually want to refresh Moonfire on every target just before CA falls off, especially if you also have Incarnation up.
  • Incarnation: You want to use this whenever you can have it affect an Eclipse and a Celestial Alignment immediately after. This means you should use Incarnation at the beginning of the Eclipse before you're planning to use CA. Since they're on the same cooldown, you should be able to do this throughout the fight.
  • Nature's Vigil: use this together with Incarnation and/or Celestial Alignment for best DPS. Between Incarnations, use it exactly on cooldown even if it doesn't line up well with Eclipse, so that it's ready for your next Incarnation or CA.
  • Force of Nature: keep using these often enough to never let them pool to 3 charges. The best time to drop them is when Tempus Repit (the meta gem proc) is active, so they'll have that buff for most of their life. If you know that a large buff like Bloodlust is coming, or a DPS burst requirement, you can save them for up to minute to get 3 charges.
  • Dream of Cenarius: Not technically a cooldown, but fits here. Sometime during each cycle (ideally, during Eclipse after casting your DoTs), cast one HT on any target. Remember to use NS once a minute (you can use an NS macro to do this automatically).

Utility Spells

These have a small portion of the guide, but don't be deceived--good use of them tends to be the hallmark of top players. But no advice I can give here is a substitute for awareness and familiarity with your class.

  • Nature's Swiftness: all Balance Druids have this now. Unless using DoC, remember to use it to speed up your Rebirth or throw an emergency heal when needed.
  • Typhoon, Mighty Bash, Disorienting Roar: remember that these can interrupt spellcasting of PvE targets.
  • Faerie Fire: We no longer need to use this unless the raid is missing an Armor debuff (Sunder Armor or Expose Armor). Note that while the Faerie Fire debuff itself lasts 5 minutes, the armor reduction must be refreshed every 30 seconds. Faerie Fire can be Glyphed to provide a silence, but this is often impractical due to the need to shift to Bear Form one GCD in advance of using it.
  • Innervate: This is not too powerful anymore, but try to give it to healer on cooldown unless DPS is so tight that you don't want to spare the GCD.
  • Rebirth: The most important issue is to avoid wasting it, especially now that the raid can only use a limited number per attempt (3 in 25-man, 1 in 10-man). People love to accept the resurrection as soon as it appears and die to something immediately. It can be good to warn them if it's a bad time to accept, and Glyph of Rebirth provides further insurance.
    Here's a macro that casts Revive instead of Rebirth if you're out of combat, and also alerts your raid if Rebirth is used:
    /use [nocombat] Revive
    /stopmacro [nocombat]
    /use Rebirth
    /ra Rebirth on %t
  • Tranquility: This spell does quite a large amount of healing due to our high spellpower (only slightly less than that of a Resto Druid). Don't forget to use it at some point during the fight when the raid has taken a lot of damage. If you have Heart of the Wild and are not using it for anything else, remember to pop it before starting Tranquility.
  • Dash, Might of Ursoc, Stampeding Roar: Now that these can be used without having to shift form or wait for resources, you should have them keybound and ready to use at any time. Might of Ursoc is least useful as it fades if you shift out of Bear, but it can be useful to pop it briefly if you're worried there's a good chance that a big attack might kill you.


Nothing significant will change during the rotation, except that DoTs become very good. Make sure to DoT any possible target as soon as Bloodlust starts, probably even clipping any existing DoTs at that point (use any timers here if possible, such as Berserking and your Potion, and especially Celestial Alignment). If you have a Nature's Grace near the beginning of Bloodlust, even better to spam DoTs with.


The basic solution to any movement situation is to try to get the most out of DoTs and Lunar Shower, and other instants. Cast Moonfire/Sunfire the instant movement begins (or even just before) to start stacking the buff, then spam it on the target while running. Use Shooting Stars when it procs. Planting Wild Mushrooms at the enemy's feet while moving take some practice but is worthwhile if there are multiple targets; remember that you can wait until your next Solar Eclipse to detonate them. Finally, if at all possible, you want to be in an Eclipse for movement, although you might often have little control over this.

For brief periods of movement, if you're not in Eclipse and/or NG, you may not want to overwrite a strong existing DoT with a weak DoT. In that case, try to find something else to do with the GCD (such as planting a WM).

It's important to manage our DoTs well during high-movement situations. You want to plan your casting so that you cast DoTs (or other instants) while moving, and nukes while standing still. This requires you to be highly aware of both your spell rotation and your surroundings, so you can anticipate movement. It's always worth delaying a DoT by a few seconds to cast it while moving, so you can cast another nuke while still. This also holds true for other instants.

Multiple Targets and AoE

In multi-target (3 or more) situations, use a mix of Wild Mushroom, Hurricane, and DoTs.


  • It is better to be in Solar, since WM is buffed and Hurricane is better than Astral Storm. However, being in Lunar is still better than being outside of Eclipse. Note that even if you use Celestial Alignment in Lunar or post-Lunar, you will have Astral Storm and not Hurricane.
  • Wild Mushroom is slightly lower DPET than Hurricane, so you no longer have to drop a set of 3 WM's on cooldown against clumped targets. However, since they can be placed in advance, good planning still lets you use them for extra burst along with Hurricane.
  • With 3 or fewer targets, put up both DoTs on anything that's going to live for the full duration. With more targets or for AoE lasting for a shorter time, either put up the Eclipsed DoT only or just use Hurricane.

On encounters with a major AoE component, a big part of your planning should revolve around being in Solar Eclipse at the right time.


Advanced Techniques

The Balance spec has a number of interacting buffs and procs, making it currently one of the complex classes in the game to play well. There's no concise list of rules for what to cast and when (which is part of why this guide is so long); you need to have the solid understanding of how the different abilities works and use your judgment in a variety of situations. When you feel you've mastered the basic techniques described so far, here are more subtle points you can try to start working into your play:


  • Unlearn your Cataclysm habit of casting one Eclipsed spell before a DoT. You now want to queue your first DoT or Starfall immediately following the final post-Eclipse spell.
  • Similar, you can no longer sneak in a DoT or instant Starsurge after the final Eclipsed spell. If you want to clip a DoT at the end of Eclipse, it must be done before the last Eclipsed nuke.
  • When casting two DoTs at the beginning of Eclipse: cast the unecplised DoT, then the Eclipsed DoT (unless you expect to clip the Eclipsed DoT for any reason), then Starsurge if it's up. In Lunar, cast Starfall before all other spells since its DPS drops when Eclipse ends.
  • [Mostly deprecated at high haste due to very frequent Starsurge procs]: When Solar Eclipse starts, use the first Starsurge you have available. If a second SS procs during the Eclipse, save it for when you have 5 energy remaining (if you don't use BPT, queue it when the energy bar reads 20 and you're casting a Wrath). Depending on whether you got the proc, you'll be at either 10 or 15 energy in post-Solar. Wrath 3 times to reach Lunar and save any SS procs for the beginning of Lunar (as noted above, you can start to ignore this when at haste cap and high levels of crit).
  • In all cases, in Lunar Eclipse, simply cast Starsurge when it comes up.
  • There are a wide variety of things that affect the damage done by a DoT at the time you cast. A non-exhaustive list: Nature's Grace, Eclipse, Incarnation, Nature's Vigil, trinket procs, Lightweave/Synapse/Power Torrent, Bloodlust, Potion, Berserking. Depending on you closely you monitor your buffs (there's no way you can watch all these things effectively without a mod organizing your buff information), you can squeeze out extra DPS by watching what's going on as you refresh DoT's, and adjusting slightly earlier or later as necessary.
  • This also means that if you're moving, sometimes you don't want to use the usual Lunar Shower spam because it will overwrite a strong DoT with a weak one (for example if Eclipse just faded). This is the sort of situation where you might plant Wild Mushrooms to fill time for 3 GCD's, and detonate them at any later time, such as during your next Solar Eclipse.
  • From a reset Eclipse position, Starsurge and Celestial Alignment will now give Lunar energy. Keep this in mind when setting up for a pull, depending on which Eclipse you want to start with (which Eclipse this is depends on your plan for the fight). A solid starting routine is important, because you have your Int Potion, first set of trinket procs, and often Bloodlust, and want to maximize their effect. Pay particular attention to DoT refreshing.
  • At the beginning of a fight, start at 75 energy towards Lunar, and open with Starfall, then Wrath to start Lunar. Recast Starfall during Lunar as soon as it ends, and then again during Celestial Alignment. This results in an opening sequence that looks like:
    Starfall, Wrath, Incarnation, Sunfire, Moonfire, Starsurge, Starfire, Starfall, Starfire x3, Celestial Alignment, Moonfire, Starfire/Starsurge, Starfall, and then proceed as usual.
  • If you're at haste cap, have the legendary meta, and are opening the fight with Bloodlust, the extreme haste value can make it slightly better to instead start a fight with immediate Celestial Alignment (in order to align the CA with starting trinket/meta procs). Start in Solar Eclipse, cast Starfall and 1 Wrath during the pull, and immediately hit CA, DoTs, and Starsurge. Proceed normally from there (remembering, as before, to start the second and third Starfalls when the previous Starfall ends).
  • When starting Lunar, if you note that your next Lunar is going to be the one that you Incarnation, don't use Starfall at all, and instead use it just before the next Lunar (similar to the beginning of the fight).



There is only one addon I use that is specific to Balance spec:

Balance Power Tracker: An alternative energy bar. Among various display features, this bar has the option to add the expected energy from currently casting/spells to your energy bar, to help you see when you need to swap spells for the next Eclipse. Try this feature out to see if you like it, but remember that if you've been practicing with the default energy bar, the timing change will take a bit of getting used to.



Download here:


Moonkin theorycraft spreadsheet. Will give you the exact value of stats/talents/glyphs in your current setup, and lets you experiment with different rotations. Originally made by Adoriele here. I've since taken it over and used it as the platform for my own theorycrafting, reflected in the version posted here.

For those of you who used WrathCalcs in Cataclysm, things are the same. There's a front page where you can select gear, gems, enchants, and reforges from drop-down menus. Stats are automatically totaled and passed to the second page, where you'll find all the other features: talent and buff selection, and detailed outputs.

For everyone else, here's a basic description to get you started:

1) Input your gear, gems, enchants, and reforges on the front page. The basic rule is that any light-blue box is a dropdown menu where you can choose something. The sheet will automatically black out any enchant/gem slots that don't exist, and will highlight any inactive socket bonuses or meta gems in red. To un-reforge (or un-gem or un-enchant) and item, just the delete the current reforge/gem/enchant selection.
2) On the second page, input your talents, glyphs and buffs. Again, light blue boxes are menus where you can enter your setup. Don't modify the pink boxes, which are the stats inherited from the front page--these are shown so you can see the stat weights (see below). You can also set some parameters about how you use your spells in the purple boxes.

3) Basic results are in green boxes. You can read your overall DPS in the "main results" box (also copied to the front page so you can easily see how it changes when you change gear). Other green boxes show your hit/haste breakpoints, the DPET of each of your spells, and the damage breakdown of all your spells.
4) Advanced results are in the blue boxes. These require the use of data tables, which you have to recompute manually by pressing F9. These include:
a) next to each stat, buff, glyph, and talent, the amount of DPS and MP5 derived from that particular thing. For stats, it shows the benefit of having 1 more of that stat. For talents and other bonuses, it shows the value you currently gain from that bonus (i.e. the amount you would lose by dropping it).
B) next to the spell table, the amount by an additional stat point improves each individual spell.

There is now one version of the sheet for both Excel and OpenOffice. OO users select "OpenOffice" from the dropdown on the first page, and everything should work (except for the data tables/advanced outputs, which are not supported by OO).

There's also a profile save/load feature now (only works in Windows Excel) so you can swap between different gear sets more easily.

Click here to view the guide
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#2275213 [WoD] Beastmastery 6.2

Posted by Effinhunter on 07 August 2014 - 06:37 PM



In the first few posts, we will be providing information on stats, gearing, simcraft results, and other information related to BM in 6.0 and beyond. If you have questions or concerns, feel free to post or pm me here or on MMO Champion, or discuss changes on the MMO Champion WoD Hunter FAQ or the lengthy WoD Hunter Beta Changes thread.


Simcraft Summaries





For DPS, on the PTR, the main talent build currently centers on selecting the following talents:

T60: Steady

T75: Stampede (ST), Blink Strikes (AoE)

T90: Barrage

T100: Adaptation (ST), Focusing Shot (6+ AoE)


In T60, Steady Focus is returning focus to not only the hunter but also the pet, which provides more Basic Attacks (great pairing with Adaptation). Dire Beast is good single target but also is very likely to be out of range during boss movement, so it can miss attacks and sometimes underperforms.


A hotfix on 3/6/2015 modified Steady Focus to only proc when Steady Shot is used twice in succession, with absolutely no abilities used in between. The only exception is synergy with Focusing Shot which allows one Focusing shot to proc Steady Focus.


BiS Configurations (see Talent breakdown link above)

BM ST: 0001333 (Dire Beast, Stamp, Barrage, Adapt)
BM 3 AoE: 0001233|0001333 (Steady, Stamp/BS, Barrage, Adapt)
BM 6 AoE: 0001233|0001232 (Steady, BS, Barrage, Adapt or FS)


Non-dps related talents are situation-dependent, but most discussions have centered around Iron Hawk still being used over Spirit Bond, after Spirit Bond's healing was nerfed back from 3% per 2s to 2% per 2s. Binding Shot is still the most versatile option in that tier.


To mock up your own talents, try the Wowhead Talent Calculator. Simcraft also tries to maintain current Beta/PTR mechanics, and you can download latest builds here.




Priority and Rotation


Prioritized List of Abilities:


ST: DB > Kill Shot > Kill Command > T90 Talent (Glaive Toss/Barrage) > Arcane Shot > Cobra Shot

2 Target: KC >Barrage > KS > Beast Cleave

AoE (2 pc): Beast Cleave > Barrage > KC > KS

AoE (no 2 pc): Beast Cleave > Barrage > KS > KC


Dire Beast as close to cooldown as possible. In all situations, do what you can to maintain Steady Focus (Simcraft hovers at around 84%)


Focus Fire should always be used at 5 stacks of Frenzy when outside of Beastial Wrath. However, when BW is coming up, ensure that FF is up at some level so your hunter will benefit from it. You can also gain a bit of dps by using FF while inside of your Stampede at any stack level.


Unlike in 6.1, canceling your FF for a higher frenzy stack (especially 5) will be a dps increase once you obtain the T18 2 piece. By switching to a higher stack FF, your 2 piece has a better effect (ArS will increase the duration of a 5 stack FF, rather than a lower one).


2nd Potion. Use your 2nd potion during Kill Shot phase as soon as Stampede and BW come off cooldown.


Suggested Action List (Simcraft)





Raid Cooldown


Unlike previous raid expansions, the current iterations of Beta/PTR content feature Aspect of the Fox, a 6 second buff for the raid that allows casting while moving. Known utilities for this ability are the following:


Non-raid utility: Mounting, dismissing pet, reviving pet while moving for entire raid

Raid utility: Any healer or caster spell can be cast while moving. Focusing shot may be cast while moving.


The raid cooldown usage should probably be worked out ahead of time with your raid leader so that casters and healers may best benefit from it's usage. This is a very strong utility spell if used properly during high movement phases of an encounter.






ST: mastery >= ms > haste >= crit > versatility

AoE: haste > mastery > ms >= crit > versatility


Gem/enchant for mastery






Exotic Pet Buffs (2 buffs per pet)


Silithid: http://www.wowhead.com/spell=90364

Shale Spider: http://www.wowhead.com/spell=90363

Rylak: http://www.wowhead.com/spell=160003

Worm: http://www.wowhead.com/spell=160077

Clefthoof: http://www.wowhead.com/spell=57386

Water Strider: Still

Spirit Beast: http://www.wowhead.com/spell=128997




Minimal buff coverage with bloodlust: Worm, Spirit Beast, Rylak, Core Hound and Water Strider




Useful Spells / Raid Utility


Slow fall: Rylak (exotic) Slow

Battle res: Moth Dust, Quilen (exotic) Guardian, Crane Gift

Slow (enemy): Spider Web, Silithid (exotic) Tendon

Heal: Spirit Beast (exotic) (http://www.wowhead.com/spell=90361)

Blood Lust: Corehound (exotic) Hysteria, Nether Rays Winds

Mortal Wounds: Devilsaur (exotic) Bite, Carrior Bird Screech, Riverbeast Bite, and Scorpid Sting.

Water Walking. Water Strider (exotic) Surface Trot


Because of the Adaptation talent, and the fact that it is currently mandatory for BM top dps, the difference between ferocity and other pet specs is non-dps related. Ferocity brings Heart of the Phoenix for instant res, but we will also have a glyph for instant pet res for 80 focus (http://www.wowhead.com/spell=159469)





Weak Auras


Aspect of the Fox WA, including Hunter who casted it.




Change Log

8/7/2014 - Initial Posting

8/19/2014 - Added pet information

9/11/2014 - Added changes from current build with regards to Barrage and Fervor, especially.

10/1/2014 - Added Simcraft breakdown in 2nd post. Include BiS profile for BM.

10/4/2014 - Added Simcraft breakdowns for AoE and ST in 2nd post. Include BiS for each situation and top 10 profiles.

