Hello everyone!
I’d like to share with you the changes I would make to Elemental.
CORE FANTASY
The key for the Shaman class, especially the Elemental, in my honest opinion, should be:
- use all elements in the rotation: Lightning, Fire, Earth and Frost. To date, frost is practically never used, except with Icefury;
- the talents should lead the player to make the various elements interact with each other.
- What’s the point of having all these beautiful totems, different for each race, if we can’t enjoy them?!
RESOURCES
- Fulmination (Passive): Lightning Bolt, and his overloads, have a 100% chance to generate a stack of Fulmination, up to 8 stacks. Earth Shock, Earthquake and Elemental Blast will discharge all stacks of Fulmination on the target, causing an extra (10% of Spell power) Nature damage for each stack of Fulmination.
CORE SPELLS
These are the core of the Elemental Spells rotations (ST / AOE):
Lightning Bolt (2 sec cast / 40 yd): Hurls a bolt of lightning at the target, dealing (60% of Spell power) Nature damage and then jumping to additional nearby enemies, dealing (40% of Spell power). Affects 5 total targets.
Lightning Bolt and Chain Lightning are now wrapped in the same spell.
Lava Burst (2 sec cast / 8 sec CD / 40 yd): Hurls molten lava, dealing (60% of Spell power) Fire damage at the target and generate an Elemental Overload on all those with Flame Shock.
Lava Burst becomes an important spell in situations with 2/3 targets.
Frost Crash (2 sec cast / 8 sec CD / 40 yd): Chills the target with frost, causing (70% of Spell power) Frost damage and reducing the target’s movement speed by 50% for 6 sec.
Replaces Frost Shock, the animation could be similar to Eathen Rage but with ice splinters. Frost Shock is no longer needed because now is possible to cast Earth Shock which has almost similar power (45% vs 40%)
Flame Shock (Instant / 6 sec CD / 40 yd): Sears the target with fire, causing (20% of Spell power) Fire damage and then an additional (100% of Spell power) Fire damage over 18 sec.
No changes, increasing the duration would lead too many targets hit by Lava Burst.
Earth Shock (Instant / 40 yd): Instantly shocks the target with concussive force, causing (40% of Spell power) Nature damage. Earth Shock will consume all stacks of Fulmination to deal extra Nature damage to your target.
No changes, the spell to consume Fulmination stacks.
Earthquake (Instant / 40 yd): Causes the earth within 8 yards of the target location to tremble and break, dealing (60% of Spell power) Physical damage over 6 sec and sometimes knocking down enemies. Earthquake will consume all stacks of Fulmination to deal extra Nature damage to your target.
It doesn’t have cast time because I find it clunky.
TALENT TREE
LEVEL 15
Elemental Blast: No changes
Echoing Totem (Instant / 30 sec CD / 40 yd): Summons a Echoing Totem at the feet of the caster. Shock the target for (65% of Spell power) Elemental damage and create an ancestral echo, duplicate your next direct damage or healing spell a second time 1.0 sec later for free.
The same effect but… hey, it’s a totem!
Echo of the Elements (Passive): Lava Burst and Frost Crash (Ex Frost Shock) now has 2 charges. Effects that reset their remaining cooldown will instead grant 1 charge.
Echo doubles the core abilities of the rotation. Echo of the Elements not Echo of the Only One Elements.
LEVEL 25
Static Discarge (Passive): Disharge excess energy from your Lightning Shield, each time you generate a stack of Fulmination by Lightning Shield, and dealing (15% of Attack Power) Nature damage to an enemy within 40 yards. This damage can only occur once every few seconds. Targets with your Flame Shock on them are preferred.
I believe that changing this ability from active to passive is necessary to make it useful at least during quests.
Aftershock (Passive): Earth Shock and Earthquake has a 25% change to not consume any stacks of Fulmination.
Eliminating the Earthquake interaction, in my opinion, was a mistake.
Totem Mastery (Instant / 40 yd): Summons four totems that increase your combat capabilities for 2 min.
- Resonance Totem, when your spells cause an elemental overload, the next Healing surge be instant.
- Storm Totem, consume a stacks of Fulmination increases the chance for next Lightning Bolt to trigger Elemental Overload by 5%.
- Ember Totem, when your spells cause an elemental overload, increased the next Flame Shock damage over time by 10%
- Tailwind Totem, when your spells cause an elemental overload, you gain 2% Haste for 10 sec. Gaining a stack does not refresh the duration.
New Totem Mastery interacts with Mastery and Fulmination stacks. What’s the point of having all these beautiful totems, different for each race, if we can’t enjoy them ?! Hey, it’s a totem!
LEVEL 30
Spirit Wolf and Earth Shield: No changes
Gracefull Spirit (Passive): Reduces the cooldown of Spiritwalker’s Grace by 60 sec and increases your movement speed by 20% while it is active.
This talent becomes necessary because Elemental no longer has Frost Shock (45% Spell power) and therefore its only option on the move remains to cast Earth Shock (40% Spell Power).
LEVEL 35
Storm Elemental and Liquid Magma Totem: No changes
Seismic Thunder (Passive): Each target on Earthquake have a 10% to trigger Elemental Overload by Lightning Bolt.
Storm Elemental is the big AoE CD, Liquid Magma Totem is the medium AoE CD, and Seismic Thunder is the steady little AoE boost.
LEVEL 40
Nature’s Guardian, Ancestral Guidance and Wind Rush Totem: No changes
LEVEL 45
Primal Elementalis: No changes.
