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Shaman changes


connerfitzgerald
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Haven't read it my self just posted

http://forums.worldofwarcraft.com/thread.a...mp=1#post532462

We've recently completed an extensive review of the Shaman class, plugging in many changes for the next major content patch.

One of the first thing we reviewed was the mana cost for each Shaman spell and ability. The following list of spells will see a reduction in mana cost upon the release of the next patch.

Searing Totem - Mana cost reduced.

Mana Spring Totem - Mana cost reduced.

Healing Stream Totem - Mana cost reduced.

Rockbiter, Frostbrand, Flametongue and Windfury Weapon - Mana costs reduced.

Lightning Bolt - Mana cost reduced.

Next we took a took a pass at the duration for each Shaman spell and ability. This next list outlines spells which will see an increase to spell duration for patch 1.11.

Disease Cleansing Totem - Duration increased.

Fire Resistance Totem - Duration increased.

Flametongue Totem - Duration increased.

Frost Resistance Totem - Duration increased.

Grace of Air Totem - Duration of ranks 1 and 2 increased.

Nature Resistance Totem - Duration increased.

Poison Cleansing Totem - Duration increased.

Stoneskin Totem - Duration increased.

Strength of Earth Totem - Duration of ranks 1 through 4 increased.

Tremor Totem - Duration increased.

Windfury Totem - Duration increased.

Windwall Totem - Duration increased.

Players should also be happy to know that skill levels gained with two weapons when specced with the "Two-Handed Axes/Maces Enhancement Talent" will now be retained should a player unspend this talent point and return to it later.

Since we're on the topic of talents, I thought I'd give you some insight to a number of upcoming changes specifically affecting talents for the next patch. A full preview will be available through the interactive talent calculator, which should go live sometime in the next couple of days. Please note when reviewing these changes that it isn't necessarily comprehensive of every change, and that all numbers provided are based upon maximum rank investment.

Elemental

Starting with the first tier, you'll immediately notice that Convection has replaced Improved Lightning Bolt. Only now the passive effect of Convection will reduce the mana cost of Shock, Lightning Bolt and Chain Lightning spells by 10%. Similarly, you'll notice that the Concussion will now improve damage done by Lightning Bolt and Chain Lightning by 5%, in addition to Shock spells.

Moving along to the second tier, you'll notice Earth's Grasp, a talent that increases the health of the Stoneclaw Totem by 50% and the radius of the Earthbind Totem by 20%, for a mere two points. This is a significant improvement over the current Improved Stoneclaw Totem talent.

Call of Flame will now increase damage done by Fire Totems by 15% for 3 points, rather than 10% for 5 points.

The final tier 2 talent available is completely new -- Elemental Warding. For three points this talent will reduce damage taken from Fire, Frost and Nature effects by 10%.

Outside of the fact that there is no longer a prerequisite for Reverberation there are no changes to the tier 3 Elemental talents.

The fourth tier now has a few more options available beyond just Improved Fire Nova Totem -- which is now named Improved Fire Totems, and now decreases the threat generated by the Magma Totem by 50%, in addition to the two second reduction to the delay before the Fire Nova Totem activates. Those new options are:

Eye of the Storm (3 points): Gives you a 100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.

Storm Reach (2 points): Increase the range of your Lightning Bolt and Chain Lightning Bolt spells by 6 yards.

Deeper into the tree, at tier 5 you'll notice another new talent -- Elemental Devastation. For three points, your offensive spell crits will increase your chance to get a critical strike with melee attacks by 9% for 10 seconds.

Competing with this talent is Elemental Fury, left unchanged.

The second to final talent in this tree is Lightning Mastery, while left unchanged now requires Call of Thunder.

Toping off this tree, the 31-point talent, Elemental Mastery will now reduce the mana cost of the next spell by 100%, in addition to giving your next Fire, Frost or Nature spell a 100% critical strike chance. Also, the cooldown has been reduced to 3 minutes, from 5.

Enhancement

The only change to the first tier of talent in this tree affects Shield Specialization, which now offers a 25% increase to the amount of damage blocked by shields, in addition to improving block chance by 5%.

Moving onto tier 2 talents, you'll also notice only a single change. Guardian Totems, which replaces the Improved Stoneskin Totem talent, reduces the cooldown of the Grounding Totem by 2 seconds and increases the effect of both the Stoneskin Totem and Windwall Totem by 20%.

