Creative Thread: My Enhancement

This is purely a creative thread created after reading the patch notes and realising that all my hopes for new talents and ideas are probably not going to be happening anytime soon, which to some is fine, but I know many of us we were expecting a little more, but anyways, I don’t want to drown this post with negativity. This is just for fun and for the most part you can ignore the numbers and enjoy an iteration of Enhancement shaman that was created out of boredom.

So there will be multiple changes and tweaks to abilities, understand that this would be an overhaul and not just a few talent changes. Hope you guys enjoy.

Maelstrom: Gain charges primarily through the use of stormstrike and lava lash, upon reaching 10 charges you gain access to Stormblast, which will consume all charges.

Flametongue/Frostbrand/Crash lightning/Lightning Bolt get removed and are replaced with two baseline utility totems, one AoE ability and a single target big spender ability. All listed below.

Windrush totem: Summons a totem for 15 seconds that increases the speed of allies within 10 yards by 60% for 5 seconds. The speed buff is continually refreshed as long as they are within range. 2 minute cooldown.

Stone Barrier totem: Places a totem at the feet of the caster for 3 seconds, removing all movement impairing effects on all allies within 25 yards and also granting the caster an absorb shield equal to 20% of their maximum life. 1.5 minute cooldown

Stormblast: Costs 10 Maelstrom 40 yard range. Harness the true potential of the storm, unleashing a devastating blast of raw lightning towards the target, inflicting them with X damage. (for any MoP players, this would use the same animation as stormblast back in MoP, back when ascendance looked cool)

Lava Lash: 10 second cooldown, generates 4 maelstrom, melee range. Bathes your offhand in lava causing a massive slash of molten rock to coat all enemies in front of you burning them for X amount of damage and applying Flametongue to all enemies hit, stacking 3 times. Flametongue: Enemies take X amount of damage over 14 seconds.

Stormstrike: 4 second cooldown , generates 1 maelstrom. Enhances both weapons with the spirit of storm, unleashing a devasting 2 part attack. Stormstrike also has a 40% chance to trigger Crash Lightning, this increases by 10% every time it fails to trigger until it is succesful then the cycle repeats. Crash Lightning: A ruinous bolt of lightning crashes into your weapon, causing your next stormstrike to hurl a magnificent array of lightning towards the three closest targets in front of you, dealing 150% damage to the primary target, and 50% to subsequent enemies

Sundering: 15 second cooldown: Call to the spirits of earth to shatter the ground at your feet damaging all targets caught in its wake for X amount and applying the caster with Volatile Elements.

Volatile Elements: Enhances the players next Stormstrike or Lava Lash, consuming the buff in the process.

Enhanced Stormstrike: Stormstrike will generate an additional charge of maelstrom and will trigger the effects of Crash Lightning

Enhanced Lava Lash: Lava Lash will not incur it’s cooldown, however it will not generate any maelstrom on its next use.

I know you are probably thinking it seems a little absurd that we have 3 AoE/Cleave baseline abilities, but bare with me and I will explain my thought process on everything at the bottom, once talents have been covered.

Talents

Level 15

  1. Hungering Flame: Lava Lash now has a 50% chance to cause living molten rock to splash to the ground, which lashes out at nearby targets. If the target is at 3 stacks of flametongue then the hungering flame will consume those stacks to deal damage equal to 200% of the remaining damage. If the target is not yet at 3 stacks then the Hungering flame will apply 3 stacks to the target. Lasts 3 seconds.

  2. Crashing Storm: Crash Lightning now causes stormstrike to deal it’s full damage to the 3 closest targets and has a 5% per targets affected (up to a maximum of 15%) to cause you to automatically cast a free crash lightning that deals 25% more damage.

  3. Fury of Air: Passive: Grants windfury a 5% accumulating chance to successfully trigger after each failure to do so, after triggering the cycle repeats.
    Active: 45 seconds cooldown. Grants windfury an additional 60% chance to trigger, and also causes each strike of windfury to send out a raging tornado that seeks out enemies, dealing X amount of damage and slowing spellcasting speed by 25% for 3 seconds.

