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
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Reader Comments (Page 2 of 3)
Rattleshirt Jun 12th 2009 2:46PM
Maybe I misread something - but it didn't seem to me that they were talking of making our buffs an aura - but more of a straight up 'buff' spell, similar to MotW or AI.
The only way I could see to cut the possible OPness of such a thing would to put a max range on the effect (similar to an aura) or make it concentration based (similar to what DAoC had).
Concentration buffs were cool and obnoxious at the same time. You could cast a dozen or more buffs on different people, but that was all - once your concentration pool was spent, you couldn't buff anyone else without dropping an existing buff. This meant you could use more than one shaman in your raid, but weren't limited to only getting buffs through your immediate group.
I love fist weapons too - WraithStrike was on my wish list from the first moment I heard of it. I wouldn't mind being able to craft more fistweapons with BSmithing - I think there is only one pattern that I've seen (though I can't find it on WoWHead now for some reason...).
I am definitely looking forward to not having 4 pack slots eaten up by totems - more room for DRESSE COLLECTION! =D (at 120+pcs now)
~Rattleshirt
Peter B. Jun 12th 2009 3:17PM
Once you get a Relic in your "ranged" slot, you will notice it says "Counts as an Earth, Fire... totem." You can safely move all your totems to your bank (they can't be deleted outright).
Badger Jun 12th 2009 2:57PM
"On the one hand, boo to anything good for DK's. (Let's see how long it takes the DK players to grab the torches and pitchforks! Just kidding, guys, I love the way you overwrite all of my good melee buffs.) But on the other hand, more fist weapons! Yay!"
I laughed out loud at this. This is the best summary of the thoughts of pretty much any class with beneficial group spells that has ever grouped with a Death Knight.
extramedium Jun 12th 2009 3:01PM
They have the lowest base health probably because of how OP they were offensively when the game first came out. Before all the CC/stuns/heal debuffs in the game currently, plus their burst was a lot more powerful back then comparatively. It seems like ages ago, but general chat and the forums used to be filled with 11 year olds claiming that all Blizz devs played Shamans.
Lemons Jun 13th 2009 6:39AM
I doubt the fact that the class was OP 3 years ago has any effect on Blizzard's design process now...although, come to think of it, it's kind of hard to think of a class that was OP in the past that Blizz allowed has became OP again (for more than a few weeks at least)...
RaidShaman Jun 12th 2009 3:58PM
"A lot of the spec’s damage come from procs and sustained effects, while PvP is more about front-loading damage at the right moment. We definitely can make some changes to give Enhancement more of that, but it requires a lot of changes to the talent tree and playstyle and not the kind of thing you can just hotfix in."
As a PvE enhancement shaman, this makes me really, really nervous.
Every time the subject of arena/PvP balance comes up, I cringe. Sooner or later the Quixotic quest to balance this one small part of the game is going to do something really horrible to PvE enhancement shamans.
I happen to think life is pretty good. Sure, I wouldn't mind more health. Sure, I wouldn't mind dropping four totems at once. Sure, I wouldn't mind an earth totem that does something useful in a 10- or 25- man raid.
But I sure don't want my entire talent tree rewritten (again) so PvP can do more burst damage.
As far as tanking, no, I don't want to tank, but it'd sure be nice if the Earth Elemental could do it for at least 15 seconds or so; I've never bothered to bust it out in a raid, because the poor thing already gets one-shotted by trash mobs in heroics. Let Rocky save the raid when the tank goes down and the boss has 1% left!
Demigod Jun 12th 2009 6:48PM
Amen to that!
Dave Jun 13th 2009 12:54PM
You might want to play around with the Earth Ele again post 3.1. 20K health and buffable makes it a bit more handy. I've used it in combo with a healer to wrangle Chow on Gluth 10 for a decent bit.
JBluntz Jun 12th 2009 3:28PM
At least for enhancement, I don't think the real issue is the type of weapon drops, but the speed. Blizz has said so many times, 'enh shammies must use slow WF/slow FT', but they won't put any weapons in the loot tables for us! Observe:
Out of 74 weapon drops in Ulduar, 13 of them are usable by shaman. Out of those, only 4 are speed > 2. Half of those drop from 25-man (both from keepers' Caches). From the 2 that drop in 10-man, one drops from Yogg.
In contrast, there are 15 fast weapons in the rogue set (DPS-itemized swords/daggers/maces/fists).
The only way allowing DKs to wear fists would help is if slow fists are added to the loot tables because of it. Do DKs prefer slow weapons like we do?
Dave Jun 13th 2009 1:04PM
Not in the offhand slot, and that's really the problem: no other class wants a slow off hand yet it's required for Enhance dps to work effectively. They're all designed around Slow/Fast by and large, save hunters who're basically indifferent to the speeds on their stat sticks as long as the stats add up to the largest beneficial number for them.
The hand specific tendancy of fists compounds the problem. It just means the potential for more main hand weapons we can already use, or more slow off hand weapons no other class wants unless the fix to DK dual wield is going to be to make it more like Enhance in play; which would seem to go against the Blood Caked Blade proc dual wield used to rely on IIRC.