10/11/2014 - Added Simcraft breakdowns for T16 in 4th post (unfortunately 3rd post was taken). Links added at front for jumping to the T16 and T17 simulation summaries.

10/12/2014 - Updated T17 BM single target for simc-602-alpha-win64-10-11

10/18/2014 - Updated T16 Single Target and Single Target by Race breakdowns

11/9/2014 - Updated stat priorities based on new T17M BM ST large scale sims

11/11/2014 - Added Talent BiS section to the guide.

12/14/2014 - Updated Talent BiS section.

12/19/2014 - Updated Talent sims after changes to SF.

12/28/2014 - Updated Stat priorities according to Pico's latest sim run for ST

1/1/2015 - Added gear comparisons

1/14/2015 - Updated stat priorities and talents for haste/mastery buffs

2/22/2015 - Updated talent sims for 6.1. Updated talent recommendations for 6.1. Updated stat section for 6.1. Removed description of Major Changes and MS and versatility stats.

2/24/2015 - Updated action list suggestions with results of latest sims

3/1/2015 - Updated BiS sims, golden ratios, etc.

3/2/2015 - Updated all individual slot breakdown sims to 6.1

3/20/2015 - Updated all individual slot breakdown sims for +5 ilvl hotfix.

3/23/2015 - Updated talent sims. Added 2 target to breakdown.

4/3/2015 - Updated Focus Fire usage information to include a discussion on canceling FF

4/5/2015 - Updated FF sims

4/6/2015 - Updated races sim for 1, 2, 3 and 6 targets

4/22/2015 - Updated pet section to include a table for visualizing buffs from exotic pets

6/14/2015 - Updated with PTR sims for trinkets

6/15/2015 - Added talent sims for PTR AoE

6/23/2015 - Updated guide for 6.2. Updated gear slot sims. Updated race sims. Updated talent sims.

7/7/2015 - Updated trinket sims with mastery applied to Blademaster trinket

8/19/2015 - Updated trinket sims for mythic profiles with new legendary ring

This post has been promoted to an article

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#2271441 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by ZOS_JessicaFolsom on 18 December 2013 - 09:07 PM

All, we're sorting through an issue with Brian's forum account here. Hang tight, he'll be in shortly to answer questions.

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#2278786 [WoD] 6.2 Shadow Priest PvE Primer

Posted by speak on 19 February 2015 - 06:20 AM

A note about the most recent update and all updates going forward:  I will now highlight (to the best of my ability) all changes in red. I will keep the changes in red until either the next major revision or for 1 week.  The purpose of this change is to allow people following this guide to quickly see my most recent changes without having to go through the Change Log.
= Last Updated 6/23/2015 =


Table of Contents


  • Overview
  • What Changed in Warlords of Draenor?
  • Talents
  • Glyphs
  • Core Abilities
  • Shadow Enhancements
  • Stat Priorities
  • Enchanting/Gemming/Consumables
  • Gearing
  • Rotations/Priority Lists
    • Clarity of Power
    • Auspicious Spirits
    • Void Entropy
  • Encounter Guide (In Development)
  • Macros
  • Addons
  • WeakAuras
  • Copyright and Redistribution
  • Credits and Thanks
  • ToDo
  • Change Log



This purpose of this guide is to provide both a broad overview of the Shadow Priest class as well as more detailed analysis of the Shadow Priest rotation and gearing.  The intended audience for this guide is everyone, from beginners through veteran players.  If you would like to contribute to the guide in a meaningful way, feel free to contact me on these forums or on twitter.
Just a very brief about me. Hi, my name is Speakeasy and I've been a addicted to my Shadow Priest since vanilla. I've been raiding progression content since Molten Core, including some stints in two world top 10 guilds in the TBC/WOTLK era, and I am currently raiding with Something Wicked.

If this guide was helpful to you, please take a moment to follow it on EJ.  For guide updates, feel free to follow me on twitter @sp_speakeasy.
With that out of the way, let's talk about Shadow Priests.
Shadow currently provides medium single target damage and very-high single-target execute damage.  Shadow provides very-low sustained AOE damage and medium to medium-high burst AOE and high multi-target damage, depending upon talent choice.
Shadow’s difficulty varies widely depending upon your talent choices and the individual fight.  Generally, you can expect a medium level of difficulty when playing your Shadow Priest.

What Changed in Warlords of Draenor?


Warlords of Draenor Patch 6.2
Warlords of Draenor Patch 6.2 is brings very few Shadow Priest changes.

Warlords of Draenor Patch 6.1
Warlords of Draenor patch 6.1 brings some pretty exciting changes to the Shadow specialization.

Warlords of Draenor Ability Pruning

DoTs Now Dynamically Update
Periodic damage and healing effects now dynamically recalculate their damage, critical strike chance, multipliers, and period on every tick.  This change eliminates the practice formerly known as “snapshotting” wherein you would attempt to apply your DoTs when you had a particularly powerful buff and those DoTs would retain that buff for their duration.
Ironically, this change has led to a sort of “reverse snapshotting,” where you will oftentimes want to have your DoTs already applied before using a powerful buff.
Haste Breakpoints Are Gone
As part of the above change, Blizzard also removed Haste breakpoints.  For us, this just means no more fancy formulas to figure out the total duration and number of ticks of our DoTs.
DoTs will now last for a fixed period of time and haste will decrease the interval between ticks.  For instance, Shadow Word: Pain will always last 18 seconds.  With 0% haste, Shadow Word: Pain will tick every 3 seconds, for a total of 6 ticks.  At 50% haste, Shadow Word: Pain will tick once every 1.5 seconds, for a total of 12 ticks.
DoT Clipping Has Been Improved
Recasting most damage over time effects that are already on a target now extends the effect to up to 130% of the normal duration of the effect (also known as the "Pandemic" rule).  For instance, if you refresh a 10 second DoT while it still has 3 seconds remaining, your new DoT will be 13 seconds.  For Shadow Priests, this rule applies to all of our DoTs except Devouring Plague.  
Importantly, using the Pandemic rule will not, in abstract, increase or decrease your damage.  It will, however, increase your DPS if you use it wisely.  For instance, if you are about to enter a period of sustained burst damage (through, say, Insanity) you will gain DPS if you are able to ensure your DoTs remain on the target for the duration of your burst.

Original duration - 15 seconds
Maximum duration - 19.5 seconds
Optimal refresh time - < 4.5 seconds

It is worth noting that Vampiric Touch has a base cast time.  Therefore, the optimal time to begin casting your Vampiric Touch is actually 4.5 seconds + the cast time of your Vampiric Touch.

Original duration - 18 seconds
Maximum duration - 23.4 seconds
Optimal refresh time - < 5.4 seconds

The initial hit from Shadow Word: Pain will affect neither the total duration of the Shadow Word: Pain nor the interval (Source).

Devouring Plague is unaffected by the DoT clipping changes.  Instead, if you reapply Devouring Plague, the remaining Devouring Plague ticks (all of them, not just 30%) will be added and conserved in the total damage of the next Devouring Plague.  The next Devouring Plague will tick a total of 7 times, 1 tick to preserve the interval of the old Devouring Plague and 6 normal ticks as you would expect.
This is even true if you refresh over a Devouring Plague with enhancements, such as trinket procs, spellpower potions, etc.
Multistrike counts as a reapplication of Devouring Plague.  Therefore, if you apply Devouring Plague and it multistrikes, you will get 7 total ticks.

Clipping 1 tick gives 3+4 ticks 
Clipping 2 ticks gives 2+5 ticks
Clipping 3 ticks gives 1+6 ticks
Clipping 4 ticks (on an already extended Mind Flay) gives 1+3+7 ticks
Clipping 5 ticks (on an already extended Mind Flay) gives 1+2+7 ticks
Optimal usage:  do not clip more than 4 ticks.  Clipping fewer than 4 ticks will preserve the total number of ticks.
Note:  clipping 1 tick of Mind Flay is impossible due to the GCD unless you are under the effect of some haste debuff, such as the Mind Fungus effect on Brackenspore.

Clipping 1 ticks gives 5+6 ticks
Clipping 2 ticks gives 4+7 ticks
Clipping 3 ticks gives 3+7 ticks
Clipping 4 ticks gives 2+7 ticks
Optimal usage: do not clip more than 2 ticks.

Note:  clipping 1 tick of Mind Sear is impossible due to the GCD unless you are under the effect of some haste debuff, such as the Mind Fungus effect on Brackenspore.



Tier 1 Talents:

  • Desperate Prayer (2-minute cooldown) is an instant heal that heals you for 22% of your maximum health.  Desperate Prayer can be cast without losing Shadowform.
  • Spectral Guise (30 second cooldown) is similar to the rogue ability Vanish or the mage ability Invisibility.  When you use Spectral Guise you leave behind an illusion of yourself and you will remain in a stealth-like state for either 6 seconds or until your illusion is attacked 3 times.
  • Angelic Bulwark (90 second internal cooldown) is a passive ability that will give you a shield equal to 15% of your maximum health whenever you dip below 30% maximum health.

The choice between Desperate Prayer and Angelic Bulwark is largely one of preference.  
I prefer Desperate Prayer because I like having the ability to control when I heal.  Desperate Prayer is best where you can anticipate taking a large amount of damage, and no damage thereafter. 
Angelic Bulwark is best where you are unable to anticipate the damage, or there will be additional damage after the anticipated damage.
Spectral Guise has several PvE applications, but must be used with caution.  In certain situations, such as the Penetrating Shot mechanic on Iron Maidens, Spectral Guise will completely negate the fight mechanic.  However, in other situations, such as Rapid Fire, again on Iron Maidens, Spectral Guise will cause the ability to go haywire and retarget another player in the raid without any notice.
Tier 2 Talents:

  • Body and Soul (cooldown tied to Power Word: Shield) will cause the target of your Power Word: Shield and Leap of Faith to gain 60% movement speed for 4 seconds.
  • Angelic Feather (10 second recharge, 3 charges) places a feather on the ground that any friendly player can run over to gain a 60% movement speed buff for 6 seconds.  As of 6.1, the feathers will prefer the casting Priest over other players if you place them in a group of players.
  • Phantasm (cooldown tied to Fade) causes your Fade ability to remove all movement impairing effects and will make you immune to all such effects for 5 seconds.

The choice between Angelic Feather and Body and Soul is largely one of preference.  
Angelic Feather is an extremely powerful ability allowing you to move 60% faster for close to 30 seconds straight.  In certain encounters, however, Angelic Feather may be impractical, such as times where you a grouped tightly with your entire raid.  Although Blizzard did change Angelic Feather so that it prefers the casting priest over other targets, you may still find that other members of your raid are taking your feather buff.
Body and Soul is best where you need to simultaneously move and prevent damage.  This is particularly true where you can also benefit from the effects of Glyph of Reflective Shield.  For instance, on Imperator Mar'gok, Body and Soul is useful because you can use the extra speed boost to both get through the Force Nova and prevent some of its damage.  However, Body and Soul suffers from the fact that it is tied to Power Word: Shield and, thus, cannot be used on a player that is already affected by Weakened Soul.  
Phantasm has very little PvE application thus far in Warlords of Draenor.
Tier 3 Talents:

Your Tier 3 talent choice should be made on a fight-by-fight basis and only after considering a number of factors, including which Tier 7 talent you are taking, the number of targets on the fight, and how long those targets will live.
Insanity is the default choice when you also take the Tier 7 talent Clarity of Power.  Importantly, while Insanity previously applied a debuff to your target, it now provides a buff (Insanity) to you.  The result of this change is two-fold: one, if your target with Devouring Plague dies prematurely, you will not lose your Insanity buff and, two, you can apply Devouring Plague to one target and channel Insanity on another target.  
When using Auspicious Spirits, Insanity is still your best option on single target fights or on fights with short-lived, high priority adds.  For instance, on Beast Lord Darmac, his Call the Packability summons a large number of low-health adds.  By using the Searing Insanity portion of Insanity, you will be able to deal significant AOE damage to these short-lived targets.  
Surge of Darkness pairs well with Auspicious Spirits on two to three target, heavy movement fight.  
Mindbender becomes the go-to talent for Auspicious Spirits with a very large number of long-lived targets.  With sufficient gear and targets, you will simply run out of globals to use your Surge of Darkness procs.  Mindbender is a sort of "cast it and forget it" ability that requires only one global cooldown.  Mindbender is also the highest on demand burst damage options for Shadow Priests.  
Tier 4 Talents:

  • Void Tendrils (30 second cooldown) roots up to 5 enemies within 8-yards of you in place for 20 seconds.  The Void Tendrils may be targeted and killed.
  • Psychic Scream (60 second cooldown) fears up to 5 enemies within 8 yards of you for 8 seconds.  Damage may break this effect.
  • Dominate Mind (no cooldown) attempts to control an enemy.  While you are channeling Dominate Mind, you cannot control your priest.

Tier 4 is another personal preference tier.
None of these talents are particularly useful in a PvE setting.  Psychic Scream, glyphed with Glyph of Psychic Scream, may be useful in certain dungeon situations, such as Challenge Modes.
Similarly, Void Tendrils may be useful against mobs that fixate.
Dominate Mind has extremely limited effects in PvE.  Currently, it is useful on only one current raid encounter, Blast Furnace.
Tier 5 Talents:

  • Twist of Fate (no cooldown) after damaging a target below 35% health, you deal 15% additional damage and healing for 10 seconds
  • Power Infusion (2 minute cooldown) infuses you with power for 20 seconds.  Increases haste by 25% and reduces the mana cost of all spells by 20%.
  • Shadowy Insight (no cooldown) your Shadow Word: Pain damage over time and Mind Spike damage have a 5% chance to reset the cooldown on Mind Blast and make your next Mind Blast instant.

Your Tier 5 talent choice should be made on a fight-by-fight basis and only after considering a number of factors, including which Tier 7 talent you are taking, the number of targets on the fight, and how long those targets will live.
Twist of Fate is the default choice thus far in Warlords of Draenor.  Twist of Fate is particularly good where you are consistently able to damage a target below 35% health.  
Power Infusion may be a contender where you are in desperate need of high, on-demand burst.
Shadowy Insight is strong, but currently overshadowed by other talents.  Shadowy Insight is most useful on fights where you can have Shadow Word: Pain on multiple targets that live for a while and where those targets are not dipping below 35%.
Tier 6 Talents:

  • Cascade (25 second cooldown) causes you to hurl a Shadow bolt at an enemy that deals more damage the farther away the enemy is.  That bolt then splits up to 2 times to hit two other enemies.  Those bolts can then also each split up to 2 times to hit two more enemies each.  Cascade can hit the same enemy multiple times.
  • Divine Star (15 second cooldown) hurls a ball of shadowy energy forward, damaging all enemies in its path.  The ball then returns to you, again damaging all enemies in its path
  • Halo (40 second cooldown) causes a Shadow ring to emanate from you for 30-yards in all directions, damaging all enemies in its path.  Halo causes the most damage to enemies 25 yards away.

Your Tier 6 talent choice should be made on a fight-by-fight basis and only after considering a number of factors, including the number of targets on the fight and how long those targets will live.
Halo is your default single-target choice in this tier.  It is also worth noting that, for purposes of Vampiric Embrace, Halo is considered single target damage.  If you are able to hit a large number of enemies with a well positioned Halo while Vampiric Embrace, you will heal your raid for a lot of health.
Cascade is extremely strong against 2 or more targets.  As of 6.1, Cascade is able to hit the same target twice. Much of Cascade's strength is due to a number of peculiarities affecting Cascade's internal counter.  For instance, Cascade's first hit does not count toward the total number of bounces and the first hit does not count as a bounce.  Moreover, the bounce counter does not actually increment until Cascade hits the target.
Divine Star is currently very weak, causing approximately the same damage as Mind Flay against single targets.  
Tier 7 Talents:

Your Tier 7 talent choice should be made on a fight-by-fight basis and only after considering a number of factors, including the number of targets on the fight, how long those targets will live, and your critical strike rating.
Taking either Clarity of Power and Auspicious Spirits will completely change the way you play your Shadow Priest.  The difference in playstyles between these two talents is so great that it will change the spells you are casting, how you prioritize which spells to cast, and even your secondary stat priorities.  I would treat these two talents as completely different specs in the same way that a Mage might treat Fire versus Arcane.  Accordingly, I will devote much larger sections of this guide to explaining how Clarity of Power and Auspicious Spirits work and how best to use them.  Void Entropy is simply less viable than the other two options.
Clarity of Power is best on single-target, low movement fights.  Clarity of Power dramatically changes the Shadow Priest playstyle.  Instead of using primarily DoTs you will, instead, cast Mind Spike and Mind Blast much more often.  
Auspicious Spirits becomes viable when you are able to reach the 20-25% critical strike threshold.  Auspicious Spirits is best on fights where you are able to apply Shadow Word: Pain to multiple targets.  Once you have Shadow Word: Pain on a large number of targets, you will begin to generate an equally large number of Shadow Orbs.
Void Entropy is currently the worst of the three choices.  Although it received a substantial (80%) buff in 6.1, Void Entropy continues to lag behind the other choices in this Tier.   Despite Void Entropy's failings, it is, by and far, the easiest of the specs to play and may be useful to individuals who feel overwhelmed by the complexity of the other Tier 7 talents.



