Must-have PvP talents for shaman in 4.0.3, part 2

- Ancestral Resolve It's a flat 10 percent damage reduction, which is great. The catch is that it only kicks in when you're casting something. This basically means you should always be casting something. That's not a problem, considering shaman have a lot of spells with cast times. In Cataclysm, you'll also learn Spiritwalker's Grace, which actually lets you cast things while moving. Delicious.
- Focused Insight I'm skipping most of the obvious heal bonuses in the tree for this discussion and focus on other things, such as Focused Insight, which encourages the use of shock spells. Think of it as a heavily discounted shock spell that boosts healing. In the battlegrounds, there's just no reason not to use it, and it allows you to hold up on your own offensively.
- Nature's Guardian Granted, going below 30 percent health is very dangerous in PvP, but if there's anyone who can get out of that hole, it's a restoration shaman. Nature's Guardian is a hefty three-point investment that will kick in a lot of times in PvP.
- Ancestral Healing and Ancestral Awakening Though neither talent is particularly intended for PvP, it's notable that crit has a higher value in the new environment. You'll want to stack crit, and it actually will be helpful in PvP as well as PvE. Ancestral Awakening is also an important component for keeping you or your allies alive because it's a passive bonus heal on top of what you're putting out.
- Nature's Swiftness This is still one of the best activated abilities to have, now safely (and for some, tragically) out of the hands of elemental shaman. Remember what I said about getting out of that below-30-percent hole? This spell plays an important part of it.
- Improved Cleanse Spirit and Cleansing Waters Improved Cleanse Spirit is important because it establishes restoration shaman as one of the specs that can remove magical debuffs, formerly one of shaman's weaknesses. Add to that the bonus granted by Cleansing Waters and it becomes almost counterproductive to apply debuffs when a restoration shaman is around. Note that Cleanse Spirit will still go off even without a target nowadays (and not proc Cleansing Waters), which means you should use it prudently; otherwise, you'll drain your mana unnecessarily.
- Telluric Currents This is another one of those talents that encourage mixing things up. The developers encourage healers to cast offensive spells during downtimes, and this talent makes sure that it won't waste your mana and leave you gasping for heals when you actually need it.
- Tidal Waves This is a practical no-brainer in that you'll actually be casting the spells required to reduce the cast time of spells with cast times that you'll want reduced, anyway. This means you'll be able to throw out faster Healing Waves and Greater Healing Waves when you need them. You can also glyph with Glyph of Healing Wave (major) to make sure you keep yourself topped up right along with your targets.
Personally, I'm pretty excited to get hopping as enhancement in the battlegrounds, somewhat-gimped DPS notwithstanding. Among the three specs, it currently offers the most exciting playstyle, and the best enhancement shaman can frustrate opponents by controlling the tempo of a fight. My only question is whether I'll be rolling a goblin from scratch or ponying up for a race change for one of my oldest characters ... decisions, decisions.






Reader Comments (Page 1 of 3)
Taidan Dec 5th 2010 9:27PM
I love playing enhancement in arenas, so much fun and the burst dps is great.
Garnlok Dec 5th 2010 10:25PM
The last few of the "Must have PvP talents for..." are not tagged with the name of the column, making it somewhat anoying to try to figure out how many classes you have left to write about.
Matthew Dec 5th 2010 11:00PM
Can someone explain - what is the benefit of more health for 15 seconds when you're under 30%? is that so you can over heal yourself to safety?
s256 Dec 6th 2010 9:11AM
If you're under 30%, you're likely getting attacked pretty bad. If you can get out of that hole, it'll most likely be with a Nature's Swiftness / Greater Healing Wave, which will then hopefully put you at full HP with the bonus.
So now, you have all that bonus HP while your enemies give up on killing you, because they just used their cooldowns to get you under 30% ;)
Jake Dec 5th 2010 11:08PM
You have improved fire nova on the list of enhancement sham talents and even though i would totally agree with this choice (having played lots of pvp in enh spec and having used this ability in my main pvp rotation before patch 4.0.3a) if fire nova were part of our rotation in pvp, but because you cant use fire nova with searing totem out (nova only works with flametongue, magma, and fire elemental now) it makes this talent somewhat lackluster.
