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Old 08/21/10, 8:44 AM   #121
Stopokingme
Don Flamenco
 
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Orc Shaman
 
Azjol-Nerub (EU)
Am I correct in assuming that the 50% buff Unleash Wind gets from Elemental Weapons pertains just to the haste? Or does it increase the amount of charges/uptime by 50% as well?

Enchantment?

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Old 08/21/10, 3:40 PM   #122
Brynmor
Von Kaiser
 
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Dwarf Shaman
 
Akama
That is correct, it increases the haste gained, not the number of charges or the duration of the effect.

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Old 08/21/10, 6:45 PM   #123
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
Since the haste is multiplicative with everything I was just activating the ability and then dividing the unaffected by the affected to see the amount of haste from unleash wind.

no WF totem, no flurry
2.43 -> 1.87
29.946% haste added

WF totem, no flurry
2.02 -> 1.56
29.487% haste added

WF totem, Flurry
1.56 -> 1.20
30% haste added

The little variations are rounding errors. I'm running 7.07% melee haste so multiplying that by the 30% from unleash wind adds 39.191% melee haste bringing attack speed to 1.8679 which rounds to 1.87.

With WF totem it's 1.0707 x 1.3 x 1.2 = 1.670292 which reduces attack speed to 1.5566 which rounds to 1.56

With WF totem and Flurry it's 1.0707 x 1.3 x 1.2 x 1.3 = 2.1713796 which reduces attack speed to 1.197395 which rounds to 1.20

So it seems to be working as intended.

Last edited by Rouncer : 08/21/10 at 6:56 PM.

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Old 08/31/10, 7:45 AM   #124
Ruga
Von Kaiser
 
Pandaren Monk
 
Sylvanas (EU)
According to mmo-champion.com there's a "new" beta build that sports the following Shaman changes:
Elemental

* Magma Totem base damage increased by 33%.
* Fire Nova base damage increased by 33%.
* Rolling Thunder is now a Tier 3 talent, down from Tier 4. Mana regeneration increased from 1% to 2%.
* Improved Fire Nova moved to Enhancement.
* Elemental Reach no longer increases the range of Thunderstorm, now affects the range of all your Shock spells. (Old - Just Flame Shock)


Enhancement

* Unleash Elements now has a 40 yards range, up from 30 yards.
* Totemic Vigor is gone.
* Improved Fire Nova is now a Tier 4 Enhancement Talent - Increases the damage done by your Fire Nova by 10/20% and reduces the cooldown by 2/4 sec.


Restoration

* Improved Water Shield now also procs from Greater Healing Wave.
This is what Boubouille writes about the build:

Cataclysm Beta - Build 12857 (Codename Ninja)
A new beta build has been deploye... Actually, no, a new build appeared out of nowhere and was never deployed on beta servers. I have absolutely no idea why, but, hey, it's still a beta build!

Disclaimer - This build is NOT ON BETA SERVERS, I have no way to confirm strange values by checking in-game and a lot of temporary stuff might be there. I strongly suggest that you don't even try to complain about changes in this build on official forums, and if you plan to do it, you'd better do it in a very nice and constructive way if you don't want to get your ass kicked.
Disclaimer #2 - Most of the tooltips don't work for the moment. Working on it.
Interesting.

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Old 08/31/10, 10:45 AM   #125
davek
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Draenei Shaman
 
Ysera
The functional problem - although they might see it as a plus given the constant "choices" statement - with the Imp. FN change is that it creates a talent with immense situational value that also has a high potential of costing us DPS on other fights where the priority is single target damage because, in order to use this talent, we need to come up with 2 additional points from somewhere and many of those places are potentially far more useful in single target fights. The leading options are Static Shock and Elemental Precision and, if we need the hit, the most likely place to tank is the former as long as that's the case.

