Hey Void-dwellers. Let’s talk a bit about Shadow, shall we? There are a variety of topics to touch on:
Re: Multidotting and AoE in General
Shadow is one of our most heavily DoT-based specs, and that implies that multidotting should be their preferred method of attacking several enemies at once. But, unlike Affliction, your rotation also includes direct damage spells as well (especially the Void abilities). So, we need to make sure that a balance is struck between the two. Our goal is that you can apply your DoTs whenever you want, but that you’ll prefer to do so while not in Voidform, so that you can spend more of your Voidform time nuking the life out of your enemies with Void Bolts and the like. We’ve got this cool cyclical rotation going on, in and out of Voidform, trying to stay in Voidform as long as possible and then getting back into it as fast as possible. But multidotting doesn’t really fit into that well right now; it slows down your rotation massively, and requires reapplying DoTs to multiple targets while in Voidform, leading to longer times out of Voidform, and shorter times in Voidform. That doesn’t flow very well, so we’re going to make some changes to try to solve that:
- Void Bolt will refresh Vampiric Touch and Shadow Word: Pain to their original duration, instead of just extending them by a few sec. With this, and rotating between targets with each Void Bolt, you should be able to maintain several sets of DoTs, through full Voidform sequences.
- Vampiric Touch and Shadow Word: Pain will generate a small amount of Insanity on cast (same amount per cast time as Mind Flay). This should let you multidot without slowing down your Insanity generation rate. To preemptively answer why we don’t put Insanity generation of DoT tick, it’s primarily for two reasons: A) we tried it internally and found that it made Insanity generation feel very disconnected from your actions, feeling more like a constantly-generating resource like Energy, and b) it would scale exceptionally well with target count, leading to unacceptable overall Voidform uptimes when multiple targets were around, and too stark of a feeling difference between single- and multi-target situations. Insanity generation on cast doesn’t have either of these issues, so we’re going with that.
Re: Ramp Up Time
For the cyclical rotation to work, it’s important that there is significant time on both sides of the Voidform line. And the Lingering Insanity letting you speed the cycle up as you maintain it creates some really fun gameplay. But that first ramp up of the fight can feel like it drags on to some, and so we want to make sure that there are talent choices that let you kickstart your rotation. Currently, Shadow Word: Void, and to a lesser extent Power Infusion, do that, but we think they’re not quite strong enough to live up to that goal. We’re planning to tweak Shadow Word: Void to help it really deliver on getting you into Voidform quickly.
Every spec needs to have some weaknesses, but Shadow’s current immobility is fairly stark in that regard. It’s especially painful that their cycle slows to a crawl when they can’t get cast time spells off. The aforementioned change to Shadow Word: Pain generating Insanity on cast should help significantly with that. That said, we are concerned about the risk of Shadow Priests running around spamming SW:P constantly in PvP, and will be keeping an eye on that.
Shadow is in a very odd situation when it comes to utility, especially in PvP. The amount of potential utility they offer is astronomical. It’s a staggeringly long list: Body and Soul, Dispel Magic, Dominate Mind, Mass Dispel, Mind Bomb, Power Word: Shield, Psychic Horror, Psychic Scream, Purify Disease, Shackle Undead, Shadow Mend, Silence, Vampiric Embrace… probably something else I’ve forgotten offhand. But at the same time, despite the crazy number of utility spells at their fingertips, it’s actually quite hard for them to actually use many of them. Since their rotation is based on continuously generating Insanity as fast as possible, any time lost to utility is punishing, especially in Voidform, where you’re actually losing Insanity while casting other things. And then on top of that, many of the spells cost huge chunks of Insanity as well. We’re not happy with that situation, and are considering other potential options. They could probably stand to lose at least a couple spells off that list, but we’re also considering bringing back Mana as an additional resource that would just be used for limiting your usage of the many utility spells, with costs proportional to their impact.
