(If a moderator can help me because I can’t insert images and it becomes difficult to follow the text. Thank You)
The whole presentation is here-> https:// ibb. co/31SZBjb
Shaman Tree Reworked
https:// ibb. co/QrntjPW
First, I rework the top of the Shaman talent tree to try to make it little more flexible and eliminate some of the hassles of achieving important talents.
For example, to take Stone Bulwark Totem we were forced to choose between a situational talent Poison Cleansing Totem or the Thunderstorm path, wasting two points. With my solution, it seems accessible without wasting points.
As you can see, by taking the “main talents” from the first part of the tree, you spend exactly the 8 points required to proceed.
In the second part of the tree, we spend another 9 points even if Spiritwalker’s Grace is not necessary but still it is quite important at least for Elemental and Restoration.
With a total of 17 points we have another 3 points left to spend (1 more if we don’t take the talent discussed above) for our situational needs.
By getting to the top of the tree, we can reach our capstone talents easily without incurring completely useless talents or spending on useless upgrades.
In the simulation you can see, I tried to take all the talents that are generally most useful and I spent 24 points in total. Leaving me with 7 points to place based on the situation.
Wind Shear becomes a basic spell. Lightning Lasso moved to a choice node with Mana Spring. With Astral Bulwark, Astral Shift can now be use while stunned. Usefull in PvP situation.
I changed Hex and added Bind Elemental. After the pruning of the two-point talents, I found inappropriate to have two points to spend for such an unnecessary CC except in PVP or in niche situations. Bind Elemental would be more thematic to add a CC about elemental creatures, like Warlock with Demons.
I added Haze Totem, a new totem. I have introduces a new utility, it was previously exclusive to the Rogue. Just like Wind Totem competes with Stampeding Roar, the new Haze Totem will also compete with Shroud of Concealment.
I changed the Creation Core talent because it was overshadowed by Call of the Elements and therefore a dead talent. Now this talent becomes an additional option to help Shamans with resource generation.
Reincarnationn, negates a death. But it does so with many non-enjoyable flaws, and very few upsides. The drawback of wasting active CDs and buffs is already a huge loss more often than not. It just making it reset on pull would don’t make it overpower.
I know there are still many things to improve: survival; Earth Shield to be reworked making it a 1 hour buff; Etc. But I hope I’ve done a good job of fixing up what we have and added some welcome utilities.
WIND SHEAR (Deleted Talent)
Move to Shaman basic spells
EARTH RESONNANCE (New Talent - choice option with Earthgrab Totem)
When you cast any Totem, that slows the movement speed of enemies within 10 yards by 50%.
ASTRAL BULWARK (Reworked Talent)
stral Shift reduces damage taken by an additional 20%. This spell is usable while stunned.
HEX (Reworked Talent)
Transforms the enemy into a frog for 1 min.
While hexed, the victim is incapacitated, cannot attack or cast spells and is slowed by 70% during Hex and for 6 sec after it ends. Damage may cancel the effect. Limit. 1. Only works on Humanoids and Beasts.
BIND ELEMENTAL (New Talent)
1 min cooldown
Binds the target hostile elemental for up to 30 sec. The bound unit is unable to move, attack or cast spells. Only one target can be bound at a time. Casting Bind Elemental again on the target will cancel the effect.
HAZE TOTEM (New Talet on Lighting Lasso)
6 min cooldown
Summons a totem at the target location for 12 sec that hides players in the shadows within 20 yards, allowing you to move through enemies without being seen.
CREATION CORE (Reworked Talent)
Elemental - Every time you cast a Totem, generate 8 Maelstrom during combat.
Enhancement - Every time you cast a Totem, generate 1 stack of Maelstrom Weapon.
Restoration - Every time you cast a Totem, generate an amount of mana to you.
REINCARNATION (Reworked Spell)
Allows you to resurrect yourself upon death with 20% health and mana. When you activate Reincarnation will become Tired and unable to benefit from Reincarnation again for 10 min.
TIRED (Debuff)
Cannot benefit from Reincarnation.
Elemental Tree Reworked
https:// ibb. co/HHWBRqh
Before we begin, I want to start with my personal definition of Elemental Shaman.
From my point of view, Elemental differs from Wizards and Druids because it does not specialize 100% on a single element but intertwines them all (Nature, Fire and Ice) to obtain its rotation.
There are certainly builds that are more focused on a single element (Nature or Fire) and which do not make use of Ice as a “third wheel”, but I think it is correct not to practice just one school.
As you can see I have revised the tree structure a lot and I have eliminated, modified and added various talents, positioning them differently. This work on the tree structure and the repositioning of talents was done to give all players what they want, namely the flexibility of their playstyle: a build based mainly on Fire, Lightning, hybrid with or without Ice.
