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  1. #21
    Deleted
    1. Enhanced Unleash allows movement while casting for 4 seconds for Elemental instead of increasing movement speed. I feel this would be a nice touch given the Lightning Bolt change since MoP.
    2. Lava Beam will finish casting if Ascendance ends during the cast. This should have been fixed nearly three years ago >.<
    3. Glyph of Dense Frost: Increases Frost Shock's damage by 200% but removes the movement speed effect. (Or Glyph of Reverberating Frost: Frost Shock deals damage to all enemies within 6 yards but no longer reduces movement speed). Make Frost Shock actually worth using in PvE, whilst also giving Elemental Fusion a little much needed bonus.
    Last edited by mmocc85087d34c; 2015-05-24 at 02:16 PM.

  2. #22
    Quote Originally Posted by Zeruge View Post
    1. Enhanced Unleash allows movement while casting for 4 seconds for Elemental instead of increasing movement speed. I feel this would be a nice touch given the Lightning Bolt change since MoP.
    This would mean that you could never take UF as a talent, ever.

  3. #23
    Deleted
    Quote Originally Posted by Markooo View Post
    This would mean that you could never take UF as a talent, ever.
    Of course you could. You'd use it in exactly the same way you do now but you'd be able to move for the first 40% of the duration.

  4. #24
    Quote Originally Posted by Zeruge View Post
    Of course you could. You'd use it in exactly the same way you do now but you'd be able to move for the first 40% of the duration.
    You would have to constantly delay it to save it for some phase of movement, which would create problems with the uptime and its overall usefulness as a talent. It's the exact same problem that UF already has as a talent: it takes a global away from the times you have to move, since it will most likely be on cooldown when you need to use it, so it is no longer a movement tool, like it is when you take PE.

  5. #25
    Deleted
    Quote Originally Posted by Markooo View Post
    You would have to constantly delay it to save it for some phase of movement, which would create problems with the uptime and its overall usefulness as a talent. It's the exact same problem that UF already has as a talent: it takes a global away from the times you have to move, since it will most likely be on cooldown when you need to use it, so it is no longer a movement tool, like it is when you take PE.
    So I guess that would need a Unleashed Fury rework or just a new talent. I kinda like UF but I really want a new movement tool and I think it could be a good way to do this.

  6. #26
    Deleted
    Some pretty good ideas tossed around here, the definite #1 change that would barely buff us but make elem less annoying is the whole end of ascendance cast thing, that shit is so damn irritating, either let the lava beam cast end or make it be a chain lightning.

    I'm pretty sure a frost shock pve change won't happen, if only because of how the tier works and our multistrike levels, although with the archimonde(zzz) trinket I suppose it makes it less silly.

    I think Ghost wolf definitely needs to change, it's so incredibly lackluster compared to just about every other class' mobility skills. Either just make it straight up faster, make it a timed ability that only lasts a few seconds but makes you go MUCH faster, or make it more leap-like, perhaps change a talent or even a talent row to customize how ghost wolf works instead of the silly totem row, and make totemic projection baseline ?

    I would love if they made Astral Shift something like Puck's level one Phase Shift in Dota, a split second immunity that requires very good timing, it would make shamans a lot more viable and makes sense lorewise (phasing into the spirit world for a second). Doesn't even have to be a complete immunity, just a very short very high damage resistance shift and just code "mandatory instakill mechanics" so they bypass it like it does for iceblock.

  7. #27
    Deleted
    The thing is that to see this sort of big classes changes unfortunately I guess that we'll have to wait next xpac

  8. #28
    Quote Originally Posted by Deilyora View Post
    Yes, but he mean RP wyse I guess. And yes for the RP, an additional MS proc is better ^^
    Elemental is a multistrike-themed spec. More multistrikes is where large portion of our damage comes from, and they lead to more fulmination stacks (mobility). Sure, the extra chance to multistrike is worse (damage-wise) than just flat damage from crit would be, but the stat is pretty well balanced in terms of stat weight after the change. Blizzard seems to be happy with where our spec is in terms of damage, so if they had implemented flat critical scaling to LvB, we very likely would not have gotten some other buff (you cannot simply look at this in a vacuum).

