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Shaman Changes 3.2Follow

#1 Jun 24 2009 at 4:37 PM Rating: Good
MMO wrote:
Elemental Combat

* Flame Shock, Earth Shock, Earth Shock, Wind Shock range has been increased from 20 yards to 25 yards.
* Elemental Oath now affects non-periodic spell critical strikes.
* Elemental Focus now affects non periodic critical strikes.
* Elemental Devastation now affects non-periodic offensive spell crits.


Enhancement

* Shamanistic Rage now regenerate mana equal to 15% of your attack power (down from 30%) and has a 1 minute cooldown. (Down from 2 min)
* Ghost Wolf now has a new effect - As a Ghost Wolf, the Shaman is less hindered by effects that would reduce movement speed.


Restoration

* Tidal Waves has been changed to - When you cast Chain Heal or Riptide, you have a 100% chance to lower the cast time of your Healing Wave spell by 30% and increase the critical effect chance of your Lesser Healing Wave spell by 25%, until two such spells have been cast. In addition, your Healing Wave gains an additional 4/8/12/16/20% of your bonus healing effects and your Lesser Healing Wave gains an additional 2/4/6/8/10% of your bonus healing effects.
* Nature's Guardian now give you a 100% chance to increase your maximum health by 15% for 10 sec instead of 50% chance to heal for 10% of your total health. Cooldown increased from 8 second to 30 second.
* Mana Tide Totem now has 10% of the caster's health. (Up from 5 health)
* Nature's Swiftness now has a 2 min cooldown. (Down from 3 min)
* Improved Water Shield no longer consumes a Water Shield Orb when you gain a critical effect from your spells, now also has a 10/20/30% chance to proc from Chain Heal.
* Ancestral Healing now reduces your target's physical damage taken by 3/7/10% instead of increasing its armor by 8/16/25%.


And set bonus changes.

MMO wrote:
Shaman

* Shaman T9 Enhancement 2P Bonus (Lava Lash) (Class: Shaman) -- Decreases the cooldown on your Lava Lash ability by 2 sec.
* Shaman T9 Enhancment 4P Bonus (Stormstrike) (Class: Shaman) -- Increases the critical strike chance of your Stormstrike ability by 5%.
* Shaman T9 Restoration 2P Bonus (Riptide) (Class: Shaman) -- Increases the healing done by your Riptide spell by 20%.
* Shaman T9 Restoration 4P Bonus (Chain Heal) (Class: Shaman) -- Increases the critical strike chance of your Chain Heal spell by 5%.
* Shaman T9 Elemental 2P Bonus (Flame Shock) (Class: Shaman) -- Increases the duration of your Flame Shock spell by 6 sec.
* Shaman T9 Elemental 4P Bonus (Lava Burst) (Class: Shaman) -- Increases the damage done by your Lava Burst spell by 0.021 sec.


Now I'll let you more experienced ele and enh shams post your thoughts, but as far as resto goes, DAMN.

In 25 man Ulduar mana is no longer a issue, even when I put on my T7.5 for heavy CH fights. Now with the change to imp water shield it's going to be amazing. The ancestral healing change will be really nice on bosses like Vezax and hardmode Iron Council, probably Ignis some too. The 2 peice set bonus is a much better change. Riptide is a nice spell that has some uses in Ulduar, especially Vezax and if your healing the melee group in the Yogg portals.

For PvP I don't know what to say. Imp ghost wolf is such an amazing talent now. That plus the new Natures Guardian will probably **** off a lot of rogues that try to burst you done right away. Add in the new totem thingies and I may have to start going back into the arena on my sham again.
#2 Jun 24 2009 at 5:07 PM Rating: Default
I see, whats so good about the new resto stuff? dont see anything that sticks out THAT much. I like the water shield changes and the procs.

wtf is blizzard trying to do, promote greater healing wave? that spell sux, i dont want to use it. rather stick with using LHW.
#3 Jun 24 2009 at 6:09 PM Rating: Excellent
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2,590 posts
Resto changes are awesome, already knew that...I hadn't seen the ghost wolf change though, that's awesome! Now I can put my instinct to GW and run away to good use. xD
#4 Jul 11 2009 at 1:41 AM Rating: Good
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91 posts
A little update. Taken from MMO-champion:
Quote:
* Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
* Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
* Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.


Sounds like 3 buffs, but how will they perform it is the real question.

Edited, Jul 11th 2009 11:41am by galimim
#5 Jul 27 2009 at 11:36 PM Rating: Default
Big Earth Shock nerf if you are playing elemental’s shaman there is no sense to use that spell anymore as it do less dps and utility is totally worthless compared to frost shock or fire shock plus lava burst. Wind Shock without cooldown with rest of shocks could help a bit...