I reworked Echo of the Elements granting an extra charge of Flame Shock as well. This should help spread the DoT despite the spell’s 6 sec CD. Further help in spreading Flame Shock is given by Tumblig Waves (even if it is RNG) and by Liquid Magma Totem which hits 6 enemies. We should be able to spread Flame Shock fairly quickly without risking the enemies being all dead before we can do any damage.
I have added the Electrified Shocks option and reworked its effect to make it an option to Flux Melting in AoE situations and useful in Lightning builds.
I took out the Lightning Conduit talent and reworked the Thunderstrike Ward and Primordial Fury talents. Thunderstrike Ward now applies to Lightning Shield and also gives more value to Elemental Orbit. I find forcing the use of shields when you can use two-hand staff very restrictive.
Increasing our critical strike damage by 25% moves the arrow from Mastery to Critical Strike even more. Therefore, I preferred to make Primordial Fury a Flametongue’s power-up. This way, we also increase the value of Enhanced Imbues since we will have both Fire and Nature enhanced.
I have included Vulcanic Inferno to give to Lava Burst casts a little additional effect. That is useful in AoE situations and also in ST. The animation will be like a red little earthquake with a eruptions of lava.
I took out Fury of the Storm because it was simply a filler and added a charge to Stormkeeper, because with the nerf to our Elemental Overloads and Maelstrom generation, an additional charge of Stormkeeper doesn’t make it a broken talent.
I have moved Aftershock and edited it. This talent has always been eclipsed by Surge of Power. It probably might not even need a change but I think that rather than having an additional spender ready to cast it would be better to have an additional effect to our spender, which doesn’t compromise our rotation.
For this reason I took inspiration from Totem Mastery, to have a similar effect with a shorter duration, not dependent on another GCD or static Totems. I think the buffs are more satisfied and we have eliminated the possible problem of the Maelstrom’s cap.
I have moved Elemental Blast (will replace Earth Shock) alongside Echoes of Great Sundering. I don’t think EB pair well with EoGS in AoE situations. Earth Shock feels better because he has an instant cast.
Going back to Elemental Shaman’s definition, I wrote above, the Ascendance’s design problems and especially the nerf of our Elemental Overloads, I came up the idea of making Ascendance a “well-rounded” transformation.
Ascendance could emphasize the more spectacular aspects regarding Elemental Shaman (the visual effects of Mastery) and not be only focus on Fire builds but also on Lightning builds.
From what I’ve tried, the tree I created seems quite elastic, you can take a bit of everything without having to spend unnecessarily on "unwanted talents“ not tune with the build we want to use.
ECHO OF THE ELEMENTS (Reworked Talent)
Lava Burst and Flame Shock has an additional charge.
ELECTRIFIED SHOCKS (New Reworked Talent)
Casting Icefury or Frost Shock increases the damage of your next Lighting Bolt or Chain Lightning by 10% and your Frost Shocks damage up to 3 additional enemies.
AFTERSHOCK (Reworked Talent)
Earth Shock, Elemental Blast and Earthquake have 25% change to summon four Little Elementals that increase your combat capabilities for 8 sec.
Fire - increases the chance to trigger Elemental Overload by 10%
Storm - generates 2 maelstrom every 1 sec
Ice - increases your critical strike damage by 10%
Earth - heals you for (65% of Spell power) every 2 sec.
PRIMORDIAL FURY (Reworked Talent)
While Flametongue is active, also increase your Nature spell damage by 8% for 1 hour.
VULCANIC INFERNO (New Talent)
Lava Burst have 25% change to open a volcanic fissure under your target, dealing Fire Damage over 6 sec to all enemies within 3 yds of the target.
THUNDERSTRIKE WARD (Reworked Talent)
While Lightning Shield is active, giving Lightning Bolt and Chain Lightnning a change to call down 2 Thunderstrikes on your target for (20% of Spell power) Nature damage.
ASCENDANCE (Reworked Talent)
Transform into a Primal Ascendant for 15 sec, causing your spells to trigger Elemental Overload and increasing the damage of your Elemental Overloads by an amount equal to your critical strike chance.
When you transform into the Primal Ascendant, instantly cast a Elemental Blast at your target at 60% effectiveness.
DEEPLY ROOTED ELEMETS (Reworked Talent)
Casting Lava Burst has a 7% change to activate Ascendance for 6 sec.
Casting Lightning Bolt has 3% change to activate Ascedace for 6 sec.
STORMKEEPER (Reworked Talent)
The charges of Lighting Bolt or Chain Lightning now are 3 not 2.
TUMBLING WAVES (New Talent)
Primordial Wave has a 20% change to not incur its cooldown.
LIQUID MAGMA TOTEM (Reworked Talent)
1 min cooldown
Summon a totem at the target locatio that erupts dealing Fire damage and applying Flame Shock to 6 enemies within 8 yards. Continues hurling liquid magma at a randomnearby target every 1 sec for 6 sec, dealing Fire damage to all enemies within 8 yards.
