Patch 4.3 PTR: Shaman class changes
Patch 4.3 is now up on the PTR, as well as the official patch 4.3 patch notes. With the latest build comes a rather large amount of changes for shaman of all three talent specializations. Some come as no shock; others were things I don't think many of us planned on seeing. Everything, though, seems aimed at bringing balance back to the class on every front.
As always, we look at the upcoming changes for any patch with both excitement and trepidation. Will our changes make a difference for the better or the worse? Are they buffs or are they nerfs? Will we finally get that spectral moose we were promised so long ago? As always, remember that these changes are tentative, and since they are on the test realm, they are subject to change at any time that the developers at Blizzard Entertainment feel they should change.
So what's in store, and what does it mean for shaman? Jump after the cut for the full list.
Patch 4.3 PTR: Patch notes
Changes for all specs
First off, let's take a look at the general class changes that will affect you no matter what your talent choice is. Flametongue Weapon will no longer increase spell damage; instead, it will now increase all non-physical damage done by the wielder by 5%. Currently, when Flametongue Weapon is equipped on a melee weapon, each hit causes 99 to 306 additional fire damage based on the speed of the weapon. It seems interesting that this part is either being ignored right now in the notes or is completely removed. Will it be a net gain for damage-dealing shaman? Seems like it could be, based on the fact that it is a percentage gain. I notice that at least now the word "base" is missing, so this might just wind up scaling much better for all shaman than it currently is.
Lightning Bolt's getting a new animation is very exciting. I think all three specs use this spell, so adding a different flare to the spell that might help distinguish it from say, a random elemental minion's Lightning Bolt is welcome.
Last but not least is the change to Wind Shear, a massive increase in the cooldown that will certainly have an impact on all the shaman variants. Raising this cooldown just made it a little bit harder in some aspects of shaman life to get those dispels in.
New elements for elemental
Now, this ties in with another change found in the elemental talent trees. Reverberation is now being changed to reduce the cooldown of Wind Shear by 10/20 seconds, depending on your point investment. Requiring a minimum of five talent points spent in the elemental tree before you can even put points into the talent moves this pretty firmly away from restoration shaman, so interrupting will likely be a job that falls squarely on the shoulders of those of you who like to melt and or bash faces.
Call of Flame no longer extends the duration of Flame Shock. This seems like an attempt to curb an endless run of fire DOTs from the shaman turret. Earthquake's damage being increased seems like a way to make the spell more viable for AOE mob packs. Considering I rarely see it used as it is right now, this seems like a promising change. And certainly not to be forgotten, Elemental Fury now removes the cooldown from Chain Lightning, making it spammable on the global cooldown. Seems like plenty of changes to make the shaman more AOE-friendly all around.
Enhancements for enhancement
Enhancement is next out with changes to Improved Lava Lash. The new version will allow the spreading of your Flame Shock on up to four nearby targets. It ignores mobs under CC effects and ones that already have the Flame Shock debuff. That seems pretty cool to me, and for some reason it makes me think of a Balrog beating things with a fire whip. Honestly, it seems pretty cool and like something that will go a long way to helping up the damage on melee packs when you're in the thick of things.
Improved Lava Lash will also no longer increase the base damage by 15/30%; instead, the bonus has been put in as a base part of the spell. Mental Quickness is being redesigned to no longer grant spellpower. Instead, it grants 55% of your attack power as spellpower. Blizzard also snuck in that your spells will no longer gain spellpower from any other source besides this talent. I think that this might be an attempt to move enhancement shaman away from wanting to wield one-handed spellpower weapons like the Eye of Purification. What these changes really mean for damage-dealing shaman is something I'm sure that Josh Myers will cover more in depth later on.
Resto revisions
Restoration was certainly not one to be left out in the cold, receiving a number of changes. Ancestral Healing will also increase the maximum health total of critical heal targets by 5/10% for 15 seconds. The effect won't stack with other restoration shaman in your group, but it means bigger health pools on your targets. This has the potential to be both really good and really bad. Larger health pools, even for a shorter period of time, can be incredibly helpful for healers. They can also be very useful when combined with effects like Spirit Link Totem, which when the effect wears off can cause a large jump in the leveling of health totals in a positive matter. The downside is that on bosses like Baleroc, I could see there being potential problems using the new talent and it might wind up being something that you have to spec out of, at least for that boss. I'll cover this in more detail later on.
