Ad Box

From Dubiosity (my other blog)


Tags: , ,



Yup, I'm back. Again. Reactivated my account a few days ago to do the Elemental Invasion stuff, and now the whole world has changed in many interesting ways.

Orgrimmar looks spectacular, but it's extremely disorienting. There's so much new stuff in there, and everything old has changed dramatically. I knew the old city like the back of my hand, and this is like coming back to your home neighborhood after 20 years. I'm absorbing it, in bits and pieces, but it's going to take time. I'm so glad they got rid of all the buildings that were half-embedded in the cliff faces, although there are still some left in The Drag (looks like they might be "rebuilding" those too eventually though). I guess I know who's been buying all that Dark Iron I've been putting on the AH over the years: the Hellscream Development Corporation.

My old druid, Spamfire, is dead. He was only lvl. 21, a Tauren of exceptional bravery. He died in the attack on Camp Taurajo...more or less literally. I had no idea where I left him when I stopped playing him (a couple years ago) and it turns out I left him in the Inn in Taurajo. I logged in, and he got killed by those Alliance bastards squatting in the ruins. I was basically just there to cannibalize his gear anyway.

In reality, I deleted him to create a new troll druid, Yabengo, because troll druid animal forms are WAY better than any other race's. Especially their flight form.

I don't know if I'll keep updating this blog. Probably, because I'm so vain. We'll see. I'm sure I'll be updating a lot once Cataclysm is released.

Continued...

Tags: , ,


Vaneras just announced a huge list of changes being made to the shaman class on the official forums, and holy crap. There are a lot of really interesting and really cool changes and additions being made. As always, here is my analysis and commentary on the changes.

New Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.
It's the intention of Primal Strike to let shaman play as an Enhancement at low levels. Currently when leveling in this spec, you end up just using Lightning Bolt a lot so you feel like an Elemental shaman instead. At a higher level, Primal Strike gets replaced by Storm Strike. They share a cooldown so Enhancement just won’t ever use Primal Strike after that, in the same way that Prot warriors don’t use Sunder Armor once they have Devastate or Feral druids don’t use Claw once they get Mangle.
I hadn't really noticed, but if you're leveling as Enhancement, there's not much for you to do besides shock and auto-attack until lvl 40, when you get Stormstrike. It would be nice to know what Primal Strike actually does (probably just a slightly different version of Stormstrike), but we'll find out eventually.


Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we’re adding another spell to the class’s direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the “new” Healing Wave to be the shaman’s go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.
Ok...interesting. I guess this is Blizzard's answer to the problem that downranking spells used to solve. This will give us a way to cast a medium-sized, mana-efficient spell instead of a quick, expensive spell (LHW) or a huge, expensive (though worth it) spell (GHW). And from what else I've been seeing, it looks like other healer classes will be getting similar medium-range heals.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.
Here are a few examples of effects we’re considering for this ability:
  • Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman’s Haste for the next five swings.
  • Flametongue Weapon – Deals instant Fire damage and buffs the shaman’s next Fire attack by 20%.
  • Earthliving Weapon – Heals the target slightly and buffs the shaman’s next healing spell by 20%.
Looks like this will make spell rotations much more interesting, even if it is basically just a version of Paladin Judgments. Overall, a pretty cool addition, especially for Enhancement.

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

Spiritwalker’s Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.
Whoa, really? That's huge. Being able to gun and run from time to time (or heal and run away, which would be very useful for me) is going to be a major asset for us shamans. This'll be a big help for fighting meleers in PvP, and for boss battles that require a lot of moving around.


Ability Changes

Restoration shaman and other healing classes will need to pay attention to mana more than they’ve had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.
This is something we've known about for a while, of course. Personally, I think Blizz has let mana regen become too powerful in WotLK, to the point that you don't really have to worry about it anymore. I purposely avoid any MP5 gear, and I've gotten rid of mana-regen talents, because they're just not useful anymore. I should be ending boss fights with most of my mana gone, not at 50% or so like I do now.

We’re making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming “just in case.”) We will balance PvE dispelling with this new model in mind.
Oh crap. I don't like this at all. I feel like Cleansing Totem is the one thing that keeps me from being a guaranteed kill for rogues and death knights right now. Removing my ability to remove ANY poisons or diseases is going to be very bad. Spiritwalker's Grace will help a little bit, but as soon as a rogue or DK gets in my face, I'll still be extremely likely to die. And I can only Thunderstorm once every 45 seconds.

Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group’s spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock’s Demonic Pact, so you can’t benefit from all of them at once. We’re also considering letting Elemental drop Searing Totem at range.
Finally. This is a huge boost for us Elementals. It's always been a tradeoff between buffing the group with ToW and doing more damage with totems, and now we'll be able to do both at once. I'm sure it also means that we're losing the crit debuff it provides, but that's not unexpected.
Searing Totem is still pretty weak, but I can definitely see myself keeping it dropped at all times, just to get a little extra DPS when a Magma totem isn't feasible (or when the Fire Elemental is on cooldown). And being able to drop it at range would be a big help. I just hope they increase its duration and damage.

We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We’re considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.
Ok, sure. If they're increasing the cooldown on LL, I'm sure they're also increasing its damage, because I doubt that they want to weaken the spell.


Talents

Elemental Reach will be simplified so shaman have a more consistent spell range.
Sounds fine. This probably means that Flame Shock's sniper-like range will be reduced a bit, but whatever.

