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Old 07/31/08, 8:57 PM   #801
Hothgor
Banned
 
Human Mage
 
Lightning's Blade
Originally Posted by Fearlezz View Post
Cause totem is now haste buff, has nothing to do with weapon imbue
I believe he stated that mongoose is now procing for feral druids in their feral forms. Seeing how that is a weapon enchant, I would imagine that our own mongoose enchants would work in Ghost Wolf as well. Would Windfury Weapon work any different?
 
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Old 08/01/08, 12:15 AM   #802
Malan
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Malan
Tauren Shaman
 
No WoW Account
Ghost wolf procs mongoose, flurry, maelstrom weapon, and is hitting with both of my equipped weapons. Does not proc windfury weapon though.

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Old 08/01/08, 3:27 AM   #803
Wolfhand
Glass Joe
 
Orc Shaman
 
Emerald Dream
What about flametongue or frostbrand?
 
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Old 08/01/08, 3:53 AM   #804
Jheherrin
Von Kaiser
 
Draenei Shaman
 
Shadowsong (EU)
Regarding Windfury Totem, does anyone else actually see this change as a nerf to windfury totem for rogues and warriors?
One of the benefits to WF totem was the extra 445 AP that went with the WF proc.

I can see the 20% haste being a direct conversion to the 20% proc rate, but what about the AP?

I searched this thread pretty thoroughly and could see noone mentioning this, and it is mentioned very briefly in the warrior post.
Granted it is not a nerf to Enhancement Shaman as we never used the buff for ourselves anyway, but it is a nerf to Windfury Totem, to Rogues and to warriors.

I know it is not a huge amount, for a warrior with 4500AP (reasonable for endgame raid buffed I think ?) it is 10% of 20%, or a 2% loss in total dps.
For characters with lower AP it will be a bigger loss.

Or have I missed something?

Last edited by Jheherrin : 08/01/08 at 4:05 AM.
 
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Old 08/01/08, 4:08 AM   #805
Shakes
Piston Honda
 
Tauren Druid
 
Nagrand
I think it's a buff for anyone who dual wields, since it now affects both their weapons. Additionally, in the rogue's case, they can now use poisons on their main hand, which should more than make up for the AP loss. The only people who may lose a little are arms warriors.
 
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Old 08/01/08, 4:17 AM   #806
Jheherrin
Von Kaiser
 
Draenei Shaman
 
Shadowsong (EU)
Yes, you are right.

The fact that it affects both weapons for dual wield and the fact that it no longer takes up the temporary weapon imbue slot makes up for the AP loss.

Not only rogue poisons but sharpening/weight stones for warriors are also useable.

Thank you for pointing out the obvious that I missed.

Edit: Funnily enough this has just come up in the warrior WotLK thread again today and these exact arguments have been used.

Last edited by Jheherrin : 08/01/08 at 5:09 AM.
 
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Old 08/01/08, 7:49 AM   #807
LazyJoe
Von Kaiser
 
Tauren Shaman
 
Sinstralis (EU)
Huge boost for rogues, since they do 75% of the base dps with their offhand, and also they will get twice the amount of combat potency procs through windfury than nowadays.

Same for fury warriors, although they only do 62.5% of the base dps with offhand. But still more rage generation.

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Old 08/01/08, 8:00 AM   #808
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by LazyJoe View Post
Huge boost for rogues, since they do 75% of the base dps with their offhand, and also they will get twice the amount of combat potency procs through windfury than nowadays.

Same for fury warriors, although they only do 62.5% of the base dps with offhand. But still more rage generation.
Twice the amount of Combat Potency procs? Maybe I'm missing something here, but 20% haste shouldn't really result in double the amount of hits. So what is it?
 
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Old 08/01/08, 8:15 AM   #809
Shakes
Piston Honda
 
Tauren Druid
 
Nagrand
I think he means double the amount of extra ones that windfury causes.

