This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.1.7
PTR
10.2.0
Warlords of Draenor Shaman Changes
By Wowhead
Last Updated:
2016/07/17
Patch: 6.1.0
Table of Contents
Rating:
This post covers all of the changes to Shaman in Warlords of Draenor: talents, class abilities, specializations, glyphs, crowd control, and blue tweet clarifications. We've added in changed spell effects, set bonuses, and armor models as the beta has grown.
Looking for the WoD Talent Calculator?
Check it out here
.
Want to know how to play your class on live? Check out our
Elemental
,
Enhancement
, and
Restoration
guides.
Last update: October 23
(Note: This guide is intended to be an overview of changes between Mists of Pandaria and Warlords of Draenor. Due to its popularity, we have included Patch Note updates for 6.1, but its main purpose is to compare the two expansions.)
Highlights
Here are some of the major changes covered below in the guide:
Shaman ability pruning focused on removing niche abilities and splitting others out by specialization.
Shaman had a number of extra abilities that were consolidated to provide a smoother rotation flow.
Weapon Imbues were removed as there was always one right answer for each specialization. As a result, the appropriate Weapon Imbue is now passive to each spec, or abilities are tuned around its removal.
Rolling Thunder is consolidated and merged into Fulmination. The mana recovery component is removed due to other mana changes, and the random chance was removed while the maximum stack size was increased to compensate. As Elemental Overload has a source of randomness, having Rolling Thunder be random was redundant.
Enhancement suffers from having damage split among so many sources, so damage and abilities have been changed to reorganize damage into fewer and more impactful abilities.
Elemental Shamans are a spec that is greatly impacted by movement. In WoD, Blizzard is pulling back on the ability for casters to deal damage while moving, so Lightning Bolt is no longer castable while moving by default. Elemental Shaman can still deal damage while moving through Shocks, Unleash weapon, and instant Lava Burst.
Multistrike is quite similar to Elemental Overload, so the two were merged. Elemental Shaman then received a new mastery that emphasized the Shaman's connection to the earth and helps Shaman still deal damage while moving:
Earthen Rage
Restoration Shaman had the most passive and smart healing out of all healers, so that received some reductions.
When browsing the spell changes below and noticing that a coefficient has changed, keep in mind that the following changes have been made:
Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.
Intellect no longer provides an increased chance to critically strike with spells.
The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.
Weapon Damage values on all weapons have been reduced by 20%.
Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).
Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.
Patch 6.1 Updates
Blizzard
Talents
Ancestral Guidance
now triggers from all damage or healing dealt, including multistrikes, instead of only direct damage or healing.
damage and healing has increased by 30%.
Glyphs
(Restoration) causes
,
Lava Burst
, and Lightning Bolt to cost no mana and deal 100% more damage.
General
now protects both party and raid members (up from only party members). Additionally, fixed an issue where
was incorrectly redirecting
Provoke
(
Monk
) and
Growl
(Hunter Pets).
Elemental
now makes
Earthquake
instant cast, and increases the damage done by the next
Earthquake
by 300% when
or
strikes 3 or more targets (instead of increasing
Earthquake
damage by 60% for each target struck).
Restoration
now increases all healing done by 40% (up from 30%).
Talents
Echo of the Elements
has been redesigned.
Echo of the Elements
now causes
Earthquake
,
Meteor
,
Lava Burst
,
Lava Lash
,
Riptide
,
Spirit Link Totem
,
Stormstrike
, and Unleash Life to have 2 charges. Other abilities that reset the cooldown of these abilities will instead grant 1 charge.
should no longer cause Frost Shock to trigger a new Mastery: Molten Earth (Elemental). Note that this does not stop
Earthen Rage
effects that are already in progress or in the process of being triggered.
Armor Sets
Tier-17 2-piece bonus for Elemental Shaman (
Item - Shaman T17 Elemental 2P Bonus
) now increases multistrike damage by 1% per stack (down from 2% damage increase per stack).
Tier-17 4-piece bonus for Elemental Shaman (
Item - Shaman T17 Elemental 4P Bonus
) now requires the Shaman to consume 12
charges to trigger (down from 15 charges).
PvP 2-piece set bonus for Restoration Shaman now grants 975
Versatility
after dispelling a harmful
Magic
or Curse effect from an ally (up from 780
Versatility
).
PvP 4-piece set bonus for Restoration Shaman (
Item - Shaman WoD PvP Restoration 2P Bonus
) now triggers when the target of
Earth Shield
drops below 50% health (up from 35%) and
Earth Shield
will immediately consume up to 4 charges (up from 3 charges).
3D Armor Models
In Warlords of Draenor, not all raid gear will look alike. Tier 17 (Normal, Heroic) will share styles with Conquest gear. Mythic gear will share styles with top-tier PvP gear. Check out more sets in our
Warlords of Draenor Transmog Guide
!
Click the images to view the Shaman T17 sets in our 3D Modelviewer.
Set Bonuses
Some of these set bonuses may be placeholders and are subject to change. Set bonuses in Warlords of Draenor have changed to be spec-specific, instead of one very wordy tooltip covering different aspects for each spec.
Item - Shaman T17 Restoration 2P Bonus
:
You have a chance when you cast Chain Heal to cast a second Chain Heal at one of the targets healed.
Item - Shaman T17 Restoration 4P Bonus
:
When you gain Tidal Waves, you have a 8% chance to reduce the mana cost of Chain Heal by 75 for 10 sec.
Item - Shaman T17 Elemental 2P Bonus
:
Each stack of Lightning Shield consumed by Fulmination increases your multistrike damage by 2% for 10 sec.
Item - Shaman T17 Elemental 4P Bonus
:
When you consume more than 15 Lightning Shield charges with Fulmination, you automatically gain Lava Surge.
Item - Shaman T17 Enhancement 2P Bonus
:
Stormstrike reduces the cooldown of Feral Spirits by 5 sec.
Item - Shaman T17 Enhancement 4P Bonus
:
While Feral Spirits is active, you also turn into a Feral Spirit. While you are transformed, you move 25% faster, and your wolves can proc Windfury.
Item - Shaman WoD PvP Elemental 4P Bonus
:
While Ascendance is active, you are immune to silence and interrupt effects.
Item - Shaman WoD PvP Elemental 2P Bonus
:
Interrupting a spell with Wind Shear activates Lava Surge.
Item - Shaman WoD PvP Enhancement 2P Bonus
:
When you activate Feral Spirits, the duration of incoming crowd control effects is reduced by 50% for 30 sec.
