Totem Talk: 3.0.8, The Rise of Shamanism
The most recent patch notes for the PTR are among us. As promised, quite a few changes for shamans, especially elemental shamans, are included in this patch. First off, let's look at the specific changes to shamans.Shaman
- Fire Nova Totem: Now no longer generates threat.
- Healing Way: Now only one application is required to reach full benefit. No longer stacks.
- Improved Water Shield: Lesser Healing Wave now has a reduced chance to trigger this talent.
- Magma Totem: The damage and scaling has been increased and no longer generates threat.
- Mental Quickness and Static Shock have switched positions in the talent tree.
- Mental Quickness: Reduces the mana cost of instant cast Shaman spells by 2/4/6% and increases spell power by an amount equal to 10/20/30% of your attack power.
- Searing Totem (Rank 4) now does the proper damage for its rank.
- Tremor Totem's duration has been increased from 2 minutes to 5 minutes.
The Imp WS change keeps you from using up a charge on a relatively low mana cost LHW, which I can see even if I won't be happy if I have no mana left and am using LHW because it's the only healing spell I have the mana for. The change to Healing Way is probably due to the fact that a lot of resto shamans don't bother to take it anymore since they have a more varied spell rotation with Riptide and Chain Heal still the standouts. I honestly don't know if this change will really accomplish much: it may encourage people to put a Healing Wave into the rotation just to keep the buff up, but if you're doing 90% of your healing with riptide and CH anyway, you may just not bother and keep not spending the talent points on it.
So far you may be saying "Matt, these are either general shaman changes or, in fact seem to be aimed at restoration or enhancement, like the Mental Quickness/Static Shock change". Fair enough, but the Mental Quickness/Static Shock change is actually aimed at elemental shamans. Some elemental shamans are actually going that far into elemental to pick up Mental Quickness because they feel their own talent tree is bloated and underwhelming. This change is meant to keep enhancement more or less the same (I can't imagine an enhancement shaman not wanting that talent) but by placing it further down the tree, putting it out of reach of elemental.
The specifically elemental changes are as follows:
- Elemental
- Elemental Oath: In addition to existing effects, now increases spell damage done by the Shaman by 5/10% while Elemental Focus Clearcasting is active.
- Elemental Mastery: Redesigned. Now increases the Shaman's critical strike chance by 20% for 30 seconds. Cooldown remains at 3 minutes.
- Elemental Shields: This talent has been removed. It has now been merged with Elemental Warding.
- Elemental Warding: Now reduces all damage taken by 2/4/6%. Changed from only reducing Nature, Fire and Frost by 4/7/10%.
- New Talent: Shamanism-Your Lightning Bolt spell gains an additional 2/4/6/8/10% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.
- Storm, Earth and Fire: This talent has been moved up in the tree, and its talent points have been reduced to 3 down from 5. Wind Shock is also included in the range increase (with Earth Shock). The damage bonus to Flame Shock has been increased, up from 10/20/30/40/50 to 20/40/60.
- Unrelenting Storm: point cost reduced to 3, down from 5. Now does 4/8/12%
- Elemental Oath: In addition to existing effects, now increases spell damage done by the Shaman by 5/10% while Elemental Focus Clearcasting is active.
Elemental Oath, which up till now has been the shaman version of Moonkin Aura (and, much like warrior Rampage, is kind of inferior to its druid counterpart) now has a solid reason for a shaman to take it besides the buff to the casters that the moonkin will already be providing, namely that juicy 10% spell damage when the shaman goes into clearcasting following a spell crit. Since you will be critting your Lava Bursts, you will be getting this effect often. By itself this change makes my decision to focus my current efforts on assembling a set of heavy crit elemental gear even more appealing than it already was. This is synergy nearly on par with the enhancement tree's Maelstrom Weapon ability and it's very welcome.
Unrelenting Storm is also buffed, less points, more benefit. The reason all of these talents have to have their points shaved off, however, is to make it possible for elemental shamans to pick up our new talent, Shamanism. So far it looks really solid.
Frankly, the reason elemental shamans were complaining about their damage all the way back to the beta for Wrath was because unlike other caster DPS, there was no clear-cut way to boost a shaman's spell power so that it scaled as gear improved. Elemental seemed to fall behind on damage compared to other classes as everyone got better gear. Now any such concerns seems to me to be fairly well covered by the one-two punch of the new Elemental Oath and Shamanism. With LB getting an additional 10% (at max rank) and Lava Burst getting an additional 20% of your bonus damage effects, and EO increasing your damage by 10% when you crit, I'm hopeful that this will help keep Elemental competitive with other caster DPS. I'd like to see Chain Lightning also get the effect of Shamanism (I'm hoping it's counted under Lightning Bolt, but until I can test it out once this week's raiding is over I simply can't say) but even so I'm excited.