Upon reaching tier 3, players will notice that the Improved Strength of Earth Totem talent has been replaced with Enhancing Totems which increases the effect of Earth and Grace of Air Totems by 15%.

Flurry and Toughness will now be the tier 4 options, both left unchanged.

Competing with Parry, at tier 5 will be two new talents:

Improved Weapon Totems (2 points): Increases the melee attack power bonus of your Windfury Totem by 30% and the damage of your Flametongue Totem by 12%.

Elemental Weapons (3 points): Increases attack power bonus of Rockbiter by 20%, Windfury by 40% and damage of Flametongue/Frostbrand by 15%.

Weapon Mastery, now the new 26 point talent increases the damage you deal with all weapons by 10%.

Lastly, Stormstrike, now the only 31-point talent option in this tree has had it's mana cost reduced and the cooldown shortened to 20 seconds.

Restoration

The first changes to this tree start at the 2nd tier. Improved Reincarnation will now resurrect the Shaman with 20% more health and mana, in addition to the 20 cooldown minute reduction. Ancestral Healing will provide the same benefit for only 3-points, and Totemic Focus will now reduce the mana cost of totems by 15% at max rank.

Four new talents are now available as tier 3 options.

Nature's Guidance (3 points): Increases chance to hit with melee and spells by 3%.

Healing Focus (5 points): Gives you a 70% chance to avoid interruption caused by damage while casting any healing spell.

Totemic Mastery (1 point): Increase radius of totems that affect friendly targets by 5 yards.

Healing Grace (3 points): Reduces threat caused by healing spells by 15%.

Combat Endurance, Eventide and Improved Lesser Healing Wave have been removed from the game completely, keeping Captain Placeholder company.

At tier 4, replacing the Improved Healing Stream Talent is Restorative Totems. A talent that increases the effect of the Mana Spring and Healing Stream Totems by 25%.

You'll notice two things at tier 5. Nature's Swiftness no longer has a prerequisite, and another brand new talent:

Healing Way (3 point): Healing Wave spells cast on the target cause an effect that increases the effectiveness of any Healing Wave spell cast on that target by 6% for 15 seconds. This effect will stack of to three times.

The last change to this tree affects the 31-point talent, Mana Tide Totem. Mana regen has been increased for all ranks.

Other notable changes, you should be aware of include:

Windfury Weapon - Attack power bonus reduced. (This spell's effectiveness will now be more in line with other weapon enchantments).

Flame Tongue Weapon - Damage increased.

Rockbiter Weapon - Attack Power increased slightly.

Flame Shock - Damage over time portion of all ranks slightly increased. Mana cost of ranks 3 through 5 decreased.

Flame Shock - A new rank is available (rank 6) from Upper Blackrock Spire.

Elemental Fury: Tooltip now indicates it increases the critical damage for Searing Totem, Magma Totem, and Fire Nova Totem.

Fire Nova Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage.

Grounding Totem: This totem will no longer reflect the Mage talent Combustion back onto the Mage.

Healing Stream Totem: This totem now receives increased healing from effects that increase the Shaman's healing and spell damage.

Magma Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage.

Searing Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage.

Windwall Totem: Greatly improved damage reduced by this totem.

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I am, at the moment, completely underwhelmed by all the changes, with the only exception being the 15% less threat to heals in the resto tree - which is about bloody time.

Ooh I wont have to train up in 2 handed weapon skill anymore? About time Blizzard. Its only taken since, ooh, Beta for you to fix this? Jeez. You mongs.

Mana Tide still a 31 point talent after Druids being told they dont need to spend 31 points for Innervate is a kick in the nuts to Shamans. A real insult from Blizzard, and shows they dont really think we should use the other trees for raid purposes.

If we dont get the ability to regen mana when casting like other classes

(Spirit is actually not as usuful as Razza may think) then this review also doesnt fix one of our more broken elements in raids - going out of mana all the time.

They seem to have buffed the Elemental and Enhancement Tree a lot, and only ever so slightly buffed the Resto tree, something I actually feared would happen. The Resto tree needs a lot more in it, as its still the main tree for raiding as its still got Mana Tide as its 31 point talent.

The totem system itself is archaic at present, and in desperate need of a re-vamp. More than this "review" seems to have done. I still think that Shaman "buffs" will be useless in AQ due to the constant moving during encounters. The only thing we do good in there is heal fast. But seeing as Paladins can do that, in addition to their buffs just leaves me cold.