Item - Shaman WoD PvP Enhancement 4P Bonus
:
Windfury now deals damage 2 extra times.
Item - Shaman WoD PvP Restoration 2P Bonus
:
When you dispel a harmful Magic or Curse effect from an ally, they gain 780 Versatility for 10 sec.
Item - Shaman WoD PvP Restoration 4P Bonus
:
When the target of your Earth Shield drops below 35% health, Earth Shield will immediately consume up to 3 charges.
New Spell Effects
,
,
Ghost Wolf
,
Feral Spirit
,
Echo of the Elements
,
+
Primal Elementalist
:
Talents
Click here
to see a complete list of Warlords of Draenor Shaman talents.
Elemental and Enhancement
: Your Lava Burst and Lava Lash increase the damage of your next Shock by 50%40%, stacking up to 2 times.
:
Summons an Air Totem with 60646051 health at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of wind at the caster's enemies. Each gust of wind does damage to the enemy, and then heals all allies within 15 yards for 100% of the damage dealt, split evenly. Lasts 1 min.
: Empowers your current Fire totem with the power of lava, causing liquid magma to erupt from it toward random enemies within 40 yards every 0.5 sec for 10 sec. Each glob of liquid magma deals (40.125%27.5% of Spell power) Fire damage to all enemies within 4 yards.
Restoration
Cloudburst Totem
:
Summons a Water Totem with 5 health at the feet of the caster for 15 sec that collects power from all healing spells and their multistrikes.When the Cloudburst Totem is destroyed, replaced, or expires, the stored power is released, healing all injured allies within 40 yards for a total of 20% of all healing done while it was active, split evenly between them.
:
Summons an Air Totem with 60006064 health at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of wind at the caster's enemies. Each gust of wind does damage to the enemy, and then heals all allies within 15 yards for 100% of the damage dealt, split evenly. Lasts 1 min.
High Tide
: Your Chain Heal also bounces to 2 targets affected by your Riptide, and no longer diminishes in power with each bounce.
Ancestral Guidance
:
For the next 10 sec, 40% of damage or 60% of20% your direct damage and healing is converted to healing on up to 3 nearby injured party or raid members.
:
ncreases haste by 5% and attack speed by 5% at all times. When activated, your next Nature spell with a base casting time less than 10 sec. becomes instant.
:
When you cast Healing Wave, Greater Healing Wave, Healing Surge, or Chain Heal, your Healing Rain's duration is increased by 4.00 sec.When Your Lightning Bolt, Chain Lightning, Earth Shock and Stormstrike increase the duration of your Healing Rain by 4.00 sec, up to a maximum increase of 30 sec.
Echo of the Elements
:
When one of your spells causes direct damage or healing, youYour spells and abilities have a chance to gaintrigger Echo of the Elements. duplicating that spell's effect.Echo of the Elements causes your next short cooldown spell or ability (Lava Burst, Frost Shock, or Earthquake for Elemental; Lava Lash, Stormstrike, or Fire Nova for Enhancement; Riptide, Unleash Life, Purify Spirit for Restoration) to not incur its cooldown.
Master of the Elements
: 2 min cooldown, up from 1.5 min
Elemental Blast
:
Harness the raw power of the elements, dealing (164.513%145% of Spell power) Elemental damage and increasing your Specialization Critical Strike, Haste, Multistrikeor Mastery by 137 for 8 sec. Restoration: Also increases your Spirit by 257 for 8 sec
Unleashed Fury now has three spell IDs, one for each specialization, instead of one lengthy tooltip for all:
, Enhancement: Empowers your Unleash Elements, increasing the enemy target's damage taken from your Lightning Bolt by 30% for 10 sec, and increasing your multistrike chance by 5% for 8 sec.
, Restoration: Empowers your Unleash Life, increasing the healing from you next single-target heal on that ally by 50%.
, Elemental: Empowers your Unleash Flame, causing it to also increase damage done with Lightning Bolt by 30% and with Lava Burst by 10% for 10 sec.
Glyphs
Click here
to see a full list of Warlords of Draenor Shaman Glyphs.
:
Reduces the cooldown on Feral Spirit by 60 and reduces the duration by 15 sec.
:
While your weapon is imbued with Flametongue Weapon, your attacks also slow the target's movement speed by 50% for 3 sec.
:
Ghost Wolf grants an additional 60% movement speed, but can no longer be used while in combat.This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses.
:
Reduces the cooldown on Grounding Totem by 3 sec.
:
Increases the radius at which Lava Lash spreads Flame Shock by 8 yards.
:
Your Lightning Shield can now trigger once every 1.5 sec.
:
Shamanistic Rage reduces damage taken by an additional 30% but the cooldown on Shamanistic Rage is increased by 60 sec.
:
Increases the range on Earth Shock, Flame Shock, Frost Shock, and Wind Shear by 5 yards.
:
Purify Spirit now has a maximum of 2 charges, but its cooldown is increased by 4 sec.
:
Reduces the cooldown of Spiritwalker's Grace by 60 sec, but reduces its duration by 7 sec.
:
When you cast Spiritwalker's Grace, you become immune to Silence and Interrupt effects for 5 sec.
:
Increases the jump distance of your Chain Heal spell by 100%.but gives the spell a 2 sec cooldown. Now Restoration Only
:
When you dispel a harmful Magic or Curse effect from an ally, you also heal the target for 5%4% of your maximum health.
: Now Restoration Only
:
New name : Glyph of Frostbrand WeaponWhile your weapon is imbued with Flametongue Weapon, yourYour off-hand weapon attacks also slow the target's movement speed by 50% for 3 sec.
: Now Elemental and Enhancement Only
:
When your Flame Shock deals damage, it heals you for 30%45% of the damage dealt.
:
Causes your Totemic Recall ability to return the full mana cost of any recalled totems.25% additional mana when recalling a totem.
: Now Elemental and Restoration Only
:
Ghost Wolf grants an additional 60% movement speed. This movement speed bonus will not be granted if Ghost Wolf is activated while in combat.This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses.speed increases.
:
Increases the health of your totems by 5%2% of your maximum health.
Exclusive glyphs modify the same ability and can't be used at the same time.
Feral Spirit
:
and
.
Ghost Wolf
:
and
:
and
:
and
:
and
Spiritwalker's Grace
:
,
, and
Glyph of Healing Storm
: Each application of Maelstrom Weapon also increases your direct healing done by 20%.
Specializations
Click here
to see a full list of Warlords of Draenor Shaman Specialization abilities.
