The Wrath of the Shaman Part 4: New Talent Build and Inscription, too

A whole lot of Wrath of the Lich King content after the jump.
First off, the new talent changes.
- Eye of the Storm (Tier 4) changed to give you a 23/46/70% chance to avoid interruption caused by damage while casting Lightning Bolt, Chain Lightning, Lava Burst and Hex spells.
- Totem of Wrath (Tier 9) increases the damage done by spells and effects by 6% and increases the chance strike chance of spells and effects by by 3%. (Previously increased hit chance by 3%)
- Paralysis (Tier 9) Removed. It has been replaced with Lava Flows (Tier 9) which increases the amount of bonus spell damage on your Flametongue Weapon by an additional 20/40/60%, and increases the critical strike damage bonus of your Lava Burst spell by an additional 6/12/24%.
- Storm, Earth, and Fire's (Tier 11) Frost Shock element has been removed. It's been changed to increase the damage of your Lightning Bolt spell by an amount equal to 5/10/15/20/25% of your spell power. (Frost Shock Removed from this talent)
Okay, this a very good change to Eye of the Storm. Rather than 100% chance to avoid spell pushback if you're the victim of a critical hit and no other benefit if you're not, say, being critically hit, it now just gives you a flat 77% chance to reduce spell pushback at all times. I can't say I can think of a single reason why I wouldn't prefer the new version.
Totem of Wrath now increases spell damage as well as crit chance. That's good, but I'm concerned about the loss of hit, especially since shamans have also lost hit from restoration in beta. You'll now clearly want to drop your Totem of Wrath and let someone else drop Flametongue.
Say goodbye to Paralysis and hello to Lava Flows. You'll lose the bonus spell damage effect on your LB and Chain Lightning, but get more overall spell damage from applying Flametongue Weapon to your caster weapon, and you'll get more critical damage out of each Lava Burst spell, making elemental shamans more rounded casters. I'm not entirely sold on it yet, but I'm hopeful. Must grind levels in beta! Patch, why won't you download faster!?
Finally, Storm, Earth and Fire loses the snare bonus. But the bonus damage increase for lightning bolt is good for any of us fretting about how our damage will be now that they've reduced the coefficient on those spells for WotLK. I think this is a very good change.
Now we'll take a look at glyphs. Reposting all of them here for your browsing convenience:
- Glyph - Water Shield 01 (Shaman) (Class: Shaman) - Your Water Shield has 3 additional charges.
- Glyph - Chain Heal 01 (Shaman) (Class: Shaman) - Your Chain Heal heals 1 additional target.
- Glyph - Lesser Healing Wave 01 (Shaman) (Class: Shaman) - Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield.
- Glyph - Earthliving Weapon 01 (Shaman) (Class: Shaman) - Increases the chance for your Earthliving weapon to trigger by 5%.
- Glyph - Healing Wave 01 (Shaman) (Class: Shaman) - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
- Glyph - Mana Tide 01 (Shaman) (Class: Shaman) - Your Mana Tide Totem grants an additional 1% of each target's maximum mana each time it pulses.
- Glyph - Earth Shock 01 (Shaman) (Class: Shaman) - Reduces the global cooldown triggered by your Earth Shock ability by 1 sec.
- Glyph - Frost Shock 01 (Shaman) (Class: Shaman) - Increases the duration of your Frost Shock by 2 sec.
- Glyph - Strength of Earth 01 (Shaman) (Class: Shaman) - Your Strength of Earth Totem also grants 1% melee and ranged critical strike chance.
- Glyph - Windfury Weapon 01 (Shaman) (Class: Shaman) - The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.
- Glyph - Stormstrike 01 (Shaman) (Class: Shaman) - Increases the nature damage bonus from your Stormstrike ability by an additional 8%.
- Glyph - Flame Shock 01 (Shaman) (Class: Shaman) - Increases the range on your Flame Shock ability by 10 yards.
- Glyph - Lighnting Shield 01 (Shaman) (Class: Shaman) - Increases the damage from Lightning Shield by 20%.
- Glyph - Chain Lightning 01 (Shaman) (Class: Shaman) - Your Chain Lightning strikes 1 additional target.
- Glyph - Fire Nova Totem 01 (Shaman) (Class: Shaman) - Increases the radius of Fire Nova Totem's effect by 2 yards.
- Glyph - Flametongue Weapon 01 (Shaman) (Class: Shaman) - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
- Glyph - Totem of Wrath 01 (Shaman) (Class: Shaman) - Your Totem of Wrath also grants 1% spell haste.
- Glyph - Lightning Bolt 01 (Shaman) (Class: Shaman) - Reduces the cost of your Lightning Bolt ability by -10%.
- Glyph - Earth Elemental Totem 01 (Shaman) (Class: Shaman) - Reduces the cooldown of your Earth Elemental Totem by 3 min.