Which, even if SS is currently considered lacklustre, likely results in Enhancement running on the suggestion that they either Respec for cleave fights or run two specs. We also really need to get a feel for just how long we can sustain our AoE with FN priced at 22% compared to a Warrior, Rogue, Paladin to see if our DPS is mana restricted in comparison but I freely admit that that's hard to do when everything is in flux and one can't hit the nor level cap test that content yet. Although, an interesting test might be: "How well does a lvl 80 Enhancement Shaman do on a current cleave fight in Cataclysm (using existing gear), compared to on the live WotLK servers", simply to get some sort of basis of comparison. My fear is that we risk being resource starved in comparison to our peers at the current costs.

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Old 08/31/10, 11:33 AM   #126
• Jessamy
Struck by Diax's Rake
 
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Troll Death Knight
 
Mal'Ganis
Originally Posted by davek View Post
In order to use this talent, we need to come up with 2 additional points from somewhere and many of those places are potentially far more useful in single target fights. The leading options are Static Shock and Elemental Precision and, if we need the hit, the most likely place to tank is the former as long as that's the case.
Elemental Precision only affects spell hit chance. Hit rating past the spell hit cap continues to be one of the most valuable stats for an enhancement shaman (on live servers) because the dual wield white hit cap is so high. So unless hit rating available on gear is very low, or you're making bad gear choices, this isn't a good talent for melee to take.


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Old 08/31/10, 8:35 PM   #127
davek
Von Kaiser
 
Draenei Shaman
 
Ysera
Originally Posted by Jessamy View Post
Elemental Precision only affects spell hit chance. Hit rating past the spell hit cap continues to be one of the most valuable stats for an enhancement shaman (on live servers) because the dual wield white hit cap is so high. So unless hit rating available on gear is very low, or you're making bad gear choices, this isn't a good talent for melee to take.
This is true, and why I specifically noted the "if we need it" caveat which gets back to the hit math I did back here. As I also noted then, we just don't know until we see the gear at 85 what we can get away with given that we'll need, assuming that the scaling hit rating system they'd suggested would be used between tiers will again start at 17%, roughly 2612 points of hit (153.645*17 using the numbers Rouncer provided in the original Shammy Cat thread), to be capped spell wise at the current ratings without EP which is a pretty substantial stats allocation: especially for a spec whose partner in crime armour wise caps out at 8% melee to my understanding - or roughly 1536 HR . That said, GC noted a couple weeks back in a Warrior thread that they were considering relaxing some of the conversion rates as well - pointing to hit specifically - because of things like the lost + hit buffs/drae aura and various raw % buff talents in other stats areas. So, that number could still go down.

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Old 08/31/10, 10:54 PM   #128
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
What you are missing davek is that we spell hit cap not because we need to spell hit cap but because of all the things that come with being spell hit capped and that includes the white melee hit as well. The combination is what gives hit rating until the spell hit cap so much more value then any of our other stats. It could change in cataclysm, especially if they leave us in the shape we are now, since missing a flame shock could really stall out our rotation but that will have to wait on the sim to know for sure.

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Old 09/02/10, 2:07 AM   #129
Ruga
Von Kaiser
 
Pandaren Monk
 
Sylvanas (EU)
There are some interesting Glyph Changes coming for Shamans (Source: mmo-champion.com):

