Totem Talk: PTR Build 9684 undocumented changes

Enhancement
- Nature Resistance Totem, Stoneskin Totem, Fire Resistance Totem, Frost Resistance Totem, Strength of Earth Totem, Flametongue Totem, Wrath of Air Totem, Windfury Totem descriptions have been changed to reflect the latest changes, they now affects all raid members.
- Spirit Weapons now decrease the threat on all attacks by 30% (Old - Only Melee attacks)
- Earthen Power now also make you and nearby friendly targets immune to snare effects for 5 sec when it pulses.
Okay, the various totems going raid wide is a change we've known they were intending since we first heard about the change to Mana Spring totem. It's still nice to get a list of totems which will now be raid-wide (it looks like basically everything) so there will be much less confusion in groups over which totems affect party only. Even if a lot of these are just tooltip corrections.
The Earthen Power change, however, is clearly PvP aimed. The way it currently works, Earthbind will clear snares when it pulses but they can just be reapplied and will last until the next pulse, which doesn't seem like a major issue but which adds up. Adding snare immunity to the totem means that once it clears a snare, it will stay cleared. Whether or not this will motivate people to use the totem over Tremor or Glyphed Stoneclaw Totem is another story, however. Still, a buff's a buff.
Restoration
- Healing Stream Totem range increased from 20 to 30 yards.
- Mana Spring Totem now restores 91 mana every 5 seconds at max rank. (Old - 34 mana every 2 seconds)
- Nature's Swiftness changed to - When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. Nature's Swiftness shares a cooldown with Elemental Mastery.
- Restorative Totems now Increases the effect of your Mana Spring and Healing Stream Totems by 4/8/12/16/20%. (Down from 5/10/15/20/25%)
- Healing Grace has been moved from Tier 3 to Tier 2.
- Ancestral Healing has been moved from Tier 2 to Tier 3.
First off we'll note the biggest change and one I haven't seen in going over the other ptr patch notes so far: the change to Nature's Swiftness is undeniably aimed at putting the final nail in the coffin of the PvP elemental/restoration build that depended on Elemental Mastery and Nature's Swiftness to cast a big critical hit chain lighting at the opening of an arena match for large burst. This particular style of play was already hard-hit by the change to Elemental Mastery that changed the spell from being a guaranteed next cast crit to a 20% increase in crit strike chance. This change effectively destroys it, since you won't be able to cast both Elemental Mastery and Nature's Swiftness one after the other anymore. However, if you check out Elemental Mastery and how it's changing, you'll see how it really doesn't matter at all from the perspective of Elemental in PvP. Nature's Swiftness still does what it was meant to do for healing, and EM now does what both spells were used together to do for Elemental in PvP.
I assume the change to Healing Grace and Ancestral Healing is similarly aimed at PvP, but I don't really understand it. I guess having it will make it less likely that your Flame Shock DoT effect will be dispelled, so you can be more confident in your Lava Burst crits. If you're elemental speccing into resto for PvP, that could matter. For PvP resto these are effectively non-changes, it's not like moving them like this will change whether or not you take them. (I like Ancestral Healing, but I'm not very good at PvP.) Restorative Totems got a nerf (all part of the nerf to raid wide mana regen, I assume) and both Healing Stream and Mana Spring see other changes (but not the totem consolidation we'd originally expected) in addition to Mana Spring's new exclusivity. No mention of Mana Spring being raid wide yet, though. The change to Mana Spring's pulse time is, I assume, to make it a more straightforward MP/5 mechanic (It's straightforwardly 91 MP5 now.) as part of the move making it mechanically identical to Blessing of Wisdom.
Elemental
- Thunderstorm is now useable while stunned.
- Lava Flows now Iincreases the critical strike damage bonus of your Lava Burst spell by an additional 6/12/24%, and when your Flame Shock is dispelled your spell casting speed is increased by 10/20/30% for 6 sec.
- Lightning Overload changed from 5 to 3 ranks, now Gives your Lightning Bolt and Chain Lightning spells a 7/14/20% (Up from 4/8/12/16/20%) chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.
- Elemental Mastery has been changed to - When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost, and Nature damage spells a 20% increased critical strike chance for 15 sec. Elemental Mastery shares a cooldown with Nature's Swiftness. Instant, 3 min cooldown
- Storm, Earth, and Fire changed to - Reduces the cooldown of your Chain Lightning spell by .75 sec (on all ranks, down from 0.75/1/2.5sec), your Earthbind Totem also has a 33/66/100% chance to root targets for 5 sec when cast and the periodic damage done by your Flame Shock is increased by 20%.
- Elemental Reach now also increases the range of your Flame Shock by 7/15 yards.
Thunderstorm being castable while stunned is a direct PvP buff aimed at getting some ability to move stunlocking classes (rogues, paladins, feral druids with that jump thing they do which is an ouchie) away from you in melee. Lava Flows seems to offer an alternative way to deal with Flame Shock being dispelled for PvP elemental, making the change to Healing Grace the more puzzling to me, but you have to love that elemental gets a dispel counter. The changes to Lightning Overload are also a buff, saves you talent points for the same effect as before.
