Page 1 of 3
1
2
3
LastLast
  1. #1

    Shaman ideas for new abilities/talents

    Thanks for viewing my topic. I've been playing a shaman since release. Started with Orc and then drifted off to alliance. My shaman skills and knowledge of my class has rolled me into a top 20 US guild and I am most happy with my home and the achievements I have earned with this game. I have plaied all 3 specs weather it was Sunwell, Molten Core, or Ulduar. I hope you like some of my ideas.



    Lets start with Elemental.

    Call of the Elements(2 talents)

    Allows you to summon both the Earthen elemental and the Fire elemental at the same time, reduces the cooldown by 2/4 minutes and reduces the time they assist you by 60/45 seconds. You are no longer able to heal these elementals. If no target is available for them to attack, they will turn on each other until destroied.


    Totemic concentration: 1 point talent
    Allows the shaman to place Earthbind totem, Magma totem, Healing Stream totem, and cleansing totem anywhere around them within 20 yards, in addition, reduces the mana cost of all totems by 5%

    Static Electricity: 5/5 point talents
    While using Chain Lightning, Lightning bolt, or Earth shock, you have a 15% chance to gain a static charge. When you reach 5 charges, your next lightning spell will benefit an additional 3/6/9/12/15% off your spell power



    Enhancement

    Frenzied Spirit 2/2 talent
    Your wolves now have the scent for blood. Their overall damage is increased by 10/20% but last 5/10 seconds less. In addition, you and your wolves also gain an additional 5/10% speed increase from Spirit Walk

    Totems of Iron 3/3 talent
    Your totems are now empowered. Your party gains an additional 2% bonus health while each totem is down and also increases the overall effectiveness of Strength of Earth totem, Windfury totem, and Magma totem by an additional 3/6/10%. In addition, your totems are now coated in Iron

    Wild Wind 1/1 talent 2 min cooldown, lasts 30 seconds
    After your weapon deals damage with windfury, for the next 4 seconds your melee attacks deal an additional 2% damage per charge of Lightning Shield you have up

    Restoration

    Natures' good deed 1/1 talents
    If you critically heal with Chain Heal on 2 or more targets, Nature grants you a favor, casting an additional chain heal to the lowest health party member within 25 yards and jumps to 2 additional nearby targets as well. This talent triggers no global cooldown. (15 second internal cooldown)

    Way of Mist 1/1 talents (15 second cooldown)
    You launch a wall of mist hitting up to 5 targets infront of you healing each of them for 1946 to 2441 and an additional 343 - 556 every 2 seconds for 12 sec. If the mist hits an enemy, it deals 398 to 462 and an additional 132 to 144 damage every 2 seconds for 12 seconds. This effect consumes Earthliving if on an effected healed target.

    Natures' Beacon 1/1 talents (2 minute cooldown)
    You place a beacon of Nature on a target. For your next 2 chain heals, they will be casted at the beacons location and will be able to heal targets 40 yards from the beacon. The beacon and the shaman do not need to be in line of sight of each other. However, the beacon and the shaman must be within 80 yards of each other.

    Ancestral Sacrifice: 1/1 talents (5 minute cooldown)
    You sacrifice the power of earth, fire, water, and air to create a barrier of elemental protection. Standing within this barrier will reduce all magic effects taken by 40% with a maximum of 28224 damage being taken before the wall is destroied. You may not use any totems for 20 seconds after this move has been used.

  2. #2

    Re: Shaman ideas for new abilities/talents

    So basically you're giving restos a DK bubble, a pally beacon, a healing typhoon, and an upgraded ancestral awakening?

    I love class homogenizing.

  3. #3

    Re: Shaman ideas for new abilities/talents

    Alright lets break down. For PvP survivability. Druids and Shamans are never on the "A teams" for top arena contests, as shown on MANY different levels. This is simply an uh-oh button, if needed by a CS and somthing your group. But to not make it overpowered to say at best. They are penalized when to use it and when not to. It would take some interesting timing at this point.

