Elitist Jerks

Elitist Jerks (http://elitistjerks.com/forums.php)
-   Shamans (http://elitistjerks.com/f79/)
-   -   Cataclysm Shaman Changes (http://elitistjerks.com/f79/t97235-cataclysm_shaman_changes/)

Narcosleepy 04/06/10 7:52 PM

Cataclysm Shaman Changes
 
With the upcoming changes being announced keep the following guidelines in mind when posting. This is the place to discuss these changes only.

Failure to do so will result in an automatic infraction.
  • Do not merely link blue post information without any useful contribution of your own.
  • Do not bitch, whine or moan about the changes during your discussion of them.
  • Do not suggest what you think Blizzard should do. Neither we nor Blizzard care about your great idea.
  • Do not post class change discussion in the current 3.3.3 threads.
  • Do remember that all normal rules apply.
  • Do remember that these are proposed changes and subject to fine tuning and/or complete overhaul.

Quote:

World of Warcraft - English (NA) Forums -> Cataclysm Class Preview: Shaman

In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Shaman Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we're considering for this ability:


- Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
- Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
- Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.


Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


* Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.

* We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.

* Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.

* Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Demonic Pact, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.

* We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.


New Talents and Talent Changes


* Elemental Reach will be simplified so shaman have a more consistent spell range.

* We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.

* Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.

* Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.

* Ancestral Knowledge will boost mana pool size, not Intellect.

* Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.

* With the Mastery system, we're also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature's Blessing, and others, to allow players more freedom to choose more interesting talents.


Mastery Passive Talent Tree Bonuses

Elemental
Spell damage
Spell Crit
Elemental Overload

Enhancement
Melee damage
Melee Haste
Nature Damage

Restoration
Healing
Meditation
Deep Healing

Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Quote:

World of Warcraft - English (NA) Forums -> Cataclysm Class Preview: Shaman

Just to clarify a few things:

Meditation – the amount of mana you regenerate in combat as a function of your Spirit.

Also of note, you only get one set of passive talent tree bonuses: the tree in which you’ve spent the most points. Sub-speccing in another tree will not net you those bonuses in addition.

Last but not least, it's the intention of Primal Strike to let shaman play as an Enhancement at low levels. Currently when leveling in this spec, you end up just using Lightning Bolt a lot so you feel like an Elemental shaman instead. At a higher level, Primal Strike gets replaced by Storm Strike. They share a cooldown so Enhancement just won’t ever use Primal Strike after that, in the same way that Prot warriors don’t use Sunder Armor once they have Devastate or Feral druids don’t use Claw once they get Mangle.
Quote:

World of Warcraft - English (NA) Forums -> Cataclysm Class Preview: Shaman

We know there are a lot of additional questions and we'll do our best to answer what we can. Keep in mind, this is merely a preview of things to come.

Q: Will Maelstrom Weapon include Lava Burst?
A: That’s the plan currently.

Q: How can Elemental Overload proc Lava Burst when Lava Burst already hits so hard in PvP?
A: We’re going to change almost every number in Cataclysm to adjust for everything from single ranks of spells to larger health pools to new combat ratings. With much higher health pools, hopefully burst damage will go back to being a tool and not the only way to win matches.

Q: What happens to the Lightning Overload talent?
A: It provides a bonus to Elemental Overload.

Q: Elemental doesn’t want to drop Searing Totem at range. We want to drop Magma Totem.
A: Searing Totem needs to do more single-target damage than Magma. That said, if we’re happy with the ability to occasionally place totems at range there is no reason it couldn’t apply to any totem. Imagine, “After using this spell, the next totem you drop will appear at the feet of your target.”

Q: Will Elemental have to spend talent points just to get the Spirit to hit conversion?
A: It will be bundled with another attractive talent, such as Elemental Precision.

Q: Will Unleash Weapon work with Frostbrand?
A: Yes. We just provided some examples.

Q: Is Healing Rain channeled?
A: No, it's not a channeled spell.

Q: Is Earthquake channeled?
A: Probably, but we’ll see.

Q: Will Unleashed Weapon consume your enchants?
A: No.