Major Glyphs

Minor Glyphs
There are no minor glyphs that will increase your damage or survivability or otherwise change your gameplay. Go with whatever your heart desires.

Core Abilities


Passive Abilities

  • Shadowform – Assume a Shadowform, increasing your Shadow damage by 25% and increasing your armor by 10%.  However, you may not cast most healing spells while in this form.  Shadowform is the corest of your core abilities.  It is, after all, what makes you a Shadow Priest.  Accordingly, you should always be in Shadowform while DPSing.  While Shadowform is, technically, an activated ability, it is a "set it and forget it" ability and is, thus, included in this list.  While the tooltip says “any healing spells,” you can still cast Desperate Prayer (Tier 1 Talent) while in Shadowform.  
  • Shadow OrbsShadow Orbs are your secondary resource and are generated by Mind Blast, Shadow Word: Death, and Auspicious Spirits (Tier 7 Talent).  Only three abilities consume Shadow Orbs: Devouring Plague, Psychic Horror, and Void Entropy (Tier 7 Talent).  The way you will primarily use Shadow Orbs in raiding is by casting Devouring Plague
  • Mastery: Mental Anguish – Increases the damage of your Mind Blast, Mind Spike, and Mind Flay spells by 25%.  Shadow Priest mastery was changed in Warlords of Draenor to be more geared toward single target damage.  See the Stat Priorities section below for more information on Shadow Priest stat values.
  • Mastermind – You gain 5% more haste rating from all sources.  The Mastermind passive simply causes you to generate 5% more haste rating from all sources.  See the Stat Priorities section below for more information on Shadow Priest stat values.

Activated Abilities

  • Mind Blast (9 second base cooldown) – Blasts the target for (180% of Spell Power) and generates one Shadow Orb.  Mind Blast is your the main way you will generate your secondary resources.  Because of this, Mind Blast should be prioritized over almost every other spell in your arsenal.  See section Rotations/Priority Lists below.  While Mind Blast has a rather large base cooldown of 9 seconds, keep in mind that its cooldown is affected by haste.
  • Shadow Word: Death (8 second cooldown, 2 charges) – A word of dark binding that inflicts 270% Spell Power as Shadow Damage to the target.  Only usable on targets below 20% health unless glyphed.  Shadow Word: Death may be cast twice in a row and both casts will generate a Shadow Orb for level 100 players.  Shadow Word: Death is your secondary means of generating Shadow Orbs.  When used against targets below 20% health, Shadow Word: Death can be cast twice in a row.  Each of these casts will generate a Shadow Orb.  Because Shadow Word: Death deals such high damage and generates multiple Shadow Orbs, it should almost always be your highest priority spell. See section Rotations/Priority Lists below.  
  • Mind Flay (no cooldown) - Assault the target's mind with Shadow energy, causing (99% of Spell Power) as Shadow Damage over 3 sec and slowing their movement speed by 50%.  Mind Flay is your default filler spell, meaning you cast it when you have nothing else to do.  By default, Mind Flay deals damage 3 times during its channel.  When you gain the Draenor perk, Enhanced Mind Flay, your Mind Flay will instead deal damage 4 times.  
  • Mind Spike (no cooldown) – Blasts the target for 82.5% of Spell Power Shadowfrost damage, but extinguishes all damage over time effects on the target.   Although Mind Spike does more damage than Mind Flay, its drawback of extinguishing all DoTs on your target means it should only be cast in certain situations.  Mind Spike becomes your default filler spell (over Mind Flay) when using the Tier 7 talent Clarity of Power.  Mind Spike is also very useful for delivering a medium amount of on-demand damage to short-lived targets.  Because Mind Spike is “Shadowfrost” damage, you will still be able to cast it while locked out of your Shadow school. 
  • Shadow Word: Pain (no cooldown) – A word of darkness that causes 47.5% of Spell Power Shadow Damage immediately and 285% Spell Power as Shadow Damage over 18 seconds.  Importantly, Shadow Word: Pain has both a direct damage and damage over time component, thus making it a viable “filler” spell while moving.  Each time your Shadow Word: Pain periodic damage deals a critical strike, you will spawn one Shadowy Apparition, a ghost-like projectile that will move very slowly toward the target afflicted with Shadow Word: Pain and deal 45% of Spell Power as Shadow Damage upon reaching its target.  Shadowy Apparition can only spawn when the DoT component of Shadow Word: Pain does damage.  Shadowy Apparition will never spawn from the direct damage component of Shadow Word: Pain
  • Vampiric Touch (no cooldown) – Causes 292.5% of Spell Power as Shadow Damage over 15 seconds.  Vampiric Touch differs significantly from Shadow Word: Pain in that it is all DoT damage and it has a base cast time of 1.5 seconds.
  • Devouring Plague (no cooldown) – Consumes three Shadow Orb to deal (300% of Spell Power) Shadow damage and then an additional 100% of the initial damage over 6 seconds.  Heals the caster for 100% of damage done.  Devouring Plague, like Shadow Word: Pain, has both direct damage and damage over time components. Devouring Plague, however, functions very differently than all other Shadow Priest DoTs. Significantly, while the direct damage portion of Devouring Plague can crit and multistrike, the DoT ticks cannot.  However, if the direct damage component critically strikes, then the DoT component will inherit that damage. 
    For instance, if your Devouring Plague hits (non-crit) for 6,000 damage each of the 6 DoT ticks will deal 1,000 damage each.  However, if your Devouring Plague critically hits for 12,000 damage, each of the 6 DoT ticks will deal 2,000 damage each.
    Multistrikes from Devouring Plague function in a different way.  If you Devouring Plague hits for 6,000 and multistrikes for an additional 1,800 damage (multistrike always deal 33% of the original damage), your Devouring Plague's DoT component will tick a total of 7 times for 1,114.29 each ((6,000 + 1,800)/7) = 1,114.29.
    As we have noted above, Devouring Plague also differs from other DoTs in that it does not follow the Pandemic rule.  See subsection  DoT Clipping Has Been Improved under section What Changed in Warlords of Draenor, above.
  • Mind Sear (no cooldown) – Causes an explosion of Shadow magic around the target dealing damage to the enemy target and all other enemies within a 10 yard radius.  Although not noted on the tooltip, Mind Sear does deal damage on application.  However, this psuedo direct damage component will not re-trigger when you refresh a Mind Sear you are already channeling.  Interestingly, it will also not retrigger if using a /stopcasting macro.  The only way to get Mind Sear to trigger immediately is to cast something else, and then channel Mind Sear again.  Mind Sear may also be cast on a friendly target, such as a tank, but will not damage the friendly target.
  • Shadowfiend  (3 minute cooldown) – Creates a Shadowy friend that will attack your target for 12 seconds.  May be empowered by taking Mindbender (Tier 3 Talent).  Shadowfiend is a pet and will give you a pet action bar and pet frame.  However, its only ability, Shadowcrawl is turned on by default so you should not need to micromanage your Shadowfiend's abilities.  Shadowfiend (especially when enhanced by Mindbender) is the closest thing Shadow Priests have to an on-demand high burst ability.
  • Silence(45 second cooldown) – Silences a target, preventing them from casting spells for 5 seconds.  Non-player targets are also interrupted for 3 seconds.  Silence now also comes with an interrupt mechanic for non-player enemies.  This will allow Shadow Priests to assist in interrupting PvE mobs.  By taking Glyph of Silence, the cooldown on your Silence ability is reduced to 20 seconds.  While still longer than most interrupts in the game, Glyph of Silence may be valuable where your raid needs additional interrupts.
  • Dispersion (2 minute cooldown) – You disperse into pure Shadow energy for 6 seconds, reducing all damage taken by 90%, but you are unable to attack or cast spells.  Dispersion is an extremely powerful cooldown that will allow you to survive all but the highest damaging abilities.  Dispersion may be cast while stunned, feared, or silenced.  Dispersion clears all movement impairing effects and makes you immune to movement impairing effects for its duration.

Shadow Enhancements


Enhancements are gained at levels 92, 94, 96, and 98.  The order in which you gain enhancements is entirely random, but you are guaranteed to have all four when you hit level 98.

Stat Priorities


Individual Shadow Priests can vary greatly in how to evaluate stat priorities.  For this reason, I highly recommending downloading SimulationCraft and reading this easy to follow Guide by Twintop on how to sim your priest.  
However, if you are looking for a more casual answer to "how good is each stat for Shadow" or you're looking for a good baseline for quick gearing decisions, Twintop has created an incredible resource that assigns a numerical value to each piece of gear (called "Psuedo-Power" or "PP") based upon a generic Shadow Priest.  
Since the playstyle of Auspicious Spirits and Clarity of Power varies so drastically, each of these playstyles will also benefit from secondary stats in a different way.

Int = 1.00
Spell Power = 0.91
Crit = 1.07
Haste = 0.84
Mastery = 0.49
Multistrike = 0.70
Versatility = 0.65
Crit (1.07) > Int (1.00) > Spell Power (.91) > Haste (.84) > Multistrike (.70) > Versatility (.65) > Mastery (.49)

Int = 1.00
Spell Power = 0.91
Crit = 0.76
Haste = 0.85
Mastery = 0.62
Multistrike = 0.66
Versatility = 0.64
Int (1.00) > Spell Power (.91) > Haste (.85) > Crit (.76) > Multistrike (.66)  > Versatility (.64) > Mastery (.62)
We can see the major stat priority differences between the two talents are with Critical Strike (very good for Auspicious Spirits and average for Clarity of Power).

  • When swapping talents, your “combined” stat priorities are:

Int = 1.00
Spell Power = 0.91
Crit = 0.97
Haste = 0.84
Mastery = 0.55
Multistrike = 0.71
Versatility = 0.67
Int (1.00) > Crit (.97) >  Spell Power (.91)  > Haste (.84) > Multistrike (.71) > Versatility (.67) > Mastery (.55)
These stat priorities assume you will be swapping between Clarity of Power and Auspicious Spirits.  I recommend using these priorities for generic gear decisions.




Using the above Combined stat priorities list, enchanting and gemming your gear is simple.

  • Weapon -

The best choice at medium gear levels in Warlords of Draenor is Mark of the Thunderlord (500 critical strike proc for 6 seconds, critical strikes may extend the duration).
While the proc from Mark of the Thunderlord is very short, the first three critical strike you cause while Mark of the Thunderlord is active will cause its duration to be extended by 2 seconds (for a total duration of 12 possible seconds).  Accordingly, Mark of the Thunderlord scales extremely well with critical strike.
Mark of the Thunderlord also scales well when you have multiple spells active that are capable of critical strikes.  For instance, if your target has 2 DoTs on it and you are casting a very fast Mind Flay, there is a high probability of extending the duration.
A frequently asked question about this section of the guide is whether Mark of Warsong (1000 haste for 10 seconds, decreasing by 10% per second) is optimal for a Clarity of Power DoT Weaving rotation (See section Rotations/Priority Lists below).  The answer here is no, because the decreasing haste does not synergize well at all with the way Insanity works.
Finally, players with very low critical strike chance (< 15% raid buffed) individuals may find Mark of the Frostwolf(500 multistrike, stacking up to 2 times) the best option.






Using the same numbers above, we can assign a numerical value to each piece of gear (or, more accurately, Twintop has already done this and we are now shamelessly pilfering his work). 
In many situations, a socket on gear is better than warforged.  Likewise, the existence of a socket or warforged on a piece of gear may bump it above another piece of gear.
Tier 18
Both the two and four piece Tier 18 bonuses are worth collecting as soon as possible.  The two piece bonuses provides approximately 351 PP while the two and four piece bonuses together combine for approximately 618 PP.
Best In Slot (Combined Stat Priorities)
This Best in Slot list uses the following "combined" stat priorities:
Int (1.00) > Crit (.97) >  Spell Power (.91)  > Haste (.84) > Multistrike (.71) > Versatility (.67) > Mastery (.55)

  • Best in Slot Tier 18 Setup [Total PP = 4472]

Head - Pious Cowl (Kormrok)
Shoulders - Pious Mantle (Xhul'horac)
Chest - Pious Raiment (Mannoroth)
Hands - Pious Handwraps (Socrethar)
Legs - Leggings of the Iron Summoner (Mannoroth)

  • Second Best in Slot Tier 18 Setup [Total PP = 4371]

Head - Pious Cowl (Kormrok)
Shoulders - Mantle of the Eradar Lord (Archimonde)
Chest - Pious Raiment (Mannoroth)
Hands - Pious Handwraps (Socrethar)
Legs - Pious Leggings (Gorefiend)

  • Third Best in Slot Tier 18 Setup [Total PP = 4365]

Head - Pious Cowl (Kormrok)
Shoulders - Pious Mantle (Xhul'horac)
Chest - Pious Raiment (Mannoroth)
Hands - Satin Gloves of Injustice (Tyrant Velhari)
Legs - Pious Leggings (Gorefiend)

  • Best in Slot Non-Tier 

Neck - Glowing Firestone (Kormrok) [PP=475]
Back - Cloak of Hideous Unity (Fel Lord Zakuun) [PP=491]
Wrists - Contemptuous Wristguards (Tyrant Velhari) [PP=489]
Belt - Cord of Unhinged Malice (Trash Drop) [PP=650]
Feet - Bloody Dagger Heeled Pumps (Fel Lord Zakuun) [PP=683]
Ring 1 - Seal of the Traitorous Councilor (Socrethar) [PP=496]
Ring 2 - Nithramus, the All-Seer (Legendary) [PP=1168]

  • Best in Slot Trinkets

Trinket 1 - Iron Reaver Piston (Iron Reaver) [PP=1005]
Trinket 2 (single target) - Repudiation of War (Archimonde) [PP=847]
Trinket 2 (two targets) - Unblinking Gaze of Sethe (Shadow-Lord Iskar) [PP=922]
Trinket 2 (three+ targets) - Prophecy of Fear (Mannoroth) [PP=935]

  • Best in Slot Weapons

Staff - Edict of Argus (Archimonde) [PP=3190]
Mainhand - Gavel of Eredar (Archimonde) [PP=2697 MH + 466 OH = 3163 total]
Offhand - Gibbering Madness (Gorefiend) 

Best in Slot (Auspicious Spirits Stat Priorities)
In Development
Best in Slot (Clarity of Power Stat Priorities)
In Development

Rotations/Priority Lists


Each of the Shadow Tier 7 talents will dramatically change the way you play your Shadow Priest.  Consequently, I have given two of the three Tier 7 talents its own detailed section below.  The third Tier 7 talent, Void Entropy is so abysmally bad right now that I've decided to mostly exclude it for the time being.

Clarity of Power

Clarity of Power causes your Mind Spike, Mind Sear, and Shadow Word: Death spells to deal 40% additional damage against targets not affected by your Shadow Word: Pain or Vampiric Touch.
Understanding Clarity of Power
There are two basic phases in your Clarity of Power rotation: one, the "Orb Building" phase and, two, the “Dot Weave” phase.

  • Orb Building Phase

During the first "Orb Building" phase, you will be using Mind Blast as often as possible to gain four Shadow Orbs.  Since both the Mind Blast cooldown and the global cooldown are affected by your haste, you will always be able to fit three global cooldowns between each Mind Blast.  When I say “global cooldowns” here, I actually mean spells that are either truly instant, such as Power Word: Shield, or spells with a base cast time of 1.5 seconds. 
Your “Orb Building” phase is very simple and consists of a rotation that looks like this:

  • Mind Blast -> Global -> Global -> Global -> Repeat

When you are able to stand still, the Globals above will almost all be Mind Spike:

It is worth noting that Power Word: Shield when glyphed with Glyph of Reflective Shield is, technically, higher DPS than Mind Spike if damage eats your entire shield.  Thus, if you can expect to take heavy damage within the next 15 seconds, it is better to use one of your global cooldowns on Power Word: Shield.
With multiple targets (see below for further discussion), too, you will substitute Mind Spike for DoTs on off-targets.

  • Dot Weave Phase

The second phase of the Clarity of Power begins when you have four Shadow Orbs.  During this phase we rely on the fact that your Shadow Word: Pain and Vampiric Touch, when cast in that order, will last for the same amount of time that it will take to cycle through the duration of back to back Devouring Plague + Insanity
During the Dot Weave phase, you will apply your Shadow Word: Pain and Vampiric Touch before casting Devouring Plague and then casting Insanity.
Though there are various versions of the Dot Weave rotation, the one I prefer is as follows:

Once you reach this point you will again return to the “Orb Building” phase.
There are three things to note with the Dot Weave rotation.  First of all, you’re still casting Mind Blast on cooldown and you’re still fitting three global cooldowns between each Mind Blast cast.  Second, you're fitting exactly six Insanity ticks between each Devouring Plague.  If you end your channel too early, or fail to start a new channel while you still have your Shadow Word: Insanity buff, you may miss out on some of these ticks (see the section below entitled "Analyzing Your Clarity of Power Rotation in Warcraftlogs").