  9. #29
    Deleted
    I'd like to see battery shamans. Permanent ancestral guidance, tuned down to something that would be reasonable. Something close to what battery priests used to be but HP wise. Perhaps mana wise aswell.

    Edit: I just realised i posted earlier on the thread. Don't mind me, must've been sleepy as hell during the first post. ^^
    Last edited by mmocc4a4d7c2f8; 2015-05-24 at 07:26 PM.

  10. #30
    First time posting, long time player. these are some ideas ive been kicking around for a while, some date back to pre WoD

    In my opinion shamans have alot of buttons to press so none of these ideas add any real buttons, just change the way they work
    Healing tide totem was removed so that a dps spec could not compete with a healer, however it removed a large defensive cooldown for Ele/Enh.
    Ideas to help shaman improve defense in pvp: more than one or two of these might be OP
    • Give elemental and enhancement riptide but with a 10 second cooldown (and 30 second duration).optional
    o This will allow the shaman to have a (cheap) self heal on himself at all times unless it gets dispelled/ stole. The direct heal can’t be used so often so its more about the HoT, and it can be used to off heal but not so often or so well that it can make up for a healer.
    • Roll the self heal of flame shock into the spell
    o The healing factor of FS is small and often not taken as a glyph, this will allow a moderate amount of healing and is based on the amount of damage done (doing dmg = heals self) and free up another glyph slot for further defense/ offence. Any dmg increases to FS (ie: power, crit, haste, ect.) or multi dotting will make the healing better. Make the heal for resto go to the target affected with earth shield. Have it be 25% for enh due to the massive FS spread potential they have, 50% for ele, 250% for resto so it acts like a hot for them sort of how priests can heal and do dmg at the same time.(rough numbers)
    o with this “glyph” shocking lava can get up to 40-80% increase to heal and the storm elemental does healing on its own. Consider allowing lava spew to have a FS component: FS spread, percent chance to be affected(25-50%), incure more ticks or increase/ reset duration so that all lvl 100 talents have a self healing aspect.
     One of these two HoT heals will allow for decent sustained healing over a long time but wouldn’t allow it to out heal a focus swap or getting trained; make up for the healing loss of Healing Tide but spread the heal over the course of a long fight, so the shaman will stay closer to max health if only taking damaged from stray pets or spread dots/cleave dmg
    • Turn the Earth elementals into a defensive as well as an offensive.
    o Turn Earth elemental in to a short duration tank: give it half the max health of the shaman, reduce all incoming damage by 95%(effective healthpool would then be 10x shaman hp but no dmg cd, or avoidance), reduce chance to be crit by 6%, have it generate A LOT of agro/threat (could also make all shaman agro go to elemental) but deal almost no damage, give aoe threat generation and an aoe taunt on a 1 min CD that reduces by 10 sec every time its struck so it cant interfere if a tank is tanking and the shaman uses the earth ele. This will allow the shaman a cooldown that can act as “tank” for one min in case it pulls too many groups when soloing, if tanks die in groups or raid it can give time to rez tanks or heals and rebuff and the damage is so negligible it won’t be used as a dps cooldown. Have it so if the elemental is dismissed or killed it gives a shield based on how much health it has and how long it has been out. Minus the first and last 5 sec it gives 100% minus 1% for every sec its been out. Max it can give 100% of its health which is 50% of shamans health if its dismissed in under 5sec., minimum it will give 50% of its health if its dismissed in the last 5sec(assuming it took no damage for the duration it was out).(first 5 seconds amount given isn’t affected but it gives 1% less for every second down to 55 seconds its been out at 50% and cant go down further). ~~this will allow it to serve a purpose in pvp as a large bubble with 50% of hp on a 5min cd if sacrificed immediately.
     Make undispellable and one min/30 sec duration due to 5 min CD.
    o Other than id like to see elementals not be tied to totems id like fire elemental move faster(double speed) and be less affected by cc(35% less). This makes fire ele melee high damage hard to control no heal, storm ele ranged fast cast heal and buff, and earth ele pve super tank for 1 minute and large bubble in pvp

    • For ENH shaman only: disclamer, I don’t play enhance shaman but looking at the same way that feral druids and shamans have to choose to spend their combo points on offence or defence and druids get one free use of healing touch, maybe make something like,,, if 5 malestorm weapon charge is spent on LB, CL, EB, gives an instant cast of healing surge. Make it so that it only procs off a use when 5 charges happen so they don’t try to hard cast and get it at less than 5 charges, and don’t let it proc of non damaging spells like healing surge or healing rain. Maybe make it less (like 33-50%) so thay can still choose to do healing if needed or dmg if not.