Riptide also gets a bit of a tweak. In this case, the HOT portion of the spell gets a boost. Getting the healing coefficient raised by 50% means that the spell will go from healing around 3,700 over the spell's duration to something more attuned to 5,500. That might not seem like a lot, but when you combine it with our restoration four-piece set bonus from tier 12 -- well, that little bit has the potential to add up quite nicely. Overall, it is a net gain for our controllable HOT, and one I think will be most welcome in the next tier of raiding.
My copy of the PTR is downloading right now, so I'll have more information about these changes for healing shaman within the week.
So shaman, a lot of potential changes out there in the latest PTR build. What do you think about them?
Brace yourselves for what could be some of most exciting updates to the game recently with patch 4.3. Look at what's ahead: new item storage options, cross-realm raiding, cosmetic armor skinning and your chance to battle the mighty Deathwing -- from astride his back!
As always, we look at the upcoming changes for any patch with both excitement and trepidation. Will our changes make a difference for the better or the worse? Are they buffs or are they nerfs? Will we finally get that spectral moose we were promised so long ago? As always, remember that these changes are tentative, and since they are on the test realm, they are subject to change at any time that the developers at Blizzard Entertainment feel they should change.
So what's in store, and what does it mean for shaman? Jump after the cut for the full list.
Shaman
Elemental
Enhancement
Restoration
- Flametongue Weapon no longer increases spell damage. It now increases all non-physical damage done by the wielder by 5%.
- Lightning Bolt has a new spell effect.
- Wind Shear now has a 25-second base cooldown, up from 6 seconds.
Elemental
- Call of Flame no longer causes Fire Nova to extend the duration of Flame Shock.
- Earthquake damage has been increased by roughly 75%.
- Elemental Fury now removes the cooldown from Chain Lightning.
- Reverberation now reduces the cooldown of Wind Shear by 10/20 seconds, up from 0.5/1 second.
Enhancement
- Improved Lava Lash now causes Lava Lash to spread a Flame Shock debuff from the target to up to 4 nearby targets. This excludes crowd-controlled targets and those who already have a Flame Shock debuff from the shaman.
- Improved Lava Lash no longer increases base Lava Lash damage by 15/30%. This increase has been rolled into the base Lava Lash skill.
- Mental Quickness has been redesigned. Instead of granting the shaman spell power, Mental Quickness now causes Enhancement shaman spells to behave as though the shaman has spell power equal to 55% of attack power. Enhancement shaman spells no longer benefit from spell power from other sources.
Restoration
- Ancestral Healing now also causes the shaman's heals to increase the target's maximum health by 5/10% of the amount healed, up to a maximum of 10% of the target's maximum health, for 15 seconds. This effect does not stack if multiple Restoration shaman are present, and does not apply to heals from procs.
- Riptide's periodic healing coefficient has been increased by 50%. The initial direct heal is unchanged.
Changes for all specs
First off, let's take a look at the general class changes that will affect you no matter what your talent choice is. Flametongue Weapon will no longer increase spell damage; instead, it will now increase all non-physical damage done by the wielder by 5%. Currently, when Flametongue Weapon is equipped on a melee weapon, each hit causes 99 to 306 additional fire damage based on the speed of the weapon. It seems interesting that this part is either being ignored right now in the notes or is completely removed. Will it be a net gain for damage-dealing shaman? Seems like it could be, based on the fact that it is a percentage gain. I notice that at least now the word "base" is missing, so this might just wind up scaling much better for all shaman than it currently is.
Lightning Bolt's getting a new animation is very exciting. I think all three specs use this spell, so adding a different flare to the spell that might help distinguish it from say, a random elemental minion's Lightning Bolt is welcome.
Last but not least is the change to Wind Shear, a massive increase in the cooldown that will certainly have an impact on all the shaman variants. Raising this cooldown just made it a little bit harder in some aspects of shaman life to get those dispels in.
New elements for elemental
Now, this ties in with another change found in the elemental talent trees. Reverberation is now being changed to reduce the cooldown of Wind Shear by 10/20 seconds, depending on your point investment. Requiring a minimum of five talent points spent in the elemental tree before you can even put points into the talent moves this pretty firmly away from restoration shaman, so interrupting will likely be a job that falls squarely on the shoulders of those of you who like to melt and or bash faces.
