Showing posts with label Priest. Show all posts
Showing posts with label Priest. Show all posts

Wednesday, October 27, 2010

Priest DPS

  
Last updated: 10/26/2010, patch 4.0.1
 

This focus of this page is predominantly on what spells to cast and in which order (when in instances/raids).

• Information on talent builds can be found here.
• Information on gear can be found here and here.

For information on DPSing while soloing or leveling, check out the leveling guide instead.

What is “DPS?” What is “Utility?”

The prominent priest DPS talent builds are shadow-tree focused (31+ talent points); this is for good reason. Shadow talent builds provide solid DPS with fantastic utility.

DPS, or “damage per second,” describes the units in which we measure the damage we dish out to mobs over time. The term “DPS” is also used to describe the act of actively dealing damage.

Utility refers to additional benefits above and beyond the DPS you are providing. A shadowpriest’s major utility strengths are being able to provide strong health regeneration and/or mana regeneration for themselves and their party members as well as some spell haste.


Mastery

Patch 4.0.1 that brought us the talent revamping also brought us Shadow Power  for setting the Shadow tree as our primary specialization, which used to be rolled into the old Shadowform talent and was not available until level 40. Now Shadow priests can enjoy the increased spell damage across all their school as well as double damage from Shadow spell criticals. One of the largest introductions of the 4.0.1 was the Mastery system which provided an exclusive ability based on the selected tree. Shadow priests have access to Mastery: Shadow Orbs . Shadow orbs is a stacking buff that increases the damage of your next Mind Blast or Mind Spike by 34% per a stack up to a maximum of 3 stacks. Shadow Orbs have a 10% chance to generate from damage ticks of SW:Pain and Mind Flay, which when generated will orbit around your avatar as well as appear in your buff monitor with the current number of stacks. By finding gear with the Mastery stat on it you can increase the damage modifier by 4.3% per a point of Mastery. Currently it is not known exactly how and when the Mastery point effects are included in the damage increase calculation(or if the Mastery damage modifer if any good currently) so may priests are waiting on seeking out this stat until more information is known about it.

  
Vampiric Embrace

Since this was changed to being a constant self-buff like Inner Fire a while ago, you’ll want to make sure to have Vampiric Embrace (VE) up whenever you have access to it. It will be a nice help to your healers and also give you a steady source of self healing taking a bit of the pressure away from the healers.

  
Spell Casting

Welcome to Spell Juggling 101…

Playing as a shadow priest in a raid or group environment largely depends on keeping your damage over time (DoT) spells up on mobs while minding the cooldowns of some of your direct damage spells. This is called spell juggling.

Your DoT spells are Vampiric Touch (VT) , Devouring Plague (DP) and Shadow Word: Pain (SW:P) .

• VT lasts 15 seconds
• SW:P lasts 15 seconds (Longer with endgame tier gear)
• Devouring Plague lasts 24 second.

Your direct damage spells are Shadow Word: Death (SW:D) , Mind Blast (MB) , and Mind Flay (MF) . Mind Spike will be added with the release of Cataclysm.

• SW:D has a 10 second cooldown but can be instantly reset when glyphed. The glyphed version  trigger does have an internal cooldown of 6 seconds
• Mind Blast has a 6.5-8 second cooldown (depending on talents)
• Mind Flay has no cooldown (but is a 3 second channeled spell)

Given the varied lengths of our spells’ cooldowns and up times, shadow priests do not have a “cast sequence” like some of the other DPS casters. What we have is more of a “casting priority,” meaning that when multiple spells are available to us, certain things are more beneficial to cast first.

Generally speaking, our casting priority up to the 4.0.1 changes(the eggheads are still working on the theorycrafting) looks something like this:

VT > SW:Pain > DP > MB or SW:D > MF

Or, in a little more detail:

Starting DPS

To start off, you would likely want to open with:

VT > DP > SW:P > SW:D > MB > MF

Then start juggling as above. You may want to give your tank 1-3 seconds to establish aggro lead depending on their spec and playstyle to avoid peeling off any mobs.