Elemental
:
The Shaman transforms into a Flame Ascendant for 15 sec. While in this form, Lava Burst has no cooldown and Chain Lightning is empowered to become Lava Beam.
:
You have a 20% increased chance to multistrike. Your multistrikes deal 35% increased damage. You gain 5% more of the Multistrike stat from all sources.
:
Increases the cooldown recovery rate by 0% on your Thunderstorm, Shamanistic Rage, Earth Elemental Totem, Fire Elemental Totem, Spiritwalker's Grace, and Ascendance abilities (0% cooldown reduction). Affected spells are not yet final and reflect 5.4 spells instead of 6.0 changes
.
Readiness has been removed
.
Earthen Rage
: Your damaging spells incite the earth around you to come to your aid for 6 sec, repeatedly dealing * ((100% of Spell power) + (100% of Spell power)) / 2] Fire damage to your most recently attacked target. Also increases the damage of your Earthquake by 16%.
: 3.5% of base mana, down from 7.5%
Enhancement
Critical Strikes
:
Increases your chance to critically strike by 10%.
:
The Shaman transforms into an Air Ascendant for 15 sec. While in this form, auto-attacks and Stormstrike become Wind attacks, bypassing armor, and having a 30 yard range.
:
You gain 5% more of the Haste stat from all sources.
Enhanced Weapons
:
You imbue your weapons with the power of wind and fire.Each of your main-hand weapon attacks has a 20% chance of triggering three extra attacks dealing 70%40% weapon damage.Each of your off-hand weapon attacks causes up to (0.149 * Attack power) additional Fire damage, based on weapon speed.
: Increases the cooldown recovery rate by 0% on your Feral Spirit, Shamanistic Rage, Earth Elemental Totem, Fire Elemental Totem, Spiritwalker's Grace, and Ascendance abilities (0% cooldown reduction). Affected spells are not yet final and reflect 5.4 spells instead of 6.0 changes
.
Readiness has been removed
.
Restoration
: Increases the cooldown recovery rate by 0% on your Earth Elemental Totem, Fire Elemental Totem, Spiritwalker's Grace, Ascendance, Spirit Link Totem, and Mana Tide Totem abilities (0% cooldown reduction). Affected spells are not yet final and reflect 5.4 spells instead of 6.0 changes
.
Readiness has been removed
.
:
You gain 5% more of the Mastery stat from all sources.
:
The Shaman transforms into a Water Ascendant for 15 sec. While in this form, all healing done is duplicated and distributed evenly among nearby allies.
Elemental Shamans now naturally have critical strike damage increased to 250% of normal damage.
Earth Shock
:
Now Elemental Only. Now 1.3% of base mana, down from 14.4% Instantly shocks the target with concussive force, causing (43.1424%132% of Spell power) Nature damage.and applying the Weakened Blows effect. Weakened Blows Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec.
:
When you have more than 1While Lightning Shield is active, damage and multistrike damage from your Lightning Bolt and Chain Lightning spells generate an additional Lightning Shield charge, active, yourup to a maximum of 15 charges.Your Earth Shock spell will consume any surplus charges, instantlycharges beyond 1, dealing their total damage to the enemy target.
Earthquake
:
0.8% of base mana, down from 70.3%
Lava Burst
:
.5% of base mana, down from 1.0% You hurl molten lava at the target, dealing (80%77% of Spell power) Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage.
:
Increases the damage of Lightning Bolt by 70% and Chain Lightning by 70%36%, reduces the casting time of both spellsLightning Bolt by 0.5 sec, and removes the cooldown from Chain Lightning.
:
Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume no mana for 15 sec. This spell is usable while stunned.
Thunderstorm
:
No longer restores 15% mana.
Feral Spirit
:
Summons two Spirit Wolves that aid the Shaman in battle, lasting 30 sec. Spirit Wolves are immune to movement-impairing effects, and their attacks heal them and their master. for 50% of damage done.
:
4.5 sec cooldown, up from 4 sec. Ignites your Flame Shock spell on any nearby enemies, causing each of them to emit a wave of flames that deals 83 to 96 (+ 30%48.0697% of Spell power) Fire damage to every other enemy within 10 yards.
:
After dealing a melee critical strike, your attack speed increases by 15%, and you gain 50% additional benefit from Haste granted by items. Lasts until 5 melee attacks have occurred.Melee haste effects lower the cooldown and global cooldown of your Stormstrike, Lava Lash, Shocks, Unleash Elements, and Fire Nova.
Lava Lash
:
10.5 sec cooldown, up from 10 sec. Now 1.0% of base mana, down from 4.0%. You charge your off-hand weapon with lava, instantly dealing 312%400% Fire damage to an enemy target and spreading your Flame Shock from the target to up to four6 enemies within 12 yards. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue.
:
Does not apply to Hex anymore. When you deal damage with a melee weapon, you have a chance to reducegain an application of Maelstrom Weapon. Each application of Maelstrom Weapon reduces the cast time and mana cost of your next Nature spell with a base cast time shorter than 10 seconds by 20%. Does not apply to Ancestral Spirit or Hex. Stacks up to 5 times.Lasts 30 sec. Now also increases the direct healing of affected spells by 10% per application
Magma Totem
:
Now Enhancement only. Summons a Fire Totem with 5 health at the feet of the caster for 1 min that causes (5.3%10.2% of Spell power) Fire damage to creatures within 8 yards every 2 seconds.
:
Your spell power is now equal to 65% of your attack power, and you no longer benefit from other sources of spell power.Your instant spells and totems cost 75% less mana and your shock spells cost 90% less mana.Your melee attacks have a 40%101% chance to immediately restore X% of your mana.
Stormstrike
:
7.5 sec cooldown, down from 8 sec. Instantly strike an enemy with both weapons, dealing 192%250% Physical damage with your main-hand and 250% Physical damage with your off-hand and granting you an additional 25% chance to critically strike that enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth ShockNature Damage Spells for 15 sec.
:
Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume no mana for 15 sec. This spell is usable while stunned.
Windfury Weapon
:
Each of your main-hand attacks has a 20% chance of triggering three extra attacks dealing 70%40% weapon damage.
Spiritwalker's Grace
:
Now Elemental and Restoration only.
Chain Heal
:
Now Restoration only. Now 14.2% of base mana, down from 22.5%. Heals the friendly target for 397 to 453 (+ 68.76%162.5% of Spell power), then jumps to heal the most injured nearby targets. Healing is reduced by 15%10% after each jump. If cast on a party or raid member, the heal will only jump to other members. Heals 4 total targets.
