Totem Talk: Shields, totems and buffs, oh my!

Welcome to another post on Cataclysm beta information for the best spec of all: elemental. There have been one or two changes in the latest patch, along with things being fixed (Unleash Elements, for example). This means we can start doing some testing, play with the mechanics and get a better feel for how elemental is looking. First, patch notes!

Elemental
- Magma Totem now costs 18% of base mana, down from 27%.
- Lava Burst damage has been increased by 25%.
- Totem of Tranquil Mind *New* - Summons a Totem of Tranquil Mind with 5 health at the feet of the caster for 5 min, causing party or raid members within 30 yards to lose 0% less casting or channeling time when damaged. (Value NYI, Concentration Aura)
As you can see, the patch notes are fairly small and are mostly balancing tweaks. The additional 25 percent damage on Lava Burst only applies to the base damage, so instead of dealing 1,441 damage (on average) it now hits for 1,801. This extra damage will be multiplied by talents as well, so that becomes 460 extra damage before considering the critical strike multiplier, which brings it up to 1,022. In other words, that 25 percent base damage increase turns out to be a 6.4 percent increase in overall damage, assuming an average critical of 16,000 before the change.
Now with bonus free totem!
The Concentration-On-A-Totem addition in the form of Tranquil Mind is an interesting one. We already have enough buffs to provide in a raid, and this supports the exact opposite of what we have been told about shaman buffs. However, it needed to go somewhere, and odds are you will have a caster shaman or a holy paladin in the raid to provide this aura. My only real complaint would be that it ideally should be an earth totem, rather than a water one, as there are no caster-based buffs in that element.
Elemental Overload updates
The mastery abilities have been added in, so we now get to play with Elemental Overload. It's been changed from a 20 percent base chance for a second cast at 60 percent damage to a 16 percent chance at 75 percent damage, which works out to be no net change on average (0.2*0.6 = 0.12, 0.16*0.75 = 0.12). I don't have any concrete details of the rating-to-percentage conversion for mastery, although as part of some testing by masanbol over the weekend, I've been given a figure of 550 rating gives a 34 percent proc chance.
One amusing thing to come out of masanbol's testing was that the overload procs of Lava Burst also increase the duration of the Flame Shock dot via the tier 10 four-piece set bonus. He was able to get a 7-minute duration on his DoT due to overloads and Lava Surge before running out of mana with the time remaining up to 40 seconds at some points. This suggests that the tier 10 set bonuses will remain useful at the beginning of the level 85 dungeons and raids, similar to how useful the tier 6 bonuses were after Wrath was released. I'd say that during leveling, you may just want to keep the extra 2 seconds off the elemental mastery cooldown, as everything will die too quickly for an extended Flame Shock DoT to have any effect.
Speaking of the Flame Shock DoT, after the feedback on my last post, I did some hunting around for reference posts on the changes to the DoT haste mechanics. I was linked this post on the priest preview, and with the help of Hylas from the Totemspot IRC channel, I was able to establish how this new mechanic works. What it does is essentially the same mechanic as the Flame Shock DoT increase from the tier 10 four-piece bonus. It works out the time between ticks, divides the base duration by that figure, rounds to the nearest whole number and then multiplies it back out by the time between ticks to give an overall duration. The working itself is a bit complicated, which is why I'm trying to reduce it down to some basic formulae.
Subtle hints
Rounding out the post are some more comments from Ghostcrawler. He characterizes the elemental playstyle as similar to a mage, worrying about procs, short cooldowns and movement. The examples given were Lava Surge, Elemental Mastery and Unleashed Weapon. I have a few problems with the first and last examples, as I don't think that Lava Surge will have any great impact on overall DPS due to the limited window of usefulness (this is a combination of the 8-second cooldown plus the fact that there will be a delay before you can make use of it) and the new cooldown syncing behaviour that we will be using. Unleashed Weapon only increases the direct damage portion of Flame Shock, meaning that we will want to cast it before Lava Burst and we'll be using this almost as often as possible, so it will be more likely to be on cooldown when moving than not. The cooldown sync issue is that you'll be using UW before every second Lava Burst to get the most out of it, so if that Lava Burst is reset so you can cast it before UW is up again, it creates the "Do I? Don't I?" dilemma.