  
SW:Death vs. Mind Blast

SW:D, since it causes backlash damage to you equal to the damage you deal, has its own caveats. You never want to use it when you are in danger of taking enough damage from other sources to kill yourself after it bumps down your health, or when the backlash damage itself can kill you (unless, of course, you are trying to avoid taking durability loss from an incoming wipe).

Shadow Word: Death is higher DPM (damage per mana) than Mind Blast, meaning it gives gives you a little more bang for your buck. Also, having Mind Blast after SW:D will help heal the backlash damage up quickly. This is why SW:D is prioritized before Mind Blast. If mana and health return are not an issue, Mind Blast does deal more damage than SW:Death and should be given higher priority.

Additionally, as you are causing damage to yourself with Shadow Word: Death, be careful of threat if you have Vampiric Embrace up. A heal over time (HoT) or small heal from another healer is enough to cover the damage, but most healers will quickly become annoyed with having to heal you every 12-15 seconds.

  
Welcome to the Price is Right of DoT Casting…

It is very important to understand how your damage over time spells work.


Every three seconds after the spell is cast, it will deal an amount of periodic damage until it expires. That means that right as the spell is expiring, it will be dealing its last tick of damage.


If you refresh your DoTs too early, you will be cutting off that last tick of damage.




If you do it only a fraction of a second too soon, then that is practically 6 full seconds without that DoT having dealt damage. It is better to wait for the spell to have ended before reapplying.


Try to reapply it as close as possible to the end of the expired DoT as you can.

 



You want to get as close as you can without it going over! (Yes, like the Price is Right…) This is better for both your mana and your DPS.


If you have to reapply a DoT before it is over, try to do so right after it has ticked for damage (3 second mark, 6 second mark, etc.). Use a DoT timer add-on (like Quartz) to know how long your DoT has been up.


Shadowy Apparition DPS Boost

Patch 4.0.1 added the new Shadowy Apparition http://cata.wowhead.com/spell=78204 talent to the Shadow tree that adds a 12% chance on each SW:Pain tick to summon a walking speed homing bomb shadow clone at your current location that will zero in on the mob that triggered it. The damage your Shadowy Apparition deals does scale with your spellpower and they can critical for 50% extra damage. While this may not seem like much the benefit of these clones is in that last line of the tool tip. When you are forced to stop casting and move out of the way of incoming damage or run from a damage source, your chance to create a mindless hollow shell of yourself jumps up to 60% of your DoT tick. This gives shadow priests a nice chance to continue to dish out a fair amount of damage even if on the move. How the apparitions interact with Vampiric Embrace is currently unknown.


Trash and AoE

If you are fighting trash mobs who die quickly and/or are in an “AoE” situation, your casting priorities are completely different.

On trash mobs with low health, you do not have to put up all your DoTs, as the mob(s) will likely be dead before the DoTs come anywhere near doing all their damage. “VT-> MB -> MF until dead” is a good option on trash mobs (add SW:D if needed).

In situations where AoE is needed, you can SW:P every mob you can while tossing out MB and SW:D when they are off cooldown. You will run out of mana quickly casting a lot of SW:P, so be careful about using this method in places where you will need to keep DPSing right after without a break to drink.

In all other AoE situations, Mind Sear should do the trick. Simply spam this spell to quickly and effectively DPS down multiple mobs.

  
Inner Focus

Which spell to use Inner Focus with is debatable. For maximum mana efficiency, use it with Shadow Word: Pain (highest mana cost spell). For maximum damage, use it with Mind Blast (highest damage potential from a crit).

The trick is to use it reliably. Some raid boss battles can go on a long time, easily giving you the chance to use this spell more than once. If you are bad at remembering to use this, then make a macro to attempt to use it whenever you cast your spell of choice.

  
Trinkets!

If you have trinkets that increase your spell damage on use, be sure to use them to their maximum potential! If you cast DoTs with such a trinket activated, then the DoT will receive the benefit for its entire uptime, even when the trinket’s effects wear off you. Your shadowfiend also benefits as well.

