1. #1

    Spell Idea for Elemental Shaman

    I think Elemental Shaman need some survivability and potential ability and this my idea.

    Mass Shackles replace wink walk totem
    Shackles target enemy tethering the enemy and any other enemies within 5 yards of the field for (11 sec) sec.

    If targets move 5 yards from the field they are Transforms the enemy into a frog. While hexed, the target cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 1 min. Only one target can be hexed at a time. Only works on Humanoids and Beasts.
    Replace Hex
    Thunder Bolt:
    1.6 Cast time no cd.
    When you deal damage with 5 Lightning Bolt or Chain lightning(counting Proc from Elemental Overload and EotE) you can cast Thunder Bolt, Call a bolt of lightning at the enemy target for 1780 to 2040 (+86% of SP)) nature damage and applying paralyze effect.

    Paralyze effect:
    Increase their cast time speed by 50%[25% on player] and increase magic damage taken by 5% for 30 sec.

    Fulmination:
    When you have more than 1 Lightning Shield charge active, your Earth Shock and Thunder Bolt spell will consume any surplus charges, instantly dealing their total damage to the enemy target.

    Stoneskin:
    Instant 2 mins cd.
    The shaman glazed himself absorbing (3580 + $SP * 3.)and increases your absorb up to 30%, based on your current health (lower health is absorb for more) and granting to immune critical damage.for 12 sec.
    Last edited by minoraged; 2012-08-16 at 10:59 AM.

  2. #2
    reducing damage taken seems boring, would be more fun if we turned into a lightning elemental for 6/8 seconds w/e like astral shift, during this time we reflect all melee/spell attacks back (including heals to not make it overpowered) and easily avoided by other classes as to stop attacking during this time.

    would basically be like dispersion only better and say 2.5 minute cooldown.

    could add a damage cap so a boss in berserk mode doesnt take like 2% of its health per melee hit trivialising a boss.

  3. #3
    yea like turning into a wind elemental and not beeing harmed by mellee swings?:P

    Al'Akir does not agree with your statement:P
    http://img687.imageshack.us/img687/4...4841599821.jpg the boy that will forever be named the HHD wiper. R.I.P

  4. #4
    wind = lightning? dont think so

    think u'll find in most classic games when you hit a lightning type of mob you get damage back, zelda for example or diablo.

  5. #5
    Deleted
    Kinda cool ideas. I would really like an added spell in the rotation, and some paralyse effect would be cool. Make it a stun or something though, we really lack any form of control right now.
    Also, some survivability wouldn't hurt, astral shift isn't nearly enough.

  6. #6
    Sounds great, but with only 5 lightning bolts per thunder bolt, and your fulmination change, you're going to surely see it effectively replacing earth shock in our rotation - which therefore doesn't enhance our rotation at all. It'd simply be Thunder Bolt whilst stationary (assuming it's damage is better than earth shock/fulm to offset the cast time) and ES whilst moving.

  7. #7
    Mechagnome
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    Personally, I've always wanted the Shaman class to get elementals of all four elements. The Frost Mage spec can lose the Water Elem, replacing it with a powerful spell, and give the Arcane Mage spec an Arcane Elemental.

    Anyways, if shamans had wind and water elementals together with earth and fire, the potential DPS could be fantastically high!

  8. #8
    Dwarfs have stoneskin already and if you macro it in with Astral Shift, you have a big % dmg reduction for a short time. Shackles for a shaman? Nah. Also shamans have no reason to be crit immune. Don't really see why you would add your Thunder Bolt, seems like you already have the cast time reduction in Earth Shock (or close to it) and the 5% increased magic dmg taken, isn't that a bit boring and flat and stuff? :>. Very creative ideas though, ty for sharing.

  9. #9
    While most of these ideas sound good, the shackle thing is a bit much. Not too mention the jumpiness that could occur if you have multiple people in pvp popping in and out of the field. Trying to burst the hexed one could get annoying when they switch in less than a second.

  10. #10
    Deleted
    Quote Originally Posted by minoraged View Post
    I think Elemental Shaman need some survivability and potential ability and this my idea.

    Mass Shackles replace wink walk totem
    Shackles target enemy tethering the enemy and any other enemies within 5 yards of the field for (11 sec) sec.

    If targets move 5 yards from the field they are Transforms the enemy into a frog. While hexed, the target cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 1 min. Only one target can be hexed at a time. Only works on Humanoids and Beasts.
    Replace Hex
    Thunder Bolt:
    1.6 Cast time no cd.
    When you deal damage with 5 Lightning Bolt or Chain lightning(counting Proc from Elemental Overload and EotE) you can cast Thunder Bolt, Call a bolt of lightning at the enemy target for 1780 to 2040 (+86% of SP)) nature damage and applying paralyze effect.

