If you haven’t been paying attention to the patch notes for the PTR, you may not know that there’s a lot of goodness coming for us shamans. It’s nice to see Blizzard treating us so nice after years of mediocrity; the last patch had a huge amount of improvements for us, especially for the Elemental tree (yaaay!) and this patch will be giving us extra love, and generally nerfing our enemies. I can’t see anything wrong with that, but that’s over 4 years of playing a shaman speaking.
So. Here we go.
Bloodlust/Heroism: Cooldown reduced to 5 minutes, but Sated and Exhausted now last 10 minutes.
That’s…a little weird. I guess that may be useful for raiding, so you can use BL on every boss attempt. I’m assuming that Sated is removed if you die; I don’t pay that much attention to it.
Earth Elemental Totem: The summoned Earth Elemental should now have significantly more health and slightly more armor.
Fire Elemental Totem: The summoned Fire Elemental should now have moderately more health and mana, and its damage scaling has been increased. In addition, the Fire Elementals spells now cost less mana.
Awesome. I’ve felt like they were underpowered for a while now.
Flametongue Weapon: Bonus damage from spell power now based on weapon speed.Slower weapons will benefit more from spell power.
So, if I understand this right, although the base damage that FT does in melee scales with weapon speed, the bonus it gets from extra spell power it gets doesn’t. In other words, let’s say it’s doing 100 dmg with a fast weapon and 200 dmg with a slow weapon. Previously, let’s say it got 10 extra damage from spell power. With a fast weapon, that’s a 10% boost, but with a slow weapon, that’s only a 5% boost (and these numbers are examples only). This change, if I’m reading it right, will ensure that you get the same percentage boost for fast and slow weapons. Seems like a good change, although I don’t know if this favors slow weapons or penalizes fast weapons.
Frostbrand Weapon: Damage increased by approximately 20%.
Good. Nice to see them making Frostbrand more useful, and this’ll go great with the new Frozen Power talent in the Enhancement tree.
Mana Spring Totem: This totem has been redesigned.It now provides the same mana benefit as Blessing of Wisdom to the entire party or raid, but is exclusive with that effect.
Bah. It makes sense, but I’m really starting to dislike Blizzard’s homogenization policy. What happened to being unique?
Poison Cleansing Totem and Disease Cleansing Totem have been merged into Cleansing Totem. Cleansing Totem pulses every 3 seconds, down from 5.
Hell yes. I’ve been having a hard time deciding between the two totems in PvP, since one is good against rogues and one is good against death knights, my two mortal enemies. Now I can protect against both.
Earthen Power redesigned: Your Earthbind Totem has a 50/100% chance to also remove all snare effects and make you and nearby friendly targets immune to them for 5 seconds when it pulses.
Not really redesigned, but that additional snare immunity is nice.
Flurry: Now provides 5/10/15/20/25% haste instead of 10/15/20/25/30%.
Nerf. Oh well. Hopefully the other changes make up for it.
New Talent: Frozen Power: Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash and Shock spells by 5/10% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 seconds when used on targets at or further than 15 yards from you.
Coooooool. Makes Frostbrand worth using, finally. And that root on Frost Shock will be great against runners, and gives Enhance players a much-needed way to close the gap to melee.
Lava Lash now has a new icon.
Hell yes. It’s about time. Seriously, it’s a pretty nice icon.
Spirit Weapons: Now reduces all threat generated by 30%, not just physical attacks.
A good call, since Enhancement is so spell-focused, even moreso after this patch.
Stormstrike charges have been increased by 2, and cooldown reduced by 2 seconds.
So, Imp. Stormstrike is being rolled into the base spell. Nice change. (Remember when SS could only be cast every 30 sec? Ah, memories.)
Improved Stormstrike redesigned: When you Stormstrike, you have a 50/100% chance to immediately grant you 20% of your base mana.
This is pretty nice. Raiders probably won’t care much about this, but it seems like it’ll be nice for PvP and soloing/grouping. I seem to rememer having a hard time with mana during the week that I was Enhance-specced in crappy gear.