If you have trouble remembering to use them, make a macro to use them whenever you cast a DoT.

You can do something as simple as:

/use 13
/cast Shadow Word: Pain

That will try to use the trinket in your top trinket slot before casting Shadow Word: Pain.


The Blessing of Utility


Vampiric Touch is the defining utility spell of shadow priests. If you can keep the spell up 100% of the time, then you will be regenerating 25% of your shadow DPS (not damage, but your DPS) as mp5 for your whole party (example: a priest doing 800 DPS, or “damage per second,” of shadow damage would be giving 200 mp5, or “mana per five seconds,” to his or her party if Vampiric Touch is kept up the whole time). This spell historically was one of the main reason why shadow priests were brought to raids prior to the Dev team’s “bring the player not the class” stance. Keeping this spell up all the time is your #1 priority. Don’t leave home without it.

Vampiric Embrace will regenerate 15% of the shadow damage you deal as health for yourself and passing on 3% of that to your party (depending on your talents). It is quite handy on fights that have high amounts of environmental damage (situations where many people are taking damage). It is also useful if you use Shadow Word: Death a lot. And since it’s been changed to a self buff, you can set it and forget it. Score!

Shadow priests have other utility, such as being able to fear and stun mobs from talents, being able to change form to toss heals (if necessary), and being able to cast Dispel Magic or toss Power Word: Shield (as needed). Crowd control in the form of Shackle Undead or Mind Control could count as utility, too.


The Curse of Threat


Shadow priests get threat from the damage they deal, the healing from VE (if applicable), and the mana regen from VT (if applicable). Even with every threat reduction effect possible, shadow priests can easily out-threat an undergeared or underskilled tank. Priests have no permanent way to shed threat, besides death.

A shadow priest has what is called “backloaded threat.” While your threat may ramp up slowly at first, once you get going, even if you stop casting, you can still be generating threat. Think of your threat generation as a very large truck with bad brakes. It takes a bit of effort to get going, but once you are you are difficult to stop. You need to be able to hit the brakes a good number of seconds before you really need to be stopped.

You live and die by your threat. Install a threat meter (I really cannot recommend the add-on Omen or Skada enough!).

You can drop spells from your casting priority if threat is an issue.

Which order to drop them in while stuck in an encounter?

  1. Shadow Word: Death should probably be looked at first, since it is causing you to also take damage.
  2. Drop Devouring Plague, if applicable. Devouring Plague causes healing generating additional threat.
  3. The next thing on the priority list that you can drop is Mind Blast.
  4. If you really must, after dropping Mind Blast out of your rotation, you can drop Shadow Word: Pain.
  5. That leaves you with Vampiric Touch and Mind Flay. You really shouldn’t drop either of those. If you are having threat issues with a tank while only casting those two spells, then you really need to find a different tank.

 


Increasing Your DPS

First, fix any bad habits:

• Don’t cut of your DoTs when reapplying them.
• Make sure you keep your DoTs up as best your can.
• Don’t cut off the end of Mind Flay with another Mind Flay. Mind Flay, like a DoT, has a tick of damage at the end.
• Keep casting! Don’t spend time looking around or thinking about what to do next instead of acting.
• Don’t wait for a spell to finish casting before starting the next one. Use the spell queue system; start trying to cast the next spell while your previous is still casting. Just mash the hotkey for the next spell toward the end of the previous spell’s cast. It will be put in the queue to start casting right as the other one is done. (Be careful when using this at the end of Mind Flay.)

Second, examine your stats:

• Are you hit capped with spell hit (446 is the cap for lv 80 non draeni) for what you are attacking?
• Are you running out of mana and having to wand? Are you keeping Vampiric Touch up all the time? Are you using your potions and shadowfiend early enough? Do you have enough DPS for your encounter? Because of VT, your mana regen is largely a function of your DPS.
• Are you focusing on ideal stats? (For example: spell damage / spell hit / spell haste are all much better than spell crit for increasing DPS).