Searing totem should now be the talent of choice in pvp enh instead of magma with the AMAZING damage boost talents Searing flames and Improved lava lash.
jcompguy Dec 5th 2010 11:41PM
Sorry, but I stopped reading when you said Earthquake was a "must-have" pvp talent. Earthquake is terrible, and you have no business telling people how to spec if you think otherwise.
Spanner Dec 6th 2010 12:24AM
Sorry, but I down rated your comment and ignored what you had to say when you said "Earthquake is terrible" but gave no justification for why it is so bad in PvP.
Zach Dec 6th 2010 10:10AM
I normally don't discuss 31-point talents because people are supposed to pick it up, anyway. I only mentioned it because it has a small chance to proc a knockdown effect, which really only comes into play for PvP (it's fun, but not necessary, in PvE).
Osuna Dec 6th 2010 1:58AM
Actually, I don't think he actually said anything of that sort.
In fact, he may have even said that he was "mentioning Earthquake because it has an important chance-to-knockdown component, which means it has great utility in PvP. It is a ranged AoE, which is cool in itself, and can be used in a pinch to defend key battleground points, such as flags and other objectives."
You wanna get out of the ele tree, you have to take EQ. Why not embrace it for what it can do instead of rolling out whiny condemnation. I for one am thankful for Blizzard's movement towards combating the "cookie-cutter spec or die" superiority complex so many people seem to thrive on.
-----
Anyways.
I can't quite look forward to the same level of arena and bg enjoyment on my resto shaman til I have the points to get down to 2/2 Ancestral Swiftness. While we're moderately equipped to stand and take a beating, being able to actually effectively kite melee trying to curbstomp me is something I would appreciate.
2/2 Cleansing Waters might be the best thing to happen to PVP resto shaman since riptide.
Good_Idea Jan 27th 2011 6:48PM
Earthquake, when combined with Blizzard, used in a chokepoint, can actually be quite devastating in RBGs.
bloodedblade Dec 6th 2010 12:42AM
I've always read that the Glyph of Grounding Totem wasn't worth while due to the long CD.
Osuna Dec 6th 2010 2:01AM
Whoops, vagueness:
"Actually, Jcompguy, I don't think the author actually said anything of that sort."
podxvost Dec 6th 2010 2:56AM
Common now, you dont have to take eq to get out of ele tree lol. and this is the second time someone on wow.com recomends the grounding glyph. Bad advice, really bad advice, hopefully i dont have to explain why. You guys must improve the quality of information you give to your readers, before you loose all credibility.
JC_Icefox Dec 6th 2010 3:39AM
Bullshit. Giving people options doesn't cause someone to 'loose' credibility. You're just being an asshole.
I have successfully Hammer Stunned a paladin, Frozen a Mage, and Hexed another Shaman. Calling it useless just shows how narrow minded you are.
Zach Dec 6th 2010 10:22AM
Allow me to explain. The trouble with Grounding Totem is that it USED to survive crowd control spells. Somewhere along the way, it was reworked to blow up with any harmful spell that came its way, which reduced its effectiveness by a whole lot.
In a long engagement environment, absorbing a random attack every 15 seconds isn't going to do much for your survivability. If it's used to absorb a crowd control spell, you just wasted the totem because most crowd control spells can be recast immediately.
Changing the mechanic of the totem to a spell reflect makes it more utilitarian. In PvP, utility wins out. Personally, I would much rather reflect a Cyclone once than absorb three offensive spells. The ability to use Grounding Totem both as mitigation (since the spell won't hit you) and to reflect crowd control warrants the longer cooldown.
Yes, this is a blog, and that's my opinion.
jcompguy Dec 6th 2010 6:34PM
Sorry Zach, but you are the reason terrible abilities like earthquake will stay in the game. Baddies like you will say that it's great and fun in PvP while you flail around in the 1600 arena brackets, and we actual PvPers will be stuck putting our talent point elsewhere.
