These are my design ideas after maining resto shaman for 19 years
Shields
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This has to be separated start point on the tree and maybe just add special
effects when you are progressing this path, buff the shields by adding points and
increase dynamics of shaman shields you are having. For example, do i get more mana
by wearing Water shield, does my Earth Shield increase healing taken by the target or
damage taken. All shaman shields should be
baseline for every shaman to use.Totems CENTRAL HUB FOR TOTEMS
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Totems such as Fire, Water, Air, Earth. My idea is to simplify the game, we don’t have to
hop around and get talents that do feel a waste, From the Earth you could have Earthen
Wall: Your Earthen Wall totem is now 10% more effective for example. Earthen Wall
could have improved visual btw. Air totems could increase multiple things: Wind Rush
Totem now has it’s cooldown reduced by 15/20/30 seconds. As you move your totems
with totemic relocation you are now also moved to the location.Core single target healing spells
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Remove Chain Lightning and Healing Wave from the tree
completely as it doesn’t make logical sense that there are no path to increase the spell
or have any special idea why you choose to move along this path, do you increase
damage, amount of targets of Chain Lightning or do you increase the healing of
Healing Wave by adding points to ( Deluge ) as we have it currently on the game. Great
talent btw.
I don’t want to make it super long post as i want to say for the developers that the game
is still an MMORPG and the class design feels that it has lost the meaning of deeper
inspection of spells you are spending points in, however instead you are getting procs
or passives that are there but doesn’t feel exciting, Let the player choose and analyze
the game through different paths that are there to increase the strength of totems,
healing spells or the damage or generating mana.