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From Dubiosity (my other blog)


Showing posts with label Features. Show all posts

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Ah, back in the saddle again. This type of post is why I enjoy blogging about WoW: it lets me speculate rampantly.

As many of you probably already know, in the next expansion, the existing races will have one or two new class options (except Draenei, who already have plenty). Many of the new options make sense from a lore perspective, but some of them are a little…odd. So I thought I’d try my hand at explaining some of the choices, to try to peer into the minds of Blizzard’s loremasters and try to understand why they are allowing these options now.

Horde

Orc Mages

Orcs already have a strong proficiency at wielding various types of magic. As shamans, they can command the elements: lightning, fire, frost, and so on. As warlocks, they can use demonic magic. It makes sense that they would learn to use arcane magic from the blood elves, who share a similar demonic taint. The orcs don’t have an aversion to the arcane like the Tauren do.

Undead Hunters

This change relates more to the marksman/ranger aspect of Hunters than the beastmaster aspect. The ranger tradition is probably being pushed by the Forsaken’s own leader, Sylvannas Windrunner, the former Ranger-General of Quel’Thalas. That also explains all the Dark Rangers we’ve been seeing all over Northrend. There’s also Nathanos Blightcaller, another former Ranger-General (who was once human).

Tauren Paladins & Priests

These ones make much less sense to me, but probably because the lore is still being written for this.

Regarding paladins, about all we know about tauren becoming paladins comes from the story of Aponi Brightmane, and there’s not much there. The tauren race has never been able to use the Holy Light like normal paladins and priests, and they certainly aren’t going to siphon it from a captured Naaru like the blood elves used to. Apparently, tauren paladins will be called “Sunwalkers”, and will draw their power from their sun god (An’she), just as druids draw some of their powers from the moon god (Mu’sha/Elune). It seems likely that Brightmane will become the first of the Sunwalkers when the Cataclysm comes.

Tauren priests probably won’t use the Holy Light either, and will probably also derive their powers from the Sun, like night elf priests draw their powers from the moon. Still too early to say on a lot of this though, an I hope Blizz adds lots of neat new lore on this subject.

Troll Druids

First, the trolls have always had an affinity with nature and the arcane, and traditionally they’ve lived in forest and wilderness areas. Further, shapeshifting is something that many powerful trolls can do – just look at many of the bosses in troll-based dungeons. However, the Darkspear tribe (which is the tribe that all Horde trolls belong to) is much more island-based, so they probably have lost those magic traditions. It makes sense that the tauren have probably taught them the druidic arts, and that the trolls have taken so easily to them.

Blood Elf Warriors

This one’s a no-brainer. If you can swing a weapon, you can be a warrior (though I still think that gnome warriors are ridiculous). The only reason why there haven’t been any blood elf warriors so far (from a lore perspective, at least) is because they all became Blood Knights (paladins). Now that the blood elves have mellowed a little, the appeal of forcibly drawing martial power from the Holy Light probably seems less appealing to many elves.

Alliance

Human Hunters

I had forgotten that humans haven’t been able to be hunters yet. It makes pretty obvious sense though: we’ve seen plenty of human hunters in Grizzly Hills, after all. Maybe the High Elves have been teaching them the art of the hunter, or something. Not much to say on this one, I guess.

Dwarf Mages and Shamans

In Northrend, we’ve gotten to see that the dwarves once had a great affinity with the natural elements of the world, especially since they themselves came from the stone. Essentially, dwarf mages and shamans have rediscovered lost aptitudes, and will be able to wield the elements once more. I guess they’ve learned to wield the arcane somewhere else.

Night Elf Mages

This one goes very deep into elven history. Arcane magic is what transformed the night elves into their current form (from trolls), so has always been a part of them. After they nearly destroyed Azeroth in the Sundering, they gave up arcane magic and switched to druidism. Obviously, some of them are overcoming the taboo against the arcane, especially since the night elves now have regular contact with other cultures who use arcane magic freely. Like the dwarves, they’re learning to use it once again.

Gnome Priests

Gnomes can basically do whatever they want, and they’re willing to try anything. There’s no reason why gnomes couldn’t  be priests, besides just being uninterested in it. Perhaps they now see how useful it can be to be able to heal others with magic.

New Races

The Goblins and the Worgen are very versatile races, and most of their class choices make a lot of sense. The defining characteristics of a race seem to come from whether they can be a druid, paladin, or shaman.

Goblins can’t be druids of course, since they clearly have no affinity for nature – they view nature as being there for the taking. They also can’t be paladins, since they’re far too undisciplined and crazy. But I wonder why they can be priests and shamans. I suppose they’re especially good at commanding various magical forces to do their bidding (like a warlock), and probably don’t bother to “ask” like shamans and priests traditionally do.

Worgen are naturally proficient at shapeshifting, which makes them naturally good at druidism. They, like humans, have no shamanistic tradition, and the Worgen Curse probably prevents them from accessing the Holy Light in ways that the humans do. In fact, they may even be drawing their powers from Elune light the night elves do, since it’s the night elves who save them from their curse.

 

Ok, there’s a lot of unfounded speculation there, but I was surprised by how much lore was available to support these conclusions. We’ll see if I’m right eventually, I’m sure.

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Glyphs 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.

 

Major Glyphs

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.

 

Minor Glyphs

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.

