Totem Talk: Patch 3.2 PTR
Patch 3.2 has been announced, and shamans saw some changes. That's the short version.Well, we've had the big patch notes bomb dropped on us, and they weren't kidding about changing restoration around, were they? Of course, if you're an orc shaman, you also got expertise with fist weapons added on to your racial, which is pretty neat all told. We also finally saw the debut of the new totem interface, which I can't say enough good things about. The ability not only to drop up to four totems in one GCD but to have up to three customizable sets of four totems for different uses (I plan on making a set just for when there's no DK's around and I can finally use Strength of Earth totem instead of freaking Stoneskin) just made the clouds part and a host of glorious angels descend upon me. Turns out they wanted some money, but still, for a moment it was pretty keen.
Before we get rolling, though, I want to remind people: I want your horde screenshots! Otherwise this column is just going to be goat-men from the Twisting Nether, and I know you don't want that. I personally don't care, but you guys get so upset, and while that orc racial does make leveling my orc shaman appealing, I don't really think I have the time.
I should probably also mention that rogues got axes in an attempt to give the design team more freedom to actually put some axes into the content. (Yay for one 1h DPS axe in all of Naxxramas, EoE, the Obsidian Sanctum and Ulduar!) I can only look forward to the host of axes in Argent Coliseum that are too fast for shamans to use effectively. On the up side, goodbye, totem stomper macros! We hate you!
First off, let's look at those patch notes for shamans. We'll break them down and comment on each change as we go along, to save time and allow me to use the plural personal reference for no good reason at all.
- A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
- All Shocks now have a default range of 25 yards, up from 20 yards.
- Base health increased by approximately 7% to correct for shamans having lower health than other classes.
- Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
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Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
Disclaimer: if you are not my wife, I'm not allowed to kiss you. Unless you're an distaff relative. So if any of my aunts are reading this, get ready for some tongue I guess.
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Talents
- Enhancement
- Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman's attack power, down from 30%.
- Enhancement
I guess I'll be using Shamanistic Rage more often. Not a really big deal, I don't think, one way or another. The ability will grant less mana when you use it but you'll use it every minute so it will average out and you won't have to wait the extra minute if you're feeling low on mana. Not entirely a non-change but not terribly significant, either.
And now we get to the big list of changes, namely restoration. Hold on to your hats, they've done a lot of work on this tree, it seems.
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- Restoration
- Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.
- Restoration
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- Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
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- Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
- Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%.
- Mana Tide Totem: Totem health now equal to 10% of the shaman's health.
- Nature's Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman's maximum health by 3/6/9/12/15% for 10 seconds.
- Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
- Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
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- Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.
Overall this is a pretty solid patch for shamans. Some of the changes (axes for rogues, for instance) are intended as an indirect benefit to us, while the restoration overhaul is pretty solid and seems aimed both at giving us some group healing bite back and making us stronger single target healers. And man, I cannot exaggerate how happy I am about the totem changes. What the heck, I'll threaten to kiss people over those, too.
Check out more strategies, tips and leveling guides for Shamans in Matthew Rossi's weekly class column: Totem Talk.Filed under: Shaman, Patches, Analysis / Opinion, News items, Talents, (Shaman) Totem Talk, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Me Jun 20th 2009 9:17PM
* Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman's attack power, down from 30%.
Considering there were times when I was bringing mana bar to full and more in 1 SR, this may actually increase total mana gained (by reducing waste). Yay!
Moonfaxx Jun 20th 2009 9:53PM
Exactly. Currently, SR is overkill, and lowering the amount it gives and the CD both by half does much more than just "cut things in half." It lower the amount of wasted mana generated by the talent. Methinks this change deserves a lot more credit than peeps are giving it.
The Claw Jun 20th 2009 10:04PM
Also it means the damage reducing effect of SR will now have double the uptime. If you hit it every cooldown that's 25% uptime on 30% damage reduction. A great tanking talent. :-)
Moonfaxx Jun 20th 2009 10:30PM
Mhmm. My guess is that each usage will still restore your mana from nothing to full, because SR currently doesn't take half of its duration to restore all an enhancement shaman's mana (for the vast majority, anyway).
Angus Jun 21st 2009 10:08PM
Yea, the big thing is the increased uptime to the damage reduction.
Currently I was making due with a low mana bar because I knew a big AE damage spike was coming in a minute and I needed the damage reduction. Now I just hit the button as I will likely have it anyway.
This is a good PVP change because now you have it twice as often. More survival with more health will hopefully make things less stupid. Not that enhance should be in anything other than BGs and WG anyway, but it helps.
gn0m3y Jun 20th 2009 9:17PM
I'm pretty sure ghost wolf will now null chains of ice due to the chains of ice 3.2 ptr change, making it a 95% movement impairing effect. imo
fishinfool2136 Jun 20th 2009 9:22PM
geez no ele love wtf
katyanna Jun 20th 2009 9:54PM
Elemental doesn't really need any changes, and I think the changes they have made to everything else were well needed and deserved. Hell, I'd be happy if they gave us nothing but the new totem interface.
pieceofcrap Jun 20th 2009 10:59PM
* All Shocks now have a default range of 25 yards, up from 20 yards.
A solid, unremarkable but welcome change. More range is good.