    The beacon quite different than my Natures' beacon. Mine allows the next TWO chain heals to start the origional cast at the beacon. In many fights, like yogg-0 we have alot of melee spread out groups and I can't quite reach them. Its 2 heals with a 5 minute CD. It doesn't last a minute and effect the party.

    The healing typhoon is more useful for the fact of pve. Grouped up fights there may be alot of AE damage. If you even dare compare this to a typhoon you don't play WoW enough. This has very little damage and is based more of a "holy nova" point of view. It also balances in with abit of survival in PvP when trying to get a rogue out of stealth after a swift vanish.

    In regards to the ancestral awakening... Sort of but with less small single targeted heal and more of a raid helper. My goal for this was to try to Assist chain heal without the idea of giving it 100 yard range... Or somthing equally outrageous.

    I didnt ask for your bashing in my thread so if thats your perpose dont respond to this. Thanks

  4. #4

    Re: Shaman ideas for new abilities/talents

    I know what spec you hate the most.

    Quote Originally Posted by Zyggie
    Lets start with Elemental.
    And the one you don't hate

    Quote Originally Posted by Zyggie
    Enhancement
    And the one you THINK suck, but is actually great, thus is no need of buffs

    Quote Originally Posted by Zyggie
    Restoration

  5. #5

    Re: Shaman ideas for new abilities/talents

    You mistake this very hardcore for a "WAAAHHH I NEED BUFFS"

    These are more my outlook on what cataclysm could bring that I would like..

    and your wrong

    Hate enhancement with a passion.

    Play resto in raids

    Love elemental. Ask my guild all the time if i can raid with it

  6. #6
    Pandaren Monk Ravasha's Avatar
    15+ Year Old Account
    Join Date
    Dec 2008
    Location
    The Netherlands
    Posts
    1,846

    Re: Shaman ideas for new abilities/talents

    Just give me that Channeled Earthquake AoE spell already. Shaman´s AoE sucks.

  7. #7

    Re: Shaman ideas for new abilities/talents

    All I meant by the healing typhoon was how the spell worked, not the damage it put out.

  8. #8

    Re: Shaman ideas for new abilities/talents

    Static Electricity: 5/5 point talents
    While using Chain Lightning, Lightning bolt, or Earth shock, you have a 15% chance to gain a static charge. When you reach 5 charges, your next lightning spell will benefit an additional 3/6/9/12/15% off your spell power

    that is your only decent idea but i think it is already being implimented..... the rest of ur ideas blow hard, are too op, or just a bad concept in general....healing typhoon? haha

  9. #9

    Re: Shaman ideas for new abilities/talents

    Quote Originally Posted by pandä
    So basically you're giving restos a DK bubble, a pally beacon, a healing typhoon, and an upgraded ancestral awakening?

    I love class homogenizing.
    I have to admit this is a bit to much of a Buff to shamans, what i would like to see from enhance is a talent that increases offhand damage by 10,20,30,40,50%.
    Or something along those lines or making it 100% of the dmg you deal with your offhand is also dealt with Frost/nature/fire damage, whatever but having it not proc with windfury to make it still that the offhand top dmg is either flametongue or frostbrand.

    I agree on the fact that elemental shamans it would nice to see a channeled earthquake spell but i really don't see blizzard adding that untill at least cataclysm.
    If you say 'plz' because it is shorter than 'please' than i will say 'no' because it is shorter than 'yes'

  10. #10

    Re: Shaman ideas for new abilities/talents

    Quote Originally Posted by Ravasha
    Just give me that Channeled Earthquake AoE spell already. Shaman´s AoE sucks.

    Yes please ^.^
    Signature Nazi's suck.

  11. #11

    Re: Shaman ideas for new abilities/talents

    Static Electricity: 5/5 point talents
    While using Chain Lightning, Lightning bolt, or Earth shock, you have a 15% chance to gain a static charge. When you reach 5 charges, your next lightning spell will benefit an additional 3/6/9/12/15% off your spell power

    This seems really, really bad. I mean, insanely bad.

