Totem Talk: PTR changes

If you managed to miss yesterday's post about changes to the PTR, let me link back to it. Okay, now that I've done that, let me shamelessly copy and paste the pertinent information. (My apologies, Eliah.)
- Flametongue weapon puts a 50% healing reduction on the target for 5 seconds, refreshing with every hit.
- Toughness: each point in the talent now reduces the duration of movement-impairing effects by 10%, in addition to the previous effect of increasing armor. This means 50% reduced duration at 5/5.
- Shamanistic Rage changed; now reduces all damage taken by 30% and gives a chance to regenerate mana equal to 30% [was 15%] of your AP. Lasts 15 s [was 30 s].
- Global cooldown on dropping totems reduced from 1.5 s to 1 s.
Obviously the flametongue change is aimed at arenas and other PvP venues. But what about the rest of the changes? Are they good or bad and who are they good or bad for?
Clearly, most of these changes benefit enhancement shamans, who are now starting to see buffs in two patches straight. This is a mixed blessing, as enhancement has needed some buffs to make it viable in PvP, but these buffs don't carry through to resto or elemental shamans, which is a shame. With their recent streak of nerfs, I would have liked to see elemental get some love. Still, with the reversion to the Nature's Swiftness/Elemental Mastery shared cooldown, that's at least one way that elemental shamans can feel better about the coming patch.
The change to Toughness make a very big difference, in my opinion. Adding the reduction to movement impairing effects changes it from a talent most shaman wouldn't bother to take (I haven't taken it on my enhancement shaman) to one almost any serious PvP shaman is going to consider. Less time rooted in place is more time able to smack someone in the head after all. Mobility being as important in PvP as it is, you really have to consider taking an ability that not only increases your ability to take a beating but also helps you regain the ability to dispense a beating in return. With full Toughness requiring you to spec 20 points into Enhancement, I do wonder if we're going to see variant Elemental/Enhancement builds in PvP (41 elemental/ 20 enhancement - off the top of my head this could be one such build, although I'm sure you could come up with better) in order to try and take advantage of the new Toughness. I could be overestimating the change, though, we'll see how it shakes out. It would mean giving up the one-two punch of NS/EM for more survivability, so I expect it would have to be a lot more survivability to get them to give up the burst damage potential of elemental/resto PvP builds.
The Shamanistic Rage change is essentially a buff and a nerf at once, and is definitely aimed towards PvP. With the ability no longer able to be dispelled due to it being a physical debuff, a problem that mainly hampered arena and BG play (I've never had Shamanistic Rage dispelled in an instance or raid) the change to its duration is clearly meant to rebalance it in PvP situations. It's even more clearly seen when you see that the mana regeneration rate is increased by the exact same proportion as the duration was reduced (from 30 seconds to 15 seconds duration, from 15% to 30% of your attack power regenerated) that this is a change that is aimed at rewarding those shamans who can keep their physical proximity to the target of their beat-down in PvP. It's hard for me to estimate how this change is going to play out in PvE if it has much effect at all. But in PvP it makes the new Toughness almost even more essential, I'd say. If you intend to PvP as an enhancement shaman and make use of shamanistic rage, you need to try and minimize the amount of time you'll spend snared, rooted, or otherwise unable to hit anyone, because you need to hit people to get it to work.
Finally, the biggest change in the patch notes, the reduction of the global cooldown on totems.
Personally, and I realize I may be speaking as an entirely biased and partisan shaman here, but why do these things have to fire the global cooldown at all? They already cost a ton of mana and are not well suited to fights where you have to kill a mobile target or PvP at all (last night's Fathom Lord Karathress fight was brutal from an elemental shaman perspective, all that damn kiting) but as much as I'd like them taken entirely off of the GCD, I realize that's a complete and total pipe dream. The fact is, getting a .5 second reduction means that I can drop four totems in four seconds instead of in six seconds. That two second saving may not seem like much, but when healing or DPS in a long encounter being able to get those initial four totems down and then being able to refresh them with less time taken away from other things like casting a heal or keeping the DPS flow going is going to be huge. You will see significant improvements in shaman caster DPS and healing with this change. It will help enhancement shamans keep their DPS groups buffed without having to wait for a Stormstrike or shock. It is, in short, nothing but good for all specs of shaman without being imbalanced or overpowered in any way, and is the kind of love I'd be thrilled to see the class get on more regular intervals.
Now that you've had a chance to look over the patch notes, what have I missed? Was anything new added or reverted between the time I wrote this and the time you read it? Any implications I've missed? The comments as always await you.