Call of Flame no longer extends the duration of Flame Shock. This seems like an attempt to curb an endless run of fire DOTs from the shaman turret. Earthquake's damage being increased seems like a way to make the spell more viable for AOE mob packs. Considering I rarely see it used as it is right now, this seems like a promising change. And certainly not to be forgotten, Elemental Fury now removes the cooldown from Chain Lightning, making it spammable on the global cooldown. Seems like plenty of changes to make the shaman more AOE-friendly all around.
Enhancements for enhancement
Enhancement is next out with changes to Improved Lava Lash. The new version will allow the spreading of your Flame Shock on up to four nearby targets. It ignores mobs under CC effects and ones that already have the Flame Shock debuff. That seems pretty cool to me, and for some reason it makes me think of a Balrog beating things with a fire whip. Honestly, it seems pretty cool and like something that will go a long way to helping up the damage on melee packs when you're in the thick of things.
Improved Lava Lash will also no longer increase the base damage by 15/30%; instead, the bonus has been put in as a base part of the spell. Mental Quickness is being redesigned to no longer grant spellpower. Instead, it grants 55% of your attack power as spellpower. Blizzard also snuck in that your spells will no longer gain spellpower from any other source besides this talent. I think that this might be an attempt to move enhancement shaman away from wanting to wield one-handed spellpower weapons like the Eye of Purification. What these changes really mean for damage-dealing shaman is something I'm sure that Josh Myers will cover more in depth later on.
Resto revisions
Restoration was certainly not one to be left out in the cold, receiving a number of changes. Ancestral Healing will also increase the maximum health total of critical heal targets by 5/10% for 15 seconds. The effect won't stack with other restoration shaman in your group, but it means bigger health pools on your targets. This has the potential to be both really good and really bad. Larger health pools, even for a shorter period of time, can be incredibly helpful for healers. They can also be very useful when combined with effects like Spirit Link Totem, which when the effect wears off can cause a large jump in the leveling of health totals in a positive matter. The downside is that on bosses like Baleroc, I could see there being potential problems using the new talent and it might wind up being something that you have to spec out of, at least for that boss. I'll cover this in more detail later on.
Riptide also gets a bit of a tweak. In this case, the HOT portion of the spell gets a boost. Getting the healing coefficient raised by 50% means that the spell will go from healing around 3,700 over the spell's duration to something more attuned to 5,500. That might not seem like a lot, but when you combine it with our restoration four-piece set bonus from tier 12 -- well, that little bit has the potential to add up quite nicely. Overall, it is a net gain for our controllable HOT, and one I think will be most welcome in the next tier of raiding.
My copy of the PTR is downloading right now, so I'll have more information about these changes for healing shaman within the week.
So shaman, a lot of potential changes out there in the latest PTR build. What do you think about them?
Filed under: Shaman







Reader Comments (Page 1 of 3)
sinceritystar Sep 28th 2011 9:10AM
As a resto shaman, I'm digging the changes, especially the change to Riptide. I cast Riptide on CD as it is. I pretty much exclusively run 10-mans, where my AoE heals aren't super helpful except on certain bosses. I know it'll make my life easier, at least.
aerrae Sep 28th 2011 9:25AM
I think the enhancement flame shock/lava lash change might bring some reason to put fire nova back into the rotation on groups, and this is a good change I think. I am excited to see how it works out live.
I also think the weapon switching will not be needed anymore, and that will probably give me the extra time I need to get a good fire nova in.
For enhancement I think the changes are quite positive.
snarkygoldfish Sep 28th 2011 10:17AM
I have to agree, and it's really cool to see that the devs have FINALLY sat back and given a critical look at the class (and enhance) and given some really necessary nips / tweaks / tucks. Lash / Shock / Nova may still end up being a bit awkward (I think I am in the minority that misses frantic magma totem managing...it STILL felt less awkward than this current set-up)
re: spellpower build. Eh. It was something I never got attached to, and could never get straight advice how to proceed with. So it's no loss there for me.
Kunikenwad! Sep 28th 2011 10:51AM
Here's the problem with the Lava Lash ability change; by affecting nearby targets with Flame Shock, you then reduce the number of targets Fire Nova can hit since it does no damage to those targets already inflicted with Flame Shock.
Or am I reading that wrong? It is entirely possible.
