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Legion Shaman Changes


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#1

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Posted 11 November 2015 - 01:48 AM

Elemental
Certain shaman have dedicated themselves above all else to forging a deep bond with the elements. They have peered beyond the Elemental Plane, gleaning visions of an ancient past where manifestations of volatile energies once raged unimpeded across primordial Azeroth. Through careful study and dedication, the elemental shaman is able to channel such power into destructive magical surges. Through the body of the shaman flows bolts of lightning, as if from storm, and bursts of fire, as if from molten earth. They manipulate the land itself and summon spirits of earth, fire, and storm to their aid. To battle an elemental shaman is to taunt the very forces of nature.

"Through the body of the shaman flows bolts of lightning, as if from storm, and bursts of fire, as if from molten earth"

Gameplay
Elemental Shaman already have a strong, thematic ability repertoire. We’re retaining much of that existing gameplay in Legion, while smoothing the rough edges. The previously mentioned switch to Maelstrom as a resource is most significant. Elemental Shaman will build Maelstrom through their Lightning Bolt, Lava Burst, and Chain Lightning, and spend it on abilities like Shocks and Earthquake. This change also allows us to remove the cooldown on Shocks, since they instead compete for resources. Shock usage is now more flexible for Elemental Shaman, such as using more of their Maelstrom on Flame Shock to DoT multiple targets. Another notable change is the return of Elemental Overload as their Mastery; Molten Earth never lived up to our hopes, being too non-interactive and confusing.

To give you an idea of the Elemental Shaman in action, here’s a basic look at their core combat abilities:
  • Lightning Bolt
    • 40 yd range, 2 sec cast
    • Fires a bolt of lightning at the target, dealing moderate Nature damage, and generating 15 Maelstrom.
  • Lava Burst
    • 40 yd range, 2 sec cast, 8 sec cooldown
    • Hurl molten lava at the target, dealing strong Fire damage. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage. Generates 15 Maelstom.
  • Flame Shock
    • 0 to 20 Maelstrom, 45 yd range, Instant
    • Sears the target with fire, causing minor Fire damage and then an additional minor Fire damage every 2 sec. Lasts 10 to 30 sec based on Maelstrom spent.
  • Earth Shock
    • 10 to 100 Maelstrom, 45 yd range, Instant
    • Instantly shocks the target with concussive force, causing massive Nature damage, based on Maelstrom spent.
  • Lava Surge
    • Passive
    • Your Flame Shock damage over time has a chance to reset the cooldown of Lava Burst and cause your next Lava Burst to be instant.
  • Mastery: Elemental Overload
    • Grants a 40% (with Mastery from typical gear) chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target that causes 75% of normal damage and Maelstrom generation, and no threat.
Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of an Elemental-specific talent:
  • Maelstrom Totem
  • 40 yd range, Instant, 30 sec cooldown
  • Summons a Maelstrom Totem near the target for 15 sec that repeatedly attacks an enemy within 30 yards for moderate Nature damage. Every time the Maelstrom Totem attacks, it will generate 5 Maelstrom for you.

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Enhancement
Intense communion with fire, earth, air, and water isn’t exclusive to the elemental shaman. In many ways, enhancement shaman similarly bond with nature and leverage its power on the battlefield. What distinguishes them in their training—and in their connection with the elements—is their combat methodology. These shaman favor empowering their physical attacks with elemental energies and facing their adversaries up close. They don’t shy from the frontlines, wielding magically augmented weapons, potent elemental attacks, and totems that shape the tide of battle.

"These shaman favor empowering their physical attacks with elemental energies and facing their adversaries up close"

Gameplay
The identity of the Enhancement Shaman is cool, but we don’t feel that the mechanics do well to establish that. We want this spec to be more than a melee-range Elemental Shaman, while having a distinct “Battle Mage” feel. Enhancement’s niche focuses on dishing out devastating spells and punishing strikes at melee range to destroy their enemy. Rather than leaving you with a multitude of buttons, many of which are inconsequential, we’re emphasizing empowering your weapons and allies in the fray. Enhancement Shaman become increasingly deadly as they build their power through Maelstrom generation. They must be careful not to let it overflow, while maintaining enough to utilize their most dominant attacks at critical moments.