Third, if still having trouble, examine your environment:

• Is your latency bad? Do you have a lot of video lag? Shadow priesting is very unforgiving to those who “play in the red.” Do what you can to reduce it.
• Are you having to shift out of shadow form to heal? That really kills your DPS (and your mana pool). Similarly, are you having to Dispel Magic or Power Word: Shield others a lot?
• Are you threat capped with your current tank, meaning can you continually use your spells without stealing aggro?

Fourth, run some tests:

• Find a mob that you can attack without it attacking back. You want to choose something that doesn’t die (quickly). Dr. Boom (level 68 mob in Netherstorm with over 400k health) or one of the “Servant” mobs in the Blasted Lands (mid-50s in level, have another player kite them away from their stone and tank them and they won’t die, though threat may become an issue). Attack at length to test your longevity, DPS, casting priority, talent spec, etc.
• You can analyze your DPS and longevity using a combat parser mod like Skada Damage Meters  or Recount. For better, more in depth information, you can set WoW to save your combat log and can have Wow Web Stats process it (this is your best option) [instructions for Wow Web Stats here]. Things to look for are the uptime of your DoTs (check the DoTs column for the number of ticks, multiply by 3; that number should be close to the number of seconds you were in battle), your average DPS, and your spell hit rate.

 

Advanced Tactics

Despite what was just stated above, there may be times when you might want to cut off Mind Flay early on purpose. If your DPS is high enough, mana should not be too much of an issue with you, so you can afford to possibly spend the mana cost of Mind Flay but only use one or two of its ticks.

You would want to do this when a DoT ends or a spell comes off cooldown while you are in the middle of Mind Flay. You would make the conscious decision to forgo the last part(s) of Mind Flay’s damage in exchange for something “better.” This becomes more of a concern when you start to accumulate gear with spell haste and your spell casts in between DoT applications become a bit irregular. Again, you would only want to do this if you are in a place where mana efficiency isn’t much of a concern for you.

The trick is, you have to cut it off right after it ticks for damage! If you cut it off too soon or too late, you would be effectively losing DPS. Mind Flay lasts for 3 seconds and it ticks at the end of every second that it is channeled, but if you have spell haste you have to recalculate and figure out how long you Mind Flays are lasting to find the ticks (1/3 the casting time, 2/3 the casting time, and at the end of the channel).

The easiest way to do this is to install a casting bar add-on that clearly shows you the spell’s intended length and how many seconds into the cast you are, and can account for your latency. Quartz does this very well. Use a “/stopcasting” macro bound to a hotkey to cut the spell off. You have to be ready with the next spell right away, or use it as a part of the /stopcasting macro.

Example:

/stopcasting
/cast Shadow Word: Pain

Mind Flay clipping is a difficult skill to master, especially at high latency. It takes a lot of practice to really get this down. Luckily there is an add-on out there to help out in the form of MFClip, which shows you when your DoTs will tick and alot more items beneficial to spreading the power of the Shadows.


… but what about holy DPS?


As previously stated, speccing at least 31 points into the shadow tree is the way to go for great DPS and utility as a priest in raiding. People have tried holy/disc DPS builds, and have had mixed success. If you wanted to try it, you would probably want to go with some variant of an updated old 43/28/0 build which hasn’t been quite worked out yet but will be posted as soon as a decent Hybrid raider build crops up. I’ve left the old information here in the meantime in case you are feel adventrous and want to try to apply it to figuring out the Holy DPS raider puzzle.

For optimal sustainability and success, you would want to be put into a group with a retribution paladin, a balance druid, an elemental shaman, and one or more shadow priests. Group choice can really make a difference for you.


The utility you provide is poor in comparison to that of a shadow priest. You have the potential to provide Improved Divine Spirit and Improved Fortitude if no one else has it, possibly Power Infusion, and the ability to heal without switching form. However, a shadow priest can spit back mana and health to their party while being competitive on a damage meter and not ever breaking a sweat.


