Totem Talk: When things go off the rails

Yes, that's right, a healer/caster weapon is the highest DPS an enhancement shaman can get. This is the sound of me banging my head against the desk. My forehead's got splinters. Honestly, I still don't know what to say about this. When the attack power was taken out of WF glyph they might as well have just removed it from the game.
In the above post Blizzard hightlights their intention for the class (slow MH/slow OH with WF/FT), the problem here is not what they intended but what they did. By reducing the WF glyph and removing the attack power bonus it was giving, the glyph became inferior to double flametongue with a caster MH/fast OH, due to how Flametongue Weapon works.
Right now, the base damage on each Flametongue proc scales with weapon speed, but the percent of spellpower that affects the damage that the imbue does is always a flat 10%, meaning that until 3.1 flametongue does more damage on a faster weapon. The enhancement playstyle that takes advantage of this is an anomaly, in that we know it will be much less effective in 3.1, but as of right now we know that if you are an enhancement shaman, you will do more damage with a caster weapon and a fast offhand.
Frankly, what really annoys me about all this is the heavy handed nerfs that seem totally unmindful of consequences. It's not of any real consequence on my orc shaman, he's still leveling, but for my draenei who is in the middle of gearing up in 10 man raiding it's very annoying. If I want him to do max DPS now, I need a caster MH and a fast offhand. If I focus on those now then once 3.1 comes they won't be worth having, but if I don't I'm hurting my DPS until the patch comes out. I went out and crafted a MH and have been running CoT Strat for gear drops and badge purchases that aren't even going to be good when I get them. (To be fair, they'll be good, just not as good as Blizzard intended them to be.)
I don't know why, if this is the intended design for the enhancement shaman (slow melee MH/slow offhand with WF/FT) that a small patch can't be deployed now making just that change. But I'm fine with the change being made: although I feel bad for anyone who caught the new reality fast (unlike me, hoping the AP on the WF glyph would stick around) and changed to the higher DPS of caster MH/fast OH with FT/FT because their ingenuity was rewarded by being removed. If you're going to change the way FT scales, why not hotfix it? You hotfixed the AP on WF glyph, after all, when it was apparent that even having nerfed the glyph from 5% to 2% that the extra AP on the glyph managed to make it desireable. If we were so quick to fix that, why not be equally quick to fix this?
Personally I'd like to see some form of this playstyle be viable as a reward to those who figured it out. Why shouldn't a Wraith Strike and Murder be viable for enhancement? Instead of reeling drunkenly between extremes, I'd like to see both provide viable DPS and preference becoming more important. But I don't expect that to happen, so if you're using Caster/Fast right now, enjoy it while you can.
Okay, now to cover the new PTR changes. They're in line with the patch notes we saw recently. Thanks again to MMO-Champion for their good work in bringing them to light.
Elemental
- Stoneclaw Totem has been changed to display the amount of damage absorbed. (990 damage for Rank 9)
- Elemental Mastery now gives your Fire, Frost, and Nature damage spells a 15% (down from 20%) increased critical strike chance for 15 sec.
- Shamanistic Rage is now usable while stunned.
- Unleashed Rage range has been increased from 20 to 45 yards.
- Restorative Totems has been changed from 5 to 3 ranks and now increases the effect of your Mana Spring Totem by 7/12/20%, and increases the amount healed by your Healing Stream Totem by 15/30/45%
Shamanistic Rage when stunned is clearly aimed at trying to give enhancement a PvP panic button to reduce incoming damage while stunlocked. Is it good enough? Probably not, but it's a nice effort. The UR change just brings it up to parity with similar effects and lets be honest, you're going to take the talent for the expertise anyway, so any buff to its utility is good. The Restorative Totem's change is probably aimed at getting some shamans to keep the talent once Mana Spring goes exclusive with Blessing of Wisdom. On live, a five point investment in the talent would get you 25% to both totems, so you're getting more (much more in the case of Healing Stream) for less points. I have no idea if this is going to work or not, but since you're almost guaranteed to drop either Healing Stream or the new combined Cleansing Totem as your water choice, it could work out to a nice boost to healing.
On the glyph front, both the Glyph of Thunder and Riptide got three second buffs, which in the case of Riptide makes it pretty compelling for healing. I'm already sure that PvP elemental will be using Thunder, and even PvE might want to shave 10 seconds off of their mana regain panic button.
Finally, Tier 8 set bonuses, as posted last night by Alex Zie Bart, Zie.
- Enhancement 2Piece Bonus -- Increases the damage done by Lava Lash and Stormstrike by 20%.
- Enhancement 4Piece Bonus -- Increases the frequency of Maelstrom Weapon being triggered by your melee weapon attacks by 20%.
- Restoration 2Piece Bonus -- Reduces the cooldown on Riptide by 1 sec.
- Restoration 4Piece Bonus -- Reduces the cast time of Chain Heal by 0.2 sec.
- Elemental 2Piece Bonus -- The periodic damage dealt by your Flame Shock can now be critical strikes.
- Elemental 4Piece Bonus -- Your critical Strikes from Lightning Bolt cause the target to take nature damage equal to 8% of the Lightning Bolt's damage over until cancelled sec.
Resto could use some love on that second set bonus: a reduced cast time on CH is good, but 0.2 seconds isn't that impressive. Granted, you'll probably already be stacking some serious haste by this point anyway. The reduction on Riptide's cooldown is sweet.
Elemental now gets crits on their dots. Interesting. Does this mean Elemental Mastery's increased crit chance will be applied to Flame Shock DoT? The 4 pc could use some clearing up, it's kind of vague. Over until canceled? What does that mean?
And thus concludes this week's Totem Talk. I know I failed to avoid ranting and did not address the WF glyph/ caster weapon issue in a calm and rational manner. The whole thing just makes me livid.