To give you an idea of the Enhancement Shaman in action, here’s a basic look at their core combat abilities:
  • Rockbiter
    • 10 yd range, Instant
    • Assault your target with earthen power, dealing moderate Nature damage, and generating 15 Maelstrom.
  • Flametongue
    • 10 yd range, Instant, 12 sec cooldown
    • Scorch your target with fiery power, dealing moderate Fire damage, and enhancing your weapons.
    • Each of your weapon attacks cause up to minor additional Fire damage, based on weapon speed. Lasts 16 sec.
  • Windfury
    • Passive
    • Each of your main-hand attacks has a 7% chance of triggering three extra attacks, dealing minor Physical damage.
  • Lava Lash
    • 30 Maelstrom, Melee Range, Instant
    • Charge your off-hand weapon with lava and strike your target, dealing strong Fire damage.
  • Stormstrike
    • 60 Maelstrom, Melee Range, Instant, 16 sec cooldown
    • Energize your weapons with lightning and deliver a massive blow to your target, dealing heavy Physical damage.
  • Maelstrom Weapon
    • Passive
    • When you deal damage with a melee weapon, you generate 5 Maelstrom.
  • Stormfury
    • Passive
    • Each of your attacks has a 2% chance to cause Stormfury, resetting the cooldown on Stormstrike, and causing your next Stormstrike to cost 50% less Maelstrom and to trigger no cooldown.
  • Mastery: Enhanced Elements
    • Increases the chance for Stormfury and Windfury to trigger by 5% (with Mastery from typical gear), and increases all Fire and Nature damage done by 40% (with Mastery from typical gear).
Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of an Enhancement-specific talent:
  • Sundering
  • 60 Maelstrom, Instant, 20 sec cooldown
  • Shatter a line of earth before you, causing strong Physical damage and knocking enemies to the side.

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Restoration
Some shaman find a serene affinity for the restorative properties of water. These shaman do not necessarily seek the Light or turn to the divine, yet they feel a profound spiritual connection with the source from which all mortal life took root. So strong is their connection with water that the shaman is able to restore life and heal afflictions. They balance this with a command of the other elements, finding harmony in nature and purifying their allies as a tidal surge washes across a sandy shore.

"Restoration shaman feel a profound spiritual connection with the source from which all mortal life took root"

Gameplay
Restoration mechanics are informed well by the themes of the spec, and we want to avoid disrupting what healers already like about it. What has changed has primarily been in terms of tweaking their gameplay in more fun directions. There’s now slightly more emphasis on targeted healing, and slightly less on Chain Heal spam. We’ve also significantly improved their talents, offering more impactful and varied options. Additionally, Restoration gains the most from the removal of totem restrictions.

To give you an idea of the Restoration Shaman in action, here’s a basic look at their core combat abilities:
  • Healing Wave
    • 2.1% Mana, 40 yd range, 2.5 sec cast
    • A slow but efficient wave of healing energy that restores a moderate amount of a friendly target’s health.
  • Healing Surge
    • 4.1% Mana, 40 yd range, 1.5 sec cast
    • A quick but expensive surge of healing energy that restores a moderate amount of a friendly target’s health.
  • Chain Heal
    • 5.6% Mana, 40 yd range, 2.5 sec cast
    • Heals the friendly target for a moderate amount, then jumps to heal the most injured nearby party or raid members. Healing is reduced by 30% after each jump. Heals 4 total targets.
  • Riptide
    • 1.5% Mana, 40 yd range, Instant, 6 sec cooldown
    • Restorative waters wash over a friendly target, healing them for a moderate amount and an additional moderate amount over 18 sec.
  • Healing Rain
    • 4.3% Mana, 40 yd range, 2 sec cast, 10 sec cooldown
    • Blanket the target area in healing rains, restoring a moderate amount of health to up to 6 allies in the area over 10 sec.
  • Healing Stream Totem
    • 1.7% Mana, Instant, 30 sec cooldown
    • Summons a Water Totem at the feet of the Shaman that heals an injured party or raid member within 40 yards for a minor amount every 2 sec. Lasts 15 sec.
  • Tidal Waves
    • Passive
    • When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your next Healing Wave by 40% or increases the critical effect chance of your next Healing Surge by 40%. Stacks up to 2 times.
  • Mastery: Deep Healing
    • Increases the potency of your healing spells by up to 60% (with Mastery from typical gear), based on the current health level of your target (lower health targets are healed for more).
Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Restoration-specific talent:
  • Wellspring
  • 2.4% Mana, 30 yd range, 1.5 sec cast, 12 sec cooldown
  • Create a surge of water that flows forward, healing all friendly targets in a wide arc in front of you for a strong amount.