Toughness: No longer increases your armor. Instead, this talent now increases your total stamina by 2/4/6/8/10%.
I haven’t crunched any numbers, but this looks like a change that will increase survival across the board, though it’ll naturally make us a little weaker to melee attacks. Seems good.
Unleashed Rage: Reduced to 3 points, down from 5. Now increases your expertise by 3/6/9.
Point decrease AND a buff? Who can complain? Also, note that the expertise only applies to YOU – it’s not part of the buff.
New Talent: Booming Echoes: Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1/2 seconds, and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 10/20%.
This is probably pretty nice for PvP. With this talent and Reverberation, you can get your Flame and Frost shocks down to a 3-second cooldown. The extra damage is nice too, but I don’t think it’ll be very essential for raiders.
Elemental Mastery redesigned: When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost and Nature damage spells have a 15% increased critical strike chance for 15 seconds. Elemental Mastery now shares a cooldown with Natures Swiftness.
Ok, that’s a bit better. The new EM kinda sucks (it was better when it was a guaranteed crit, so I could macro it with Thunderstorm, which is probably why they changed it) so having it be the Elemental version of Nature’s Swiftness is a good choice.
Elemental Reach: Now also increases the range of your Flame Shock spell by 5/10/15 yards.
Just moving the effect to a different, more appropriate talent. Makes sense.
Lava Flows: No longer increases the range of your Flame Shock spell, but now increases your casting speed by 10/20/30% when your Flame Shock spell is dispelled for 6 seconds.
I’ve found it pretty annoying to have my Flame Shock dispelled, making it difficult to land a big Lava Burst crit on my target, so this’ll at least give me a boost in doing so. Not the greatest change in the world, but as long as it’s on something I’m going to be getting anyway, it’s nice.
Lightning Overload: Reduced to 3 points (7/14/20%), down from 5.
Awesome. This talent probably isn’t worth 5 points anymore, since a significant chunk of our damage now comes from Flame Shock/Lava Burst, so it’s nice to see Blizz recognize that. Plus, more points to spend elsewhere!
Storm, Earth and Fire: No longer increases the range of your Earth Shock or Wind Shock spells, but now also causes your Earthbind Totem to have a 33/66/100% chance to root all nearby enemies for 5 seconds when initially cast.
It’ll be a little annoying not having the range on ES and WS (not that I’ve ever had to use WS) but I’ll get over it. The only problem with this change to Earthbind is that my enemies will still be rooted in place right next to me, which is not where I want them to be. Still, combined with Imp. Fire Nova Totem, this gives us 7 seconds of AOE crowd control, which is pretty cool. More, with Thunderstorm. Of course, I’ll probably take this opportunity to drop Imp. Fire Nova, since besides the short stun, it’s basically an obsolete totem now.
Thunderstorm can now be cast while stunned.
HELL YES. TAKE THAT YOU FUCKING ROGUES! NO MORE STUNLOCKING ME TO DEATH!
Ancestral Awakening: This talent now accounts for your ineffective healing, rather than effective.
Uh, what? I think this means that, before this patch, AA was ignoring any overhealing amount and only healing for the amount of actual healing done to the target. In other words, If you cast a 4000hp heal, and your target was only missing 2000hp, AA would only heal for a percentage of 2000hp, not the full power of the heal. Now, it’ll function on the full 4000, otherwise known as Amount Healed + Amount Overhealed.
Ancestral Healing and Healing Grace have swapped places in the Restoration talent tree.
Sure.
Cleanse Spirit now has a new icon.
Wait a minute, I’m actually against this change. If WoWhead is right, the current icon is a neat magenta swirly glow thing, but the new one is an ugly black & white hand. I call nerf on this.
Mana Tide Totem: This spell no longer costs mana.
I’ve always wondered why we had to spend mana to gain mana. And when will THIS get a new icon?
Restorative Totems: Reduced to 3 points, down from 5. Increases the effect of your Mana Spring Totem by 7/12/20%, and increases the amount healed by your Healing Stream Totem by 15/30/45%.