Earth Shield
:
Now 12.6% of base mana, down from 19.0%. Protects the target with an earthen shield, increasing the effectiveness of Shaman healing spells on that target by 20%, and causing attacks to heal the shielded target for 0 (+ Spell power * 0.49863%). 9 charges. Lasts 10 min. This effect can only occur once every few seconds. Earth Shield can only be placed on one target at a time, only one Earth Shield may be on a target at a time, and only one of your Elemental Shields can be active on you at once.
Healing Stream Totem
:
Summons a Water Totem with 5 health at the feet of the caster that heals the mostan injured party or raid member within 40 yards for 0.4440.2571) * 1)] every 2 sec. Lasts 15 sec.
Healing Wave
:
Now 10.4% of base mana, down from 19.5%. Heals a friendly target for (273.337%412.5% of Spell power).
Lava Burst
:
.5% of base mana, down from 1.0% You hurl molten lava at the target, dealing (92.448%77% of Spell power) Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage.
:
Increases the effectiveness of your healing spells by 25%, the healing done by your Water Totems by an additional 50%, and the healing done by your Healing Rain by an additional 100%.In addition, heals you castYour heals increase allies' maximum health by 10% of the amount healed, up to a maximum of 10% of their health.
Resurgence
:
Values have changed and this is no longer affected by Greater Healing Wave. While Water Shield is active, you recover mana when your direct healing spells have a critical effect. You regainYour direct heal criticals refund you mana: (812 * 100 / 100) mana from a Healing Wave criticalHealing Wave, (812 * 0.6 * 100 / 100) mana from Healing Surge, Riptide, or Unleash Life critical, and (812 * 0.333 * 100 / 100) mana from Chain Heal.a Chain Heal critical.
Riptide
:
Now 9.0% of base mana, down from 12.0%. Heals a friendly target for 209 (+ 33.9%138% of Spell power) and another 594 (+ 96%180% of Spell power) over 18 sec. Your Chain Heal spell is 25% more effective when the primary target is affected by your Riptide
:
Increases your mana pool by 400%.and increases your chance to hit with Lightning Bolt, Lava Burst, Hex, and Flame Shock by 15%.
Spiritwalker's Grace
:
Now Elemental and Restoration only.
:
Your attunement to natural energies causes your Lightning Bolt spell to restore 1.25% of your maximum mana instead of costing mana.cost no mana.
Tidal Waves
:
When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your nextHealing Wave and Greater Healing Wave spells by 30%20% andor increases the critical effect chance of your next Healing Surge spell by 30%. 2 charges.
Ancestral Awakening, Restoration
: When you critically heal with a single-target direct heal, you summon an ancestral spirit to aid you, instantly healing the most injured party or raid target within 40 yards for 30% of the amount healed.
Earthliving Weapon, Restoration
: Imbue the Shaman's weapon with earthen life. Increases spell healing by 2873 and gives each heal up to a 20% chance to trigger the Earthliving effect on the target, healing an additional 4376 (+ 39.84% of Spell power) over 12 sec. Single-target direct heals on targets below 35% of maximum health will always trigger this effect. Lasts 60 minutes.
Earthquake. Elemental
: You cause the earth at the target location to tremble and break, dealing Physical damage every 1 sec to enemies in an 8 yard radius, with a 10% chance of knocking down affected targets. Lasts 10 sec.
Elemental Focus, Elemental
: When you land a non-periodic critical strike with a Fire, Frost, or Nature damage spell, you enter a Clearcasting state. The Clearcasting state reduces the mana cost of your next 2 damage or healing spells by 25%, increases spell damage done by 20%, and increases single-target healing done by 50%.
Elemental Fury, Elemental
: Increases your spells' critical strike damage bonus by 50%.
Elemental Oath, Elemental
: Grants 5% spell haste to all party and raid members within 100 yards.
Elemental Precision, Elemental
: Grants Hit equal to any Spirit gained from items or effects.
Greater Healing Wave, Restoration
: Heals a friendly target for 14172 to 16190 (+ 137.7% of Spell power).
Mana Tide Totem, Restoration
: Summons a Water Totem with 10% of the caster's health at the feet of the caster for 16 sec. Party and raid members within 40 yards of the totem gain 200% of the caster's Spirit (excluding short - duration Spirit bonuses).
Primal Wisdom, Enhancement
: Your melee attacks have a 40% chance to immediately restore 5% of your mana.
Rolling Thunder, Elemental
: When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 60% chance to recover 2% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 7 charges.
Searing Flames, Enhancement
: When your Searing Totem deals damage or your Fire Elemental lands a melee attack, the damage dealt by your Flametongue Weapon is increased by 8% for 15 sec. Stacks up to 5 times. Your Lava Lash ability will consume this effect, dealing 20% increased damage for each application present.
Static Shock, Enhancement
: When you use your Stormstrike or Lava Lash abilities while having Lightning Shield active, you have a 45% chance to deal damage equal to a Lightning Shield orb.
Unleashed Rage, Enhancement: Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%.
Windfury Weapon, Enhancement
: Imbue the Shaman's weapon with wind. Each hit has a 20% chance of triggering three extra attacks with 8550 bonus attack power. Lasts 60 minutes.
Draenor Perks
Draenor Perks are a new type of leveling reward in WoD. When leveling from 91-100, every other level you'll be randomly assigned one Draenor Perk each level that's appropriate to your class/spec, and when you hit 100 you'll have learned all of them. Instead of getting new abilities as you level, you'll get powerful enhancements to your existing core abilities.
Click here
to see a full list of Warlords of Draenor Shaman Perks.
: Increases the health that you Reincarnate with by an additional 50%.
: Each target struck by your Chain Lightning or Lava Beam increases the damage done by your next Earthquake by 40%.
: Lightning Shield gains 5 additional maximum charges, and Lava Burst and its multistrikes can now generate additional Lightning Shield charges though Fulmination.
: Your Unleash Elements ability also causes you to gain 30% increased movement speed for 4 sec.
: When your Flame Shock deals damage over time, you have a 15% chance to reset the cooldown of Lava Lash.
: Maelstrom Weapon now also causes your spells to deal 20%10% additional damage per stack of Maelstrom Weapon.
: Your Unleash Elements ability also causes you to gain 30% increased movement speed for 4 sec.
: Increases the health that you Reincarnate with by an additional 50%.
: Your Unleash Elements ability also causes you to gain 30% increased movement speed for 4 sec.
: Increases the healing on the primary target of your Chain Heal spell by 50%.
: Increases the health that you Reincarnate with by an additional 50%.