Q: Does the 10% spell power buff from Elemental scale with the shaman or the target’s spell power?
A: It will scale with the target the same as Demonic Pact and other buffs that bring the same benefit.

Q: Are you supporting two-handed weapons for Enhancement?
A: Once you start to get into the dual-wield talents, then Enhancement is a dual-wield tree.

Q: You didn’t address Enhancement survivability or mobility or X and Y!
A: This was just a preview and is not a comprehensive list of every change. Much more will be revealed in beta and much will change during beta.

Q: You didn’t answer the most important shaman question! What about Sentry Totem?
A: The Cataclysm is a time of great upheaval. Deathwing’s return to Azeroth tore a hole in the fabric of the universe that tragically resulted in the ultimate and irrevocable destruction of all Sentry Totems. Level designers are contemplating a shrine for the Sentry Totem near that of Uther the Lightbringer. We know shaman players will greet this news with grief, but as with all class changes we’ll have to get into beta before anything is final.
Quote:

World of Warcraft - English (NA) Forums -> Cataclysm Class Preview: Shaman

Here's another question (statement) that we can address for you:

Q: Please make the "nature damage" for the enhance tree "elemental damage" so our bonus for putting points in isn't only affecting our nature damage.

A: We actually went with Nature damage for that reason. We thought all Elemental damage might end up just feeling like “damage.”; Since Nature damage is only a portion of your damage, choosing between an item with say haste versus mastery (i.e. Nature damage) might be more interesting. With a lot of mastery, you might actually favor other talents or different spell rotations. All of this just theoretical at this point and the passive talent tree bonuses are likely to see much iteration in beta.

masanbol 04/07/10 12:23 PM

World of Warcraft - English (NA) Forums -> Cataclysm Class Preview: Shaman

Some very exciting Elemental changes in here. Ranged AoE, a new cooldown to boost LvB, built in ToW on fire totems that's the same as Demonic Pact, and a cooldown that lets us cast while moving.

I have a feeling that a 20% boost to LvB every other cast is going to be somewhat OP in PvP, but it gives us something else to think about in our rotation, and with a rotation as static as ours that's always welcome. In any case increased stamina across the board might make that less of an issue.

Ikefury 04/07/10 12:25 PM

I guess I'll start if off.


The two things that struck me (as an elemental shaman) as being the most important things in the shaman post are

1. A CD that lets you cast while moving (Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.)

2. The Elemental Mastery Stat (Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.)


Spiritwalker's Grace sadly seems to be a tiny bit too long of a CD to be as effective as it could be (a 5 second buff in a 1 minute cooldown would be preferable for this effect, I think), but there are a number of fights where there are brief but intense moving periods where this would be a life saver. The pvp applications are also immense, especially for resto-pvp.


The Elemental Mastery Stat is also amazing, though how mastery stat points improve it are something I'd like to know (is the lesspowerful bonus version always a static % of the damage (i.e. always do 50% of the damage of the spell it procced from) and mastery stat points just up the likelihood it procs, or is the chance of it proccing static (always 33%, say) and mastery stat points up the damage the bonus spell do?)



Yay Earthquake, also! ToW being baseline with Ele being allowed to drop DPS totems and get a stronger effect is an elegant fix to the problem, as well as an up to the Searing totem range (Having to always be within 20 yards of a boss to effectively use searing can be frustrating on a lot of bosses where at least initially everyone has a 'spot' they are assigned to stand in).

All good changes for Elemental, that for sure gives us another useful stat to work with (Our mastery bonus is both useful and fun), gives us a more useful toolbox in an AE spell, guaranteed DPS totems, and 2 new cooldowns to use.



All in all, Elemental looks like it has a good start come cataclysm.

Deathicle 04/07/10 12:26 PM

Quote:

Cataclysm Class Preview: Shaman (Shaman Forums)

In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Shaman Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we're considering for this ability:

* Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
* Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
* Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.


Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

* Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.
* We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
* Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.
* Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Demonic Pact, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.
* We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.