More changes on the way?
I'll leave you with the latest post from Ghostcrawler, replying to a question about shields for elemental. I should also mention that I'll be working on a bit of math and theory fir a bit, so I'll be reducing my posting frequency to once every two weeks rather than weekly.

In the next beta build (or the one after that), you will see two important changes to Elemental shaman. First, you will use Lightning Shield (for damage!) instead of Water Shield. Second, you will want to use Earthquake for AE over Fire Nova. These changes, especially the former, will provide Elemental shaman with a bit of an upgrade in the rotation over what you're used to in LK.
I don't want to oversell it, because players have a tendency to imagine herds of glittering ponies when left to their own imaginations, but it should be a fun change.
I don't want to oversell it, because players have a tendency to imagine herds of glittering ponies when left to their own imaginations, but it should be a fun change.
Filed under: Shaman, (Shaman) Totem Talk, Cataclysm






Reader Comments (Page 1 of 2)
RussGreene Aug 19th 2010 3:06PM
Ghostcrawler promised me a herd of glittering ponies!
Okay, enough of that meme.
Artificial Aug 19th 2010 3:36PM
Never enough. Memes only being truly entertaining when people starting groaning when they see them... :p
flint Aug 19th 2010 3:09PM
I'm really glad they're finally addressing the shield issue for Elemental. Currently, there's no decent elemental shield for Ele shamans, and the Imp. Shields talent is worthless, yet you have to put points in it if you want Ancestral Swiftness. I'm glad they're making Lightning Shield useful, I imagine it'll be an Elemental copy of Static Shock.
MikeMachine Aug 19th 2010 3:56PM
That's almost worse than not having our own shield. To me LS is my enhance shield, now its going to be my ele shield too? Hopefully it isn't a clone of the enhance usage for it and provides a passive dps increase along the lines of, "now LB has a chance to jump to another target."
Jeeru Aug 19th 2010 4:29PM
I doubt that the developers will be unoriginal enough to provide a carbon copy of Static Shock that procs off spells. It's not really their style. They want classes/specs to feel different and that would not do so well in accomplishing that goal.
I'm not saying it's going to floor the entire Shaman community at it's epic coolness, but I'm at least hopeful that it will be different.
Angus Aug 19th 2010 5:49PM
Jerry: they jut gave shaman concentration aura after giving mages Bloodlust.
Copying stuff is their style. Heck, look at Mages. Arcane missle for arcane, pyroblast for fire, frostfire botl for frost. All 3 are random proc you get from casting your main nuke. No major difference there.
If they make a ranged static shock, it would be lame and completely unoriginal. Kind of like saying shaman have too many buffs and so they should lose them when they put down utility totems right before giving them another utility/buff totem.
Jeeru Aug 19th 2010 6:13PM
@Angus
A mechanic is different than a buff. A buff doesn't change your perception in any way other than I now hit faster/stronger.
A mechanic really influences everything else in the game. What you're paying attention to at any given time. Reacting to a cooldown, paying attention to mana/energy...etc.
Your examples are buffs and main nukes. Not really all that mechanic although main nukes do factor in towards the mechanics. LB is our main nuke, you may see interaction with Lightning Shield, I just don't think they'll do a simple copy and paste because it's not necessarily a buff or a main nuke. And it doesn't make it all that interesting. Or maybe I'm just being optimistic and hoping for a bit more complexity in how they'll implement it.
brian Aug 19th 2010 9:54PM
"To me LS is my enhance shield, now its going to be my ele shield too?"
Well, right now WS is your resto shield, and it's also your ele shield too. True, resto has ES, but that's not on the shaman.
It's just the fact that there's a damage shield and a mana shield, and right now it's silly that the caster spec has to use the mana shield instead of the damage one.
