WoW Patch 3.1 PTR Shaman changes
Well, there's some interesting new stuff happening in the latest patch notes for the 3.1 PTR. Like what, you ask? Well, here's a sample from what's coming for enhancement:- New Talent: Frozen Power: Increases the damage done by your Frostbrand Weapon if it is enchanted on your main-hand weapon by 10/20%, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 sec. when used on targets at or further than 15 yards from you.
- Spirit Weapons: Now reduces all threat generated by 30%, not just physical attacks.
- Stormstrike charges have been increased by 2, and cooldown reduced by 2 sec.
We'll go line by line with the notes and discuss the changes as we go.
This is a nerf to raids with more than one shaman who were using Bloodlust/Heroism every five minutes. Now, they'll only be using it every ten, and moreover, only one shaman will be necessary to use it. I don't really understand why they shortened the cooldown if they were going to extend the debuff... are they anticipating raids rotating in a whole new DPS group and are okay with that? If not, why have the cooldown come up a full five minutes before the ability can be used again? It seems arbitrary, but it's possible I'm missing something awesome here.
- Poison Cleansing Totem and Disease Cleansing Totem have been merged into "Cleansing Totem." Cleansing Totem pulses every 3 sec, down from 5.
ENHANCEMENT
- Lava Lash now has a new icon.
- New Talent: Frozen Power: Increases the damage done by your Frostbrand Weapon if it is enchanted on your main-hand weapon by 10/20%, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 sec. when used on targets at or further than 15 yards from you.
The new icon thing is pretty done to death as a shaman joke, so I'll just ignore that. The new talent, though, is fascinating. I don't expect it will lead to any Frostbrand builds for PvE, but for kiting and snaring in PvP it will have some nice applications. Of course, if anyone remembers the Vashj fight, you'll never know when this could have PvE applications as well.
- Spirit Weapons: Now reduces all threat generated by 30%, not just physical attacks.
- Stormstrike charges have been increased by 2, and cooldown reduced by 2 sec.
- Improved Stormstrike re-designed: When you Stormstrike, you have a 50/100% chance to immediately grant you 20% of your base mana.
Spirit Weapons change is pure good. Enhancement DPS became much more balanced between physical and magic with the launch of Wrath, so changing Spirit Weapons to reduce both kinds of threat is a good move. The effect of Improved Stormstrike just got rolled into regular Stormstrike, so I have a hard time seeing that as bad, and the new Imp SS sounds like it will be a positive boon to mana regen. All in all, hard to be unhappy with any of that.
- Toughness: No longer increases your armor. Instead, this talent now increases your total Stamina by 2/4/6/8/10%.
- Unleashed Rage - Reduced to 3 points, down from 5. Each point now also increases your total Agility by 1/2/3%.
The Toughness change may or may not help with shaman health in PvP. The Unleashed Rage changes bring it into line with similar abilities and gives shamans a reason to have it beyond the raid buffing aspect.
ELEMENTAL
- New Talent: Booming Echoes- Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1/2 sec., and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 10/20%.
Nothing much to hate here, it's a buff. It should encourage elemental to work those spells into their rotations more, especially in PvP if the new enhancement talent Frozen Power is accessible to elemental shamans.
RESTORATION
- Ancestral Awakening: This talent now accounts for your ineffective healing, rather than effective.
- Cleanse Spirit now has a new icon.
- Riptide: This spell has a new icon.
We will once again ignore the new icons. The Ancestral Awakening change confused me until smarter healers than I explained that it means that Ancestral Awakening will now heal for 30% of the amount healed including any overheal. This is a buff, because if you top off the tank with a massive critical overheal, the Ancestral Awakening proc won't heal someone who is almost dead for an intensely trivial amount anymore.
So far, some interesting changes for shamans all told. It's definitely obvious that PvP on shamans is getting some tuning, and also some damage and mana efficiency issues are also being addressed. The threat reduction from Spirit Weapons is also very, very good news. The nerf to Bloodlust/Heroism frankly baffles me. It's bad and it's done in a very strange manner. We'll have to see, but I call that change the one big nerf in an otherwise excellent patch for shamans.