- Glyph - Fire Elemental Totem 01 (Shaman) (Class: Shaman) - Reduces the cooldown of your Fire Elemental Totem by 3 min.
- Glyph - Healing Stream Totem 01 (Shaman) (Class: Shaman) - Your Healing Stream Totem heals for an additional 20%.
Okay, all I have to say is holy cats. Well, no, I have more to say, but still. Holy flying cats.
That Frost Shock glyph, the Windfury Weapon one, the Flametongue Weapon one... reducing cooldown on the elemental totems by three minutes is nice, but man, it pales in comparison to things like SoE giving 1% additional critical strike chance, or the global cooldown (yes, global, not ability) trigged by ES by a whole second! A second off of GCD! Six changes on Water Shield! Four people healed per Chain Heal! Totem of Wrath also granting 1% spell haste (which will, presumably, stack with Wrath of Air's Spell Haste).
I'm just floored by the power and utility of some of these inscriptions. As we yet don't know how available these inscriptions will be, who will be able to do them, or how many you can have, all I can say for now is that the potential is absolutely mindblowing. This could be a level of customization previously unheard of in any class.
So there you have it: more shaman news than you can shake a stick at. If you're that kind of person. Personally, I just drive four sticks into the ground.
Filed under: Shaman, Analysis / Opinion, Expansions, Talents, Wrath of the Lich King, Inscription






Reader Comments (Page 1 of 2)
Memzer Aug 9th 2008 7:16AM
Have they established whether or not glyphs will be interchangeable yet? That is, will we be able to carry multiple glyphs in our bags and change them for specific encounters or will they be handled like gems; must be destroyed to be changed?
Baluki Aug 9th 2008 1:48PM
They work like gems, or enchants. To switch them, you've gotta destroy the previous one.
In a way, it seems that the Glyph system is kinda like a mini talent tree. If they do implement the ability to switch between normal talent specs like they've said they will, you still won't be able to change your glyphs around, making you a bit less potent at your secondary role.
Memzer Aug 10th 2008 12:06AM
Thanks for the confirmation :)
Neacrez Aug 9th 2008 7:32AM
With the changes to totem of wrath, does it still stack?
PimpyMicPimp Aug 9th 2008 7:45AM
I have to say, it seems like Shaman's have some of the best glyphs we've seen thus far. I especially like this one:
Glyph - Healing Wave 01 (Shaman) (Class: Shaman) - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
Obviously, it's pretty hax in PvP and wouldn't be to shabby in raids, either. The ones that increase the number of people effected by chain heal and chain lightening are intriguing, but I'm sure that means less healing/damage per target so I'll have to see some EJ maths on that one.
Still, all around, very good looking. Certainly much better than what Shadow Priests currently have.
arrogance Aug 9th 2008 8:13AM
Glyph - Chain Lightning 01 (Shaman) (Class: Shaman) - Your Chain Lightning strikes 1 additional target.
Glyph - Lightning Bolt 01 (Shaman) (Class: Shaman) - Reduces the cost of your Lightning Bolt ability by -10%.
these two rock for elemental shammys. can't wait to raid with this.
Glyph - Fire Nova Totem 01 (Shaman) (Class: Shaman) - Increases the radius of Fire Nova Totem's effect by 2 yards.
pair this with improved fire nova totem and you have a winning pvp combo. although i wish they could extend it by more than 2 yards. say 10yards would be killer. haha. but id settle for 5.
makes me think that they're really serious about customization. be fun choosing glyphs that augment my play style.
Larry-Steve Aug 9th 2008 9:44AM
2 yrd radius is 4 yrd in diameter, that's not bad at all.
A 10 or 5 yd increase in RADIUS would be HUGE and nerfed to hell and back.
CallMeIrd Aug 9th 2008 8:21AM
This is going to get nerfed so fast. Typical shaman luck.
Larry-Steve Aug 9th 2008 9:37AM
A M A Z I N G...
Still kinda bummed Thunder didn't get yanked or renovated....
Mecer Aug 9th 2008 9:56AM
Unfortunately it still doesnt answer some of the PvP questions for Resto shaman. The 20% heal from healing wave is nice, but you forget that at 2.5s (due to talents) its still very slow. Id love to see a "Reduce the cooldown of Nature's Swiftness", or "Reduce the casting time of Healing Wave by 1s". We're never gonna get HoTs but maybe "Increases the chance to proc Everliving Weapon by 20%". All of these would be great help for healing in PvP. Currently I see aid in the PvE realm and some minor PvP help to enhancement shaman with the improved Shocks. (Yes they would also improve the other 2 trees, but id like to see something good for resto specific.)
