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Enhancement WotLK Talents and spells discussion.
Since so many classes have gotten this kinds of threads over the past weeks, I'd figure we could make one for Enhance. The talents just got released today, so lo and behold, plenty to discuss. First of all, I think most changes are pretty decent. Pretty much stuff we needed.
The talent tree(s) can be found here: Yarr! Tools :: Shaman 8472 At first glance, I was disappointed they kept Shield Spec. Even when reducing it to 2 talent points, no one is going to get it. I don't even get why it's there in the first place. But I disgress. Continuing on the first tier, we can see the new and improved Ancestral Knowledge. At first I was disappointed again, but you will soon see why you should not be (in a few tiers). Next up is the good old Enhancing Totems. No brainer there, didn't get any changes. Next to it though, the new Elemental Shields. I don't think it's too shabby for 3 points, being a first tier and all. 15% damage on lightning shield and 15% more mana gained from water shield charges. Might not be worth 3 talent points, or it might. Needs some theorycrafting. It does have some synergy with a later talent, again. Next tier. Guardian Totems got some insignificant buff to windwall and stoneskin. Nothing noteworthy. Same goes for Imp Ghostwollf and Thundering Strikes. Unchanged. But now. This is where the good stuff starts rolling in. "Mental Dexterity - Increases your attack power by 100% of your intellect." My first thought was negative, I mean now they actually have a reason to put intellect on our gear. Then I thought about it a little, this is not insignificant. With my current gear setup which is rather mail light, I'm at 270 intellect or so raidbuffed. That's 270 AP, right there. Just 'free". I'd say this is a damn good talent, although it does scares me a little bit Blizzard might overdo it with intellect on mail again. This also adds a reason to get Ancestral Knowledge, for a little free AP. The rest of this tier is unchanged. Next tier, unchanged too... moving on. Next three tiers, the same... moving on. And new stuff again. Improved Stormstrike. The wording on that site is bugged, so disregard that. "Improved Stormstrike - Increases the amount Stormstrike charges by 2 and reduces the cooldown by 2 seconds." I feel this is pretty decent. Adding 2 charges to SStrike means a longer uptime for Elemental Shamans, adding a buff to them. With this talent, Stormstrike is going to be a 8 second cooldown. I'm a little too tired for theorycraft at the moment, but I'm going to guess at a ~50% uptime on Stormstrike (if you dont have wind serpents), making it roughly equivalent to a Curse. Next tier, Improved Shamanistic Rage. Damn time. "Improved Shamanistic Rage - While under the effect of Shamanistic Rage you have a 100% chance to be immune to Stun, Movement Impairing and Snare effects." PvP toy, but nevertheless might be handy for some encounters. To the other side of Sham Rage we have Elemental Shields synergy with Static Shock. "Static Shock - You have a 6% chance to inflict an enemy with a Lightning Shield Orb charge everytime you do damage. In addition, you gain 3% more spelldamage while Lightning Shield is active." Like I said, this will maybe make Lightning Shield a little more valuable. It all depends on how much we'll need our Water Shield, I suppose. Now it's time for the REAL good stuff. This talent is like a dream; Weapon Specialisation: Axe - Increases critical strike damage bonus by 25% Mace - Has a 5% chance to increase your melee haste by 10% for 15 sec. Fist - Attacks from your fist weapons have a 5% chance to reduce the enemies armor by 20% for 6 seconds. Where to start in this amazing talent. First of, it appears that you will benefit from using f.ex one mace and one fist. Gaining both boni, as they are on the same talent. Secondly, from first non-theorycrafting glance, it seems the Fist spec is the superior one. Of course this talent will stand and rise with the question whether or not these procs will have a ICD or not. Will need testing. And last, but not least: Feral Spirit Summons 2 Spirit Wolves under the command of the Shaman, lasts for 30 seconds. First reports have indicated that these wolves leave a debuff on the target, increasing critical strike bonus damage and apparantly a stun. Also possess a bleeding effect, apparantly. I don't have more information on this. This does increase our raid DPS buffing even more, so this looks to be a good talent. To end this pretty big post, speccing will be interesting. There's a lot of new stuff to get in Enhance so I don't think we can spare 16 points to get totem range and 3% hit anymore. On the other hand, Elemental Devastation is down a tier and is very easily accessible. And now that melee crit and spell crit are merged, it might actually be a very good talent. Will need some theorycrafting on that. Discuss. |
Weapon Specialisation is simply awesome, and the fact that it encourages using 2 different weapons makes it all the more appealing to me (style ftw!!!).