All I know is I'm getting tired of grinding Naxx for Angry Dread while every other melee class sees multiple weapon drops a night.
Tonez Jun 12th 2009 3:38PM
Undo all the changes you have made to the Shaman class since the windfury nerf. Give the Shaman a Titansteel Ripper, some cloth gear with no stats, and start counting the bodys. Problem Solved.
ash Jun 12th 2009 6:10PM
That's interesting what they wrote about shammys still being considered counterparts to pally's even after all this time. It makes me wonder about the different counterpart abilities and the way they affect play, especially in pvp. For instance, Shammy's have snares with pretty low cooldown as compared to the freedom of movement abilities on Pally's that have been repeatedly nerfed in terms of duration and cooldown. Ironically, what I read here and in other places is how much (enhance) shammy's get kited around. The stam fix sounds like a good thing, though, but I think they may need to add something else to the mix. Maybe add a pvp talent that turns resilience into armor or something.
D Jun 12th 2009 6:11PM
While a lot of elemental's problems were lightly touched upon -- one noticeable exception is how/why we do not scale well with raid buffs. So, that is disappointing b/c it's a big issue that will only as bigger as we progress through content.
An int->spellpower or even int->crit would be very helpful for us.
Tassedar Jun 12th 2009 7:16PM
the main issue with shamans haveing been one since the launch of BC is our lack of escape abilitys for those oh crap i screwed up im gunna dies. mages iceblock rouges cloak of shadows shadow step vanish blind stun stun stun stun stun priests little cloude of haha shields fearbomb warlocks fear life drain warriors fear bladestorm plate dks facerolls druids shape shifting of skill healing to full while runing with 3 people beating on them
shamans stuned dead
shamans crited dead
shamans silenced dead
shamans heals for a few seconds dead
i dont care about you folks who say hey i saw this shaman in 2v2 just obiterate my team with a priest and yada yada shaman was probably carried through most the damage so at any rate shamans pve are fine could we use a bit more dps maby but we cant do jack in pvp all our skill dosent change the fact a shaman vs paladin we are dead skill level the same
Agerath Jun 12th 2009 11:27PM
My god, that was painful to read.
Adam H. Jun 13th 2009 8:00AM
Please, use some punctuation!
Lemons Jun 13th 2009 6:33AM
"The shamans who master all of the classes abilities in PvP (and brother am I not one of those) doesn't get the bang for their buck, so to speak, that other classes can currently muster in PvP"
Come on...Shamans are in a better place now in pvp then they've been in a long time. I have died more to ele shamans (resto has always been good in pvp) in the past few weeks then I probably have in my entire WoW playing career. I've seen plenty of shamans insta-lava burst me for 7-8k, about a third of my health, I think that's your "bang for your buck" right there.
Shamans are a lot like hunters: a poorly played hunters sucks, and sucks hard. Meanwhile a well played hunter is a force to be reckoned with. The same goes for Shamans. I would take pride in that large skill gap (assuming you are on the better end of it), because if your a shaman doing well in PvP you certainly didn't get there by button mashing or taking advantage of class imbalance.
As far as Enhance goes...you can't have everything. Us rogues have a single pvp viable tree, the way I see it Shamans now have two. It would be nice if Enhance was PvP viable, and it would be nice is Subtlety was pvp viable too...will either of us get our wish? Only time will tell.
Amaxe Jun 13th 2009 9:21AM
The elemental shaman can get an insta crit by using Flame Shock+lava Burst yes. Of course said combo has a long cooldown. Been awhile since I used my dual spec, but you are, even with the right talent build, having a 1.6 second cast time (more or less. I forget what level of haste I have) and about a six second cooldown.
7K however is having incredibly specialized gear and a lot of buffs on the shaman. I can average 4K crits with mediocre gear and personal buffs (if I didn't have the latency issues i've bitched about before it might be higher).
Stealth and stunlock the Shaman and his insta crit LB is kind of worthless
Lemons Jun 14th 2009 6:27PM
Well I'm talking about PvP shamans....meaning shamans with PvP gear. Shamans wear mail...they have a shield for even more armor...have Astral Shift...and many have a fair amount of resil, so most decent shamans can withstand my stunlock with at least half health leftover, and once they're out they just throw down Stoneclaw totem to absorb my incoming damage, and then an Earthbind to root me while they hop away into casting range.
No decent shaman is getting stunlocked from 100% to death anymore, unless the rogue is in full Ulduar hard mode epics with a nice stack of AP buffs to boot.
On another topic...I don't like the way blizz is treating the classes lately, they're running out of ideas. Shamans are essentially mail wearing mages now. Earthbind = Frost Nova, LB = PoM Pyro, and Stonclaw = Mana Shield/Ice Barrier, if they give them an "Astral Jump" blink type ability the transformation would be complete.
Pfepfe Jun 13th 2009 12:40PM
Sham buffs should stick like most others(wis,int,fort) Mana and healstream should be castable or auras and totems that do not buff should remain the same.