Totem Talk: On the edge of change Part 1

Honestly, I'm really not at all sure what elemental DPS is going to shake out like once this all goes live. Some players seem to feel that elemental is in the bottom basement for DPS due to scaling issues (that is to say, the reworking of Storm, Earth and Fire to remove its ability to scale with gear) that mean improvements in gear don't reward shamans as much as other classes. It would seem to me that if you're concerned mostly with scaling issues, the change to Lava Burst isn't going to fix your issues.
Still, as a continuation of the discussion Ghostcrawler started with the initial changes post, I thought it worth mentioning. Because I wanted to talk today not about buffs or nerfs to the class, but rather about abilities that were originally felt to be huge, important changes.
What about Hex, for example?
You don't hear much talk about Hex anymore. To be honest, I have no idea why. It's a very good spell.
Oh, poor Hex. The second I said you were a good spell I doomed you to either be nerfed into the floor or slammed by dozens of commentators, but I stand by it. The things Hex can't do... keep a druid locked down, be used a spammable CC in PvE... don't detract from the fact that this is a 30 second ability on a 45 second cooldown (so if you hex something, then FS kite it for 15 seconds, then hex it again you've just locked down a mob for almost a minute and fifteen seconds) that prevents attacks and spellcasting. This is pretty sweet, all told. It's decent in PvP (I admit that several classes can get around it with decursing and druids can shift out of it) but all in all my biggest issue with Hex is that you have to be level 80 to get it.
To me, this is an ability that we should get as soon as patch 3.0.2 goes live. We need a form of CC for leveling, because it makes getting instance runs easier and makes soloing less of a 'can I take two mobs' algebra exercise and more of a 'okay, I pull with Hex, kill mob a, then kill that cute lil' froggy'. I'm going to make sure I have Mojo out when I use Hex for added fun.
To me, Hex is an example of a real change in the way shamans will play, which is why I think it's a shame we won't get to play with it once we get our new talents and abilities. Some of these new, class changing abilities are talents (Thunderstorm, Maelstrom Weapon, Ancestral Awakening) which means you'll get them if you choose to spec into them. But Hex isn't, and it's a shame to see it reserved as the cookie you get for dinging 80 when it would serve very well to help you get there in instances and questing. Thankfully Earthliving Weapon will be available as soon as the patch comes with ranks going all the way back to level 30.
Earthliving is one of those ideas that seems so obvious that the fact that we're two expansions in before shamans get it kind of boggles the mind, but now that it's finally here I have to say I really like it. With the changes to downranking I do worry slightly about mana conservation and regen on long fights, but the combination of an extra 150 per heal and a 20% chance to proc a HoT with every heal (even Riptide) which scales with spell power is not only good for restoration, but it's good for any shaman who has to suddenly cast a heal because the healer died for one reason or another. No, Earthliving's not going to make your elemental shaman suddenly out-heal dedicated healers, but it doesn't have to. When I start throwing heals on my enhancement shaman, it's because things have gone south, not because I'm just super-heal-happy, and the ability to get more oomph out of my heals by equipping a healing weapon and throwing Earthliving on it makes me slighly giddy. (I'm even wondering if I would benefit, as an emergency healer, from keeping an off-hand with spell power around and throwing Earthliving on that instead of using a shield, but I haven't had an opportunity to test that out yet).
When we lost downranking, we got Wind Shock in return, and it's a handy ability A low cost interrupt on the same lines as old Rank 1 Earth Shock with a threat reduction ability built in. We do kind of risk running into overload on shocks, what with Lava Burst buffed we'll want to be casting Flame Shock for elemental and both FS and ES for enhancement.