  • Orb Building + Dot Weave Combined

When we combine these two phases, we get a rotation that look like this:

Clarity of Power Opening Rotation
It is always a good idea to try to save up 5 Shadow Orbs before pull.  Doing so will change your opener and marginally increase DPS.
With 5 Shadow Orbs

With 0 Shadow Orbs

Clarity of Power in Execute Range
Once you hit your execute range (sub 20%) Clarity of Power gains a significant amount of damage.  Sub-20% you forego your normal Dot Weave and instead incorporate Shadow Word: Death into your rotation.  Since every cast of Shadow Word: Death generates a Shadow Orb, you will now generate three orbs every time you Mind Blast and double Shadow Word: Death.
Sub 20%, your rotation begins to look much less like a rotation and more like a priority list consisting of:

The Clarity of Power execute phase is extremely fast paced and will consist almost entirely of rapid fire Devouring Plague, Mind Blast, and Shadow Word: Death spam.
While Devouring Plague is listed as your highest priority, if you can avoid capping Shadow Orbs, you should not cast Devouring Plague until you can ensure that you will have enough time to channel Insanity until one of your Shadow Orb generating abilities comes off cooldown.
This rotation will change slightly with your Tier 17 two-piece bonus because you will want to apply Devouring Plague while your Mind Blast still has at least two global cooldowns worth of time left on its cooldown.
Clarity of Power with Multiple Targets
With two or three targets, your Clarity of Power rotation stays basically the same except you will want to prioritize keeping your Shadow Word: Pain and Vampiric Touch on off-targets over casting Mind Spike.
With two targets, for instance, your three globals in between each Mind Blast might look something more like this (I’m going to use abbreviations here for sake of room):

With three targets, your rotation, again, just changes to prioritize off-target dotting over Mind Spike.  Thus, your three target rotation might be:

Clarity of Power AOE
If much of this section sounds repetitive of the Auspicious Spirits AOE section, that is because it is.  Many of the tips and tricks applicable to AOEing as a Shadow Priest are independent of your level 100 talent choice.
With four or more targets, your rotation will change to incorporate Searing Insanity and Mind Sear.

  • You will continue to cast Mind Blast and Shadow Word: Death to generate Shadow Orbs and you will continue to cast Devouring Plague to ensure your Insanity buff does not fall off.
  • Ensure that you are saving Shadow Orbs in anticipation of large AOE damage phases to guarantee that you will be able to properly maintain Searing Insanity as much as possible.
  • If adds are spread out and have a medium amount of health, treat them as you would any other off-target on the priority list with one exception: if the add will die in 10 seconds or less, do no DoT them.
  • Remember both Searing Insanity and Mind Sear will deal immediate damage on application.
  • Remember Searing Insanity can be used in the same way as Insanity in that you can clip it at the end to get another, full channel in.

Your choice of level 90 talents will be dictated by two factors: how spread out the adds are and how often the adds spawn:

  • When adds are spread out or when adds are clumped and spawn once every 25-39 seconds, use Cascade.
  • When adds are clumped together and spawn once every 40+ seconds, use Halo.

Clarity of Power While Moving
Since we’re not in an ideal world, you will likely have to move occasionally on fights.  When this happens, you will have to rely on your myriad of instant cast spells to get you to your next Mind Blast cooldown.
At this point, it’s easier to represent what you will cast while moving with a priority system:

I've left a sort of nebulous "Various Instant Cast Spells" as part of your priority list and I realize that's not especially helpful.  However, it is incorrect to say that Halo, for instance, will ever be part of your movement priority list because, oftentimes, you want to save Halo for a time when there are multiple mobs alive or when you can position yourself more optimally with relation to the boss.  Similarly, Shadowfiend is a long cooldown that will require a bit more thought than a simplified priority list can provide.
Clarity of Power With Tier 18
In Development

Clarity of Power With Tier 17
The Priest Tier 17 set, Soul Priest's Raiment, provides two set bonuses that will slightly alter the way you play Clarity of Power.

The first set bonus will change the way you DoT Weave.  Basically, every time you apply Devouring Plague, the remaining cooldown on your Mind Blast  will be reduced by 1.5 seconds.   Thus, you will want to apply Devouring Plague when the cooldown on Mind Blast is >= 1.5 seconds.
Your DoT Weave rotation with 2 piece Tier 17 will be:

When casting your final set of Insanity, you may find it is impossible, due to a combination of haste and latency, to reapply Insanity before your Insanity buff falls off.  In these situations, it is better to allow Insanity to tick 4 total times and then simply either begin your Orb Building phase again by casting Mind Spike or by casting a filler GCD spell (such as Power Word: Shield or your Tier 6 talent) to allow your Mind Blast to come off cooldown.  Unfortunately, if you are forced to cast Mind Spike your DoTs will not tick to their full duration.

  • 4 piece: Each time Devouring Plague deals damage over time, your haste increases by 1% for 4 sec, stacking up to 12 times.

While the 4 piece set bonus is a significantly larger DPS gain than the 2 piece, it has a much smaller effect on your Dot Weave rotation. The only change you should be able to account for with the 4 piece set bonus is that, instead of ending your final channel of Insanity at 2 ticks, you will be able to chain it again for another 4 ticks.
Your Dot Weave rotation with 4 piece Tier 17 will be:

As you can see, the only difference between this rotation and the 2 piece rotation is the very last line. As one final note, depending on your latency, it may be impossible for you to get the final Insanity (4 ticks). If this is the case, it is better to just use the 2 piece rotation.
Clarity of Power With Haste
Building on what I wrote above, as you get more gear in Blackrock Foundry, you will quickly reach very high haste levels.  This, combined with the effects of Heroism, will cause you to easily jump above 50% haste and, consequently, cause your 1.5 second cast spells to cast more quickly than the 1.0 seconds global cooldown threshhold.  
During these periods of extreme haste, you may even run into the situation where you need only two globals between each of your Mind Blasts.  Obviously, more Mind Blasts are better, so you should continue prioritizing casting Mind Blast as often as possible.
Clarity of Power Priority Tree
The priority tree below is a first attempt at visualizing the Clarity of Power priority list.  It is imperfect.  It cannot, for instance, account for certain fight-specific decisions like whether you should Halo or Shadowfiend or gain a movement speed increase with Angelic Feather.  
Analyzing Your Clarity of Power Rotation in Warcraftlogs
One of the biggest failings of many new players to Clarity of Power is ensuring that they’re getting their full six ticks of Insanity.  If you are using Warcraftlogs.com, you can easily look to see if you are getting the correct number of Insanity ticks. 
First, find the log you want to analyze. Next, click the priest’s name and then click “Damage Done” tab then click the “Events” button.
Next, find the “Filter Expression” box and copy and paste the following:

isMultistrike = false and (ability.name = "Insanity" or ability.name = "Mind Blast" or (ability.name = "Devouring Plague" and isTick = false))

(All credit for this code goes to Hygeia for the work on this thread.)
Finally, you will find your first cast of Devouring Plague.  Then, count the number of “Insanity” ticks before you cast your next Devouring Plague.  If you are doing your rotation perfectly, you will get 6 Insanity ticks between each Devouring Plague.
As an example, here is a snippet from my Blackhand log:
From this screenshot, I played reasonably well and was able to get six ticks of Insanity between each cast of Devouring Plague.
What you really want here is to be getting six Insanity ticks the majority of the time.  Invariably, you will need to move early or respond to a fight mechanic and clip your Insanity early, which will cut your number of ticks down to five or even four.  As long as this isn’t happening the majority of the time, you should be fine.

Auspicious Spirits

Auspicious Spirits empowers your Shadow Apparitions to deal 100% extra damage and grant you one Shadow Orb.   You spawn one Shadow Apparitions each time the DoT component of Shadow Word: Pain critically strikes.
Understanding Auspicious Spirits
The Auspicious Spirits talent brings with it a more traditional approach to playing your Shadow Priest.  Unlike the Clarity of Power play style, there are no separate phases where you will use different spells.  
Since you generate one Shadow Orb every time your Shadow Word: Pain critically strikes, Auspicious Spirits will become particularly attractive in two scenarios: one, where you have high critical strike rating and, two, where you have multiple targets that you are keeping Shadow Word: Pain on.  When you satisfy both of these conditions, Auspicious Spirits will become truly ridiculous.
With the help of some excellent work by Charuo on HowToPriest, we know that that at approximately 20-25% critical strike Auspicious Spirits will surpass Clarity of Power in terms of Shadow Orb generation. Keep in mind that this does not mean Auspicious Spirits will necessarily always do more damage than Clarity of Power in these situations, but only that you will, on average, generate more Shadow Orbs.  
Auspicious Spirits Complimentary Talents
Auspicious Spirits works particularly well with all of the Tier 3 talents, Surge of Darkness and Mindbender.  and Insanity.  
Surge of Darkness is best with two (or 3, if your critical strike chance is below 20% raid buffed) targets and heavy movement.  
Mindbender is your talent choice where you are simply so overwhelmed with the number of Shadow Orbs you are gaining that you can’t spare the globals to cast Mind Spike.  Figuring out which fights need Mindbender is dependent upon your skill, your critical strike chance, and the total number of targets you are keeping multiple DoTs on.  
Insanity is best on single target fights or on fights with short-lived adds because of Searing Insanity.
Auspicious Spirits Priority List
Auspicious Spirits, much moreso than Clarity of Power, really cannot be described as having a "rotation" because generation of Shadow Orbs is so dynamic.  Auspicious Spirits, consequently, lends itself much more to a priority list. Moreover, the Auspicious Spirits priority list will change depending on what other talents you have selected.
With Mindbender:

With Surge of Darkness:

With Insanity:

In all of these priority lists, Devouring Plague is listed at the top.  This is slightly misleading.  Devouring Plague becomes the highest priority, for all players, when you either have five Shadow Orbs or when you have enough Shadow Apparitions hurtling toward your target that you will go over five Shadow Orbs before you are next able to cast Devouring Plague.  Both of these rules come down to one core concept: don't waste orbs!
With that in mind, the actual priority level of Devouring Plague should be based upon a reasonable evaluation of your ability to react quickly enough not to waste Shadow Orbs.  Thus, if you are fully capable of wasting zero Shadow Orbs, you can safely cast your Devouring Plague at five Shadow Orbs each and every time.  If you're slightly more mortal, consider using Devouring Plague at three to four Shadow Orbs.
If you find that you are unable to accurately account for every Shadow Apparition, consider visiting the section below entitle WeakAuras and trying out the Shadow Apparition tracker.
Auspicious Spirits Opening Rotation
It is always a good idea to try to save up 5 Shadow Orbs before pull.  Doing so will change your opener and marginally increase DPS.
With 5 Shadow Orbs

With 0 Shadow Orbs

Auspicious Spirits AOE
If much of this section sounds repetitive of the Clarity of Power AOE section, that is because it is.  Many of the tips and tricks applicable to AOEing as a Shadow Priest are independent of your level 100 talent choice.
With four or more targets, your rotation will change to incorporate Searing Insanity and Mind Sear.

  • You will continue to cast Mind Blast and Shadow Word: Death to generate Shadow Orbs and you will continue to cast Devouring Plague to ensure your Insanity buff does not fall off.
  • Ensure that you are saving Shadow Orbs in anticipation of large AOE damage phases to guarantee that you will be able to properly maintain Searing Insanity as much as possible.
  • If adds are spread out and have a medium amount of health, treat them as you would any other off-target on the priority list with one exception: if the add will die in 10 seconds or less, do no DoT them.
  • Auspicious Spirits Specific Guideline:  When you have Shadow Word: Pain on a high number of targets, you will quickly reach a point where you are using all of your free globals casting Devouring Plague.  Make sure you review the rules regarding re-application of Devouring Plague.
  • Auspicious Spirits Specific Guideline:  Even though your usual primary consideration for what level 45 talent to take is based upon the number of consistent targets (i.e.: targets you can keep Shadow Word: Pain on), your decision may change to favor Insanityif the fight calls for heavy AOE damage.
  • Remember both Searing Insanity and Mind Sear will deal immediate damage on application.
  • Remember Searing Insanity can be used in the same way as Insanity in that you can clip it at the end to get another full channel in.

Your choice of level 90 talents will be dictated by two factors: how spread out the adds are and how often the adds spawn:

  • When adds are spread out or when adds are clumped and spawn once every 25-39 seconds, use Cascade.
  • When adds are clumped together and spawn once every 40+ seconds, use Halo.

Auspicious Spirits With Tier 18
In Development
Auspicious Spirits Priority Tree
The following priority tree is a basic attempt to visualize your priority list with Auspicious Spirits.  It does not, as of yet, account for any of your Tier 3 talents.
* Given perfect knowledge, your decision on whether or not to Devouring Plague at three/four Shadow Orbs is dependent upon not whether you have simply spawned Shadowy Apparitions, but when those Shadowy Apparitions will hit their target and generate a Shadow Orbs.  Given that Shadowy Apparitions move very slowly (slightly slower than run speed), you could easily fit Shadow Orb generators in between the time it takes for the Shadowy Apparitions to collide with the target.
** Currently, SimCraft action priority lists (APLs) have Shadow Word: Death above maintaining your 4 piece bonus.  However, running personal simulations of my Shadow Priest gave me a slight DPS boost where I maintained 4 piece above Shadow Word: Death.  I do not believe there is any circumstance where Mind Blast will be preferred over maintaining the 4 piece bonus.
*** Account for Pandemic when making this decision.
Clipping Your Devouring Plague
We already covered this above, but I just want to reemphasize that Devouring Plague is not like other DoTs when it comes to clipping.  Unlike normal DoTs, such as Shadow Word: Pain, Devouring Plague does not use the Pandemic rule for refreshing the DoT.  
Instead, if you refresh Devouring Plague, the remaining Devouring Plague ticks (all of them, not just 30%) will be added to the total damage of the next Devouring Plague and conserved over 7 total ticks.  
This is even true if you refresh over a Devouring Plague with enhancements, such as trinket procs, spellpower potions, etc.
This is good news for Auspicious Spirits because you will oftentimes find that you have generated three Shadow Orbs before your old Devouring Plague has expired.
See also subsection DoT Clipping Has Been Improved under section What Changed in Warlords of Draenor and the Devouring Plague section of Core Abilities for additional information on exactly how Devouring Plague functions.
Analyzing Your Auspicious Spirits Rotation in Warcraftlogs.com
One of the main ways to lose significant DPS with Auspicious Spirits is to waste Shadow Orb generating abilities.  This occurs most often in one of three ways: one, you simply have too many Shadow Apparitions in the air and no amount of button mashing will prevent a loss of Shadow Orb; or, two, you are not responding quickly enough to the number of Shadow Apparitions in the air; or, three, you are using another Shadow Orb generating ability while capped on Shadow Orb.  The first of these three situations is nigh unpreventable.  The other two, however, are very preventable.
WarcraftLogs provides an easy tool to analyze whether you are wasting secondary resources.  First, select the fightlog you want to analyze.  Next, select the priest you are analyzing.
When you have completed those preliminary steps you will, 1.) click the "Resources" tab; 2.) click the resources dropdown and select "Shadow Orbs"; and, 3.) scroll down to see generated and wasted resources.

As we can see from the above picture, I wasted 2 of the 54 Shadow Orbs I generated with Auspicious Spirits.  Fortunately, I played a little bit better with Mind Blast and Shadow Word: Death and managed to waste 0 Shadow Orbs there.

Void Entropy


Void Entropy is currently extremely weak when compared to the other two Tier 7 talents.  However, Void Entropy may offer an easier to play version of the Shadow Priest, which might appeal to beginner players.  
Unfortunately, nothing I do in game really calls for me to play Void Entropy.  If you would like to write a section on Void Entropy, I'd be more than happy to include your section in this guide with full credit to you as author (I also reserve the right to reject any Void Entropy guide that I feel does not properly address the talent in full or simply feels out of place in this guide).