We hope you’ve enjoyed this early preview of our approach to class and specialization design in World of Warcraft: Legion. We’ll continue our review tomorrow with a look at Warriors, Monks, and Druids.
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#2

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Posted 11 November 2015 - 01:52 AM

Can't say I don't like these changes
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#3

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Posted 11 November 2015 - 02:02 AM

I think Blizzard is experimenting with Skill shots.

So many HOTS-ish spells so far.

Tyrael Spell for Pallys, Eyebeam, Wellspring, Sundering etc.
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#4 Korzul

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Posted 11 November 2015 - 02:38 AM

You missed a pretty important part


The use of totems is integral to the Shaman archetype, and we’re addressing some persistent issues with their mechanics. For a long time there have been significant constraints associated with totems, like the fact that they can only be dropped at the Shaman’s feet, or that they only have 5 health, or that no more than one of the same elemental type can be active at one time. While these constraints were intended to ensure that totems felt unique, they ultimately drove us to creating strange tools to allow the Shaman to bypass such constraints, such as Totemic Projection or Totemic Persistence. In Legion, we’re eliminating this awkwardness and simply removing the constraints.
Totems of the same nature type can now be summoned together, allowing you to have Healing Stream Totem and Healing Tide Totem up at the same time. Elementals are no longer tied to totems, but are guardians that follow and assist you. Totems’ maximum health will always equal a percentage of your maximum health. In addition, totems that need to be placed at a specific location will be directly placed using a targeting reticle. If you want to place Earthgrab Totem in the middle of a big pack of nasty orcs, you can do that without having to run into that nastiness or use a separate spell to throw the totem there. In general, totem mechanics are concentrated around temporary effects (either beneficial or hostile) in a localized area, as opposed to “maintenance buff” cooldowns you need to make sure are up at all times.


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#5 ROKMODE

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Posted 11 November 2015 - 02:44 AM

lol blizzard still hasn't learned that instant cast cd resetting lava burst is an awful fucking design

figures


also lol @ continuing to give every class a combo point/finishing move system

Edited by ROKMODE, 11 November 2015 - 02:49 AM.

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#6 Brawlie

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Posted 11 November 2015 - 06:35 AM

Mastery: Elemental Overload
  • Grants a 40% (with Mastery from typical gear) chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target that causes 75% of normal damage and Maelstrom generation, and no threat.
:D
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you spoiled moplords just don't remember how the game is supposed to operate, so you jump to the simplest, most shortsighted suggestion when it's actually everything else that's a problem with the mage class


#7 Evolute

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Posted 11 November 2015 - 08:07 AM

basically no changes to ele or resto tbh

pretty shit, I was hoping for a major class rework, not shitty bandages

these changes would be nice to have right now but considering the overhauls of warlock in the past (and now again), hunters, shadowpriests..

shamans are just outdated and still clunky

Edited by Evolute, 11 November 2015 - 08:08 AM.

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#8 Kroyfel

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Posted 11 November 2015 - 08:11 AM

Will enhancement shamans and ele shamans still have purge now that they can't go oom?
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#9 jaimee

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Posted 11 November 2015 - 10:31 AM

basically no changes to ele or resto tbh

pretty shit, I was hoping for a major class rework, not shitty bandages

these changes would be nice to have right now but considering the overhauls of warlock in the past (and now again), hunters, shadowpriests..

shamans are just outdated and still clunky


What? These ele changes are massive and exactly what ele needed.
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#10 zenga

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Posted 11 November 2015 - 10:41 AM

lol blizzard still hasn't learned that instant cast cd resetting lava burst is an awful fucking design


Why would it be an awful design? It's basically simple math: you have x% chance, pretty much exactly the same like crit. But unlike crit there are decisions to be made, and it has a counter.

I think it's actually good design in pvp because both the elemental shaman and the opponent have decisions to make: dispel vs multidot to reduce/increase chances.

Also Lava Burst doesn't seem to auto crit anymore when flame shock is on the target.
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#11 Izostar

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Posted 11 November 2015 - 10:45 AM

There is going to be so much rng with all the classes Im really curious to see what happens..

I really like the totem HP and the fact totems can be placed to a specific location as a baseline a lot!

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#12 Randomguy

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Posted 11 November 2015 - 01:33 PM

Will enhancement shamans and ele shamans still have purge now that they can't go oom?


What's your point? Enhance already can't go oom and they still have purge - nothing would change
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#13 el21

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Posted 11 November 2015 - 02:32 PM

This is from a user on mmochampion on ele worries on pvp looks like can only play with lock for dispel protection, also it looks like enhance is turning into a fury warrior.

