Totem Talk: Elemental spells in Cataclysm

Before we begin, a brief word from our sponsor. No, wait, sorry, I mean Ghostcrawler (lead systems designer).
We're fine with totem health given how easy totems are to replace. We also think it's fine to have to (sometimes) choose between a buff totem and a non-buff totem given how many different things a shaman can do.
However, we are going to increase buff totem range (and possibly other totem range) and we have figured out a way to make Searing Totem attack your target, instead of a random and probably inappropriate target.
However, we are going to increase buff totem range (and possibly other totem range) and we have figured out a way to make Searing Totem attack your target, instead of a random and probably inappropriate target.
The increase of buff range will be a godsend. Hopefully they increase it to the standard 100-yard range of all other auras, preventing the classic "the raid just moved and now I have to redrop totems a few times to make sure everyone is covered" problem. The other side of that is with the additional instant-cast spell in Unleash Elements, and the casting-while-moving ability that is Spiritwalker's Grace, there will be less running time during which to recast totems.
The Searing Totem change is also very, very nice, not to mention something that we have been asking the development team for for a while. The question remains whether the totem range increase will be applied to Searing Totem as well, to avoid the "I can be 36 yards away from the target for everything but my DPS totem" problem.
Now, on with the main topic of today's post, Cataclysm spells. We've finally got a proper crowd control spell in Bind Elemental. (I don't count Hex as a decent crowd control spell.) Bind Elemental is the elemental version of Shackle Undead, with a 50-second duration and no cooldown. The spell effect is fairly similar to Shackle Undead, as shown in the image above. The only downside is that unless you've played a priest, mage or warlock in another life, you'll need to bone up on crowd control macros and management (an addon to manage it for you wouldn't go amiss, either).
As I mentioned earlier, we now have a cast-while-moving spell named Spiritwalker's Grace. This is a 10-second, 2-minute cooldown ability that allows you to cast non-instant spells while running. My first question is whether it applies to all movement, which means you could continue to cast spells while falling, knockbacks, etc. If so, I would say that the "Shaman Bomb" becomes the next amusing YouTube video of shaman abilities. Unfortunately, as it is a level 85 ability and the beta servers have a level cap of 83, nobody has this spell yet.
Also from earlier, Unleash Elements is a new instant-cast ability that has a different effect depending on which weapon enchant you currently have. With Flametongue Weapon, it deals fire damage to the target and is supposed to apply a 20 percent extra damage debuff on the target for your next fire spell. Unfortunately, this debuff does not seem to be working in the current beta build, which means I can't do any testing on it, so it is unclear as to whether it will apply to the DoT portion of Flame Shock or not. Until then, we can't make any educated guesses as to whether this will be used on every cooldown, prior to a fire spell or some combination in between, and all these points will be moot if it changes to purely a direct damage spell.
Next on the list is Healing Rains. This is a cross between a targeted AoE spell like Blizzard and a group heal spell like Tranquility. Most of you will probably be thinking, "Why are you talking about a healing spell in a damage column?" You've probably forgotten about the emergency heals thrown on yourself or others while trying to turn that sub-five-percent wipe into a killed-the-boss-by-the-skin-of-your-teeth victory. Use this as an emergency heal on your melee group when there is a lot of damage.
It's worth mentioning Elemental Mastery in here as well, even if it's a talented ability rather than a base ability. I did go on about it last time, but I'm glad to report that Feedback stacks with the tier 10 two-piece bonus, meaning you get a grand total of 5 seconds off the cooldown for every Lightning Bolt or Chain Lightning spell you cast. I'm currently running around with a /cast Elemental Mastery /cast Lightning Bolt macro to use EM on every cooldown.
Lastly, we have another talent ability, Earthquake. I made a passing mention to this last week, but this spell fills in the previously lacking proper AoE damage spell. The typical approach will be to mix in Chain Lightning, Magma Totem, Fire Nova and normal single-target spells during the 5-plus seconds between casts (depending on haste, of course). The interesting question will be whether any cooldown reduction glyphs will be introduced.