Since this is the PTR, I suggest you get on there and test and feed back as much as you can, shamans. All of this can change, so don't take any of it as set in stone.
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.





Reader Comments (Page 1 of 1)
Heni Feb 24th 2009 3:36AM
They make it 5 minutes I assume for simply making it viable on every attempt when wiping. That all I can see.
pieceofcrap Feb 24th 2009 7:32AM
What I don't understand about the new talents is why they're both so far down the elemental and enhancement trees. I understand that they wouldn't want resto to reach it easily, but as elemental you won't be able to reach Frozen Power at all without abandoning Totem of Wrath and Thunderstorm. I think that Frozen Power has the potential to greatly increase both elemental and enhancement PvP utility, but only if elemental shamans are able to reach it easily.
FireStar Feb 24th 2009 9:27AM
Yeah i think if you die you lose the debuff. Would make it better for my 3D Progression. We have 2 shamans, so theoretically atm we can go every 5 mins...but you only need one BL on 3D sarth. If you need to BL after all three drakes are down, fail. This will help to ensure we have BL every attempt even when my other shammy isn't in the raid.
Oscren Feb 24th 2009 3:38AM
The Heroism change will allow it to be used every attempt if your wiping. My 10 man only has 1 shaman in it and we only had heroism every other attempt when working on sarth with drakes.
MisterMoose Feb 24th 2009 4:24AM
Why even have a cooldown on it then?
apoxic Feb 24th 2009 5:48AM
@MisterMoose
So you cannot re-use it on any battle-ressed target, I assume.
Rasman Feb 24th 2009 3:52AM
Well, the frost shock buff is nice, since it'll see more play in PvP now, but I don't think it and the Stam buff are enough to make us viable, as enhancement. We still don't have an "escape" button to rely on. All the new Frozen Power buff does is make other classes pop their "oh noez, it's a trap" button sooner and that's only if they're trying to get away from the Shaman.
The drop on the cooldown time for Heroism/Bloodlust is a PvP buff too, since the debuff goes away when you die, making it more usable in PvP. I'd rather see it at something like 3 minutes so it can be in rotation with our wolves, because that's a pretty damn good "HOE SHNAP!" button if you ask me. Be even better if our wolves gave us that sexy sprint the entire time they were out.
I'm still waiting for that thing that makes us Melee PvP gods. Ok, not gods, but demi-god would be nice at least.
tack Feb 24th 2009 4:21AM
The new spell for elem shaman is crap. More Frost shocks isnt going to help when you no longer have the pts to spec for instant ghost wolf and even with the 20% more damage its still only going to crit for a little under 4k. Making it on par with earthshock, a spell we already had.
elms Feb 24th 2009 4:25AM
Not to be too much of a wet blanket here, but UR is /still/ more talent-expensive than the similar buffs, and still based on a proc rather than being something we can guarantee 100% uptime on. We're in the ballpark, now, but that's about all. Drastic improvement over the way it was, of course. Wish the crit GC had mentioned had found its way in instead (then I wouldn't mind it being a 3 point talent!) but that really WOULD be a little OP; the agi is more in line with the DK version.
As far as I'm concerned, the Imp-SS change is fine. I don't see the new talent being that useful once someone's mostly epic, but I'll be just as glad to have the one talent point I have there back to go elsewhere, especially since I'm getting the full effect of /both/ talent points for free.
Nothing but love for the change to Spirit Weapons, of course. Maybe now someone besides my two favorite tanks ever can keep ahead of my threat.
I was hoping we'd see the mana spring and healing stream roll-up that was suggested by Ghostcrawler. I guess that was too OP. Probably was.
SennHD Feb 24th 2009 4:48AM
I do like the sound of Booming Echoes, especially when combined with some/all Lava Burst talents and/or ghlyps. However, I do not understand why Earth Shock is not affected by this buff. A three second Earth Shock (6 sec default minus 1 sec of Reverberation talent and 2 secs of Booming Echoes talent) would have made a Elemental Shaman much more survivable in PvP against for example a Mage.
Draenors Feb 24th 2009 7:22AM
I, for one, welcome our new icon-overlords.