The aim of the macro section of this guide is to provide you with some of the more common Shadow Priest macros, as well as give you a basic understanding of why the macros work the way they do.
For more in depth analysis of macros, you should check out Elvenbane's Priest Macros or this post by Eléctrica on the official EU forums, both of which have a much more detailed and nuanced discussion of how and why macros work. 
Mouseover Macros
The macros I find most important are mouseover macros.  Mouseover macros, as the name suggests, allow you to cast spells on the target that you are currently mousing over.  You can mouseover enemies themselves, enemy nameplates, and any in-game unit frame, including boss frames, target of target frames, etc.
The basic formatting for a mouseover macro is easy:

/cast [@mouseover,nodead,harm][] <spell name>

This macro will cast <spell name> at your mouseover target if it 1) is alive and 2) is hostile to you.  If both of these conditions are not met, you will cast <spell name> at your target.
Using an actual spell, this macro will look like this:

/cast [@mouseover,nodead,harm][] shadow word: pain

Focus Macros
The second set of macros I use allows me to use a modifier to cast at my focus target.
The basic formatting for focus macros is:

/cast [mod:<modifier>,@focus,nodead,harm][] <spell name>

This macro will cast <spell name> at your focus target if 1) you are holding the <modifier>, 2) the target is not dead, and 3) the target is hostile to you.  Your modifier can be shift, ctrl, or alt.  When using modifiers, ensure that the keybinding you choose to use is not already bound to another ability.  This is particularly true with shift and control modifiers since shift 1-6 is bound to action pages and control 1-6 are bound to pet actions.
Using an actual spell and modifier, this macro will look like this:

/cast [mod:shift,@focus,nodead,harm][] shadow word: pain

Combined Macros
I, personally, use a combination of the above two systems for the majority of my macros.  I also use the fairly odd modifier, alt.
The template for focus/mouseover macros is:

/cast [mod:<modifier>,@focus,nodead,harm][@mouseover,nodead,harm][] <spell name>

Using an actual spell and modifier, my macros almost all look like this:

/cast [mod:alt,@focus,nodead,harm][@mouseover,nodead,harm][] shadow word: pain

For easy copy/paste, here are my other Mouseover/Focus macros:

/cast [mod:alt,@focus][@mouseover,nodead,harm][] vampiric touch
/cast [mod:alt,@focus][@mouseover,nodead,harm][] devouring plague
/cast [mod:alt,@focus][@mouseover,nodead,harm][] shadow word: death

Misc. Other Macros
If you have a particularly awesome macro, feel free to post it in the comments below and I'll add it here.\

  • Cancel Dispersion Macro

There are two ways to go about the cancel dispersion macro.  One, you can macro it into the dispersion, like so:

/cancelaura dispersion
/cast dispersion

This macro will cancel dispersion if it's already been cast and, otherwise, cast dispersion.  
I don't particularly like this version of the macro because I'm a button masher and I tend to just immediately cancel dispersion as soon as I cast it.  Which brings me to the second way to macro dispersion: simply add /cancelaura dispersion to any of your other abilities.  For instance, I have /cancelaura dispersion in my Mind Blast macro:

/cancelaura dispersion
/cast [mod:alt,@focus,nodead,harm][] mind blast
  • Level 90 Talent Macro with Mouseover Cascade

Level 90 talent macros are not strictly mandatory anymore.  However, this macro introduces the added benefit of mouseover for your Cascade.

/cast [talent:6/1,@mouseover,harm,nodead] [talent:6/1] Cascade; [talent:6/2] Divine Star; [talent:6/3] Halo
  • Fancy Power Word: Shield Macro

This macro will prioritize casting PW:S in the following way: on the player if alt is held down, on the mouseover target if it is alive friendly, on the target if it is friendly, on the targetoftarget if the target is hostile.

/cast [mod:alt,@player][@mouseover,nodead,help][help][@targettarget,help][] power word: shield
  • Mouseover Leap of Faith Macro

A simple mouseover macro for Leap of Faith.

/cast [@mouseover,nodead,help][] leap of faith



Addons allow you to customize and simplify the game.  There are, quite literally, thousands upon thousands of addons written to simplify (or complicate) your gameplay.  I am attempting to restrict this section to addons that have some effect on raiding generally or, even better, on Shadow Priests specifically.  
If I have listed your addon and you would like me to link somewhere else (or link to your personal website/twitter) feel free to message me on these forums.
If you've written an addon you would like listed here, please send me a message with the necessary details.
Personal Addons
These are addons I personally use and I can, therefore, vouch for their efficacy:

  • ElvUI.  Elv is an complete replacement to the standard UI.  It has too many features to properly list here, but I highly recommend it.
  • WeakAuras.  WeakAuras is an extremely potent addon that allows you to do basically anything in game.  I have dedicated an entire section of this guide to WeakAuras specifically, and I recommend checking it out below. 
  • Deadly Boss Mods.  DBM is an incredibly potent tool that provides notifications when something important is happening or will happen.  
  • Skada.  Skada is a light weight damage meter and reporting tool.  
  • HaloPro.  HaloPro is an incredibly useful addon for determining the optimal range for casting Halo.
  • ClassTimer.  ClassTimer is a little archaic and not designed specifically for Shadow Priests and the reason I use it is 1) because I've been using it for years and 2) it is exceptionally easy to add additional buffs and debuffs that are important to you.  All of that being said, however, I do recommend checking out some of the Shadow Priest specific DoT Timers before using ClassTimer.

Other Addons
These are addons that I do not personally use, but that are highly recommended by the community:

  • Shadow Priest DoT Timer.  The name basically says it all.  This is an all-purpose DoT Timer designed specifically for Shadow Priests.
  • SPTimers.  Maintained by Alae from HowToPriest, SPTimers is another DoT Timer built specifically with Shadow Priests in mind.
  • Conspicuous Spirits.  Maintained by Lleaf from HowToPriest, Conspicuous Spirits allows you to more easily track your Shadowy Apparitions when using the talent Auspicious Spirits.  



WeakAuras is an addon that provides near limitless functionality.  While I do not use it as extensively as many, I do have a few favorite WeakAuras that I'm sharing below.  If you have other WeakAuras that you would like included here, feel free to comment below or send me a private message.

  • Auspicious Spirits Tracker

This WeakAura will track the number of active Shadowy Apparitions.  The number counter text will turn red when your total number of Shadow Orbs + number of Shadowy Apparitions is greater than 5.
This AS Spirits Tracker is courtesy of Twintop.  Additional TwinTop WeakAuras are available here.




  • Shadowy Insight Tracker

Also a Twintop WeakAura, this WA will do the following:
Shows the current remaining duration and stack count of the Shadow T17 4P bonus. The timer and stack counter change color depending on a few conditions:

  • The timer is white when the time remaining is above 2 GCDs (I.E.: don't cast Devouring Plague yet, you'll waste bonus uptime!).
  • The timer is red when the time remaining is between 2/3 GCDs and 2 GCDs (I.E.: the time it would take a new Devouring Plague cast to tick once, and, 2 GCDs, a window of 4/3 GCDs to cast a new Devouring Plague to keep your stacks up).
  • The timer is grey when the time remaining is below 2/3 GCDs (I.E.: you can't refresh the stack count).
  • The stack count is white when between 1 and 11, green when at 12 (to show you're at max stacks).



Copyright and Redistribution


Shadow Priest PvE Primer (the "Guide"), and all associated images, unless otherwise specified, are copyright © 2015 Speakeasy (@sp_speakeasy), all rights reserved.
Anyone may use portions of the Guide, or any images contained therein, so long as the copied materials remain unchanged and contain a link back to the Guide.


Credits and Thanks


  • Big thanks to Drye and Twintop for their work at howtopriest.com.
  • Thanks to Constie (and those who came before him) for the official forum Shadow Priest guide.
  • Thanks to Settesh for napkin theorycrafting in the middle of raids with me.
  • Thanks to Mentor and Haley for reviewing this guide to ensure there weren't too, too many grammatical errors.  And thanks to Torreya for song recommendations.
  • Thanks to ProfessorQ, Elvenbane, Hygeia, Zereges, Nyth, Servi, Zione, and the whole howtopriest for their corrections, recommendations, and outstanding content.
  • Charuo for his thread on HowToPriest mathing out Auspicious Spirits.



  • Videos of all rotations.
  • Repudiation of War inclusion in all relevant sections.

Change Log


  • 6/23 - Major 6.2 Changes
    • Section "What Changed in Warlords of Draenor" updated to include 6.2 information.
    • Section "Stat Priorities" completely updated to include 6.2 information
    • Section "Enchanting/Gemming/Consumables" now includes +75 stat gems and permanent augment rune.
    • Section "Gearing" updated to include 6.2 information and to changed to present information in a different way.
    • Section "Encounter Guide" will now always be a separate post.
    • Added various new sections with the In Development tag below them.  These sections, as you may have guessed, are in development.  Unlike most new/changed sections, the "In Development" sections will NOT be in red until they receive actual content.
    • Major formatting changes to make large edits easier to port between EJ and H2P.
  • 5/16 - Housekeeping and additional sections
    • AOE Rotations Added
    • Opening Rotations Added
    • More 6.2 Information Added
    • Added an Understanding Auspicious Spirits section to more closely align it with the COP section.
  • 5/13 - Housekeeping and new sections
    • Added Addons Area (anticipate additional addendums as appropriate)
    • Added a WeakAura
    • Updated a few other little things.
  • 5/3 - Housekeeping and minor information
    • Added a Copyright and Redistribution section.
    • Acknowledged some of the fine folks who have pointed out mistakes and helped clarify some issues.
    • Modified the Encounter Guide to reflect some recommendations.
    • Added a "Golden Rules" of DPS to the Encounter Guide
  • 4/14 - Housekeeping and 6.2 beginning
    • Auspicious Spirits Priority Tree
    • Added a 6.2 section.
    • Modified the CoP with Tier 17 section.
    • Corrected a few errors.
  • 4/2
    • More major changes to the Core Abilities section.
  • 4/1
    • Major revisions to the following sections:  What Change in Warlords of Draenor?, Talents, Glyphs, Core Abilities, Enchanting/Gemming/Consumables, Gearing, Clarity of Power, Auspicious Spirits, and Void Entropy.  
  • 3/30
    • Macros
    • Added an "Addons" section to be completed later.
    • WeakAuras
    • WarcraftLogs AS analysis.
  • 3/26
    • Added two sections for COP - COP with Tier 17 and COP with increasing values of haste.
  • 2/25 - Major 6.1 Revisions:
    • Moved the "Coming in 6.1" section into the "Warlords of Draenor Changes" section.
    • Updated spell descriptions to include the new spells.
    • Updated stat priority lists.  Reworked the presentation of some stat priority lists.
    • Fully reviewed the Best in Slot list.  Nothing changed except we now have data for the 710 legendary ring.
    • Many, many link fixes.  
  • 2/18 - Various formatting and grammar fixes.

This post has been promoted to an article
  • MysticalOS and Jellyy like this

#2277598 ShadowCraft for Warlords of Draenor

Posted by Matjacav on 27 December 2014 - 06:43 AM

I recently started getting an error: "item_level=0 need to be >= 1"


The only thing I changed from before this error is that I enchated my neck and cloak slots.

  • Akvavit and Tekk like this

#2277257 DBM Update 6.0.8 Released

Posted by MysticalOS on 09 December 2014 - 10:48 PM

New Features

  • Several Language updates.
  • Added support for external sound packs. Mod support not yet complete since API is not yet finalized.


  • Added GTFO type warning to Crystal Barrage on Tectus.
  • Added berserk timers for Butcher (heroic) and tectus (normal/heroic)
  • Vastly improved Branded/Arcane Wrath warnings: The only warn at relevant stack counts on you. Yells now have stack counts. Range frame now auto shows and hides with automatically adjusting range. Range frame dynamically filters players based on debuff status (if you have debuff, shows everyone, if you do not, shows only those that do). Auto icon marking should be a bit better now.
  • Improved Mark of Chaos warnings for raid as well. In chance tank doesn't get out far enough, the auto range frame will prioritize mark of chaos over branded and alert you with important special warning you are too close to tank if tank is rooted (fortification phase) while showing the 35 yard radar and tanks dot (while still showing branded dots)
  • Fixate now has a yell on Margok
  • Made mark of chaos on Margok, and arcane debuff on Koragh use more accurate threat checks instead of boss target during cast, to ensure it warns correct tank, as sometimes boss is looking at wrong target (especially Koragh who sometimes has nil target during arcane tank debuff cast). Small caveat is if Koragh has a nil target, it warns you to taunt because debuff is on "unknown". Small bleh, but it will warn correct tank to taunt.
  • Added force nova count in timers and warnings on Margok. Added countdown sounds.
  • Probably other stuff I do not remember


  • Added several trash mod warnings, mainly focused on challenge mode difficulty and disabled on normal. Heroic is still being decided, currently enabled on heroic but could be spammy if more than one group is pulled at a time.
  • Updated several mods across the board with better warnings/timers/rangecheckers. Instances that received most work are. Grim Rail, Everbloom, Auchindoun, UBRS, and Slag Mines. The other 3 still need more work for heroics & challenge modes.

Bug Fixes

  • Fixed bug that caused world boss mods not to load properly.
  • Worked around blizzard bug (draenor difficulty index returning 1 instead of 0) that causes world bosses to report as 5 man normal bosses.
  • DBM-Core will no longer hide objectives frame if user is tracking any achievements. Hiding that frame by default was to get the intrusive scenario type objectives out of way for your timers during boss fights, not to make tracking boss related achievements impossible.
  • Fixes bug that caused dbm to still show as "enabled" in GUI, when it's in fact been disabled by a force disable.
  • Fixed rare version check lua error.


  • Fixes incorrect timers on Twin Ogron do to Dec 3rd hotfix changes to whirlwind behavior.
  • Fixes incorrect impale timer do to live changes from beta on Bladefist.
  • Fixes bug where the bounding cleave timer wasn't updating properly when Butcher entered Frenzy
  • Fixes range frame issues on Margok where tank would not see any dots when affected by Mark of Chaos debuff.
  • Fixes invalid special warning for Crystal Barrage giving wrong spell name on Tectus
  • Hopefully Fixed auto marking on Tectus Motes (untested).
  • Fixed Boss health reporting on Margok and Tectus status whispers.
  • Fixed lua error with kick to face on Margok.
  • Fixed minor timer bugs where count for next bar would be 0 instead of 1, on boss engage.
  • Other fixes I probably don't remember.


  • Fixed bugs in MANY 5 man dungeons. Far too many to list.


  • Created a "sounds" GUI category in boss mod options to split sound options from misc options to make them more apparent and easy to find.
  • Even more debug added to diagnose user issues as needed (with options to control it of course and naturally disabled by default).
  • Changed INSTANCE_ENCOUNTER_ENGAGE_UNIT to no longer require UnitExists(). Resolves issues with bosses like Xeritac which fire IEEU but UnitExists() returns false even though boss1 DOES exist.

For more DBM news, visit:

For more information on Molten Core Anniversary event, visit:

For information on known issues, visit:

  • au2586yeung and kimice like this

#2276638 [WoD] Survival 6.2

Posted by Effinhunter on 10 November 2014 - 12:35 AM



The initial three posts of this thread will try to highlight stats, priorities, and sims of the SV specialization for Hunters. For more information, feel free to pm me here or on MMO Champion, or discuss changes on the MMO Champion WoD Hunter FAQ or the lengthy WoD Hunter Beta Changes thread.


Simcraft summaries:








The main talent build currently centers on selecting the following talents:

T60: Thrill of the Hunt

T75: Stampede

T90: Barrage

T100 ST: Focusing Shot > Lone Wolf.


Non-dps related talents are situation-dependent, but most discussions have centered around Iron Hawk still being used over Spirit Bond, after Spirit Bond's healing was nerfed back from 3% per 2s to 2% per 2s. Spirit Bond could prove to be the best overall talent for its tier with Iron Hawk being more useful on fights with heavy damage spikes. Binding Shot is still the most versatile option in that tier.


BiS Configurations (see T17 Talent breakdown link above)

SV ST: 0003332 (TotH, Stampede, Barrage, Focus)
SV 3 AoE: 0003332(TotH, Stampede, Barrage, Focus)
SV 6 AoE: 0003332(TotH, Stampede, Barrage, Focus)


To mock up your own talents, try the Wowhead Talent Calculator. Simcraft also tries to maintain current mechanics, and you can download latest builds here.




Priority and Rotation


SV has one of the more complicated rotations of the hunter specs and unilke MM does have an AoE rotation.


Prioritized List of Abilities in ST:


Explosive Shot > Black Arrow > AmoC/DB > Arcane Shot (TotH) > Barrage > Explosive Trap (small dps increase) > Arcane Shot (non-TotH)  > Focusing/Cobra


Prioritized List of Abilities for AoE:


See latest AoE action list trials for more information on how I derived this priority listing


1. Black Arrow on CD

2. Barrage on CD

3. Multi-Shot (TotH)

4. Explosive Shot (2 targets only)

5. Explosive Trap

6. Multi-Shot

7. FS or CS


AMoC can be used either after BA in priority or after Multi-Shot in priority and dps difference is mostly negligible. As you gain multistrike, Multi-Shot becomes even more powerful due to the double roll on multistrikes of the instant application of SrS. So, if you have 6 ore more targets, especially, and if you have multistrike procs from trinkets going, Multi-Shot is equivalent in priority to Barrage.


Current Action List



Note: The above differs slightly from Azor's in that I do not prioritize Crows over ES. The reason for this is because ES and BA have shorter cds and you are more likely to miss a full ES over the duration of a fight by favoring Crows as you are a Crows by favoring either of the other two. The dps difference between the two lists appears to be negligible. So, feel free to experiment around with this yourself.




Raid Cooldown


Unlike previous raid expansions, the current iterations of Beta/PTR content feature Aspect of the Fox, a 6 second buff for the raid that allows casting while moving. Known utilities for this ability are the following:


Non-raid utility: Mounting, dismissing pet, reviving pet while moving for entire raid

Raid utility: Any healer or caster spell can be cast while moving. Focusing shot may be cast while moving.


The raid cooldown usage should probably be worked out ahead of time with your raid leader so that casters and healers may best benefit from it's usage. This is a very strong utility spell if used properly during high movement phases of an encounter.






Your targeted stats should reflect the following relationships:


ST: multistrike > versatility >= crit > mastery > haste

AoE: multistrike > versatility > crit > mastery > haste


There is no real need for golden ratios in SV. Stack MS until roughly 1900 unbuffed. Whatever piece you can find with the most MS on it is almost always going to be best for SV. With current gear, your likely gear allocation (due to what is on MS pieces from BRF) is going to be:


ms > crit == mastery > haste > versa


However, if you are crafting, you are likely better off going MS/versa on your pieces, especially considering the large amount of multi-target fights in BRF.