Filed under: Shaman, (Shaman) Totem Talk, Cataclysm






Reader Comments (Page 1 of 2)
Joel Aug 5th 2010 9:18AM
New AoE spells is all fine and dandy, but blizzard stated that AoE fights would be fewer than in LK, and the focus on AoE would move more towards single/dual/triple target fights. Have anyone experienced this change in the beta instances? Will earthquake and whatever else we get to play with in cata be the new polymorph: Frogger spell? I looked forward to that one in cata, based on the many CC fights in TBC, but so far i have used it less times than even sentry totem (ok thats a lie, but you get the point :P)
Pyromelter Aug 5th 2010 2:09PM
The thing that I wonder is why is earthquake an elemental-only talent, and why is it a 31 point talent? It almost seems like it's much more useful as a pvp talent. Plus, it deals physical damage, which would be more in-line with enhancement. It just doesn't seem like the kind of spell that should be talented (it should be trainable, like consecration, death and decay, flamestrike, and other similar ground effect AoE's). And for a 31 point talent? I almost wonder if top end min-max builds will thumb their nose at that talent, as it won't do anything on single-target fights, and, as you mentioned, Blizz has stated AoE will be less important.
Something just doesn't seem right here.
Cetha Aug 5th 2010 9:21AM
RE:Totems-
I would be happy if totems didn't have such an aggro range. Especially while levelling up totem aggro can be such a pain in the arse. Any reason from blizz as to why this is still in effect?
razion Aug 5th 2010 11:02AM
It could be that Blizzard wants shamans to pay more attention to where they place their totems while leveling so that it becomes more innate in end-game where positioning totems in raids can be important to guarantee that everyone is getting the required buffs, as well as teaching the shaman where to place totems in actual combat situations (earthbind, magma, etc).
It could also be a partly left-over tank mechanic for shamans that was never built upon--that totems were a piece of your aggro-building, and them getting aggro, and thus having their own aggro-circle, was done intentionally (totem-pulls, taunting, etc).
Whatever the old reason now, it certainly applies less than it did several years ago. Totems' buff range has been increased dramatically, as I understand it; and by extension shaman-tanking has been more or less scrapped (sadly).
Nidaba Aug 5th 2010 9:30AM
The link to Unleashed Elements seems to be bringing up Healing Rain - just thought it might be worth a quick mention.
Hydden Aug 5th 2010 10:19AM
Earthquake tooltip doesn't say "Channeled" - is it?
Pyromelter Aug 5th 2010 2:05PM
Not channeled. Looks like it works like death and decay, but with the neato knockdown effect.
Vogie Aug 5th 2010 4:22PM
I've heard that it is indeed channeled. It kinda makes sense... with the exception of Afflocks & Fire Magi, every caster's AoE is channeled - Hurricane, Mind Sear, Hellfire, Blizzard, Rain Of Fire, Volley. Arms warriors even have a channeled AoE.
I think it's still needed. There Will be AoE pulls in cataclysm, they'll just be more like Onyxia whelps than, say, every Heroic Wrath instance other than HoR. Chain Lightning will still be around, but it's always been less of an AoE, and more of a ranged cleave.
Jillemixie Aug 5th 2010 7:52PM
I have beta tested as a shaman and it IS channeled.
razion Aug 5th 2010 11:17AM
Personally, I think the totem system could use a little bit of an overhaul. The only thing that continues to keep me from playing a shaman and sticking with it past the 40-50 range is the constant re-applying of totems. This was made better when they introduced the Call abilities so you could summon your set of totems on the spot, however it still erks me:
I really dislike re-buffing for every pull because I moved down a hallway a smidge. What other class has to wait a GCD to buff before beginning their rotation to start opening up on a group of mobs?
My idea is this: make the totems into little elemental spirits, that you can imbue in the group as a timed buff (Spirit of Earth, or just Strength of Earth, etc) or have the spirits exist, floating around and with the shaman. Some abilities--like earthbind, magma, searing, etc, would be different. Ideally, you could place them where you wanted at range like you can with hunter pets new 'go' command, or the spirits could sit in their designated spot for those few active totems.