Seriously, at present this tells Shaman that if they want to be a true support class, reroll alliance. Play a true support class instead. Something I fear a lot of Shaman may actually do if this patch isnt up to scratch.

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Seriously, at present this tells Shaman that if they want to be a true support class, reroll alliance. Play a true support class instead. Something I fear a lot of Shaman may actually do if this patch isnt up to scratch.

I denied it for a long time but I really think shamans are shit. I haven't played mine since my warlock hit level 60. Rerolling warlock was the best thing I ever did and these changes confirm that.

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I like the way they get rid of improved lesser healing wave, and then reinstated it as healing focus, only a worse version. Actually, no, I don't like that. Seems to be a fair bit of that, removing one thing and putting it back with a new name and a worse effect.

Healing grace and "improved" mana tide are the only plus points.

Slightly longer, slightly cheaper totems, eh. Woot!

Very inspiring changes there, eh.

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+healing and damage gear affecting healing and damage totems is an interesting one. Could make healing stream totem very, very effective. We have no info on what the increase will be from gear though. Interesting one though

Feedback seems oddly positive in that thread, or at least as far as I read in it. If anything I think shamans should be congratulated for not being the whiney bitches mages were on there when they got their preview.

Well PvP Shaman have to be happy with the changes. There is still a big imbalance between what a Shaman offers a raid group and what a Paladin offers though which is as much a Horde v Alliance debate as a Shaman v Paladin debate.

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I hope that new dungeons take into account this whole moving around thing. When totems are actually no usuable during an encounter its pretty fucking shit.

However, the +damage and healing to totems is pretty good, I always wondered why they didn't scale. I wonder how it will affect the Fire Nova totem, it could end up pretty devastating for PvP and places where there are a lot of low health mobs. ;)

And this:

Healing Way (3 point): Healing Wave spells cast on the target cause an effect that increases the effectiveness of any Healing Wave spell cast on that target by 6% for 15 seconds. This effect will stack of to three times.

Sounds pretty decent. That's like 18% extra healing for free, from all the Shaman, on tanks. That will help with mana conservation.

The nerf to Windfury is good, its a danger in PvE and and its hardly a skillful way to PvP. The improved (30%) Windfury totem will make warriors do this:

:):D:):D:)

This is interesting too, more so for solo/pre raid players. Increases survivability in PvP.

Eye of the Storm (3 points): Gives you a 100% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.

This with the ZG 5 piece would mean like a 41yd offensive spell? LOL!

Storm Reach (2 points): Increase the range of your Lightning Bolt and Chain Lightning Bolt spells by 6 yards.

This:

Deeper into the tree, at tier 5 you'll notice another new talent -- Elemental Devastation. For three points, your offensive spell crits will increase your chance to get a critical strike with melee attacks by 9% for 10 seconds.

Is great, its what Shaman are all about to me, a hybrid!

This is pretty good, as buffs go:

Toping off this tree, the 31-point talent, Elemental Mastery will now reduce the mana cost of the next spell by 100%, in addition to giving your next Fire, Frost or Nature spell a 100% critical strike chance. Also, the cooldown has been reduced to 3 minutes, from 5.

This is useful now that the new ranks of both totems are available, it makes sense.

Upon reaching tier 3, players will notice that the Improved Strength of Earth Totem talent has been replaced with Enhancing Totems which increases the effect of Earth and Grace of Air Totems by 15%
Elemental Weapons (3 points): Increases attack power bonus of Rockbiter by 20%, Windfury by 40% and damage of Flametongue/Frostbrand by 15%

Ooh, I'd like to see someone do the maths to work out which does the most damage after the patch. :) I guess the 40% WF bonus compensates for the AP nerf. (Imp WF was 22% before)

This does sound pretty ominous - other weapon enchantments? What like Crusader? We'll have to see I suppose

Windfury Weapon - Attack power bonus reduced. (This spell's effectiveness will now be more in line with other weapon enchantments).

Overall I'm still going to reserve judgement until I can mess around and think about how all the new maths and possible specs affects everything. I assumed that Blizzard were going to buff mana tide (done) and balance the other 2 trees out (resto is generally a decent tree). I guess we'll see whether Shaman are able to offer anything to raid other than healing, but I wouldn't say this is awful. I'll certainly be coming back to the game to mess around with things. Especially now I won't lose 2h weapon skill!

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Healing Way (3 point): Healing Wave spells cast on the target cause an effect that increases the effectiveness of any Healing Wave spell cast on that target by 6% for 15 seconds. This effect will stack of to three times.