Level 30

  1. Earth Shard Totem: 1.5 min cooldown. Places a totem on the ground that grants all allies within 10 yards a shield that absorbs X amount of damage every 5 seconds for 25 seconds. The absorb amount stacks with each application.

  2. Roaring Thunder: 2 seconds after triggering crash lightning, a thunderous crack will cause enemies to become confused, disorientating them for 1 second. Has a 20% chance to cause an enemy to strike out at their closest ally.

  3. Shock and Draw: 1 min cooldown Summons a totem at the feet of the caster that expels a torrent of lightning that binds all enemies within 12 yards, slowly dragging them towards the centre of the totem, targets affected by this totem have a small chance to be stunned when they land a successful attack, if an enemy reaches the totem the totem explodes stunning all enemies within 5 yards for 3 seconds . Totem last 4 seconds. Replaces capacitor totem.

Level 45

  1. Totem of Shifting Currents: Places a totem at the feet of the caster granting all allies within 40 yards a battle enhancement. The totem pulses every 10 seconds granting a new enhancement each time.
    Battle Enhancements:
  • Lasting Air: All allies gain a haste and speed boost.
  • Flames Wrath: All Allies have a chance to deal additional fire damage and all non physical abilities deal 5% more damage
  • Head wall: All Allies have a X% reduced ability recharge rate and X% reduced damage taken.
  • River’s Embrace: All Allies are healed for X% every 2 seconds healing more for each player within 5 yards of each other.
  1. Totem of the Tide’s Embrace: 7 min cooldown Summons a totem at the feet of the caster that bathes allies within 20 yards in a watery dome, whilst this dome holds, they gain .5% damage reduction every .75 seconds, stacking up to 30 times, and are healed for a small amount with each application.

  2. Totem of the Storm’s Call: 4 min cooldown Summons a totem at the feet of the caster that allows all allies within 40 yards to cast while moving and reduce their resource cost of all spells by X% for 6 seconds, also grants all allies within 10 yards of the shaman 5% versatility for 10 seconds.

Level 60

Precise devastation: Sundering no longer does area of effect damage, instead its damage is focused upon one enemy, dealing significantly more damage and causes the target to take X% increased magical damage for 4 seconds. Reduces the cooldown of Sundering by 2 seconds.

Never Strikes twice: Crash Lightning no longer causes Stormstrike to strike multiple targets, instead your next stromstrikes damage is increased by 300%, however crash lightning has a static 30% chance to trigger. If the Talent Crashing Storm is taken, then this increases to 45%

Molten Fist: Call to the spirits of fire to aid you in unleashing a devastating slam that causes X damage and applying 3 stacks of flametongue to the target, up to a maximum of 6 stacks. Replaces Lava Lash. If Hungering Flame talent is chosen then the maximum number of flametongue stacks increases to 9, and upon the target reaching 9 stacks they spawn a small incarnation of flame that will come to the aid of the caster.

Level 75

Nature’s Guardian: When your health if brought below 35%, you instantly heal for 25% of your maximum health and take 15% less damage for 8 seconds. Cannot occur more than once every 60 seconds.

Earth Shield: 45 second cooldown, 2 charges. Call to the spirits of earth to shield you from the next 3 attacks, reducing the damage done by 25% and healing you for 100% of the damage done, up to a maximum of 8% of your total health, per hit.

Feral Dash: 20 second cooldown. Dash to the targeted location reducing all damage taken by 45% for 3 seconds and significantly reducing your threat.

Level 90

Overflow: Increase you maximum amount of Maelstrom by an additional 5, and while in spirit wolf, you gain 1 maelstrom every 1.5 seconds.

Conduit: Allows Stormblast to be used at 5 maelstrom for 50% of the damage, additionally stormblast has a 20% chance per maelstrom spent, to refund 1 charge.

Blessing of Spirits: X minute cooldown. Instantly gain 10 stacks of maelstrom charges and an additional 5 over 10 seconds.

Level 100

Eternal: Bloodlust now also increases mastery and critical strike by 15% for all party and raid members.

Ascend. 45 second cooldown: Allow the raw energies of earth and storm to collide within you, unleashing a devastating beam of raw energy that destroys all enemies in it’s path and increasing your speed by X for 10 seconds. If 5 or more targets are hit, the cooldown is reduced by 15 seconds.

Call of the Elements: 2 minute cooldown Call to the spirits, summoning 3 pure form elementals of storm, fire and earth to rush to your aid. Attacking your enemies and generating maelstrom. Also grants you 8% mastery/haste/critical for 15 seconds. Replaces Feral Spirit.

Okay now my insight on each talent row and potential builds and synergy one could experience with this set up.

Row 1 is primarily focused on improving our aoe/cleave potential, however there is also potential to use this row to further enhance our single target damage by coupling certain talents on row 4 (more on that later).
Hungering flames would be the go to sustained AoE ability, providing a solid and reliable feed of damage, especially in situations where movement is at a minimal.
Crashing Storm is more focused on smaller groups of enemies, fully coming into it’s potential on cleave fights, providing strong priority damage while also being able to wear down other enemies.
Fury of Air The passive bonus adds a little bit of sustained single target damage through windfury, however it’s active ability is a hard hitting ability and would be taken in situations where burst aoe is desired.

Row 2 is pretty much just utility.

Row 3 is a funny one, I know there will be a lot of people that won’t like that our talents as a dps spec would be group focused, but my idea of enhancement class fantasy is that it should play a pivotal role in supporting the group.
T. of Shifting Currents is a passive, fire and forget totem that adds rotating buffs that over the course of a fight can add up, but nothing too crazy here.
T. of the Tides Embrace is a big raid wide cooldown, in terms of actual numbers I have no idea what would work, but I hope you get the general jist of what it is that I hoped to get across with this ability. Pick this for extra group survival
T. of the Storms Call has the potential to be used for offensive purposes but can also be used defensively depending on the situation, lots of possibilities.

Row 4 This row completely changes the way one of our three baseline (also multi targeted) abilities works, and allows deeper customisation when row 1 is also taken into consideration.
Precise Devastation Does a hefty amount of damage in itself, however the debuff it applies to the target allows for frequent windows of higher sustained damage through other abilities as well. Keep in mind after selecting this ability, Sundering is now only a 13 second cooldown and the buff lasts 4 seconds.
Never Strikes Twice Removes the splash damage component of crash lightning but it now causes stormstrike to do significantly more damage. You can increase the chance of triggering this powerful effect by pairing this ability with crashing storm.
Molten Fist Has a small ramp up time but is great for focusing specific targets, with it’s hefty upfront damage being followed up by a meaty DoT that truly shines when at max stacks. hungering flames simply increases it’s already powerful single target capabilities.

Row 5 Once again just a utility row with more interactive abilities, allowing some of them to shine under the right hands. There is also a passive in there for people who prefer a more minimalist style of play.

Row 6 this entire row works around getting more stormblasts outs in one way or another, and believe me stormblast is our juicy juicy ability, I highly suggest looking up a MoP video of stormblasts animation back when ascendance gave us that. Here is a video https://youtu.be/RxS2jvBlsNA?t=15

Row 7 Is our cooldown row.
Eternal a little bit of saltiness around this ability, because of the statement blizzard made about the removal of gust of wind and displacer beast due to it being an iconic mage like ability…well what about bloodlust? Anyways this ability is literally to give us a form of bloodlust that no one else can bring, giving us a hell of a good reason to be picked up.
Ascend is another burst AoE ability that I imagine would look incredible.
Call of the Elements replaces feral spirit as our cooldown, granting bonus effects and awesome elementals.

Anyways guys, thanks for sticking with me this far. Once again, this was made for fun, I don’t expect any of this to ever be put in the game, but since blizzard won’t let me drool over what we could potentially be, I thought I would just do it myself.

Absolutely open to feedback.