Totem Talk: Getting into the Spirit of the thing

Before we get rolling on the changes that shamans haven't seen yet in the various notes to patch 3.2, let us take a look at what notes we have seen, especially the most recent ones.
- Shaman
- Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
- Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
- Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.
Still, not having to use ES as an interrupt will be a positive boon for elemental shamans who saw their DPS nosedive every time they had to keep that cooldown open for Earth Shock instead of Flame Shock, and it's not going to terribly impact enhancement in PvE at all. So I'd definitely call this one, on the whole, a positive change. And having Maelstrom affect Hex is just hilarious. Hex is kind of the poor man's poly in PvP, a combination snare and disarm that can be trinketed out or dispelled.
So, we've now established that the changes, while minor, should at least be positive for elemental shaman DPS without being painful for enhancement. But we're still left with restoration getting the lion's share of the changes this patch and I know from experience that shamans are not finding a lot of DPS mail for casters in Ulduar, that elemental shamans found the recent Q&A somewhat underwhelming, and that there have been reports of DPS not in line with that of other classes or even this class before patch 3.1.
I think it's safe to say that enhancement is in fairly good shape in 3.2 with increased health to help them deal with the only real issue afflicting enhancement in high end raiding, that is, that they die a lot. Restoration is getting quite a few tweaks to increase its flexibility as a healing spec, and so we're left to consider what, if anything, we might see for elemental shamans in the upcoming patch. Sure, we're just blue skying here, but let's consider.
Better itemization on gear
This would be my number one wish for all shamans in patch 3.2. While I am not as hostile towards armor penetration on my gear as the vast majority of enhancement shamans, I don't like seeing the stat on there (I'd almost always prefer to see expertise or even straight attack power, hit or haste for Maelstrom Weapon procs) and as for elemental shamans, the dearth of gear with stats they want instead of restoration focused MP5 is getting somewhat ludicrous at our endgame. While I realize that the designer's goal is to make gear that's useful for as many specs and classes as possible, right now only hunters and shamans are likely to want mail (ret paladins, warriors and DK's just don't want agi/AP mail with so much of its item budget spent on Int, a stat they don't really use) and hunters are remarkably uninterested in mail with spell power and MP5 on it.
What I'm saying is, the only classes who even use caster mail are shamans and holy pallies (hssss, get off of our elemental mail, there's not enough of it in the first place!) and neither elemental shamans nor holy pallies really want MP5 on their gear, and yet spell mail without MP5 is ridiculously hard to find. I'm going to dare you to find a pair of good elemental boots to upgrade from Naxx 25 in Ulduar 25.
To be fair, shamans have always been a class that has itemization woes. Certainly Enhancement is better off now that it gets its AP from Agi (and Int if properly talented) but I still find the current system for caster shamans, where one totally eschews MP5 and therefore can't effectively use more than half the caster mail that drops (and using caster leather and cloth, which is loaded with spirit - a stat shamans have zero use for - is simply not a viable workaround) irritating. This leads to my second suggestion, one that I don't think has a Hostess Snowball's chance in my kitchen of making it in 3.2 but which I suggest anyway.
Make spirit viable for shamans
Spirit, as of right now, grants shamans a higher mana regeneration rate out of combat and that's about it. That's why you don't see a lot of it on mail anymore. While Warlocks can gain spell power from spirit via Fel Armor and mages can get crit from it via Molten Armor, Balance Druids have Improved Moonkin Form, making spirit more useful for them. and even Shadow Priests can use spirit to help their Spirit Tap/Improved Spirit Tap ability. And obviously Holy Priests and Restoration Druids swear by spirit. Shamans, meanwhile, be they elemental or restoration, can stare blankly at spirit heavy gear and wish that they could do more with it than try and play five second rule bingo with it. This is doubly amusing because shamans have a high baseline spirit (take off all of your gear sometime and look at your spirit score - in fact, I've done it for you). As you can see in the picture to the right, devoid of all gear, this level 80 Draenei shaman's highest stat is spirit, at 145 spirit to 141 intellect and 135 stamina, the closest contenders.
I'll even place a close-up look at the stat box here for emphasis. Naked, your best stat as a shaman is undeniably spirit.My suggestion now is that spirit grant shamans haste, through a reasonably accessible talent in the elemental tree that 51 point restoration shamans could reach (but placed at least 10 points in so that they'd have to make real choices between it and enhancement talents like Thundering Strikes) and then converting some or all of the MP5 on shaman gear to spirit. I'd also suggest having Water Shield gain a bonus from spirit to balance out having spirit instead of MP5 on gear. This way, all the various caster gear with spirit on it would grant a benefit to shamans without it being the same spell power that they were so reluctant to give mages.
