Totem Talk: Hex and Lava Burst

These two spells helped build the new foundation for shamans going forward in Wrath. Lava Burst helped change the way Elemental works (by being able to change the way the class procs its clearcasting and other on critical abilities) and Hex was (and can be argued still is) the long-await Shaman CC ability. We discussed shamans in PvP last week in the upcoming patch 3.1, and I think it's safe to say that both of these abilities (especially Lava Burst) helped prod the class into its new directions, along with the enhancement specific Maelstrom Weapon.
Spells:
Lava Burst
When Lava Burst first debuted on the beta for Wrath, it almost immediately caught the attention of both enhancement and elemental shamans with its ability to guarantee a critical hit combined with Flame Shock and its use as an instant cast with Maelstrom Weapon. Eventually, MW was changed so that it didn't work with Lava Burst, making the spell primarily a way for Elemental Shamans to guarantee a crit and for any shaman out soloing to get around the ridiculous drop in offensive capacity all shamans (especially elemental and restoration, as enhancement shamans can at least still hit them) face against certain nature-immune mobs.
Lava Burst was the first step in moving shamans into a much more mixed damage mode of play. While nature damage is still very important with Lightning Bolt and Chain Lightning and numerous talents that support them, Lava Burst means that shamans now have a reliable way to deal fire damage as well as a way to ensure that if a critical hit is needed to proc a talent such as Elemental Focus or Elemental Devastation, the shaman no longer has to wait and hope. Thanks to the cast time, enhancement is much less likely to try and work this spell into a rotation, but it can serve as an effective opening cast on a boss to get the critical hit train rolling, so to speak, and for elemental it basically means that stacking crit is no longer as important as spell power or hit rating, since any effect that requires a crit can be has with a mere FS/Lava Burst combination.
Honestly, Lava Burst is a good spell, a very efficient spell, and the addition of the Shamanism talent in patch 3.0.8 made it even better for caster DPS. If for no other reason than its lessening of our reliance on nature damage, it would be a worthy acquisition when you hit level 75. But combined with the synergy it displays with other talents and spells, it becomes very nice indeed.
Hex
When Hex was first announced I'm sure all shamans were very excited. Finally, shamans get a form of CC for PvP and instances! Sure, we'd have to wait for level 80 to use it, but that was at least in time for heroics and arena play.
Hex has ended up being a pretty solid form of CC in PvE content. Mobs you cast Hex on do not attack you just as the spell description says, they hop around like frogs. You can leave them hexed and run away, you can deal damage (unlike Polymorph, the effect doesn't automatically break while you're attacking the hexed target, meaning that if you can get lucky you can kill a hexed mob without taking any damage at all) and in an instance if you hex a mob he'll generally flop around for the 30 seconds, making it very viable as CC.
The only real dificulty here is that nobody waits for CC anymore, but that's not the fault of the ability. Hex would have been simply marvelous for shamans looking to run instances during The Burning Crusade, and to my mind is one of the clearest examples of an ability designed for the expansion we just left (similar to the old principle that armies are almost always prepared for the last war they fought instead of the one they're about to fight) but since it's a level 80 ability, you don't really get to use it when leveling through the new content. If I had one wish it would be for Hex to be lowered in level so that shamans would get more use out of it when soloing and grinding XP to level up.
However, the pros and cons of Hex in PvE aside, it's generally been considered somewhat of a weak spell in PvP. For starters, a hexed PC can continue to move at you, meaning that it doesn't really help a shaman get out of range of melee who are trying to kill him or her. Frankly, Frost Shock works better for this than Hex does. Since Hex might not break on damage, you can use Hex then Frost Shock to remove your attacker's ability to hurt you then hope you can snare him or her without breaking the hex, but it's still clunky and inelegant. Secondly, Hex is easily trinketable, which makes it interesting.
