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Posts with tag wind-shear

Encrypted Text: Why does Kick cost energy?

kicked
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here.

Rogues have always been the premier interrupters of World of Warcraft. Back in the day, druids and paladins didn't have any interrupts, much to their chagrin. Warriors couldn't interrupt from Berserker Stance, which left them unable to interrupt effectively. Up until recently, death knights and monks didn't even exist. Shamans have been valuable in the past with their short-CD interrupts, but the main job of locking down a target always fell to the rogues.

Rogues have been tirelessly interrupting spells since WoW's launch 8 years ago. Individual mobs use spells quite frequently. You're bound to find an array of dangerous casters in a dungeon. Interrupts have been a crucial raid mechanic from the days of Molten Core. Other players are also notorious for trying to cast spells at rogues. Kick has been a featured part of the rogue arsenal for years. So why has it failed to evolve alongside the other interrupts?

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Filed under: Rogue, (Rogue) Encrypted Text

Shaman glyph changes in patch 5.0.4

Shaman glyph changes in patch 504
When the new 5.0 patch flips over on Aug. 28, will you be ready with glyphs? Blizzard is recycling old glyphs instead of making new spell IDs and charring old ones. Some glyphs are staying the same, some are new, but some share IDs with old Cataclysm glyphs.

Below is our list of new or changing glyphs for shaman. This is not a list of changing tooltips, just which glyphs you ought to have if you want to automatically have the new glyphs when the patch flips over.

Shaman gain no brand new glyphs but recycle some of the boring glyphs into cool cosmetic minors.

Glyphs that are changing into new majors:
Glyphs that are changing into new minors:

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Shaman, Mists of Pandaria

Totem Talk: 4.3 changes for elemental shaman

New Lightning Bolt spell effect vs. Mannoroth
Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. Josh Myers once only tackled the hard questions about enhancement but has recently expanded his sphere of responsibility to all shaman DPS specs. (And no, two-handed enhancement is still never coming back.)

It's crazy for me to think that it's been nearly four weeks since the first patch notes detailing class changes went up on the PTR. Three Saturdays back, I devoted the first post to tier 13 so as to benefit both specs of DPS shaman. Two weeks ago, it was enhancement changes. And, in my most recent post, elemental changes got pushed to the back burner after the elemental tier 12 set bonus got nerfed hard on the PTR.

So, nearly a calendar month after PTR notes first went up, it's high time to discuss some of the awesome (and not-so-awesome) changes in store for elemental shaman in patch 4.3.

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Filed under: Shaman, (Shaman) Totem Talk, Cataclysm

Totem Talk: How to use macros to maximize your enhancement utility

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. On Saturdays, Josh Myers tackles the hard questions about enhancement. Can we tank? Can we DPS with a two-hander? How does one shoot web? The answer to the first two is "no," and I have no idea about the third.

When I first started playing during The Burning Crusade, I had no idea what a macro was. I'd love to pretend that this was because World of Warcraft was simpler back then and that a good player could get away with never using a macro. Unfortunately, that isn't the case; I just wasn't a very good player in my shaman's youth.

The truth is that macros are something that any serious raider or PvPer should never be without. They fulfill a variety of roles, from cast sequence shock macros saving you some bar space to using your Feral Spirits' Bash ability on a focused healer to interrupt their Tranquility cast. In a raiding game where the ability to interrupt a target you're not DPSing is a huge asset, learning to manage your abilities through macros is a huge benefit for you and for your raid group (as well as for your arena team).

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Filed under: Shaman, (Shaman) Totem Talk, Cataclysm

Totem Talk: Make the most of enhancement's utility


Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. Do your likes include bladed weapons, the elements, and fights with little to no movement or target switching? So does Josh Myers, new kid on the block and now host of Totem Talk: Enhancement!

Back when Ulduar was relevant content, there was a very mean boss named General Vezax. General Vezax constantly cast an ability called Searing Flames, and the only way to prevent him from casting Searing Flames was to interrupt it with abilities that locked out his fire school for long periods of time -- Counterspell, Pummel, Mind Freeze. Back in those days of yore, when brains had tentacles and Wind Shear didn't exist, we had to drop Earth Shock from our rotation entirely. Our sole interrupt was also tied to our main DPS shock, and we had to sacrifice damage to avoid screwing up the Kick rotation of classes with better interrupts.

Thankfully, patch 3.2 saw the introduction of Wind Shear into the enhancement shaman's arsenal. No longer were we the DPS class that screwed up interrupt rotations. On fights for which we were the sole interrupter, we no longer had to hold off on DPSing in order to interrupt an important ability. This change would have been totally awesome for PvE ... had Wrath of the Lich King possessed any heroics in which not interrupting an ability would cause a wipe. As it was, a handful of encounters in the rest of the expansion had any relevant interrupting -- Lord Jaraxxus, Faction Champions, Twin Valk'yrs, and Lady Deathwhisper were the only four out of the last 17 raid bosses who actually had interruptible spells.

Thankfully, we're not in Wrath of the Lich King anymore. Cataclysm has come, and the shattering of Azeroth has brought an entirely new style of gameplay into PvE content. It's no longer any DPS player's job to care simply about DPS; interruptible spells from the lowliest of trash mobs can wipe you if you're not careful. Healer mana matters, so avoiding damage is the norm. Luckily for us, enhancement shaman have some of the best utility in the game for making sure your group doesn't wipe.

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Filed under: Shaman

PTR build 10083 official patch note updates

The Patch 3.2 PTR has been updated to build number 10083, and with it comes a list of interesting changes to the official patch notes -- some not-insignificant class changes (Wind Shock not sharing a cooldown with other Shocks, Earth Shock no longer interrupting), a buff for Val'anyr, and lots more. Thanks to MMO-Champion for nabbing these.

Some samples are below, and the rest of the notes are after the jump.

  • Arenas
    • Beginning with season 7, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply).
  • Items: General
    • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
  • Death Knight
    • Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 3/6/10%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.

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Filed under: Patches

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