Candina@WH Feb 24th 2009 10:17AM
this
Resto Shaman
hpavc Feb 24th 2009 8:31AM
The heroism/bloodlust change sucks. They could have made it like potion sickness where it's cooldown lasts for the cooldown && combat.
halberd196@gmail.com Feb 24th 2009 9:25AM
Some of the things they did helped a little, I guess. UR and SW, especially. The cleanse totems are also nice, although I don't see them being as helpful in Ulduar as they were in Naxx.
I'm in mostly epics, but still occasionally have mana problems. I'm probably still going to keep one point in imp ss. I haven't really looked at the ele tree recently to see where I'd otherwise spend my points.
Bloodlust is clearly a nerf and doesn't really make all that much sense right now. I don't really think one every five minutes was that OP. The number of fights that we could do double BL to great benefit were fairly limited. I'm thinking this means that Ulduar will have longer fights.
They really need to balance out some of the stuff going on. I'd also like to see something like Misery on ele sham.
I'm sad they didn't do something for windfury yet. That really, really needs to be fixed.
Candina@WH Feb 24th 2009 10:22AM
I think this nerf is probably directly tied to one Fight.
Double BL/H on Patchwerk.
With Patch having a 6 min enrage, if you didn't have him down in the first 5 min, you could pop a second BL/H.
Still, Can someone PLEASE tell me how a 10 minute sated is not a 10 minute cooldown? (Figuring you don't die please). the only thing I can see is that they are expecting Shaman to die in PVP, this way the shaman can use Blood Lust pretty much every arena match.
and that 10 minutes sated can last through 2 bosses + trash on a speed Naxx run. Whatever.
Bobson Feb 24th 2009 12:52PM
Exhausted/Sated is cleared by death. It means that a raid that wipes, but can get itself back together in 5 minutes (a reasonable time for a bunch of rezzing and buffing, or running back and buffing, given a raid that knows what they're doing) has the benefit of BL in the next attempt, whereas a 10 minute cooldown you have to actively wait for it to end first. Of course, some raid groups take 10-15 minutes to get back together and look up a new strat between attempts, so it's only of limited utility as a change.
Wesley Mar 2nd 2009 1:10PM
Maelstrom should affect lavaburst for a larger movepool for enhancement shamans.
The regen from stormstrike also helps open up some extra talent points by allowing enhance to drop elemental and shamanistic focus. Along with 3 point UR, that gives us a potential of 5 bonus talents.
Shaun Apr 9th 2009 10:11AM
Yeah...and again we're not really getting anything to help us out :|
Enhancement was quite good in PVP @ 70 if you had good gear, but now we're getting killed off by almost anything. And what's the point (as someone has mentioned) of the Frostshock trapping anything, unless you're running away (which we r anyway). We won't be getting more kills, but at least we might have a chance of running away from the other faction...
Respeccing Resto for PVE...no point staying Enh for PVP, as I'm just there to give the opposing faction free kills
Vaishevik Feb 24th 2009 12:42PM
As mentioned, you'll need to beat any boss with only a single Heroism, but for tougher fights (anticipating Ulduar, I hope) you can pop Heroism on each attempt, rather than after every second wipe.
Annoying, but makes sense. They are listening to our complaints that raiding is too easy. Losing the double Heroism will make Patchwerk and Thaddius more of a challenge.
Be careful what you wish for, Blizzard doesn't always give you precisely what you want, rather their interpretation of it. :)
Lalo Feb 25th 2009 12:21PM
After reading some of these items, seeing people saying that they are using blood lust for A) 6 min patchwork, seriously? my guild currently does patchwork in under 3 minutes with 1 blood lust *the esoteric foundation on defias brotherhood*
so needing 2 seems rather pointless. again with thaddius if you only pop blood lust when thaddius appears you can have him down within the 5 min sated cd.
on a 25 man raid i find my guild takes at least 3 shamans, 1 ele , 1 rest , 1 enhance to make sure we have all the buffs we can get.
ive not found a single encounter yet even hard whipe nights that means we dont have a blood lust up and ready to go at the start of a boss fight when you run with 3 shaman.
these new mechanics and cd's to blood lust just puzzle me. 10 minute sated, with a 5 minute cd.. pointless.