That’s pretty nice. Not keeping quite as much extra power for MST, but HST is getting a nice buff, in addition to the point reduction.
Riptide: This spell has a new icon.
I like the current purple swirl, but the new icon is nice too, and probably fits the spell better.
Tidal Force: Now has a new spell effect.
Right on.
Glyph of Earth Shield: Increases the amount healed by your Earth Shield by 20%.
Seems decent.
Glyph of Feral Spirit: Your spirit wolves gain an additional 30% of your attack power.
I don’t know if this is good enough to use over other glyphs, but I’m guessing no.
Glyph of Hex: Increases the damage your Hex target can take before the Hex effect is removed by 20%.
I don’t know how much damage a Hexed target can take right now, but I doubt this glyph will raise it above what I can do with a single Lava Burst crit, so it’s worthless to me.
Glyph of Riptide: Increases the duration of Riptide by 6 seconds.
Too bad it still gets removed when you Chain Heal the target. If they eliminated that aspect with this glyph (like Glyph of Flame Shock) it’d be a pretty good glyph.
Glyph of Stoneclaw Totem: Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.
Whoa. Shaman damage shield! Apparently, this will absorb 4352 damage, and of course it’s castable every 30 seconds. I think I’ve found a new glyph to use. It’ll probably get nerfed.
Glyph of Thunder: Reduces the cooldown on Thunderstorm by 7 seconds.
I love blasting rogues off me as much as the next guy, but there are plenty of better glyphs to use instead.
Glyph of Totem of Wrath: When you cast Totem of Wrath, you gain 30% of the totem's bonus spell power for 5 minutes.
This is kinda nice. 84 extra spell power is nothing to sneeze at, but it’s only worthwhile if you’re dropping ToW every chance you get. Raiders/dungeoneers will probably like this a lot.
Well, there we are. Naturally, these things may change, but we seem to be close to the release of the new patch (my guess is April 14) so hopefully they’re satisfied with most of the changes.
Continued...
Sorry I haven't been posting much lately. I've been playing WLK constantly since it came out, and it's been a friggin' blast. I just hit 77 about 5 minutes ago.
Before the news, I've just gotta say...you might've read a few Blue Posts on the forums that claimed that elemental shaman DPS wasn't poor before lvl. 75 (when you get Lava Burst). That's definitely not true. Pre-Lava Burst, I was firing off several Lightning Bolts, a couple Chain Lightnings, a Thunderstorm when available, and a Fire Nova Totem or two just to kill a single creature. After I got Lava Burst, I'm down to 2 or 3 LBs, a Flame Shock, and a Lava Burst. Holy crap, Lava Burst hits hard. It's certainly possible to level 70-74 even with poor DPS, but I'm doing much better now that I have Lava. Mmmm.
Anyway, on to the news: WE'RE GETTING BUFFED!
UPDATE (12/15/08): WE'RE GETTING BUFFED EVEN MORE!
Well, Blizzard's verdict on Shaman AOE is in, and the news is pretty good, though I was kinda hoping for a new spell. What they're actually doing is removing threat from Fire Nova and Magma Totems. Which is great, because I'm tired of losing them when I try to use them against something I haven't damaged yet. Also, they're boosting the damage done by Magma Totem, which is quite welcome.
Some players have complained that we still have to run up to a target to do damage. That's an issue (though we still have Chain Lightning) but it's not that big of a deal. After all, Mages and Warlocks need to get up close for Arcane Explosion and Hellfire. If you're trying to AOE something you can't get close to (like a boss), you're probably doing something wrong. That's why we have Flametongue Totem and Totem of Wrath, or you could also use Searing Totem.
I still think we need to get our damage-dealing totems off the same element as our buffing totems though. It sounds like Blizz is still trying to improve totems, so maybe we'll see something in the future.
Here's the stuff that makes me squeal with glee. Well, not really. I don't actually squeal, and I doubt I'm capable of feeling glee. But anyway...
Unrelenting Storm will only cost 3 points (down from 5) and its effect goes up to 12% (from 10%). Sweet.