We covered the Elemental Mastery change in our discussion of Nature's Swiftness, to my mind it's still just pounding the last nail in the coffin of a PvP spec Blizzard clearly didn't want to encourage. However, since they compensated by giving LB, Chain Lightning and Lava Burst an instant cast effect folded right into Elemental Mastery, you don't even need to take that talent in the first place. This most likely means, especially with the ability to cast Thunderstorm when stunned, that we'll be seeing a lot more elemental shamans go 51 points in elemental for PvP.
The SEF change is definitely aimed at PvP as well. I'll miss the extended range on my Earth and Wind Shocks, but clearly they're trying to give elemental more options for snaring. I don't know if the root effect will make elemental drop Earthbind over Tremor or glyphed Stoneclaw, especially when Earthen Power is way, way out of an elemental shamans with SEF's reach. Losing the shocks from SEF means that interrupts will be slightly harder, but getting a root might be a fair trade off. My gut says no, but more experienced elemental PvP shamans may have a better idea.
Elemental Reach increasing Flame Shock range is a good thing for PvE and PvP. Makes getting those Lava Burst crits easier, and if the shock is dispelled PvP elemental will get that Lava Flows speed increase for casting. It basically takes the range increase from current Lava Flows and makes it easier to acquire.
In the end, of the three trees it's clear that Elemental sees the farthest reaching changes this time around, easily on par with Enhancement gaining Frozen Power in previous builds. Taken together, the changes to Thunderstrom, Elemental Mastery and gaining points from a consolidated Lightning Mastery should be interesting to watch. I'm interested to see if Thunderstorm while stunned is enough of a peel for elemental.
All in all, this build is yet another PvP oriented one.
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Reader Comments (Page 2 of 2)
Thunder Mar 13th 2009 2:30AM
Anyone else concerned by the nerf to SEF to only reduce cast time of CL with 0.75? CL is my bread and butter on trash-packs. Or is this change only a bug?
Milhojas Mar 13th 2009 1:48PM
It's not the cast time, but the cooldown. Yes, it does hit us when we're fighting trash... or maybe not. I tried the damn thing on the PTR and all the mobs around me were entrampled with entangling roots (looks like the druid spell). It's an AoE entangling roots! A frost nova for elemental shammies!
You can start with Chain Lightning, cast a couple of spells, Thunderstorm, more spells, Earthbind, Insta Ghost Wolf to get some distance , another Chain lightning...
Woad Mar 13th 2009 7:25AM
I'd like to point out that overall Mana Spring Totem actually has got a very small buff despite the change to Restorative Totems.
Since 34 MP2 = 85MP5 there has been a base gain of 6MP5 to the totem... once Restorative Totems is thrown in we go from 106MP5 (85 x 1.25) to 109MP5 (91*1.2) a gain of 3MP5.
Ok so thisn't isn't a game changing thing, but it is better to be correct.
I can't say I understand the logic of these changes though... Blizzard seem to be trying to force the use of other water totems like Healing Stream, but at the same time they are busy nerfing Healing Stream which wasn't exactly so great that people were lining up to use it in the first place.
My feeling is that Totems are clearly awkard to use having both a static range and a short duration, and have greater drawbacks than all other buffs in the game such as all buffs being lost should the Shammy wipe... and as such I feel Shammy buffs should at least be a little better than the equivelent buff provided by another class that doesn't have any of these drawbacks.
Clearly not so much better that we get back to the point of Shammy stacking, but just a little something that makes Shammy buff feel like they are worth it if you have Shamen in the group already.
BCM Mar 13th 2009 8:54AM
yeah, i think it's time totems were axed. let's face it - they're shit. slow, awkward and do not provide enough bonuses/buffs compared to other class buffs.
i have a 73 Shammy and really only use Stoneclaw Totem and Magma Totem. The rest are just too much hassle.
Also, Mana Spring totem is about as much use as a wheelchair made out of chocolate. Should be called Mana Drip totem or Mana Extremely Insignificant Trickle totem.
Verit Mar 13th 2009 12:08PM
Shaman might not be the class you should be playing then...
Totems I think add a unique aspect to the game. Knowing which ones to drop for which pulls actually differentiates a good shaman from a crappy one. Also knowing the range, cooldown etc for a particular totem so its placed properly is the mark of a good shaman as well.
I've been elemental forever and have been nerfed and buffed multiple times, but 5% haste and 280 more spell damage, and as much as 8 % more crit to any target is not useless and should be sought after in any raid (its not sadly).
Milhojas Mar 13th 2009 1:48PM
You have never been on a raid, huh?
Big Red Mar 13th 2009 12:05PM
Ele is starting to look pretty hot, might need to respec..