How often does a Shaman use Healing Wave in raids? Bear in mind this is Healing Wave, not Lesser Healing Wave. ;)

Waste of a review...as it stands, that is. I will wait untill I see the complete talent calculator, as well as a bit more info before I make a final decision.

As it stands however, this is a big middle finger to Shaman that are raiding, and a thumbs up to Elemental Shaman.

If we dont get greater totems that buff like the greater blessings, then Shaman are still worse off come raids.

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Yeah, use rank 1 h/w (1 sec cast) to stack up the buff. You could just have 1 shaman doing this on all the tanks.

It does say any healing wave. We have 3 healing spells. Healing Wave, Lesser Healing Wave and Chain Heal. 2 of those are 'waves'.

Hopefully we can see the talent calcs soon.

Also, why is 3 seconds too long? It all depends on the raid setup. Obviously you need some people flash healing, but its not like druids are useless because they have slow heals.

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3 seconds is far too long. I will give you the Nefarian encounter as an example - The tank is getting hit pretty hard, and LHW is useful here for topping the tank so that when Nef crits, the tank wont go to less than 50% hp. HW will take too long, and you can get 2 LHW's off in the same time the HW takes, so really isnt viable unless natures swiftness is not on cooldown.

Druids have HoT's, so they use this rather than the big heals all the time. Ours is a crappy totem which doesnt move with the raid, and has a measly 5hp (that at the moment can be aoe'd!). I know which I'd prefer.

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This change gives nothing that was asked for, and that was raid buffage more than anything else. What we got was a windfury nerf, which was expected, but for Elemental to be buffed so hard and yet Resto to only be slightly tweaked is just..I dont know, I dont have words to describe how retarded this is. I like that totems will last longer and cost less mana, but it wasnt that that needed changing, it was the WHOLE totem system. Its just weak compared to the Alliance equivalent.

Blizzard clearly didnt listen to the class concerns that *we were asked* to post so they could get a good feel for what we thought needed changing. Instead they seem to have gone and done some PvP, and thought:-

"Hmm, this elemental thing is a laugh, lets buff it and hope Alliance dont notice!"

"What about the resto tree and the PvE concerns?"

"Bah, just throw em a small bone in the talent tree, and lessen the mana cost and raise the duration on totems. That should be enough" :D

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Well the true test is yet to come I guess. I do agree on the whole buff situation, its like saying Paladins can not use any blessings or whatever on certain fights. They'd be like "wtfomg?" and we're like that's how it is. Doesn't matter how long a totem lasts for if when you cast one it wipes the raid.

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Examined the Shaman Talent Calculator in depth, and I will still be stuck in the same spec I am at the moment. Only difference being different talents to get a 31 point talent that is rubbish at the moment compared to Alliance equivalent. If the preview that was shown are the only changes to the class along with these talent changes, then there is no reason anyone will go a Shaman ever again.

Total joke, and I wish at present that I knew this would happen about 6 months or more ago, as I would then not have deleted my Paladin, and I could actually enjoy the game more at 60 in raids.

;)

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This effectively shows Blizzard PvP as Horde and PvE as Alliance. Total joke, and leaves Horde in the exact same position it is now pre-patch.

Shaman still cant get mana back while casting, so will still go oom unless they have epic mana regen gear, which they wont have as every other healing class will grab before us. Gear wise Tier 2 is still PvP orientated and not PvE, which means raiding shaman will still be stuck using Earthfury upto, and possibly beyond, Naxrammas. This means that Shaman will be further behind as a class than any other, which is totally unnacceptable. A Paladins tier 2 set is for PvE as is their tier 1, so why is it different for a Shaman?!? If these last 2 points arent addresed, what is the point of speccing resto other than to gimp ourselves for anything other than being a spam healer and dropping a totem the equivalent of a Major Mana Pot?

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They seem to have listened to paladin complaints rather than Shaman suggestions

Name one change -_-

There are no blue posts in the paladin forum, they're too scared to make an appearance after 1.9 NERFED US.

Paladins dont want to heal in endgame, we should be offtanking and saving people on the front line when priests are too busy/oom, blizz want this but wont make the protection tree half good. Paladins are the most fecked up class out there on the alliance side :P. Also, there's the problem of DPS and we have no way to stop runners.

And what, they give us some damage spells. :P Were meant to be melee based, we cant nuke!

