Feedback: Shamans

I believe it’s too late to ask for specifics at this time, as the build has been worked on in past weeks with feedback that was granted at the time and will be finalized next week. Let’s hope these are included, at least most of them are decent and make sense.

It makes no sense for Resto to have baseline Stormkeeper, unless you meant that for Elemental.

Also, I’d personally prefer Primordial Wave to be gone from Restoration completely, and if we need to have a Shadowlands ability here, it should either be Vesper Totem or Chain Harvest - both are much better option than PW.

Would there be a chance to get an update whether DHs and Rogues are planned to receive any major changes before TWW release? Now that Shaman changes are upcoming, DHs and Rogues are the last ones with no talent updates.

Please, read. Thank you.

1 Like

Also a nice feature would be to have some way as a resto shaman to be able to atleast get some sort of flame shock spreader. Would make resto shaman damage pattern so much more omph. Ofc tune the numbers if needed.

1 Like

I personally prefer surging totem on totemic hero talents to place the healing rains for me, rather than it being the healing rain

2 Likes

Remove Primordial Wave from this game please for all three specs. Most boring skill

2 Likes

second that, feels more warlock then shaman aswell.

1 Like

Shaman used to be about rare huge DPS spells, either 2h windfury crits, or crazy lava burst crits.

Now it’s just a bunch of spamming spells no flavor

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I just went through the posts again and remembered someone mentioned in one of the posts that new Ascendance animation is needed, and I couldn’t agree more.

Apart from a talents rework for Shamans, I think the class needs some visual updates, too. Dragonflight, especially in season 1, showed a lot of great elemental visual effects, which only reminds me how certain Shaman spells are visually outdated.

Firstly, the Ascendance form using a model from Cataclysm, dated circa 2010. I dare say that a lot of fellow Shaman lovers would agree that the form is in desparate need of being replaced. I personally think that Dathea, Ascended from Vault of the Incarnates is the right blueprint for a new Ascendance form - having the shaman float inside of an elemental form.

Secondly, Lightning Bolt and Chain Lightning. Again, Dathea comes to mind, this time from the Primal Council encounter. After seeing her cast her version of lightning spells it made me feel envious:

The best thing is these effects already exists, at least for the lightning effects. I reckng Ascendance would require some work, so unless its already in the works, maybe have it as a Midnight project?

Hello, I play Elemental Shaman only. No resto, no enhancement. so don’t look here for that info.

After playing with Stormbringer Hero talent consistantly for a week, here is my feedback:

Stormbringer is a good starting point to the hero talents, but it just stays at that. Just being a good starting point.

Graphically, it is not good. Tempest should be more flashy as the name indicates. Seeing 2 chain lightning jumping between 3 targets looks much better than this and makes me feel more like the Thor than the “big hero talent” that defines our playstyle.

Gameplay:
1- Tempest skill itself is the issue. It is not buffed (instantly casted) by stormbringer is a big negative. Skill should be a big dps spike with the big strike that happens occasionally, while being followed by possibly 3 instant cast chain lightnings. Make tempest an instant cast or make it interactive with stormbringer. While you are at it, add the lavabeam (ascendance’s chain lightning) to be interractible by stormbringer aswell as a bonus, its just a pain for aoe ascendance procs and it doesnt make any sense without DF tier set bonus.

2- Making us choose between 3 instant cast spells or gaining 30 maelstrom is not a good idea. At Single target scenario, 3 chain lightnings create 12 maelstorm, and a good dmg spike, while gaining 30 would seem to be good on the combat flow to cast more spenders like earthshock or elemental blast but it just doesnt work like that, cancel the second choice, keep the instant cast chain lightnings and move along.