Yay for Ghost Wolves, about time! Even if they do nothing at all, I'll still love them! Giving shamans an incentive to use Lightning Shield over Water Shield is great, too, since usually I have more than enough mana thanks to Shamanistic Rage. Overall I really like the attempt to put some decent synergy into the talents / talent trees, also with other classes. It makes them feel more complete instead of something randomly thrown together. Good stuff so far, no complaints from me anyway! |
Mental Dexterity - Increases your attack power by 100% of your intellect."
This is essentially a way of getting us to change focus on which gear we aim for. The majority of Enhancement Shaman tend to find that leather melee gear, usually rogue gear, is better for dps, at the cost of armor and intellect. This talent will make gear with intellect much more attractive. OK, we will still share leather gear, but the druid gear will be more attractive than pure rogue gear, and the mail gear that is supposed to be our class gear will also become more appealing. It also reduces the need for us to choose mana increasing, or mana cost reducing talents by encouraging us to use gear that will increase our mana pool. Mental Dexterity combined with the changes to hit and crit, make Totemic Mastery the only justifiable reason to subspec resto now. Elemental subspec with Concussion+Elemental Deavastation look far more interesting. The main question will become this. Does my increased mana pool from gear offset the extra cost of dropping totems from loss of Totemic Focus and Totemic Mastery? |
My first reaction when I saw Improved Stormstrike was that it was going to play hell with our cycles. Trying to weave an 8 second stormstrike, a 10-second twisting cycle, and a 6(5?) second shock cooldown just doesn't work. Even if we can't stormstrike every 8 seconds though, we can use the shorter cooldown as wiggle room to hold stormstrikes until windfury is up without throwing off our twisting/shock cycles.
Regardless its a good talent for the extra charges alone, assuming you raid with an ele shaman or a moonkin or both. Elemental Devastation looks nice with the changes to hit/crit rating, probably as good as Nature's Guidance or better. The rating changes are nice for elemental in general, but trying to twist with no Totemic Focus, no water shield (because of Static Shock) and increased lv80 spell costs might be too much in Sunwell-equivalent gear. Weapon Spec is the most interesting new talent though. Anyone know whether the fist proc is self-only? If the fist proc reduces armor for everyone, our weapons are going to be fists or nothing. If not, I can see mainhand axe/offhand mace or mainhand axe/offhand fist being good - get the crit bonus on your mainhand where it matters, and get a proc that buffs both weapons from your offhand. Using a fast mace or fist offhand with flametongue might be worthwhile for more buff uptime, but there's no way to know yet. (The new elemental talents imply a change to flametongue, presumably some kind of buff, and the hit/crit rating change would make flametongue offhand less terrible.) Cool though it may be, I'm dreading what weapon spec could do to our itemization. We're an offspec, we're not going to get as much custom-tailored itemization as, say, rogues, and even rogue weapon itemization was an abortion at the beginning of TBC. Unless Blizzard is planning to put two axes, two maces, two fists on every badge vendor for every tier, I'm not looking forward to being this dependent on very specific and possibly nonexistent weapon drops. |
Well lets look at how it works for some of the current end game gear for ench i took Leggings of the immortal night and Starstalkers as an example
using sunwell EP values Leggings of the immortal night would be worth 424.49 Starstalkers 355.17 wile they are far from equal blizzard have atleast manedged to make "hunter mail" abit more viable for shamans. and bye the way you mention that spell and melee crit are merged were did you read/find out this? |
For all we know now Blizzard gets rid of the benefits of twisting altogether come WotLK. They've stated they're not happy with it, and a new expansion seems like the perfect time to rework the mechanic.
The tree could use some pretty heavy trimming though, seems really bottom heavy now, can't see me spending less then 60 in the enhance tree now, which does leave a perfect amount for getting the useful stuff in the elemental tree. |
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Thought this was pretty common knowledge by now, but from the patch notes: - Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells. - Spellpower: All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization. For classes which do not heal, they should see no change in the character sheet other than new tooltip wording. Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power. |
ah I am sorry indeed I only followed up on the "spell power" dident know it applyed for stats are crit and hit aswell.