In the end, I have no idea if elemental is getting any really large changes in the upcoming patch that simply haven't made it to test yet, but I doubt we'll see much more for shamans than the big resto changes. Still, I can hope. I'd enjoy playing elemental a lot more if I didn't have to pour over spreadsheets and combing loot lists trying to find the one set of bracers in all of Ulduar 25 that's worth taking. (Yay, it's Hodir hard mode!)
Perhaps it's just me, but I find the idea baffling that the shaman, not only arguably one of the most spiritual of all the classes from a lore perspective but one that has spirit as its highest baseline stat, completely eschews it in all three of its specs, including the ones that perform the same roles as other, far less spiritual classes that load up on the stuff. I just don't get it.
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, Expansions, (Shaman) Totem Talk






Reader Comments (Page 1 of 3)
Snailking Jul 11th 2009 8:15PM
>"every tank has or will have that debuff in patch 3.2"
It won't end until every class is the same or people quit.
Robert M Jul 13th 2009 10:33AM
Just for the record, the reason every tank has that debuff is because it is an ability that is expected to tank end gaem bosses.
Every encounter is designed around the idea that tanks can slow the incoming attacks. If every tank didn't have this debuff, one tank would be inferior to all the other tanks.
For anyone who says that all the classes are the same, they need to try and play them. I assure you that tanking on a paladin, a DK, and a druid are very different. I have never played a warrior in end game, but I would guess they are as well. A buff/debuff system is the best we can hope for to design encounter and still keep classes unique. Do some classes feel more like others? Of course, but when you get into the deeper nuances of the playstyles, you will find that the classes are still unique.
I personally hate playing a DK tank when things go to hell. I have no bubble for my healer, I don't have hand of freedom when I get snared. Playing the different classes will help many understand that they are not as alike as everyone thinks.
BTW ROSSI, THANKS FOR THE TAUREN! You are my new hero. That pic just had you jump Allison as my favorite wow.com blogger.
Lemming Jul 11th 2009 8:18PM
I always did find it ironic that shaman, a class about "communing with the spirits," would benefit the least from having spirit, lol.
Jack Spicer Jul 11th 2009 8:31PM
Its worth noting that spirit is exactly as useful for Shamans as it is for Disc priests.
kadield Jul 11th 2009 8:43PM
@Jack
Actually it's more useless then disc priests. Priests (both disc and holy) grab the Meditation talent to allow mana regen while casting (this allows them to use spirit as a mana regen tool, not just MP5). Pallies and Shammies do not have such a talent and, to make spirit viable for us in its current state, we would have to cast something, wait 5 seconds for the spirit to kick in, and then cast again.
So, priests and druids can use spirit *and* mp5 for mana regen while shammies can only use MP5 (and to a certain extent, crit, with the improved water shield talent)
Apra Aug 4th 2009 7:32AM
@Jack
Um... Spirit is not useless for Disc priests. There's a reason why the majority of pvp disc priests choose the Mooncloth gear over the Satin. Maybe you've heard of this talent: "Meditation: allows 50% of your mana regeneration to continue while casting".
trudycouldeatyou Jul 11th 2009 8:21PM
lol @ shamans finally getting spirit :P
Atros Jul 11th 2009 8:25PM
Paladins already have the debuff in Judgements of the Just
DragonFireKai Jul 12th 2009 2:57AM
Yeah, but you're never going to see a ret or holy pally running around with that. It's 41 points deep in the prot tree, which made it the exclusive domain of tankadins.
Atros Jul 12th 2009 3:16AM
My comments still stands. Every tank already has a melee slow (and should be specced into it). There is no 'incoming paladin ability in 3.2,' as far as a melee slow goes... it went live as a deep prot talent in 3.0.