Elemental Warding and Elemental Shields are being combined, so the talent just reduces ALL damage taken by 6%. That makes it a much better talent, and puts it on par with the mage version. I'm still not going to get it, but it's now a matter of preference, not lack of quality.
Storm, Earth, & Fire will only cost 3 points (down from 5) for the same effect. Well, not exactly. They're BUFFING it so it increases Flame Shock by 60% now (from 50%). And it's being moved to where Elemental Shields used to be.
NEW TALENT! "Shamanism". Pretty non-specific name, isn't it? A 5-pointer in Tier 8, which will give Lightning Bolt an extra 10% of our spell power (finally making up for the coefficient nerf from back when they changed LB's base casting time) and Lava Burst an extra 20%. (Numbers subject to change.)
All in all, this is a great patch for Elemental shamans. Which is a first.
Whoa, Blizzard isn't done buffing us, apparently.
Elemental Oath will now cause Clearcasting (aka Elemental Focus) to boost our damage by 5/10% while active. If you've got enough crit (33% or so, I'd say) you're going to see a DPS increase of about 10%. Nice! (Note: that's only OUR damage, not the group's.)
Elemental Mastery has been changed, and it's about time! Now, it'll increase crit chance by 20% for 30 seconds (cooldown is still 3 minutes). I'll miss the old version somewhat (I have it macroed into Thunderstorm so it does a ton of damage when I use it, which is probably why they changed it) but this new version is definitely a buff. Makes Glyph of Elemental Mastery much more appealing too.
Glyph of Lightning Bolt will increase LB damage by 4% instead of decreasing its mana by 10%. Sounds good to me, since I was thinking about getting rid of the LB glyph anyway. Mana hasn't been much of an issue for me, but damage has.
Glyph of Fire Nova Totem reduces FNT's cooldown by 3 seconds, instead of increasing its radius. I'm not sure what to think about that. If it's decreasing the "detonation" cooldown (like Imp. FNT used to), it's awesome. If it's decreasing the 15-second cooldown between uses, it's kinda lame. I think it's probably the second one.
Glyph of Fire Elemental Totem will now reduce the totem's cooldown by 10 minutes, up from 4. That's...huge. Does that mean it'll be usable in Arenas?
There are some other non-elemental Shaman updates, but they're not nearly as interesting. In general, you should just keep MMO Champion on your news reader at all times.
Continued...I know, I've made my reputation on being the foremost expert on the Elemental tree in the game (HA HA HA), but I felt the need to try something different.
And it is pretty fun, even though I run out of mana every 3 kills. And I have rather sad gear. And I'm using two daggers. And I have no Strength. And I'm still using Elemental glyphs. And the way I'm specced will probably cause a lot of experienced Enhancement players to cringe.
The good news is that I'm doing pretty well with it. I kill stuff quickly, and the downtime isn't too bad.
Spirit Wolves are fun, although I wish they also restored mana when you use them. In fact, they're so fun that I wish they were a baseline ability for the entire shaman class.
Yea, this spec definitely has major mana issues (Elemental seems fine...better than fine, in fact). I ignored the recommendations of many players and took Static Shock. It's a fun talent, but unfortunately it looks like Enhance shamans need to have Water Shield up almost constantly. Maybe it's good for PvP, or maybe this is something Blizz needs to fix.
I definitely need to get a couple slow weapons, so I can get bigger numbers out of Stormstrike and Lava Lash. I've heard that a lot of players don't like LL, especially since it necessitates using WF/FT instead of the popular WF/WF, but I wanted to try everything this spec has to offer. If you can't get comparable DPS when using LL, that's obviously another thing Blizz needs to fix.
I'm not going to stick with Enhancement forever, but I'll definitely give it a few weeks to try all the ins and outs.
Continued...
Glyphs, which are created by characters who have the new Inscription profession (if you didn't already know), add a pretty interesting new element to the game. They're basically alternative talents that, in many cases, do interesting or unusual things to your spells, and they can actually change the way you play, unlike most of the benefits you receive from the other professions. Here's a list of the new Shaman Glyphs, and whether or not they're worth getting.