Might also add the lava burst since it seems to give a free crit. And there for free elemental devastaion proc. Lava Burst Rank 1 You hurl molten lava at the target, dealing $s1 Fire damage. If Flame Shock is on the target, Lava Burst will consume the Flame Shock, causing Lava Burst to critically hit. Depending on its cooldown this spell let alone could make elemental devastaion sub build worth it. That is ofcourse assuming its instant. |
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The enhancement tree still needs quite some work. The biggest problem it has in it's current state is that it does not change the skill rotation of enhancement shamans at all, which is quite the problem actually. The trainable skills aren't out yet though, so it's too early to judge. The changes themselves look decent enough on themselves though.
Ancestral knowledge is useless, +6% int, so say you have 500 int raidbuffed, then this talent would give you 30 extra int for 30 AP and 450 mana, especially now that it is skippable in favor of other talents. I'm thinking something like this: Yarr! Tools :: Shaman 8472 I still have issues with: - the fact that stormstrike even has charges. Make 2/2 improved stormstrike give it a + 10% nature (and arcane) debuff that lasts for x seconds. - totemic mastery. Isn't it time to give this ability as a trainable one? - a new attack. Enhancement shaman need to excite their rotation a bit. The clickable wolves sure help, but something like a cleave talent (like sweeping strikes), or a new clicky that causes all your attacks to hit with the power of the earth having a chance of doing <something> ... would be nice. The LS change is a step in the right direction, but I think it's time to add new mechanics instead of trying to improve the old ones. - Shamanistic rage becoming the skill where everything gets dumped into. It would be nice if you could split it up in shamanistic wrath and shamanistic healing for example. (I bet being feared trough the duration of SR will be awesome) The 51 talent point dogs look like they have a bleed, stun and a third skill. Which could mean that they will be more than just glorified treants. edit: - What about the rumours of an air elemental pet? Is there any truth to that? - Does anyone have any numbers on the new shock (lava)? |
I was pleased overall with our talents.
Mental Dexterity - saw this and thought...hot damn free AP! Can't turn this down espcially at 100%. Like stated i currently have 293 INT and thats roughtly 300 FREE AP!! Jesus i want this talent right now ;) Improved Stormstrike...interesting , we dont raid with an Elemental Shaman at the moment but i can see keeping 4 Charges up being useful if we did, while at the same time reducing the cooldown to 8 seconds. Improved Shamanistic Rage is a nice PVP toy but i dont see myself using it as a raiding shaman that much. While building a raiding spec i skipped this talent. Summon Ghost Doggies i was a little dissappointed with. Just dont like having my 51pt talent as something i will most likely have no control over, all that aside they "could" really rock and be a considerable chunk of DPS if it works that they are indeed what the Illundai says and a debuff on the target. Now weapon spec....WOW this talent alone has almost made me decide to stay ENH and shelve the idea of rerolling DK. Thinking about combining Axe/Fist or Mace/Fist ..mmmmmmmmmmmm. It will just come down to what kind've proc / debuff it applies , how long it lasts, and what exactly the cooldown on it is, and if you can mix/match and it not requiring both of the same type equipped. |
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edit: By the way, that talent calculator linked in the OP is broken now that someone linked it on the WoW forums. |
After some fast ingame testing cofficent for lightning shield is 0.97 of spell dmg or 0.32 per charge.
so that gives us (287 + (((atp*0.33)*1.03)/3))*1.15 per static shock whit about 3k combat atp thats 682 dmg per static shock (assuming you take improved shields other wise remove *1.15) If spell crit and melee crit are beeing merged and whit the new and improved charges of stormstrike this is quite a deadly talent tbh. Assuming you can keep up whit the mana use its quite alot of dmg. Wonder if it has a hidden cooldown of some sort since it procs of all dmg. |
The Yarr! links arent working for me. Is there something I'm missing?
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No, apparently someone posted links to them on the Blizzard WoW forums :(
Edit: oops, was trying to find where I saw this information on the wotlkwiki forum, and just realized it is 3 posts above mine in this thread. Feel free to delete this. |
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