Edited, Jul 28th 2009 3:43am by Jakerp
#6 Jul 28 2009 at 12:50 AM Rating: Decent
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1,094 posts
galimim wrote:
A little update. Taken from MMO-champion:
Quote:
* Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
* Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
* Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.


Sounds like 3 buffs, but how will they perform it is the real question.


They will/do perform greatly. Fighting Enh Sham's on PTR and having played the class on live, I can see the changes in the playstyle. I haven't played my Warrior against Sham's lately, so the ES debuff I dunno about, but it seems a tiny, nice buff. The main idea is how Wind Shear is the interrupt now, and off the shared CD. Resto saved ES for interrupts, except to keep Rogue's and Druid's from stealthing, and same for Enh. Depending on comp, Enh would sometimes spam for damage. Elemental need FS for LvB and all 3 need Frost Shock.

This allows much better interrupts and gives Shaman's a bit more control over the battle while letting us keep the utility of ES/FS/FrS.

The Maelstrom change sounds alright, useful and nice, but not as good as the other two.

jakerp wrote:
Big Earth Shock nerf if you are playing elemental’s shaman there is no sense to use that spell anymore as it do less dps and utility is totally worthless compared to frost shock or fire shock plus lava burst. Wind Shock without cooldown with rest of shocks could help a bit...


You were never supposed to use Earth Shock for DPS anyway, just keep Flame Shock up. Spamming Earth Shock ends up losing DPS. The friendly fellows over at EJ have explained that, you can look at it if you want.

And yes, Wind Shock (Shear) is great all around.
#7 Jul 28 2009 at 12:57 PM Rating: Default
Quote:
You were never supposed to use Earth Shock for DPS anyway, just keep Flame Shock up. Spamming Earth Shock ends up losing DPS. The friendly fellows over at EJ have explained that, you can look at it if you want.

And yes, Wind Shock (Shear) is great all around.
This is what I mend less DPS and now less utility there is no more room for earth shock in elementalist action bar.

But at least now we can use flame shock and crit lava burst and still interrupt. Shear dont cause damage but is more flexible to use than earth shock version.
#8 Aug 04 2009 at 10:13 PM Rating: Decent
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514 posts
Jakerp wrote:
Quote:
You were never supposed to use Earth Shock for DPS anyway, just keep Flame Shock up. Spamming Earth Shock ends up losing DPS. The friendly fellows over at EJ have explained that, you can look at it if you want.

And yes, Wind Shock (Shear) is great all around.
This is what I mend less DPS and now less utility there is no more room for earth shock in elementalist action bar.

But at least now we can use flame shock and crit lava burst and still interrupt. Shear dont cause damage but is more flexible to use than earth shock version.


Actually Earthshock still has it's uses, probably in 10m teams IF you dont have someone doing debufss to reduce boss damage. Slowing boss attack can be significant, e.g. Thorim, etc.
#9 Aug 05 2009 at 2:27 AM Rating: Decent
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1,094 posts
waihwang wrote:
Jakerp wrote:
Quote:
You were never supposed to use Earth Shock for DPS anyway, just keep Flame Shock up. Spamming Earth Shock ends up losing DPS. The friendly fellows over at EJ have explained that, you can look at it if you want.

And yes, Wind Shock (Shear) is great all around.
This is what I mend less DPS and now less utility there is no more room for earth shock in elementalist action bar.

But at least now we can use flame shock and crit lava burst and still interrupt. Shear dont cause damage but is more flexible to use than earth shock version.


Actually Earthshock still has it's uses, probably in 10m teams IF you dont have someone doing debufss to reduce boss damage. Slowing boss attack can be significant, e.g. Thorim, etc.


I was talking about before the patch with the 10% slowing effect on swings. Yes, Earth Shock will be useful now, moreso with it not being the interrupt...but I thought you couldn't slow down bosses attack speed, like how you can't slow down their movement speed.
#10 Aug 05 2009 at 9:52 AM Rating: Excellent
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389 posts
CestinShaman wrote:
I thought you couldn't slow down bosses attack speed, like how you can't slow down their movement speed.


It's true bosses are immune to snares, but there are a variety of ways to slow their swing speed down - Thunderclap is the best known but all the tank classes have ways of doing it.
#11 Aug 05 2009 at 12:30 PM Rating: Decent
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2,396 posts
I know as a PvP Resto Shaman I am drooling over the change to Earth Shock. Being able to keep any melee class that's wailing on me debuffed with -10% attack speed is going to be huge.
#12 Aug 05 2009 at 10:23 PM Rating: Decent
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514 posts
Gaudion wrote:
I know as a PvP Resto Shaman I am drooling over the change to Earth Shock. Being able to keep any melee class that's wailing on me debuffed with -10% attack speed is going to be huge.


And the earthshield... having to dispel one charge at a time. Those are huge.
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