Glyph of Water Shield (Req. lvl. 20) - Increases the number of charges on your Water Shield spell by 1.
Probably most useful for Resto shamans with Imp. Water Shield and Imp. Shields.

 

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.

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vlcsnap-5265818

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.

The Good

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.

The Bad

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.

The Meh

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.

Things that still need to be addressed

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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Now that the Beta is open, there's all sorts of info pouring out onto the internet. Naturally, I've gotta talk about all the new shaman changes, and offer my heavily-biased opinion of them.

Man, this is a huge post.

 

Totem Changes

First, in case you didn't already know, Totems are no longer considered spells, so you can cast them when silenced. Just wanted to get that out of the way first. Good change.

Oh, and also in case you didn't already know, Totems will now affect the entire raid. FINALLY!

Strength of Earth Totem increases both Strength AND Agility. This is the same as having SoE and GoA out at once. Very nice.

Grace of Air Totem is gone. See Strength of Earth.

Stoneskin Totem now gives a flat Armor bonus instead of a damage-reducer. Not bad, but kinda boring. After all, Paladins, Druids, and Resto Shams already have armor-increasing buffs.

Windwall Totem is gone. Since Stoneskin now affects all physical damage, it makes sense to trash it. And really, who's going to miss it?

Flametongue Totem now does what Wrath of Air Totem does (increases spell damage). This certainly puts it in conflict with Totem of Wrath, not to mention all the other offensive fire totems.

Wrath of Air Totem now increases spell casting speed by 10%. Sweet.

Windfury Totem completely changed. Now increases melee attack speed by 16%. Um, why does melee get 6% more? This also means that Windfury Totem actually does something for US too! I kinda wish they'd change the name though, since it doesn't do the same thing as Windfury Weapon anymore.

Tranquil Air Totem is gone. Good riddance.

 

Elemental Talent Changes

Elemental Focus now affects healing spells. That's a pretty handy change.

Improved Fire Nova Totem will reduce the movement speed of all affected targets by 75% for 4 seconds, instead of stunning them for 2 seconds. Overall, a pretty good change.

Elemental Shields now reduces all physical damage taken by 6%, instead of reducing your chance to be physically crit by 6%. Interesting change, and it probably adds up to about the same thing in PvP, but now it's useful in PvE too. Nice to have, but still optional in my opinion. Not that every talent NEEDS to be an essential talent.

Elemental Oath has been completely changed, and definitely for the better. Your spell crits cause a 2% reduction in spell mana cost and a 2% increase in spell crit damage for party members for 15 seconds, AND it stacks 3 times. This is proof that Blizzard loves me. This is the Elemental Unleashed Rage I've always hoped for.

Astral Shift now decreases incoming damage by 30% when you're stunned, feared, or silenced. Very cool, and useful in both PvP and PvE (though less so in PvE). Previously, it decreased incoming damage for a few seconds after you've been crit twice in a row, which kinda sucked.

New talent called Paralysis. I'm just going to cut-and paste this.

Paralysis (3/3)
Your Lightning Bolt and Chain Lightning spells gains an additional 10% of your bonus spell damage effects, and your Lightning Bolt has a 15% chance to Paralyze the target, reducing their movement, attack and casting speed by 75%. The target regains 15% of their movement, attack and casting speed each second. Lasts 5 sec.

No, THAT is proof that Blizzard loves me. Sniff...it's so beautiful.

Unfortunately, they got rid of Lava Flow, which Increases the amount of spell damage gained while having Flametongue Weapon equipped by 5/10/15%, and increases the damage done by your Flame Shock and Lava Burst by 4/8/12%. That's too bad, because I really liked that talent. Hopefully they'll axe Totem of Wrath and put Lava Flow back in.

Overall some amazing changes, with one exception. However, we're still missing +3% to hit, now that Elemental Oath has been changed and Elemental Precision modified. I'm guessing that we'll just have to get used to it.

UPDATE 8/1/08: They're getting rid of Paralysis too. Sigh. I really like that one.

 

Enhancement Talent Changes

Enhancing Totems now affects Flametongue Totem too, which is cool. But, it's up to 3 points (it's currently at 2) which is understandable. Remember, Grace of Air is being folded into Strength of Earth, which is why it isn't listed anymore. I'll definitely be grabbing this for my Elemental spec.

Shield Spec is gone! Finally!

Improved Weapon Totems is now just Improved Windfury Totem, which should come as no surprise. It increases the attack speed bonus by 4%, bring WFT up to +20% attack speed.

Improved Shamanistic Rage is gone. And in its place is...

Spectral Transformation
You have a 50/100% chance to remove all movement impairing effects when you transform into a Ghost Wolf, and your Spirit Wolves to have a 50/100% chance to be immune to all stun, snare and movement Impairing effects when summoned.

Not bad. I can definitely see it getting changed though. We still have no idea what these wolves do.

Here's another new one. This replaces a confusing and mostly uninteresting talent that I can't even remember the name of.

Maelstrom Weapon
When you critically hit with a melee weapon, you reduce the cast time of your next Lightning Bolt, Chain Lightning or Lava Burst spell by 4/8/12/16/20%. Stacks up to 5 times. Lasts 15 seconds.

So, insta-cast nukes from Enhance shammies? Interesting idea.