* Chain Heal - Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%. (Your Chain Heal heals 1 additional target.)
* Earthliving Weapon - Increases the effectiveness of your Earthliving weapon's periodic healing by 20%. (Increases the chance for your Earthliving weapon to trigger by 5%.)
* Elemental Mastery - While your Elemental Mastery ability is active, you take 20% less damage from all sources. (Reduces the cooldown of your Elemental Mastery ability by 30 sec.)
* Fire Nova - Increases the radius of your Fire Nova spell by 5 yards. (Reduces the cooldown of your Fire Nova spell by 3 seconds.)
* Ghost Wolf - Your Ghost Wolf form grants an additional 10% movement speed.
* Healing Stream Totem - Your Healing Stream Totem also increases the Fire, Frost, and Nature resistance of party and raid members within 30 yards by 150. (Your Healing Stream Totem heals for an additional 20%.)
* Hex - Reduces the cooldown of your Hex spell by 15 sec. (Increases the damage your Hex target can take before the Hex effect is removed by 20%.)
* Lava Burst - Your Lava Burst spell deals 10% more damage. (Your Lava Burst spell gains an additional 10% of your spellpower.)
* Totemic Recall *New* - Causes your Totemic Recall ability to return an additional 50% of the mana cost of any recalled totems.
* Lightning Shield - Your Lightning Shield can no longer drop below 3 charges from dealing damage to attackers.
* Grounding Totem *New* - When your Grounding Totem absorbs a spell, it attempts to reflect that spell on its caster, but the cooldown of your Grounding Totem is increased by 45 sec.
* Arctic Wolf *New* - Alters the appearance of your Ghost Wolf transformation, causing it to resemble an arctic wolf.
* Shamanistic Rage *New* - Activating your Shamanistic Rage ability also cleanses you of all dispellable Magic debuffs.
* Water Shield - Increases the passive mana regeneration of your Water Shield spell by 50%. (Up from 30%)
The new Lightning Shield (at least if I understand its description correct) sounds like we won't have to recast it anymore unless we get it depleted by getting attacked which would take it out of our priority list.

And the SR glyph sounds really useful as well in the heat of battle when the person that's supposed to dispell you is either dead or too busy with other things to notice.

Too bad it doesn't say what kind of glyhp they are but they do look like Major ones at least - if not the new prime glyph.

Also, mmo-champion.com added a screenshot of the Arctic Wolf glyph:

http://media.mmo-champion.com/images...cghostwolf.jpg

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Old 09/02/10, 2:29 AM   #130
Cochice
dorf
 
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Dwarf Shaman
 
Sargeras
Originally Posted by Ruga View Post
The new Lightning Shield (at least if I understand its description correct) sounds like we won't have to recast it anymore unless we get it depleted by getting attacked which would take it out of our priority list.
I'm in the middle of a move and as such haven't been on beta in a few weeks so forgive me if I'm mistaken here. But last time I checked, the current incarnation of Static Shock still doesn't deplete orbs on proc. One would assume that the new LS glyph is intended for the new Elemental mechanics (Rolling Thunder/Fulmination).

And it will still be in our priority list as it doesn't affect orbs that are consumed because of incoming damage. It will likely be very high in the priority (LS, 0/1 charges).

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Old 09/02/10, 3:16 AM   #131
SentinelBorg
Don Flamenco
 
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Tauren Shaman
 
Blackrock (EU)
* Lightning Shield - Your Lightning Shield can no longer drop below 3 charges from dealing damage to attackers.
I'm pretty sure, that means the charges that get used up from incoming attacks, not the one we use for Static Shock. Because that is what they do, they deal damage to attackers.

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Old 09/02/10, 7:46 AM   #132
Cronus
Glass Joe
 
Orc Shaman
 
Norgannon (EU)
Originally Posted by Ruga View Post
Too bad it doesn't say what kind of glyhp they are but they do look like Major ones at least - if not the new prime glyph.
World of Raids posted a more detailed list of our glyphs: Cataclysm Beta: Build 12857 Introduces New Glyph UI - World of Raids Forums

I hope there is more to come. At least a glyph that prevents the searing totem dot from being eaten by lava lash would have been nice.

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Old 09/02/10, 9:34 AM   #133
SentinelBorg
Don Flamenco
 
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Tauren Shaman
 
Blackrock (EU)
Originally Posted by Cronus View Post
World of Raids posted a more detailed list of our glyphs: Cataclysm Beta: Build 12857 Introduces New Glyph UI - World of Raids Forums

I hope there is more to come. At least a glyph that prevents the searing totem dot from being eaten by lava lash would have been nice.
In my opinion such a glyph would be a bad one. It would be as mandatory for us, as was the old Flame Shock glyph for Elemental. Lava Lash just should not consume the dot.