What strikes me is that elemental really needs (in addition to getting its damage issues sorted out, which is always important but is not the whole game) is an ability that is wholly their own that feels as cool and spec defining as Maelstrom Weapon/Feral Spirit/Lava Lash do for enhancement. Totem of Wrath is cool, yes, but it's not only last expansion but it also is, ultimately, a totem you drop no visually different than any other totem. It doesn't feel class defining, especially with Thunderstorm packing far more visual oomph. Part of the problem there is, while Thunderstorm is certainly a very interesting spell graphically, it's basically a talent with a PvE application (mana regen) and a PvP application (getting the various rogues, warriors, feral druids and ret paladins beating you to death to back off for a few seconds) neither of which really plays well with the other or has that intangible cool factor that keeps you using a spell. But it does look awesome, and it does two things shamans have needed for a while, so perhaps Mike is right and I'm being overly critical of the spell. Still, with enhancement getting at least three new abilities that scream 'weird new class paradigm shifting' I can't help but wish elemental had gotten more. Not more DPS (I leave the discussion of caster shaman DPS to the ever invoked 'damage pass') necessarily, as much as I would like it, but we've seen enhancement become a true hybrid using both melee attacks and spells as their talents combine to synergize this playstyle.
Elemental is still almost exactly the same as it has been, and it ends up looking less interesting as a result. Now, you can say 'if it ain't broke, don't fix it' but that leads us back into the idea that so many elemental shamans do seem to feel it is broke. Some would tell you every class feels that they're broken. I don't have an answer to that, but I do think that if a class feels fun to play you see less complaints about that class from its players. As things stand right now, I don't really see an elemental talent or ability unique to the spec that really lends it that same feeling of rediscovery.
Next week I'm going to talk about how, as we get closer to release (or even maybe how patch 3.0.2 plays out if it goes live) restoration is changing, and possibly more about elemental. Am I being unfair to the spec? Does it in fact have a lot more variety and fun, class defining abilities that I'm glossing over? We'll talk about that.
Filed under: Shaman, Patches, Analysis / Opinion, Odds and ends, Expansions, Talents, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
Doma Oct 9th 2008 6:21PM
How come no one is talking about Thundering Strikes affecting spells now? To me, this opens up elemental to the enh tree and give me more talent points to play around with.
To get 5% crit from the traditional ele/resto build i'd have to put 20 points into resto. To get the same 5% from enh, i only need invest 10. On top of that, with no more Nature's Guidance, the Enhancement talents along the way flow much better with ele's ranged dps.
As of this PTR build i'm planning to run 47-14-0 until WotLK drops, or something close to it. Good riddance resto tree!
Matthew Rossi Oct 9th 2008 6:21PM
I was positive I'd mentioned it before but I can't seem to find any such mention: you're correct in that it's a big part of the whole 'Enhancement is melee/spell hybrid' thing going on.
darian Oct 9th 2008 6:45PM
Your spec, 47/14/0, is actually indicative of the problems Elemental is facing.
What exactly does that spec gain that Elemental currently does not have? Elemental Oath, Ancestral Knowledge, Eye of the Storm (actually useful now) and Elemental Weapons. All of these are either minor DPS increases or tangential to DPS.
SE&F and Thunderstorm are similarly tangential and uninteresting. It's not a good sign for Elemental when our most interesting gains in the expansion are talents in another tree.
Lava Burst is the only thing keeping raiding as Elemental in WotLK different from the current paradigms. Our talents are, sadly, uninspired.
Trademark Oct 9th 2008 7:41PM
"The things Hex can't do... keep a druid locked down"
Uhm, Druids can shift out of Hex. :-(
Still can't find a good spell rotation involving LavaBurst. My level 70 elemental shaman in T6 out DPSes my lvl 80 premade using a LvB rotation. The lvl 80 only slightly out DPSes the 70 with LB spam.
darian Oct 9th 2008 7:24PM
The standard rotation according to EJ is FS/CL/LB*3/LvB.
That's the best you can do really, that our best isn't all that good is a balancing issue.
Matthew Rossi Oct 9th 2008 7:42PM
Yes, hex can't keep a druid locked down. That's what I said.
Sarem Oct 10th 2008 10:10AM
Nothing needs to be fixed, Ele shams are some of the most rediculous dps in the game. Maybe lave should be situational and doesnt need to be put into your shock , bolt bolt bolt shock rotation.
