Shaman Rune Suggestions

Hey. This was written before P2 released and all of the changes since. I never got around to posting it… Even though a lot of changes have been made for especially Enhancement I figured I’d post it in case it sparks some ideas or discussion. Enjoy! :smiley:

Here are my ideas based on the currently released and datamined runes. I’ve mostly played and thought about Enhancement so I have only a vague handle on what Elemental and Restoration needs in order to function properly in this brave new SoD world. All numbers are just to give an indication and of course needs to be balanced and adjusted. The goal here isn’t to make Shamans OP.

I don’t think the basic needs of each spec being cut up into tiny pieces and fed to the class over 10 different runes is the right approach. So a bunch of these runes are really strong but they are needed to get the spec up to par. Then we can fill in the other rune slots with more fun and interesting stuff! If the goal is to have everyone be as OP as warriors then everyone needs to first be brought up to their pre-rune level. Having said that, I think that this is a flawed approach. If everyone is OP then everything and everyone needs to have their health buffed massively or everyone will be one-shotting everyone. And in PvE all mobs would need to have all stats doubled or tripled. And what have we accomplished then? Nothing but bigger numbers.

But that is where the devs want to take us so I’ll try to work inside that philosophy.

A lot of these ideas should also be translated to other classes. For example the AP to SP scaling built into the DW/2H runes, that is something Paladins also need and should have on their spec defining Retribution and Protection rune (Crusader Strike and Hand of Reckoning) and so does Feral Druids (Wild Strikes?) I’m also not a fan of putting “out-of-combat” buffs like Spirit of the Alpha on a rune slot as they have a tendency to become mandatory. Those should be given as skill books or through class quests. Examples of these are: Horn of Lordaeron (Paladin), Inspiration Exemplar (Paladin) and Heart of the Lion (Hunters). Adjustments will need to be made. Inspiration Exemplar can’t be a passive aura but would need to be a CD and so on and so on.

These suggestions also includes moving around a bunch of runes to new slots where I believe they fit better. Mainly making the chest rune the “spec rune.” But most of them can also be viewed as inspiration for changes in their current slot. I don’t do much pvp so some things might have crazy side effects for that even if I’ve tried keeping it in mind.

Enjoy!

New Skill Book/Quest - Spirit of the Raging Loa
Spirit of the Alpha rune. But NOT limited to 1 target so you can give it to the offtank as well.

New Skill Book/Quest - Totem Mastery
Totem spells no longer trigger GCD on totem spells of other elements, their range is increased by 10 yards and mana cost reduced by 25%.
Note: That should allow a shaman to drop all four at the same time and make all that much less of a hassle and together with the Totemic Projection skill book will make keeping them up when moving a non-issue.

New Skill Book/Quest - Totemic Vigor
Your Earth Totems now also grants X melee AP (Blessing of Might level) to all party and raid members within 40 yards and your Water Totems restore X mana (BoW level) to all party and raid members within 40 yards every 5 seconds.

Weapon Imbue Durations
Up the duration to 10 minutes. Long enough that you won’t need to constantly reapply it but short enough that it is still something you need to be aware of.

Chest Runes (spec/role runes)

  • New Rune - Way of the Living Waters
    You gain the Earthliving weapon imbue ability and the Water Shield ability.
    Earthliving - Imbue the Shaman’s weapon with earthen life. Each heal has a chance to trigger the Earthliving effect on the target, healing an additional Y over 12 sec (reduced effect on secondary targets of CH). All your healing done to a target with the Earthliving HoT is increased by 5%. Lasts 30 minutes.

  • Water Shield - No changes

  • Way of the Burning Flame (Dual Wield Specialization)
    Increases the damage done by your offhand weapon by 50%.
    10% hit with spells and attacks.
    Stormstrike DW.
    5% chance on each hit to restore 5% mana.
    20% increased damage from Flametongue weapon imbues.
    Gain Spell Power equal to 30% of your AP (excluding AP from Rockbiter)
    Agility now gives 1 AP

Note: this is a VERY strong rune. But “meme” specs need strong runes to get them up to par. I don’t think that should come in the form of a singular OP attack (like Starsurge) but rather something that props up several areas of the spec. In this case that is sustained damage (off-hand damage, hit and FT damage), resources (mana) and scaling. We’ve had DW 2xWF shamans for over a decade now. Let’s encourage some Flametongue for DW :slight_smile:
Agility to AP would help a lot with itemization for shamans and hunters sharing gear.