Surge of Power (Passive): Consuming at least 6 stacks of Fulmination also enhances your next spell cast within 15 sec:
- Flame Shock, the next cast also applies Flame Shock to additional target within 8 yards of the target.
- Lightning Bolt, your next cast will cause ad additionall 1-3 Elemental Overloads.
- Lava Burst, reduces the cooldown of your Fire/Storm Elemental by 6.0 sec.
- Frost Crash (ex Frost Shock), Freezes the target in place for 6.0 sec.
Lightning Bolt and Chain Lightning are now wrapped in the same spell and Lava Burst now deal damage to the target and all those with Flame Shock therefore Surge of Power also has a utility in aoe situations.
Master of the Elements (Passive): Casting Lava Burst increased the damage of your next Nature and Physical spell by 20%. Casting Lightning Bolt increases the damage of your next Frost spell by 20%. Casting Frost Crash (ex Frost Shock) increased the damage of your next Fire spell by 20%.
This talent now interacts with all three spell schools, Master of ALL Elements.
LEVEL 50
Icefury (2 sec cast / 1 min CD): Hurls frigid ice at the target, dealing (50% of Spell power) Frost damage and causing your next 2 Frost Crash (ex Frost Shock) to be instant cast and to deal 200% increased damage.
Nerfed because Frost Crash (Ex Frost Shock) now has higher base damage.
Stormkeeper (1,5 sec cast / 1 min CD): Charge yourself with lightning, causing your next 2 Lightning Bolts to be insant cast and trigger an Elemental Overload on every target.
The same effect, only now Lightning Bolt and Chain Lightning are wrapped in the same spell.
Ascendance (Instant / 3 min CD): Transform into a Flame Ascendant for 15 sec, removing the cooldown on Lava Burst, and increasing the damage of Lava Burst by an amount equal to your critical Strike change.
Flame Shock has a 5% increased chance to trigger Lava Surge.
Slightly increased the Lava Surge procs to try to make the 15 sec window more efficient.
NEW SITUATIONAL TOTEMS
Cleansing Totem (Instant / 1 min CD): Summon a Cleansing Totem with 5 health at the feet of the caster for 3 sec, removes all Curse effects from party members within 30 yards.
It replaces Cleanse Spirit. And… hey, it’s a totem!
Wrath of Air Totem (Instant / 3 min CD): Summons a Wrath of Air Totem at the feet of the caster for 20 sec, increases Haste by 10% for all party members within 30 yards.
With other classes have Bloodlust, this totem can become an extra gem that can favor Elemental as a support class, without over-unbalancing. And… hey, it’s a totem!
PVP TALENTS
Control of Lava (Passive): Replaces Lava Surge. Your Flame Shock damage over time has a 10% change to reset the remaining cooldown on lava Burst, and increase its damage by 25%, staking up to 3 times.
Elemental Attunement (Passive): Increases your maximum stasks of Fulmination by 2.
A good choice considering Lightning Shield and Static Discarge (as I revisited it).
Lightning Lasso (Instant / 30 sec CD / 20 yd): Grips the target in lightning, stunning and dealing (700% of Spell power) Nature damage over 5 sec while te target is lassoed. Can move while channeling.
Traveling Storms (Passive): Thunderstorm now can be cast on allies withing 40 yards, and its cooldown is reduced by 15 sec.
Ethereal Form (Instant / 45 sec CD): Replaces Astral Shift.This spell is usable while stunned. You tur ethereal, making you immune to all physical damage, but unable to attack or cast spells and your movement speed is reduced by 50%. Lasts for 15 sec. Use Ethereal Form again to shift out.
A mix between the current Ethereal Form (Enhancement) and Shamanistic Rage. It seems to me the right compromise.
Spectral Recovery (Passive) : While in Ghost Wolf, you heal 6% health every 2 sec. Increase the movement speed of Ghost Wolf by ad additional 10%
Double the care received to make it decent.
Swelling Waves (Passive): When you cast Healing Surge on yourself, you are healed for 50% of the amount 3 sec later.
Skyfury Totem (Instant / 40 sec CD): Summons a Skyfury Totem with 50 health at the feet of the caster for 15 sec that increases the critical effect of damage and healing spells of all nearby alies within 40 yards by 20% for 15 sec.
Counterstrike Totem (Instant / 45 sec CD / 40 yd): Summons an Counterstrike Totem with 50 healt at the feet of the caster for 15 sec. Whenever enemies within 20 yards of the totem deal direct damage, the totem will deal 100% of the damage dealt back to attacker.
Grounding Totem (Instant / 30 sec CD): Summons a Grounding Totem with 50 health at the feet of the caster that will redirect all harmful spells cast on a nearby party or raid member to itself. Will not redirect area of effect spells, Lasts 3 sec.
Voodoo Totem (Instant / 30 sec CD / 40 yd): Summons a Voodoo Totem at the target location for 10 sec. The totem Hexes all enemies within 8 yards into frogs whaich are incapacitated and unable to attack or cast spells. Damage or leaving the area will interrupt the effect.
Static Charge (Passive): Capacitor Totem now instant explodes and stunning all enemies within 8 yards for 3 sec. Increases the cooldown of Capacitor totem by 5 sec for each enemy it stuns, up to a maximum reduction of 20 sec.
In pvp situations I think is a priority to be able to stun the enemy instantly. But, with a small flaw.
Searing Totem Rage (Passive): Your damaging spells incite the elements around you to come to your aid. Summons a Searing Totem with 5 healt at your feet for 12 sec that repeantedly dealing (10% of Spell power) Fire damage to your most recently attacked target.
Like Earthen Rage but with increased durability. And… hey, it’s a totem!
What do you think?