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Lateralus
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Post by Lateralus »

in pvp its fine as it is imo, wierd change..
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Seimor
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Post by Seimor »

Noitec wrote:Elemental is outdated aswell...
You should never use magma totem when there are casters in let's say that arena team... that guy is focusing on his DPS... Also - he has equipped worst trinkets for ele shaman i've ever seen,

so it must be outdated...
this is basic stuff for new ppl who is trying out ele/enchan and dont know shit about how to put out some dps ofc u can optimise this but it req some time whit your shaman :)
nu ska vi testa om det går att åka segway på kullersten.
nej.
Yaur
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Post by Yaur »

Current max DPS rotation for a boss,

1 ) Maelstrom Weapon x 5 stacks - Lightning Bolt
2 ) Lightning Shield if not active
3 ) Spirit Wolves
4 ) Shamanistic Rage
5 ) Flame Shock
6 ) Stormstrike if debuff not active
7 ) Fire Elemental
8 ) Magma Totem if not active
9 ) Earthshock
10) Stormstrike
11) Lava Lash
12) Fire Nova
13) Magma Totem
14) Lightning Shield

Current max DPS spec for 25 man raids:
http://www.wowarmory.com/talent-calc.xm ... 0000000000

I would suggest taking that 1 point out of reverberation and putting it in Shamanistic Focus. If you don't do this having enough mana in 10 - 5 man instances can be hard.
It would result in using Shamanistic Rage late in the fight (10% mana) and this leads to less raging overall. :P
And even then it would be wise to drop Fire Nova out of the rotation when you see mana running low.

Bottom line: Take the spec, but switch that 1 point around.
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sudo
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Post by sudo »

where's ankh ?
Paladin is man or woman with holy light, liek angel from god paladin hold up holy light so you see in dark and not be scared. You CANT play naughty paladin coz it not fit with paladin holy light ok?
Yaur
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Post by Yaur »

sudo wrote:where's ankh ?
Ankh is not something you can macro or keybind. Else it would have been in the rotation.

Theory crafters do have a post-ankh rotation that should be treated separately. You should go true this once and then fall back to the basic 14 step priority queue.

1 ) Ankh
2 ) Look around slightly confused
3 ) tab target something you can hurt
4 ) commence the hurting (frost shock)
5 ) void statusquery() {
if(mob_hp =0%){
cheer on vent;
} else {
StartDpsCycleA;
}

I hope this answers the question Sudo :)
p.s. soz for the messy java
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Fenz
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Post by Fenz »

In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Shaman Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we're considering for this ability:


Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.

Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.
We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.
Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Demonic Pact, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.
We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.


New Talents and Talent Changes


Elemental Reach will be simplified so shaman have a more consistent spell range.
We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.
Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.
Ancestral Knowledge will boost mana pool size, not Intellect.
Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.
With the Mastery system, we're also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature's Blessing, and others, to allow players more freedom to choose more interesting talents.


Mastery Passive Talent Tree Bonuses

Elemental

Spell damage
Spell Crit
Elemental Overload

Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Enhancement

Melee damage
Melee Haste
Nature Damage

Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

Restoration

Healing
Meditation
Deep Healing

Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
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Gorlom
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Post by Gorlom »

I would be pissed off that they took our poisoncleansing without giving us some kind of immunity or proper cc to use against rogues but it seems in the rogue update they balanced the rogue part of the equation instead so that it doeasn't really matter.
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Schneel
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Post by Schneel »

Hex aint a proper cc?
Gorlom wrote:"personally I think taurens warstomp is more useful then hex."
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Noitec
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Post by Noitec »

Schneel wrote:Hex aint a proper cc?
CD mon

Else...
It's cool mages will have BL too... nothing holds me in rerolling Warlock than.. only 0,0,1%
Elemental Shaman

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Schneel
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Post by Schneel »

Bet it's a huge cd, like what 30-45 seconds?!
Gorlom wrote:"personally I think taurens warstomp is more useful then hex."
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Post by Yaur »

Unleashed weapon seems fun. The rest seems kinda boring to me. Specially the Passive Mastery for enhancement. Passive bonus damage yay...
Imo that should be like a chance of something cool happening when WF proc's or when you use a ability.

Healing Rain seems pretty awesome to me aswell. Also a chance to see spirit link again. Resto seems pretty interesting for Cataclysm.
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Gorlom
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Post by Gorlom »

Schneel wrote:Bet it's a huge cd, like what 30-45 seconds?!
-2 sec cast?
-30 sec duration on mobs, supposedly 6 seconds duration on players (never seen it last more then 2).
-45 sec cd.
-Does not work on druids (technically works when they are in neutral form but they just shift out of it anyway. rest gets an immune message)
-Does not make the player lose controll of the character
+Prevents the use of abilities.
+Can take one or 2 small spell hits (up to 2-4k?) before it breaks.
+Does not heal them unlike the mage poly.

personally I'd take a a proper mage polymorph instead of the imitation poly that gets dispell instantly because "that's the only CC shamans have anyway and they can't use it again untill one of us are dead".
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Schneel
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Post by Schneel »

It can be very powerful in arena, and it last for atleast 10sec if used correctly. And there's only 2 classes who can actually dispell it, and resto shamans. Also it's a 1.5sec cast, which is a very fast cast.

And druids are just lame.
Gorlom wrote:"personally I think taurens warstomp is more useful then hex."
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Gorlom
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Post by Gorlom »

personally I think taurens warstomp is more useful then hex.

might just be grass is greener on the other side mentality but hex allways end up landing either when the warrior is whirlwinding the paladin bubleing or mage iceblocking or rogue cloak of shadowing or hunter using beastmastery or what the hell and then is wasted completly and i havent gotten any use whatsoever out of it.

hell ive had more sucess using it as an interrupt mechanic rather then a form of crowdcontroll.
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Inncubus
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Post by Inncubus »

Schneel wrote:And druids are just lame.
Fu!
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