Glyph of Chain Heal (Req. lvl. 40) - Your Chain Heal heals 1 additional target.
I like the idea of our Chain spells hitting additional targets, but this glyph may be a bit too weak, at least compared to other glyphs. This seems to increase your total healing done by CH by about 7%, which isn't terrible, but it all depends on your style, and how often you use CH. It'd be nice if this glyph also reduced the per-jump power decrease by 5% or something.
Glyph of Chain Lightning (Req. lvl. 32) - Your Chain Lightning strikes 1 additional target.
This seems like the same thing as the CH glyph, but because CL loses less power per jump (30% instead of 50% on CH) it winds up adding about 13% to your total damage done by a single CL cast. However, unlike CH, CL has a 6-second cooldown. With the Storm, Earth, and Fire talent, Elemental specs can get that down to 3.5 seconds, which makes this a pretty attractive glyph to use, especially in PvP. It's not bad for Enhancement specs too, but I think there are better ones for you to use.
Glyph of Earth Shock (Req. lvl. 15) - Reduces the global cooldown triggered by your Earth Shock ability by 1 sec.
This strikes me as something that'll probably be useful in Arenas, but not anywhere else.
Glyph of Earthliving Weapon (Req. lvl. 30) - Increases the chance for your Earthliving weapon to trigger by 5%.
Pretty small buff, but it's probably a good one to use if you're a healer.
Glyph of Elemental Mastery - Reduces the cooldown of your Elemental Mastery ability by 30 sec.
Personally, I don't think I'd even notice having this.
Glyph of Fire Elemental Totem (Req. lvl. 68) - Reduces the cooldown of your Fire Elemental Totem by 4 min.
The Fire Elemental does a pretty decent amount of damage, especially if you're Elemental-specced. A definite "maybe".
Glyph of Fire Nova Totem (Req. lvl. 15) - Increases the radius of Fire Nova Totem's effect by 2 yards.
If you use FNT a lot, this one's pretty good. Effectively, it's increasing the totem's area of effect by 44% (452 square yards vs. 314). The newest version of Improved FNT increases the totem's damage by 20% AND gives a 2-second stun (but no detonation time reduction anymore), so this will allow you to damage and stun a much larger amount of people, potentially.
Glyph of Flame Shock (Req. lvl. 15) - Increases the duration of your Flame Shock ability by 6 sec and it is not consumed by casting Lava Burst.
This one has just been updated, and it's phenomenal for Elementals now. Let's crunch some numbers: Rank 9 Flame Shock (lvl. 80) does 500 dmg, then 556 over the next 12 seconds. With the Storm, Earth, & Fire talent, 556 becomes 843. With the Flame glyph, that's 1264 over 18 seconds. To put that in perspective, baseline Corruption (warlock spell) only does 1080 over 18 seconds. AND you won't have to keep recasting it, because Lava Burst won't eat it up. Essential glyph. Will probably get nerfed.
Glyph of Flametongue Weapon (Req. lvl. 15) - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
Not bad, I suppose. Extra crit is always good. If you're Elemental and can't find a glyph that you'd find more useful, get this.
Glyph of Frost Shock (Req. lvl. 20) - Increases the duration of your Frost Shock by 2 sec.
Meh. Go for it, if you do a lot of kiting or flag-pursuing. Dungeoneers shouldn't bother.
Glyph of Healing Stream Totem (Req. lvl. 20) - Your Healing Stream Totem heals for an additional 20%.
There are much better Resto glyphs. I wouldn't bother.
Glyph of Healing Wave (Req. lvl. 15) - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
Great if you find yourself as Main Healer often.
Glyph of Lava - Your Lava Burst spell gains an additional 10% of your spellpower
I think this one kinda sucks. This would be great if it affected Lightning Bolt instead. But 10% more spellpower on a spell you can only cast every 8 seconds is pretty lame.
Glyph of Lava Lash - Damage on your Lava Lash is increased by an additional 10% if your weapon is enchanted with Flametongue.