Next week, I want to keep discussing elemental shamans, since I often fail to give them as much attention as they deserve.
Filed under: Shaman, Patches, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
Joser Feb 28th 2008 6:09PM
OMG! Alpha Flight! I thought I was the only one that loved that team!
seamonkey Feb 28th 2008 7:00PM
ROFL!
The alpha flight reference was my favorite part of the entire article.
Oh yeah, yay shaman buffs. They've been needing it.
Spoony Feb 28th 2008 6:15PM
You shoud edit this and talk about the even more awesome flame totem buff that allows us to give everyone in our group mortal strike if your resto or enhancement, as elemental would still drop wrath.
Overall even the toughness buff isn't that usefull as most rooting effects can reapplied long before half the time has worn off, with the exception of frost shock. So really this entire patch for shaman is a giant waste of blizzards time they should have spent on something actually beneficial to us.
Nick S Feb 28th 2008 6:16PM
i've been hearing the buff doesn't count for the totem. could be wrong, though.
Spoony Feb 28th 2008 6:20PM
It was listed on Wow Insiders 2/28 PTR Watch that it does.
Matthew Rossi Feb 28th 2008 6:30PM
Well, I did mention that, but I don't know if it really means much. Is it going to be better for melee than Windfury? You can't have FT and WF totem going on your weapons at once, so you'll have to pick one.
It IS a potentially huge deal, though. Having a fury warrior with flametongue totem giving him the MS debuff AND the awesome DPS potential of fury would be interesting, but he'd do more damage with WF.
What I really wonder about is, how about fights like Karathress where there's a healing component to the NPC's? The Caribdis heals could be really taken down by a continuous flametongue debuff.
Spoony Feb 28th 2008 6:45PM
Well most 25 man raids i'm in have the tanks, me (enhancement), and a lock. I stick GoA and Flame Totem with both wf on my weapons. Done All Healing mobs have a permanent mortal strike on them while i don't loose any dps other then searing totem.
Andelorn Feb 29th 2008 8:56AM
Mortal Strike doesn't change the amount that the target HEALS, but what the target is HEALED FOR. MSing healing mobs does 0.
Also, if you have WF on your weapons, you won't get the Flametongue totem buff. Do you even play a Shaman?
Or at all?
Spoony Feb 29th 2008 4:52PM
Apparently you don't. I use the totem to give the tanks flametongue so that they can apply the debuff, as i don't need to i can then use WF exclusively on myself resulting in no loss of dps really from anyone as the tank dps still increases from flametongue and no melee dps other then me is in the group so they can get WF from a different shaman.
The mobs BEING healed will be the ones tanked so the tanks can put the debuffs on them so they don't get healed for as much.
So if you had put some thought behind what i said rather then jumping all over a typo on an uneditable post saying healing instead of healed you'd maybe actually realize what i was talking about with why the totem is really nice.
digitinfinity Feb 28th 2008 6:25PM
I'm so sick of every class getting a healing debuff. There's no point in having healers anymore when more classes debuff a target in pvp then don't.
Healers have enough trouble with mana in arenas, since mana burning is such a popular strat, and with pvp gear there's almost no mana regen to speak of. But now I have to spam 500-1000 heals on a target with 12k hp? No thanks.
This has to be the worst move Blizzard has made so far, and I'll seriously consider finding a new MMO if it's actually released.
Matthew Rossi Feb 28th 2008 6:30PM
I have to admit, as a shaman, I don't get why they gave this debuff to us. As a selfish jerk I want it, but at the same time, why not an effect that had some other form of utility? If Flametongue Weapon/FT Totem reduced the target's spell or attack power it would be a neat addition without just copying a healing debuff. And are Shamans to be the healing class with a healing debuff? Or will everyone be getting one?
I'm not actually opposed to this, as you seem to be, but I have to admit you have a point.
digitinfinity Feb 28th 2008 6:40PM
That's actually a great idea, a debuff that reduces melee attack power or spell damage.
I'll be the first to admit that Shamans do need some love, especially Enhance shamans in arena. But if they keep giving every class a healing debuff, they may as well get rid of healers entirely.
I don't see why healers have to suffer so another class can feel buffed. Honestly I don't even consider this a buff for Shamans, at least not for Arena. If there's a warrior, rogue, or hunter on the team, then the healing debuff is covered already, and that "buff" is completely worthless. There are much better ways to balance classes / specs in Arena, and this is the lazy way out.