Effectively, in PvP Hex functions as a combined disarm/silence effect. Now, a disarm and silence effect would be a very powerful PvP tool except that, unlike other disarms and silences, which cannot be removed as easily (I'm sure there's ways to remove them that I'm forgetting at the moment) Hex can be removed with a simple trinket or racial that "Removes all movement impairing effects and all effects which cause loss of control of your character"
This would be reasonable if Hex actually impaired movement or caused you to lose control of your character. But it doesn't. You can still move while hexed, and you can still control your character while hexed, the only thing you can't do is attack or cast spells, so it's a disarm/silence (admittedly, a real disarm still allows you to make unarmed attacks which Hex does not) that can be removed, unlike Dismantle or Silence. Hex is effectively neither fish nor fowl in PvP and suffers for it.
Having said that, it's certainly not a bad spell. It's just not as good as we all hoped it would be. It's a solid PvE spell that doesn't get used as much as it could due to the general lack of CC in PvE nowadays (I've used it as a clutch save on mobs going for a healer to give the tanks time to work) and a weak but better than nothing escape spell in PvP (if nothing else, it makes them blow that trinket or racial).
Since this has gone longer than I expected, barring any major announcements next week will conclude our talk about leveling with the new ranks of spells and abilities we've already experienced in leveling to 70 before Wrath.
Filed under: Shaman, Analysis / Opinion, Odds and ends, News items, Expansions, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
SeanOr101 Apr 2nd 2009 6:26PM
I sure wish polymorph worked more like Hex...
(Arrrg, I could have been first instead of the 'tard above me if the boss hadn't come around the corner. XD)
Mithgroth Apr 2nd 2009 7:45PM
So you want 45 sec cd and make your target control it's movement to polymorph?
Can never understand mages moaning about Hex being superior to Polymorph.
Arivia Apr 2nd 2009 8:02PM
How about we just make consecrate no longer break CC again? Also, holy canary yellow text, Batman!
Cam Apr 2nd 2009 6:32PM
I might be mistaken but to the best of my knowledge hex is a pacify/silence ability and not a disarm/silence one (like the serenity aura after the wrathgate quest).
Other than that, great article
crash Apr 2nd 2009 7:06PM
Except no more yellow text on tan background...please :)
Edgar V. Camacho Apr 3rd 2009 1:44AM
Auggh my eyes, they burn
Amaxe Apr 2nd 2009 7:15PM
That's the most amazing piece of sarcasm I have seen in a long time
/cheer
Steven Apr 2nd 2009 8:59PM
I might be a noob, but I don't understand how the untrinketableness of hex makes it worse than a trinketable skill such as poly.
Is it because it does not force the opponent to use their trinket?
lilreafer Apr 3rd 2009 1:02AM
its the fact that the description of these racials are "movement impairing" effects. Hex does npt impair movement. We can now be even more demoralized by beening kited by a frog :) thanks blizz you are the greatest.
Mithgroth Apr 3rd 2009 9:52AM
Yes, it's just one of the reasons.
1) It's biggest flaw is 45 sec cd. Since it's a spell, it can always be resisted -particularly in PvP-. Considering you are playing Enhancement and your hit cap is much lower than spell hit cap, you can miss it a lot, and waste a 45 sec cooldown.
2) It's a curse, which is worse. It can simply be removed by various of classes, much more Druids are natural-born immune to it. (shapeshifting automaticly removes the effect)
3) It doesn't cause a character loss or movement impairing effect, so you can't use it to gain positional advantage over your enemy like all other CC effects.
4) As Enhancement, it's not possible to stand and cast for 1.5 sec most of the time. Since melee classes mostly have instant abilities and depend on instant cast - cooldown mechanics, Hex is pretty hard to use as Enhancement.
5) Glyph of Hex sucks. It would even be useless if it were a minor glyph. It just sucks, I was expecting a cast-time and/or reducing glyph for a major. (note: this is not a QQ, check warrior and paladin glyphs for example and compare them with shamans, it's really ridiculous)
Charles Apr 2nd 2009 9:17PM
Lava burst isn't what it was cracked up to be. For a start, the cooldown is a problem. That means it's neither our long-awaited way to deal with nature immune mobs (we can only cast it once every 8 seconds, in the meantime we can... pick our noses?) nor a well-designed raid DPS ability.