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Old 09/02/10, 9:08 PM   #134
Ratek
Banned
 
Troll Shaman
 
Runetotem (EU)
Originally Posted by SentinelBorg View Post
In my opinion such a glyph would be a bad one. It would be as mandatory for us, as was the old Flame Shock glyph for Elemental. Lava Lash just should not consume the dot.
Agreed. Looking at the various new glyphs it appears that Blizzard has gone out of their way to make them less foregone conclusions. While the searing flames staying is an attractive notion to entertain, it would eventually just be baked into the spec... Which would then take some of the interaction out of the combat. At least Lava Lash isn't a very short cooldown, if it had been, then I could see a point to such a glyph (but really it would be the removal of the effect rather than the glyph that would be the attraction).

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Old 09/03/10, 8:42 AM   #135
reighnman
Von Kaiser
 
Tauren Warrior
 
Lightning's Blade
Originally Posted by Ruga View Post
Too bad it doesn't say what kind of glyhp they are but they do look like Major ones at least - if not the new prime glyph.
Prime


* Earth Shield - Increases the healing of your Earth Shield by 20%.
* Earthliving Weapon - Increases the effectiveness of your Earthliving Weapon's periodic healing by 20%.
* Feral Spirit - Your spirit wolves gain an additional 30% of your attack power.
* Fire Elemental Totem - Reduces the cooldown of your Fire Elemental Totem by 5 minutes.
* Glyph of Flame Shock - Increases the duration of your Flame Shock by 50%.
* Flametongue Weapon - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
* Lava Burst - Your Lava Burst spell deals 10% more damage.
* Lava Lash - Increases the damage dealt by your Lava Lash ability by 20%.
* Lightning Bolt - Increases the damage dealt by Lightning Bolt by 4%.
* Riptide - Increases the duration of Riptide by 40%.
* Stormstrike - Increases the Nature damage bonus from your Stormstrike ability by an additional 8%.
* Water Shield - Increases the passive mana regeneration of your Water Shield spell by 50%.
* Windfury Weapon - Increases the chance per swing for Windfury Weapon to trigger by 2%.


Major


* Chain Heal - Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%.
* Chain Lightning - Your Chain Lightning spell now strikes 2 additional targets, but deals 10% less initial damage.
* Elemental Mastery - While your Elemental Mastery ability is active, you take 20% less damage from all sources.
* Fire Nova - Increases the radius of your Fire Nova spell by 5 yards.
* Frost Shock - Increases the duration of your Frost Shock by 2 seconds.
* Ghost Wolf - Your Ghost Wolf spell form grants an additional 10% movement speed.
* Grounding Totem - When your Grounding Totem absorbs a spell, it attempts to reflect that spell on its caster, but the cooldown of your Grounding Totem is increased by 45 seconds.
* Healing Stream Totem - Your Healing Stream Totem also increases the Fire, Frost, and Nature resistance of party and raid members within 30 yards by 130.
* Healing Wave - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
* Hex - Reduces the cooldown of your Hex spell by 15 seconds.
* Lightning Shield - Your Lightning Shield can no longer drop below 3 charges from dealing damage to attackers.
* Shamanistic Rage - Activating your Shamanistic Rage ability also cleanses you of all dispellable Magic debuffs.
* Shocking - Reduces the global cooldown triggered by your Shock spells to 1 second.
* Stoneclaw Totem - Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.
* Thunder - Reduces the cooldown on Thunderstorm by 10 seconds.
* Totemic Recall - Causes your Totemic Recall ability to return an additional 50% of the mana cost of any recalled totems.


Minor


* Arctic Wolf - Alters the appearance of your Ghost Wolf transformation, causing it to resemble an arctic wolf.
* Astral Recall - Cooldown of your Astral Recall spell reduced by 7.5 minutes.
* Renewed Life - Your Reincarnation spell no longer requires a reagent.
* Thunderstorm - Increases the mana you receive from your Thunderstorm spell by 2%, but it no longer knocks enemies back.
* Water Breathing - Your Water Breathing spell no longer requires a reagent.
* Water Walking - Your Water Walking spell no longer requires a reagent.

Source: http://www.worldofraids.com/topic/17...-new-glyph-ui/

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