Angus Aug 20th 2010 10:10AM
These are the people that said lowering the cast time on our main nuke while halving the talent that sped it up (resulting in no change in cast time) was a buff. The fact that we lost 17% of the bonus from +spell damage (before spellpower) was lost to them.
Same folks told us we had too many buff totems to be able to get a better system and then handed us concentration aura on an element that is main buff totem.
We point out autoattack is a major issue and we need buttons to mean something in enhance. We point out we need to be in melée to do meaningful damage and it hits us harder than other classes when mobile fights happen. We also can't sit in melée since we are the most fragile melée. They remove double damage crit spells. They also make our instants hit harder WHEN IN MELÉE. PVP is going to get us nerfed because we are going to turn into burst machines again. We still have to be in contact to do good damage and will lose more than others when not in contact.
You can have hope that they will figure out how to fix shaman. I gave up after I saw them fail to get it time and time again.
Firestyle Aug 19th 2010 3:43PM
All of these changes are great. I'm so sick of doing 2-3k dps less than a mage simply because I can respec healer. I think these changes will help quite a bit.
Sean Aug 19th 2010 4:42PM
Yes, I'm really hoping dps is balanced out a bit more. Hybrid tax wasn't a good reason for having low dps potential, because Ret Pallies were facerolling better than most and they are a hybrid.
The Lightning Shield change doesn't sound good, imo. We're being forced to give up mana regen for damage now, and we've been hearing nothing but "you're gonna have to worry about your mana" for Cata.
flint Aug 19th 2010 4:57PM
No, HEALERS have to worry about mana now. Mana is basically infinite for dps casters, as long as you don't spam high mana spells like Earthquake.
EaterOfBirds Aug 19th 2010 5:17PM
it sucks, but remember with that dps loss also comes the fact that you are 300% cooler than those dress wearing strudel merchants.
Pyromelter Aug 19th 2010 7:41PM
Shaman also have the best tier armor shoulders in the game, arguably ever (t10 shoveltusk ghosts ftw)
tgrhwke Aug 19th 2010 4:39PM
I'm undecided about the shield change but more of the opinion that it doesn't really make sense to have Lightning Shield on Elemental. I rarely ever use any shields on Elemental because I'm rarely in melee range to make LS effective and once I got into T9 I found that I didn't need the MP5 from Water Sheild unless the fight went for an extended period of time.
Firestyle Aug 19th 2010 5:06PM
Hybrid tax makes sense, but the Dks and Warriors and even some Rets just consistently were on par with pures. Thus the tax was applicable only to some hybrids.
]
Mana shouldn't be an issue for ele shaman. They'll have to tweak clearcasting to make up for the loss of water shield.
Boobah Aug 19th 2010 7:05PM
Looking at your math... it rounds, not truncates when calculating the number of ticks from a cast? Which means that you add a first tick at haste = 1/(2*(number of ticks)) (for Flame Shock, that'd be 1/(2*6) = 8.33% haste), and then an additional tick every 1/(number of ticks) (again, Flame Shock would get you 1/6 = 16.7% haste, or an eighth tick at 25.0% haste, and a ninth at 41.7%). It'd also mean that the shortest possible Flame Shock DoT is 16.6 seconds, just before it gains its seventh tick. The longest possible duration would be 19.4 seconds, just after it gains the seventh tick, with the oscillations getting smaller as you add haste.
Matt Sampson Aug 19th 2010 11:56PM
Yes, that's correct.
iraty Aug 19th 2010 11:44PM
The new overload looks good. 75% damage at 16+y% chance to proc is tasty.
And the news about the shields is... Wait up a sec... Enh gets lightning. Resto gets water/earth. Ele gets... water/lightning again?! No wai!
The ele shield should be fire based. You know it's true. Call it Magma shield or something to differentiate it from the imp's fire shield.
Give it a chance to proc additional fire based damage on each spell that passes through it or something. Each time it does, it expends a magma orb. Can change the colour of the lightning bolts that proc it to red or something. If it procs off a fire based spell it might do something even more awesome.
I want my ponies, dammit.
Amaroese Aug 20th 2010 4:02AM
...Elemental should get a shield of Air. A Wind Shield.
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