: Reduces the cooldown of Riptide by 1 sec.
Class Abilities
Click here
to see a full list of Warlords of Draenor Shaman class abilities.
Ancestral Spirit
: Now costs 4.0% of base mana, down from 84.3%.
Ascendance
:
2.5% of base mana, down from 5.2% For Enhancement: While in the form of an Air Ascendant, autoattacks and Stormstrike deal pure Nature damage and have a 30-yardauto-attacks and Stormstrike become Wind attacks, bypassing armor, and having a 30 yard range. This spell has been expanded to have a different spell ID for each specialization.
Bloodlust
:
Increases melee, ranged, and spell haste by 30% for all party and raid members within 100 yards. Lasts 40 sec.Allies receiving this effect will become Sated and be unable to benefit from Bloodlust or Time Warp again for 10 min.
:
1.0% of base mana, down from 30.5% Hurls a lightning bolt at the enemy, dealing 58 to 65 (+ 51.8%46% of Spell power) Nature damage and then jumping to additional nearby enemies. Affects 3 total targets.
Additional 43% mana cost decrease applied via hotfix - not in tooltip
:
Summons an Earth Totem with 5436064 health at the feet of the caster, calling forth a Greater Earth Elemental to protect the caster and his allies. Lasts 1 min.
:
Summons a Fire Totem with 5436064 health at the feet of the caster, calling forth a Greater Fire Elemental to rain destruction on the caster's enemies. Lasts 1 min.
:
1.3% of base mana, down from 5.0% Sears the target with fire, causing (32.1642%35% of Spell power) Fire damage and then an additional (192.985%210% of Spell power) Fire damage over 30 sec.
:
Now 1.3% of base mana, down from 21.1% Instantly shocks an enemy with frost, dealing 68 to 71 (+ 51%36.594% of Spell power) Frost damage and reducing the target's movement speed by 50%. Lasts 8 sec. Causes a high amount of threat.
:
Empowering winds swirl around the Shaman, granting all nearby party and raid members 11141 Mastery and 5% haste.
Healing Rain
:
Healing rains blanket the area targeted by the Shaman, restoring health to up to 6 allies in the area over 10 sec.Healing effectiveness diminishes for each player beyond 6 within the area.
Healing Stream Totem
:
Now 8.6% of base mana, down from 23.5%.
Healing Surge
:
Now 20.7% of base mana, down from 34.3%. Heals a friendly target for 655 to 747 (+ 113.5%412.5% of Spell power)
Heroism
:
Increases melee, ranged, and spell haste by 30% for all party and raid members within 100 yards. Lasts 40 sec.Allies receiving this effect will become Exhausted and be unable to benefit from Heroism or Time Warp again for 10 min.
Hex
: Now 1.7 sec cast, up from 1.5
:
1.8% of base mana, down from 7.1%. Fires a bolt of lightning at the target, dealing (+ 73.9% 100%88% of Spell power) Nature damage.
:
The caster is surrounded by a reactive lightning barrier. When a an attack hits the caster, the attacker will be struck for 35 (+ 38.8%22.6305% of Spell power) Nature damage. This effect may only occur once every few seconds. Lasts 1 hour. Only one of your Elemental Shields can be active on you at once.
Magma Totem
:
Summons a Fire Totem with 5 health at the feet of the caster for 1 min that causes 17 (+ 6.7%0 (+ 5.3% of Spell power) Fire damage to creatures within 8 yards every 2 seconds.
Primal Strike
:
An instant weapon strike that causes 41 additional damage.100% Physical damage.
Searing Totem
:
3.0% of base mana, down from 5.9% Summons a Fire Totem with 5 health at the feet of the caster for 1 min that repeatedly attacks an enemy within 0 to 25 yards for (14.8726%20% of Spell power) Fire damage.
Tremor Totem
:
Summons an Earth Totem with 5 health at the feet of the caster that shakes the ground around it for 610 sec, removing Fear, Charm and Sleep effects from party and raid members within 30 yards.This totem may be dropped even while the caster is afflicted with such effects.
:
Now 7.5% of base mana, down from 8.2%. Focuses the elemental force imbued in the Shaman's weaponry, with the concentrated effects depending on the enchantment unleashed.See individual weapon imbue spell tooltips for details regarding the effects of unleashing each.Unleashes elemental forces of Flame and Wind, increasing the damage done by the Shaman's next Fire spell by 40%, and increasing the Shaman's attack speed by 60% for the next 6 swings.
Wind Shear
:
Disrupts the target's concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school from being cast for 3 sec.Also lowers your threat, making the enemy less likely to attack you.
Bind Elemental
: Binds the target hostile elemental for up to 50 sec. The bound unit is unable to move, attack or cast spells. Any damage caused will release the target. Only one target can be bound at a time.
Burning Wrath
: Fiery elemental energy emanates from the Shaman, empowering all nearby party and raid members and increasing their spell power by 10%.
Flametongue Weapon
: Imbue the Shaman's weapon with fire, increasing magical damage done by 7%. Each hit causes 112 to 345 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts 60 minutes.
Frostbrand Weapon
: Imbue the Shaman's weapon with frost. Each hit has a chance of causing 679 (+ 10% of Spell power) additional Frost damage and slowing the target's movement speed by 50% for 8 sec. Lasts 60 minutes.
Rockbiter Weapon
: Imbue the Shaman's weapon with the fury of the earth, increasing all threat generation by 30% and reducing damage taken by 5%. Lasts 60 minutes.
Stormlash Totem
: Summons an Air Totem with 5 health at the feet of the caster, empowering allies within 40 yards with lightning. While empowered, allies' spells and attacks will trigger bursts of electricity, dealing additional Nature damage to their target. Lasts 10 sec.
Abilities now Specializations:
Magma Totem
: Enhancement only
Healing Tide Totem
: Restoration only.
Earth Shock
: Now Elemental only.
Spiritwalker's Grace
: Now Elemental and Restoration only.
Chain Heal
: Now Restoration only.
Water Shield
: Now Restoration only.
Changed Crowd Control
can no longer turn
Hex
into an instant-cast spell.
Bind Elemental has been removed.
Earthgrab Totem
now shares Diminishing Returns with all other root effects.
Frostbrand Weapon has been removed.
Hex’s cast time has been increased to 1.7 seconds.
can no longer reduce the cast time of
Hex
.
Bug Fix: Glyph of Shamanistic Rage should no longer cause
to incorrectly dispel
Unstable Affliction
or
Vampiric Touch
that has been modified by the PvP 4-piece set bonus.