Elemental still has all of the same issues and having a new resource doesn't change their rotation barely at all. You're still going to spam LB, lava burst on cooldown, keep flame shock applied, and earth shock to spend your stacked resource. Nothing changed except you will probably earth shock more (and it probably does less damage).

4) Ele is still going to be a weak turret with no burst. In fact they got worse in this regard. They are going to spend all of their maelstrom power on flame shock to get lava surge procs and watch as it gets dispelled, leaving them with wasted maelstrom power and no opportunity to cast earth shock, their only minor burst spell. They will have to hard cast even more than before with their weak filler spells (lava burst is now even more of a filler spell it seems) just to get maelstrom power to waste on flame shock in order to make their filler spell instant cast. Even worse is that their one major burst spell (earth shock) doesn't benefit from their no doubt powerful mastery meaning that this spec actually has zero burst. All of your damage will come from fillers.
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#14 Lloix

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Posted 11 November 2015 - 02:42 PM

Hopefully ele stays shit. Go slay dragons.
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#15 ROKMODE

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Posted 11 November 2015 - 03:40 PM

Why would it be an awful design? It's basically simple math: you have x% chance, pretty much exactly the same like crit. But unlike crit there are decisions to be made, and it has a counter.

I think it's actually good design in pvp because both the elemental shaman and the opponent have decisions to make: dispel vs multidot to reduce/increase chances.

Also Lava Burst doesn't seem to auto crit anymore when flame shock is on the target.

what?
because it devalues lava burst as a burst spell and devalues lightning bolt even more, forcing you to rely on lava burst rng and running around throwing instant lava bursts like a tard


along with mastery returning, it'll be a lottery playstyle again
Wish they'd just return to ele doing meaningful 90% casted damage again.
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#16 Neuromancer

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Posted 11 November 2015 - 04:52 PM

They are going to spend all of their maelstrom power on flame shock to get lava surge procs and watch as it gets dispelled, leaving them with wasted maelstrom power

I'm not so sure about this. I can see pooling some Maelstrom and multishocking without a CD to overtake the opposing healer's dispelling, especially since you can Flame Shock with a super low amount of Maelstrom to re-dot something fast. Pop a Maelstrom Totem into the fray at the beginning and you're already generating some. Anyway, that's just speculative, of course. Seems like this is definitely one of those playstyles that we'd need to see in action.
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#17 Dizzeeyo

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Posted 11 November 2015 - 04:56 PM

Wish they'd just return to casters doing meaningful 90% casted damage again.

plz :)

you can Flame Shock with a super low amount of Maelstrom to re-dot something fast

you can spam 0 malestrom costing flameshocks that last for 10 seconds - healers dispeling flameshocks won't really be a large issue anymore, at least (obviously costs the shaman a global every so often to keep on redotting)

Edited by Dizzeeyo, 11 November 2015 - 04:57 PM.

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No because the difference is when I play a comp i play it close to skill cap

if anyone needs to be banned, it's you. You do nothing but sit on AJ being a passive aggressive idiot that nobody likes, sorry you stink of washing up liquid.

Feel free to call me an idiot because I'm a hunter or some stupid ass remark but I've actually written all this down on paper

I actually made an appearance at DH2014 and I met up with people from twitch who were involved with the dota 2 / cs tournies that where there, I talked about the game from my perspective as a professional player and we actually shared a lot of opinions. All I'm saying is a lot of people will be VERY surprised about the future of this game in the esport world :)


#18 Neuromancer

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Posted 11 November 2015 - 05:04 PM

you can spam 0 malestrom costing flameshocks that last for 10 seconds - healers dispeling flameshocks won't really be a large issue anymore, at least (obviously costs the shaman a global every so often to keep on redotting)

Yeah you're right. Was looking at that 0-20 cost thinking "anything in between" that I hadn't even considered 0 to be an option :o
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#19 Lloix

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Posted 11 November 2015 - 05:33 PM

along with mastery returning, it'll be a lottery playstyle again


Which is exactly what anyone playing ele would want.
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#20 Evolute

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Posted 11 November 2015 - 09:15 PM

What? These ele changes are massive and exactly what ele needed.


again they would be nice to have right now and a lot of them are qol. if they appeared in the patchnotes now I would be extremely happy

however I expected an overhaul because it's a new expansion where they are reworking like half of the specs in the game, so I'm obviously disappointed
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