    You have a 15% chance to gain a charge. So it could take up to one minute for you to build up all 5 charges. So you are spending 5 talent points in order to gain 15% extra damage on one lightning bolt per minute. You could get lucky and it could proc up to 5 in the space of 20 seconds, or you could get unlucky and it would not get up to 5 charges over two or three minutes.

    Even if it was 100% proc chance, it would average out to 3% extra benefit per spell for 5 talent points.
    I shall die here. Every inch of me shall perish. Every inch, but one. An inch. It is small and it is fragile and it is the only thing in the world worth having. We must never lose it or give it away. We must never let them take it from us.

  12. #12

    Re: Shaman ideas for new abilities/talents

    lol I don't see the abilities I put forth completely overpowered considering the expansion, the damage output we will see from the other classes and of course... Resto druids. I think in an aoe match healing fights like IC Hardmode, that typhoon would be mega useful. Same with those chain heal assists.

    My favourite one is the totems, being able to place them where ever within in 20 yards. Sort of like where u pick where to put blizzard, or hellfire. Would be mighty nice for ele shamans and even enhancement melee CC

  13. #13

    Re: Shaman ideas for new abilities/talents

    Quote Originally Posted by Abandon

    This seems really, really bad. I mean, insanely bad.

    You have a 15% chance to gain a charge. So it could take up to one minute for you to build up all 5 charges. So you are spending 5 talent points in order to gain 15% extra damage on one lightning bolt per minute. You could get lucky and it could proc up to 5 in the space of 20 seconds, or you could get unlucky and it would not get up to 5 charges over two or three minutes.

    Even if it was 100% proc chance, it would average out to 3% extra benefit per spell for 5 talent points.
    Lol 3% buff at 100%. every other 5th cast doing an accessive ammount of damage. Im not saying this is the end talent nor am i saying each charge lasts 10 seconds either. With this proccing, plus other talents and lightning overload... If anything else added it would get rediculus.. but the proc rate could be higher fo sho

  14. #14
    Deleted

    Re: Shaman ideas for new abilities/talents

    Some decent ideas there mate which with a little tweaking could be rather good.

    Main thing I want for an Ele shammy is decent AoE.

  15. #15

    Re: Shaman ideas for new abilities/talents

    I would like to remind that these are IDEAS lol.

  16. #16

    Re: Shaman ideas for new abilities/talents

    Quote Originally Posted by Abandon

    This seems really, really bad. I mean, insanely bad.

    You have a 15% chance to gain a charge. So it could take up to one minute for you to build up all 5 charges. So you are spending 5 talent points in order to gain 15% extra damage on one lightning bolt per minute. You could get lucky and it could proc up to 5 in the space of 20 seconds, or you could get unlucky and it would not get up to 5 charges over two or three minutes.

    Even if it was 100% proc chance, it would average out to 3% extra benefit per spell for 5 talent points.
    i was kind of thinking maybe 3 stacks, and go by crits or 100%; or even a move can trigger it (a move w/ a cd like maybe even chain lightning) that would make it prety nice

    Chain lightning increases the damage of your next lightning spell by 15% of your spell power (somthing like that)

  17. #17

    Re: Shaman ideas for new abilities/talents

    yeah, in retrospect, I definitly worded this spell wrong. Anyone want a revamp of it?

  18. #18

    Re: Shaman ideas for new abilities/talents

    Totems of Iron 3/3 talent
    Your totems are now empowered. Your party gains an additional 2% bonus health while each totem is down and also increases the overall effectiveness of Strength of Earth totem, Windfury totem, and Magma totem by an additional 3/6/10%. In addition, your totems are now coated in Iron
    i like this one, gives shamans a health buff and works great in party's and pvp. also makes good use of multiple totems.

  19. #19

    Re: Shaman ideas for new abilities/talents

    Elemental Reach changed to Elemental Surging. In addition to it affect already add Thunderstorm has a 50/100 Percent chance to remove all stuns, and roots (not snares though).