Now, all we need is more DPS caster mail with stats elemental shamans would want like crit and hit so that we don't have to fight constantly with boomkin over every leather caster drop in existence. These new talents make crit even more attractive: clearcasting not only reduces how much mana you use, it ups your damage.
This is a good patch for shamans, and a very good one for elemental as a spec, in my opinion. Hopefully the reality will be as good as it looks in notes.
There are also several bug fixes worth pointing out from the patch notes:
- Chain Heal: This spell will now give an invalid target error message if the primary target is a totem.
- Earth Shield: Now correctly uses the Shaman?s own spell critical strike chance to determine the chance of a critical heal.
- Elemental Shields was reducing flat physical damage, not a percentage. Now properly reduced by a percentage.
- Lava Lash - Fixed a bug which allowed you to use the ability even if you had a shield in offhand. Now requires a 1hand axe, fist or dagger to be able to be used.
- Fixed a bug where Thunderstorm (Elemental) was knocking back 15 yards, instead of 20. It should now roughly knockback the correct length of 20 yards.
- Magma Totem: Fixed a bug that capped the damage of this ability at too low of a level.
- Resistance Totems: Players will no longer see two copies of these buffs when two shamans cast the totems simultaneously.
- Spirit Walk: This Feral Spirit ability will now properly clear roots and snares from the Shaman master.
- Stoneclaw Totem: The tooltip has been revised to indicate the damage absorb shield also works on the Stoneclaw Totem itself
- Totem of Hex now correctly grants 165 spell power to Chain Lightning and Lightning Bolt, up from 85.
Not much to say there: there were bugs, they've been fixed. Most were pretty good fixes for us.
Next week, either I complain some more about not enough caster mail before you go into raiding or I manage to force myself to talk about something else.
Filed under: Shaman, Patches, Analysis / Opinion, Talents, (Shaman) Totem Talk






Reader Comments (Page 1 of 3)
Headspace Jan 8th 2009 4:17PM
As a raiding Elemental Shaman in a guild that has nearly cleared all current 25 man content (DAMN YOU MALYGOS!!) I have to say I have certainly seen the detriment of our class/spec previously having no scaling from talents. Our first venture into Naxx 10man saw me at the top of the charts on every boss (falling to 3rd on trash as I had no really decent AOE). A few weeks later, with it on farm mode, I was struggling to stay in the top three. Stepping into Naxx 25 I was lucky to be in the top 5 and lately, even though I've been getting nice gear along with the rest of my guild (2 pieces of tier 7.5 and almost fully epic - except for that elusive helm) I am rarely in the top 5 on boss fights (usually between 7th and 9th) and I somtimes don't show up in the top 12 on trash. We really did need some PvE lovin' and these changes look very promising!
Theonn Jan 8th 2009 4:18PM
Very interesting changes.
no Jan 8th 2009 4:19PM
remember remember the fifth of november
gammaraze Jan 25th 2009 8:56AM
gunpowder, treason, and plot
i see no reason the gunpowder treason
should ever be forgot
but ummm what the hell does this have to do with patch 3.0.8 or shamans?
Zimbardo Jan 12th 2009 1:30PM
Now if only blizz would figure out why my chain lightning is only hitting 2 targets in large pulls...
Andris Jan 8th 2009 4:23PM
The nerf to Improved Water Shield was because a number of shamans had discovered that you could get better healing throughput and better mana efficiency with with Lesser Healing Wave and some glyphs than you could with Healing Wave without Healing Way.
Prophetik Jan 8th 2009 4:25PM
What Resto shaman has a spare 3 talent points to put into Healing Way as it is now? Talk about talent tree bloat. I still won't be picking up Healing Way.
apoxic Jan 8th 2009 11:41PM
Ditto.
Zenboras Jan 8th 2009 4:26PM
I already used Healing Way, I find it useful for 10 mans and heroics, and for 25 mans where I'm not the only shaman and there is significant tank damage (Patchwerk, anyone?). With this change now I won't have to make sure to cast it once in a while to make sure the buff doesnt drop from 3 stacks.
apoxic Jan 8th 2009 11:44PM
Enjoying your overheal? Fact is, right now, if you're using HW over LHW you're just pretending its better, because its not. With this change however, I'm not sure. But I won't be picking it up right away anyway, seeing as I'd never tank-heal (unless there's some encounter with 5 tanks coming up) in a 25mans, LHW, Riptide and CH will do the job I'm set for.
