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What we have in store for us in the near future (Shaman Changes Patch 4.0.6 - UPDATED)
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234331
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Post by
Anmity
As an update to this, the new PTR changes have been released
. My bad, these are just tooltip comparisons.
Elemental
Earthquake base damage has been increased by 10%, from 493 to 542
Purge now removes 1 Magic effect, down from 2.
Enhancement
Mental Quickness now reduces the mana cost of your beneficial, damaging, and totem spells by 75% instead of reducing the cost of your instant spells.
Restoration
Tremor Totem now has a 1 min cooldown, removes Fear, Charm, and Sleep effects from party and raid members within 10 yards, and can be dropped even while the caster is afflicted with such effects
Mana Tide Totem now gives Party members within 23 yards of the totem 400% of the caster's spirit (excluding short-duration Spirit bonuses).
Greater Healing Wave now costs 33% of base mana, up from 30%. Base healing value increased by 20%, from 7473 - 8538 to 8968 - 10245.
Cleansing Waters now has a 0.5 sec cooldown.
Deep Healing now Increases the potency of your direct healing spells by up to 24% (up from 20%), based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases direct heals by up to an additional 3%. (up from 2.5%)
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The wording for the MQ change almost makes it seem like spells like Lightning Bolt and Lava Burst will be affected by it as well.
EDIT: Wowhead changes claims that instant is still part of the tooltip.
Post by
Haxzor
I hate PvP.
Nerf some of my favourite abilities right there
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129353
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Post by
KryptoFreak
The mental quickness change kind of surprised me as enhancement. Doesn't this mean we can spamheal ourselves alot more ?
Post by
Xuan
Speaking as an eley(and resto offspec)shaman, I'm a bit disapointed that theres nothing usefull for eleys. Anyway, these are my views on the changes:
- EQ buff... so what? Really. If EQ needed something, imo, it would be a manacost-reduction, but hey AOE is AOE, I'll leave it to the classes that excell at it anyway(since I dont have mana to use it).
- Purge nerf is minor to me. For pvp it
is
gonna have an impact, surely, but nothing major gamebreaking(I pvp as resto, btw. since blizz decided that my mainspec should be completely useless, because it was good for a brief period with the right setup, last season). I much prefer this solution to a CD or something stupid.
- The tremor-change sounds interesting. This is not gonna change much for pve, as I see it, but it will probably have a huge impact on pvp.
I need more info, tho, before I can make up my mind. Is it a duration-thing? Does it have stacks(remove 1 effect and then gone, kinda like grounding)?
Edited. The bluepost explained the mechanics: Its gonna be a 6 sec duration with much more rapid pulses. Sounds really good.
- Mana tide. Damn it. I liked to line my procs and trinkets up for best use of this beauty. It was fun and it was something I actually considered when choosing gear(trinkets mostly).
- Greater healing wave sounds like a good buff. It felt a little weak. Imagine the numbers, when the tank is low(activating the max-level of deep healing) and with UE up - BIG numbers. The manacost is probably not gonna be gamebreaking. Atleast I dont spam this spell all that much anyway.
- The cleansing water change is fine with me. Sure, it was awesome to dispell a magic and a curse in one GCD and get 2 heals from it, but I consider this a fix, rather than a nerf.
- Deep healing buffed. Its a good thing, I guess, but its just so hard to do math on it, so it'll remain a mystery to me. I probably won't stack it anyway, unless EJs find some way to calculate the data on this one and find it more than situational.
All in all, I was hoping for much more. Elemental feels REALLY weak right now. The dmg is subpar(at best) and the mobility-issues remain, which effectively kills elemental-pvp and the fun of elemental-pve. Our rotation is much more annoying than any other rotation due to the shock-CDs and the stupid searing totem. Right now, elemental is frustrating and not very rewarding to play. Give us the ability to cast lightning bolts while moving(like hunters can steady/cobra and mages can scorch). That'll bring some of the fun back. Spiritwalkers grace you say? Ye, every 2 minutes I have fun for 10 seconds, the rest of the time is just torture. But hey, maybe I'm a little spoiled, cos I play a hunter too. That class is just soo freaking awesome right now. And I'm not(only) talking numbers here. It's just good ol' fun to play.
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494341
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Post by
MegaVolt
Enhancement
Flametongue Weapon damage now scales from attack power instead of spell power (for Enhancement shaman only).
This must be the most stupid change I've ever seen.
So they don't want enh Shamans to use caster weapons and they fix it by changing the FT scaling? So what exactly do we get that SP from our agility for? The spec is designed around using spells as part of its attacks, it makes absolutely no sense to change the nature of those spells.
Could Blizzard really not think of any other way to make WF superior to FT?
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321678
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403093
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Post by
MegaVolt
Um... You should always have more Attack power than Spell power when in Enhancement. I have no doubt in my mind that they would have made it just as good with scaling, which would make this one far better to begin with. More Agility = greater power--it makes sense.
Of course they will make it just as good so that it will do the same damage it has with AP scaling as it does now with SP scaling for Enhancement. That's my point:
We specifically get a talent so we get SP so we can use our spells with spellpower. We are not Death Knights. We are half casters that are designed to get SP and use SP based attacks.
So taking a single ability out of this and make it scale with AP is just plain lazy. They couldn't think of another way to prevent FT/FT so they took the pussy way out and turned FT into a DK-like ability with "wrong" scaling instead of fixing the underlying issue. It's pretty pathetic that this seems to be the only way Blizzard could think of to keep Enhance from using caster weapons.
It won't have a major effect on gameplay and it probably won't change anything for people using the "proper" weapons but it still doesn't make any sense, it screws over the whole class design. It just doesn't fit.
It's like saying Mages get a talent that transforms their SP into 2 AP and all their spells scale with AP now. Yes, that would work - but it just makes no sense.
It's a quick broken fix just like the 1800 honor for Tol Barad. The fast and easy way out, not solving the actual issue.
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