The big numbers are nice, but at roughly 25% of an elemental's DPS for one cast every 9 or 10 seconds, that creates problems. Firstly you want to cast it every time the cooldown finishes on the dot, or you're effectively losing DPS. This means that elemental DPS is locked into certain optimal haste values which allow minimal clipping on lava burst cooldowns, and this value is different depending on the available raid buffs. Outside of these values, DPS can vary wildly.
Secondly, it makes *capping* spellhit bizarrely important, as missing that one spell which is doing a quarter of your damage and proccing all your special buffs on which the rest of your DPS depends is brutal. So lava burst effectively forces to prioritise gearing for a precise value of hit and haste and then juggling everything else around those, seriously limiting gearing options and reducing the effectiveness of haste as a stat. And the effectiveness of crit as a stat is already reduced by the guaranteed LvB crit mechanic.
I just think it's a bit of a silly spell in practice. I think it made more sense before the flame shock glyph or the cooldown were added.
Lambform Apr 3rd 2009 3:42AM
"Secondly, it makes *capping* spellhit bizarrely important" Spell hit cap is amazingly important with or without lava burst.
Charles Apr 3rd 2009 7:32AM
In a pure DPS environment, spell hit is normally about a 1% damage increase per 1% increase in hit chance (slightly more at extremely low levels of hit). This means that with the items available to a gearing-up caster there's the opportunity to make trade-offs: for example, a green +hit piece you got in a level 76 quest which takes you to the cap would be worth less DPS than the blue that just dropped in a heroic but has no hit.
With lava burst and its interaction with flame shock, the figure varies dramatically depending on the RNG. Point being that for some casters you can choose to take an item with superior stats and remain a little under the hit cap while you gear up. Elemental doesn't have that luxury. Even a 1% hit deficit can reduce damage in a fight by 5% or even more, depending on the RNG. Thus for elemental, capping spell hit is *bizarrely* important because it has a much greater effect on their DPS than that of other classes.
Pope Jamal Apr 2nd 2009 11:19PM
"That's the most amazing piece of sarcasm I have seen in a long time"
I've seen that somewhere else. Copy/paste is teh hardz. It's not really much more imaginative than the so-so first post it criticizes.
-Little effort
-Too Long
3/10
Would not read again
tgcam Apr 3rd 2009 2:09AM
actually, i can still auto attack and drop totems while im hexed. unless they changed it recently....
Mithgroth Apr 3rd 2009 9:59AM
"While hexed, the target cannot attack or cast spells."
YOU!
h4XX0R!
Kay Apr 3rd 2009 2:23PM
I don't do pvp, but Totems are in the physical school now (As of 3.0 I think? Possibly earlier.) and are therefore not considered a spell. It would make sense that they not be blocked specifically by a spell-blocking effect.
Gabba Apr 3rd 2009 10:50AM
Both spells are completely meh. Hex in particular I've got no time for, except for comedy value. To be of any use it should proc of MW.
Katz Apr 3rd 2009 5:23AM
I don't see it mentioned so I'd also highly recommend picking up Glyph of Flame Shock (http://www.wowhead.com/?item=41531) as soon as you learn Lava Burst, which stops LB consuming your shock.
Mithgroth Apr 3rd 2009 9:33AM
Yeah, second that comment.
Flame Shock Glyph is a mandatory glyph for every Elemental Shaman and one of the major DPS increasing glyphs for two reasons:
1) You don't have to cast Flame Shock over and over in every rotation, you save a GCD.
2) Flame Shock keeps ticking and it deals some serious damage in long term. Also with upcoming T8 (2) -correct me if i'm wrong- set bonus, your Flame Shock DoT damages will have the ability to be a critical.
@Katz:Better to call LvB in order not to confuse LB with Lightning bolt :)