3- Unlimited power + Elemental Blast / Earth Shock doesnt make sense. In a single target scenario, you would want to stack your maelstorm power, unleash at once, gain max stack of haste you can in 15 seconds and go on with your rotation.
You cannot do this with elemental blast. Skill takes 1.8 seconds to cast (even at current retail it takes no less than 1.5 seconds). Assuming we casted 2, First by hard cast and other by using natures swiftness (assuming player picked “swelling maelstorm” & “natures swiftness” talents to have 150 melstorm pool etc.), now we have left with 15 seconds of buff uptime. We have 12% increased haste in this case (assuming elemental blast gave us haste buff aswell). This only happens on the first pull. During combat, you will be left with 13 seconds of buff time. Assuming we dont have any aftershock procs or anything we go on with our rotation.
In earthshock case, you use 3 earthshocks back to back, all instant casts, and probably after shock, it will proc an after shock and you will reach 5 stacks in 5 seconds by spamming Earthshocks (15% haste), and you are left with 10 seconds of dps window. It is much easier to implement in combat and much easier to use.
It is quite obvious the talent is designed to be used by Eathquake + Chain Lightning combos only for this rythm to be disturbed by Tempest casts to get that sweet instant casts. (You see the point here? Tempest is not mandatory to aoe as of now, becuase the dmg it deals is just meh at most)

4- Gaining a tempest after 400 maelstrom spend is not logical from player stand point. You would need a Weakaura addon, that would keep track the amount of maelstroms spend and show us when the next one is coming. As well as an indicater that shows 3 stacks of “awakening storms”

5- Stormkeeper stacks are bad. 2 stacks at most is a horrible decission. Distrubts the gameplay with occasional free stack we recieve. Make it uncapped. Let the player use 2 stormkeepers back to back. Force them to use the Tempest to apply lightning rod. Only then the talent would make sense.

Update: I Tried the Farseer for the last 2 days.

Ok I wasnt expecting this, but I had more fun while playing Farseer than playing Stormbringer. Is the damage lackluster? probably, but I enjoyed playstyle more.

It is obvious it was crafted to play with fire route + ascendance + elemental blast for an instantenous triple elemental blast combo with your 2-3 spirits, while using ascendance and lavaburst casts to recharge primordial wave for a new burst window, and yes Icefury with LvB buffing is mandatory for rotation if you dont want to cast Lightning Bolt, which I liked doing. Feels like combustion mage build, and I didnt even need to cast lightning bolt even once during a 5 min dps trial on a training dummy (I did not spam frost shock while waiting for lavaburst cd to come off, because it had 3 stacks of LvB skill which made roation smooth like butter).

Changes I want to see are below.

Gameplay:
1- make the spirits last a little longer. 6 seconds + 2 feels like too short, round it up 10 at least. Dps is probably too low already, give the class some leverage.

2- summoning additional spirits on despawn seems lackluster, doesnt work properly. Since we can summon only 2 for 6 seconds initially and can only have 2 summons max per 45 seconds burst window is just meh. 15% chances from one talent 8% chance from another… like what are these percentages man? you are affraid that the spirits are being spam summoned? have you seen shadow priest apparions on burst? let them be an army… they dont even hit 50% of my crits anyways (spirits copy like 25-30 % of my dmg, 200k lavaburst crit from me, 86k per spirit crit with 20% increased damage talent (ilvl 531 after leveling the character and not farming any gear)).

ps: Only once, I have seen an elemental blast crit with 1.1m damage, and I didnt have had any spirits, that would have been a nice screnshot

3- its strictly fire type playstyle, dont play this spec with lightning build. just dont. its horrible. you might want to re consider your choices.

4- mandatory primordial wave… are you really sure about this? like you can change it to lavaburst procs to summon a spirit instead of primordial wave, and just add it to a sub passive that primordial wave also summons a spirit with 50% efficiency or something.

1 Like

Please remove ICEFURY.

3 Likes

Give me back Vesper totem on my Rsham plzzzzzzz

1 Like

Feedback elementalist (enhance):

  1. Ice strike is button bloat and should be removed. It is just annoying to press, doesn’t add any value to the rotation, isn’t exciting and just is a mess in a gcd bloat elementalist hast. The dmg modifier could just easily be baked into Hailstorm itself

  2. Lashing flames tab target is not fun and should just be removed. If you still want to keep it as talent, then make lava lash apply lashing flame to all flame shock targets as well. tabing around with very low melee range is very clunky and adds zero fun to the spec

  3. Primodial Wave is super annoying to use because it needs too much setup. Additionally the talent that gives 10 msw when using pmw is always making you overcap msw, which is just bad design.