The #1 reason why holy DPS isn’t seen is mana efficiency. As a shadow priest, you are a mana-regenerating machine. As a holy priest, well, you sure do burn through that mana pool quickly. You are the mana suck. :) You just don’t have the longevity or efficiency that a shadow priest does.


Spell Choice


DPSing as a holy priest? Yawn.



Your casting sequence: Smite -> Smite -> Smite -> Smite … etc.


Shadow Word: Pain and Mind Blast are too high in mana cost and will run you out of mana quickly. Holy Fire, while more mana efficient, will not do the damage you need. The best optimization of damage and mana for holy DPS is Smite. Smite is also affected by certain talents (such as Surge of Light) making it a good choice.


Downranking is your crutch on long fights. You may have to use rank 9 of Smite instead of rank 10 if you are having mana issues. You will be able to do more sustained damage that way.


Starting DPS


Open with Holy Fire. Then proceed to start smiting.


Gearing


Spell hit is a major concern; you can only get 4% from talents. You’ll rely on spell crit for mana efficiency (from Surge of Light). Also, if you are looking for +holy damage items in the game, there are only two.


Be Prepared


… to be laughed at. People laugh at the unexpected, and a priest doing holy damage is sure to catch them off guard.


However, if you can competitively pull it off, you will sure be turning some heads, embarrassing some lazy DPSers, and making yourself a legend in your own right.




Priest Guide

A depository of information on the World of Warcraft priest class.
UPDATE: Attempting a 4.0.1 and onward update since Cataclysm is gonna change everything!!

Includes info up to Patch: working on 4.0.1!


Last modified: 10/26/2010 (3.2.2==>4.0.1)







Menu:
  • What is a Priest?
  • Strengths and Weaknesses
  • Is a Priest Right for Me?
  • Priest Races
  • Professions
  • Talents
    • Talent, Explained
    • Leveling Talent Builds
    • Sample Level 80 Talent Builds - 4.0.1 builds and some explainations are up, but some are out of date again...
  • Spell Guide
  • Leveling Guide
  • Instances and Raids
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    • Gear
      • The Best Holy Priest Healing Gear
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    • Priest Archetypes
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    • Schools of Magic and Spell Lines
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      • Spell Resistance as a Defensive Stat
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About This Guide...
This guide is an update and continuation of MK's orginal guide (and Esdras' updates). Her guide had excellent information and launched many a priest. This guide will continue in the spirit of Mina's original site and update her orginal guide with new info and the current state of priesting in WoW. I myself have played a priest thru many combinations in both WoW and other MMOs and still find them to be one of the most rewarding classes. I'll even be giving it a fresh go for the purpose of updating the levelling content!

The Menu will be linked as each section is completed and posted, along with any notes for that section.Updates and new content will be added to the guide as required as long as I have the time.



This first attempt at updating this guide was orginally formed while patch 3.2.2 was live and 3.3 was running on the PTR before I noticed that Esdras was maintaining it...
UPDATE: Currently I've got the time to attempt a 4.0.1 and onward update since Cataclysm is gonna change everything!!

If you'd like to help keep the guide up to date let me know and I'll try to add you to the authorship!

The lovely artwork featured on this page is from the original “Priest Guide” page was made by the insanely talented Anya!




Give your thanks to MK
and Esdras for birthing and raising this guide!



World of Warcraft™ and Blizzard Entertainment® are all trademarks or registered trademarks of Blizzard Entertainment in the United States and/or other countries. These terms and all related materials, logos, and images are copyright © Blizzard Entertainment. This site is in no way associated with Blizzard Entertainment®.

Priest Crowd Control

Last updated: 10/26/2010, patch 4.0.1
 

The phrase “crowd control” refers to the act of keeping mob(s) from actively attacking you (or your group). Priests have a few means of keeping mobs indisposed.

Shackle Undead


Priests first learn the spell Shackle Undead at level 32. For 9% of your base mana you can cast this on any undead mob to prevent their movement, attacking and casting spells. That last part allows the spell to be used as an pseudo interrupt if need be against undead mobs attempting long casting time spells with hard-hitting effects.