I'm still trying to figure out how LL will affect Enhancement players, but this looks pretty weak. Even weaker than Glyph of Lava Burst.
Glyph of Lesser Healing Wave (Req. lvl. 20) - Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield.
This makes it easier to keep your MH (or yourself) alive in a pinch. Depends on how often you use LHW, I guess.
Glyph of Lightning Bolt (Req. lvl. 15) - Reduces the cost of your Lightning Bolt ability by 10%.
Probably essential for raiding shamans.
Glyph of Lightning Shield (Req. lvl. 15) - Increases the damage from Lightning Shield by 20%.
Pretty powerful if you also have Static Shock and Improved Shields.
Glyph of Mana Tide Totem (Req. lvl. 40) - Your Mana Tide Totem grants an additional Spell Power of each target's maximum mana each time it pulses.
Makes a powerful totem even more poweful? Sure, go for it.
Glyph of Stormstrike (Req. lvl. 40) - Increases the nature damage bonus from your Stormstrike ability by an additional 8%.
Could add a pretty decent amount of extra DPS to your meter.
Glyph of Water Mastery (Req. lvl. 20) - Increases the passive mana regeneration of your Water Shield spell by 30%.
A good one if you're having troubles with mana, although you may want a different glyph instead (like the ones that affect Lightning Bolt or Mana Tide).
Glyph of Windfury Weapon (Req. lvl. 30) - The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.
Seems good, but not as powerful as it once would have been, since I think just about everyone's going to be going WF/FT now instead of WF/WF.
Glyph of Astral Recall (Req. lvl. 30) - Cooldown of your Astral Recall spell reduced by 2.5 min.
For those people who are so neurotic that they need to get to the AH more than 5 times every hour. Otherwise, worthless.
Glyph of Ghost Wolf (Req. lvl. 20) - Your Ghost Wolf form regenerates an additional 1% of your maximum health every 5 sec.
Not too bad for Enhance shamans, actually.
Glyph of Renewed Life (Req. lvl. 30) - All stats increased by 5% for 1 min when you Reincarnate.
Improved Death glyph. If you have Imp. Reincarnate and you like to pop up and finish off the guy who just finished YOU off, this could be handy to get the upper hand.
Glyph of Water Breathing (Req. lvl. 22) - Your Water Breathing spell no longer requires a reagent.
I don't think I should have to get a glyph to have this effect. But I will anyway, because the other minor glyphs suck.
Glyph of Water Walking (Req. lvl. 28) - Your Water Walking spell no longer requires a reagent.
See above.
Dammit, I want a Glyph of Hex. I want to be able to turn people into penguins or skunks or other critters, like Mages can turn people into sheep, pigs, cats, snakes, and turtles.
Continued...I just wanted to write up an update on the state of the shaman class in the WOTLK beta right now. First, I've gotta say that I'm NOT in the beta. Don't want to be. So keep that in mind. Also keep in mind that because this is a beta, things are going to change.
There have been a lot of very interesting changes in the Enhancement tree that make it very appealing to an Elemental shaman, to the point that we probably don't need to go into Resto anymore.
Ancestral Knowledge is finally useful, since it'll increase our Intellect by 10%, instead of our mana by 5%. The old AK sucked a whole lot, and this change helps us not only with mana, but with spell crit too. And, of course, that extra Int is going to make Unrelenting Storm more powerful.
Thundering Strikes affects spell crit now too. So instead of going 20 points into Resto to get Tidal Mastery, we can just go 10 points into Enhance. Sweet.
They moved Elemental Weapons up to Tier 3, so we Elementals can grab it for that 30% increase to Flametongue's spell damage buff.
Shamanistic Focus now just reduces the mana cost of all Shocks by 45%. For one talent point. Holy crap, this is great for Elemental shamans (especially now that we're going to be using Flame Shock more often, and Wind Shock in dungeons), but probably lackluster for Enhance shamans.
