- : Gives your ticks a 15% chance to grant a free, instant, 150% damage Mind Spike that does not remove your DoTs from the target. Maximum 2 charges.
Tips and tactics
Mind Spike is an unusual spell in the Shadow repertoire, with some strong drawbacks and specific uses.
Mind Spike traditionally filled a niche in Shadow DPS by providing a quick attack to use in situations where the priest didn't have time to set up the normal rotation, such as when adds were dying too fast or they had to swap targets a lot, essentially an alternative to that dealt damage slightly faster. However, with 5.0.4 and the introduction of the Shadow Mastery , in many cases Mind Flay now deals equal or even greater damage than Mind Spike, with approximately 20% mastery required for the two to equalise. Taking into account Mind Spike's problematic removal of DoTs and Mind Flay's advantageous snare effect, priests with sufficient mastery will therefore find Mind Flay to be the superior option for filler damage, regardless of DoTs.
Mind Spike still has some uses, however. The talent grants free, instant, 150% damage Mind Spikes that do not remove the target's DoTs. These deal significantly more damage than Mind Flay, and can be inserted into a rotation in its place, increasing DPS. Since these proc only from ticks, this is generally only relevant to situations where DoTs are in play.
Although resistance was largely removed from the game with Patch 5.0.4, where it does exist Mind Spike's Shadowfrost damage means it will be checked against whichever of the target's resistances is lower, allowing it to bypass some school-specific resistance buffs.
In the TCG.
- Patch 5.0.4 (2012-08-28): Now a Shadow specialization ability. No longer increases critical strike chance of Mind Blast.
- Patch 4.1.0 (2011-04-26): Casting an instant immediately following a Mind Spike should no longer cause Mind Blast to not benefit from the last cast of Mind Spike.
- Patch 4.0.1 (2010-10-12): Added.