    • Errant thought, but maybe since lightning bolt and chain lightning are so similar now that you could just make it Lightning! And have it deal its normal damage and cleave if there are any other adds in range. To reduce bloat. Both 2 sec cast, both generate charges of shield, both the filler part of single and aoe rotation, and with the change to active vs. passive mana regen they are the same in cost now too. Or just make it that lightning hits up to 5 targets and increases damage on primary target hit for every target under 5 by 25%. Or something

    • You gave enhance a lavalash reset from the elemental toolkit(on flameshock ticks). It would be nice if every time a target is struck by Lava Burst and is affected by FS it would spread flame shock 1 target within 25yrd.
    • This is slightly a counter point to a previous point but it would be nice if the Glyph of Chain lightning was made sort of baseline. If chain lightning always hit up to 5 targets max but instead of doing 10% base less damage it reduced by 5% per jump it would make it less of a drawback to cast at less than 5 targets than not glyphed.
    o (using round numbers for convenience): chain lightning hits for 100 per target. Hitting 3 targets would deal 300 damage. The current glyph makes it hit 5 targets for a max 450(10% less per). But hitting 3 targets is 270, a net loss of 30. If you made it 5% less per, hitting 3 targets would be 285(net loss 15, half of current) but hitting 5 targets still adds up to 450. (100+95+90+85+80=450) would smooth the damage loss for lower number of targets.

    • THIS IS AN IDEA FOR HOW TO MAKE AoE DPS SMOOTHER AND KEEP EARTHQAKE.
    o This idea is best if the above chain lightning improvement is implemented or glyph of CL is uesd.
    • Make Earthquake: 1.5 second cast/10-12 sec duration/30 second cooldown/50% of current damage/75% current area
    o Have chain lightning interact directly with earthquake. “Every target affected by earthquake who is struck by chain lightning’s cleave(not first target)(max 4), adds a stack of Fulgurite. Fulgurite increases the damage of earthquake by 50%(500% at max stacks(250% of current), the area by 10%(100% at max(150%current), and reduces the damage of chain lightning by 5%(50% at max), stacks up to 10 times.(fulgurite being a material formed when lightning strikes the ground and crystallizes it). At 10 stacks it transforms to Fulgurite!, Increasing the damage of Fulmination by 100% and splitting the damage evenly among all non cc targets within 8-12yrds consuming Fulgurite! and resetting the cooldown of Earthquake. ****current refert to MoP numbers****
    o This allows for a smooth ramp up and reset type gameplay. For small packs of adds or for adds that die fast, chain lightning spam is still viable damage(snap damage). For larger packs or ones that will last more than a few seconds, earthquake dmg will vastly increase and CL dmg will go down, and with the short cast time of EQ and instant cast of Earth Shock it feels smoother, like EQ>CL spam>ES(fulm)>repeat, having a spam time phase and a reset/reposition?movement?/interrupt from spam time phase.
    o Combining CL, EQ and ES(fulm), a player will never feel bad for wasting lightning shield charges and since it only gains stacks for targets of CL other than the first target hit it can’t be cheesed on single target.
    o Even with no haste 10 sec. EQ will allow 5ish casts of CL before reset, allowing stacks to reach 10 quickly with more than 3+ adds so ramp time doesn’t feel slow, EQ becomes a major AoE damage source and CL still feels nice.
    o Consider making the “stun”(remove knockdown and just make it stun, plz) 15% chance per tick and making the slow baseling so that you can use EQ in pvp as a tiny aoe cc. Have the stun work like the warrior charge and be separate diminishing return from all other stun, seeing as how easy it would be to get out of the now 75% EQ. almost no chance in pvp to get the perfect AoE rotation going so no chance to reset cd so no worries there, but even if it does happen wouldn’t be the worst? (Maybe im wrong, just make pvp targets not generate stacks). Making it a stun and not a knockdown would be good since it’s an ele only spell(EQ) and might interfere with thunderstorm DR. Make the duration 2-3sec and with the new cc mechanic have it only affect a pvp target once, 5sec still for PvE.

