Totem Talk: Analysis of Shaman Q&A

- One longer-term change we are considering is removing the buff totems (replacing them with normal spells) and making all of the totems do something more active, like the current damage or healing totems. We've even discussed letting shamans carry a totem on their back (the tauren do it already) but that may be too far out there.
I don't know how I feel about the idea of losing Windfury Totem and getting some kind of Windfury Aura or what have you, though. I mean, it would be more convenient, sure, but totems are a big part of the way the class plays and I don't know how I'd feel about losing the buff totems. I've never found totem placement to be onerous outside of the fact that I have to drop the totems individually, and they're looking into a fix for that.
- One of the features we have been working on is a way for shamans to drop all four totems at once (on one global cooldown). This will hopefully make the totems more attractive while soloing and will let the shaman in a group environment quickly get his or her totems down again if the group has to move or they get destroyed. We'd like to get this feature in soon, but we want to make sure the user-interface works well and feels integrated to the rest of the game, so we can't yet announce a date. And of course, this is still in the planning stage, and so subject to change.
A couple of weeks back we talked about enhancement finding themselves getting hit hardest by the AoE damage in Ulduar - turns out it's not just that enhancement have the lowest stamina on their set gear (although they do) but it's also an artifact of the class. "Shamans currently have the lowest base health of any class, and this often leads to concern over their survivability." It turns out that this comes down to us from the original design of World of Warcraft, and that the current plan is to change it. "This is one of those weird legacies that has been in the game forever. Nobody currently working on classes can remember why that decision was initially made, so we plan to revert it for 3.2." Since elsewhere in the Q&A they talk about how shamans were designed in tandem with paladins as the 'offensive hybrid' to the paladin's 'defensive hybrid' (wow, how times have changed) I imgaine the shaman's lower base health was meant to be balanced by their offensive options like purge and windfury.
What's really odd about this is that back in the day, enhancement actually had a few tricks that made them decent tanks. Rockbiter was a solid aggro tool at low levels, for instance. My orc shaman tanked Wailing Caverns for a group back before the gates to AQ had even opened yet and Silithus didn't even have any real point to going there. (I think he hit level 20 just around the time they put the Cenarion Circle outpost and flight point in, before that the only FP was closer to the entrance to the zone.) It's interesting to see the changing nature of the game interact with such older design elements, I guess, but I'm still glad it's getting changed.
- Q. When itemizing for the shaman class, what are the aspects that are looked at, and are there plans to make additional improvements to the way itemization is done for the class or for specific talent specs?
- A: One of the problems we have with dropping one-handed weapons is the overlap. If we drop axes, rogues can't use them. If we drop swords, shamans can't use them. If we drop fists, death knights can't use them. We are looking at changing one of these restrictions in 3.2, though it likely won't be for shamans to use swords.
I am mildly sad (but not surprised) to see the nails driven further into the coffin of two hand weapon use by shamans. I know it's the way Blizzard intends the various specs to function (dual wield for enhancement, caster weapon and shield for elemental and restoration) and it's been said numerous times, but anyone who leveled up and remembers the glorious day your 2h weapon finally has windfury on it can understand my nostalgia here. Boom! Things go flying apart into chunks! Boom!
Finally, the discussion of PvP was interesting. The only time I PvP is as resto because, frankly, as enhancement I get kited to death too easily even with Imp GW, and that's not even taking a rogue deciding I should be dead in the amount of time he can keep me stunned into account. The points made about shaman mobility and how healing shamans are very strong in fives (which leads to them being focused down first, and the survivability being low in that circumstances. Elemental has a niche as a 'kill the wounded guy' spec according to Blizzard.
- One of the challenges of designing the shaman class is that we think it is one of the most challenging classes to play in PvP. (Players sometimes call this having a "high skill cap.") The shaman has to think about defense and offense at the same time, while many classes can worry about one or the other. For example, a Holy paladin can concentrate on keeping his or her group alive while the Restoration shaman has to do that while also keeping totems up, offensively purging buffs from the enemy team, using Wind Shock to interrupt spell casts, etc. The challenge is making it not too difficult for the average player but also not too powerful for the guy who can master all of the shaman's tools. (Warlocks and hunters have very similar challenges, by the way.)
Finally, yay, they're looking for ways to kill totem stomping macros. Awesome, get that done, can't wait for that. I'm fine with totems being easily killable but not with people not even having to target the things to kill them.
There's a lot more in the Q&A than we can possibly cover here... the discussion of how to place relics in the game, on bosses or badge vendors, I found of particular interest. I'd almost always go for vendors myself, as these drops quickly become shards once every shaman has them. I recommend going over to read it in detail, to see how Blizzard views shaman itemization, the current raiding role of the class and how they believe it's doing, and so on. I intend to discuss the healing portion of the Q&A in its own post soon, as shamans as healers are currently very different from their BC role.
Next week, possibly healing in depth, and possibly Ulduar.