Now, an attack power debuff, on the other hand, is a different story, which could be what Matthew Rossi was thinking about. 3 classes have it currently (Warriors-Demoralizing Shout, Druids-Demoralizing Roar, Warlocks-Curse of Weakness). Paladins are gaining it in 3.2 in Vindication, which will be a lot easier to maintain. Both Warriors and Druids version of the debuff only last 40 seconds, and Warlocks seem to be reluctant to use Curse of Weakness because its a DPS loss for them to use it instead of a Damage curse (Agony, Doom)
okchristian Jul 12th 2009 8:10AM
Demo Roar only last 30 seconds...boy do I wish it was 40. In fact, I wish it was 5 minutes.
Xigageshi Jul 11th 2009 8:33PM
"Hex is kind of the poor man's poly in PvP, a combination snare and disarm that can be trinketed out or dispelled."
actually its a combination snare disarm silence effect, and also allows some damage before breaking. its also a curse effect instead of a magic effect, which means you'd need a resto shaman, druid or mage to dispel it, instead of the generally more dispel happy priest and paladin.
Xigageshi Jul 11th 2009 8:38PM
and polymorph too is obviously trinketable.
its a pretty good spell IMO.
Dah Jul 11th 2009 9:50PM
A pretty good spell...unless you're fighting against a team with a druid, resto shaman, or mage, in which case it's next to useless (you have a cast time to apply a debuff removed in a global cooldown). Sure, poly can be dispelled too, but it can be recast to serve as an interrupt and a mage also has a silence to prevent it from getting dispelled (at least temporarily). Not to mention that this is the only curse a shaman can do, so there's no chance of a cover debuff preventing the dispel.
Xigageshi Jul 11th 2009 10:44PM
well to the larger point there ghostcrawler has said they're looking at changing the dispel game at some point. however just because a spell can be countered, that doesn't make it a bad spell. heck my polymorph never lasts the full duration in arenas either, and the interrupt argument can be applied to hex as well really, since thats all either of our CCs are good for these days.
if you ask me they both need a buff, but i'd much rather have people keep control of their char but not have all their health regenerated while CC'd.
Dave Jul 11th 2009 8:43PM
Paladins have had thunderclap since the pre-Wrath patch. They're getting a demo shout equivalent next patch.
Elhannan Jul 11th 2009 8:54PM
Judgements of the Just limits movement speed. Limits. Not reduces, nor does it effect melee attack speed.
Angelus Jul 11th 2009 9:02PM
You're thinking about Judgement of Justice.
This is JudgementS of THE Just
http://www.wowhead.com/?spell=53696
The previous posters were correct. Paladin's have already had a Melee Attack Speed debuff. Next patch they will also have an AP debuff.
hehealme Jul 11th 2009 9:04PM
"Hex is...a combination snare and disarm..."
I think you mean silence and disarm.
And lol @ spirit being our highest base stat. I never realized it.
Scalin Jul 11th 2009 9:10PM
Ok, I usually won't diss the bloggers here. Usually they say stuff that I tend to agree with. Today is not a usual day.
What's grinding my gears right now is Matthew's comments about the Earth Shock/Wind Shock change. Wind Shock was retarded. Even as a healer, I have MORE than enough mana that if I have to stop someone from casting in a PvE situation, I'd rather help out with a bit of damage. Even with the removal of down ranking, I've used WS a whole 5 times, maybe, and that was because I accidently right clicked on my ES/WS macro when I thought using WS might of been worthwhile. If it's up to ME to stop a spell cast, ermm, the other classes, namely dps classes that sit on the boss, are slacking. Have the fury warrior sit on the Crazy Cat Lady and let me worry about keeping the tanks alive, kk?
As for the comment about interrupting hampering elemental dps...lawlwhut? 4 second cooldown (Why aren't you spec'd into Booming Echos), 18 second duration (What, no Glyph of Flame Shock?), I find myself with MORE than ample time to throw out other shocks. The reason why I don't is the GCD. Would rather have that 1 more LB cast going than shock for a third of the damage.
And when is it up to the shaman, whatever spec, to be the only one to interrupt? Warriors and rogues get a couple tricks depending on the fight, and on some fights, they're so gifted that it's stupid to have any mana user try to (Why oh why would a caster be sitting on General and trying to interrupt when you can have melee with infinite power can?). Now, if WS is a free, off the GCD ability, maybe then I'll worry about it. Put a 10 second cooldown on it, just to be fair. Or if that's too broken but everyone else has to use mana/rage/energy/RP for it, hell, give it a mana cost even! Mana's not an issue for ANY shaman spec if played right. Resto has the biggest problem, but even then, you're focus needs to be on healing and not trying to stop the boss from casting.
There, rant over.