As for the rage generation, I've heard that rage gain is normalised to hastened weapon speed and haste is rage neutral for warriors. Where as the old WF gave you a free extra hit that you could gain rage from.
 
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Old 08/01/08, 9:06 AM   #810
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by Shakes View Post
I think he means double the amount of extra ones that windfury causes.
Well that sort of makes sense I guess, just that Rogues don't get any Combat Potency procs from WF these days, unless the Rogue is a fool and don't use poisons at all.
 
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Old 08/01/08, 9:09 AM   #811
LazyJoe
Von Kaiser
 
Tauren Shaman
 
Sinstralis (EU)
/facepalm

I thought combat potency applied to both hands

Well anyway that will mean 20% more combat potency procs with the new windfury mechanic.

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Old 08/01/08, 9:42 AM   #812
Rhaegal
Don Flamenco
 
Tauren Shaman
 
Zul'Jin
Don't forget that Windfury Totem will also affect hunters. With the addition of two whole physical DPS classes affected by it for the first time, and rogues and fury warriors getting a slight buff out of it, the fact that it's a minor DPS hit for arms warriors a very minor point compared to the major buff to raid DPS this will give.

I haven't heard about haste being rage neutral for warriors. Speaking for myself, I feel like whenever I get Bloodlust on mine, I get pretty ridiculous amounts of rage, but I'm not positive. It seems like it would be silly to have one DPS stat be rage neutral when others (AP, crit, ArP) aren't.

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Old 08/01/08, 10:16 AM   #813
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by Rhaegal View Post
Don't forget that Windfury Totem will also affect hunters. With the addition of two whole physical DPS classes affected by it for the first time, and rogues and fury warriors getting a slight buff out of it, the fact that it's a minor DPS hit for arms warriors a very minor point compared to the major buff to raid DPS this will give.

I haven't heard about haste being rage neutral for warriors. Speaking for myself, I feel like whenever I get Bloodlust on mine, I get pretty ridiculous amounts of rage, but I'm not positive. It seems like it would be silly to have one DPS stat be rage neutral when others (AP, crit, ArP) aren't.
Unless you bring three Shamans it is unlikely that the Hunters will gain the effect of Windfury. The move to Elemental for Enhancement Shamans means that the totems are 20 yards. This goes very badly in combination with Sniper Training in the Survival tree where you need to be at 30 yards or more. The second Shaman (if we expect him to be Ele or Resto, another Enhancement would do nothing for Hunters due to the same constrictions) will be putting down Wrath of Air. Finally a second ranged Shaman might put down Windfury and Strength of Earth for Hunters. Not a problem for many top guilds (depending on how vialbe Shamans will be, but it looks good enough so far), but a lot of lower guilds will never see three Shamans. And undoubtedly no guild is going to stack an otherwise unneeded Shaman just to cater to the Hunters, and most definately will Enhancement Shamans not run back and forth to place totems, again to cater to Hunters.

BM Hunters could in theory move up to totemrange and become a sort of intermediate range ranged class.

Last edited by KraxisSingular : 08/01/08 at 11:14 AM.
 
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Old 08/01/08, 10:57 AM   #814
Malan
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Malan
Tauren Shaman
 
No WoW Account
Strength of Earth still isn't Raid-wide so that 3rd shaman would need to be in the hunter group. Anyone that's in the beta should /bug and Suggest that SoE be made raid-wide as well.

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Old 08/01/08, 11:12 AM   #815
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by Malan View Post
Strength of Earth still isn't Raid-wide so that 3rd shaman would need to be in the hunter group. Anyone that's in the beta should /bug and Suggest that SoE be made raid-wide as well.
I was under the impression this was only because it wasn't implemented yet. Seems awfully silly for it not to be, given it is a non-scaling totem as opposed to WF which does scale.
 