Check out more strategies, tips and leveling guides for Shamans in Matthew Rossi's weekly class column: Totem Talk.Filed under: Shaman, Analysis / Opinion, Blizzard, News items, (Shaman) Totem Talk, Forums






Reader Comments (Page 1 of 3)
Mailia Jun 12th 2009 2:12PM
If they let shamans carry totems on their backs, they better let hunters do the same with their bows.
Nick S Jun 12th 2009 2:13PM
While I believe Shamans *do* need PvP improvements, Shamans aren't crippled in the Arenas - I've seen good Enhancement Shamans paired with Priests absolutely shut down an Unholy DK, a feat few classes can claim. A good Elemental Shaman with support does absolutely devastating damage. And Resto, paired with classes like the DK, is hardly worthless.
I cheer improving their representation, but I also hope that Blizzard doesn't make the same mistake they made with Resto Druids - turning them into durable, infinite-mana machines with the best healer CC in the game that suddenly dominate 2v2s by huge margins with more viable comps than any other healer. Druids were so bad in S5, but even seemingly minor changes can tune a class to a point of OPness.
Angus Jun 12th 2009 2:44PM
If it had been a rogue with that priest the DK would have been just as dead, or worse. Not like Enhance can stun, interrupt a bunch of instants, or do anything the rogue couldn't do better.
One of the best Enhance shaman in the Arena was Push. He went resto so as not to gimp his team after a while. He admitted that if he was playing a different toon he'd likely have had a better rating at the time.
Look him up now. Hint, he had a lot more lifetime kills than the only tauren shaman (who can't get above 1200.) Which means he gave up.
Shaman used to be dangerous in PVP. Then arena came and the devs decided to hose them royally so they wouldn't be.
Nick S Jun 12th 2009 3:10PM
Actually, the Shaman shut us down by purging and maintaining a cleansing totem, which prevented diseases from staying up for more than a couple of seconds. Without diseases, the DK's damage was meaningless, and the Priest was free to Mana Burn me while I tried to heal through the not-inconsiderable damage the Shaman was dealing to my DK. If it'd been a Rogue, it would have been a very easy game for us, actually. After their initial burst, Rogue damage is very manageable against a double-plate team as long as they don't get a re-stealth.
sooper Jun 12th 2009 5:21PM
If you let him cast cleansing totem, cleanse himself, and purge you both all while burning your DK down, it sounds like you need to play that combo more because you let him have free reign. That's a heck of a lot of "self" time. With no stuns, or fears, and he was able to shut you down completely... sounds like your DK doesn't really know his options.
Not that I know the situation but I know my class and how much it would take for me to focus on myself, drop totems repeatedly (assuming you were destroying them), and shut down someone that can strangulate me for 5 very critical seconds.
"Well... he had cast Bloodlust..." - It's a shaman. Chain-Icy Chain his ass and make him come to you... there goes that. Then strangulate him (cast something to make sure his grounding totem has vanished first) and for the next few seconds, eat him alive. With low health and mail vs. plate-wearing-disease casting DK, that healer shouldn't have enough time to think about you.
But again... it's a skill thing. In any case that much focus on himself shouldn't accompany your total annihilation in a matter of seconds, imo. Or maybe the ones my DK has come up against and my knowledge of my shaman and class helps me know what to do.
Amaxe Jun 13th 2009 9:06AM
Everyone knows that a Enhancement Shaman is just a DK wearing chain ;-D
Rahni Jun 12th 2009 2:14PM
I have been in some discussions about the totem issue. One Idea put out into chat was a customizable Totem pole (pole has 4 slots, each one corresponding with one of the elements) then poof one GCD when you drop the totem pole. Give us one or two poles that we can customize for groups/raids/soloing.
Zach Jun 12th 2009 2:20PM
I approve of this idea.
Jack Spicer Jun 12th 2009 2:32PM
Are you crazy? The best solution would be to make totems instant spells so you could just macro four /cast's.
JBluntz Jun 12th 2009 2:49PM
@Jack: that.
Why does everyone want to make it so complicated? We don't need a special interface, we don't need some new mechanic. Just take totems off the GCD (like trinkets) and call it fixed. Anyone who wants to do anything special can use the macro system or the plethora of addons to do so.
Badger Jun 12th 2009 3:02PM
Aesthetically, a "Totem Pole" would be cool. I think it would probably fit the description of a "wearable totem" mentioned in the Q&A.
Functionally, however, I have to agree with Jack and JBluntz: The simpler, the better.
Zep Jun 12th 2009 5:34PM
I like that idea. You can "wear" 4 totems on your back, but they have to be the 4 totems, together, that are in your "totem pole." You can drop totems individually if you want a different arrangement, but they won't travel with you, and resetting your totem pole is on a 1 hour cooldown.
Svavar Kjarrval Jun 12th 2009 7:32PM
I'd like it more if it was off the GCD and had a special cooldown timer for each element which was an equal length to the GCD.