  4. Target cap is terrible and makes enhance to less dmg than a tank DH, which is just stupid.

Speaking of msw design in general:
In shadowlands you went back to the 5 msw spender design and added a talent to be able to store 10 msw to avoid overcapping and wasting resources which always feels bad. In DF then you went and added a talent that let you spend 10 msw and you are back to the same design as before, just doubling the resouce that you need now. Could have just stayed at 5 msw and cap at 5 msw and it would be no different?
Now 5 msw spender + 10 msw cap was much more smooth and also didn’t require you to waste a talent point.

Feedback storm (enhance):

  1. DRE is the elefant in the room for storm. The super rng proc is really bad.
    Either change it to the way pulsar or even now tempest works or remove it. Now you could even easily combine it with tempest itself. If tempest procs, DRE procs. easy.

  2. Stormbringers interaction with MSW is currently terrible. I don’t know if intended or bugged but here are a few:
    a) instant CL after using tempest are using all your MSW up. The instant CL should have a 10 msw value and not using any msw that you currently have

b) Ascendance is using the instant CL procs as well even though thorims is firing its own CLs

  1. there seem to be generally a priority issue with tempest and DRE. tempest is similar rng as DRE and often you sit on a tempest proc with no msw available and you may have another wasted tempest proc.
    Additionally it would be better if ascendance also would fire tempest if you used chain lightning before ascendance procced. At the moment it only fires tempest if you used lightning bolt before ascendancem which makes using tempest arkward during ascendance window.

  2. the node in stormbringer hero talent that lets you choose btw msw after tempest vs 3 CL if hit 2 targets is quite bad.
    In M+ you always want to use the CL talent, which means that we lost out on ST dmg. It doesn’t seem a lot but still in 95% of the cases the ST talent would be dead on arrival.

  3. Doomwinds is just terrible in its current version. Please revert it to legion.
    Massive dmg, of gcd on 1min cd. It felt great as a burst cd. Current doomwinds feels like nothing happens at all. 10% dmg buff to WF feel like a joke considering WF doesn’t even do dmg in the first place. If i recall correctly, legions doomwind had a whooping 100% dmg buff to WF.
    Generally it is weak and the worst is that it is on the GCD which makes it incredible unfun to use. To top it off, if you have bad rng stormstrike procs during this window it might as well do 0 dmg at all.

1 Like

I don’t understand this sentiment.

From ele point of view

Primordial Wave is very “shamany” and especially since they changed the graphic to fit the class.

It was the only covenant spell who had some interaction besides press and forget. It has a mechanic on its own and a fun one at it. It is fun to throw a wave of Lava Bursts. Imho the spell would feel much better if we had an easier way to spread Flame Shock.

1 Like

I’m inclined to agree, for me the major factor against it is that it reminds me Shadowlands existed, and that the spell icon has nothing to do with the spell anymore.

  • The first issue if this spell lies actually with Flame Shock spreading being cumbersome, since you need another talent from a choice node to apply multiple debuffs or tab target on CD.

Elemental Shaman should have their Lava Burst spread Flame Shock to a nearby enemy, so we don’t need Liquid Magma Totem to setup Primordial Wave. Enhancement already have easy job with Lava Lash spreading, and Restoration already keeps multiple Riptides up.

  • Second issue is that for a gate 3 talented ability with a 45 sec CD (30 for Resto when talented), the initial damage/healing is VERY weak, which I find preposterous:

    • For Elemental, it deals half the damage of a Lightning Bolt.
    • For Restoration, it’s less than 30% of Riptide’s initial healing (both apply Riptide HoT), or 14% of Healing Wave.

    I understand it enables and enhances the following spells, but in itself it should offer instant value.

  • Third issue is that the spell requires 4 points to reach it’s full potential. I really dislike the 2-point talents that stand between Primordial Wave and it’s capstone effect.

  • There’s a fourth issue, but it’s for Enhancement only: While Elemental has a choice node for PW capstone that benefits either ST or AoE, Enhancement doesn’t get a ST oriented capstone.

Edit: Forgot to mention that PW was not the sole SL ability that wasn’t fire and forget. Vesper Totem existed and was probably more interactive, rewarding using off-role spells. Being an actual totem, I’ve no idea how it did not make it’s way to Shaman DF talent tree.

How about a new official interface to show maelstrom points like paladin has, and a more agile playing style, with shorter CDs?

Greetings Shamans!

Earlier today, we unfortunately deployed a small part of our Shaman update to the Beta. This may have put the class into a bad state for testing, but that will only be the case for the next day or so. We have significant updates to the Shaman talent trees coming in tomorrow’s new Beta build.

First, we’d like to outline our philosophy and goals for these changes. We’ll start by addressing the new Shaman raid buff: Skyfury, and then go over each of the tree updates individually.

Skyfury

Throughout Dragonflight and The War Within’s development, the topic of raid buffs has been actively discussed and we’ve come to the decision to add a new raid buff to the Shaman class. Our goal with this buff is for it to fully replace the Windfury Totem buff previously brought by Enhancement Shamans and grant Elemental and Restoration access to a raid buff to encourage their value in raids.

Skyfury incorporates the previous effect Windfury Totem had of activating additional auto-attack swings with a small Mastery buff. Players may also note that this is lifting the party-wide restriction previously in place on Windfury Totem’s effect and turning it into a guaranteed raid-wide effect.

Class Tree

For the Shaman class tree, we’ve reduced the node count of defense and throughput nodes to allow most of the decision making in this tree to focus on picking up different pieces of utility. There will also be some new toys to help with group utility and personal survivability.

Pathing has been improved in a variety of ways and the previously potentially restrictive locations of Gust of Wind / Spirit Walk and Earth Shield have been changed to be easier to pick up. We feel this frees up points for more compelling decisions elsewhere without having to compromise movement or defensiveness to such a large degree.

Elemental

Elemental’s updates focused on scaling their proc rates to be more consistent between AoE and single target situations, allowing for things such as Lava Burst to have more of an impact on their rotation and improving their talent tree layout to allow for more diverse builds and variety.

We want to empower Elemental Shamans to be able to specialize as lightning focused, lava focused, or weaving between all the elements and have distinct builds within each of these options to allow for impactful choices to determine damage profiles.

Restoration

Our Restoration Shaman updates condensed the availability of damage focused nodes in the specialization tree to free up more points to decide on healing profiles and moving core nodes such as Ascendance and Tidebringer into more available locations. We want Restoration Shamans to feel they have multiple compelling options to reach the heavily desirable nodes on their tree.

We’ve also focused on increasing the effectiveness of a few core Restoration Shaman spells we feel have fallen behind. The two most notable spells here are Healing Surge and Spirit Link Totem. In Healing Surge’s case players will notice more bonuses to this spell to allow players who are looking to utilize this spell more effectively and for Spirit Link, we are returning the Spouting Spirits azerite trait with a twist of splash healing to make it strong in any group content. Healing Rain is also seeing new bonuses focused on increasing its effectiveness.

Enhancement

For Enhancement, we’ve generally been pleased with the state and talent diversity of their specialization tree, so we’re approaching it with a lighter touch. We focused on baselining a few of their core spells and utility within their specialization tree to allow for more optionality in both the Core and Spec trees.

Patch Notes

Class Tree

  • Many talents have moved locations or have had their pathing updated in all trees.
  • New Ability: Skyfury – Harness the fury of the Windlord to grant a target ally 2% Mastery and empower their auto attacks to have a 20% chance to instantly strike again for 1 hour. If the target is in your party or raid, all affected party and raid members will be affected. Learned at level 17.
  • New Talent: Elemental Resistance – Healing from Healing Stream Totem reduces Fire, Frost, and Nature damage received by 6% for 3 seconds. Healing from Cloudburst Totem reduces Fire, Frost, and Nature damage taken by 3% for 3 seconds.
  • New Talent: Refreshing Waters – Your Healing Surge is 25% more effective on yourself.
  • New Talent: Traveling Storms – Thunderstorm now can be cast on allies within 40 yards, reduces enemies movement speed by 60%, and knocks enemies 25% further.
  • New Talent: Seasoned Winds – Interrupting a spell with Wind Shear decreases your damage taken from that spell school by 15% for 18 seconds. Stacks up to 2 times.
  • New Talent: Encasing Cold – Frost Shock snares its targets by an additional 10% and its duration is increased by 2 seconds.
  • New Talent: Arctic Snowstorm – Enemies within 10 yards of your Frost Shock are snared by 30%.
  • New Talent: Ascending Air – The cooldown of Wind Rush Totem is reduced by 30 seconds and its movement speed effect lasts an additional 2 seconds.
  • New Talent: Enhanced Imbues – The effects of your weapon imbues are increased by 20%.
  • New Talent: Stone Bulwark Totem – Summons an Earth Totem at the feet of the caster for 30 seconds, granting the caster a shield absorbing damage for 10 seconds, and an additional absorb every 5 seconds. 2 minute cooldown.
  • New Talent: Jet Stream – Wind Rush Totem’s movement speed bonus is increased by 10% and now removes snares.
  • New Talent: Primordial Bond – While you have an elemental active, your damage taken is reduced by 5%.
  • Voodoo Mastery has been redesigned – Your Hex target is slowed by 70% during Hex and for 6 seconds after it ends. Reduces the cooldown of Hex by 15 seconds.
  • Flurry moved from Class tree to the Enhancement tree.
  • The cooldown of Gust of Wind has been reduced to 20 seconds (was 30 seconds).
  • Earthgrab Totem and Windrush Totem no longer share a choice node.
  • Lightning Lasso and Thundershock no longer share a choice node.
  • The following talents are now 1 point:
    • Totemic Focus
    • Elemental Warding
    • Nature’s Guardian
    • Winds of Al’Akir
    • Nature’s Fury
    • Totemic Surge
  • The following talents have been removed:
    • Go With The Flow
    • Flurry
    • Maelstrom Weapon
    • Enfeeblement
    • Stoneskin Totem
    • Tranquil Air Totem
    • Ancestral Defense
    • Surging Shields
    • Swirling Currents

Hero Talents

  • Farseer (Restoration/Elemental)
    • Restoration
      • Undulation can now trigger Call of the Ancestors.
  • Totemic (Enhancement/Restoration)
    • Restoration
      • Healing from Chain Heal from Totemic Rebound increased by 400%.

Elemental

  • New Talent: Fusion of Elements – After casting Icefury, the next time you cast a Nature and a Fire spell, you additionally cast an Elemental Blast at your target at 60% effectiveness.
  • New Talent: Storm Frenzy – Your next Chain Lightning or Lightning Bolt has 40% reduced cast time after casting Earth Shock, Elemental Blast, or Earthquake. Can accumulate up to 2 charges.
  • New Talent: Elemental Unity – While a Storm Elemental is active, your Nature damage dealt is increased by 10%. While a Fire Elemental is active, your Fire damage dealt is increased by 10%.
  • New Talent: Lightning Conduit – While Lightning Shield is active, your Nature damage dealt is increased by 8%.
  • New Talent: Everlasting Elements – Increases the duration of your Elementals by 20%.
  • New Talen: Thunderstrike Ward – Imbue your shield with the element of Lightning for 1 hour, giving Lightning Bolt and Chain Lightning a chance to call down 2 Thunderstrikes on your target for Nature damage.
  • New Talent: Earthen Rage – Your damage spells incite the earth around you to come to your aid for 6 seconds, repeatedly dealing Nature damage to your most recently attacked target.
  • New Talent: Echo of the Elementals – When your Storm Elemental or Fire Elemental expires, it leaves behind a lesser Elemental to continue attacking your enemies for 15 seconds.
  • New Talent: First Ascendant – The cooldown of Ascendance is reduced by 60 seconds.
  • New Talent: Preeminence – Your Haste is increased by 25% while Ascendance is active and its duration is increased by 3 seconds.
  • New Talent: Fury of the Storms – Activating Stormkeeper summons a powerful Lightning Elemental to fight by your side for 8 seconds.
  • Primordial Fury has been redesigned – Now increases the critical damage bonus of Elemental Fury by 25%.
  • Icefury has been redesigned – Casting Lava Burst has a chance to replace your next Frost Shock with Icefury, stacking up to 2 times.
  • Icefury now empowers the next 2 Frost Shocks (was 4).
  • Mastery: Elemental Overload has been redesigned – Now increases all Physical and Elemental damage dealt. The damage of Elemental Overloads is now 25% of normal damage (was 85%).
  • Lava Surge is now learned at level 12 and has been removed from the Class tree.
  • Inundate is now learned at level 14 and has been removed from the Elemental tree.
  • The trigger rate of Lava Surge and Searing Flames now scale based on the number of targets Flame Shock is on. In single target, it should trigger slightly more often, and in AoE, it should trigger less often.
  • Flash of Lightning now also increases the critical strike chance of Lightning Bolt and Chain Lightning by 10%.
  • Swelling Maelstrom now also increases the damage of Earth Shock, Elemental Blast, and Earthquake by 5%.
  • Master of the Elements now increases the damage of the next spell by 15% (was 10%/20%).
  • Echo Chamber now increases the damage of Elemental Overloads by 10% (was 8%/15%).
  • Power of the Maelstrom now causes the next Lightning Bolt or Chain Lightning to trigger an additional Elemental Overload (was 2). Can now stack up to 2 times.
  • Magma Chamber now stacks up to 10 times (was 20).
  • Elemental Equilibrium is now a 10% damage bonus (was 8%/15%).
  • Elemental Equilibrium no longer has a tracking debuff.
  • Eye of the Storm now reduces the Maelstrom cost of Earth Shock and Earthquake by 5, and Elemental Blast by 10.
  • Maelstrom generation has been updated for the following abilities:
    • Lightning Bolt is now 6 (was 8).
    • Lightning Bolt Overload is now 2 (was 3).
    • Chain Lightning is now 2 per target hit (was 4).
    • Chain Lightning Overload is now 1 per target hit (was 3).
    • Lava Burst is now 8 (was 10).
    • Lava Burst Overload is now 3 (was 4).
    • Icefury is now 12 (was 25).
    • Icefury Overload is now 4 (was 12).
    • Frost Shocks empowered by Icefury is now 10 (was 14).
  • Flow of Power no longer increases Maelstrom generation from overloads.
  • Stormkeeper has been removed from its choice node with Lightning Rod.
  • Earth Shock is now a choice against Elemental Blast.
  • Earthquake is now a choice node with an option to have it be cast on your target.
  • All nodes are now 1 point.
  • The following talents have been removed:
    • Tumultuous Fissures
    • Focused Insight
    • Refreshing Waters
    • Primordial Bond
    • Call of Thunder
    • Call of Fire
    • Electrified Shocks
    • Windspeaker’s Lava Resurgence
    • Oath of the Farseer
    • Further Beyond
    • Rolling Magma
    • Primordial Surge
    • Maelstrom Weapon