Pyornthe Mar 13th 2009 11:17AM
Seeing all the talk about enhancement being broken in PvP makes me feel a lot better about getting my ass handed to me in almost every single duel/PvP situation I find myself in.
Or I actually do suck that much, which is entirely possible considering it's me. >.>
cigarillo Mar 13th 2009 12:27PM
Matt,
The glyphed stoneclaw totem's shield is cast on you like a power word: shield. As elemental, you can immediately recast Earth Bind after Stoneclaw and retain the buff effectively snaring your opponents while shielding yourself.
You could even get really tricky and Stoneclaw, Earth Bind, and follow up with Tremor totem. The snare is cast when EB is and has nothing to do with the totem being up or not.
Noobertron Mar 13th 2009 2:12PM
I believe that the buffs to elem tree are needed and I'm very excited at the idea of being able to thunderstorm while being stunned.
Too often I've relied on TS right after a stunlock + LHW to stay alive in duels and pvp. The only factor that allows you to live is how good/geared the other player is.
I will miss using Chain Lightning in my rotation. It's always fun but the dispell buff might be interesting.
As for the instant cast buff on LB and LvB, I feel shammy's will become the biggest duel burst damagers out there. I predict this:
Duel starting 3, 2, 1... FS, TS, LvB, EM, LvB, end of duel.
I know at least my shammy crits for around 10k damange when FS is active on LvB so getting the DOT dmg, initial dmg from application of FS and two 10K crits back to back will most like take out any opponent with 30k life or lower.
Syme Mar 13th 2009 4:04PM
I currently have Ancestral Healing, but not Nature's Grace. This change means I'll have to rob other talents further up the tree if I want to keep Ancestral Healing. Thank you, Arena, for messing up a good spec.
xlander Mar 13th 2009 8:21PM
Just checking since it says that the mana totem is exclusive now does that mean it can't be used at the same time as blessing of wisdom? If so WTF mate. That is really bad for the resto shammies. We burn mana like it's gasoline. Well I do with the way I heal... heal racing.
Xlander Mar 13th 2009 8:32PM
Well I spam heal the group and tanks anyway and that eats my mana in a hurry but usually keeps raid alive. In BC while running The Eye I would use 5-8 mana pots, mana tide every time it hit CD. Not to mention the druids would all use innervates on me. I have to say since LK my heals seem far weaker and now to be even more so. Mp5 has always been a problem in sham heals but I think it will be to a point of useless. Every time I read about patches it sounds like they are forcing a fun multiskill toon to be a one sided meat cleaver. Seams more and more that Shams are going to be forced into melee enhance mode.
Orlandu Mar 15th 2009 12:45PM
I'm not sure where this "pounding the nail in the coffin" nonsense is coming from: Elemental/Resto hasn't been a spec since Wrath launched. Deep Elemental sports absolutely necessary talents for PvP (Shamanism, Astral Shift, Lava Flows, and yes Thunderstorm.) Additionally, with the changes to Ancestral Knowledge, Thundering Strikes and Shamanistic Focus, Enhancement has been the obvious choice for your remaining points after Thunderstorm.
In regards to Earthbind Totem's new snare and whether it will be worth using; a Frost Nova on a shorter cooldown than Frost Nova? I think I can fit that in somewhere...
As for the Healing Grace flip, it does make an 8 point investment into Resto look more appealing for an Ele PvP spec, but you still need 10 points in Enhance, leaving 53 for Ele, which is not enough to fill out the core talents beyond Tier 8. You're going to have to sacrifice somewhere to pick up the dispel resist, which doesn't seem worth it considering Flame Shock cooldown can get down to 3 seconds now, and a dispel just means a free self-Bloodlust.
zolikk Mar 16th 2009 5:32PM
Looking good to me
The Mana Spring Totem change is not game-breaking and is not going to destroy our gameplay, quit QQing. Besides, the paladin can go ahead and grant another blessing now that it's available.
The Spirit Weapons threat change is a bit bad for healers specced deep Enhancement; the former tooltip suggested that it'd also lower healing threat, but now it's only for damage.
Honestly, I think Thunderstorm should also clear stun effects. On a 45 second cooldown, it wouldn't be a powerful survival tool but it'd have a reason to be used.
One more thing that bugs me is the range on Shocks. It's been bouncing up and down lately...
The way I see it, let Reverberation increase the range of all Shocks by 5 yards (it needs something to justify 5 talent points spent, anyway); also, leave the bonus on Flame Shock at 15 yards. This way, raiders will not have to spec into Reverberation, and PvPers will just have a 40 yd range for it, which is not OP at all.
Lastly, the change to Lava Flows does bring a nice effect to our table, but I really don't like the way it needs to be triggered. Firstly, raiders get nothing out of it, and it's situational even for PvP, since to get the effect you need to be placed in a disadvantage, and it's more of a compensation. I'd happily have simply Lava Burst crits given a chance to trigger the effect.