  • Way of the Hurricane (Two-Handed Mastery)
    Allows you to use Two-Handed Axes and Maces (the talent now gives +5% physical damage or attack speed or maybe 3% physical and spell hit? Or maybe 5 weapon skill?)
    While wielding 2-handed weapons, your attack speed is increased by 20%.
    10% increased chance of triggering wf after each swing without a proc, stacks up to 3 times or until WF activates.
    10% chance on all hits to restore 5% mana.
    Gain Spell Power equal to 30% of your AP (excluding AP from Rockbiter)
    Agility now gives 1 AP

Note: this is also a VERY strong rune. Same reason as for the DW spec rune. While the +30% attack speed that it has on live is nice and all it doesn’t do anything to really solve the issue of the feast-or-famine casino that is WF. It needs to do more. This way we mitigate that by adding in some bad luck protection rather than just a +% proc chance.
Agility to AP would help a lot with itemization for shamans and hunters sharing gear.

  • New Rune - Way of the Raging Storm (previously Overload)
    Gain the Overload ability.
    For each target your LB and CL hits you regain 25% of the mana cost (CL 10% per target).
    Reduces the cast time of your LB and CL spells by lvl/60 seconds (additive up to 1s with the talent Lightning Mastery.)

Note: no idea what number would be appropriate for mana. Shouldn’t make elemental not care about mana, just a bump to allow the normal LB rotation to sustain itself decently for a longer period. Shamans have never had much interaction with spirit so my thinking is that these mana returns should be tied to max mana/int/base mana/spell cost. Max mana and int are problematic as with gear the returned mana will balloon up and might be more than the actual spell cost. Also to take into consideration is Overload which will make one cast hit twice and therefore return twice the mana.
Cast time reduction is cool as it allows elemental to come alive a wee bit earlier even if they’re missing key talents. Also frees up 5 talent points at Lvl 60 for more varied builds. This is not an insane idea. Paladins have Aegis which is an improved version of the talents Redoubt and Shield Specialisation and frees up 8 talent points.

  • Way of Earth
    Two adjustments.
    AP to SP scaling (does not give SP for the AP from Rockbiter)
    Each time you parry, dodge, block or resist a spell you gain 2,5% of your maximum mana per 3 sec for 15 sec.

Note: a weaker but broader version of Shield Mastery built in. This is to allow for easier tanking against mobs who don’t swing as often, like Kelris. You would only need to avoid one attack per 15 seconds to have the mana regen. Enough mana to sustain normal rotation but not enough to go all out on everything, that should be the goal.

Hands Runes (active ability runes)

  • **Lava Burst **
    Now also adds 6 seconds to your Flame Shock duration.

  • Molten Blast
    No changes but give it a spell effect you can actually see! Reuse something like dragons breath from mages but remove the dragon? Or use warlocks shadowflame as a base and make it more flame and less shadow?

  • New Rune - Riptide
    6s CD. Dirt cheap mana cost
    HoT with some fun mechanic.
    “Heals for X over 12 seconds. Each tick can heal for more depending on the health of the target, lower health targets are healed for up to 30% more.”
    “Heals for X over 15 seconds. If the target drops below 20% health Riptide will be consumed and instantly heal for the remaining healing in the HoT. This effect can only trigger once every 30 seconds.”
    Note: A Riptide with the Nature’s Guardian effect baked in. Needs to be balanced so as not make the Riptide target essentially immortal.

“Heals for X over 15 seconds. If the target drops below 20% health Riptide will speed up and heal for two ticks for as long as the target is below 20%.”

Note: Another version of the “Nature’s Guardian Riptide.”

  • New Rune - Lightning Strike
    6s cd.
    “Charge your weapon with lightning, striking your target from up to 20 yards away for 120% weapon damage and increasing your movement speed by 40% for 2 seconds.”

  • Lava Lash
    “You charge your off-hand weapon with lava, instantly dealing 120% off-hand Weapon damage.
    While your offhand is imbued with Flametongue your Lava Lash also increases your Fire damage done with spells, abilities and totems by 20%. Lasts for 10 seconds.”

Note: Keep in mind that the DW spec rune now also increases off-hand damage by 50% which also buffs Lava Lash. So this Lava Lash actually does 180% off-hand damage using live numbers.

Legs Runes (defensive runes)

  • Shamanistic Rage
    AP from Rockbiter ignored. AP to mana %conversion buffed to compensate.

  • Earth Shield
    No changes

  • Ancestral Guidance
    No changes

  • Shield Mastery
    Each time you Block or a charge of an active Elemental Shield is spent you gain Armor equal to 30% of your shield’s armor value, stacking up to 5 times. You also always gain 15% increased chance to Block and 40% increased Block value. Effect not cumulative with Shield Specialisation.

Note: The mana return has been baked into the Way of the Earth rune. LS, WS and ES (from other shamans) can also trigger this effect.

Waist Runes (throughput runes)

  • Fire Nova
    No changes

  • Maelstrom Weapon
    No changes

  • Power Surge
    Remove the Mp5 (baked into the chest runes now)

  • Healing Rain
    Add in “when you heal a target in your Healing Rain all other party or raid members within it will be healed for X% of that.”

Note: From all the runes that’ve been datamined so far the only one that really fits resto in the waist slot is Power Surge which can give you an instant Chan Heal. This Healing Rain is a more sustained healing oriented alternative.

  • New Rune - Elemental Strike
    15s CD. Deals 120% weapon damage and enhances your active weapon imbues.
    Flametongue - Adds a stacking damaging DoT on target. Your melee attacks refresh Flame Shock, lasts 8 seconds.
    Frostbrand - Roots the target in ice for 3s (synergy with Frost Mages). For 8s your chance of proccing Frostbrand is increased by 100%. Frost Shock consumes the Frostbrand effect on the target to root them for 3 seconds instead of slowing them, this can only happen once every 15s.
    Rockbiter - Reduces damage taken by 10% for 5s. Your Earth Shock deals twice the threat for 8 seconds.
    Windfury - Your next two auto attacks will proc WF but at 20% reduced damage. Your auto attacks have a 20 yard range for 8s.
    This has a too high potential for insane burst and thus the damage needs to be reigned in.
    Earthliving - Triggers Earthliving on yourself and up to two other party or raid members within 10 yards. Your next single target heal will heal these three targets for 25% of the healing done.

Note: An alternative to the Maelstrom “caster” enhancement shaman. These effects could also be passive effects and not require an attack to activate. They would of course need to be adjusted!
Another cool option would be if it changed CD, damage, range, effect, icon and everything depending on your active main hand weapon imbue. Kinda like Unleash Elements from Cataclysm (?). Don’t remember exactly how that ability worked but in my head it was a pretty cool idea but with a flawed execution.

  • Enhanced Weapon Imbues
    Flametonuge refreshes Flame Shock.
    Frostbrand increased proc chance and root with Frost Shock.
    Rockbiter reduced damage taken.
    WF attack speed buff for Xs after a proc.
    Earthliving … Dunno…

  • New rune - Static Charge
    While your Lightning Shield is active it will shoot out lightning at an enemy for X Nature damage every 3 seconds, leaving a Static Charge. Each time Lightning Shield shoots it will also chain to any enemies within 10 yards with a Static Charge. Lighting Shield now scales with AP or spell damage (whichever is more favorable).

Boots Runes (utility and passive effects)

  • Ancestral Awakening
    No changes (not sure about this placement as the other runes don’t offer any throughput but rather utility, but I don’t know where else to put this at the moment)

  • Decoy Totem
    No changes

  • New Rune - Shamanistic Resurgence
    Your Shock spells debuffs their target, granting spells and attacks made against the enemy a chance of healing the attacker for X or to restore Y mana. Lasts 10 seconds.
    Note: This is the Horde version of Judgement of Light and Wisdom

  • New rune - Improved Flametongue
    Flametongue weapon imbue now increases your chance to hit with spells and melee and ranged attacks by 3% and the damage effect now also triggers from spells.
    Fire totems now increase the chance to crit with spells by 3% for all party members and provide a flametongue weapon imbue effect where all damaging spell casts have a 20% chance of causing an additional X Fire damage.
    Note: The shamans own flametongue is more powerful and triggers on all spells rather than just 20%.