 

Restoration Talent Changes

Totemic Focus is now a Tier 1 talent, swapping places with Tidal Focus. THANK YOU BLIZZARD! Any interest in making Tidal Mastery a Tier 1 talent? How about Nature's Swiftness?

Ooooh, Nature's Guidance is gone. Interesting. Now we're down by 6% spell hit and 3% melee hit.

Improved Water Shield is new. Activates a water globe every time you crit with LHW or HW. Cool, but this should really grant more charges too, since it's going to be a hassle recasting it all the time.

Spirit Link is now percentage-based, and won't break after a certain amount of damage is distributed.

You link the friendly target with up to two nearby friendly targets, causing 50% of any damage taken to be distributed to the linked targets. If any target takes a blow greater than 30% of their health, or shared damage would reduce a target's health below 20%, the link is broken. You can only have one link active at a time.

It's a bit confusing, but as far as I can tell, that means you won't have to keep recasting it, which is cool. Although, it seems like that 30% limit would make it worthless for a lot of boss fights. Maybe I'm wrong.

 

Suggestions

I had ideas for this section, but I've either forgotten them or I've figured out that they're actually pretty bad suggestions. So, my only one:

Lava Flow talent
Put it back in! Please!

 

All in all, some amazing changes. I can't wait to play it.

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Oooh, at last. The new Shaman talents and spells have been leaked. I'm going to go through them and explain what I like (nearly all of it) and what I don't (almost none of it). Keep in mind that this stuff WILL change. Some stuff will be buffed/nerfed, some will be reworked, some will be removed completely, and some will be added in the future. This stuff is from a very early version of the expansion, and we're not even supposed to be able to see it yet.

UPDATE 6/27/08: I've updated this post with My Concerns. You can read them at the bottom of the post.

New Spells


Lava Burst - You hurl molten lava at the target, dealing 888 to 1132 Fire damage. If Flame Shock is on the target, Lava Burst will consume the Flame Shock, causing Lava Burst to critically hit. 2-second cast time, 8 second cooldown, 30-yard range.

At last, we get a new nuke, which looks pretty awesome. This spell will ensure that we use Flame Shock a lot more often, which itself will be much more powerful thanks to new Elemental talents. Rather than doing nothing but shoot lightning bolts at our targets (in dungeons, at least), we'll most likely be getting new spell rotations ensuring that Flame Shock is always up, using Lava Burst when it's ready, and Lightning Bolting in between. And of course the guaranteed crit will probably proc Elemental Focus.

My Verdict (so far): Great


Hex - Transforms the enemy into a random critter, reducing the target's movement speed by 75%. While moving, the hexed target cannot attack or cast spells. Only one target can be hexed at a time. Only works on Humanoids and Beasts. 0.5 sec cast, 1 minute cooldown, 20-yard range.

Finally, CC! Basically a mini-Polymorph, but it gives the target the ability to try to run away (not that they'll be doing it very quickly). The only problem is that I don't know how long they stay hexed. I get the feeling that it'll only be a few seconds, which would be unfortunate. It would be nice to have a longer (or more frequently castable) hex so we can provide some more reliable CC in dungeons.

UPDATE 6/27/08: There's a video of this spell in use on the site linked at the bottom of this post. Looks like it's about 8 seconds long. Not too bad. Also, the critter is a frog, but there are probably others.

My Verdict: Ok/Great (Depends on how long the hex effect is.)


Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by {50} (scales with level) and each heal has a 20% chance to proc Earthliving on the target, healing an additional 180 over 6 seconds.

Cool, a new weapon buff for healers! The flat stat increase is nice, but getting a new HoT along with it is pretty cool too. I've got nothing bad to say about this.

My Verdict: Great


New 51-Point Talents



Thunder (Elemental) - You call down a bolt of lighting, energizing you and damaging nearby enemies within 10 yards. Restores 5% mana to you and deals 595 to 679 nature damage to all nearby enemies, knocking them back 20 yards. Instant cast, 45 sec cooldown.

This is pretty cool. Finally, a way to get rogues off my ass in PvP. And it's pretty cool to see a knockback effect on one of our spells. Also, it's nice to have another AOE spell. I can see this being fun to use with Fire Nova Totem (especially with the new talent-based stun effect) and it'll also be nice for protecting allies. The mana-restoring aspect is kinda weird, but I certainly won't complain. My only issue is that it seems to be primarily a PvP talent. Not that that's a bad thing.

My Verdict: Pretty Good


Feral Spirit (Enhancement) - Summons 2 Spirit Wolves under the command of the Shaman, lasting 30 sec.

Heh, after all the complaining we did when it was announced before BC came out that we'd be able to summon elementals but not spirit wolves, in a way this sounds like Blizzard's way of saying "fine, HERE are your fucking spirit wolves!" Not that they've necessarily short-changed us. Unfortunately, there's not any other info that I've been able to find on the subject. It'd be nice to know what the wolves do, what the cooldown is, or even what color they are (I hope they're black and purple like they were in WC3). Hopefully they do more than just attack stuff.

My Verdict: Who Knows?


Spirit Link (Restoration) - You link the friendly target with two nearby targets, causing 50% of the damage taken to be distributed to the linked targets. After 2200 damage, the link will sever. Instant cast, cooldown unknown.

