Since I've been able to do some playing around on the PTR, I have my plans solidified for my talents and glyphs when the patch comes out in the next week or so. These choices are for being raid-ready at 80. I'll certainly change things up for my off-spec and for leveling when the expansion drops on December 7.
As of the patch, you'll get three glyphs each for your prime, major and minor glyph slots.
Reduces the cooldown on Dispersion by 45 sec.
- Shadow Word: Pain
Increases the periodic damage of your Shadow Word: Pain by 10%.
- Mind Flay
Increases the damage done by your Mind Flay spell by 10% when your target is afflicted with Shadow Word: Pain.
I know that Blizz wants us to move SW:Death back into our rotation, but until I actually see in action that I am using it enough to warrant its glyph, I'm choosing SW:P over it. In BC, when it was part of my rotation, I still don't think it got enough use that I would pick decreasing its cooldown over something else. And if you are spamming it trying to get those juicy big crits at the 25% and under health levels, well you'd better have a healer keeping an eye on you unless you enjoy floor hugging.
- Spirit Tap
When you kill a target with your Shadow Word: Death and yield experience or honor, you instantly receive 12% of your total mana over 12 sec.
- Psychic Scream
Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.
Reduces the cooldown of your Fade spell by 9 sec.
Despite not thinking I'll be using SW:D a ton, the Spirit Tap glyph seems like a good buy (especially since there aren't a ton of other glyphs in this range that I am dying to use.) The psychic Scream glyph rocks for providing PvE priests the ability to use Fear in a raid setting without sending off its targets to go find new friends. Huzzah! And given my love for using my Fade button, that glyph is also a no-brainer.
Reduces the mana cost of your Power Word: Fortitude spell by 50%.
Your Levitate spell no longer requires a reagent.
- Shadow Protection
Increases the duration of your Shadow Protection spell by 10 min.
Nothing to see here. Pick your favorite boring old minor glyphs. These are the ones I've used since the dawn of inscription.
I've used MMO Champion's talent calculator to show my build. Basically, you go through the Shadow tree, minus the stun for Mind Blast and the psychic horro and sience points, then put your remaining points into Discipline.
(NOTE: Now that you get your talent points every other level, you can't spend that next point in Discipline until you hit 81.)
I'm not set on my rotation at this point. And from all the nerding back and forth on SP.com, I don't know that anyone else is yet either. But this is what I am looking at:
SW:P > DP > VT > SW:D > MB> MF
Then wait for the MB and SW:D CDs to be back up, and refreshing DoTs as needed. Toss out your shadowfiend whenever the CD is available, starting when you are down 25% mana or thereabouts. If it's a short fight, you may want to lead with it for pure DPS boost.
The current talk is that mastery becomes better than crit and haste only at the point that you have 1400 of each of them. Which I, not having any heroic gear, certainly do not have. So at this point, I won't be worrying about it, other than as a way to manage my hit rating. Basically, 40% of the following stats on a piece of gear may be reforged into any stat not currently present on that piece of gear:
- Critical Strike Rating
- Dodge Rating
- Expertise Rating
- Haste Rating
- Hit Rating
- Mastery Rating
- Parry Rating
Overall it's looking like our 4.0.1 gear stat priority would be: Intellect > Haste > Crit > Spirit > Mastery (at hit cap) or Hit > Intellect > Haste > Crit > Spirit > Mastery (until hit cap)
For Further Patch Related Reading
- Who Can Dispell What at World of Matticus
- MMO Champion's Priest Cataclysm Page
- MMO Champion's New and Removed Glyphs page
- WoWWiki's crowd control page