Totems will now last for 5 minutes instead of just 2. I don't think they're increasing their mana cost either (it's hard to tell now that most spells cost a percentage of your base mana instead of a set amount). This is a great change, but it does make Totemic Focus MUCH less attractive. Who cares about 25% off totem cost when they last for 5 minutes?
I've pretty much decided that I'll be foregoing putting anything into Restoration, and will put at least 14 points into Enhance.
Lava Flows has been back in for a while (replacing Paralysis, which I'll miss) and it looks pretty good. Increasing the range on Flame Shock is basically essential now, since we'll be using it in our casting rotations to make sure that Lava Burst crits every time it's cast. And the fact that this talent also increases Burst's crit damage by 24% means that Blizz pretty much expects you not to cast Burst without Flame Shock up on your target. Which also means that Lava Burst is probably going to be pretty weak and/or expensive when it doesn't crit.
Lava Lash is a new Enhancement talent. Looks pretty cool, and I think it'll finally put an end to putting Windfury on both weapons in favor of WF/FT. It's really weird that Flametongue will be so useful to both Elemental and Enhance shamans now. I wouldn't be surprised if they broke it into 2 separate spells, especially since Blizz has said that they don't want Enhance to be as focused on +spell dmg as they are in the beta right now. So, does this basically mean that Enhance shamans will be looking for slow weapons in the off-hand slot? Maybe they already do. Lava Lash will also work well with the changed Stormstrike (see "The Meh" below).
We finally have a "Wind Shock" spell. It's just an Earth Shock that doesn't cause any damage, and costs less mana. This was added as a replacement for Rank 1 Earth Shock, which many shamans (myself included) have been using for interrupting casting in dungeons, and in fights when we run low on mana. Wind Shock costs less mana, but not less than Rank 1 ES does now. Oh, and it also reduces threat. We finally have an active threat-reducer!
Earthen Power causes Earthbind Totem to remove all snares from any friendly player in its range when it pulses. That's pretty cool. Kinda like an old idea I had a while back, where certain talents could give certain totems the ability to cause opposite buffs/debuffs to friends/enemies.
I really don't like what they've done with group buffing mechanics. Sure they're all raid-wide now, but they've made them all much more lame. In their effort to ensure that some classes aren't favored over others because of the group buffs they provide, Blizzard has made all group buffs much more generic. Just look at our poor Elemental Oath. I thought it was pretty cool when EO caused a 6% mana-cost-reduction buff as well as a 6% spell crit chance increase, but now it's just 5% spell crit chance without the mana reduction. Booooring. Not only that, but it doesn't stack with the Moonkin aura.
Generalized group buffs do help to prevent certain classes from being favored over other classes, but Blizzard could've solved that problem without having to make things more generic. Definitely a big disappointment in an otherwise awesome expansion.
Storm, Earth, and Fire was changed again. Instead of providing a needed bonus to our primary nuke, it now reduces the cooldown on Chain Lightning. Personally, I'd rather have the LB bonus, but I'm sure a lot of PvPers would prefer the CL bonus.
Spirit Link has been replaced by Riptide. I really liked seeing Spirit Link added to the game, since it's a classic WC3 spell (the Spirit Walkers had it) but it may have been a victim of the aforementioned group buff normalization - if Blizz can't give this buff to more than one class, nobody can have it. Pfft. Riptide does seem like it'll be pretty cool once the kinks are worked out. It's nice that they're giving Resto a HoT finally (besides the one that procs with Earthliving Weapon).
Stormstrike will only affect attacks made by the shaman who cast it. This is good, because it means that Rogue poisons won't eat up the charges anymore. But it's bad, because Elemental Shaman and Balance Druid nukes won't eat up the charges anymore. Also, Stormstrike affects Fire and Frost spells in addition to Nature now, which is cool.
Thunderstorm is an awesome PvP talent. But, that knockback can cause a lot of problems in dungeons. I think it'd be nice if it were split into two spells: one with the damage and knockback, and the other with the damage and mana-restoration. Or maybe a new spell could be added that would freeze enemies in place so they're not knocked back when Thunderstorm is used. I wonder, does a Mage's Frost Nova prevent enemies from being knocked back?