We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.
Hell yes. I've been hoping to get Earthquake for a long time now (it was a Far-Seer spell in WC3). However, AoE isn't really a problem for us anymore, thanks to how powerful Magma Totem and Fire Nova are. It would need to have a good secondary effect (like a knockdown or something). Still, it'd be nice to be able to do AoE without having to step into the fray to drop the totem (besides what's already offered by Chain Lightning).

Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
Hell yes. Another classic WC3 ability. I was really disappointed when they removed it during the WotLK beta, but it sounds like they're really going to be able to do it this time.

Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.
Yea, we've known about this one for a while too. A good change, but I wonder if we're going to wind up with as much Spirit on gear as we have MP5 on gear now, and what'll happen once we reach the Hit cap. I guess that's where Reforging becomes useful. Also, how the hell are Elemental and Enhancement going to regen mana?

Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.
Ok, sure. I'm not sure where the buff from ET is going. It's probably just being eliminated, so that Shamans and Death Knights can provide the same quality of buff (from Horn of Winter) no matter what. Sounds like Blizz is trying to get rid of most instances where different buffs of different qualities clash.

With the Mastery system, we’re also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature’s Blessing, and others, to allow players more freedom to choose more interesting talents.
Sounds good. Those talents are boring, and Blizz wants to make talents more interesting. However, they're going to have to add a lot of replacements, otherwise players will be able to get all the talents they want without having to put much thought into their choices.


The Mastery System

Read up on the Mastery system here.

Elemental

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

Enhancement

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

Restoration

Healing
Meditation: The amount of mana you regenerate in combat as a function of your Spirit.
Deep Healing: Your direct heals will do more healing when the target’s health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.
Not much to say here, except that I really like the Mastery system, and I really like Deep Healing. Also, Lightning Overload will provide a boost to Elemental Overload instead of what it does now.


Miscellaneous Q&A

Vaneras also answered some interesting questions here. Of particular note:

The Cataclysm is a time of great upheaval. Deathwing’s return to Azeroth tore a hole in the fabric of the universe that tragically resulted in the ultimate and irrevocable destruction of all Sentry Totems. Level designers are contemplating a shrine for the Sentry Totem near that of Uther the Lightbringer. We know shaman players will greet this news with grief, but as with all class changes we’ll have to get into beta before anything is final.
What? We still have Sentry Totem?

Continued...

Tags: ,


I'm making this post to see if I can get the Trackback feature on my other blog to work correctly. However, you may be interested in this link anyway. So, either enjoy or ignore:

Continued...

Tags: , , , ,


This was fun. I got to die twice as quickly from being stomped by Thrym.

 

Continued...

Tags: , , , ,


James Brown - Foto Luca d'Agostino\Phocus Agency © 1998 Anybody who’s ever been to the Forge of Souls has probably seen Bronjahm, the Godfather of Souls. And anybody with a brain in their head will probably be able to figure out that Bronjahm is really a tribute to James Brown, the Godfather of Soul.

But what’s really cool is just how much work Blizzard put into this boss character. In addition to looking like James Brown and making a lot of James Brown-style noises (“Wabadoooo”) look at his loot tables:

Then, of course, there’s the music that plays when you fight him. If you’re like me and have the music turned off, you probably missed this. Just type it into the game and listen.

/run PlaySoundFile("sound\\music\\zonemusic\\icecrownraid\\ir_BronzeJam.mp3")

I love Blizzard.

Continued...

Tags: , ,


Sometimes, you've just got to kill penguins.

 
Posted by Picasa

Continued...

Tags: , ,


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.

Continued...

Tags: , , ,


Two days ago, I was at the meeting. Everyone was gathered in a circle in the center of the room. When it was my turn to speak, I proudly proclaimed, “My name is Baluki, and I’m a WoWaholic. (“Hi Baluki”) It has been 5 months since I last played.” Applause. But now it’s all undone. Yesterday, I reactivated my account.

That’s a lie, of course. My name isn’t really Baluki, and I don’t think I was ever addicted to WoW. I can quit any time I want to, dammit! I stopped playing because I was bored with doing dailies and because I didn’t have time to do dungeons anymore.

But I felt like playing again to test out the new Dungeon Finder, which I’ve heard is very good. And it is. Oh, how it is. Yesterday, I stepped into Trial of the Champion, Halls of Lightning, and Utgarde Pinnacle for the first time, and blew through them all easily. Once I was sure that my skills (such as they are) were still intact (and of course they are – I’ve been playing this game for 5 years) I jumped into The Nexus on Heroic mode.

Four dungeons in 3 hours. FOUR! This Dungeon Finder is amazing. Especially the random dungeon mode. The worst part about doing dungeons previously was just finding a group. “Hey, do you want to do a dungeon?” “Oh sure, which one?” “How about X?” “Nah, not that one.” “Do we have a tank?” “No.” [Three hours pass.] “Hey, I found a healer. But he wants to bring his undergeared rogue friend.” “Well, maybe I’ll hop on my Death Knight and try to tank.” Bleh.

I’m going to be playing a lot more often now.

 

Unfortunately, at this time I have no guild, and most of my old friends are gone – quit, or transferred. Fortunately I saw Heif and Rev on last night, and I hope it’s still them playing their characters. I’m trying to get a friend of mine to stop server-hopping and settle on mine, so we’ll see how that goes.

Here’s my model viewer, in case you want to see how horrible my gear is. Yes, I’m rocking the dungeons in PvP gear.

Continued...







Posted by Picasa

Continued...

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.


Talents


Enhancement

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.


Elemental

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!


Restoration

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.

 

Glyphs

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...