This change is definitely more than "unremarkable". For elementals, 5 yards more to our interrupts, slows, and flame shock? Amazing. They'll probably change the flame shock range increasing talent though, as a 40 yard flame shock might be a little out of line with other caster ranges (aside from judgement from holy paladins with their talent, but they're supposed to be healers, so a 40 yard range is in line with its other healing spells)
yokumgang Jun 20th 2009 9:36PM
"If it works on Chains of Ice I may have to kiss someone. (Note: Yes, it's going to be you. And I'm going to use tongue. Lots and lots of thick, muscular tongue. Hope you like beards.)"
You mean the new Draenei mustaches?
Risq Jun 20th 2009 9:43PM
I had a friend complaining about the lack of ele changes, but remember, these are initial notes! Who knows what else they'll add?
Yay for healing though!! I've been healing a bit of Uld and I'd really like to use chain heal more! =D
Picture of hordie shaman: http://i116.photobucket.com/albums/o38/NerdChic777/Rag.png
It's old, kk? >.>
D Jun 20th 2009 9:45PM
"A pretty solid patch for shamans?"
With zero changes for elemental.
Sure the totem changes are great (and I really think they are great) but they address none of elemental's concerns -- concerns that even the devs know are huge issues as seen in the Q&A. The changes thus far do absolutely nothing to help our raid utility, our DPS or our mobility in PVE.
Garmr Jun 20th 2009 10:04PM
Mobility in PVE? Hellooo? Dropping all 4 totems in one GCD? That gives us one and a half GCDs to throw a lightning bolt and a half, say.
Move, plop.
Move, plop.
Move, plop. HIYA! WOOHAH!
Move, plop. EARTH, WIND AND FIRE, HEED MY CALL!
Instead of...
Move, plop...plop...pl-
MOVE...plop...plo-
MOVE...plop...plop... fight's over.
"B-b-b-b-ut...!"
D Jun 20th 2009 10:43PM
Garmr -- while that certainly helps our buffing mobility -- it does diddly squat for our DPS-mobility. In fights that increasingly involve being on-the-run, the ability to drop buffs is only slightly helpful. It's convenient but that's all it is. In a situation where many of our buffs are given to other classes -- how often do you drop all 4 totems at all? For me -- boss fights, that's it. IF then. IF they're needed. I certainly don't drop them all on trash.
A change that would be welcome and greatly improve our ability to DPS while on the move would be to make our fire-DPS totems castable at a target's feet, while granting the ToW buff to ALL fire totems so we don't gimp our own DPS in order to drop the once-amazing and now just so-so ToW.
Artificial Jun 21st 2009 2:45PM
"With zero changes for elemental. "
Hmmph. I'm elemental, and I count four good, solid changes for me. Learn to count...
D Jun 21st 2009 5:06PM
@Artificial -- please feel free to elaborate.
There's nothing there specifically for elemental. For shamans in general, sure. The totem changes are a good change... but as I've said, so absolutely nothing to help the problems elemental has in PVE that even the devs acknowledge we have.
Greenman Jun 20th 2009 9:56PM
I always know I've read a good article when I realize at the end it was not even about my class. :P
Good article, nice to know my shammy buddies are getting some buffs. :)
gn0m3y Jun 20th 2009 10:01PM
I kinda end up always reading about the other classes more than my own. I don't like bad news.
Garmr Jun 20th 2009 10:18PM
@katyanna
Uh, what? Flame Shock + Lava Burst is almost a waste of two GCDs right now, we're almost back to Lightning Bolt spam like it was in the Dark Days (aka Burning Crusade). Elemental needs a LOT of help. They were doing decently at WotLK launch, but now they're hurting to keep up. They're not bringing anything unique to raids, the DPS they are doing is sub-par, and there's no variation or strategy to playing them in a raid situation. We're losing our slots to MOONKIN DRUIDS for corn's sake :P
If you had told me in vanilla that a moonkin druid would take my spot in a raid I'd have laughed so hard...
Jalaris.Ghostlands Jun 20th 2009 11:18PM
I mostly agree with this. It would be a huge help if shocks where put on their own cool down. Right now you hit Flame Shock wait for CD then hit Lava Burst and wait for CD. That extra FS CD just hoses my rotation.
One thing missing from the patch notes is the mobility improvement that was discussed in the Shammy Q&A. Elemental Shammies are nearly useless in fights that require a lot of movement. Similiar to the problem that melee has with Emalon.
I really think Thunderstorm needs a rework as well. It's just not that useful in its current form. I might use it for trash pulls, but usually don't bother. I'd like to see it completely redesigned as an true AOE but would be happy with an improvement in damage even if it means an increase in CD.
I agree that there will always be one slot for Shammies in a raid. The totem buffs and heroism are too useful to be excluded. However there just not enough separation between the specs to justify a second Shammy in a raid. With these patch notes it would seem that single slot is destined for a Resto Shammy.
Lastly, I'd like to see an improvement in the El rotation It is rather boring and very predictable. I'd love to see a proc or two added to the rotation just to mix things up. My warrior uses one CDs, one DoT, two Procs, and a Cast (Slam) in his rotation. In contrast my Shammy uses one DoT and three CDs. The Warrior rotation will keep you awake, the Shammy not so much.
I love the changes so far, but would like to see a few more changes.