We see a fair number of complaints that Shadow is squishy. That’s true, and intended. The offsetting factor should be their shields, and their self-healing. Vampiric Touch provides very strong constant self-healing (so strong that we had to nerf it recently, as it alone outhealed the damage of outdoor quest mobs). Shadow Mend is an extremely strong spammable heal. And Vampiric Embrace (the new version) is great group and self-healing. The one thing that we think isn’t living up to its goals is Dispersion. It’s extremely strong, but the DPS cost on you rotation is also quite strong. We’re going to try pausing your Insanity decay when you use it during Voidform.
Re: Surrender to Madness
Talents as mind-blowing as this are a ton of fun. The fantasy here is extremely strong, and the gameplay concept as well. We don’t agree at all that it needs a redesign, and are totally fine with many people considering it ‘too niche’ or ‘too extreme’. We may tweak the exact implementation (increased Insanity generation vs decreased Voidform Insanity decay, for example), but are very happy with the overall design.
Thanks for the great feedback, keep it coming!
Shadowpriest talents still need a lot of work. Main concerns are:
Boring and bad talent choices, AoE, Ramp up time, Mobility, Survivability.
Here are my suggestions:
Twist of Fate
Now also increases insanity generation.
comment: ToF does not seem to fit in this tier. Why doesn’t it grant any insanity generation bonus?
Activate: Increases your movement speed by 30%. While Mania is active you ignore any movement imparing effects. Drains 2 Insanity per second. Lasts until canceled
comment: Mania in its current implementation is boring and feels too limited. Shadow also lacks a freedom effect and mobility.
Instant – 45 second cooldown
20 yard range
The Caster instantly teleports to another location as a shadowy bolt.
Ability of the Black Bishop
comment: Shadow has no escape utiltiy and no damage reducing perks/talents. This makes us a far too easy target in pvp for melees. Many non-shadowpriests hated spectral guise in pvp, so why not create a new theme fitting escape utility?
Now replaces Psychic Horror instead of Psychic Scream
comment: Mind Bomb DRs with Psychic Horror, another ranged stun of our toolkit. So instead of replacing Psychic Scream it should replace Psychic Horror.
San’layn – redesigned
Using Vampiric Embrace now grants 100 insanity to you and 25% leech to the 10 lowest group members.
Void Ray – redesigned
Now empoweres and changes Mind Flay and Mind Spike to Void infused spells inside Voidform.
Void Flay and Void Spike deal 30% more damage and generate 30% more insanity.
Now persists for 10 seconds after you next enter Void Form and stops insanity drain inside voidform for the duration.
comment: The lingering insanity talent seems very boring and the reward for choosing this talent is not clear enough.
Now also reduces the Cast time of Mindblast by 50%. Stacks up 2 times.
comment: Same with Shadowy Insight. Shadow lacks instant casts and insanity generators while on the move. The 2 Charges also fix one of the issues of the old pre legion Shadowy insight.
Now has a cleave ability
comment: Shadowpriest AoE is boring and feels weak. Giving Mindbender an strong AoE ability might help.
Now applies Shadow Word: Pain on any target hit.
comment: Shadow Crash by itself feels bad. Dot Spreading, especially inside Voidform feels pointless.
Now increases the damage done of the next Mind Blast by 33% stacking up 3 times.
comment: 5 Stacks are too high for this talent. I mean.. come on we had this as a baseline spell since Cata and now this is a “level 100 talent” It really does not feel this way.
Surrender to Madness redesigned
All your Insanity generating abilities generate 200% more insanity but at a cost.
Every 10 seconds inside Voidform you take 10% more damage. If you are still in Voidform after 60 seconds you lose your mind and die.
The Surrender to Madness debuff lasts until you next enter voidform.
6 minute cooldown
comment: Nobody likes this talent. Seriously it has very limited use and who likes to die and do nothing for the rest of the fight. Scrap this concept.
Level 8: Mind Trauma
Mind Flay applies Shadow Word : Pain to the target. Shadow Word: Pain now has a 30% higher critical strike chance.
comment: Mind Sear spreading SW:P on this talent can’t stay, it is too strong. It would only result in SW:P getting nerved into oblivion.
Level 19: Pure Shadow
Dispersion now reduces damage taken by 90% increases your movement speed by 50% and removes any movement imparing effects on you.
comment: Pure Shadow is too weak compared to Void Shield. Dispersion only lasts 6 seconds which is not enough to get out of a bad position, especially with a slow/root on you.