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Old 08/01/08, 12:52 PM   #816
Malan
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Malan
Tauren Shaman
 
No WoW Account
Any glyph ideas that you guys would like mentioned here? WoW Forums -> Shaman Glyphs

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Old 08/01/08, 1:08 PM   #817
PsyBomb
Don Flamenco
 
Undead Warlock
 
Scarlet Crusade
Glyph of Chain Heal: causes your Chain Heal to arc to another target
--- Alternate Idea: Causes your Chain Heal to be 20% more effective if at least one of the arcs does not occur.

Glyph of the Shields: Grants your Water Shield 3 extra charges, your Lightning Shield 2 extra charges, and your Earth Shield 1 extra charge

Glyph of Healing Wave: Increases the cast time of your Healing Wave by .5 seconds, its mana cost by 10%, its effectiveness by 35%

Glyph of Lesser Healing Wave: Causes your Lesser Healing Wave to be instant cast, but gives it a 10-second cooldown.

I had another idea, but it is not likely to be possible to implement. Listed below:

Glyph of Exchange: Swaps the location of your Elemental Mastery talent with the location of your Totemic Mastery talent.

(Location of points would remain unchanged, and the new config is the same point value as the old, so it wouldn't require a reset)

EDIT: My apologies for dropping these into the Enhance thread, my guy is a resto and and when I saw the request, this is what I came up with. Oh, and thanks to the smack in the head lower down, changed Healing Wave glyph (20%->35%).

Last edited by PsyBomb : 08/01/08 at 1:44 PM.

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Old 08/01/08, 1:14 PM   #818
Toots Hepcat
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Troll Shaman
 
Llane
Originally Posted by Jheherrin View Post
Regarding Windfury Totem, does anyone else actually see this change as a nerf to windfury totem for rogues and warriors?
Come on man, it's less than 10 dps. 445/14 = 35 dps * 20% = ~6.9 dps * ~35% crit = 9.3 dps.

Don't be stupid. Raid wide totems as well as haste affecting ferals and rogues' offhands are HUGE, HUGE buffs.
 
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Old 08/01/08, 1:30 PM   #819
Toots Hepcat
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Troll Shaman
 
Llane
Glyph of the Hurricane: Windfury procs have a 1% chance to blind the target for 3s.

Glyph of the Deafening Thunder: Earth shock spell lock increased to 3s.

Glyph of the Hailstorm: Frost shock decreases attack speed by 10%.

Glyph of the Stormfront: Stormstrike effects one additional target.

Glyph of Tectonic Inertia: Decreases base weapon swing speed by .2s, keeping base DPS constant.

Glyph of Rivalry: Allows purge to remove a paladin's bubble

Glyph of Delicious Barbecue: Doubles the stat altering effects of foodstuffs.
 
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Old 08/01/08, 1:34 PM   #820
Toots Hepcat
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Troll Shaman
 
Llane
Originally Posted by PsyBomb View Post
Glyph of Healing Wave: Increases the cast time of your Healing Wave by .5 seconds, its mana cost by 10%, its effectiveness by 20%
The net effect here is to make a spell that does the exact same HPS, but costs 10% more??
 
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Old 08/01/08, 1:40 PM   #821
Fearlezz
Von Kaiser
 
Night Elf Death Knight
 
Dunemaul (EU)
Originally Posted by Malan View Post
Any glyph ideas that you guys would like mentioned here? WoW Forums -> Shaman Glyphs
- Stormstrike 1 sec GCD
- Remove movement imparing effects when switching OUT of GW too
- Lava Burst does 80% damage but renews flameshock dot
- Add a pet bar to Fire/Earth elemental
- Shorten fire/earth ele cd by 50%
- Frostshock roots target for 3 sec
- .. that's it for now
 
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Old 08/01/08, 1:42 PM   #822
TheJadeMonkey
Glass Joe
 
Draenei Shaman
 
Vashj
There are so many possibilities for the glyphs that I'm hesitant to even begin brainstorming changes, but a few off the top of my head are as follows. *Note* I cannot visit the official boards from my work computer, so I apologize in advance if any are already mentioned.