FARSEER TREE REWORKED
https:// ibb. co/M65bXsH
HEED MY CALL (Reworked Talent)
Ancestor last an additional 4 sec
I increased Heed My Call from 2 sec to 4 sec to make it competitive with Routine Communication.
The idea would be to have two options:
1) choose Latent Winsdom and Heed My Call with Primordial Wave and Splintered Elements to have a larger burst window every 30 sec;
2) choose Primordial Wave and Tumbling Waves so as to be able to have a multiple-window to launch multiple Lava Bursts, two or three time in a row, and the probability of calling Ancestors with Ancient Fellowship and Routine Communication.
NATURAL HARMONY (Reworked Talent)
Reduces the cooldown of Nature’s Guardian by 10 sec and causes it to cast Astral Shift for 6 sec.
The modification of Natural Harmony makes it a real "life saver“.
FINAL CALLING (Reworked Talent)
When an Ancestor are called, they cast Elemetal Blast at a nearby enemy at 60% effectiveess.
Final Calling have a problem. The activation of Elemental Blast upon the death of our Ancestors, brings with a problem. If the enemies have already been defeated we lose a lot of dps. Furthermore, it could also happen that there are enemies nearby, not in combat, who are hit by the Elemental Blast of our Ancestors. With my modification we immediately get a dps benefit (damage + buff) and drastically lower the probability of our Ancestors accidentally hitting targets that we are not interested in hitting.
The name should be changed to Powerful Call.
PRIMORDIAL CAPACITY (Reworked Talent)
Increases your maximum Maelstrom by 50.
The increase Maelstrom bar to 50 of Primordial Capacity is dictated by the fact that, from the simulations reported above, it will not always be possible to take Swelling Maelstrom with Farseer and even if it were possible to add them, it would not be a problem.
ANCESTRAL SWIFTNESS (Reworked Talent)
Your next healing or damaging spell is instant, cost no mana, and deals 20% increases damage and healing.
If you know Nature’s Swiftness, it is replaced by Anncestral Swiftnness and causes Ancestral Swiftness to call an Ancestor to your side.
I increased the damage to 20% after using Ancestral Swiftness because 10% is very disappointing. Master of the Elements increases our damage by 20% and does so more frequently.
STORMBRINGER TREE REWORKED
https:// ibb. co/vJgY4fw
I have reworked a lot of things about the Stormbringer tree.
UNLIMITED POWER (Reworked Talent)
If Surge of Power is active, and you cast Tempest, increases you critical strike damage by an additionnal 20% for 12 sec.
STORM CALLER (Reworked Talent)
Increases the critical strike change of your Nature Damage spells by 10% and the critical strike damage of your Nature spells by 10%.
Unlimited Power essentially provides the same effect as Primordial Fury and solves the problem of having to consume Surge of Power with Tempest as Tempest replaces Lightning.
Storm Caller only received a 5% buff on critical strike damage.
FURY OF THE STORM (New Reworked Talent)
Your Nature damage critical strikes increase your movement speed by 10% for 6 sec.
Slowing enemies can be a problem in certain situations, Fury of the Storm provides an alternative.
STORM SWELL (Reworked Talent)
When Tempest strikes one or two targets, gain 30 Maelstrom.
ARC DISCARGE (Reworked Talent)
When Tempest strikes more than two targets, have a 25% change to have another Tempest.
Storm Swell and ArcDiscarge, were a tricky choice for Elemental. Now I think they’re more in tune.
ROLLING THUNDER (Reworked Talent)
Summon a powerful Lightning Elemental to fight by your side for 10 sec every 50 sec.
Tracking Stormkeeper procs is a problem, with this change to Rolling Thunder we no longer have to worry about it. And it’s a themed effect.
NATURE’S PROTECTION (Reworked Talent)
Targets struck by your Nature damage critical strikes deal 5% less damage to you for 6 sec.
Nature’s Protection and Surging Currents have been changed to be available more often.
SURGING CURRENTS (Reworked Talent)
After you score a critical hit, your next Chain Heal or Healing Surge will be instant cast and consume no mana.
VOLTAIC SURGE (Reworked Talent)
The damage dealt by your Earth Shock, Elemental Blast and Earthquake’s Elemental Overload now is at 100% effectiveess.
AWAKENING STORMS (Reworked Talent)
Lightning Bolt and Chain Lightnning have a 20% change to generate a stack of Fulmination, up to 10 stacks. Every stack grants you 0,5% haste. Your next Tempest consume all stack and gain 1% increases dammage for every stack.
Many Elemental Shaman have asked, several times, they want to see big damage from our spenders. The change to Voltaic Surge could be the right step in this direction. Awakening Storms makes our Tempest feel much more powerful and grants us some haste.
With these changes (especially Voltaic Surge + Awakening Storm) they should patch up our low ST dps.
That’s all, I hope you appreciate the effort and love I put into this class that I love so much.