Shackle Undead will only hold undead mobs in place, not undead players (as they count as “humanoids”).

Only one mob can be under the control of your Shackle Undead spell at a time.

Damage caused to the shackled mob will cause Shackle Undead to break, so make sure your group knows not have the shackled target caught up in Area of Effect spells. However, casting things like Vampiric Embrace on the mob will not break the shackle, as it causes no damage. DoTs won’t break the shackle until they tick for damage.

Once a mob is shackled, there are periodic checks every few seconds to see if the mob stays shackled. If the check fails, then the shackle will break early and the mob will run at whoever is highest on its threat list (typically you!). These periodic checks are the same as your initial check to see if the spell lands.

Important! Repeat after me:
Reshackling every 15 seconds does not prevent early breakage.
Reshackling every 15 seconds does not prevent early breakage.
Reshackling every 15 seconds does not prevent early breakage.

The spell hit stat is the only thing that can reduce the chance of a shackle breaking early.

The effect of spell hit on Shackle Undead is probably the most misunderstood aspect of the spell. There will always be a chance each check that the shackle won’t hold, if you are not capped on your spell hit, even if you recast Shackle Undead every 15 seconds.

From the Lux et Umbra priest guide stickied on the WoW-US priest forums:

I don’t recommend casting Shackle “every few seconds.” Each periodic check is the same as the initial resistance check. Instead, start casting and cancel repeatedly if you want to improve average response time to a break.

If you are in a situation where you are going to have to keep something shackled for a long time, you should only reshackle just often enough to ensure that if you hit an emergency scenario you would be able to do whatever it is you need to do (move, spam heal, etc.) and not miss reshackling the mob. A ten second buffer should be more than enough.

If you are reshackling every third heal, you are just wasting mana. Period.

Use a focus macro (/focus) to keep an eye on the mob you shackled; if it breaks early, you’ll want to be able to reshackle right away. This macro will set your target as your focus and attempt to cast Shackle Undead on it:

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

The macro will clear your focus if your target is dead, invalid, or if your hit the macro with the Alt key down.

Various timer mods (like Quartz) can put a timer bar on your screen to let you know when the spell is set to end. Do recast it before the timer is over; don’t wait for the spell to end before reshackling.

A mod like CCBreaker can tell you when a shackle breaks early, which player (if any) broke it, and how.

It’s good to have some protection if Shackle Undead breaks early. First off, don’t stand near your shackle! Really! That way you have some time while the mob is running toward you to get it reshackled. Give yourself that buffer space; the spell has a 30 yard range. Secondly, you’ll want to have some way to snare the mob before it plows you down. Have a hunter place a Frost Trap, a mage ready with Frost Nova, or carry around some Frostweave Nets from tailoring.

Keep in mind that Shackle Undead does cause threat on the mob, and the threat is additive every time you cast the spell.


Mind Control


Priests learn the spell Mind Control at level 38. This scales with your level (2 levels above your own) allowing you to control mobs up to level 82 at max. Mind Control lets you take control of a humanoid character’s actions. You will be able to use a limited set of its abilities and will be able move it around. However, when you are mind controlling something, your character cannot make any other action (without breaking the spell). It will last for up to a full minute against mobs and up to 10 seconds against other players.

Mind Control can be used on most any humanoid. The exceptions being humanoids that are friendly to you and select humanoids in instances/raids. You can never Mind Control a boss. Some undead and other kinds of mobs can appear humanoid-like, but do not count as humanoids. Only mobs whose tooltips explicitly say “humanoid” are viable targets.

Positioning is important when using Mind Control as it is a channeled spell. If you are near a mob that has an AoE or a Cleave and you are taking bits of damage, the channel on the spell will end sooner rather than later. Keep in mind that the mob you are controlling will have its own aggro radius, so use caution when positioning it.

