Totem Talk: 3.1 shocks and awes Shamans

Don't believe me? Behold! And if for some reason you can't behold the official forums, I'll give you the pertinent details right here, right now. There is no other place you want to be.
SHAMAN
Oh my, you might be saying. Perhaps even oh my. And let me just be the first to congratulate you for the ability to speak in italics. Just at first glance the changes to Unleashed Rage and Spirit Weapons are major and, considering the way Enhancement plays now, long overdue.
SHAMAN
- Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
- Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
- Spirit Weapons – now reduces all threat, not just melee threat.
- Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
- Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
- We are also working on giving Enhancement and Elemental more PvP utility.
Oh my, you might be saying. Perhaps even oh my. And let me just be the first to congratulate you for the ability to speak in italics. Just at first glance the changes to Unleashed Rage and Spirit Weapons are major and, considering the way Enhancement plays now, long overdue.
Obviously the enhancement changes are meant to balance the fact that much of our damage is through instant casts now and to address the fact that Death Knights have basically the same talent as Unleashed Rage but for much less of a point investment. Now they'll be basically even (the nice critical hit boost isn't a huge deal, but hey, every little bit counts). The Spirit Weapons change is much bigger than it first appears. With Maelstrom Weapon and Static Shock enhancement damage is much more magic based than it was in Burning Crusade (where it was almost all physical) and so changing Spirit Weapons to a flat threat reduction really only makes sense and will prevent an unlucky shaman from critting on an instant cast LB or Chain Lightning and spending the rest of the fight admiring the floor after four mobs turn to eat his or her face in a Violet Hold run.
Not that that has ever happened to me.
The change to Storm, Earth and Fire is just plain good. More damage! It always seemed a little wonky to me that the talent only buffed the periodic damage of Flame Shock and not the whole spell, so yay. The change to Chain Lightning is more interesting as it has a positive (four targets) and a negative (less damage.) I don't know if they mean that it will do less damage per jump or just plain less damage than it does now, but I'd hope and also assume that they mean the current damage will be spread out over four jumps instead of three. If I'm right, then Chain Lightning becomes a more effective way for elemental shamans to do damage in AoE situations. Heck, with Maelstrom Weapon it becomes a more effective way for enhancement shamans to do damage in AoE situations, although clearly elemental is the spec that will be most affected.
I'm worried that they're just flat dropping the damage, which would be bad. Elemental got some well-deserved and needed buffs in 3.0.8 and I wouldn't want to see it take a step backwards like this.
The best news to my eyes is that they're working to streamline more totems. Now, I've always been a huge advocate of totem consolidation. Not only does merging the Mana Spring and Healing Stream and Disease and Poison Cleansing totems make sense, it bodes well for the class in the future because it shows that the developers are starting to prune back all of the totem clutter. Making us have to drop more than one totem to cleanse or for regen was just silly, and I'm ecstatic to see us following in the footsteps of the excellent SoE/Grace of Air merge. Frankly, I want to see this kind of thing continue. Making Totem of Wrath baseline and merging it with Flametongue comes to mind (and yes, this would mean Elemental would need a new talent, and frankly I'd like to see them get one that's more unique to the spec than just another, better totem - Enhancement got glowing transparent wolves and Elemental got another stick?) or perhaps Windfury and Wrath of Air as the 'Haste Totem' so we don't have to decide which group we're going to buff, casters or melee.
Now, I understand that to some degree we have to be careful with this. Too much consolidation and you have four totems and they all overlap in the new buff system so that one shaman drops four totems and the rest don't do anything. That would be totally boring and I'm not advocating that at all. The totem streamlining announced this time is pretty sweet, though.
Finally, we have the welcome, if nebulous, announcement on shamans in PvP. On the one hand, yes, it's good that they're looking to give enhancement and elemental shamans more utility in PvP. On the other hand, it's hard to get terribly excited over something as vague as 'more utility'. I mean, I enjoy guessing as much as the next person, and in the light of the earlier post this week speculating that shaman health is too low in PvP we can wonder if a buff in that area is coming, but the phrasing 'more utility' doesn't really sound like it means that. I mean, is taking more damage before you die really PvP utility?
Of course it's easy for me to say that, because I'm not the one who has to actually sit down and come up with what, exactly, the utility should be. Should it be a more effective way to escape stuns or burst? A more straightforward CC than Hex? Giant sharks with laser beams on their heads? A new kind of elemental shield that actually absorbs incoming damage and converts it to health or mana? I don't envy them here, it's a fine line to walk between making a class competitive and making it ridiculous and PvP is notoriously hard to balance, as players are ornery and find ways to do hideous things to each other with abilities that might have seemed relatively harmless.
So, what we have in the announcement for patch 3.1 for shamans is almost entirely positive. I'm as shocked as you are, I assure you.
Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.Filed under: Shaman, Patches, Analysis / Opinion, Odds and ends, Classes, Buffs, (Shaman) Totem Talk






Reader Comments (Page 1 of 3)
Mithgroth Feb 5th 2009 7:07AM
nice to see threat reduction on enhancement, I was about to have bad aggro issues.
Gareth Feb 5th 2009 7:15AM
I like the totem merge here that makes the totems fit now in two bars!
But at the same time I think they need to be very cautious to not make the class to simple. Picking the right totem for the job feels like part of the skill for an encounter.