    Its like blink but moves them away insted of moves you away. Becuase right now ele shamen cant get away from mele just becuase Ghost wolf Doesnt work vs roots and stuns. That is the biggest things holding them back in PvP.

    I wouldnt mind seeing it as a glyph either.
    When people say "pls" just because its shorter then "please", I feel totally justified to say "No" just because its shorter then "Yes".

  20. #20

    Re: Shaman ideas for new abilities/talents

    Quote Originally Posted by Zyggie
    Lets start with Elemental.
    I only have an interest in this, I play all three but this is my main and this is where my knowledge is,

    Call of the Elements(2 talents)

    Allows you to summon both the Earthen elemental and the Fire elemental at the same time, reduces the cooldown by 2/4 minutes and reduces the time they assist you by 60/45 seconds. You are no longer able to heal these elementals. If no target is available for them to attack, they will turn on each other until destroied.
    First of all the two elementals at the same time, I see no need for it and even if you were to summon them both at the same time I really do not understand why you would then have them nerfed into the ground.

    1) Duration down by half at lowest rank and just less than half at max rank
    2) Can't heal them
    3) They will attack eachother

    Ok so for a slight buff, you want to totally destroy the totem usage. Not one elemental would pick this talent for the following reasons

    1) Earth Elemental is an insignificant damage buff
    2) Earth Elemental Taunts like nothing else
    3) PvP are more likely to have glyphed stoneclaw so will never use earth elemental anyway
    4) reduces the duration of the elemental by 45 seconds, thats pretty huge
    3) will attack eachother if not in range of a target, so that reduces their duration further, great

    I can only assume that this is meant to be a PvP talent as it has no use in PvE and if so then your next talent makes little to no sense. (we can't even use the elementals in Arena due to the 10 min rule, so is this for lolbgpvp?)

    Totemic concentration: 1 point talent
    Allows the shaman to place Earthbind totem, Magma totem, Healing Stream totem, and cleansing totem anywhere around them within 20 yards, in addition, reduces the mana cost of all totems by 5%
    Why not allow us to throw any totem? one of the key points that shaman want addressed is the immobility of totems, this has almost been aleviated by the recent buff (which was huge btw) allowing us to drop all 4 at once, the only thing that still needs to be addressed is elemental ranged aoe, we still have to run in, drop magma and either

    a) stay in range
    b) move out and back in when magma burns out

    there are two things that can be done to fix this

    1) allow elemental to throw magma
    2) increase the duration of magma to 2 mins and lengthen the CD to say 45 sec

    either way, thanks to the recent change allowing us to hit all 4 totems in 1 GCD we no longer have any real totem issues outside of the AoE range thing. so another useless talent.


    Static Electricity: 5/5 point talents
    While using Chain Lightning, Lightning bolt, or Earth shock, you have a 15% chance to gain a static charge. When you reach 5 charges, your next lightning spell will benefit an additional 3/6/9/12/15% off your spell power
    so a gimped version of a trinket, though this was your only decent elemental idea it is way way underpowered and will not even bring us close to being in line with other DPS classes, if the ability was changed to say

    Static Electricity: 3/3 point talents
    While using Chain Lightning or Lightning bolt, you have a 20% chance to gain a static charge making your next lightning spell benefit an additional 3/6/10% off your spell power


    that would be something worth taking up.

    To expand on it further and to make the class a little more interesting (add additional thinking) you could make this talent do something like this:

    Static Electricity: 3/3 point talents
    While using Chain Lightning or Lightning bolt, you have a 20% chance to gain a static charge for 5 seconds making your next lightning spell benefit an additional 3/6/10% or your next fire spell benefit from 2/4/5% of your spell power


    writing the talent like this would make it so that there is an active decision to be made, when you get the buff you have to hope that you

    a) notice
    b) lava burst is off CD

    that would spice up the elemental rotation quite nicely rather than just giving us a passive buff to LB damage

    When WotLK came out the idea was to streamline our talent tree not bloat it with more useless talents

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •