Hi everyone, since we in the EU are unable to comment on official feedback posts, because Blizzard puts these up only for US players (which I found out today and I find it appaling, that it is the case for such an important part on the next expansion as hero talents…), I’ve decided to post my 2 eurocents on this topic here. I will focus on the restoration part as I’ve loved and played this spec since I started playing the game in WoD.
First of all I’ve loved the concept of Farseers (since WC3), I’ve been a Farseer since they introduced the title in Legion order hall. I’ve been interested in how they’re going to approach this and I am not disappointed by the concept. The fantasy of calling your ancestors to your aid is very shamanistic and gameplay-wise I think these can work fine. However there are some issues that I’d like to address, talent by talent.
Call of the Ancestors
The whole concept stands and falls on how these actually work. What spells do they cast, how strong will they be, is their healing counting into our Cloudburst totem. Binding them to Unleash Life means we will have at least 50% uptime (with Heed My Call) so it will be tough to find the sweetspot, where they feel potent yet not overpowered. What I do like about this is that we can potentially use them to do healing and damage, which is important in dungeon meta where we see some healers having very strong damage abilities, potentially outpacing any competition. With Shaman weak and hard capped aoe any noticable help by the ancestors in the damage department would be welcome.
Although I generally agree on hero talents using specific talents to play around, the fact that this blocks Undulation (being a choice-node) which has been a core tool in dungeon content is worrying so maybe letting ancestors spawn every 2nd or 3rd undulation proc would alleviate the issue.
Latent Wisdon/Ancient Fellowship
This is a mathematical node, what is better is going to be picked, the other left in the gutter. As a healer, I don’t like random proc effects much (especially when they are potent), so Ancient Fellowship node for me is bad so I would like to see it changed.
Heed my Call/Routine Communication
Again I don’t like the random nature of the second option, we use Riptide basically on cooldown, if fuels our rotation, so getting procs when we prepare for large raid damage feels horrible as anyone who played Deeply Rooted Elements, which also procs from Riptide, can attest. This also depends on, whether there is some bad luck protection baked in, but the 15% is large enough that I wouldn’t expect to be so.
Elemental Reverb
Very weak node. We usually cast Riptide on cd anyway, so what is the point of having 3 charges available. If the idea is, that we will pool charges, for back to back Riptides praying we will win the slot machine of summoning an ancestor, while wasting Tidal Waves, then that is not an enjoyable playstyle.
Offering From Beyond
Again extremely weak node, that has nothing to do with being a farseer or getting help from ancestors. 2s cd reduction on Riptide changes nothing. I think this node is a huge missed opportunity. For Elemental, this node reduces cd of main cooldowns, the elementals. Why can’t this node reduce the cooldown of Ancestral Guidance for resto. Ancestral Guidance is a great little cooldown, it was nerfed (mostly because of dps shaman’s offhealing) so bringing some power back in this tree, which specializes in help from Ancestors makes a great sense to me. Letting it be a 10s reduction it would make it roughly a 1 minute cd, which would be perfect.
Primordial Capacity
5% mana is an enchant level boost, so not very exciting. Making this more enganging, like making ancestors return some mana would make this at least feel interesting.
Spiritwalker’s Momentum
I like the idea of a utility node improving our mobility. I don’t know this is the way to do it. We rarely need the whole duration of Spiritwalker’s Grace, so making it longer does not seem very useful. If this node shortened the cooldown, or gave us SG for a few seconds after spawning an ancestor, it would definitely have been more enganging.
Nature Harmony/Earthen Communion
Shamans in PVE are comparatively squishy, so if this choice node’s idea was to help them with that, then it’s missed the mark. Nature Harmony is extremely weak, comparing to other hero talents, like boosting 50% mage shields, giving them an additional 25% damage reduction on 45s cd, or giving DK like 50% uptime on AMS, getting healed for 25% health instead of 20% while we die of one shots is laughable at best.
The fact that Ascendance is blocked by 2 weak capstone talent points we have to put into Earth Shield has been a thorn in my eye since the inception of DF resto tree, so I can’t say anything positive about Earth Shield and any talent that boost it.
Maelstrom Supremacy
A simple tuning node, most hero talents have something like this. I guess why not.
Final Calling
This seems interesting, not sure if Hydrobubble is the right name considering the Farseer fantasy, but the effect seems interesting enough. It would be cool if when expiring the bubble would pop, healing and damaging targets around. If this pop made a nice graphical effect, that would certainly be fun to watch.
Ancestral Switness
To sum it up, I hate this node. It’s a capstone, it should feel great, empowering the ancestral concept that has been developed in the whole tree. Instead we get a slight adjustment on a spell we already pick, that has nothing to do with the rest of the tree. We use NS mostly as an emergency button, so tying a throughput to it feels terrible. I think this has to be reworked. My idea would be, going back to the Ancestral Guidance point I made, why not let AG summon multiple ancestors (to you know, guide us) for 10-15s? We see similar concepts in other trees as well and they are generally well received. It would be fun, potent, and it would be easily converted into an Elemental version, where the same effect would be tied to summoning Fire/Storm ele, making them an actual potent cooldown instead of them being the weakest major damage cooldown in the game (watching a gang of your ancestor buddies pummel the boss with lightning and fire would look so fun). And it would synergize nicely with the Offering From Beyond adjustment I mentioned.
In conclusion, I find the Farseer tree nice in concept and flavour but I feel it has a lot of missed potential, leaning too much into randomness and Riptide synergy, while ignoring flavourful spells like Ancestral Guidance, Astral Shift, Far Sight? etc.