Level 22 Void Origins redesigned
Dispel Magic, Mass Dispel and Psychic Horror now cost 75% less insanity while inside voidform.
comment: Casting these spells inside Voidform feels like making a huge mistake. The current Void Origins is a boring haste increase and does not feel like a pvp talent at all.
Level 28: Psychic Link redesigned
Mind Blast now deals 30% more damage and generates 30% more insanity.
comment: Psychic Link is a cheap copy of Sphere of Insanity and does not fit in this tier of insanity increasing talents.
Level 37: Fleeting Embrace redesigned
Reduces the Cooldown of Vampiric Embrace by 120% and reduces damage taken by 20% for the duration but only affects up to 3 allies.
comment: Shadowpriest lacks any damage reducing talents/abilities. This would provide a small on demand shield wall besides Dispersion. Vampiric Embrace by itself is too weak.
Level 43: Last Word redesigned
Silence now increases damage you deal to the target by 20% makes the it unable to attack you for the duration .
comment: This talent is useless against non-casters making it a niche talent. But shadowpriest currently has huge problems against melee classes. This change would provide some survivability.
Shadow Crash Hurl a bolt of slow-moving Shadow energy at the destination, dealing
[ 333.3%of Spell Power ] damage to all targets within 8 yards. Generates 15 Insanity. Shadow Priest – Level 90 Talent. 40 yd range. Instant. 30 sec cooldown.
Power Word: Shield Shield an ally, absorbing [ 600% of Spell Power ] damage. Lasts 15 sec. While the shield holds, spellcasting will not be delayed by damage. Can be cast in Shadowform. Priest – Discipline & Shadow Spec. 2.2% of Base Mana. 40 yd range. Instant.
6 sec cooldown.
Dispersion You disperse into pure Shadow energy, reducing all damage taken by 60%. Lasts 6 sec. Dispersion can be cast while stunned, feared or silenced. Priest – Shadow Spec. Instant. 2 min cooldown.
Mind Sear Causes an explosion of shadow magic around the target, dealing
[ 125%of Spell Power ] Shadow damage over 5 sec to all enemies within 10 yards around the target. Generates 7Insanity over the duration per target hit. Priest – Shadow Spec. 40 yd range. 5 sec cast (Channeled).
Shadow Word: Death A word of dark binding that inflicts [ 1 + 360% of Spell Power ] Shadow damage to the target. Only usable on enemies that have less than 20% health. Generates 0 Insanity if the target dies. Priest – Shadow Spec. 40 yd range. Instant.
8 sec cooldown.
Call to the Void (Rank 1) Name changed from “Power of the Old Gods (Rank 1)” to “Call to the Void (Rank 1)”.
You summon a Faceless Void from to aid you in battle for 0 who casts devastating void spells at your target. Replaces Shadowfiend.
Darkening Whispers (Rank 1) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 0.5%.
Darkening Whispers (Rank 10) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 5%.
Darkening Whispers (Rank 11) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 5.5%.
Darkening Whispers (Rank 12) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 6%.
Darkening Whispers (Rank 13) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 6.5%.
Darkening Whispers (Rank 14) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 7%.
Darkening Whispers (Rank 15) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 7.5%.
Darkening Whispers (Rank 16) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 8%.
Darkening Whispers (Rank 17) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 8.5%.
Darkening Whispers (Rank 18) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 9%.
Darkening Whispers (Rank 19) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 9.5%.
Darkening Whispers (Rank 2) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 1%.
Darkening Whispers (Rank 20) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 10%.
Darkening Whispers (Rank 3) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 1.5%.
Darkening Whispers (Rank 4) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 2%.
Darkening Whispers (Rank 5) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 2.5%.
Darkening Whispers (Rank 6) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 3%.
Darkening Whispers (Rank 7) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 3.5%.
Darkening Whispers (Rank 8) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 4%.
Darkening Whispers (Rank 9) Xal’atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful. Increases
all damage by 4.5%.