New Talents and Talent Changes

* Elemental Reach will be simplified so shaman have a more consistent spell range.
* We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.
* Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
* Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.
* Ancestral Knowledge will boost mana pool size, not Intellect.
* Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.
* With the Mastery system, we're also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature's Blessing, and others, to allow players more freedom to choose more interesting talents.



Mastery Passive Talent Tree Bonuses

Elemental

* Spell damage
* Spell Crit
* Elemental Overload


Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Enhancement

* Melee damage
* Melee Haste
* Nature Damage


Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

Restoration

* Healing
* Meditation
* Deep Healing


Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

-------------

My own thoughts:

The new weapon based strike is something that I'm not sure was needed, especially when they are considering increasing the cooldown of Lava Lash so we can do other 'more interesting' things with our rotation. Its addition seems to simply clutter up an already overly cluttered GCD smorgasbord.

Unleash Weapon: An interesting concept, but the flametongue component does not affect us very much (unless LvB is now instant cast via MW). The 5 hasted attacks + 50% weapon damage from WF is always nice, as is the ranged component of the spell.

Spiritwalkers grace looks like MW on crack, allowing us to cast LvB once every 2 minutes while in stationary combat and perhaps allowing us to toss out a LB on the move, but with a 2 minute cooldown this seems more like an elemental spell than enhancement.

And unfortunately, Enhancement STILL do not have viable cleave damage.

KraxisSingular 04/07/10 1:04 PM

No need to repost the stuff, it was linked in the second post.

Spiritwalker's Grace is a godsent for both Elemental and Resto, it is a nifty work-around for these two heavily stationary specs. But it is also great for Enhancement as noted. Think fights where you have to leave the boss for a short time, pop it and run back in firing off a Lava Burst (assuming Flame Shock is up) on the go, or even better if it is a merry-go-round with the melee running all over the place or you have to kite flames or whatever. It is going to be hugely fun.

Unleash Weapon is cool for Windfury, rather meh for Flametongue and looks interesting for Earthliving (awesome for precticable tankdamage bursts). I understand that Elemental will like it for bigger Lava Bursts, but if the reason to keep Flamtongue on the offhand for Enhancement is this, then it isn't there yet. But thankfully it is only early ideas.

Primal Strike appears to become a leveling ability, not something that will be used at 85 much. At best adding one or two when there is a GCD free. But, given the comment about cleaning up the GCD clutter, perhaps Fire Nova and Magma totem won't be worth the single target damage, in which case a few GCDs are suddenly open to Primal Strike. It could also solve the "whatever you do, just do it" problem, with a lot of abilities being used but the difference between optimal and poor is ultimately not comparable to the difference in workload. We will see I guess.

A little surprised at the Enhancement Mastery bonus. Yes, Lightning Bolt/Chain Lightning, Lightning Shield and Earth Shock are all Nature, but their total damage isn't all that big. Seems a strange direction for a melee tree (not that spells and such aren't cool). Oh well.

Healing Rain... Awesome! Wonder how good it will be, hopefully not the equivalent of Rain of Fire. It's potential is absolutely huge, and I think I'm going to love it for my Shaman's offspec. But the description is not entirely clear. Is it two seconds cast then 10 seconds channeling? Or is it two seconds casting then 10 seconds duration while you go back to the normal stuff? One is a little meh, the other one is going to be downright cool. Imagine if it can proc Earthliving too... *gasp*

And Spirit Bond again... YES!

It looks alright for the time being overall.

PDXMarcos 04/07/10 1:04 PM

I'm interested to see how they balance healing rain. Having it be balance for 10 and 25 man is going to be a difficult task as to make it useful for both. If it's good for a 25 man raid, then it can potentially be overpowered for a 10 man raid. Regardless, the toolbox for resto is much larger now as we have the much lacked intermediary heal as well as a potentially good cooldown for tank healing. One of the biggest deficiencies we face as a tank healer is not having a cooldown during burst periods on the tank.

UberDrivel 04/07/10 1:04 PM

On the Resto side of things: wow, very excited about these additions. Our current toolkit has only one instant heal (and Nature's Swiftness on a cooldown), so Spiritwalker's Grace will definitely boost one of our weaker areas. It should also be a monster in PvP.