The class is all about spirits, and it somewhat disturbs me anyway that there isn't enough spiritual-activity in a class DEFINED by spirit communication--bit of win-win there, in my opinion. However I'm sure many people would hate to see totems be removed from the game altogether--especially now that their art has been re-done.
Just me nit-picking.
vanye111 Aug 5th 2010 1:22PM
You don't have to. No boss in anything
vanye111 Aug 5th 2010 1:24PM
Ugh. wtb edit button. What I ws saying is that no boss in a pre-lvl 50 situation lasts long enough to make it worth dropping with the current level of dps that characters can drop. About the only place thats worth dropping them is SM, with the halls that have mobs in the side rooms, and the Cathedral.
NBG Aug 5th 2010 1:41PM
@razion - shaman aren't for you. Play Paladin or a Mage. The Totem mechanic doesn't need a revamp. Recasting totems in a fight is what makes a shaman a shaman. What Shaman need is to either up their damage to keep up in the raid better. To have Totem range upped (100 yards) or in general, make the cost of recasting totems (in the terms of dps loss) less crippling.
Berend Aug 5th 2010 2:07PM
I like the idea of using spirits instead of totems, but I think shouldn't happen for 2 reasons. 1. I think it would ruin the theme of shamans 2. It would make my shaman's name meaningless lol (Iwintotem).
Also as a tip, don't use totems for quick aoe trash unless needed or your the type of guy that likes to get as much damage he possibly can on quick trash pull even if it gets him or the group killed (I know someone like that, wasn't too fun grouping with him =/) but unless your fight is going to last more then a few seconds, like a boss or a trash pull with a mob that has a lot of health.
I think that is more so when leveling since it eats your mana up to be dropping them all the time and will force you to take a chug of the spring water after every swing, which is never fun =/.
Pyromelter Aug 5th 2010 2:21PM
I have to agree with NBG. As much as I bashed on totems yesterday for being subpar, I don't think removing them is the way to go. Just up the ceiling on shaman dps so that it is legitimately competitive or even slightly overpowered. Fire nova with magma/searing is pretty fun, fire ele, earth ele... there's still some fun in that playstyle.
Titusx Aug 5th 2010 11:57AM
I honestly think the entire totem system is in dire need of a redesign. with every patch and every change totem feel less like a core part of the class and more like a flavor sticks that we use to justify the name of our class.
To me, totem duty is just drop em and forget em. The Fire Nova change made me feel very exited about the future of totems because I thought it was a 1st step in to making the hole totem mechanic more meaningfull andjactive. Spells that came out of the totems! the possibilities are endless! but we are stuck with static stat sticks that can be overwritten, destoyed or left behind easely.
I love totems... I just wish they were more.
Vogie Aug 5th 2010 1:26PM
I really hope mana tide gets the same effect. If they halve the duration and cooldown, but have it pulse from the active water totem, that'd be fantastic
Glaras Aug 5th 2010 1:39PM
That's... an intriguing thought. What if our spells were *sourced* from the appropriate totem, to reinforce the fact that our power are supposed to spring from the elements?
I can see some problems with it, of course: highly mobile fights would require that we reposition the totems frequently (or with perhaps greater care that would be easily done on the fly), and ranges would have to be increased to allow us any mobility at all. But consider how it might look/feel if our Lava Burst erupted from the Fire totem, rather than from our hands. We might act less like mages and more like the "coordinator" of elemental activity that we're supposed to be.
It's probably too tough to redesign shaman casting mechanics like this, but it would be interesting.
Stormcaller Aug 5th 2010 11:53PM
I always thought the idea of giving each element of totem an active ability would make them a little more interesting. Fire already has nova, water could get mana tide, earth could get earthbind, and air could get grounding. All with the same cds as the existing totems, but make them more interesting and not overide the current buff totems that were down.
me Aug 5th 2010 1:46PM
Unleashed Elements is the one spell I am waiting to test in Beta. It's defenitly going to be added to an elemental dps rotation (and heck lets not forget that it's going to be in every shamans rotation) and I want to see how it's going to really affect our dps.