Zenboras Jan 9th 2009 4:47PM
I never say I'm using "over it", I even use the LHW glyphs. But it's a fact that sometimes the MT hp goes down for a more significant amount for whatever reason, and with Tidal Waves and WoA totem I can cast HW in 1.5 seconds. So it isnt as much overhealing as you make it to be. I wouldnt grab it for 25 mans, but its not the only thing I do so I do grab it.
Nyghtbringer Jan 8th 2009 4:29PM
Lava Lash - Fixed a bug which allowed you to use the ability even if you had a shield in offhand. Now requires a 1hand axe, fist or dagger to be able to be used.
shouldnt this also include 1hand maces?
Elmo Jan 9th 2009 8:50AM
I sure hope so, got a Angry Dread and this change would put me back to Pride ffs...
not to mention I paid a load of money to get Beserking on it.
Experimental Jan 24th 2009 1:50PM
It works with 1h maces, myself currently using the Crimson Cranium Crusher from the Ampitheater quests as my off-hand... I like wielding a tree for a weapon.
Angus Jan 8th 2009 4:37PM
The change to shaman AE follows the 50% rule perfectly.
You get a buff that, upon careful study, is actually 50% nerf.
The math was done and losing the crit and damage boost from ToW for that magma totem means that if you have more than 3-4 spellcasters in the raid, it was an overall raid DPS nerf.
Congrats shaman, you get to be buff-bots still if you are elemental.
FYI: Elemental shaman mail gear sucks, and in fact the scaling for elemental is broken.
Lava Burst has a cooldown. It also makes roughly 30% of a shaman's damage. It will crit every time there is a flame shock on the target. (This will be important later)
Lightning Bolt has no cooldown, can cause Lightning Overload, and can crit based on your crit rating.
Unless you have enough haste to get an EXTRA lightning bolt in between each cast of lava burst, you should always wait for the lava burst cooldown instead of casting another LB since it is automatically going to crit, increasing your damage on LBs.
So haste only really helps if it can get you an extra cast of LB in there, (do the math to get that, see if it is even possible) and crit only helps 70% of your damage as the other 30% is automatic. When you look at the amount of free crit you get and how much extra will be available in a raid, you can see stacking extra instead of spellpower is not all that great. If you have the choice, that is.
Your best bet as elemental is massive amounts of spellpower. 100% of it is actually useful. If you have the choice between something with more crit and something with more spellpower, take the spellpower.
Unfortunately, they decided in 2.3 to ruin Lightning scaling with the new cast time and after they hotfixed it to have better scaling, dumped the fix in LK. Shamanism is basically an attempt to give Elemental back the scaling they had prior to the change in cast time of LB and CL. (It was a 17% nerf, btw, not 10%) Even after this, it helps more than 70% of your damage, which is what Haste and crit help now.
There was a reason Elemental shaman were going deep into enhance. It was actually useful compared to the deep elemental talents. That is sad in a very big way.
Enh Sham Jan 8th 2009 4:43PM
As an enhancement shaman who has Mental Quickness but not Static Shock, this sucks. I'll now have to dump 3 more points I can't spare into the enh tree, because I was using the three in MQ to get to the end of the tree.
Net effect: I lose Elemental Fury so elementals can get MQ. Yeah, sounds great.
If the elemental tree needs a buff, buff the elemental tree, don't prune ours.
Amaxe Jan 8th 2009 7:03PM
I tested it on the calculator, and with my build at least (18/53/0) I had enough points above so i didn't need to make any changes. Hopefully no other surprises though
Enh Sham Jan 8th 2009 7:23PM
That's great for you, but not true for me.
Although I got it wrong and it's actually screwing me out of an elemental talent I can use to screw elementals out of an enhancement talent they can use.
Way to buff shamans.
Angus Jan 8th 2009 7:35PM
You are taking Unleashed Rage, aren't you?
Skip it, it isn't worth it.
Get a hunter to spec Survival and you have it, all the time.
Or get a Blood DK.
Both of them get it for much cheaper and you still get the effect.
We have told GC Unleashed Rage is crap now since the DK version is cheaper AND it helps them on top of the 10% AP.
http://www.wowhead.com/?talent=hVbhqZhxgcoxdhIkzfot
Yes, Improved Ghost Wolf is in there. If they have any fights like MH or Supremus it will be invaluable, and until dual spec shows up I see no reason to skip something that helps in solo work.
Phalen Jan 9th 2009 9:20AM
@ Enh Sham - How is swapping MQ with SS affecting getting EF? Both enh raiding builds (with and without UR) have all 3 of those talents. Btw, SS is a big dps boost, you should seriously consider getting it.
@Elmo - EJ forums have reported that LL works with 1 handed maces on the PTR. Must be a typo.