If it does make it past the PTR and onto live realms, then if I even continue to play this game, I'll be rerolling dps. I'm certainly not going to be a pvp healer anymore when every team I play will likely have a healing debuff.
hellshire Feb 28th 2008 6:42PM
You're jokign right? Have you played high tier arenas? Do you have any idea why druids are so popular in 2v2 right now? Or why it's almost pointless to fight against a good resto shaman? Does it strike you as odd that disc priest are now known as a 'Priest tanks' despite the obvious oxymoron that it emplies.
Blizzard has given healers huge healing powers, coupled with resilience and some ungodly talents that allow healers not only to survive high burst damage, but completely heal through it while keeping their partner up at the same bloody time.
I'm not saying that it's unfair, hell I completely agree that it's needed. But as the gear keeps scaling higher and higher (permitting healers to heal for more and more), healing reduction skills are almost boderline needed to take down healers. Now I would prefer it that warriors not completely dominate every bracket fully and completely because of one skill. If that means giving said skill to everybody else, so be it.
For the record I think FT is going to make it to live, though in a different form. Probably a stacking debuff like a rogues wound poison.
digitinfinity Feb 28th 2008 7:02PM
Hey I agree completely that healing classes have become too difficult to kill with high stam, resil, and the right spec. But giving more and more classes a blanket debuff spell isn't the answer. It's just laziness, and ruins an entire role in arenas.
Honestly I really like Matthew's idea of an attack power / spell damage / healing done debuff. It's different then the standard MS debuff, and it makes it more interesting in that most teams will want to keep that debuff up on a target that they may not necessarily be killing first.
But if this change absolutely must go thru, then at least make it a magic debuff that can be dispelled. Paladins / Druids can get rid of wound poison. So why not have a healing debuff that priests (and paladins) can dispell?
Andelorn Feb 29th 2008 8:28AM
As for the totem, consider this: it's a 5 second debuff, and it's from a totem. 5 hp, and then you're back to only the Shaman who's losing out on WF burst damage if he is using Flametongue on his weapons.
digitinfinity Feb 29th 2008 12:17PM
That's nowhere near the point. The point is the laziness of blizzard by giving every class the same buff. A buff that nerfs an entire role in arenas (ie: healers). Of course a buff is needed, but this is the laziest excuse of a buff I've ever seen.
BigBear Feb 28th 2008 6:50PM
While I too had the same reaction as you Matthew (ie. It couldn't go live could it) - after thinking about it, the application of the debuff is in no ways more or less powerful than the 3 other healing debuffs already in the game. Like each of them it has its pros and its cons - the obvious one you touched on which is that it precludes the use of WF, both as a self buff or a group.
While I can see the change easily going live, I have to agree with Digitinfinity in that healers are really getting the rough end of the stick here. Mana-less damage dominates in arena where fights can extend for a long period. the only change left to make is make mana-less healing an option.....
But hey - the game has changed that many time that I for one welcome the new World of Arenacraft ;)
hellshire Feb 28th 2008 8:51PM
Blame the druids (and to a lesser extent all healers) on that one. Rolling HOTs essentially made s3 the war of attrition. The double and triple dps setups that worked off CC and instagibbing a target are now impossible because the burst can be healed through with little effort. The dominate strategy in arenas these days isn't blow up the apposing team before the healer can react (pretty much what s2 was). Instead it's has become a game of surviving the other healer goes OOM. If your dps depends on something finite like mana you're fighting an uphill battle against the clock.
Khanmora Feb 28th 2008 6:57PM
I still don't see many people speccing full talents into toughness. Most movement impairing effects are spammable, what good is to have their time reduced. Crippling poison, hamstring, slow, roots can all be spammed, it would require the other person switching targets in order for you to get any improvement.
If it affected all CC effects (becoming the anti-cc option we've been asking for) then it would be indispensable. As is I just don't think it will cut the mustard.
In the same respect I think FT will probably not make it live in it's current form, I think at the very least it will be changed to chance on hit instead of applying with every successful melee attack. Hit cap is incredibly easy to reach as enhancement so I highly doubt it would stay as a refresh on every hit.
I agree with you Matt about the totems, the mana invested is prohibitive enough that, imo, there is no reason they should be on GCD at all, same for totemic call. They said they were also going to address mobility on totems which may help in that respect. Waiting to see what happens.
Nevik Feb 28th 2008 11:13PM
You forgot to mention a pretty huge change. Ghost wolf is moving to a baseline 2 second cast time. This means it will be instant cast with 2 points in improved ghost wolf talent.