Yay, another WC3 spell! This looks like it'll be the new Tank's Best Friend. I can see a lot of potential for griefing though, since it makes the two people nearest to the target to take more damage. Maybe it's not that big of an issue (especially since the max damage that anyone will take will be 550). And frankly, the damage absorbed seems a bit low; maybe instead of expiring after 2200 damage, it should use up charges each time damage is absorbed. Then again, that would make it much less useful when fighting fast-damaging opponents (part of which can be mitigated with Stoneskin Totem). It's an interesting problem, if it is a problem at all.

My Verdict: Love it, shows promise, but may need some work



New Talents



Elemental Oath (Elemental) - Increases chance to hit with all spells by 50/100% when Elemental Focus or Elemental Mastery is active.

Considering that shamans are so crit-happy, and that any well-geared shaman generally has Elemental Focus active most of the time in a fight, this is quite a boost. In fact, it'll probably get nerfed, even considering that they nerfed Elemental Precision down to +3% spell hit (from 6%). Also, Elemental Focus and Elemental Mastery are required to get it.

My Verdict: Sounds pretty good.


Astral Shift (Elemental) - When you are critically hit twice in a row, you have a 33/66/100% chance to shift into the Astra Plane, causing you to be immune to all physical damage for 3 sec. This effect has a 30 second cooldown.

This will be our third talent that only works when we get crit on. I don't like any of them. For starters, they're basically PvP-only. We get crit so little in PvE that it's often a surprise to see them proc. I think they all need to be reworked so they're valid in all (or most) areas of the game, not just PvP, not just Raids (I'm looking at you, Totem of Wrath).

So, how do we fix it? How about changing it so that it activates when you take a certain amount of damage within a certain amount of time? Say, when you lose 40% of your health within 3 seconds? Also, the cooldown seems too long, and/or the duration of the immunity seems too short. Even then, it doesn't seem great.

My Verdict: Needs major work done


Lava Flow (Elemental) - Increases the amount of spell damage gained while having Flametongue Weapon equipped by 5/10/15%, and increases the damage done by your Flame Shock and Lava Burst by 4/8/12%.

This talent (and the next) makes Flame Shock a serious threat to your enemies. For a long time now, its use has been optional, but now it'll be essential. And of course, making Lava Burst more effective is a no-brainer.

But wait, what's this about Flametongue? Sounds to me like it's getting changed to give extra spell damage, which is quite nice. I wonder if they'll do anything for Frostbrand and Rockbiter too, since those are so rarely used.

Verdict: Great


Storm, Earth, and Fire (Elemental) - Your Frost Shock has a 5/10/15/20/25% chance to root the target in frozen ice for 2 sec., your Earth Shock's range is increased by 1/2/3/4/5 yards and the periodic damage done by your Flame Shock is increased by 20/40/60/80/100%.

Wow, that's quite a talent. Let's break it down by element.
Storm - I guess that's Frost Shock. It's nice that we're getting so many forms of CC now, but 2 seconds from a spell that can only be cast every 5-6 seconds seems a little weak, especially considering how many ways a Frost Mage has to freeze you. Other than that, I like it.
Earth - Boring, but decent.
Fire - Wow, that's really nice. That'll definitely make me use Flame Shock way more, AND it gives me synergy with Lava Burst. Plus, with the Lava Flow talent, it makes the combination of Flame Shock and Lava Burst VERY potent. I'd take this talent even if it didn't have the Storm and Earth parts.

My Verdict: Great, but needs some minor changes.


Mental Dexterity (Enhancement) - Increases your Attack Power by 33/66/100% of your Intellect.

That's a pretty significant chunk of AP there, and will definitely help to make Hunter gear more viable for Enhance shamans. Also, it basically makes Ancestral Knowledge essential, since it affects Intellect now. It's interesting that this is a 3rd-tier talent, which will no doubt make it easier for Resto shamans to operate while soloing.


Improved Stormstrike (Enhancement) - Increases the number of Stormstrike charges by 1/2, and decreases the cooldown by 1/2 seconds.

Can't go wrong here. I'm especially happy with this, because it means that when I'm grouped with an Enhance shaman, he won't be gobbling up all the SS charges with his piddly little Earth Shocks, so I can use some of them for my massive Lightning Bolts.


The Rest (Enhancement)

Look, I don't feel like running down the rest of these Enhancement talents. They all look good to me, but I literally haven't been Enhance-specced in years.


Cleanse Spirit (Restoration) - Remove 1 disease, 1 poison, and 1 curse from the target.

Not exactly original, but it's nice, and will give Restos some extra efficiency when fighting rogues, death knights, and now warlocks.

Verdict: Good!


Blessing of the Eternals (Restoration) - Increases spell crit by 2/4%, and bonus +heal from Earthliving Weapon by 5/10%.

That extra crit will be nice to have, since Resto is going to be so much more focused on crits now (see Ancestral Awakening).

Verdict: Pretty good


Ancestral Awakening (Restoration) - When Healing Wave or Lesser Healing Wave crit, an Ancestral Spirit heals the nearest friendly target for 20/40/60% of the amount healed initially.

Wow, this is awesome. I bet that amount is nerfed, but it's still a very useful talent, and will likely make Restos hoard crit gear a lot more than they do now. I sure hope you get to actually see the spirit when it heals. I can imagine seeing shamans standing in the back healing, with a spirit standing next to them occasionally. Neat.

Verdict: Awesome.


