Totem Talk: Why enhancement AOE doesn't work

I love making the best of a terrible situation. When life gives me lemons, I make a cake. When I'm at the gym in the morning and the only thing on the television is Rachael Ray's talk show, I focus hard on committing delicious recipes to memory. And, when Blizzard hands us the worst area of effect ability in the game, I write a post about how to maximize its limited potential. I'm moving away from that line of thinking today. Instead, this post is dedicated to diagnosing why Fire Nova is so bad and what Blizzard can do to change it.
To begin, I'd like to say that I actually enjoy our AOE at its most basic level. Fire Nova erupting from Flame Shock to me really fits enhancement, which is a spec defined by its use of shocks and other instant-cast spells. I think the actual feel of the spell works and fits with the overall theme of enhancement, and the problem lies in the actual implementation of the ability.
So, we need to figure out exactly what the problem with Fire Nova is. We've all seen the symptoms, such as being #1 on the damage meter going into Maloriak's green phase and coming out at #10. We know the numbers we're generating aren't where they should be, but why exactly is that?
The issues
First off, there is the issue of ramp-up time. In order to reach our full AOE potential, we need to have three Flame Shocks up on separate targets. This means that in order to even start AOEing at full capacity, we need to wait 12 seconds after our first Flame Shock. On some fights, such as Maloriak's Dark Phase, the Vile Swill are alive for a minute and a half, and this ramp-up time is not a terrible issue. Unfortunately, Dark Phase is the exception. For fights like Maloriak's Green Phase, Cho'gall's Fester Blood phase, and nearly any trash pack in heroic 5-mans, 12 seconds will be nearly the entirety of the phase.

That said, even without the long ramp-up time, our AoE is simply mediocre. The damage it does while Flame Shock is rolling on three targets is at best adequate and isn't actually competitive with most other classes' AOE damage. Here is a parse of my guild's heroic Maloriak kill from Wednesday night (ignore the part where I died at the end!). If you check out the graph of our demonology warlock's damage at its peak (when he was Metamorphosed and Hellfiring) and compare it to my damage, I was doing between 25,000-27,000 damage per second with three Flame Shocks rolling, while he was spiking significantly higher. Granted, a demonology warlock's only saving grace is his AOE damage, so the comparison isn't totally effective.
And, finally, the other limiting factor in our AOE DPS is that it is dramatically affected by human error. It is terribly easy to Flame Shock the mob that is about to die and have no Flame Shock to Fire Nova off for 5 seconds, or to accidently overwrite a Flame Shock already on a mob, or to cast Earth Shock over Flame Shock. It also is reliant on weapon swapping to a spellpower weapon to do maximum damage. Our AOE is not only low-damage but super-unwieldy to use.
The fixes
So what can Blizzard do to fix this without utterly gutting the Flame Shock/Fire Nova idea? There are actually a lot of potential fixes. The first and simplest would also be the least satisfying: a percentage-based increase to Fire Nova's damage. If Blizzard were to increase the damage of Fire Nova by a significant amount (to the tune of 300+%), it could push our DPS to at least being competitive with that of other classes. But we'd still be reliant on an unintuitive, clunky system that relies on a spellpower weapon for max damage and has a 12-second ramp-up time.