Mass Hysteria (Rank 1) Each stack of Voidform increases the damage of your Shadow Word: Pain and Vampiric Touch by
Mental Fortitude (Rank 1) Overhealing from Vampiric Touch will grant you an absorb shield, up to
[ 15% of Total Health ].
Sinister Thoughts (Rank 1)
Each cast of Mind Blast increases the damage of your next Shadow Word spell by 5%. Stacks up to 0 times.
Sphere of Insanity (Rank 1)
When you enter Voidform, you summon a void sphere for 0. While this sphere is active, 0% of all direct damage dealt is additionally dealt to any target with your Shadow Word: Pain on them.
Void Corruption (Rank 1)
Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 20% of a tick of their damage.
Void Corruption (Rank 2)
Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 30% of a tick of their damage.
Void Corruption (Rank 3)
Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 40% of a tick of their damage.
Void Corruption (Rank 4)
Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 50% of a tick of their damage.
Void Corruption (Rank 5)
Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 60% of a tick of their damage.
Void Corruption (Rank 6)
Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 70% of a tick of their damage.
Void Siphon (Rank 1) Name changed from “Ancient Power (Rank 1)” to “Void Siphon (Rank 1)”.
The ancient power within this weapon increases all damage done by 5%. [Placeholder Trait]
With legion shadowpriests loose Leap of Faith, a distinct button and Skill defining ability. Furthermore Shadowpriest will no longer have Power Word: Fortitude. Other than that Shadowpriests bring good utility with Dispel Magic/Mass Dispel and they have Power Word: Shield and Shadowmend to support teammates. The Crowd Control capabilities are fine.
However there is one big issue with Dispel Magic, Mass Dispel and Psychic Horror. The insanity cost. I fully agree with a resource cost, but it is far too punishing to cast these spells in voidform. There should be a talent/artifact trait that reduces the cost of these spells inside voidform by a considerable amount. Or maybe even baseline.
The games “skillfloor” is getting reduced with each expansion and the difference between for example a good and bad death knight or warrior on live realms is mostly definied by damage and teamplay. The game has no such thing as aim like an fps, last hits, apm or gold income like a moba. After you mastered the rotation of your class all there is left to improve is tactics and teamplay. This is especially bad with melee cleave comps. Legion will make things even worse. For example Warriors lose their spell reflect ability, shadow priests lose leap of faith. Removing abilities like Leap of Faith is a huge mistake in my opinion. If you removed it for balance reasons, adjust the cooldown and not remove it entirely.
Mobility and survivability
Three big issues:
Shadowpriests in legion do not have anything to remove slow or root effects
Shadowpriests in legion do not have anything to get out of a bad position
Unlike most other classes/specs Shadowpriests take 100% of enemy damage
In MoP/WoD we had spectral guise to get away in some situations and there is nothing to reduce incoming damage but Dispersion which has a long cooldown. For this reason shadowpriests are an very attractive target most of the time. In Legion there is nothing but huge self heal capabilities.
The self heal of legion shadowpriests are very powerful IF we are able to do a lot of damage. If focused by more than one melee players the self heal is instantly reduced or even shut down. This leads to very frustrating pvp gameplay where you are instantly charged or gripped as soon as they spot the squishy purple blob.
I think survivability should not be determined by the enemy. For shadowpriests it is.
Bring back spectral guise and Dispersion root removal or give a teleport like spell to shadowpriests.
Add passive damage reduction and remove some of the self heal.
Mechanics / Talents / Damage
Other than survivability we are in a very good spot when it comes to killing things. I LOVE Void Torrent, it feels very powerful and fun to use. Currently it is not interruptable. Not sure if intended but according to the tooltip you don’t actually cast a spell but raise the dagger in the sky. *shrug*
Void Shield is powerful combined with void torrent or when in voidform and multi dotting, especially because of the low cd of Power Word: Shield. The other two talents are very weak compared to Void Shield. I think Pure Shadow needs an additional effect and Fleeting Embrace and Vampiric Embrace need a redesign. 3% on direct damage is nothing, the duration, the cooldown.. Vampiric Embrace is a wasted GCD.