Improved Earth Shield (Restoration) - Increases the number of charges by 1/2, and increases the healing done by 5/10%.

All in all, a good talent. However, it doesn't matter how many charges it has if someone comes along and just purges it off of you. It needs a purge-resistance element, like "reduces chance that ES will be purged by 25/50%".

Verdict: Missing something.

...and Tidal Waves looks fine.


Changed Talents



  • Earth's Grasp moved from Tier 2 to Tier 1. Still sucks.
  • Convection now 3 points, down from 5, same bonus!
  • Call of Flame affects Lava Burst now.
  • Elemental Devastation moved from Tier 4 to Tier 2.
  • Elemental Focus now required for Elemental Fury. Still the best 2 points you'll ever spend.
  • Improved Fire Totems now Improved Fire Nova Totem. Gives 50/100% chance to stun ALL affected for 2 seconds! Magma Totem threat reduction element removed (hopefully they'll reduce its base threat).
  • Storm Reach also increases radius of Thunder spell by 10/20%.
  • Elemental Precision nerfed to +1/2/3% spell hit, from 2/4/6%. See Elemental Oath. Also, threat reduction TRIPLED to 10/20/30%, from 4/7/10%.
  • Lightning Overload no longer required for Totem of Wrath.
  • Enhancing Totems moved from Tier 3 to Tier 1.
  • Improved Lightning Shield renamed Improved Elemental Shields, moved from Tier 2 to Tier 1. Now affects Water and Earth Shield as well.
  • Shield Specialization is STILL THERE. Now down from 5 points to 2. Chance to block up to 10% from 5%, amount blocked down from 25% to 20%.
  • Healing Focus reduced from 5 points to 3. Same bonus.

 

My Concerns

Elemental's PvP Emphasis
I know a lot of people think that the Elemental tree is primarily meant for PvP, but I don't agree. Of course, the signs are certainly pointing in that direction. The new talents Astral Shift and Thunder, along with Elemental Shields and Eye of the Storm, are mostly or entirely useful only in PvP. However, there are also the PvE abilities like Totem of Wrath, Unrelenting Storm, and Elemental Precision that point to the idea that Blizzard wants the tree to be viable for dungeons too.

So...where are the new PvE talents? The Elemental tree still lacks a way for players to buff the group differently from other shamans, besides Totem of Wrath (which is still only good for raiding). Elemental needs its own Unleashed Rage: an ability that triggers when damage is dealt and buffs the whole group in a meaningful way. Or, its own Stormstrike: an ability that causes a meaningful debuff on the enemy.

Here are some random suggestions:

Thunder seems like it'll be useful for protecting an ally for a couple seconds when they draw aggro. How about giving it an AOE aggro-reduction for all allies within its effective radius (10 yards) based on a percentage of the damage dealt?

Eye of the Storm should give you a constant chance to avoid interruption instead of being a crit-activated ability. That would make it useful in both PvP and PvE.

Make Astral Shift a self-activated ability. The affect should probably be nerfed, of course. Say, 50% physical damage reduction for 5 seconds.

We could use a talent that buffs Wrath of Air Totem. Enhancement has 3 ways to buff useful Enhance totems, Resto has Restorative Totems. Sure, we can make our damage-dealing Elemental totems more powerful, but that's about it. Personally, I think Totem of Wrath should be eliminated and replaced with something like this:

Totem of Wrath (3 points)
Your Wrath of Air Totem's effectiveness is increased by 10/20/30%. In addition, it increases your group's chance to hit and critically hit with spells by 1/2/3%.

Elemental Shields is decent for PvP, but how about making it reduce damage taken over a certain percentage of your total health? Like this:

Elemental Shields (3 points)
If any incoming damage exceeds 25% of your total health, it will be reduced by 10/20/30%.

Lava Burst is pretty cool, but I think it could be even better if they gave it a debuff ability when it "eats" your Flame Shock. Something like this:

Lava Burst
You hurl molten lava at the target, dealing 888 to 1132 Fire damage. If Flame Shock is on the target, Lava Burst will consume the Flame Shock, causing the Lava Shock effect, which decreases [armor/spell resistance/attack speed/casting speed] on the target for 8 seconds.

Those may be a bit strong, but you get the idea.

 

Well, that's it for now. I'm sure I'll think of more stuff to talk about in the future.


[WotLK Information Wiki]

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Well, I suppose it's probably time for me to do this again, eh? I'll also have to go back and update a couple of the talents I've already reviewed, because Blizzard changed some. Thanks a lot, Blizz. :)

Elemental



  • Storm Reach
  • Increases the range of your Lightning Bolt and Chain Lightning spells by 3/6 yards.

    Not essential, but it's pretty nice to have. It's always a good idea to have as much space between you and your enemy when you're a caster. In this case, it increases the range of your lightning spells from 30 yards to 36 yards.

    In PvP, this lets you Chain Lightning a group of Alliance scum from far away without being close enough for many other range-based abilities. Of course, hunters will still be able to hit you from a gazillion yards away, but that's unavoidable.

    In dungeons, it lets you stand out of range of a lot of boss abilities. For example, Murmur's Sonic Boom ability has a range of 34 yards. And if you're soloing, that extra 6 yards will usually give you time to launch one more lightning bolt before the mob starts wailing on you.