Macros, Weak Auras, Etc.




Weak Auras


RedTusk's Serpent Sting Tracker


This weak aura will track SrS timers for each application in a fight. This is very useful for multi-target boss fights like Twin Ogron when you need to keep stings on both bosses in order to do top dps.


From the author (RedTusk): One limitation-ish thing though, you have to have your current target targetted as the debuff hits, else weakauras has no point of reference to set the timer after. Shouldn't be a problem in general, but it can occur if you targetswitch super-duper fast or if you're at near max-range of the target.




Ivantatinkle's WA for SV


An icon and counter display for lock and load (free explosive shot) stacks

An icon and counter display for Thrill of the Hunt stacks

An icon and timer display for Steady Focus buff duration

An icon and timer display for Heavy Shot (4 Piece Tier Bonus - 15% multistrike dmg) buff duration.

A timer bar for Black Arrow duration

A timer bar for Explosive Trap multi target duration






Useful Spells / Raid Utility


Lone Wolf allows you to stable your pet and do increased damage, while also providing one of several potential buffs. These buffs to the raid are:



If you are using Focusing Shot instead of Lone Wolf, here are some of the interesting things available to you with pets as MM.


Battle res: Moth Dust, Crane Gift

Slow (enemy): Spider Web

Blood Lust: Nether Rays Winds




Change Log

11/9/2014 - Initial Posting

12/16/2014 - Updated talents section based on 12/15/2014 buffs to serpent sting.

12/19/2014 - Updated talent sims with buffs to Steady Focus

12/28/2014 - Posted gear comparison sims

12/30/2014 - Updated wording in talent and pet sections

1/8/2015 - Updated priority section. Barrage appears to be more powerful for some reason.

1/9/2015 - Updated stat weights to focus on Highmaul gearing rather than BRF gearing.

1/14/2015 - Updated talent sims, stat priorities, and talent sections

2/10/2015 - Updated AoE action list

2/12/2015 - Updated stat priorities and added link to latest AoE action experiments in rotation section

2/22/2015 - Updated talent sims for 6.1. Updated talents, stats and rotation. Streamlined guide and removed unnecessary paragraphs. Removed "Major Changes" section. Removed MS and versatility explanation.

3/1/2015 - Updated simcraft section with game version numbers that the sims are relevant for (red means they need to be reran)

3/4/2015 - Updated trinket and weapon sims

3/7/2015 - Updated all sims except for comprehensive gear sim for 6.1

3/22/2015 - Updated individual gear slot sims up to legs for +5 ilvl buff.

3/23/2015 - Updated all individual gear slot sims for +5 ilvl buff. Updated talent sims. Added 2 target breakdown.

4/1/2015 - Updated action list with input from Carlaena

4/6/2015 - Updated race sims for single, two and three target

6/22/2015 - Updated talent sims for 6.2

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#2275835 [WoD] Marksmanship 6.2

Posted by Effinhunter on 12 October 2014 - 01:30 AM



The initial three posts of this thread will try to highlight stats, priorities, and sims of the MM specialization for Hunters. For more information, feel free to pm me here or on MMO Champion, or discuss changes on the MMO Champion WoD Hunter FAQ or the lengthy WoD Hunter Beta Changes thread.


Simcraft summaries:






For DPS, on the PTR, the main talent build currently centers on selecting the following talents:

T60: Thrill of the Hunt

T75: Stampede

T90: Barrage

T100: LW >= Focusing



Non-dps related talents are situation-dependent, but most discussions have centered around Iron Hawk still being used over Spirit Bond, after Spirit Bond's healing was nerfed back from 3% per 2s to 2% per 2s. Spirit Bond could prove to be the best overall talent for its tier with Iron Hawk being more useful on fights with heavy damage spikes. Binding Shot is still the most versatile option in that tier.


BiS Configurations (see T18 Talent breakdown link above)

MM ST: 0003332 (TotH, Stampede, GT/Barrage, FS (4pc T18) or LW (other))
MM 3 AoE: 0003332 (TotH, Stampede, Barrage, FS)
MM 6 AoE: 0003332 (TotH, Stampede, Barrage, FS)


To mock up your own talents, try the Wowhead Talent Calculator. Simcraft also tries to maintain current Beta/PTR mechanics, and you can download latest builds here.




Priority and Rotation


Prioritized List of Abilities in ST:


In general:

Chimaera Shot, > KS > T90 Talent (Glaive Toss/Barrage) > Aimed > Steady Shot/Focusing



Under Careful Aim (Target > 80% health or Rapid Fire is active), make sure you are doing Aimed Shot on cooldown since it will be guaranteed to crit (+60% crit chance) but don't forget to use AMoC too. Steady/Focusing will also crit during this period, but you should NEVER delay your Chimaera Shot. Chimaera Shot is the highest DPE of MM by far. Do not use your T90 talent during CA on single target. It is a DPS loss. Similarly, Barrage is a DPS loss on single target during TotH procs (just used Aimed Shot in its place) UNLESS you are using Focusing Shot.


Unlike most other specs, AoE rotation does not change. MM passively cleaves via Chimaera Shot, and it turns out Multishot is too weak right now to be effective in sims. In AoE burst situations, it is almost always best to hold on to your Barrage until the adds spawn (i.e. keep using CS, Aimed while maintaining enough focus for Barrage until the adds spawn).


Use RF on cooldown. The sims are currently showing that delaying RF until after Careful Aim from boss > 80% health is a dps loss!


Use your potion during Execute phase, paired with Stampede or AMoC, whenever possible.


Current Simcraft Action List







T17M Profiles


Your targeted stats should reflect the following relationships:


ST: wdps >> crit >> ms >= mastery > haste > versatility

AoE: wdps >>> crit >> ms >= mastery > versatility > haste


Enchants/gems should be crit.



Macros, Weak Auras, Etc.


Weak Auras


Aspect of the Fox WA, including Hunter who casted it.


Tell Me When


User Nehna submitted the following TMW (version 4.6.0+) for Sniper Training tracking.


Input String for TMW:

^1^T^SGUID^STMW:group:1KIIjYuYSGJ_ ^SPoint^T ^Sy^F7336796150031591 ^f-49^Sx ^F-5502611815887304^f-47 ^t^SScale^F4578657938964475 ^f-51^SRole ^N1^SIcons ^T^N1^T ^SShowTimer^B ^SBuffOrDebuff^SEITHER ^SType^Sbuff ^SConditions^T ^N1^T ^SType^SBUFFPERC ^SOperator^S<= ^SLevel^N50 ^SName^SSniper~`Training ^SAndOr^SOR ^t^N2^T ^SType^SBUFFDURCOMP ^SName2^SSniper~`Training ^SOperator^S>= ^SName^SSniper~`Training:~`Recently~`Moved ^t^N3^T ^SType^SBUFFDUR ^SName^SSniper~`Training ^SAndOr^SOR ^t^N4^T ^SType^SBUFFPERC ^SOperator^S<= ^SLevel^N50 ^SName^SSniper~`Training ^SAndOr^SOR ^t^N5^T ^SType^SBUFFDUR ^SName^SSniper~`Training:~`Recently~`Moved ^t^Sn^N5 ^t^SName^SSniper~`Training ^SUnitConditions^T ^N1^T ^SUnit^S500 ^t^t^SShowWhen^N3 ^SCustomTex^S168811 ^SEnabled^B ^SOnlyMine^B ^t^t^STree1^b ^SName^SSniper~`Training ^STree3^b ^SColumns^N1 ^t^N71204^S~`~| ^Sgroup^N1 ^^

The above specifically checks:


Sniper Training == 0 (Absent)
Sniper Training <= 3 sec
Sniper Training: Recently Moved <= Sniper Training
Sniper Training <= 3 sec
Sniper Training: Recently Moved == 0 (Absent)






Useful Spells / Raid Utility


Lone Wolf allows you to stable your pet and do increased damage, while also providing one of several potential buffs. These buffs to the raid are:



If you are not using LW (and this seems likely in 6.2), you want to bring a pet as MM, here are some of the interesting things available to you with pets as MM.


Battle res: Moth Dust, Crane Gift

Slow (enemy): Spider Web

Blood Lust: Nether Rays Winds




Change Log

10/11/2014 - Initial Posting

10/12/2014 - Added T17 MM Single Target sims from (simc-602-alpha-win64-10-11) to 3rd post

10/14/2014 - Added Terterrokar's WA2 for Sniper Training. Updated post to point to T16 ST 4M sims.

11/9/2014 - Updated stat priorities section. Removed T16M section. Updated Tehterokkar's WA for ST uptime.

11/11/2014 - Added BiS Talent Breakdown in first post.

11/12/2014 - Added Breakdowns of Chest, Legs, Shoulders, Hands, Feet

11/20/2014 - Added Pre-raid BiS list to thread and link from first post

12/10/2014 - Updated shot priority post nerf. Made CA phase breakdown a bit more explicit. Added golden ratios to stats section.

12/14/2014 - Added crit vs ms discussion to stats section

12/19/2014 - Updated sims with buffs to Steady Focus

12/21/2014 - Updated golden ratios to results of 603-20, 12/20/2014

1/10/2015 - Updated talent sims. Updated the ability action list. Updated the crit vs ms discussion. Updated the BiS talent suggestions.

1/30/2015 - Updated all gear slot sims to include level 4 crafted upgrades (alchemy trinkets not yet)

2/22/2015 - Updated talent sims for 6.1. Updated talents and stats section. Removed "Major Changes" section. Removed MS and versatility explanation.

3/4/2015 - Updated weapons sims for 6.1. Updated sim listing to indicate what needs to be reran for 6.1

3/5/2015 - Updated multiple gear sims for 6.1.

3/6/2015 - Updated more gear sims for 6.1

3/21/2015 - Updated individual slot gear sims for +5 ilvl hotfix.

3/23/2015 - Updated talent sims. Added 2 target breakdown.

4/6/2015 - Updated race sims for single target
6/14/2015 - Updated trinket sims for PTR

6/15/2015 - Added talent sims for PTR

6/20/2015 - Updated talent section. Updated race and talent sims for 6.2. Updated all gear slot sims for 6.2

7/7/2015 - Updated weapon and trinket sims to include Baleful trinkets

8/19/2015 - Updated trinket sims for T18M gear profiles

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#2275685 [Prot 6.0] - Kiss with a Fist

Posted by Wrathblood on 25 September 2014 - 09:11 PM

"You hit me once, I hit you back..."

I'm really hoping Holy Shield ends up as our go-to talent choice at level 100.


Protection Paladin 6.0 Overview

First will be Major Changes, then a quick-and-dirty how-to, and then we'll get to the real guide itself.


Major Changes

Changes from MoP to WoD
6.0 and the start of WoD brings some fairly substantial changes, but they're really split.  

- On the one hand, how we play is barely impacted at all, and we can get at least moderate use out of almost any piece of plate gear.  

- On the other hand, optimizing your gearing and choosing the stats we want to stack remains a work in progress  

For the time being, stick with your MoP rotation and take the highest ilevel pieces available with STR.

Crucial changes from MoP to WoD

- STAT SQUISH - No, you haven't been nerfed.  Everyone and everything now has less health, less stats, and hits less hard.  Expect to see smaller numbers on your screen.  Everything has been balanced around this.

- Vengeance renamed to Resolve, and it now only effects defensive abilities (no more punching up your dps by taking more damage)

- Less expectation of being at full health - The plan is for tank health to be relatively high relative to boss hits and healer output, making it hard to keep us topped off or to kill us in less than 4-5 gcds.  We'll see how well this holds up

- *Lots* of changes to stats, see below

- Profession perks have mostly been gutted, with Engineering as the only semi-exception

- No more reforging, and gemming and item enchanting have been streamlined

- Most abilities and rotation remain the same.  Ability pruning didn't affect us very much, except for:

- No more Wings.  Avenging Wrath is gone for Prot


Changes to Stats

- No more Hit or Exp on gear, you are assumed to be Hit and Exp Capped 

- No more Avoidance on gear either, though you do get Avoidance from stacking STR and Crit

- New tanking applications from non-tanking stats (basically, Crit now gives Parry)

- Entirely new stats:

   - Multistrike - gives a chance of each attack landing additional, softer, "echo" hits, as well as a chance of incoming heals healing for more

   - Versatility - flat increase to damage done, healing done, absorbs done, and a smaller reduction to damage taken

   - Bonus Armor - Is different from regular "armor" that you find on most gear.  This shows up occasionally as a secondary stat on certain pieces of armor.  It works basically the same as normal armor, but it also provides Attack Power. 

- Mastery and Haste are still pretty much the same

- You will occasionally get other stats randomly on gear, things like +run speed, Cleave (free AoE damage), or Gem slots (gear will have far fewer gem slots than now), but it will apparently be uncommon enough that you shouldn't count on it


Preliminary guess is that stat attractiveness goes something like:

Bonus Armor > Mastery > Multistrike >= Versatility >= Crit > Haste

But they do different things and its hard to judge.  How much more extra healing taken do you need to counter out a flat reduction in damage taken?  We'll get into a little more detail on this later, but an overall solution is going to require more raid data than we currently have access to.

Also, some of those stats affect tank damage done more than others. How much will tank damage done matter? We'll have to wait and see.  This feels really wishy-washy, but MoP was kinda the same way at this point.  We didn't figure out how good Haste really was until well after HoF was out.



How to Play

I'll paraphrase Celyndrashad to start: The objective isn't to tell you how to build your character and play (though some of that will sneak in). Only you can do that the best way for your situation. But to do that properly you need to know how things work. I'm here to tell you how everything works.

That having been said, I'm going to break from recent practice and give a TL;DR on how to play a Prot Pally in 6.0. I'm going to assume some basic knowledge of MoP mechanics and I'm not going to go into any details. All the detail you could want is down below this part in the bulk of the post.

Getting your Character Ready

Stats, Gear, etc

Gear is going to be *far* easier to loot and immediately start using.  With the various stat changes, we have almost no "breakpoint" stats anymore meaning the classic "Oh, no, I'm 73 points over-capped on Hit!  I need to Reforge and Re-Gem 7 pieces of gear to fix it!" is a thing of the past.  


Also, Reforging is gone and Enchanting and Gemming are much less of a deal.  The *only* gear that can be enchanted going forward is: Weapons, Cloaks, Rings, and Necks. That's it.  Also, most gear does not innately have gem sockets though it is moderately likely to get lucky and spawn with one.  So if a piece of gear drops that's an ilevel upgrade for you, its entirely possible you will be able to immediately use it with no additional adjusting required.  As time goes on and we get more gear with "tertiary" stats this may change, but for now you will be able to "grab and go" much of the time.


1 - ilevel - highest ilevel piece of gear with STR wins
2 - Prioritize anything with Bonus Armor
3 - Prioritize anything with tertiary stats (+run speed, lifesteal, gem sockets, etc)
4 - Preliminary stat prioritization:


Bonus Armor > Mastery > Multistrike >= Versatility >= Crit > Haste


Tier Sets

T17 - 2 piece - When you cast Avenger Shield, your chance to block is increased by 12% for 5 seconds

T17 - 4 piece - When you block an attack, you have a chance of increasing your block value by 20% for 5 seconds (roughly 2 ppm)

Our current tier bonuses aren't overly powerful on their own, but they work together and with Holy Shield very well, and scale strongly with Mastery.  IMO, they're currently making Holy Shield and Mastery look somewhat stronger than they would in a vacuum.  


Talents, Glyphs and Professions

Most talents on each tier are pretty well balanced, use the one that seems best for each fight's mechanics. Its ok to swap them around a lot so be sure to keep a ton of the books on hand at any time.

A bit of description on some:

- Level 45 talent - Sacred Shield is currently looking a little stronger than EF (Bastion only enhances the initial heal, not the HoT)

- Level 75 talent - Since we no longer have Avenging Wrath, Sanctified Wrath now makes Holy Wrath hit for +100% damage and give 1 HoPo.  This makes HW hit *very* hard.  In a nutshell, Sanctified Wrath is our top DPS choice this tier though it generates the least HoPo, Divine Purpose produces the most HoPo (and is best for general survivability) but the least dps, and Holy Avenger is in the middle on both counts while being the most controllable. Surprisingly, these abilities are very evenly balanced. In a Patchwerk fight, as long as you play well, the top-to-bottom gap for both DPS and survivability should be around 5%. HA is good if you need another cooldown, but be aware it does not play especially well with Seraphim.

- Level 90 talents - They're all pretty balanced. Take the one that seems the best for the fight (periodic single target vs periodic AoE vs rotational AoE) and that you can use the best.

- Level 100 talents - Ok, this is the decision that matters. All three choices are powerful and steer your play in different directions.

Holy Shield is the simplest. +15% to Block chance, allows you to block magic attacks, and does damage to opponents when you block their attacks. It is very strong in fights with lots of magic damage, or in AoE situations. Single target dps is weak.

Seraphim is the middle choice. It gives you a powerful but expensive cooldown powered by HoPo. Your game play becomes 30 second cycles of storing up HoPo as quickly as possible (popping short cooldowns for protection) until you get to 5 HoPo, then popping Serphim (+1000 to all secondary stats) and going nuts until it wears off. Rinse and repeat every 30 seconds. DPS and survivability are both solid, though it doesn't match up well with HA since you want steady HoPo production rather than bursts.