I think Mind Trauma and Driven to Madness are much better than the other choices. Combined with Auspicious Spirits and current crit levels (35%) we are getting a huge amount of insanity (maybe too much) just from multi dotting and taking some damage. It seems Driven to Madness gives Insanity for each dot on you. Void Origins does not fit in this tier and does not seem like a pvp talent at all. I’d like to see it go, it’s just a boring dps increase.
Psychic Link is basically a weaker Sphere of Insanity. Very uncreative if you ask me, especially because there is another mechanic overlap with Sinister Thoughts and Legacy of the void doing the exact same thing.
Psyfiend deals a good amount of damage, slows and has a mortal strike effect. I like it and it is a good choice. The only downside is its health (60k) which is less about a dot tick or autohit. Not sure if intended. At least it can be shielded.
I hate niche talents like Last Word. Shadowpriest already has a huge damage modifier (Voidform) and does not need another one. I think this talent should be replaced with a pvp Mind Control. It would have to replace either Psychic Scream or Horror obviously but i was so happy to see the Dominant Mind talent. It just feels great to use in pve and fits the class fantasy perfectly.
I don’t know what to think of Void Shift. It was one of the most hated abilities in MoP but will help shadowpriest survivability. It is also a very strong team utility and it might be too powerful compared to the other two talents.
Nothing has changed for shadowpriests since the last build and my list of issues is still relevant.
Especially now that pvp is available i feel like shadow lacks any escape tools, every melee instantly switches to the next shadowpriest they see.
General thoughts about survivability
Yes, we have much self healing. Void Shield and Thrive in the shadows are quite powerful.
I think there is even too much self healing but no real damage mitigation and escape utility. Shadowpriests seem to be designed around a perfect world with no movement and no interrupts involved. The reality is quite different.
@Devs: Please try playing shadowpriest in a real pvp environment. I can’t see how you intend us to be viable without having a save my !@# button aka spectral guise, blink or teleport.
Tier 3 pvp Talents
Void Shield is pretty fun and feels powerful and is the only choice in this tier. The buff could last a little bit longer. 8-10 Seconds would be perfect.
Vampiric Embraces 3% heals feel completly useless and because of that no one will ever pick Fleeting embrace. It is a wasted GCD and talentpoint.
Why does Dispersion no longer remove movement imparing effects? This is quite annoying especially in a world where every spec has a passive slow without even using a gcd for it. Dispersion feels really weak now. Pure Shadow should return this on top of the other effect and reduce its cooldown by another 30 seconds.
– Take some self healing / shields (Mental Fortitude) and give passive damage reduction.
– Return Spectral guise or some kind of escape utility. I loved the ability Diagonal Slide from the Black Bishop NPC.
– Redesign Vampiric Embrace
I hope the passive tentacle spawning artifact effect is not gone. I loved it and it fitted very well to the new theme.
The biggest issue of the Legion Shadowpriest (lack of Voidform control) has recently been resolved. But there are still lot’s of design issues i’ve experienced myself on the alpha realms.
Issue 1: Removal of support and escape utility
With the removal of Leap of Faith, Feathers, Power Word: Fortitude and huge nerf of Vampiric Embrace our support utility has taken a huge hit. I understand any balance concerns, but pruning these abilities is a bad decision. Spectral guise was one of the most distinct and fun talents added in MoP. It was strong in pvp, but i don’t see any reason for removing it entirely. Leap of Faith was considered a skill and “fun to use” button in pvp and pve, it was unique and removing it is a huge mistake. I hope more than anything that Leap of Faith and Spectral guise will return. Please blizzard!
Issue 2: Niche talents
The talents Surrender to Madness, Mind Bomb, Mania and Masochism are too situational. Their usage will be minimal.
Surrender to Madness: This talent should never have left the “drawing board”. It is super situational and will see little usage if any.
Mind Bomb: Not only does it replace Psychic Scream, it shares Diminishing return with Psychic Horror and has a cast time. If anything it should replace Psychic Horror. I don’t see many reasons to pick this talent over Psychic Voice.