  • Elemental Fury
  • Increases the critical strike damage bonus of your Searing, Magma, and Fire Nova Totems and your Fire, Frost, and Nature spells by 100%.

    Essential. Get it get it get it. It's only one point, and it doubles your spell crit damage. If you didn't know by now, Elemental shamans are VERY crit-focused. Get it. Essential.



  • Unrelenting Storm
  • Regenerate mana equal to 2/4/6/8/10% of your Intellect every 5 sec, even while casting.

    This used to be much more useful (back when BC was released) than it is now, because a few important changes have been made to help our mana regeneration.

    1. Mana Spring Totem has been increased from 30mp5 to 50mp5.
    2. Elemental Focus now procs on crits, and helps us with sustained casting much more.
    3. Water Shield gives more mana back when it procs, and also gives us a flat 50mp5 while it's on.
    4. Lightning Bolt & Chain Lightning now cost us less mana to cast, as well as Water Shield and Lightning Shield.
    5. Better itemization, and numerous other improvements.

    So, mana regeneration isn't nearly as much of a problem for us as it once was. When BC first came out, I would have said that you should definitely take this talent. But now, it's not that great. 400 Int will only get you 40mp5.

    If you're doing a lot of raiding, with a lot of long fights, it's a pretty decent talent to have. But if you're not raiding, you probably shouldn't bother unless you have to stick more points somewhere to go deeper in the tree.



Enhancement



  • Improved Weapon Totems
  • Increases the melee attack power bonus of your Windfury Totem by 15/30% and increases the damage caused by your Flametongue Totem by 6/12%.

    This talent will not help YOU in any way. You use Windfury Weapon and Flametongue Weapon, not the totem equivalents, because the totems are weaker. But, they affect your group.

    I recommend getting this talent if you're a dungeoneer, raider, or if you're on an Arena team with a couple other meleers. It can help your tank generate more aggro, and your warriors, rogues and paladins do more damage. Unfortunately, weapon totems don't work on droods or hunter pets (unless it's been changed recently), though it may work on some warlock pets. As I've said before, my knowledge of Enhancement is far less than my knowledge of the other trees.


  • Spirit Weapons
  • Gives a chance to parry enemy melee attacks and reduces the threat generated by your melee attacks by 30%.

    Parry gives you a flat 5% chance to avoid attacks, in case you were wondering.

    This is a GREAT talent, and it only costs ONE talent point. Everyone should get it. The end.


  • Elemental Weapons
  • Increases the damage caused by your Rockbiter Weapon by 7/14/20%, your Windfury Weapon effect by 13/27/40% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 5/10/15%.

    This is another essential talent for the Enhancement shaman. It's kinda like Improved Weapon Totems, except that it affects YOU, and only you. This does nothing more than increase your damage output. Which is awesome. Get it, unless you don't WANT to do more damage. But you do, don't you? Awww yea.



Restoration



  • Healing Way
  • Your Healing Wave spells have a 33/66/100% chance to increase the effect of subsequent Healing Wave spells on that target by 6% for 15 sec. This effect will stack up to 3 times.

    This is a pretty powerful spell that helps you a ton for single-target healing. It'll increase the effectiveness of your Healing Wave spell by 15% after a few casts (which can be quickly stacked by casting Rank 1 of HW). And since it affects all HW spells cast on the target, it'll help the other resto shamans in your raid.

    Oh...I said raid. Yes, this spell is most useful to raiders and dungeoneers. If you're in a solid, organized guild, you should make sure that at least one resto shaman in your raid has this talent. Not everyone needs to have it.

    It's less useful in PvP, because you'll probably be using Chain Heal most of the time, which isn't affected by Healing Way. Or, you'll be spamming heals on multiple targets. But it can be useful in PvP too. And if you're doing Arenas, it's probably very helpful, as long as you don't get insta-killed for being a healer.


  • Nature's Swiftness
  • When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell.

    This is your "oh shit" button. Use it to give you or your ally an instant heal. Helps you a lot when you get jumped by a rogue, mobbed by mobs, and can help prevent wipes.

    It's also very useful to the Elemental shaman who doesn't want to get Totem of Wrath (and I'll cover that later). It works on Lightning Bolt and Chain Lightning, so you can get some pretty decent burst damage. And, you can macro it up with Elemental Mastery, trinkets, Berserking, Bloodlust, and whatever else you want, to get a very powerful instant crit.

    It also works on Ghost Wolf.


  • Focused Mind
  • Reduces the duration of any Silence or Interrupt effects used against the Shaman by 10/20/30%. This effect does not stack with other similar effects.

    Not to be confused with the shadow priest talent of the same name (and same icon).

    It seems to be mostly a PvP talent, useful for surviving rogues, mages and shadow priests with silence effects, and of course shamans with Earth Shock. Doesn't affect fears, disorients, or movement-impairing effects. Can also be handy in PvE for getting back to healing quicker than the other healing classes when silenced.

    Not an essential talent, but it can be useful.


Well, that wraps up this installment. I'll try to get the others done faster next time. Which should be easy, because next time I only have 5 talents to review. Then 7, then 4, then 3, then I'm done until WLK.

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Are you one of those people who likes to switch back and forth between Windowed and Full-Screen mode? I know I am. I like to use Windowed mode while soloing, so I can surf the net, watch my newsfeeds, and put on a little DS9. But when it's time for dungeons or PvP, I prefer Fullscreen because it gives me better framerates.