Enhancement

  • Maelstrom Weapon is now learned at level 10 and has been removed from the Class tree.
  • Feral Lunge is now learned at level 14 and has been removed from the Enhancement tree.
  • Flurry moved from Class tree to the Enhancement tree.
  • Elemental Blast damage reduced by 25%.
  • The following talents have been removed:
    • Windfury Totem
    • Focused Insight
    • Refreshing Waters

Restoration

  • New Talent: Tidewaters – When you cast Healing Rain, each ally with your Riptide on them is healed.
  • New Talent: First Ascendant – The cooldown of Ascendance is reduced by 60 seconds.
  • New Talent: Preeminence – Your Haste is increased by 25% while Ascendance is active and its duration is increased by 3 seconds.
  • New Talent: Reactive Warding – When refreshing Earth Shield, your target is healed for each stack of Earth Shield they are missing. When refreshing Water Shield, you are refunded mana for each stack of Water Shield missing.
  • New Talent: White Water – Your critical heals have 215% effectiveness instead of the usual 200%.
  • New Talent: Spouting Spirits – Spirit Link reduces damage taken by an additional 5%, and it restores health to all nearby allies 1 second after it is dropped. Spouting Spirit’s healing is decreased beyond 5 targets.
  • Spiritwalker’s Tidal Totem has been redesigned – After using Mana Tide Totem, the cast time of your next 3 Healing Surges is reduced by 100% and their mana cost is reduced by 50%.
  • Master of the Elements has been redesigned – Casting Lava Burst increases the healing of your next Healing Surge by 30%, stacking up to 2 times. Healing Surge applies Flame Shock to a nearby enemy when empowered by Master of the Elements.
  • Improved Earthliving Weapon has been redesigned – Earthliving receives 150% additional benefit from Mastery: Deep Healing. Healing Surge always triggers Earthliving on its target.
  • Earthen Harmony has been redesigned – Earth Shield reduces damage taken by 5% and its healing is increased by up to 150% as its target’s health decreases. Maximum benefit is reached below 50% health.
  • Downpour has been redesigned – Casting Healing Rain activates Downpour, allowing you to cast Downpour within 6 seconds. Downpour: A burst of water at the target location heals up to 5 injured allies with 12 yards and increases their maximum health by 10% for 6 seconds.
    • Downpour is twice as effective for Totemic Restoration Shamans.
  • Living Stream has been redesigned – Now increases Healing Stream Totem’s healing by 100%, decaying over its duration.
  • Lava Surge is now learned at level 12 and has been removed from the class tree.
  • Current Control now reduces the cooldown of Healing Tide Totem by 45 seconds (was 30 seconds).
  • Mana Tide Totem’s radius is now 40 yards.
  • Ancestral Awakening now triggers at a 20% base chance and increases to a 40% chance when activated by a Critical Strike.
  • Torrent now additionally increases the chance for Riptide’s initial heal to critically strike by 8/15%.
  • Water Totem Mastery now activates on a chance, but its effect has been increased to 3 seconds of reduction.
  • Water Shield now has 9 charges.
  • Primordial Wave’s cooldown has been reduce to 30 seconds (was 45 seconds).
  • Healing Rain now heals 5 targets (was 6) and healing increased by 17%.
  • Acid Rain now damages 5 enemies (was 6) and damage increased by 16%.
  • Overflowing Shores now heals 5 targets (was 6) and healing increased by 14%.
  • Wavespeaker’s Blessing is now a 2-point talent.
  • The following talents are now 1 point:
    • Tidebringer
    • Deluge
    • Improved Earthliving Weapon
  • The following talents have been removed:
    • Improved Primordial Wave
    • Tumbling Waves
    • Continuous Waves
    • Resonant Waters
    • Flash Flood
    • Stormkeeper
    • Refreshing Waters

Please note that we intend to continue tuning and iterating on the changes above throughout the Beta, and we also have plans for further updates that will come with a future patch in The War Within.

3 Likes

how in any world would you be happy with enhance? like seriously?

enhance plays terrible. it is a tab target gcd fiesta that requires so much concentration to play well while other press 2 buttons and do 50% more dps.

No fixing of DRE tempest interactions, no fixing of instant CL eating msw.
if there are no changes to enhance whatsoever, i hope stormbringers dmg will be higher than totemic so that I dont have to play tap target whack a mole all day. Oh wait, lightning rod exists now in the lightning build lol

9 Likes

How are this ALL that you are doing for Enhancement?
Just making it worse?
Are we gonna see another 3 months of absolutely nothing again?
This is just ridicolous.

3 Likes

Enhancement feedback:

  • a large portion of enhancements issues is the high APM and GCD bloat, could we have lightning bolt AUTOMAITACLLY proc at 10 stacks of maelstrom to reduce GCD bloat in the rotation please
    this would smooth out the rotation quite a lot , maybe we could have a choice node to change it to chain lightning for aoe builds

  • alternatively i think Totems could be off the GCD for enhancement only to smooth the rotation out ( again this could be a passive skill or choice node in the tree )

  • lava lash seems like a MUST pick in every interaction of the spec but its a choice node that doesnt need to be picked in the talent tree, maybe this could be made baseline ?

5 Likes

Enhancement is far from behind good. If you and your team are “feeling good” about how the class tree is right now, it’s fine, but that doesn’t change the fact that this spec needs help.

  • Doom Winds and Forceful winds should change places - and Forceful winds should also apply the following effect: Wind Fury successful hits should lower the cooldown of Doom Winds by 1sec.

There is no way that this class only works with Maelstrom Weapon stacks, and yet, this is a class mechanic that we need to spent 4 talents to making it good. It’s a complete joke at this point.

  • improved maelstrom weapon, raging Maelstrom and Overflowing Maelstrom, should be merged into one single talent.

Just doing this, will give us a possibility to get 2 to 3 extra talents ( depending on the cost of the maelstrom talent ), to spread across the class tree.

Another solution, is to merge Legacy of the Frost Which with one of the previous Maelstrom Talents. That would also make sense, since out class tree is not updated like hunter and DK did, and our talent system sucks too much of our build diversity possibilities.

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