Emp Seals is the most versatile option but also requires the most maintenance. Every time you activate a seal, you get a 20 second buff depending on the seal. If you want more survivability you can simply refresh SoI every 20 seconds, for maximum dps you can alternate SoT and SoR (hitting a new seal every 10 seconds), and for middle of the road performance you can alternate all 3 seals or 1 dps seal and SoI. The max dps rotation provides superb dps at a cost of terrible survivability, and you can shift on the fly to just refreshing SoI for survival comparable to Holy Shield albeit at the cost of bad dps.

For the time-being I recommend going with:

- Tank swap fight or DPS race > Seraphim

- AoE/Add fight > Holy Shield

- Emp Seals versatility is nice, but its annoying to maintain, and its only actual optimal when you need absolute max dps and don't care about survivability. In that situation it would be a valid choice.



Overall Glyphs are very similar to MoP, with lackluster options.

- I recommend Divine Protection, Alabaster Shield, and Final Wrath

- If we aren't using Eternal Flame, Glyph of WoG is much less useful

- Blinding Light is now a talent and its glyph went away

- New Glyph of the Consecrator makes your Consecration area move with you is probably the most interesting

- New Glyph of Judgment (+10 yards to Judgment range) might be useful for picking up stray mobs

- New Glyph of Ardent Defender removes the -20% damage reduction, but if you cast it and it expires without needing to save you, its cd is reset to 1 minute.  If you're in serious danger of dying that often, you're either doing something wrong or Blizzard has *BADLY* missed its stated target on Tank spike damage.

- If we ever get access to Glyph of Merciful Wrath (currently Holy-only, halves the damage and CD of Holy Wrath), the talent Sanctified Wrath would look a lot more attractive


- Perks have mostly gone away.  There might be some value in taking Engineering for the crafted head piece (though they're now BoE), but its hard to tell how this will play out.  Right now there isn't much raiding value in maxing or even having professions as long as you have access to someone who does.

Rotation and Play
Pleasantly, this entire section remains the same.  The abilities have seen some modest shifts, but they remain roughly as good relative to each other as they were before, so all the priorities are exactly the same.


You want to hammer your Holy Power producing abilities (CS, J and rarely AS) to create as much HoPo as possible so you can then use it (via ShoR and rarely WoG) to keep you alive. The best rotation for this is:

CS - J - X - CS - X - J - CS - X - X (repeat)

Where each X is the best "filler" ability not on cooldown. The order goes:

Avenger Shield > Your level 90 talent > Holy Wrath > Consecration

Sometimes you'll get a proc that clears the cooldown on Avenger Shield, which is nice but still wait until CS and J are on cooldown before using it. Same rotation for AoE, just use HotR instead of CS and move Consecration ahead of Holy Wrath.


Note that Consecration moves ahead of HW when:  # of targets times # of ticks on each target => 10.  So, if you have 2 targets and each is going to get 5 ticks (ticks happen about 1/second, though Haste will shorten that slightly), then Consecration will be better than HW.  3 targets getting 3 ticks each only equals 9, so HW would be better.  You get the idea.

Using Holy Power (HoPo)
Eternal Flame used to be better than Sacred Shield, so this used to be all about ensuring 100% EF HoT uptime. But now that SS appears to be better, just use all your HoPo on ShoR.  The duration on the ShoR buff stacks, so its totally fine to use it a few times in a row if you have Holy Avenger running or get lucky with Divine Purpose procs or whatever.  


If you're about to die and have used ShoR a lot, its ok to use WoG to save yourself in emergency.  As long as you don't do it very often your ShoRs will generate a lot of stacks of Bastion which will buff your WoGs substantially.  But if you start trying to do it a lot, you won't have many stacks of Bastion, your WoGs will suck and they won't save you.

If you took HA or SW at level 75, when those abilities are active you'll generate a *TON* of HoPo so expect to be firing off ShoR a lot until its over. Use them on the pull, and after that strike a balance between using them when things are bad and using them as often as possible.

Obviously use your cooldowns on big nasty boss abilities. Our biggest defensive cooldown is GoAK, followed by AD, and then DP. Plan out ahead of time when boss abilities will happen and which cooldown(s) you'll use on each. HA is pretty great as a defensive cooldown as well.  And if you know a big physical attack is coming, its worth delaying a ShoR slightly to make sure the big attack comes during ShoR's duration.

Now onto the actual guide:


Protection Paladin 6.0 Guide


First, lets lay out some assumptions:

- Minimal levels of other stats. Some stats make each other better (Haste and Mastery), some make each other worse (Crit and anything), and some don't really interact (Multistrike and anything. Well, maybe very slightly with Crit). The interactions are too complicated to do by hand, but Theck will probably have it down to the 5th decimal point by the time anyone has enough gear for it to be a serious problem.

- 50% ShoR uptime, and no base Mastery so it reduces damage by 20%. In a Patchwerk fight, with all your talents, raidbuffs and pre-raid gear, you should be able to maintain 50+% ShoR uptime with Holy Shield or Emp Seals, dropping to 35-40% if you use Seraphim.

- No Holy Shield, so we'll go with 15% block chance, and a successful block reduces damage taken by 40%. Specing into HS significantly improves Mastery (not nearly enough to catch Armor, though).

- We generate about 30% of our own healing. This obviously varies enormously from fight to fight and situation to situation, but this feels at least ballpark-correct to me (its about half what it was in MoP, which is part of why Haste is suddenly so bad. ShoR's base value being cut by 1/3 from 30% to 20%, plus a whopping ton less itemization available to boost that further, is the rest).


Now the actual stats

Bonus Armor - Each 100 point "chunk" will reduce your physical damage taken by 1.5% and provides +100 AP. That's powerful, but it does nothing for magic damage.

Mastery - Each 100 point "chunk" will give us 0.9% more ShoR damage reduction (on top of a base 20%, so really we're reducing damage by 0.9*1.25 = 1.1%) which is active 50% of the time, so we're talking 0.55% damage reduction. Additionally, it increases our block chance by 0.9%. We're already at 15% (higher if you take HS), so it actually increases it by a little under 20%, bringing us to 0.9*1.18 = 1.05% (close enough). And if we block, we reduce damage by 40%, so we're looking at 1.05% * 40% = 0.42%.So 100 points of Mastery is worth roughly 0.95%. It will also increase your AP by roughly 0.9%.

Multistrike - Each 100 point "chunk" will give us a 1.5% chance of increasing any incoming heals (ours and anyone else's) by 30%. 1.5% * 30% = 0.45%, so we're effectively increasing our incoming healing by 0.45%. Additionally, we gain a 3% chance of increasing our own heals by 30% (technically its 2 individual 1.5% chances, but this is close enough) which gains us a .03 * 30% = 0.9% boost to self-healing which is another 0.9 * 0.3 = 0.27% boost to overall healing(the exact same amount as Crit and Haste, almost like they intended it that way), giving a total of 0.45 + 0.27 = 0.72% increase to our healing received.Additionally, we gain a 3% chance of increasing our attacks by 30% (technically its 2 individual 1.5% chances, but this is close enough) which gains us a .03 * 30% = 0.9% boost to damage done.

Versatility - Each 100 point "chunk" will reduce your total damage taken by 0.4% and increase your self-healing by 0.8% (so, 0.8 * 0.3 = 0.24% overall healing received) and increases your damage done by 0.8%.

Crit - Each 100 point chunk will give us 0.6% of Parry (reduced for DR, which is pretty minimal right now but will go up as the expansion progresses). With current levels of avoidance, this is worth perhaps 0.6% damage reduction (albeit only against Parry-able damage). Also, it provides another 0.9% in self-healing from critting our self-healing more (yes, Sacred Shield can both Crit and Multi-strike) which is worth 0.9 * 0.3 = 0.27% in additional incoming healing. Also, it will increase our damage done by 0.9%

Haste - Each 100 point "chunk" will increase your self-healing by 0.9% or 0.27% more healing. Additionally, we get 0.9% multiplicative uptime on ShoR (not a flat +0.9%, instead its 0.9%*50%, so we gain an additional 0.45% uptime). We're assuming ShoR carries 20% damage reduction, so this reduces our damage taken by 0.45*20% = ~0.1%. Also it increases our damage done by ~0.9%. As you can see, this is pretty bad compared to the other stats.


Evaluating stats against each other is difficult because comparing a reduction in damage taken to an increase in healing received is a very difficult comparison to make in a vacuum. We don't know how valuable they are relative to each other, and it will probably be a while until we have enough data to make an informed call. Instead, I'm going to display the stats relative to each other:

Stat DR Healing Damage

BArmor 1.5 0 ?

Mast 1.0 0 ?

Mult 0 0.72 0.9

Vers 0.4 0.24 0.8

Crit 0.6 0.27 0.9

Haste 0.1 0.27 0.9

As is hopefully obvious, Bonus Armor is easily our best ability, Mastery is second, and Haste is dead last. However, there is room for fudging between Multistrike, Versatility, and Crit.

Crit reduces your damage taken the most, but does not affect non-Parry-able damage (including any magic), and its boost to self-healing is by far the spikiest and least efficient. Versatility reduces your damage taken by less than Crit, but it works on everything, and its boost to self-healing is extremely smooth and efficient. Multistrike only boosts your healing taken, but it also works on external heals.

The value generated by each of the 3 is close enough that choosing a "best" stat could easily change from fight to fight.

Weighting them, I would go something like:

1.5 Bonus Armor

1.0 Mastery

0.6 Multistrike

0.55 Versatility

0.5 Crit

0.25 Haste

Rotational Abilities

[Avenger Shield] - Hard hitting spell attack which requires the Paladin to throw their shield (requires a shield to be equipped to use) at a target. If it hits, the shield will chain to up to 2 more targets and it will intelligently avoid cc’ed enemies. Each target hit is damaged, interrupted and silenced for 3 seconds. Grand Crusader procs from CS will refresh the cd and cause an AS cast to grant 1 HoPo. Hard hitting popular pulling tool. 30 yard range, 15 second cd.

[Consecration]- Decently hard hitting AoE spell attack which creates a glowing patch of ground under your feet with a 10 yard radius lasting 9 seconds and periodically damaging all enemies within its area. 9 second duration, 9 second cooldown. Ticks every second.

[Crusader Strike] - Soft hitting melee attack which generates a charge of Holy Power if it hits and applies a seal. *DOES* apply Weakened Blows debuff to opponents and shares a cooldown with HotR (it didn't used to, you used to have to cast HotR for it). 4.5 second cd which it shares with HotR.

[Hammer of the Righteous]- AoE version of CS, does the exact same thing. Swap from CS to this at 3 or 4 targets. 4.5 second cd which it shares with CS.

[Hammer of Wrath] - Hard hitting execute ability only useable on targets under 20% health. 30 yard range, 6 second cd.

[Holy Wrath] - Hard-hitting Meteor-style spell AoE attack. Single target, its our hardest hitting ability after AS. Does a flat amount of holy damage which is evenly spread among all possible targets. So the more targets in range, the softer it will hit each one. Also stuns demons and undead in range for 3 seconds, and can be glyphed to stun more creature types. 10 yard burst range, 9 second cd.

[Judgment] – Medium hitting ranged melee ability which generates a charge of Holy Power and applies a seal. J is special in that it can Miss but cannot be Dodged or Parried. This means that Expertise does nothing for it. Once you hit 7.5% Hit, it'll land every time, baring special mechanics. 30 yard range, 6 second cooldown.

[Sacred Shield] - Must be talented into. SS is a self-renewing absorb shield you can cast on any friendly target, but you should generally cast it on yourself (or possibly the other tank if its a tank swap). A paladin can only have 1 SS up at a time, but multiple paladins can all stack their SS's on the same target. SS lasts 30 seconds, and every 6 seconds after its cast, puts up an absorb shield. The first shield goes up 6 seconds after SS is cast. Every 6 seconds after that, the shield is renewed back to full absorption regardless of how much damage it took during the prior 6 seconds. Haste makes it better, shortening the time between refreshes and with enough Haste eventually adding more refreshes per cast. 40 yard range, 6 second cooldown (though after each recast, there is a 6 second delay before the first shield comes up).

[Shield of the Righteous] - Used to be our principle single target attack, now it's a medium-hitting, off-GCD melee attack which we will still use frequently for its value in Active Mitigation. This requires 3 HoPo to use and as such will not activate unless you have at least that much on your HoPo gauge. When used, reduces physical damage taken by 20% (Mastery increases this up to a cap of 80%) for 3 seconds and adds 1 stack of Bastion of Glory (BoG increases healing done by your next WoG by 6%. Stacks up to 5 times). Note that the increased damage reduction from Mastery is not recalculated if you refresh the duration of ShoR. So if you pop a Mastery trinket mid-ShoR, it won't do that ShoR any good but it will improve the next one. If you bank up a bunch of HoPo and pop Holy Avenger, and then pop a Mastery trinket just before the first ShoR goes out, you might be able to roll that Mastery bonus for longer than its stated duration. 1.5 second cd which is now reduced by Haste so Bloodlust/Heroism no longer can cause conflicts.

[Word of Glory] - No longer has a cooldown nor can it be used for pre-emptive shielding. An instant, off-GCD HoPo powered heal with no mana cost. Can be used offensively as a damage spell with the Glyph of Harsh Words. 40 yard range,


These abilities help you survive situations where your risk of death is elevated. These situations range from the obvious - a special attack on a predictable timer - to the more subtle but no less deadly, like a debuff that disables or distracts your healers. Here are a couple guidelines for using cooldowns effectively:

- Use cooldowns before you take damage. If you use GoAK at 500k HP, the cooldown is effectively adding 500k more HP before you die. If you wait until things look bad and you reach 200k HP, it only adds an effective 200k HP. Waiting to use your cooldowns until you're at low HP makes them less effective.

- You get the most impact by waiting to use cooldowns during the most dangerous situations, but the more frequently you use them, the more total value you get. It's a balancing act.

- Match the cooldown to the level of threat by planning your cooldown usage before the fight. Save GoAK for when you know a big hit is coming, but unless there is a special ability with which it lines up well, DP should be used early and often even on regular incoming damage.

[Ardent Defender] - While active, reduces all damage taken by 20%. Additionally, one attack that would have killed the paladin (must happen while AD is active) will instead heal the paladin for 15% of max health. Note that this does not typically work on environmental effects, such as falling damage, and a fewbig hit boss abilities are able to negate the save death ability. However, most abilities do not. 10 second duration, 3 minute cd.

[Divine Protection] - DP has been changed so that, while active, it provides a 40% reduction in magic damage taken but does not affect physical damage. It can be glyphed back to the Cata version of 20% damage reduction against everything. 8 second duration, 1 minute cd.

[Divine Shield] - Makes the Paladin temporarily invulnerable but also reduces damage done by 50% and removes the tank from the boss’s aggro table. Many “big hit†boss abilities are able to penetrate DS (Garalon's Massive Crush being an example). Using DS typically makes the boss immediately turn and attack someone else, so needs to be used with care. It is often used in conjunction with a /cancel macro to quickly cast and remove the effect, as it clears many, though not all, debuffs. This ability also causes Forbearance. Note that both Divine Shield and Hand of Protection can both be used, carefully, as true defensive cooldowns by pairing them with taunts. Cannot be cast while Forbearance is in effect. Causes Forbearance for 1 minute. 10 second duration, 5 minute cd.

If a Paladin tank pops Divine Shield, then immediately taunts the mob, instead of heading for the next target on its aggro table, the mob will be stuck on the tank for the duration of the fixate (3 seconds). Obviously the mob will head for the next target as soon as the fixate expires. So while this can be a clever way of avoiding damage entirely for a few seconds, it must be used very carefully and probably in conjuction with a macro to quickly remove the shield. The Glyph of Righteous Retreat makes the activation time of a Hearthstone shorter than the duration of DS, allowing for a bubble-hearth (which should not be used mid-raid, because that would be "bad").

[Guardian of Ancient Kings] - This is now the major cooldown for tanking Paladins. GAK will reduce damage to the tanking Paladin by 50%. 8 second duration, 3 minute cd.

[Hand of Protection] - Hand of Protection can be used on yourself or any party or raid member. While active, it makes the target immune to physical damage but also prevents them from attacking physically (spells are still fine) and also cleanses many physical effects like bleeds. Its like DS in that if you cast it on yourself while tanking, it will often cause you to lose aggro and the boss will turn and destroy someone else. Cannot be cast while Forbearance is in effect. Causes Forbearance for 1 minute. 40 yard range, 10 second duration, 5 minute cd.

[Lay on Hands] - LoH remains an important cooldown for tanking Paladins. Cannot be cast while Forebearance is in effect. Casting it will heal the target equal to the maximum health of the casting Paladin. It is off the global cooldown, cannot crit heal, is not effected by many healing boosting effects, and will cause Forbearance for 1 minute on whomever it's cast. 10 minute cd.

Buffs, Taunts, Interrupts, & Stuns

[Rebuke] - Now a baseline ability, this allows you to interrupt spellcasting, and like all non-damaging interrupts it cannot miss.