You can go in to the Options menu and do it, or you can just use this handy macro. Click it once and it'll switch you to whichever mode you're not already in. Pretty handy.

/script SetCVar("gxWindow",1-GetCVar("gxWindow")) RestartGx()

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I got bored yesterday and started working on a Dream Talent Tree set for WLK, using Unleashed Gaming's talent tree creation tool. I tried not to change any of the current talents, although I did modify most of the weak ones.

The new talents may seem a bit overpowered, but remember that EVERYONE is going to be getting new talents too, so hopefully mine won't be too far out of line. Some of them came from my previous thread about talents.

As I'm writing this, I don't have the Resto tree finished. I'm also not even going to try to update the Enhance tree, since I don't know much about it.

[Baluki's Dream Talent Trees for Wrath of the Lich King]

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This is sort of my "wish list" of spells and abilities I'd like to see shamans get when Wrath of the Lich King is released. Never mind if they're overpowered.

EDITED: Jan. 29 2008 & Feb. 10 2008


NEW: Chilling Winds
A true warlock-style DoT. The target takes X frost damage over 15 seconds (could be the first Frost-based DoT). Additionally, their attack and casting speed is slowed by 10%. This is something that would help shamans be a little more useful in groups. Probably would need a 5-second cooldown so you can't just DoT up everything you see.

Tricky Totems
Your totems cause an opposite affect to enemies within range. For example, Strength of Earth would cause nearby enemies to have 77 less strength. Healing Stream would cause 20 dmg to enemies as well as 20 health to party members. Mana Stream (or Mana Tide) would leech mana. Earthbind could give allies a speed boost. Obviously this wouldn't work with stuff like WF, Magma, Stoneclaw, etc.

Totemic Detonation
The currently-selected totem explodes, giving half its bonus as a 10-minute buff to every party (or perhaps even raid) member in the totem's range. 2-minute cooldown. Might also need a reagent. This would be another good way to give some much-needed portability to our buffs, and also to allow shamans to give their group a little extra "oomph" in the right area. It would also allow you to effectively have four and a half totem buffs at once, instead of four. Damaging totems and certain others (Grounding, Earthbind, Stoneclaw, Sentry) would not be eligible for "detonation".

Lightning Storm
Kinda like a mix between Cone of Cold, Arcane Missiles, and Star Wars Force Lightning. It should be channelled, maybe for 4 seconds or something, but instead of hitting one target, it hits all targets in a cone in front of the caster. This would give us an interesting type of AOE that Elemental shamans could really use. While channelling, your character should strike a Palpatine-like pose, and possibly scream "POWAH! ABSOLUTE POWAH!" See screenshot above.

Ethereal Form
A WC3 spell that hasn't made it into WoW yet. It should probably be an Elemental talent. When activated, reduces all incoming damage by 50% for 10 seconds, reduces threat by 20%, and increases spell damage by 10%. 2 or 3-min cooldown.

Molten Blast
A re-imagined version of a spell we had in Beta. A 4-second cast nuke. 15-second cooldown. Causes a debuff to the target that causes LB and CL to cause Fire damage instead of Nature for 15 seconds. This would give us a nice mage-like nuke, and also give Elemental a way to actually cause damage to nature-immune mobs.

Hex
Of course I want a REAL form of CC, and NOT one tied to a totem. This is essential; nobody wants to group with a DPS player without CC. This would just turn the target into a frog (or maybe a random tropical creature) for a certain amount of time. It should last about 15 seconds, probably have a 15-sec cooldown, so it can be cast over and over. Maybe each race could turn the target into a different animal.

Totemic Recall
Transports your currently-active totems to your current location, refreshing their durations (if they're normal 2-min totems). 10-second cooldown. If no totems are active, summons your previous 4 totems used (one for each totem type, of course). This gives us a way to deal with the increasingly-mobile fights in the game, and also gets rid of the annoying 6-seconds-of-dropping that we have to do every time a fight starts, and every 2 mins after that. Mana cost should be directly tied to how much the totems cost, and how much time they have left.

Spirit Wolf
We shamans have been bitching about this one for years. My version would be a wolf that lasts for 15 seconds, 1 min cooldown, that attacks the currently-selected target and has a 25% chance to stun the target for 3 seconds each time it does damage. For extra fun, it could be invulnerable and cause a lot of threat, so it could be a 15-second tank (and get rid of Stoneclaw if it's implemented).

More Chaining!
How about new talents that let our Chain Lightning and Chain Heal jump more than 3 times? Or maybe give them a decent chance to split and hit TWO targets on the next jump? So, the possibility of hitting 7 targets, or 3 targets multiple times. It should still decrease jump-for-jump at the same rate. OR! Maybe it could add a chaining effect to our other Lightning and Healing spells. Remember the 8-piece bonus for Earthfury? Like that.


I'll add more as I think of them.

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At this point, I feel the need to point out that you should be putting at least 40 points into the talent tree of your choice. Trying to be a hybrid shaman is BAD. Rather than being good at casting, melee, or healing, you're going to suck at all 3, and then you're worthless. Unfortunately, there are still some talents that make it look like you CAN be a hybrid, but don't be fooled.