Wiedmaier Sep 28th 2011 11:19AM
Each mob with a shock sets off a nova. So, instead of one nova blowing off a mob who takes no damage, and hurts his four buddies, five novae will cook off, so in a pack of five, each mob takes four novae worth of damage. If there are more than five mobs to a pack, each one over five takes five novae worth of damage.
evoxpisces Sep 28th 2011 11:59AM
Yes, definitely! I absolutely love that change! Finally Fire Nova will be a viable spell!
Devo_AS Sep 28th 2011 9:26AM
Not having to wait until 2 weeks before patch 4.4 comes up to get a summary of changes, well done!
osteofight Sep 28th 2011 9:26AM
Apparently I've been playing 4.3 already since I'm an Earthquake/Chain Lightning machine. These changes will only make my playing better.
kulhanek.jeff Sep 28th 2011 9:26AM
I'm really going to miss windshear on my resto shammy. I run mostly 5 mans and really like having that interrupt to dampen some of the incoming damage. Looking at recount I usually top the interrupts chart. Convincing DPS to interrupt is not easy.
I run enhancement as an OS and look forward to the new lava lash spreading of flame shock. Based on Ghostcrawler's assement I'm not expecting a DPS buff, but I can keep my fingers crossed.
Natsumi Sep 28th 2011 10:12AM
If you read the Shaman section of the "why did we do this" blog by GC he states that Enhance will still have the short CD on Wind Shear, so you can still be an interrupting machine as Enhancement. 9/10 of the time I don't have the GCD for an interrupt as a Resto shammy, I'm usually too busy trying to keep the idiots.... I mean DPS alive along with the tank in LFD, seriously people, get the eff out of the fire.
Shinae Sep 28th 2011 11:22AM
I also make frequent use of Wind Shear when healing 5-man PUGs. I can save myself quite a bit of healing by interrupting some boss spells, such as Tears of Blood on the panther boss. Hopefully, more melee DPS and tanks will wisen up and interrupt those like they should.
Shinae Sep 28th 2011 11:26AM
I also make frequent use of Wind Shear when healing 5-man PUGs. I can save myself quite a bit of healing by interrupting some boss spells, such as Tears of Blood on the panther boss. Hopefully, more melee DPS and tanks will wisen up and interrupt like they should.
Boobah Sep 28th 2011 1:07PM
Yeah, fights like Venoxis. Would you rather heal through a Whispers of Hethiss, or just interrupt every one of the things?
I understand why the change was made, but I don't have to like getting PvP splorch all over my PvE.
Skarn Sep 28th 2011 6:04PM
You do still HAVE the interrupt though, unlike the other three healers, which have none. Paladins do have a stun, but that's no use if the boss is immune to stuns. Good use of Wind Shear, even on a 26s cooldown, could make your life as a healer much better.
SteveB Sep 28th 2011 8:32PM
Skarn, rebuke is baseline for Pallies now. So yes... Paladin healers have an interrupt.
Sally Bowls Sep 28th 2011 8:44PM
1) What is this "mitigate damage" y'all are talking about?? I run 5s and the occasional 10. If the DPS and tanks I run with were competent and did their interrupts, they might not run with me. a/k/a I am using my shear while healing to do other's interrupts.
2) My PvE shaman is nerfed because the dozens of WoW arena players think wind shear is OP??????? I find this soooooo frustrating. I will feel such a feeling of satisfaction when these developers are unemployed. I have not encountered any customers, outside of a devblog author, who thinks PvP motivated nerfs of PvE is a good idea.
Bellajtok Sep 28th 2011 9:33AM
It's nice to see some anti-stacking mechanics. Although frankly it would have been better applied to disc priests or paladins. The idea of stacking just plain annoys me, is all.
raposo02790 Sep 28th 2011 9:35AM
sweet look
jessiewhitney Sep 28th 2011 9:41AM
Now what i would like to know is When you flame shock after a unleashed element, will the enhanced flame shock be spread to the other targets or will it just be a base Flame shock spread to the others. If it does spread the current flame shock then it will be like getting the UE buff 5 times since its spreading a flame shock that's 20% higher damage to 4 other targets.
Boobah Sep 28th 2011 1:11PM
The functionality on live with the elemental fire nova/flame shock refresh suggests (to me, anyway) that you'd get UE'd flame shocks to spread if you used Unleash Fire on the Lava Lash.