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.
Patch 4.3 PTR: Patch notes
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
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Reader Comments (Page 3 of 3)
Shinae Sep 28th 2011 11:32AM
Both Wrath and Lightning Bolt, which are different colors of the same spell effect, are rather outdated. They don't look bad, but they can be improved.
I was briefly on the PTR before work, and I flung some LBs. It really looks more electric. Instead of a little ball of lightning that seems to take forever to reach a target, a bolt is made up of several arcs quickly zapping your target. I like it. :)
goldeneye Sep 28th 2011 12:43PM
I agree though that redone spell effects usually display tons more awesome. See when Moonfire had it's makeover.
ShammyGuy Sep 28th 2011 1:09PM
What is missed in the analysis, and I missed in the original 4.3 patch notes article, where I bemoaned the 25 CD on windshear a bit was the reverberation change that effectively give you the option to reduce windshear down to 5sec CD. For once, I am fully happy with the Enh Shaman changes. They were all thought out and have some synergy, rather than the random..oh, now we need to mod something else "because" type changes enh had for most of the past tweaks that seemed disconnected.
I think the "to non-physical" change rather than "spell power" could be a buff, depending on how LL is treated, same with spells, are spells non-physical?
The flameshock spread is nice, not having to deal with Multi-dot to manage AOE. They originally assumed "mages and locs" can handle multi-dot, shammy's can do the same. Not realizing the amount of movement and "role" and target switching they have and other BS enh shaman's have to do that made it not worthwhile.
Of course, mana is likely now an issue again for enh, but that might not be so bad.
jealouspirate Sep 28th 2011 11:29AM
Image of the new Lightning Bolt animation, for those interested:
http://i.imgur.com/s7ZGi.jpg
It`s rather amazing.
icepyro Sep 28th 2011 11:32AM
Earthquake is fun, but right now, it takes a rather large pack for it to be a dps gain to use. With a normal pack, it's not only a dps loss, but a mana drain as well. This change may finally make it viable again. Woot!
Chain Lightning is the way to go if you have enough mobs to justify it, so I'm happy to see they are letting us spam it instead of adding in a filler spell during cooldown.
What will be interesting to see is that spreading flame shock and using fire nova was more or less the filler spell during AoE if Lava Burst was still on cd, so with the ability to just spam CL and not need the filler at all, will that be better than using FS/FN?
Also, with the change of spell effect for LB, will that effect travel time? Right now I approach mobs with LB because it doesn't damage until it reaches the target and that gives me enough time to cast something else. I know for the most part it doesn't matter, but I think the travel time aspect makes things a little interesting and if this makes it to more or less instant, I will at least have to change I how I play solo.
Boobah Sep 28th 2011 1:35PM
While a decrease in travel time is slightly annoying while solo, I'll happily take it because most of the time when I'm throwing Lightning Bolts around the sooner the target dies the better.
Besides, now it can be somebody else's spell that was a split second too late.
Boobah Sep 28th 2011 1:46PM
Oh, and on the Flame Shock/Fire Nova front... the boosts to Earthquake and Chain Lightning are specifically to make the FS/FN dance unnecessary, especially since they're also taking out the Fire Nova adds time to Flame Shock effect. Fire Nova won't be used by elemental shamans without fairly large number of mobs; our normal AoE rotation is intended to pretty much be Flame Shock - Lava Burst - proc Clearcasting - Earthquake - spam Chain Lightning until EQ is about to come off cooldown - begin again, at steps one, two, or three, whichever is appropriate.
JrSlacker Sep 28th 2011 12:02PM
I'm disappointed to see nothing done with the AI for totems and elementals.
T Sep 28th 2011 12:17PM
I would like to see something earthliving get similar treatement as flametongue. Where it increases healing by a fixed % instead of static amount.
Naku Sep 28th 2011 5:01PM
I dont want to troll but as I saw the new LB effect... its not good at all. If you ever shot a chain heal/lightning in BG you know its like a kick-me sign for the enemy. And now our main attack will point at us too :/
Matthew Sep 28th 2011 2:00PM
I hope the Lightning Bolt animation is as cool or cooler than the Chain Lightning animation. CL looks awesome!!!
Having wrath and LB look the same (with different colors) has been annoying, I'm glad they're both getting updates.
Bobby Earl Sep 28th 2011 2:25PM
With the new Lava Lash/Flameshock changes I'll have to recondition myself to pop off a Lava Lash immediately when facing multiple mobs, rather than waiting for a 5-stack of Searing Flames. This goes against everything I stand for but I guess I'll manage. It's still gotta be better than tab-dotting everything while trying to melee simultaneously. If I'd wanted to play a Warlock than mine would be higher than level 6.
TTFK Sep 28th 2011 5:48PM
It is clear that they want Enh and Ele to use different AOE methods. Enh will concentrate on FS/FN while Ele will have CL/EQ; each spec will have it's own flavor.
Steffan Sep 28th 2011 7:31PM
While I understand the move away from spell weapons for Enhancement, I just don't like it. The idea of fighting off enemies with a "caster" weapon really hit the hybrid vibe of shaman for me.
Mark Pepin Oct 6th 2011 12:11AM
No, the windshear thing is not going to be fun. 25 seconds is a bit too long, it is our one and only move that can be used defensively against casters, and its duration is only 2 seconds, that pretty much equates to 1 seconds if the caster previously used an instant cast. The only other thing that we get is grounding totem, but thats also on a decent cooldown and its much harder to use as an interrupt than windshear. Sure we can reduce the cooldown of it, but thats just two more points i could really use elsewere, we're slowly getting our already low defences taken away
uncletom44 Oct 11th 2011 7:46PM
Is anything gonna be done about how kiteable an enhancement shammy is in arenas? Maybe make Ghost wolf break roots rather then having to wait for a totem to pulse, little more controll of a char is always nice specailly considering how fast some classes can reapply roots