1. First pulse of stoneclaw totem acts as a taunt (personally I think this should be the way the base totem works, but I figured I'd mention it).
2. Increase armor granted by stoneskin, possibly add a minor increase to magic damage done as a result.
3. Change the model for totems (bigger, smaller, different skin, different model, something for "flavor").
4. Increase damage done on flameshock ticks, decrease initial damage (similar to the moonfire glyph).
5. Change the SS debuff (i.e. increase the % increase to nature and decrease the number of charges or vice versa).
6. Reduce damage on earth shock, give it a spell/school lockout.
7. Alternativly, increase the damage on earth shock and remove the inturrupt component.
8. Earthbind totem has a chance to root enemies with each pulse.
9. Increase life on totems (by % of base hp, or by set amount based on lvl).
10. Give Frost shock chance to root or increase the snare, decrease damage.
11. Lavaburst no longer consumes flameshock debuff.
12. Play around with the duration/%reduction/mana gain for shamanistic rage (possibilities include increasing duration but removing mana gain, increasing duration but reducing the %damage reduction, ect). One could also could change the chance to replenish mana with chance to replenish life.
13. Windfury procs increase the amount of SS debuff charges.
14. Increased duration of totems.
15. Increase runspeed in ghost wolf form.
16. Change ghost wolf skin.
16. Flurry only grants 2 hasted attacks, but increase the %haste for those attacks, or grant extra AP/Crit/ArP.
17. Increase life/mana after using ankh.
18. Unleashed Rage increases crit damage by xx% (similar to the ele talent)
19. Increase the resist given by fire but decrease the resist given by frost, and vice versa.

*edited to include more ideas*

Last edited by TheJadeMonkey : 08/01/08 at 3:21 PM. Reason: added additional ideas
 
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Old 08/01/08, 1:44 PM   #823
PsyBomb
Don Flamenco
 
Undead Warlock
 
Scarlet Crusade
Originally Posted by Toots Hepcat View Post
The net effect here is to make a spell that does the exact same HPS, but costs 10% more??
ouch, missed that when I was whipping out numbers. Intention was to turn it into a Healing Touch-style spell, changed the glyph in my post to increase healing by 35% instead of 20%. Thanks for pointing it out

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Old 08/01/08, 2:34 PM   #824
Wolfhand
Glass Joe
 
Orc Shaman
 
Emerald Dream
Glyph ideas:

1. Give Lightning Shield ticks a chance to stun the target (15~30%).
2. Give everyone affected by Tremor totem a 6-second fear immunity when it is initially dropped. (Add an internal CD to keep it from being spammed).
3. Increase the duration of Shamanistic Rage by 100%, but remove the mana return ability.
4. Give Windfury attacks a 20% chance to knock the opponent up(2-5 yards), with an internal cooldown(maybe 15 seconds).
5. Give Grounding Totem a 1-second window of spell reflection.
6. The Stormstrike debuff now applies to Frost and Fire damage as well as Nature, but only for the Shaman that applied it.
 
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Old 08/01/08, 2:34 PM   #825
Mman
Piston Honda
 
Draenei Shaman
 
Shattered Hand
Feral Wind - increases your run speed by 20% while in ghost wolf form and the attack speed of your feral spirits by 10%
Totemic Duplicity - allows you to use two totems of the same school (maximum of 1 school, ie fire, fire, wind, earth. NOT fire, fire, water, water)
Storming Mana - in addition to increasing nature damage, each charge of the Stormstrike debuff refunds 25% of the damage done to the caster in the form of mana
Inspiring Rage - Everytime Shamanistic Rage returns mana to the caster it will return 5% of party member's mana, rage, etc. to them.
Deadly Rage - Everytime Shamanistic Rage returns mana to the caster it increases the attack/spell power of the next attack by party members by 50% of the mana returned to the shaman.
Motley Shocks - Casting a shock decreases the cooldown of your other shocks by 1 sec (ie, you cast frostshock, 5 sec cooldown for earthshock now, still 6 secs for frostshock)
 
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