    • This might be a solution for the fact that lightning bolt on the move seems to have a lot of players worried. You could make lightning bolt hit for a quarter less and reduce its cast time by .5 sec(a quarter), and then allow it to be used while moving but double its cast time if used while moving. 1.5sec>3sec, while keeping the dmg the same. This allows it to be a filler spell to be cast while moving but take a penalty on it for doing so and with the reduced cast time for standing still it would allow the building of lightning shield charges faster. This way you still want to stand still to do optimal damage but have something to do while moving.

    • There are some who dislike the use of totems like searing and magma but I like them. However sometimes it’s clunky. If you made it so that certain totems dropped if there were no totems of that element were out if certain spells were used it might make it better. The ones that come to mind it searing totem to drop right in front of the shaman if flame shock is used in ele/resto(and there are no fire totems active in range) and stormstrike? for enhance for single target and if no totem is out then magma totem drops if lavalash/fire nova is used for aoe. Make the option to drop it manually if needed(or you want it in a certain place, or something) but make it so that it makes for one less button push in normal rotation.(also slower Ramp time). Also a nice idea is to make searing/magma totem just be permanent until cancelled/destroyed

    • The new mastery is nice I like the idea of it but I was thinking instead of stalactites that rise out of the ground and fly toward the enemy it would be cool to have a “spike shockwave” something similar to the Iron Jugeranught from SoO. It could do like 50% of its dmg to any enemy it passes through as it makes its way to its target and then do its normal dmg to its target and a small AoE like 4yrds or something, but function in the same way as WoD mastery does, with the passive shooting of spikes. This way you can have static damage for something like earthquake so it doesn’t become super powerful at high mastery, and would deal good single target and aoe dmg.
    • not really asking to give alot of glyphs free but id say lightning shield, for over all, flame shock, for sustain and pvp, chain lightning, for pve, and ghost wolf for pvp. might be too much but a guy can dream
    • Conductivity is an extreamly poor talent for ele/enh. Two ideas to make it better.
    o Make the talent have Healing Rain as an instant cast, no mana, 20 sec cd for ele/enh.
    o Have Healing rain as a passive, always on with the shaman as the focal point but heal for 33%
    • Ghost wolf teir ideas: ghost wolf no longer dispellable, incorperate the 5% dmg reduction form rockbiter into GW. any cc still affects shaman as normal but dosnt remove us from form. Phisical "spell" can be used while silenced
    o Speed wolf: The swift power of the Wolf infuses you, increase passive move speed by 10% and ghost wolf by another 5%. Cannot be reduced below 110%. While out of combat you gain 3% additional run every .5 sec up to 45%(90% max total). Any damage Removes all stacks. stacks cannot be gained inside or while in combat. These bonuses apply to swimming.
    o Defence wolf: You embrace the spirit fully causing GW to become more insubstantial Further reduce damage taken while in Ghost Wholf form by another 15%(30% with lightning shield and passive GW) Reduce incomming CC by 25%, you take less damage from falling, and can breath under water.
    o Utility Wolf: You gain mastery over the blending of the spirit and the Elements. In ghost wolf you can now use Shocks and Totems without breaking GW, riptide included. You passively heal for 2% helath every 5 sec while in GW form. When you enter GW you next spell cast is reduced( -1sec for lava burst/lightning/chain lightning(elemental), instant cast lighning bolt/chain lightning(enhance), -1 sec healing surge/healing rain/ chain heal(resto)). buff lasts 5sec after leaving GW and cannot occur more than once every 30 sec.

    all these ideas are just spitball-ish, so some might be over the top.
    hope the long post was too long
    Last edited by EternalHungers; 2015-05-25 at 02:54 AM.

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