Stoneclaw Totem will protect your totems from being destroyed, which is cool. However, having it out prevents you from having any other Earth totems out, of course. It's a trade-off. Not something I'll use all the time, but a good option to have.
Elemental looks kinda boring next to Enhancement now. Enhance shamans will be attacking, shocking, stormstriking, lava lashing, lightning shielding, casting instant nukes, and summoning wolves. Elemental in dungeons, however, will just be nuking and shocking, but with 2 nukes now instead of one (which is definitely needed, don't get me wrong). It'd be nice to see a new spell or something in the Elemental tree to make things more interesting. Elemental in PvP will be a bit better thanks to Thunderstorm, but that spell is very problematic everywhere else. Hell, I'm seriously considering going Enhance in WOTLK.
From what I understand, Elemental DPS is pretty low in Beta right now. But Blizz has said they're working on that, so I'm not too worried.
I'm a bit concerned about our Fire totems. We Elementals pack a lot of damage with our Searing, Fire Nova, Magma, and Fire Elemental totems, but in dungeons we use them a lot less, so we can use Flametongue and Totem of Wrath. This has been true since the beginning, but it still bothers me. I'd like to see those two totems changed to a different totem category, with Fire reserved exclusively for damage-dealing totems. However, the existing 3 totem categories are pretty crowded already. Maybe it's time to add a 5th totem category, like the theoretical Spirit totem that has been alluded to a few times in the past. Now that totems last 5 minutes, it won't be as much of a hassle to keep 5 going at once.
Here's a crazy idea. When all 5 totems are down, the shaman gains "Elemental Form". The shaman levitates and is covered in a blue aura with lightning bolts coming off it. Think Dr. Manhattan in Watchmen (see image at the top of this post). As a result, we get a damage buff or something. It should only work if you're within 40 yards of your totems, and should probably last for about 15 seconds if one of your totems is destroyed (so you're not constantly jumping in and out of Elemental Form each time a totem is destroyed).
Yes, I know that Captain Planet is also blue, and also levitates, and this would inevitably be labelled "Captain Planet Form", but I don't care. It's Dr. Manhattan Form, dammit!
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I just wanted to point out that this past month I hit 70 on both my Mage and my Hunter. I rule.
I've also been working on my Rogue quite a bit. I've gotten him from 35 to 45 in about 2 weeks.
I've also been playing my Priest, but that's a huge pain in the ass. I don't know how other people do it. I've got her up to 32, and it's taking forever. I originally had her specced Shadow, but I actually have her specced for Holy DPS now, shockingly enough. Shadow just didn't seem to gel for me. The Holy DPS spec I have right now is fairly effective, but the mana efficiency is atrocious.
I'm still working on my Paladin too, who's at 64 right now. She'll probably be the next to 70. I had respecced back to Prot for its AOE abilities, but I was having much more fun with Ret, so I switched back.
My Warlock has been sitting in Shattrath at 51 for months now, disenchanting and making potions. I'll probably pick her up again once I get my Pally to 70, and the first thing I'll do is respec back to Affliction. I wanted to try the Felguard, and I don't really care for it. Which is weird, because my Hunter is a BM.
My Warrior and my Druid are still sitting at 18 and 20. I have no interest in playing either. I don't like the Warrior class in general (at least not at 18) and I already have a rogue, warrior, mage, and priest, so I don't feel any desire to play my druid over the others.
I'm really looking forward to adding a Death Knight to my repertoire.
Continued...I just wanted to mention that I've got a new blog that I've been working on for about a month now. It's quite a departure for me, because it actually covers some serious topics, like politics, science, religion, and so on. I must warn you though: you probably won't approve of some of the topics I cover. But go ahead and check it out if you're curious; you'll survive. If nothing else, you'll get to see what I look like in real life. And I'd love to get some feedback.
In case anyone is wondering, I still intend to keep writing THIS blog. There just isn't a whole lot for me to talk about right now. I've been working on a feature post that I'm tentatively calling "WoW's biggest mistakes", which I hope will turn out pretty good.
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