Filed under: Shaman, Patches, Analysis / Opinion, Talents, Buffs, (Shaman) Totem Talk






Reader Comments (Page 1 of 3)
Tazerface Mar 19th 2009 2:06PM
oh great, more shamans rollin on my weapon
Tazerface Mar 19th 2009 2:10PM
to clarify im a priest
blackscreen Mar 19th 2009 2:14PM
If they had been reading the EJ forums, they'd have been rolling against you on it since WF got hotfixed...
Plan Mar 20th 2009 2:46AM
You don't have to worry about that. What Rossi isn't saying is that a caster mainhand is only better DPS if you've already got best-in-slot items in almost every other slot. In other words, a regular melee weapon will be better in every other circumstance, even for Rossi's shaman who's gearing up through 10-mans.
It's also worth noting that Flametongue does not scale as well as Windfury. So for a very narrow window, for a very few Enhancement Shamans, it is possible the Torch could be the best weapon for a few weeks. At Ulduar gear levels that won't be true, regardless of how bad Windfury glyph is.
And since we're likely to see the patch within the next couple of weeks, Shamans shouldn't be rolling on the Torch anyway.
Kaphik Mar 19th 2009 2:15PM
Yay! More haphazard class changes for the sake of change and the futile search for "class balance" messes up another class!
I feel for the shaman, seems like all you are supposed to be doing well is healing.
kabshiel Mar 19th 2009 7:09PM
The worst thing about making shamans use Slow/Slow weapons is that there are so few slow non-PVP offhands available to shamans. There's only one ilevel 213 weapon (Angry Dread) and only two at ilevel 200 (Pride and The Stray). And I think we've only seen one slow off-hand usable weapon in Ulduar so far.
If Blizzard wants shamans to use slow off-hand weapons, they need to create slow off-hand weapons.
Candina@WH Mar 19th 2009 2:15PM
I find the change to Windfury frustrating as hell.
Windfury/StormStrike is the enhancement shamans 'signature' move. Then again, Shaman have never been an 'ideal' class to play.
I play resto so the impact is minimal. I guess I will stop building my enhancement gear set for dual spec.
MazokuRanma Mar 19th 2009 2:16PM
As soon as they implemented that change I dumped the WF glyph for glyph for a Glyph of Lava Lash (I'm leveling, so I only have two majors right now, the other being Stormstrike).
Even once I do hit 80 in a few levels, I don't know if it's worth putting the WF glyph back in. Any suggestions?
Naix Mar 19th 2009 2:17PM
Shamans needed the nurf plain and simple. They were making raiding waaaay to easy. I support any and all of Blizzard decisions.
thotbottcommentur Mar 19th 2009 2:25PM
SHAMANS R OP DELETE THERE CLASS
BuzzDX Mar 19th 2009 2:24PM
Looks like someone kept getting beat on the dps charts.
Amaxe Mar 19th 2009 3:00PM
Well, it isn't a Shaman thread without Naix saying they should be nerfed
Microtonal Mar 19th 2009 4:06PM
If you don't like getting consistently beat on the DPS meter by a particular shaman, don't run with that shaman anymore.
Gear and skill have a whole hell of a lot more to do with relative DPS than some abstract and impossible-to-attain ideal of class balance. Go look up your guild on be.imba or some other similar site and you'll see that your guild members' raid DPS conforms pretty closely to their gear rating, just like it does in my guild.
Angus Mar 19th 2009 6:47PM
Buzz: don't mind Naix, he's a shaman troll. Has been for a bit.
Tinwhisker Mar 19th 2009 2:17PM
"Over until canceled? What does that mean?"
The priest set bonuses say this as well when talking about PW:S.
It most likely means "over X seconds or until canceled" (meaning dispelled/cleansed/etc).
BioHazard Mar 19th 2009 2:17PM
Oh man I can't wait to get those T8 set bonuses.
A faster cooldown on Riptide will mean higher uptime on Tidal Waves for me. The 4-piece bonus is also really nice as far as I'm concerned; I can usually keep Tidal Waves up to make my HW and LHW a reasonable speed, but Chain Heal is always dog-slow (I've got it down to 2.16s with 500 haste). The 4-peice bonus is basically what, 350(?) Haste rating for the slowest spell I have? Pretty sweet if you ask me. :)
Sucks to have more people rolling on my Torch though. :/
FireStar Mar 19th 2009 2:25PM
Dont forget chain heal procs tidal wave. For you it's a 2.16 s cast, but riptide is still affected by a 1.5 GC. This means you're losing .66 seconds by casting a full chain heal for tidal wave as opposed to riptide. compared to how much more CH heals for and the efficiency of the spell that's pretty cool.
It's still going to make us a lot more viable for healing while moving. I like both set bonuses. Combine that with the new glyph of riptide and we're gonna have not too shabby hots.
BioHazard Mar 19th 2009 2:53PM
Does Riptide ever actually last it's entire duration? I almost always burn it up fairly quickly with a Chain Heal to get the +25% CH effect. Makes the difference between a 17.5K and a 14K Chain Heal for me.
15 seconds is already an awful long time to not get hit by a Chain Heal, why 3 more? Been curious about that ever since I first saw that glyph.
Elmo Mar 19th 2009 2:17PM
I'm 100% sure I can use Sham Rage when stunned on live.
clearly a mistake
Fried Mar 19th 2009 2:19PM
You really think that the riptide bonus is good and CH isn't?
.2 sec off off CH is like getting hundreds of haste... hundreds of haste isn't good?
1 sec off riptide CD... I know when I'm healing I don't find myself spamming RT so 1 sec dosnt matter to me at all.