I do not agree myself that the totem of Wrath should be baseline, if it were then it would be like warlocks getting felguard baseline, no one would use anything else unless it was a mana battery.
The rest sound like tweaks, and I think on PvP the problem now is that everyone is overpowered to an extent, a generous set of all round nerfs would be nice to see.
cougar3429 Feb 5th 2009 7:55AM
If everyone is overpowered, then no one is.
Gareth Feb 5th 2009 8:15AM
The mobs we fight are not overpowered, since the lol patch at the end of burning crusade I think we have been a little too overpowered. Now with better gear the result seems to be we can kill each other too easily.
If everyone had a nerf then we'd fix PvP and PVE without needing to inflate the stamina yet again.
Trebonious Feb 5th 2009 1:15PM
While I agree to combining totems; I worry that combining them will make them less effective then they currently are.
Two effects combined into one? I can only hope they don't reduce the ticks of each.
As far as PVP Issues, I think they should be addressed directly. They shouldn't nerf the game to build around PVP. That would cause all kinds of PVE issues. But I'll save that for a PVP post, not a shaman one.
PeeWee Feb 5th 2009 2:33PM
"I like the totem merge here that makes the totems fit now in two bars!"
Autobar - All your totems now fit into 4 buttons.
IrishWoW Feb 5th 2009 7:25AM
As an elemental shaman im both delighted and slightly anxious about these changes, i mean less totems is always gonna be a welcome change, especially since my call of elements addon went funny aftr the latest patch so streamlining my totems is something im looking forward to.
But im pretty worried about changing chain lightning which is still one of my top damaging moves, i've finally caught up on damage since the patch, please god dont nerf me lol
Have to say im definitely in agreement with the idea of totem of wrath being baselined, even if we only were given the chance for an "improved form" maybe something like an extra 5% crit or some more bonus sp? Though an entirely new talent would be much appreciated Blizz ;)
Abremm Feb 5th 2009 7:56AM
very good looking changes, totem streamlining long overdue.
as to the chain lightning change, it sounds like they are trying to take it out of single target rotations and make it purely an AOE ability. its a good thing! chain lightning takes tons of mana. lightning bolt already outperforms chain lightning single target once you get enough spell damage, this will just make that threshhold more clear.
Sekurity Feb 5th 2009 7:41AM
Ok, quick question though for us nit-pickers.
Will the new mana-healing stream totem stack? If so will it stack only health regen while not permitting mana regen to stack? Someone grab Gc, I need to know!
The Hammer Feb 5th 2009 7:43AM
"I'd like to see them get one that's more unique to the spec than just another, better totem - Enhancement got glowing transparent wolves and Elemental got another stick?"
I was under the impression that Elemental got a Thunderstorm to call down?
Anyway, lovely changes here. The streamlined totems especially, but Chain Lightning is a great change, too! I definitely agree there wasn't much to differentiate it from Lighting Bolt.
wowinsider Feb 5th 2009 11:15AM
LOL. Of course Matt would realize that if he took an actual interest in elemental shamans.
Next he'll be arguing that Mana Tide should be mainlined.
WTB new shaman columnist.
cougar3429 Feb 5th 2009 8:02AM
I would like to see a talent/ability that let's me make customized totems. Let me choose each of the 4 elements to put on one massive totem. You could customize different totems for different occasions, e.g. raid, pvp, solo, etc. Plus the totem would look cooler too. It could have a cast time or cool down and still be worth it.
Angus Feb 5th 2009 8:03AM
"Giant sharks with laser beams on their heads?"
It's "FRIGGEN" laser beams Matt. FRIGGEN LASER BEAMS!!!!
;)
If the lower the base damage of CL and make the jumps have less or almost no drop off, it becomes a true AE and with it have little to no CD for elemental, it can take the place of the dumb totem changes for AE damage.
Joelock Feb 5th 2009 8:04AM
yeah as someone else mentioned, comparing elementals "Better stick" to sprit wolves isnt exactly accurate, Ele's better stick is akin to enhancements Free "evocate" every 2min
LordPeaches Feb 5th 2009 8:30AM
I think I pee'd a little when I read this. . . Finally the pendalum is swing back the other way. What is this, there good/awsome patches in a row?
Jinee Feb 5th 2009 8:36AM
As ENH these are very welcome changes. My #1 problem was aggro bar none. I'm well geared so going into any pug was out of the question. There are very few tanks on my server who can keep threat off of me on anything other than a boss fight where they only have to concentrate on one target. I'll be looking forward to going into heroics and not having to worry about tanking half of the instance.
Then there's the unleashed rage change which is extremely welcome. I now have 3 extra points that I can divvy out as well as get an extra 2% crit.
rosencratz Feb 5th 2009 8:42AM
I think i'd've said.
"Shock and Paw!"
Sorry i don't play a shaman i just enjoy puns...
Kraas Feb 5th 2009 8:43AM
Will Unleashed Rage still grant 10% more AP?
blackscreen Feb 5th 2009 9:13AM
Yes.
Rank 1 would give 5% more AP to all players in range, 1% melee crit to the shaman.
Rank 2 would give 10% more AP to all players in range, 2% melee crit to the shaman.
Kraas Feb 5th 2009 10:20AM
Win.