Healing Rain is intriguing, sort of a hybrid of Tranquility and Wild Growth. A two second cast time is comparable to Chain Heal, but I suspect that it will be far less mana efficient. The challenge will be, I think, for it to be designed as something that is used intelligently, rather than spammed on every cooldown (Circle of Healing) or rarely used (Tranquility).

Adding a "Medium Healing Wave" is interesting. With 2pc T10 and Tidal Waves, Healing Wave has a comparable cast time to Lesser Healing Wave. Slotting an intermediate heal emphasizes Blizzard's movement towards greater player health. I'm curious as to whether they'll bump up GHW's cast time, or make MHW a 2.0 base cast.

Overall, I think these additions complement our current spells, and strengthen our versatility. We should adapt very well to raid and tank healing, burst damage and constant aoe. Looking forward to it.

PDXMarcos 04/07/10 1:14 PM

Quote:

Originally Posted by UberDrivel (Post 1610753)

Adding a "Medium Healing Wave" is interesting. With 2pc T10 and Tidal Waves, Healing Wave has a comparable cast time to Lesser Healing Wave. Slotting an intermediate heal emphasizes Blizzard's movement towards greater player health. I'm curious as to whether they'll bump up GHW's cast time, or make MHW a 2.0 base cast.

That will be a big balancing factor how to integrate it into Tidal Waves as well as IWS. Having it benefit with a shorter cast benefits at the beginning of an expansion while having additional crit benefits it at the end of the expansion. The way they describe it is that it will be our primary base healing spell for single target healing with LHW and GHW fitting in as niche spells.

Mman 04/07/10 1:28 PM

From an Enhancement's perspective, I'm not excited about any of these changes. Unleash Weapon is just another move in our rotation (although a good way to front load damage I suspect). The only other real change that will actively affect us is increasing LL's cooldown. The reason given is to free up GCDs to use more interesting abilities. I'm not sure how increasing the cooldown on our least used ability will really help with that.

yusef 04/07/10 1:38 PM

I expect cast time will be much less important, and hpm will be the important differentiator. Chain heal is conspicuous in it's absence. I'm hoping that blizzard sees CH as being in a good place. It should have very good synergy with deep healing, a 4-bounce CH across targets all at 50% should get a lot of benefit from mastery.

Brayford 04/07/10 1:41 PM

Spirit Bond definitely has potential. I recall that before they were having it break after X amount of damage, so I'll continue to watch exactly what it does. The idea of linking two tanks for split damage between the two and having a paladin use Bacon on one sounds like it would be a terribly dramatic ability to deal with heavy incoming damage.

I hope that if they are bringing back the idea of a medium healing wave, that they would consider the option of returning something like Chain Heal Rank 1 or 2 that was used so heavily in Sunwell. I'm satisfied with the size of our toolbox of spells, but I'm not sure what their desired implementation for Chain Heal in the future is if we're being given a new AE heal and a new spell that is listed as our default healing spell. Chain Heal did both of those roles, though sometimes sub-optimally. What's the future for it?

Personally, the idea of Spiritwalker's Grace had me thinking about switching to Engineering so I could rocket around the room casting heals while doing so. Maybe that's just my sick sense of humor.

Fcukstar 04/07/10 2:12 PM

Enhancement:

While I agree that our main issue with this expansion was our overloaded global cooldown situaton, I'm not sure increasing Lava Lash's cooldown is the best way to go about it. I always figured they would have increased the duration of Magma Totem and/or increased Lightning Shield stacks so we'd refresh them less often. Oh well.

The addition of Primal Strike is interesting; I wonder how viable it will be at max level compared to Stormstrike. I would image this spell will be completely useless at later levels if their goal is to clean up our GCD situation, however. Looks like Unleash Weapon will be one of our top-tier abilities in our rotation now as it'll increase all our sources of damage; I wonder if the Flametongue Enchant effect will be used by Flametongue procs and/or Magma Totem explosions.

davek 04/07/10 2:18 PM

From an Enhancement perspective, the good thing about Unleash Weapon is that it's Ranged. This suddenly allows for a lot more damage while running between targets as well as creating a setup queue for approach as well. Being able to FS, UW, 2 second cast LvB on a target switch with Spiritwalker's Grace running or UW -> FS to consume the damage buff from Flame Tongue while gap closing is interesting and opens up options.