Mania and Masochism both are too weak. Masochism might see some usage in 2s arena but giving up the mobility of Body and Soul makes it a bad choice. The 20% boost of Mania just isn’t enough compared to the on demand speed boost of Body and Soul.
Issue 3: Conflicting talent traits and talents
Some artifacts and talents conflict or overlap too much.
Sphere of Insanity and Mass Histeria: With Sphere of insanity you want to have more Voidforms, and with Mass Histeria you want longer Voidforms.
Sidenote: Sphere of Insanity visual gets boring and even annoying very fast. I hope the Purple lightning ball isn’t final.
Power of the old gods feels like a downgrade if you choose Mindbender. Duration/Insanity generation needs to be adjusted.
Sinister Thoughts is a weaker direct copy of the talent Legacy of the void. This can’t be final.
Issue 4: AoE and dot spreading
We are supposed to multidot. Getting up dots on multiple targets gets frustrating very quick and hurts your dps/insanity generation badly. There needs to be a way to spread dots and it should be a baseline spell or artificat trait.
Void torrent could spread Vampiric Touch and/or Shadow Word: Pain to a nearby target with each tick.
Issue 5 (PvP): Voidform and CC
Insanity and Voidform are too predictable and will just be cc’d very fast. There should be a pvp talent in place of Void origins which reduces or even stops insanity drain while crowd controlled and being in voidform.
Issue 6 (PvP): Mobility and Survivability
With the lack of any escape utility, freedom effect, damage reduction artifact trait or talent we are by far the easiest and soft target of any spec. While we have huge self heal capabilities, shutting us down with a kick or stun or even just dispelling our Vampiric Touches completly negates any self healing. Survivability should not be determined by your enemy.
New Build Shadow changes
- Shadow Word: Death A word of dark binding that inflicts (
180%of Spell power) Shadow damage to the target. Only usable on enemies that have less than 20% health.
Generates 30 Insanity if the target dies.
Voidform When you reach 100 Insanity, you enter Voidform Activate Voidform, increasing damage by 30%, reducing the cooldown on Mind Blast by 3 sec, While in Voidform and gaining 1% Haste, every 1 sec. Your Insanity will drain increasingly fast until it reaches 0 and Voidform ends. When Voidform ends, you gain Lingering Insanity, allowing the Haste bonus to persist for 60 sec or until you next enter Voidform.
Requires 100 Insanity to activate. Priest – Shadow Spec. Instant.
- Legacy of the Void Casting Mind Blast increases the
effectof your next Shadow Word by 50% for 30 sec, stacking up to 2 times.
- Mind Bomb Unleashes a psychic explosion, stunning all enemies within 8 yds of the target for
Replaces Psychic Scream.
- Surrender to Madness
Surrender to the Old Gods, sacrificing your soul for ultimate power.Then you die.
All your Insanity-generating abilities generate 200% more Insanity until you exit Voidform, and
After surrendering your soul, you cannot be revived by in-combat resurrection abilities for 3 min.
- Driven to Madness Being attacked will grant you 5 Insanity.
This effect has a 3 sec cooldown.
- Edge of Insanity While at 100 Insanity and not in Voidform, your damage is increased by 20%.
You no longer enter Voidform instantly when reaching 100 Insanity, and instead you learn Voidform as an active ability:
Enter Voidform, reducing the cooldown on Mind Blast by 3 sec, and increasing your Shadow damage by 30%.
While in Voidform, you gain 1% Haste, every 1 sec. This Haste will also persist for 1 min after Voidform ends.
Voidform causes your Insanity to constantly drain, faster and faster, until completely drained, and Voidform ends.
- NEW Initiation (NYI) Critical chance increased by 30% on targets at or above 80% health.
- NEW Mind Quickness Increases haste by 6%.
- Shadow Mania Having Vampiric Touch on 2 or more targets grants you 3 Insanity every 2 sec.
- NEW Train of Thought Damage increased by 15%. Being attacked will cancel this effect for 8 sec.
- Sphere of Insanity When you enter Voidform, you summon a void sphere for 15 sec. While this sphere is active,
25%of all direct damage dealt is additionally dealt to any target with your Shadow Word: Pain on them.