Similar to Shackle Undead, Mind Control has periodic checks to see if it continues to hold. This is based off of your spell hit stat. Additionally, if you move the mind controlled mob more than 20 yards away from where you are standing, the chance that the spell breaks early increases significantly.

With Mind Control, you can potentially crowd control two mobs. How? Well, just take the one you have mind controlled and have it start attacking a second mob that no one else is. However, if your mob manages to kill a second one that no one has touched, then you will not be able to loot it. The same thing goes for if other mob(s) kill yours (if no damage was done to yours by your group prior to its death).

Threat-wise, Mind Control is much higher than Shackle Undead (somewhere over 3k at max rank). Try to practice safely breaking this spell whenever you can. Run the mob far away from you, alert your party that you will be release the spell, and then break the channel on it by casting Power Word: Shield or Fade (depending on how quickly you feel you tank will pick up the mob).

There are a few tricks with Mind Control in PvP. It is a handy tool to get some distance from your opponent so that you can pull off a heal or run away. Opponents can be thrown off of cliffs and bridges while under the effect of Mind Control. You can use it to run an enemy flag carrier in the wrong direction. Lastly, you can use Mind Control to buff a player of the opposite faction by casting this on them then casting Power Word: Fortitude, Shadow Protection, Divine Spirit, etc. while targeting them (though the channel on the spell will end immediately after you cast a buff).

 

Psychic Scream

Psychic Scream is learned at level 12. It will fear up to 5 mobs away from you for 8 seconds. Most non-player undead mobs will be immune to Psychic Scream, as well as most demon mobs.

It is common to think of Psychic Scream as a panic button, but use caution with it. Mobs that are feared from you can easily run into more mobs and bring them back with them. That is one of the reasons why this spell only sees situational use in instances and raids, but the glyphed version of this spell changes the fleeing fear into a rooted fear, which can be very helpful in instances that require crowd control.

Psychic Scream is commonly used in multi-mob situations. For instance: the priestly version of AoE farming (without Holy Nova) is to apply DoTs (like Shadow Word: Pain) to a handful of mobs, fear them, apply extra damage to them if needed, then move on pulling the next set of mobs. They should, in theory, die from the DoT while you are moving on to picking up the next set.

Psychic Scream only lasts 8 seconds, so it is typically used as a way of lessening damage done to you by a mob, or as aide in fleeing from a bad situation. The cooldown on the spell (30 seconds, without talents) is a major limiting factor in its use to crowd control.

 

Shadowfiend


Shadowfiend is learned at level 66. He is a summoned pet that will give you mana equal to the damage that he deals. However, you could think of this little guy as a pocket tank. He doesn’t have a lot of health, but he has high AoE damage avoidance. Your Shadowfiend only lasts for 15 seconds, and has a cooldown of 5 minutes, so he is not in any way a long lasting form of crowd control.

The best use for a Shadowfiend is to toss him at a mob if:
• you accidentally pull too many.
• you need to run by the mob to get to something first (quest item, herb, ore).
• you aggro a mob you don’t want to deal with and need to run away.

A Shadowfiend isn’t a typical means of crowd control, just a way to buy yourself some time if things get sticky.



Kiting


Kiting is the act of keeping a mob focused on you while you are running away from it. Small bits of damage are applied to it to hold its attention. Kiting is primarily used when you need to take down a mob that you do not have the defenses to survive attacks from. By kiting, you are limiting the amount of damage done it does to you by (hopefully) keeping it at a distance.

Kiting is not a specialty of priests in any way.

The best way to kite a mob as a priest is with damage over time spells, like Shadow Word: Pain. Every 7-8 seconds the spell will have to be reapplied, else the mob will lose interest in you and run back to where you found it initially. When kiting with Shadow Word: Pain, Devouring Plague, and Shadow Word: Death, you will not need to turn around to cast the spell. You are able to keep running. Psychic Scream (and possibly Power Word: Shield) should be used if the mob ever gets too close to you.

You can either kite to kill, which can take forever, or you can kite the mob to people who will help you kill it (such as: other players, or NPC guards).