    Paralyze effect:
    Increase their cast time speed by 50%[25% on player] and increase magic damage taken by 5% for 30 sec.

    Fulmination:
    When you have more than 1 Lightning Shield charge active, your Earth Shock and Thunder Bolt spell will consume any surplus charges, instantly dealing their total damage to the enemy target.

    Stoneskin:
    Instant 2 mins cd.
    The shaman glazed himself absorbing (3580 + $SP * 3.)and increases your absorb up to 30%, based on your current health (lower health is absorb for more) and granting to immune critical damage.for 12 sec.
    The shackle seems stupid, why turn in the original hex, for an awkward one that cannot even aoe hex anyway.

    Thunder Bolt is basically a casted Earth Shock.

    And for Stoneskin, we do already have defensive abilities similar to that one

  11. #11
    Blademaster
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    Interesting ideas but Blizzard would never buff us like that.

    ---------- Post added 2012-08-20 at 03:47 AM ----------

    One cold winter's night, I was bored. So I decided to ponder on some new abilities for shaman; abilities that would make us not so...lackluster.

    • Wind Walk - 28% base mana, 3 minute cool down.
    Envelops the shaman in a twisting vortex of winds rendering him/her invisible for 15 sec. and increasing your movement speed by 100% for the duration. While wind walk is active, the effectiveness of your next successful damaging or healing spell is increased by 50%. Lasts 15 sec.

    • Earthen Tomb – 40% base mana, 5 minute cool down.
    You become entombed in a slab of stone, protecting you from all physical attacks and spells for 8 sec absorbing up to 75% of the shaman’s current health in damage, but during that time you cannot attack, move or cast spells. If the tomb breaks before the duration is over, targets within 10 yards will be stunned for 2 sec.


    And just some general alterations:

    - Shocks have their own cooldowns and do not share with each other.
    - Wind Shear is off the GCD.
    - Totems are off the GCD.
    - Weapon Imbues are off the GCD.
    - Shamanistic Rage is baseline.
    - Fulmination reduces damage all damage taken by 5% per charge of Lightning Shield.
    - Lava Lash spreads Flame Shock to ALL targets within 10 yards and Fire Nova ignites them (an easier AE ability for Enhancement.)
    - Stormstrike has a DoT effect attached to it, making it more interesting.
    - Flame Shock's DoT effect buffed.
    - Hex reduced to 35 second cool-down from 45 seconds.
    - Tremor totem being a 6 second AE Hand of Freedom.
    - Mana Tide Totem regenerates 10% of the casting Shaman's maximum mana over 12 sec. while the Shaman receives 20%.
    - Increased target of Chain Heal to 5 targets, reduce loss of heal per link to 15%.

  12. #12
    ^ wind shear is already off the GCD.

  13. #13
    Deleted
    Quote Originally Posted by Abysire View Post
    Interesting ideas but Blizzard would never buff us like that.

    ---------- Post added 2012-08-20 at 03:47 AM ----------

    One cold winter's night, I was bored. So I decided to ponder on some new abilities for shaman; abilities that would make us not so...lackluster.

    • Wind Walk - 28% base mana, 3 minute cool down.
    Envelops the shaman in a twisting vortex of winds rendering him/her invisible for 15 sec. and increasing your movement speed by 100% for the duration. While wind walk is active, the effectiveness of your next successful damaging or healing spell is increased by 50%. Lasts 15 sec.

    • Earthen Tomb – 40% base mana, 5 minute cool down.
    You become entombed in a slab of stone, protecting you from all physical attacks and spells for 8 sec absorbing up to 75% of the shaman’s current health in damage, but during that time you cannot attack, move or cast spells. If the tomb breaks before the duration is over, targets within 10 yards will be stunned for 2 sec.


    And just some general alterations:

    - Shocks have their own cooldowns and do not share with each other.
    - Wind Shear is off the GCD.
    - Totems are off the GCD.
    - Weapon Imbues are off the GCD.
    - Shamanistic Rage is baseline.
    - Fulmination reduces damage all damage taken by 5% per charge of Lightning Shield.
    - Lava Lash spreads Flame Shock to ALL targets within 10 yards and Fire Nova ignites them (an easier AE ability for Enhancement.)
    - Stormstrike has a DoT effect attached to it, making it more interesting.
    - Flame Shock's DoT effect buffed.
    - Hex reduced to 35 second cool-down from 45 seconds.
    - Tremor totem being a 6 second AE Hand of Freedom.
    - Mana Tide Totem regenerates 10% of the casting Shaman's maximum mana over 12 sec. while the Shaman receives 20%.
    - Increased target of Chain Heal to 5 targets, reduce loss of heal per link to 15%.
    You should apply for a dev job, those are really good. I smell sense of balance

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