Blue Tweets
Blizzard has lately been very
active on Twitter
, posting clarifications on WoD developments in response to user questions. We track all of the significant tweets with our
Blue Tweet Tracker
, which lets you filter conversations by developer and significance.
These class tweets are grouped by month and topic--some of the earlier tweets are included for archival purposes, but may reflect outdated design choices.
All August 2014 Tweets (Click to view)
All July 2014 Tweets (Click to view)
All June 2014 Tweets (Click to view)
All May 2014 Tweets (Click to view)
All April 2014 Tweets (Click to view)
Patch Notes
The
Warlords of Draenor Beta patch notes
have additional class details scattered throughout each section, but the section copied below explains most of the changes.
Latest Patch Notes
Ability Pruning
See the Ability Pruning section above for discussion of why we're pruning class abilities. For Shamans, we removed some niche abilities, and also split out a few abilities by specialization.
Ancestral Awakening has been removed.
Ancestral Vigor has been removed.
Burning Wrath has been removed.
Chain Heal
is now available only to Restoration Shaman.
Earth Shock
is now available only to
Elemental Shaman
. Enhancement and Restoration Shaman should use
in its place.
Earthliving Weapon has been removed.
Elemental Focus has been removed.
Feral Spirit's Spirit Wolves no longer have the Spirit Bite ability.
Healing Wave
has been removed.
Lava Burst
now replaces
Primal Strike
for Elemental and Restoration Shaman.
Magma Totem
is now available only to
Enhancement Shaman
.
Mana Tide Totem has been removed. Restoration Shaman Mana costs have been adjusted to compensate.
has been removed.
Enhancement Shaman
mana regeneration has been increased by 100% to compensate.
Rockbiter Weapon
has been removed.
Spiritwalker's Grace
is no longer available to
Enhancement Shaman
.
Static Shock
has been removed.
Searing Flames
has been removed.
Flametongue Weapon
damage has been increased by 40%, and
Lava Lash
damage has been increased to 280% weapon damage (up from 140%) to compensate.
and
has been split into different versions based on specialization.
now modifies
for Enhancement, modifies
Unleash Life
for Restoration, and modifies
for Elemental.
is now available only to
Enhancement Shaman
, and always provides the previous benefits of
with
Windfury Weapon
and
.
has been made into a separate ability available only to
Elemental Shaman
, and always provides the previous benefits of
with
.
Unleash Life
has been made into a separate ability available only to Restoration Shaman, and always provides the previous benefits of
with Earthliving.
Water Shield
is now available only to Restoration Shaman, and replaces
.
Ability Consolidation and Refinement
Shaman
had a number of extra abilities that were consolidated to provide a smoother rotation flow. Mana regeneration and mana costs for Elemental and Enhancement were made compensate for abilities removed via Ability Pruning. The removal of Weapon Imbues was significant. There was always one right answer for each specialization, and so we made the appropriate Weapon Imbue passive to each spec, or tuned abilities around its removal.
Finally, there's the removal of
Rolling Thunder
. In concept, this is a simple merger of
Rolling Thunder
into
, but also with some consolidation of its effects; the mana recovery component was removed along with other mana changes, and the random chance was removed while maximum stack size was increased to compensate. The randomness in
Rolling Thunder
became redundant, because there already was a source of randomness in
now that Multistrikes trigger it.
Ancestral Spirit
's mana cost has been reduced by 95%.
Elemental Fury
has been removed.
Elemental Shaman
now naturally have critical strike damage increased to 250% of normal damage.
Echo of the Elements
has been redesigned. The Shaman's spells and abilities have a chance to trigger
Echo of the Elements
, causing their next short-cooldown spell or ability to not trigger a cooldown.
Elemental: It may be used on
,
Earthquake
, or
Lava Burst
.
Enhancement: It may be used on
Meteor
,
Lava Lash
, or
Stormstrike
.
Restoration: It may be used on Unleash Life,
Purify Spirit
, or
Riptide
.
Master of the Elements
now has a 2-minute cooldown (up from 1.5 minute).
Elemental Oath and Unleashed Rage have been removed.
now also provides 5% Haste to all party and raid members.
Flametongue Weapon
and
Windfury Weapon
have been removed.
Enhanced Weapons
is a new passive ability available to
Enhancement Shaman
, causing main-hand weapon attacks to have a chance to trigger 3 extra attacks, and off-hand weapon attacks to deal additional fire damage.
Lava Lash
's damage done is no longer increased by
Flametongue Weapon
, and its damage has been increased to compensate.
's duration has been increased to 30 seconds.
no longer generates additional threat.
Greater Healing Wave has been renamed to
Healing Wave
.
Healing Tide Totem
now heals all party or raid members, but amount healed per target has been reduced to compensate.
Lava Lash
now spreads Flame Shock to up to 6 nearby enemies (up from 4 enemies).
Rolling Thunder has been removed.
Elemental Shaman Mana regeneration has been increased by 50% to compensate.
now causes
Elemental Blast
,
and
damage and multistrike damage to always generate an additional
charge, up to a maximum of 15.
Earth Shock
will consume any charges beyond 1, dealing their total damage to the enemy target.
no longer reduces Mana costs while active.
Thunderstorm
no longer regenerates Mana.
Totems will no longer cause hostile creatures to enter combat with the
Shaman
based on proximity.
has been split into different versions based on specialization.
is now available only to
Enhancement Shaman
, and now increases attack speed by 60% (up from 50%), and increases the damage of the
Shaman
's next Fire spell by 40% (up from 30%), but no longer deals direct damage or requires an enemy target.
has been made into a separate ability available only to
Elemental Shaman
, and now increases the damage of the
Shaman
's next Fire spell by 40% (up from 30%), but no longer deals direct damage or requires an enemy target.
Unleash Life
has been made into a separate ability available only to Restoration Shaman, and now heals an ally and increases the effect of the
Shaman
's next direct heal by 30%.
now provides similar benefits, but applied as buffs to the
Shaman
, instead of debuffs to an enemy. For Enhancement Shamans, it now grants 5% increase Multistrike chance instead of causing your auto attacks to trigger
Static Shock
.
Water Shield
now only triggers from melee attacks.
Mana costs for Restoration Shaman have been adjusted to compensate.
Resurgence
no longer requires
Water Shield
to be active.
Elemental and Enhancement Changes
For Elemental and Enhancement, we had a few problems to solve. Enhancement suffers from having their damage split among so many damage sources that none of it feels impressive. We changed the damage of several abilities to try to reorganize their damage into fewer, more impactful abilities, while keeping the net total the same. For a long time
Elemental Shaman
was one of the specializations most impacted by movement, at a time where other casters were increasingly able to cast while moving.
In Warlords of Draenor, we're pulling back on the ability for many casters to deal damage while moving, and that includes Elemental. They will still have some ability to deal damage while moving, through Shocks, Unleash Weapon, and instant
Lava Burst
s. For Chain Lightning, we wanted to reduce the impact of Haste soft capping, and so changed
to increase damage instead of reduce cast time. Additionally, we simplified
Wind Shear
by removing its impact on threat, which no longer matters.
for the Enhancement specialization now changes the
Shaman
's auto attacks and
Stormstrike
to deal Wind-based physical damage that bypasses armor.
deals 90% less Auto Attack damage but generates 1000% more threat.
Elemental Precision has been removed. (See also: Hit and Expertise Removal.)
Feral Spirits' damage has been increased by 300%.
Meteor
now has a cooldown of 4.5 second (up from 4.0 seconds).
has been redesigned.
Melee
haste effects now reduce the global cooldown and cooldowns of
Earth Shock
,
Meteor
,
,
,
Lava Lash
,
Static Shock
,
Stormstrike
, and
.
Lava Lash
now has a cooldown of 10.5 seconds (up from 10 seconds).
is no longer castable while moving by default. Effects like
Spiritwalker's Grace
can still make the spell castable while moving.
Magma Totem
's damage has been increased by 100%, and now ticks faster with Haste.
's chance to trigger has been reduced by 20%.
Primal Earth Elemental
's
Pulverize
ability no longer deals damage.
Searing Totem's Searing Bolt now has a 2-second cast time (up from 1.5 seconds), but casts faster with Haste, and its damage has been increased by 120%.
no longer reduces the cast time of
, but instead now increases the damage of
by 100% (up from 70%).
no longer increases the chance to hit with
,
Lava Burst
,
Hex
, or
. (See also: Hit and Expertise Removal.)
Stormstrike
now has a cooldown of 7.5 seconds (down from 8 seconds).
Wind Shear
no longer affects threat.
Windfury Weapon
no longer has a 3-second internal cooldown.
and
Earthen Rage
One of the new secondary stats Multistrike, functions very similarly to
. We wanted to keep Mastery and Multistrike feeling distinct, but also know how iconic and important
is for
Elemental Shaman
. So, we decided to merge the two together with Multistrike driving
, and give the Elemental specialization a new Mastery. For the new Mastery, we wanted to strengthen the
Elemental Shaman
's connection to earth energies, and added damage that continues while the
Shaman
is moving. The summary of all this is that if you liked Mastery before, favor Multistrike instead for the same effect. Or try out the new Mastery:
Earthen Rage
.
and
Earthquake
were also improved significantly to offset the fact that
was a massive buff to it, but
Earthen Rage
is not.
is now a regular passive ability and is no longer increased by Mastery. It grants 35% increased Multistrike damage and healing, and an additional 20% to Multistrike chance. It also increases the amount of the Multistrike stat gains from all sources by 5%, serving as Elemental's Secondary Stat attunement.
Earthen Rage
is a new Mastery for
Elemental Shaman
.
Earthen Rage
causes the
Shaman
's damaging spells to incite the earth around to come to their aid for 6 seconds, repeatedly dealing Fire damage to their most recently attacked target.
's damage has been increased by 50%.
Earthquake
's damage has been increased by 33%.
Restoration Changes
Restoration Shaman had the most passive and smart healing of any healer, and so received some reductions in that area, along with buffs elsewhere to keep them competitive.
Chain Heal
now heals each chain target for 10% less than the previous target.
is no longer triggered by damaging spells for Restoration Shaman, or by healing spells for non-Restoration Shaman.
Elemental Blast
now also grants increased Spirit for Restoration Shaman, in addition to the random secondary stat. Spirit amount granted is equal to double the random secondary stat amount.
Multiple Earth Shields can now be applied to the same target.
Earthliving Weapon now increases healing done by 5% (instead of increasing healing Spell Power by a flat amount).
Healing Stream Totem
's mana cost has been reduced to 10% of base mana (down from 23.5%), and its healing has been reduced by 50%.
Riptide
's healing has been adjusted to put significantly more of it into the initial heal. The initial heal amount has been increased by 70%, while the periodic healing amount has been reduced by 20%.
Tidal Waves
now reduces the cast time of
Healing Wave
by 20% (down from 30%).
Unleash Life
no longer increases the healing from
Healing Rain
but its direct healing has been increased by 100%.
Charred Glyph
no longer causes
Chain Heal
to have a 2-second cooldown.
Charred Glyph
now only increases the mana returned from recalling your totems by 25% (down from 75%).
Miscellaneous
We also made a couple quality of life improvements to Shaman Shield spells.
now persists through death.
Water Shield
now persists through death.
Blue Posts on Class Changes
Hey Eleshams. I'll start this off similarly to how I have with other specs tonight... Frustration is understandable, given the changes happening in Warlords. Lets have some constructive discussion.
First, I'd like to comment on the nerfs today. Nerfs can be troubling, I get that. But this is beta, and these nerfs are just number changes. They are not a bad thing. They're simple number reductions because your DPS was too high. DPS tuning will happen, and this is the first step in that. Especially on beta, it can be very hard to have a good sense of how you compare to other specs. And with the squish changing how numbers are perceived in general, most of you probably had no clue that you were a little overpowered, and that's fine. Let me reiterate that the goal here is for you to be on par with all of the DPS. You should be equal with everyone, from the Arcane Mage to the Destruction Warlock.
1. Healing Talents need immediate love/attention. Make a decision - Either boost our Single Target to match us with other Specs, or give us our Hybrid Utility back. My use in MoP raiding revolved around the power of Shaman Utility. I'm starting to worry about my impact when the entire level 75 talent line is garbage.
Simply put, we want Elemental Shamans to be brought for their strong DPS, not their poor DPS and strong offheals. We're reducing *everyone*'s offhealing capabilities, and Shamans had some of the most of anyone.
2. Level 100 Talents are filler? I'm feeling lost here about the goal to this tier. Obviously you want it to be a DPS tier but right now I see it as:
A. Shocks - always bad. B. Storm Totem - oh joy another 5 min CD that does very little damage. C. Interesting AoE Fire totem...lots of potential here but why doesn't it work with Fire Elemental?!!!
I want the talents to integrate into my rotation. I was really - really hoping that our Level 100 talents could fix the dull aspect to our rotation that is honestly...a snooze to pull off most of the time.