Spiritwalker's Grace doesn't really interest me much otherwise though. I can't think of many situations where 10 seconds of mobile casting time really does much for Enhance given that you still have to eat the cast time while it's active and the realities of MW on everything but LvB. So, it's not like we're going to be stepping on the instants to slip 2 second LvB's in on stationary fights with it and, on movement fights, UW just stepped on its necessity a little bit while 10 seconds of movement is almost always going to be overkill in PvE as well. I suspect that holds somewhat true for Ele and Resto as well because I can't think of fights that require massive shifts for them that don't also step on other Caster DPS or the other more stationary healer as well. Although, maybe Cat introduces the massive movement fight.

The prospect of UW WF essentially applying a Flurry effect (in style, if not value), combined with Haste being one of the mastery stats doesn't give me much hope they're going to do much to directly address the 65/35% melee+passive/actual damage buttons split though. Have to wait and see where those values of Haste accumulate to i suppose.

davek 04/07/10 2:22 PM

Quote:

Originally Posted by Fcukstar (Post 1610850)
The addition of Primal Strike is interesting; I wonder how viable it will be at max level compared to Stormstrike.

There's a Blue Post later down the thread that states Primal Strike is intended purely as the 1-40 Melee attack for Enhance, and then Stormstrike supplants it with them both being on the same cooldown.

missiletoad 04/07/10 3:02 PM

Consolidated Elemental information, as it's still a bit too early for a new dedicated thread:


Overview
Additions and changes address the major issues of fire totem dps/buff issues, AoE, PvP movement and cast times, useful instant-casts and procs. The changes should result in improved PvE AoE, less reliance on being a "turret" in PvP, and more mobility in PvE as well.

Additions
- Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects. 15-second cooldown. Undispellable. (Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.)
- Spiritwalker's Grace (level 85): Your spells are no longer interrupted by movement and possibly even by your own attacks. Instant cast. 10-second duration. 2-minute cooldown.
- Mastery Passive Talent Tree Bonuses:
o Spell damage
o Spell Crit
o Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Critical Changes
- Flametongue Totem will be removed, and Totem of Wrath will be baseline trainable for all shamans, and dropping this totem will buff the group's spell power by 4%.
- Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff.
- They plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.
- They are also considering letting Elemental drop Searing Totem at range.
- Elemental Reach will be simplified so shamans have a more consistent spell range.
- A deep talent that allows Spirit to boost their Hit rating (gear will be shared with Restoration spec).
- DoT spells, including Flame Shock, will have their duration lengthened when cast on an enemy with the DoT already on it, rather than the remaining ticks being "clipped". Additionally, haste will add ticks in X time, rather than speeding/shortening X time.

Other Relevant Changes
- Healing Rain (level 83): An area-effect heal-over-time (HoT) spell. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.
- Healing Wave will be renamed Greater Healing Wave, and a new spell called Healing Wave will be added with a cast time between the Lesser and Greater versions. This is planned to be the new "default" heal spell.
- Ancestral Knowledge will boost mana pool size, not Intellect.
- Cleansing Totem will be removed from the game.
- Cleanse Spirit will cure Curses, but not Poisons or Diseases (Resto will additionally be able to cure Magic). Devs are considering options to help vs. classes with strong Poisons and Diseases (i.e. rogues and DKs).
- With the Mastery system, they are considering removing a number of talents that grant passive bonuses (and adding more active and involved abilities).

Note: At this time you only get the mastery passives of your talent tree with the most points... in other words you'll not be getting Enh or Resto passives from going into those trees a bit.


All times are GMT -4. The time now is 3:24 AM.

Forum Infrastructure by vBulletin 3.6.12 ©2000-2007, Jelsoft Enterprises Ltd.