A decent well skilled, well equipped paladin.

http://video.google.com/videoplay?docid=82...86066&q=paladin

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Shaman still cant get mana back while casting, so will still go oom unless they have epic mana regen gear, which they wont have as every other healing class will grab before us.

It does suck that we have combat endurance in the resto tree, and it's crying out for an ability that allows X% of mana to be regenerated during fight.

Out of interest, what would you say is a decent amount of mana/5 sec gear? Not only for Shaman, but all classes in general

I'm on +68/5 secs, and with easily obtained buffs (+8 from nightfin soup, +12 from mageblood potion and +8 from lesser mana oil) I'm at 96, which I felt was doing well.

Link is in the sig, and you can see it's not all optimized gear. Just waiting on T2 bracers which I've lost on many occasions to get +10 with the enchant.

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Paladins dont want to heal in endgame, we should be offtanking and saving people on the front line when priests are too busy/oom, blizz want this but wont make the protection tree half good. Paladins are the most fecked up class out there on the alliance side :wacko:. Also, there's the problem of DPS and we have no way to stop runners.

Healing is one of a paladins abilities and the attitude that paladins aren't healers is ridiculous. The whole reason you have an attack system that is based on buffs and debuffs rather than instant strikes is so that you have time to be using your heals and cleanse all the time. You should be doing your best to stop the priest running out of mana, not waiting til he does so.

I didn't realise that shaman totems could be AoE'd again, I thought they had stopped that a while back.

Doesn't matter how long a totem lasts for if when you cast one it wipes the raid.

Why is this the case? Just curious thats all as i've only played a shaman to about level 15 and got bored, but this seems a bit odd.

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Name one change ;)

There are no blue posts in the paladin forum, they're too scared to make an appearance after 1.9 NERFED US.

Paladins dont want to heal in endgame, we should be offtanking and saving people on the front line when priests are too busy/oom, blizz want this but wont make the protection tree half good. Paladins are the most fecked up class out there on the alliance side :D. Also, there's the problem of DPS and we have no way to stop runners.

And what, they give us some damage spells. :D Were meant to be melee based, we cant nuke!

A decent well skilled, well equipped paladin.

http://video.google.com/videoplay?docid=82...86066&q=paladin

Paladins are the best support in the game. They dont need fixing, they are perfect for endgame raids.

The Paladin in that link is a retard. Rather than actually stunning the shaman during the fight, he wasted his hammer of justice at the start. There are so many times he could have killed the Shaman.

It does suck that we have combat endurance in the resto tree, and it's crying out for an ability that allows X% of mana to be regenerated during fight.

Out of interest, what would you say is a decent amount of mana/5 sec gear? Not only for Shaman, but all classes in general

I'm on +68/5 secs, and with easily obtained buffs (+8 from nightfin soup, +12 from mageblood potion and +8 from lesser mana oil) I'm at 96, which I felt was doing well.

Link is in the sig, and you can see it's not all optimized gear. Just waiting on T2 bracers which I've lost on many occasions to get +10 with the enchant.

I think I have +80/5 without buffs at the moment, but as you know, we are stuck with the crappy 5 sec rule :D

As a Shaman, we need mana regen and healing for endgane, whereas Priests should be going for Spirit, but steal all the poxy mana regen gear as well, greedy bastards.

Healing is one of a paladins abilities and the attitude that paladins aren't healers is ridiculous. The whole reason you have an attack system that is based on buffs and debuffs rather than instant strikes is so that you have time to be using your heals and cleanse all the time. You should be doing your best to stop the priest running out of mana, not waiting til he does so.

I didn't realise that shaman totems could be AoE'd again, I thought they had stopped that a while back.

Why is this the case? Just curious thats all as i've only played a shaman to about level 15 and got bored, but this seems a bit odd.

Exactly what I'd love to be doing as my Shaman, but cant because blizzard are retards.

As for the totem thing, its a bug, that may or may not have been fixed. I'm unsure myself, as the last Ragnaross fight I was in the ranged dps group, so couldnt tell whether the rogue groups totems got destroyed or not.

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There should be 3 types of paladins..... a healadin, a tankadin, and a retnoobadin.

At the moment, end game raids only want a healadin, as we cant DPS and we cant TANK as we dont have taunt/not very good anyway. Atm holy tree is the spell damage tree.

The reason i rolled pala is so i could be on the front lines doing average DPS and saving warriors and buffs ;) not so i could stand at the back like a priest!

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