[Reckoning] - Single target taunt, never misses. Increases your threat to equal whatever player has the highest amount of threat on the target. Also forces target to fixate on you (only attacks you) for 3 seconds. During the fixate period, your threat generation on that target is increased by a further 200%, so be sure and hit it with something hard during those 3 seconds. 30 yard range, 8 second cd.

[Hammer of Justice] - A dedicated stunning ability. 20 yard range, 1 minute cd.

[Blessing of Kings] - Now increases party and raid members STR, AGIL and INT by 5%. Does not increase STA or Spirit.

[Blessing of Might] - Now increases party and raid members Mastery by an amount that scales with level.

[Righteous Fury] - This ability increases all threat generated by 500%. Also Blizzard has been nice enough to remind Paladins in the tool tip that this ability makes you a better tank.


Credits and Resources

Thanks to Darkside, Malthrin, and emptyrepublic from whom I’ve taken the formatting.
Theck and the rest of the Maintankadin crew for their vast awesomeness.
Also thank you to Corylus, Ronark, and Celydrashad for the advice and suggestions.

Other excellent sources for information on Prot Pally theorycrafting are:

Theck's Sacred Duty Blog (cutting edge Theck material!) - Sacred Duty | A Protection Paladin Blog

Maintankadin, particularly the Advanced Theorycrafting and Calculations section - Maintankadin • View forum - Advanced Theorycraft and Calculations


Another good resource is the newly re-done CLCProt by Adeya, the counterpart to CLCRet.  http://www.wowinterface.com/downloads/fileinfo.php?id=23105#info

[Prot 6.0] - Kiss with a Fist
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#2273423 DBM Localizers needed

Posted by MysticalOS on 01 April 2014 - 08:50 PM

DBM is in dire need of localizers for the following languages:
ptBR (Portuguese) (Mostly good now, maybe a touch here and there)
esES/esMX (Spanish)
frFR (French)
itIT (Italian)

*Currently these languages have poor or no support in DBM which causes fights blizzard likes to use yells/emotes as triggers (instead of CLEU) to be unsupported or poorly supported in DBM.
*This also causes warning text or option text to display in english for features added to DBM since last time these languages were updated. We cannot add translations for languages wow itself does not support so the languages above are the ONLY languages we're looking for.

You don't have to be a programmer to help is localize text. If you see something in english and want it in your own language, you can post updates on forum or in a PM to me. If you are familiar with svn and editing localization files in UTF-8 format, we can give you svn access to do the updates yourself. All DBM code is in LUA.
*This is a volunteer gig only to help make mod more functional and usable by your peers and is not a paid opening. The work involved is also very little. Once things are localized the work is usually maybe a couple minutes here and there to localize anything I update or change every once in a while. If you are thinking this is a full time or payed job opportunity, it is not.
How To:
1. The main thing that needs translation, are localization files inside Blackrock Foundry folder, Hellfire Citadel folder, DBM-Core folder and DBM-GUI folder.
2. Basically, open localization.en (english file) and then compare with existing local files in your language (or if they don't exist in your language yet, copy english file and then translate the text to your language using the english file as a template.
3. After making edits, you can share them on sites such as pastebin.com or paste2.org. Then post link to that paste here. Alternatively you can PM me to ask me for an email you can send files to. If your work looks good and you are comfortable with direct svn access I may grant you a login so you can do further commits on your own. However, I like to review your work first before I do that to ensure you have a basic understanding of the file editing before risking harmful commits to main repository so I generally prefer you send me edited files or paste them online first.
Additional Notes:
1. "Option" and "Warning" lines generally can be translated best wording you choose. "Misc" ones generally require it to be an exact match to blizzards in game translation because often those are for chat based triggers like a boss yelling something. Those can be grabbed using /chatlog in game for encounter that needs them.
2. There is a formatting difference between tables in english file vs non english files, that's for coding reasons to prevent incomplete translations from overwriting the entire table and then causing nil errors for missing translations. Those are supposed to not match. This is intended.
The part I mean on that is

	target = "%s on >%%s<",


DBM_CORE_AUTO_ANNOUNCE_TEXTS.target		= "%s sur >%%s<"

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#2271689 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by ZOS_Wheeler on 23 December 2013 - 05:00 PM

Question: Is ESO pure pvp mmo? i'm more a pve crafting person and social etc not much of a pvp'er is there something in ESO for people like me?


Answer: Cyrodiil is only one aspect of Elder Scrolls Online.  You start your journey in the Alliance territory doing Quests, learning the story of your Alliance, dungeon crawling, exploring and crafting.  As odd as it sounds coming from the "pvp guy" I enjoy crafting in ESO very much!  I find myself roaming around the game looking for materials to craft new armor and weapons and all the while exploring to find out the story.  The crafting system is very robust and will hopefully engage you as much as it has me!

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#2271514 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by Alucard on 18 December 2013 - 10:04 PM


Thank you for taking time to come here and answer our questions.

1 - What plans does ZOS have to implement Necromancy into ESO?


2 - With the hint of both the Werewolf and Vampire lines being available, how often will a player be confronted with the choice of becoming either? (or both) Are these random occurrences or based on a main/side quest line and zone specific?


And will the above effect PvP in any way? Can you rush into battle as a werewolf with added bonus attacks and crippling deficiencies.



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#2271478 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by Arxkanite on 18 December 2013 - 09:32 PM

Hello and sorry in advance,


Is ESO pure pvp mmo? i'm more a pve crafting person and social etc not much of a pvp'er is there something in ESO for people like me?

I'm not Brian, but there is tons to do PVE. I seen a lot of crafting, fishing, gathering, and questing. I'm mostly a PVE Player myself. I love PvP, but most days I just want to relax and enjoy a single player game.

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#2271477 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by ZOS_Wheeler on 18 December 2013 - 09:31 PM

Hey Brian. I've been a hardcore fan of TES series and it's lore for 15 years now and at first ESO worried me but after seeing the info you have released about the game, I'm very excited for the game.


This question is more in connection to Cyrodiil, the pvp zone, instead of PvP itself. In the guide to Tamriel, Cyrodiil used to have jungles. Then when Oblivion came out, the jungle was absent and that was explained by Talos changing the climate. However, ESO is set before the birth of Tiber Septim. Will Cyrodiil have jungles?

Cyrodiil in our timeline will look very familiar to Oblivion, however much more spread out.  To the question of Jungles in Cyrodiil and the question of Tiber Septim changing the climate, we have a book in the game for you to find for more details about that hiding in Cyrodiil itself ;)

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#2271465 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by E'Teren on 18 December 2013 - 09:27 PM

What is the purpose of limiting communication like this, Brian?  Not to be too negative but this is a gamebreaker for me, as I play for the social aspect more than anything.

You're at war! There is no fraternizing (or socializing) with the enemy! Pick up your sword and run them through if you want to communicate!!!

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#2271437 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by Lydo on 18 December 2013 - 09:04 PM

Hi Brian and thanks for showing up here, im really excited to see the PvP of TESO.


I know the only PvP area at launch will be Cyrodiil but are there any plans to add small scale rated pvp such as 3v3, 5v5, battlegrounds and so on after launch? How about a dueling system? Thanks.

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#2271429 Dec. 18th @ 4pm EST - Exclusive Q&A With Zenimax Studios PvP Developer Br...

Posted by DarthRupert on 18 December 2013 - 09:00 PM

Hello Brian,


What stats or unqiue abilities will the Emperor's armor possess?

Are there plans to add more seige equipment? (ex. ladders or seige towers)
If so what types can you hint at?
What types of PvE content can I do to help my alliance in Cyrodiil?

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#2270265 [Ret 5.4 MoP] Retribution Concordance (RetCon) - Siege the Day

Posted by Exemplar on 30 October 2013 - 12:49 PM

Please see new "Do Not Ask" questions at top of OP. Most importantly:
Stat weights/priority. It depends on YOUR gear. Use one of the modeling tools and test for yourself.

Having this question arise every third page with the same answer can drown out fledgling discussions on other, newer Ret-related topics.  I'm as complicit as anyone else by trying to answer it repeatedly, so I hope no one feels targeted.

I've also added a "Do Not Ask" regarding ability priority. To make sure this is fully clarified, this is specifically directed towards "What is the best" questions. It is not meant to stifle the excellent posts (statements) that crop up as people test new possibilities in SimCraft. I encourage folks to continue to test possibilities and present them before the community along with your results data.
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#2281713 DBM 6.2.8 (Including 6.2.7) Released: I see what you HUD there.

Posted by MysticalOS on 08 August 2015 - 02:42 AM

KeyBlue: Noteworthy, Purple: Major


New Features


  • Added new hud arrow function that can be used to draw a line between yourself and target player via "/dbm hud" slash commands. This works anywhere in world and isn't limited to raiding. Play follow the leader! 
  • Many internal improvements to hud to improve class coloring.
  • Added some new slash commands.
  • Added disable option for Auto response whisper sound. (6.2.8)

Hellfire Citadel:

  • Added all the phase 3 mythic timers to Archimond.
  • Added additional yells/warnings to mythic archimond.
  • Added additional hudmap functions to archimond. Vastly updated existing ones to be much better. This is something you really have to see for yourself to explain. Expect some videos and screen shots to popup soon. :)
  • Added several configuration options for wrought chaos hud. These additional options control line extension, texture, whether or not you see player names, etc. Make sure set to your liking.
  • Updated the ExRT HUD on Kormrok with additional line/arrow.
  • Added Hud function to Iskar's Chakram ability that shows players it's on and path it will travel.
  • Updated infoframe on archimond to also show felburst targets during phase 1 and Mark of legion targets in phase 3 mythic.
  • Added audio countdown options for bulwark and font of corruption on Velhari.
  • Added mirror images phase duration timer to Hellfire Council.
  • Added GTFO type warning for fire on Iskar.
  • Added general cast warning for felburst cast begin to archimond.
  • Updated gorefiend hud for shared fate to be much more informative, and frankly, much cooler.
  • Added radar to grasping hands cast on kormrok.
  • Added interrupt warning to Flames of Argus on Archimond encounter.
  • Added generic alert for overfiend spawning on archimond.
  • Added auto marking to imps on Xhul'horac. Speed of auto marking is still reliant of mousing over/targetting them since they lack Boss UnitIds.
  • Added audio countdown to shackled torment on archimond.
  • Improved shackled torment timer in phase 2 archimond.
  • Updated hud for gaze on mannoroth to be much more informative. Flipped it to off by default since more informative also means more prevalent and not everyone likes that. Definitely worth trying though. It's pretty amazing for finding who to help soak quickly and where they are.
  • Added more voice pack alerts to Archimond
  • Added voice pack interrupt helper alerts to kilrogg.
  • Added icon option to Mannoroth for Gaze. Off by default.
  • Added an option to Gorefiend to only show shared fate Hud if you are one of affected players (on by default). This can be disabled if you still want to see everyones shared fate. (6.2.8)
  • Added smarter shackled torment timer code that will auto adjust timer if it's delayed by wrought chaos during archimond. (6.2.8)
  • Added smarter reap timer code to extend timer when it's delayed by visage on hellfire council. (6.2.8)

Bug Fixes


  • Fixed bug where the global disable for custom/break/pull timers didn't disable countdown audio and text as well. It is important that all the global disables work, for those that want to use DBM only for specific features.

Hellfire Citadel:

  1. Worked around blizzard bug where Harbingers mending is missing from combat log in LFR difficulty only. DBM will now us alternate method to detect cast and still show warnings/timers.
  2. Fixed a bug where iskar's timers never resumed after air phase.
  3. Fixed bug where interrupt warning on iskar would fail to give target name.
  4. Fixed spam that could occur if multiple marks of necromancer jumped to you at once during reap cast on hellfire council encounter. (usually a domino effect of players dying).
  5. Fixed a few mods boss health frames so they work a bit better. It's a feature very few use so I forget to update it sometimes.
  6. Fixed bug where some voice pack alerts could announce twice on Kilrogg (particularly heartseeker and bloods spawning).
  7. Fixed bug on gorefiend where the count for 3rd dps shadow of death was incorrect for 25 and 26 player sizes.
  8. Fixed a bug where range frame didn't close during feast of souls on gorefiend.
  9. Fixed a bug where enforcers onslaught timer was still wrong on mythic despite me fixing it because I had a duplicate timer start present in the mod that overwrote it.
  10. Fixed auto marking infernals option not marking infernals during mythic phase 3 Archimond.
  11. Fixed a bug where 5th infernal wasn't marked on mythic phase 3 archimond when 5 would spawn. (6.2.8)
  12. Fixed a lua error with shackled torment if less than 3 targets were affected on mythic archimond hud. (6.2.8)
  13. Fixed a bug where timer options for Shadows of Death on gorefiend would not appear in GUI. (6.2.8)
  14. Fixed Mark of necromancer timer to work with August 11th 2015 hotfix to hellfire council. (6.2.8)
  15. Fixed lua error on Mythic Mannoroth (6.2.8)
  16. Fixed Fel Rage timers on hellfire council (twice) do to hotfixes. (6.2.8)
  17. Fixed a bug where dots may disapear prematurely on archimond wrought/focused chaos hud (lines were not affected just dots/player names) (6.2.8)
  18. Fixed bug where a name may appear in infoframe twice for wrath of guldan during mannoroth. (6.2.8)
  19. Fixed a bug where shared fate timer still showed in LFR difficulty gorefiend. (6.2.8)
  20. Fixed a bug where chat bubbles were still used on LFR gorefiend. (6.2.8)


  1. Fixed bug where kazzak would falsely alert mark of kazzak was on you when it was fading. (6.2.8)



  • DBM callbacks changed a bit for better 3rd party support.
  • Disabled ValidateFramePosition check on infoframe and range frames, to allow those frames to be moved closer to edge of screen or action bar without triggering snap back. This function is designed to keep you from accidentally dragging frames off screen or over action bar. The problem is ValidateFramePosition doesn't check if your action bar is actually still in default location. To ensure users can recover these frames if they DO drag them off screen without this protection, a new reset position button was added into general options.
  • Shortened DBM prefix added to all DBM messages chat. This helps reduce number of lines many help messages took and makes them more readable.
  • Redid "/dbm help" menus to be more readable in most languages. Some languages lack update do to lacking localizers in those languages however.
  • InfoFrame will how color timers on debuff remaining infoframes to show orange from 10-6 seconds and red from 5-0. Helps gorefiend and mark of legion infoframes particularly.
  • All position based yells should now include raid icon IN the yell by request to match some of the weak aura's floating around for mythic archimond.

Hellfire Citadel:

  • Infernal Icon marking is now off by default on Archimond to prevent conflict with ExRT own icon marking function. Only one mods icon marking should be used. User should turn whichever one on they wish to use. Since ExRT defaults to on, I'll default to off to minimize conflict. However it should be noted that ExRT infernal marking may interfere with Mark of Legion marking in mythic phase 3 archimond if they happen at same time. In this case you are better disabling ExRT infernal marking and use DBMs. This may never happen though if you don't go too deep into soft enrage.
  • Felburst will now set icons and yell assignments so it's easier to assign soakers to certain numbers/icons when more than 1 (particularly mythic) during archimond encounter.
  • Lowered range frame for phase 1 spreading on velhari just a little bit.
  • Range frame on archimond should no longer show when in twisted nether, during demonic feedback.
  • Changed Vissage warning to a count warning on hellfire council (although I guess now that interrupt is fixed, this isn't as useful as it was before).
  • Changed reap timer on engage for Hellfire council to internally start two fires for it. One that's 50 seconds and one that's 67. if it's not cast by 55 seconds into fight, show the other timer. This ability behaves strangely where it's either going to be exactly 50 seconds, or 67-69 seconds. Most of time it's 67-69 but I have verified the 50 second cast several logs including my own. I felt it was important for DBM to show both possible timers.
  • Changed overfiend timer on archimond to a count timer.
  • Updated mark of legion yells/icon sorting on archimond to sort/assign by debuff duration. 1-5, 2-7, 3-9, 4-11. Assignment-Debuff duration. The hud, icons, yells will all follow this order for easy understanding and assignments. Just be aware of ExRT notice posted in number 1 if it's infernal marking option is on. It May be non issue though since the overlap may be minimal or non existent depending on length of your phase 3.
  • Black hole warnings on Xhul'horac are now count warnings.
  • Changed several audio countdowns on xhulhoric to count from 3-1 instead of 5-1. Since fight has 3 different countdowns, I wanted to reduce the overall presence of hearing counting throughout the fight.
  • Improved infoframe headers on mannoroth a bit to better tell what infoframe is actually for (gaze AND guldan debuff). Gaze will now be displayed in different color to distinguish the two.
  • Changed tank ability timers on Kormrok to use scheduling, so they work even if you skip casts by out ranging them.
  • Changed range frame on Velhari for font of corruption to be smarter and show ONLY players without font if you have font, and show only players with font if you don't. Also changed it to only show range frame in phase 1 during Tempest instead of all the time.
  • Changed range frame on Iron Reaver to once again show for MELEE during Tank artillery debuffs. Ranged still show only for spreading out for orbs.


For more DBM news, visit:


For information on known issues, visit:


For more information on DBM features, visit:


  • ice_shin likes this