And Enhancement shams are finnally getting fixed, they were never supposed to dressed like rogues doing the 1300 dps that we are doing now. Were supposed to be all purpose and bolster everything, Its gonna be amazing, Its about time shamans got unnerfed and I for one cannot wait till LichKing.
adam83 Oct 15th 2008 7:29PM
One nice thing about Hex is that it is a mid fight CC. With a mage as my main I can say that Sheep is no "give me a break for a sec" midfight CC. If I sheep someone I now have to deal with them at full health. When my Shaman gets Hex, I can start a fight and be dealing damage, but if I get toward the end and I need a sec I can Hex since it makes no mention of health regen on the CCed target. When I get my mana & HP up a bit I can finish off the froggy without having incurred the penalty of forfeiting all the damage I had already done on the target.
Illirien Oct 9th 2008 7:51PM
When you say "if a class feels fun to play you see less complaints about that class from its players" I think that's very true. It's also very telling, in light of that, which classes we see complaining the most. I think people have an innate idea of what playing a shaman, or a paladin, or a mage should be like, and their experience playing them in the game just isn't living up to it.
Amaxe Oct 9th 2008 8:18PM
I'm amazed... our anti-Shaman troll hasn't shown up yet...
wizeguy Oct 15th 2008 12:43AM
But... trolls can be shamans!
physcho Oct 15th 2008 5:00PM
i agree with Mike.
I think many people are all being overly critical of the 51 point talent. the knockback portion of the spell is unique and adds a new dimension to ele pvp.
i do agree that we did not get a super overhaul of our basic mechanics ala enhancement, but you have to admit they did kind of need it.
these new changes make me excited because now i dont know which dps i want to pair my with my healyness. (resto ftw! anyone that wants to whine about riptide can just go cry in the corner, its awesome!)
Domhammer Oct 9th 2008 8:27PM
Make duel wielding a "learn from npc" skill, not a deep enh talent. Imagine how bad ass a duel wielding ball of elemental fury would look!
jo Oct 9th 2008 9:22PM
I dont see what all the qq is about. elemental shaman are sick in wrath! astral shift!! so op! not to mention a hex! every 45 seconds! 70% non interruption flame shock from hella far away drop a totem. the people that say shaman are bad cant play them. It does require a lot of skill, are other classes easier, yes. I dont play shaman cause i want to click 5 buttons like a sl sl lock. I play one so i can adapt to situations! my biggest beef is no new totem for wrath wtf?
Naix Oct 10th 2008 9:41AM
I agree 100%
E Oct 9th 2008 8:41PM
WindShock is only 20 yards hence its a fail :)
Try windshocking something you want to keep away from you, for example a priest in 2v2 that will try to fear you every time he can, and this is just the pvp example ;)
Thrashnak Oct 11th 2008 9:33AM
Do you have a clue what Windshock does? It is an interrupt for low mana, to replace rank 1 earth shock. You know, the 20yd shock that interrupts spell casts that we've had since release.
If you felt Earthshock was a failure, then you have problems nobody can fix.
Chris Oct 9th 2008 8:47PM
The irony of the whole damn business is that an Elemental Shaman is probably the easiest concept in the whole world to design a talent tree for.
Seriously.
Imagine the earth erupting beneath a mob's feet, blinding them, or a lightning strike setting a mob and its surroundings on fire, or spirits of your ancestors standing behind you, channeling all their energy into one huge blast of lightning, draining them of their power for some time to come (a high burst-damage spell with a long CD).
It's just.... so EASY!
Just hear that voice from WCIII in your head saying, "Storm, Earth and Fire, heed my call!"
*grumbles int he direction of the dev team in general*
Naturii Oct 10th 2008 9:34AM
Chris, you should be hired by Blizz. Seriously how hard would it be to make elemental interesting? That is my current spec but I will be going back to enhancement. Elemental is so uninteresting its not even funny.
Every fight is exactly the same, drop totems, stand there and spam LB and CL. So now I get LvB, the basic mechanics will still be the same. If they added a Spiritual element to game play and some of the ideas Chris had it might actually be fun.
uruman Oct 9th 2008 9:27PM
The post I think that describes the scaling problems of elemental best cane be found here:
http://forums.worldofwarcraft.com/thread.html?topicId=10951965318&sid=2000
Check it out if you want to get a good idea of the reasons why Blizzard says we are doing well when we see the opposite. Hopefully Blizzard will take this into account and give us the talent support we need.