Scaramanja Aug 9th 2008 10:04AM
Some of the info coming out for WoTLK really makes me wonder about the direction of the game. It seems like every class is getting Superman type abilities. While I am interested in the expansion it really seems like they are dumbing down the game. Hopefully my impressions will change as it gets closer to release and more info comes out.
juicyjuice Aug 9th 2008 10:30AM
3 additional water shield globes? I dont get it... water shield is free, when it goes down all you have to do is put it back up. I cant see how this does anything but saves you a global cooldown, and thats assuming your in an encounter where youre taking alot of damage. Yeah were getting some abilities that improve the globes effectiveness in improved shields in enhance and imp water shield in resto, but with the shield being free to cast, i hardly see how adding more orbs is helpful.
Maybe all those extra swirling globes will be extremely disorienting to opponents, and be a nice pvp buff...
Llyra Aug 12th 2008 4:27PM
There's a talent in the Resto tree that will consume a water shield charge when you cast healing spells. Doubling the charges on the shield combines well with that talent by cutting in half the number of GCDs you'll trip recasting the shield in a fight where you aren't getting hit.
Angus Aug 9th 2008 12:34PM
http://wotlk.wowhead.com/?spell=16198
You will be using up those water shield orbs pretty fast.
Especially with Tidal Force.
Essentially it is meant to fix the mana regen problems resto shaman will have since they have no talent allowing them to regen mana will casting and elemental shaman they share gear with won't want a ton of MP/5 on their gear, so the gear is likely to be low on that stat, but have tons of spell crit.
Carbon Aug 9th 2008 11:31AM
Well, if you loose a globe every time you crit with a healing spell, the 3 globes would actually be kinda useful. The REAL question is if the 3 globes are major, lesser, or minor. If its major- well, that sucks.
hoviboy Aug 9th 2008 12:10PM
"# Glyph - Water Shield 01 (Shaman) (Class: Shaman) - Your Water Shield has 3 additional charges." -> combined with the talent Improved water shield is going to be nice
"# Glyph - Chain Heal 01 (Shaman) (Class: Shaman) - Your Chain Heal heals 1 additional target." -> I think it wil be kind of necessary to compete with the new CoH
Baskerville Aug 9th 2008 12:17PM
Just saying great ending, Rossi. Sticks in the ground... way to turn a phrase.
Angus Aug 9th 2008 12:38PM
The WF and SoE totem will likely be required for Enhance Shaman, making the point of glyphs moot.
They are supposed to give you options. But with those two there, there really are no options for raiding enhancement.
Lightning Shield glyph would be awesome with Static Shock otherwise, but I am already leery of static shock.
Water Shield is likely going to be more needed thanks to all the spells flying out.
Some of these glyphs could be a lot better. Others likely should be rolled into the talent to be the new base.
britbox Aug 11th 2008 8:51AM
"there really are no options for raiding enhancement"
Whoah...
"# Glyph - Windfury Weapon 01 (Shaman) (Class: Shaman) - The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.
# Glyph - Stormstrike 01 (Shaman) (Class: Shaman) - Increases the nature damage bonus from your Stormstrike ability by an additional 8%."
I don't really see how our totem will make those two glyphs "moot".
The first is about the WF WEAPON, not totem.
The second is about SS, so I don't see why it wouldn't be useful, with or without said totem down...
Angus Aug 11th 2008 9:35AM
Typing is hard and I didn't really do a good job conveying my meaning.
"The WF and SoE totem GLYPHS will likely be required for Enhance Shaman, making the point of glyphs moot. "
These will make the point of glyphs moot. Customization.
There is no customization when the only logical choice are the ones that give you an edge compared to ones that don't give as much.
The SoE totem one gives more crit and that means the Maelstrom Weapons works more, which makes the maximum damage cycle that much better, it also helps anyone in the group using crits for an effect, which is a lot of people. It is, hands down, the best raid glyph for us.
The WF weapon one is the best option for personal DPS. It is likely much better than the SS one, as rogue poisons will be eating up charges so fast it is not funny. Even the elemental shaman and moonkin will not be getting as much out of it as us, considering WF makes up a good 40% of our current damage, move it to likely 25% and it is still better than 4 charges with 8%.
My whole point was this: Why make something so people can customize spells to be cooler or do some neat extra effects and yet put stuff in that NO ONE will pass up because it is VITAL? It isn't customized. It's like Mongoose vs battlemaster for tanks. Battlemaster was so utterly weak in comparison that NO ONE wanted it. The glyphs have the same problem. It is no longer a matter of how can we make these coller, or adding some neat effect. It is a matter of the things should be part of the baseline spell or a talent that already improves the spell and they aren't.
So now we NEED tot take certain ones and customization goes out the window.
Soe is potent, so much that if it is a major, you take it.
WF is the same.
So lightning shield, which could make static shock awesome? Nope. Static Shock remains iffy.
Stormstrike? Nope. Not enough of a bonus to make it win over either.
None of the others give us much at all as enhancement.
If glyphs are supposed to be customization options for shaman, then they shouldn't be so obvious that every shaman will have the same 2 majors...