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[Enhancement] Cataclysm Beta Changes (updated 11/4/10)
This thread is intended for the discussion of the Shaman Enhancement tree in Cataclysm Beta. I will keep it updated as best I can with information on new talents, abilities and links to appropriate blue posts. Please post only relevant information. Try not to whine about changes, this is beta, and most of this information is likely to change constantly. Please PM Cochice if you notice any spelling errors or just feel like fact checking.
Beta Testers: There's a lot going on in Beta, and it's constantly in flux. Any new information, small or large, that relates to Enhancement Shamans is welcome. --Mouse-overs show old versions of abilities, clicking on the link will take you to the cataclysm version. Where necessary, supplementary text has been added for clarification (highest rank only). Primary Skills (Learned at Level 10 when Enhancement specialization is chosen):
Talent Information: Current Cataclysm Talent Calculator New Talents:
Changed/Removed Talents (Changes listed in Green. Removals listed in Red.): Elemental:
Enhancement:
Ability Information: New Abilities:
Changed/Removed Abilities (Changes listed in Green. Removals listed in Red.):
Mastery:
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Other Information:
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To Be Added:
updates --7/15/10 initial post --7/16/10 added @beta testers. To Be Added section. Testing Needed section. Mastery fixed. Re-did talents/abilties sections. --7/19/10 added Q&A info ("Mastry" and "Other Info" sections). --7/21/10 changed talents link --7/22/10 updated for new build --7/23/10 updated for new build --8/10/10 updated for 2 or 3 new builds (sorry about the lapse) --9/21/10 updated for a lot of backed up data (again, sorry, moving). Added "Glyphs" section. New info in: Other Information, Talents, Abilities --9/22/10 fixed GW glyph and incorrect Acuity value --9/23/10 Updated for latest build --9/25/10 Updated for MQ change --11/3/10 Updated for UE - Windfury change --11/4/10 clarified UE-wind change |
Good summary, the only thing I saw missing was under New Abilities and the title misspelled Enhancement.
The new cast while running ability does help Enhance, so you can cast a Lightning Bolt or Healing Wave while running out of the fire. |
If Ghost Wolf truly becomes usable indoors, I can definitely see Ancestral Swiftness becoming part of the cookie cutter PvE spec, not to mention saying goodbye to tuskar's. Looks like I need to find room for 2 more hotkeys (UE/GW) as well.
As for Spiritwalker's Grace; with UE, Shocks and MW5LB I still don't see it getting much use in a movement situation for us (useful but not much). |
The new description of Fire Nova on MMO Champion seems to have changed from "active fire totem" to FlameTongue, Magma, or Fire Elemental, removing Searing from the totems that can use FN.
If this has been confirmed in Beta, it needs to be added to changed abilities. This will also remove FN from our single target priority list (and make it slightly more complicated to switch between single target and AE on the fly). |
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Swapping my gloves for a pair of blue gloves with 92 mastery but 12 less agility and 8 less AP (1873 spellpower to 1862) shows the following changes in spell tooltips. Earth Shock 1605-1654 --> 1641-1691 Flame Shock 919 + 1962 over 18 seconds --> 917 + 1956 over 18 seconds Lightning Bolt 2038-2139 --> 2080-2183 Lava Burst 2305-2645 --> 2298-2638 Looking at the general tab in the character panel shows the 92 mastery rating as equal to 0.99 mastery at level 82, whatever that means. Edit - the talent tree bonuses though are definitely gone. No talents or spec 587.6 dps 1293-1555 MH damage 2.42 attack speed After specializing in enhancement but without any talent points spent 587.6 dps 1293-1555 MH damage 2.42 attack speed After speccing 33 points in enhancement but avoiding unleashed rage 587.6 dps 1293-1555 MH damage 2.42 attack speed |
Mastery is planned to be a level 75 learned skill (it makes since it doesn't show up on gear until the new 78-80 dungeon). I don't think Mastery is turned on in Beta though.
Looking at Rouncer's example, it seems that 1% mastery (from his 92 mastery rating) is giving 1% better nature damage spells. |
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It also appears that you gain the base mastery bonus the moment you specialize (and are above the level that it activates, I guess) but mastery rating has no effect until you spend your first talent point in the tree. Which really doesn't affect anything but is sort of good to know. Edit - just checked on my 23 goblin shaman and their is no base mastery bonus affecting her spells. Naked with no spec - 34 spellpower 66-71 LB 66-69 ES 62-65 FrS Naked specced enh - 68 spellpower 90-95 LB 79-82 ES 75-79 FrS Notice that the increase in damage for ES and FrS is identical and corresponds directly to the increased spellpower from mental quickness. Spending that first talent point didn't change anything either. Edit - just went back and checked things a bit more thoroughly using resto gear but then specializing in enhancement. There no longer seems to be a base mastery bonus. You get the nature damage bonus from mastery rating but there is no longer the 20% boost from being specced enhancement no matter what your level. Makes sense since they haven't even started tuning damage around the 31 point trees in this build. |
From the Twitter Q&A today comes the following:
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Twitter Q&A Link
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Looks like the design intent for Enhancement is that we will sustain our rotation with only the primal wisdom talent and SR will be an emergency cooldown. I don't know how this will effect us in pvp where time on target might be to limited for an rng regen talent to work especially when we are likely to be doing more than just damage in those situations. JoW is gone (from the paladin part of the Q&A). My comments on totems are in the elemental cataclysm topic. In short I am disappointed in the answer given. |
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Take the buffs that are specific to each of the three specs and just make them part of our specializations. So enhancement's would be windfury and SoE. Elemental's would be WoA and ToW. Resto's would be WoA and mana spring. So then if an enhancer has any earth totem down, they will also be providing the SoE buff to anyone in range of the totem. I'll stop there because this really is verging on wishlisting and belongs more on the official forums then here. |
I've never been a fan of the buff from all my totems idea mainly because I think it brings up issues with coverage on the buffs. When the utility totem expires or is recalled it seems like the buff would fall off the raid. It might be that the amount of lost time is small enough to not matter and I can see how it's clearly better than having to use a utility totem and not getting the buffs at all for that totem's duration but it just feels lame to me that one of the benefits I bring to the raid would fall off at all. I really dislike the wrathful totems talent for this reason as well. It will take vigilant recasting to keep the spell power buff up and there will be times when the elemental shaman has to recall the searing totem, when that happens the shaman will have to twist out their flametongue totem.
Speaking of flametongue I am pretty worried that they managed to forget that enhancement ends up providing the spell power buff (even in its weaker form) to 10 man raids pretty often. That might end up being a significant dps loss with the new stacking dot effect from searing totem and the resulting LL damage increase. It all depends on your group but I don't think it's a stretch to see it being a bigger benefit to your group to have 6% more spell power than your personal damage totems for some comps. The full 10% buff needs more specs bringing it than just the two we have right now which would probably help with that issue. |
I like some of the ideas Blizz come up with but i am still courious about the LavaBurst with MW5 as Enhanc.
Lightning Bolt is going to be better at higher levels and gear levels because of the Mastery Scaling and the SS Debuff. So either Blizz has to make SS also include our own Fire Dmg also or i see us using LB as always. Or have i misread/overlooked something ? |
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