Ultranator Jun 13th 2009 1:36AM
Definitely don't want a totem pole. You're taking the beauty of the totem mechanic (having the ability to drop 4 awesome buffs/spells customizable to the situation at a time) and then limiting yourself to just 2 sets of those.
/agree with getting rid of the gcd
Robert M Jun 12th 2009 2:18PM
MORE FISTS! MORE FISTS! MORE FISTS!
I would prefer more caster fists myself. The only problem currently is that druids and shaman could both use them and Blizz likes to tack on all that spirit for druids so the fists would still lean one way or the other depending on the itemization of any particular weapon :(
http://fatchickstank.blogspot.com/
Evelinda Jul 13th 2009 10:10AM
More fists indeed... some kick ass caster fists would be great, but frankly, i'd just like more fists in general. and surely rossi is right when he says that other casters should be able to use fists.... i mean, a mage has unarmed combat skill, right? he knows how to punch people? so how come he cant do it with a glove with some studs on it on his hand? if they could (along with the other casters), then that would probably be some encouragement to introduce more caster maces.
BTW, i just read the article on fist weapons getting so little love, and its so true... its kind of ridiculous to expect them to put in some more lowbie fists, but damn it would be great. And to this day i think that the fists that drop from trash in hyjal are some of the best looking weapons in the game (if not the best looking), particularly in combination with the shaman t5... rowr!
Menchi Jun 12th 2009 2:27PM
I can't believe you're against giving us buffs and new totem abilites over the old method!
That is like the one thing i was amazingly excited they were contemplating. In ulduar as enhance i have specced out of improved windfury and if it was in a worse spot would probably even spec out of enhancing totems as so many fights are mobile that unless totems cover 100 yards there is no way to stay buffed 100% of the time and so i'll just let the dks keep up horn of winter and frost presence to keep the raids dps up over loosing the buffs 20% of the time as we're out of range. The mana cost of totems is too high to drop them multiple times.
Maybe if blizzard gave us the 1 gcd macro and the mana cost of all of them was nothing except the magma totems i would agree but as it stands totems are annoying to deal with. I've never had a problem dropping them in the beginning it's having to spend 4 seconds redropping them if we move out of range, the mana cost, and the choice of even redropping them as the boss might just be moving again.
I'd love to get strength of earth as a buff as enhancement (tie it to the talent if you want) that would allow me to continue to buff my raid and still provide my totem utilities like tremor totems and earth bind, or windfury and grounding totems in pvp. We're the only class in the game that can't use their utility spells and their buffs at the same time and it's a big reason enhance in particular's dps is so low in arenas.
Not to mention i'd love to see them add in some cooler damaging totems that aren't just fired based like an earthquake totem that can knock stealth out while dealing aoe damage.
Angus Jun 12th 2009 2:30PM
My problem with the fist thing is that it doesn't actually fix the issue.
Look at Orc shaman. Where are the darn axes?! Seriously, I see DPS swords and daggers all over the loot tables. Tell me why it is okay to cater TWO weapons to pretty much one clasee (Rogues) but doing it for shaman is somehow seen as a bad thing? Maces and fists are shared, so while Shaman get ZERO weapons tailored to them, Rogues get two and they dilute the shaman pool since there are a bunch of maces and fist weapons (off hands or 1-handed) that are fast as heck.
Acting like they want to not gimp people while ignoring the fact that it is okay to tailor to Rogues seems pretty insulting to me.
Here's an even funnier thing to look at. They had 20 levels to fix it but we Shaman are still sitting with their highest base stat being SPIRIT. That stat that does absolutely nothing is higher than anything else on them. Exactly why did they not fix this when they were trying to fix it so enhance was a good melee spec? Putting the huge amount of wasted points in this stat towards stamina along with some small gains to Int, Agi, and Str would have gone a long way towards fixing the classes suvivability.
The Q&A didn't really make me think they are serious about fixing the class. They told Druids they were working on forms 3 years ago. Waiting on the totem pole better not take as long. I'll be playing Diablo 3 or some other game by then.
Clbull Jun 12th 2009 2:41PM
Imho, I think it would have been interesting if they kept with allowing Shamans to tank, by lets say giving them Plate armour in deep Enhancement and more tanking based talents.
As for the Q&A, I agree that Shamans currently have the worst survivability in PvP, and I initially thought that Hunters had the worst (until i tried Shaman in PvP that is)
Fuseitana Jun 12th 2009 2:44PM
The one click totem pole drop would be a good mechanic, but we'd still need to be able to drop just a single totem - like Magma on all the spider trash in Naxx.
The overriding by DKs horns & frost are problems, why drop a totem that only covers part of the fight area when his covers the players? Maybe have the buffs 'sticky', so that once buffed & in combat the buff doesn't depend on range from totem.
And the improved health is great to hear. Too many times aoe has killed me and everyone points and says aggro magnet. I should be able to stand up to at least one aoe from any trash.