Elemental



  • Improved Fire Totems
  • Reduces the delay before your Fire Nova Totem activates by 1/2 sec. and decreases the threat generated by your Magma Totem by 25/50%.

    This is another lackluster talent. First, let's look at the Fire Nova element.

    Fire Nova takes 5 seconds to activate, so this talent brings that down to 3 seconds. That's still quite a long time to wait for an AOE. It's kinda nice in PvP, though these days the only people bothering to kill totems in the heat of battle are ones who have specific totems (like Grounding and Earthbind) macroed into their spell rotation. I don't think this part of the bonus is worth it, so already this talent is looking bad.

    The second half of this talent is probably even worse. For starters, it affects aggro, so it's worthless in PvP. While soloing or doing dungeons, Magma totem usually doesn't do enough damage to pull any aggro anyway, as long as somebody has caused some aggro on the mobs being attacked. If a mob hasn't been attacked, no amount of aggro reduction is going to prevent it from attacking what's attacking them.

    It's basically just a lousy talent. Skip it.


  • Eye of the Storm
  • Gives you a 33/66/100% 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 on Shaman spells when taking damage.

    This is our anti-pushback talent in the Elemental tree, and it leaves a bit to be desired. I'd rather have this be a flat 70% chance to ignore pushback when taking damage (like the 4-piece Gladiator gear bonus). As it is, it's almost worthless for dungeoning, though it's a little bit useful when soloing.

    Its real strength is in PvP, when you're getting crit all the time. As Elemental, if you don't have this talent, expect to be ineffective if you're being attacked.

    Once you have 4 pieces of Gladiator's Mail (Season 1, 2, and 3 are interchangeable for the bonus now) you may want to drop this talent, since the 4-piece bonus makes your LB 70% uninterruptible.

  • Elemental Devastation
  • Your offensive spell crits will increase your chance to get a critical strike with melee attacks by 3/6/9% for 10 sec.

    This is another Enhancement talent in the wrong tree, like Nature's Guidance. Let's make this clear: if you're going full Elemental, YOU SHOULD NOT MELEE. Unless you're out of mana. This talent is there for Enhance shamans looking for more spell synergy. That's all. If you're going Elemental, ignore it.

    I would recommend it to Enhance shamans, but I honestly don't think it's going to provide you with much of a bonus. Your spell crit isn't very high, and the bonus is only 9%, and only for 10 seconds. It helps to proc Shamanistic Focus, Flurry, and Unleashed Rage more often, though. I guess I wouldn't even recommend this to Enhancement shamans unless you have over 10% spell crit.



Enhancement



  • Flurry
  • Increases your attack speed by 10/15/20/25/30% for your next 3 swings after dealing a critical strike.

    Get it. This talent is one of the reasons why crit is so important to an Enhance shaman. With a lot of crit, this talent will proc all the time. And the more often you attack, the more often you crit. The more often you crit, the more often you proc Flurry. And Shamanistic Focus. And Unleashed Rage. It's the circle of life (well, circle of death maybe). Flurry is so much more than what it looks like on its own.

  • Toughness
  • Increases your armor value from items by 2/4/6/8/10%.

    This is another talent left over from the early "shamans can kinda tank" days like Shield Spec. However, unlike Shield Spec, this talent is useful. Though it IS far too expensive.

    First, 10% more armor when you're wearing mail isn't nearly as good as if you're wearing Plate. Prot Paladins and Prot Warriors both have the exact same talent, and it's definitely worthwhile to them. Shamans can get a lot more out of this talent by wearing a shield, but most of the time you'll be dual-wielding or two-handing.

    If this talent was 5 points for a 20% bonus instead of 10%, I would definitely recommend it. But at 5 points, I just don't know.



Restoration



  • Restorative Totems
  • Increases the effect of your Mana Spring and Healing Stream Totems by 5/10/15/20/25%.

    Not a bad talent to have for dungeoning/raiding Resto shamans (though pretty worthless if you're only PvPing). And it's required if you want Mana Tide, which many shamans think is pretty stupid.

    The effect on Mana Spring is mediocre, though any boost is welcome in most caster groups. Max rank MS gives 20 mana every 2 secs, which is 50 MP5. With this talent, it bumps it up to 62mp5. Not too bad.

    Then of course, there's the bonus to Healing Stream. Resto shamans have pretty powerful HS totems (thanks to scaling with +heal gear, which we didn't have for a long time) and giving them 25% more power is pretty nice.

    If you're a dungeoner/raider, go for it. If not, it's probably not worth it.

  • Tidal Mastery
  • Increases the critical effect chance of your healing and lightning spells by 1/2/3/4/5%.

    This is a pretty decent talent for Resto shamans. The extra 5% healing crit works nicely with Ancestral Healing. Many healers underestimate the power of healing crit normally, but it's a nice thing to have at times.

    However, notice that it also affects Lightning spells. Yes, it gives Resto shamans some much-needed effectiveness for soloing, but it's even better for Elemental shamans. If you need to know why +crit is so important for an Elemental build, read what I said about Call of Thunder (Tier 3 Elem).

    In fact, I consider this talent to be ESSENTIAL to a proper Elemental build. So, anyone going Elemental should plan to put at least 20 points into Resto so they can get Tidal Mastery.


Well, that was a short one this time. Which is nice, because usually once I get to the Resto tree I'm thinking "god I wish this were done". Must be my poor attention sp

Continued...