As a blogger and supposed expert on shaman PvP, you should be just as adamant about getting it changed ASAP for the first Cata season. Or you should change the title of your article to "Must-have PvP talents for casual shaman in 4.0.3".
Also you're dead wrong about the grounding totem glyph. Of course the ability to reflect spells is totally awesome and super useful when used correctly. But the cost at which it comes is not worth it by a long shot. I would absolutely destroy you 1 on 1 in a BG if you're dropping 1 grounding totem every minute and only reflecting a purge. Mages would have a lot of fun with that as well. We have very limited resources when it comes to defense against casters, and trading 3 grounding totems for a likely insignificant reflect is a bad investment.
If you plan on playing an elemental shaman in rated bgs and arena, you're not going to do very well with your current philosophy on what constitutes utility and how to spend your cooldowns.
Zach Dec 6th 2010 6:42PM
Why would your grounding totem eat a purge? Typically, you'd cast it reactively against a long cast (cc) spell. If you're the type who just drops Grounding Totems at random in the hopes of it eating something, then I guess that's cool.
jcompguy Dec 6th 2010 3:59AM
It doesn't take a genius, or even an good player to figure out why earthquake is an absolutely terrible ability for PvP. Also, since the title of the article is "Must-have PvP talents for shaman in 4.0.3", and the author included earthquake in that list, I think it's fair to say that the author thinks it is a good PvP spell.
For the mouth breathers out there, this is why it is terrible:
-Channeled. Do you like getting counterspelled, kicked, wind sheared, etc? Didn't think so. See how well that goes for you in real pvp when you're standing there channeling it for 8 seconds.
-8 seconds of completely wasted dps, healing, or cc. If you are channeling earthquake, you are not casting lava burst, wind shear, hex, chain lighting, lightning bolt, earth shock, grounding totem, earth bind totem, los'ing, decursing, frost shock, or doing anything else that would be more useful than standing there doing nothing.
-Earthquake will NEVER hit or impair a good player. A "must-have" ability should be viable in competitive PvP. Earthquake is NOT viable in competitive PvP. Enemy players can move out of the effected area, interrupt the shaman, or just stand in it since it doesn't do any meaningful damage anyway. It does almost no damage and only has a 10% change to knock someone down if they're dumb enough to stand in it in the first place. Even if they're retarded and take 10 seconds to keyboard turn their way out of it, the effect isn't that bad. It's not like they're getting hit with starfall.
Bottom line, if you think this talent has ANY uses in real PvP and is worth casting over any of our standard spells, you are terrible at PvP. Period.
Was that enough justification for you bads?
jcompguy Dec 6th 2010 4:23AM
Also, feedback is another talent that should not have been included in this list. It is for raiding not PvP. Granted it's not bad, but there better talents that you should take after ancestral swiftness, mainly elemental warding and ancestral resolve. We don't cast enough lighting bolts and chain lightnings for the 3 points to be worth it, and an additional 18% damage reduction vs casters is huge. (Don't tell me the percentage is wrong, fill out the talent tree yourself and don't be dumb)
The standard elemental PvP spec should look something like this, with the ONLY variation being 1 point in ancestral resolve going to elemental warding. If you do anything else you're gimping your survivability for an almost non-existent increase in damage.
http://www.wowhead.com/talent#hhGrGRfkdMZbhMZb
Glyphs will obviously be a little more fun to play with since there are a couple viable alternatives to trade around. Grounding totem NOT being one of them. The longer cooldown is unacceptable and severely gimps your utility.
Zach Dec 6th 2010 10:36AM
So you won't pick up a 35-yard range AoE spell with a knockdown component for 1 point? Because if people are crowding at the flag and several enemies are trying to capture it, I would rather channel an Earthquake, which will break their flag cap -- no matter how many of them are at the flag -- than cast, say, Chain Lightning. It's a one-point investment for a utility spell that sees use in many battleground situations. It's about as worthy an investment for one point as talents come.
As for Feedback, let me point out that you'll be getting Spiritwalker's Grace at Level 85. Trust me, you'll be casting Lightning Bolt and Chain Lightning a whole lot more. Elemental shaman PvP isn't just about Flame Shocks and Lava Bursts, I'm afraid.