A. Won't be bad. Needs tuning. B. Won't be bad. Needs tuning. C. Will continue being not bad, and the bug where it doesn't work with Fire Elemental will be fixed.
3. Earthquake
OK. Earthquake is a big topic, so lets go for it. Earthquake has been around for a long time, but it's been almost as long since it's actually been used significantly. And Elemental has one of the most fun, visceral, cool AoE spells in the game: Chain Lightning. So why are we trying to force Earthquake into the rotation now, instead of just cutting it? That's a totally fair question.
There are a few reasons. Chain Lightning is great, but it can also get monotonous, spamming a single button for all AoE situations, and basically nothing else. We want to add a *little* spice to that. The vast vast majority of your AoE/cleaving should still be Chain Lightning spam, and we don't want to step on that. But we think that adding one different spell every ~10sec or so adds a fine bit of texture rotation.
Another reason is that we feel like we've failed on fulfilling one aspect of the Elemental fantasy: the elements. Fire (check). Air (check, lightning falls under this). Water (that's more of Resto's thing). And
Earth
. Where was the Earth? Ele shamans were feeling too much like the "Fire+Lightning Wizard", and not enough of the "Master of the Elements". That led us to including Earthquake, and adding Molten Earth.
And finally, skill. Here's where we get into why it has all of those so-called "QoL problems". It may be hard to see this vision, because AoE DPS tuning hasn't happened yet, but here's our vision for Earthquake: You won't be able to use it in every situation. It'll take a lot of skill and planning to use effectively. It may even require some cooperation from your tank, depending upon the situation. When all of those criteria aren't met, it's fine, you still have Chain Lightning to fall back on, and you'll still do totally solid DPS that way, and it's incredibly easy to use, in virtually any situation.
But when all of those pieces *do* line up, the payoff should be
extremely
strong.
It's an additional bonus
on top of
your expected AoE DPS.
Don't think of it as "that spell I'm forced to use and is so hard-to-use". Think of it as "that niche spell that I sometimes get to use skillfully for great gains".
4. Echo of the Elements - I like this move but it needs a few clarity fixes. Right now its Impact is minimal. I believe it's only Lava Burst that's affected? Maybe you can attach it to Elemental Blast and Earth Shock (Which again would make our AoE/CLeave more engaging if we could ES more often). I get the concept of wanting to make Multistrike it's own thing, but since Ele Shaman's foundations were built on Multistrike - I feel the class is losing out on what made it special. (Edit - while making this post I saw that EQ is affected by EotE. Again..I hate EQ so I could care less. Also Frost shock...but I'm focused on PvE - not PvP).
Yes, it's primarily for Lava Burst (single target) and Earthquake (AoE) in PvE. We tried having it on several other abilities, but the downsides outweighed the upsides, we found (ie, you accidentally use it on Earth Shock, when you wanted to use it on Lava Burst).
5. Molten Earth - Hopefully we see tuning on this mastery to make it do more damage. Yes...It's a passive - but I like the idea of dumping a lot of my stats into mastery for progression on a Movement heavy fight. Right now though...it's a waste of stats not to mention it's secondary effect is to buff EQ (which I rather not cast).
Tuning will happen. I don't think it's far off from right, currently, though. I think it's a little weak, but not much.
6. Level 45 Talents. At least Blizzard agrees that this line is not fun and weak. What's sad though...is that it makes it the 2nd of worthless talent lines for Ele Shaman in PvE. So many ideas have been thrown around I don't need to add mine, but it would be nice to see some fixes before the release.
While I'd say that it's uninteresting in PvE, not worthless, that's not exactly the point. Across the specs, many talent rows are of limited value if you focus on only a single section of the game (ie, raiding). We don't see that as a problem, as long as it's only a 1-2 per class.
As I've touched on before, we feel that the level 45 talents are functional, and not causing any problems, so have bigger fish to fry at the moment. But, we'd be interested in revisiting them at some point in the future.
I'd be happy to discuss any of these topics further, as long as we stay constructive (and pending my available time, which is quite limited, as you may be able to guess). The frustration is understandable, but please leave the hyperbole and anger and useless sarcasm and generally destructive behavior out of this. Thanks.
Don't think of it as "that spell I'm forced to use and is so hard-to-use". Think of it as "that niche spell that I sometimes get to use skillfully for great gains".
Okay, I want an explanation on this one please. How is it still a niche skill to be used for great gains if the only way we can do damage with Chain Lightning to compete with other classes is if we use Earthquake? That doesn't sound niche at all, as a matter of fact, that sounds pretty much required.
The key is that that's exactly *not* what I said. Not using Earthquake, you'll be competitive. Earthquake is a bonus.
SET, again, numbers aside, boring as %^-*,
the simple fact that PE affects this
means there is no other logical choice assuming numbers are balanced otherwise than choosing PE with this talent.
It doesn't.
Echo is horrible for elemental, the way it doesnt work with ascendance, the way lavasurge can overwrite the reset, the way it can proc just after casting lavaburst so u lose 2 /3 procs in the meant time... The way it's a dps loss for movement...
I think your info may be out of date. I believe we've fixed all of those interactions (and if not, we will). Additionally, I'd advise you to post constructively if you're looking for constructive discussion.
The key is that that's exactly *not* what I said. Not using Earthquake, you'll be competitive. Earthquake is a bonus.
Current numbers don't support this; Earthquake is very high damage now and on mastery to boot. Should we expect Earthquake to be tuned down, and Chain Lightning tuned higher in upcoming patches?
Probably, yes.
<span class="truncated">...</span>
It doesn't.
How can you say it doesnt? If PE is balanced with UF and EB alone then it is viable to pick.
If SET is balanced against shocks / magma spew alone then it is viable to pick.
Therefore for maximum output / utility, if you pick one, you should pick the other.
If they aren't balanced individually, then again, in order for either choice to be viable, u r locked in to the other??
Number tuning doesn't matter here, logic does...
Err... Did you misread what I responded to?
EDIT: For anyone just jumping to here: Primal Elementalist does not buff the damage of Storm Elemental. It only adds utility.
I believe this is the interaction he was talking about.
For Elemental, Echo of Elements causes the next Lava Burst cast to not incur its cooldown. But during Ascendance, Lava Burst
has
no cooldown. So Echo has no effect.
Echo is also not consumed during the Ascendance, so still gives you one more after the Ascendance ends.
Share your comments about this guide in our Shaman forum!
Get Wowhead
Premium
$2
A Month
Enjoy an ad-free experience, unlock premium features, & support the site!