The last (and coolest) fix would be an ability that hit everyone within 10 yards of you with a Flame Shock, on an 18-second cooldown. This would totally eliminate ramp-up time beyond the first global cooldown, be super-easy to use, and definitely provide some of the numbers needed to push our AOE into the "great DPS" range. Beyond just the Fire Nova damage, multiple, concurrent Flame Shocks would be excellent damage. In fact, it might be too good and would require limiting to a smaller number of Flame Shocks, like five.
The only real downside? Just like every other AOE suggestion, it still would be highly reliant on a spellpower weapon for maximum damage. To me, though, competitive AOE damage would be worth the trade.
What about you, readers? How would you fix our AOE system, so that it is no longer as painful as watching an Everybody Loves Raymond marathon?
Filed under: Shaman, Analysis / Opinion, Raiding, (Shaman) Totem Talk, Cataclysm
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Reader Comments (Page 3 of 3)
steve.rimmer May 22nd 2011 9:29AM
Heh Magma Totem should just apply Flame Shock to all enemies within range who don't already have Flame Shock on them. The current pulse effect should just be discarded :)
themightysven May 22nd 2011 12:59PM
why not just have Fire Nova erupt from Flametongue weapon, that, if my understanding is right, should be on your off-hand for better Lava Lashes. Seems needlessly complex otherwise
Bell May 23rd 2011 7:05AM
Why not just go for the simplest solution: The Shaman version of Fan of Knives, meaning a Fire Nova that just erupts from the shaman, just like a frost nova does for a mage (geez, there's even a frost version of the idea, how about that. Hell, you could even have a glyph that provides a slow effect from it then ;D).
The argument against this is the good ol' one, that it shouldn't be something that will be used heavily on a 1 mob fight, like it was in ICC when everything else was on cd.
However, rogues know not to use FoK when there's less than xx targets, as it is inefficient use of energy. But wait, we're not capped in energy, we have "unlimited" mana, some might say!
So how to fix this? Make it share cd with shocks, and just make sure it doesn't do more single target damage than a shock (and let it's cd be affected by Reverberation). Problem solved.
Ian Oh May 23rd 2011 10:48AM
What about a Glyph that Changes the spell. Like reduce the Flame Shock Dot damage by 50% or half the DOT uptime. BUt gives the ability to cast Flame Shock on a target and 3/5 enemies within 10 yards of target will also get the flame shock dot debuff.
harrispatrickj May 23rd 2011 11:27AM
Just a thought, but what if the Unleash element attribute for Flametongue weapon operated with a rebound mechanic like Pally's avengers shield, with the effect of spreading flame shock to the targets that are struck much like Fire Mage's Impact? is that too much? I think its highly functional personally, and would save us the 12second spread
Ahoni May 23rd 2011 5:30PM
I stopped reading at "a demonology warlock's only saving grace is his AOE damage."
Do some research will ya. All three warlock specs are less than 5% apart. Lag, player ability and fight mechanics account for much more than 5%.
Muhlla May 26th 2011 7:11AM
"Do some research will ya. All three warlock specs are less than 5% apart." I highly suggest you go to http://stateofdps.com and actually do some of that research you claim to be so fond of. The Adjusted totals for 25-man Normals are: Affliction 25,957DPS; Destruction 25,156DPS; Demonology 22,512DPS(22,512/25,957= only 86.7% of the damage). For 25-man Heroics: Affliction 31,219DPS; Destruction 27,206DPS; Demonology 26,170DPS (26,170/31,219= only 83.8% of the damage). For 10-man Normals: Affliction 22,813DPS; Destruction 22,626DPS; Demonology 20,150DPS (20,150/22,813= only 88.3% of the damage). And finally, for 10-man Heroics: Affliction 23,791DPS; Destruction 21,990DPS; Demonology 21,025DPS (21,025/23,791= only 88.4% of the damage).
Demonology never even gets as high as 89% of Affliction's DPS, and it can be as low as 83.8%. That's between 11% and 16.2% less damage than Affliction, nowhere near the "less than 5% apart" you pulled out of thin air and pretended was "research". It's folks like you that make the old joke "80% of all statistics are just made up on the spot to try and impress people" funny.
Josh Myers May 30th 2011 1:23PM
I apologize for offending you, but I have done my research. While it is true that according to Simulation Craft demonology is within 1k dps of affliction and even closer to destruction, SC doesn't take into account fight mechanics. Also according to simulation craft, affliction loses a pittance of damage on movement fights, whereas demo is crippled by them. In current content, every fight has movement in it. and as a result demonology is never competitive with a well played affliction in single target encounters.
Again, I apologize for offending you...but at the same time, please don't assume that because I write for one spec I don't remain up to date on the theorycrafting of others.
Kevin Hart May 23rd 2011 7:29PM
Slight variation on some of the other ideas.
Improved Lava Lash / Lava Splash
2 or 3 point talent, requires 1 point in Lava Lash.
Lava Lash does x / 2x / 3x % of weapon damage to all enemies within 10 yards.
Alternately, this effect only occurs if flame shock is on your target, which would give a way to avoid breaking CC.
Tetralis May 24th 2011 4:22AM
I´d say
1 Flameshock
2 Fire Nova --> The Flameshock spreads itself to targets that got hitten, and so on (max X Targets - whatsoever to keep Dmg in range of other Dmg Dealers)
Easy, has style and is a unique AoE Mechanism
Gyasi May 26th 2011 6:10AM
I don't think every class should be good at AoE.
Plus add the fact that there's elegant way using FN based aoe to boost Enhance AoE without boosting Elem's AoE. Which while still needing a pretty huge ramp-up time ends up being OKish (but still far from good).
You're not alone in a raid, you are doing things some of them can't do, they're doing some of the thing you can't do. Aoe is one of those things, I'm fine with that.
jp May 30th 2011 8:07AM
I know its a late post but hopefully someone in Blizzard will eventually get this. Our main spec is Agility, we have 2 weapons - 1 in each hand, we have no aoe from said weapons why not aoe similar to whirlwind, take it away entirely from a spell based attack?
Cad May 31st 2011 5:59PM
Easiest fix bar none is just increasing fire nova damage by 300% and only allowing it to affect one flame shock. It would remove ramp up time and allow us to focus on dps rotation a bit more. I'm all for that one. Seems like a no brainer to me.
Ceruleann Jun 2nd 2011 3:12AM
Here's an unlikely solution: give Earthquake to Enhancement shamans, but tweak to so that it's viable for a melee spec. Earthquake would be replaced, in the Elemental tree, with Maelstrom/Tornado/Tempest (probably Tempest), which is similar to Druid's hurricane, but would have another effect like slower attack/cast speed. Earthquake just seems like physical damage to me, and belongs to Enhancement. Maybe it should emit from the shaman, even as he moves so the ground around him trembles.....