Archive for the ShamWoW Category

Changes To Elemental Shamans That Won’t Affect Me For Many Months

Posted in Patch Day, ShamWoW with tags , , , , on June 30, 2009 by howtoloseyourlifetoanmmorpg

Elitist Jerks posted Elemental relevant patch 3.2 changes.  Even though it will be a very long time before I need to worry about T9 or even T8 gear, it’s fun to look at.

It makes me incredibly happy I chose elemental for my main.  I’m still looking forward to buying my duel-spec and trying out full enhancement.

Restorative? pffff Yeah right.  I’m not some pale reflection of a healer wannabe.  I’m all about the lighting magic!

3.2 Elemental Changes

Posted 06/18/09 at 8:47 PM by Binkenstein <!– | Permalink–>
Updated Yesterday at 9:08 PM by Binkenstein (More changes)

Updating for new PTR patch notes as they come in.

General Changes

  • Flame Shock, Earth Shock, Earth Shock, Wind Shock range has been increased from 20 yards to 25 yards.
  • Elemental Oath only affects non-periodic spell critical strikes.
  • Elemental Focus only affects non periodic critical strikes.
  • Elemental Devastation now affects non-periodic offensive spell crits.

Shock range is the only real change, as the others are clarifications of current mechanics.

Shaman T9 Elemental Relic (Lightning Bolt) – Each time you cast Lightning Bolt, you have a chance to gain 200 haste rating for 12 sec.
This will need a 63% uptime to be useful with current values. Feedback from the PTR suggests no internal cooldown, which makes it fairly useful. A replacement to Hex, finally.

T9 2P (Flame Shock) – Increases the duration of your Flame Shock spell by 9 sec.
T9 4P (Lava Burst) – Increases the damage done by your Lava Burst spell by 20%

The 2pc bonus is useful, but if you already have T8 4pc, you’ll need to make up around 80-90 dps to drop T8 4pc and take T9 2pc. Currently it’s around 55 dps with or without the T8 2pc bonus that also affects FS.
The 4pc bonus is much more powerful. It’s around 205 dps, or 219 with Glyph of Lava, assuming it stacks additively with talents. Incidentally, it makes Glyph of Lava preferable to Glyph of ToW, as the break even point will be around the 3.2k spellpower figure, which you should be over with 4/5 T9.
The T8 totem (Thunderfall, adds 215 base damage to LvB) is still fairly useless, even with T9 4pc.

Totem Combo Drops and More…

Posted in Patch Day, ShamWoW with tags , , , , on June 21, 2009 by howtoloseyourlifetoanmmorpg

More news for Shamans with WoW’s patch3.2 PTR.

I just linked to Massively’s breakdown as I found it sufficient to explain everything sans my comments.

First of all I wanted to mention a little disclaimer.

All these patches are fine.  They ultimately are making things easier, which is hard to argue, because most people want things easier.  Unless it’s obviously too extremely easy, who’s really gonna argue?

Overall I see it as WoW preparing their deathbed.  Not hypothetically but willfully and purposefully.  I think they are preparing to keep WoW a viable money maker by catering to a casual crowd.  Why not?  They’ve had a great run, and are about 5 years old now.  Blizzard is working on a new MMORPG anyway.

Anyway, the changes to Shaman class are fairly plentiful and providing a bar where you can pre-set 4 separate totems to drop at once, will definitely make surprise PvP more manageable.

I haven’t jumped back in the game yet(I’ve been out of it for going on a month), but I think when I get back to it(soon), My overall experience probably won’t have changed all that much.

Chainheal doesn’t matter to me to much.  Of course it’ll help when I do use it, but that’s hardly ever.

The new rule for Ghost Wolf form is awesome.  This is really a neat addition as there wasn’t much of any reason to go into ghost wolf form except for asthetical purposes.

The talent changes make things easier too.  Faster regens and all that.

Much of it is better suited to Resto Shamans though, and I’m Elemental.

Although I’m very excited to try the dual-spec.  I want the other to be Enhancement spec.  I’ve secretly wanted to be able to call 3 ghost wolf elementals to my aid for a long time now.

ShamWoW: Problems of a Totemic Scale

Posted in ShamWoW with tags , , on June 15, 2009 by howtoloseyourlifetoanmmorpg

Massively has another post on Shamans.  This time, they are talking about revamping totem mechanics.  One of the major issues, Massively points out, is about mobility.

I currently like the Shaman class a lot.  I think the patch that combined Curse with disease, Mana Spring with Healing Stream, and increased Chain Lightning’s max targets from 3 to 4 were all wise changes.  It was sensible to cut down on the overall amount of totems a Shaman could get.  It was getting out of hand, in my opinion.  Combining an HP regen with an MP regen made sense, and especially combining Curse with Disease(I thought it was a major annoyance).

The last patch 3.1 made things even easier which I could take or leave.  None of the changes bothered me(they were all basically making things easier).

I’m not sure about this issue of making totems mobile.  I see a few reasons for it, all that aren’t really needed.  Positioning the totems, and timing when to lay them are all strategy that I’ve adapted to without too much trouble.

I think one of the major attractions of the Shaman class is how different it is than any other class.  This issue of making them mobile and in some player’s own words “More like other classe’s buffs” will cause a major loss of distinction between Shamans and other classes.  That doesn’t mean I’d be a stickler about it.

I just think if they are changed to some way incorporate mobility it should still have that alien feel to it, that made the Shaman what it was, when first introduced to WoW.

I could see a new form of unique trainable pet being incorporated as a good idea.  Maybe a take on a chameleon.  Instead of the “chameleon” changing colors, it changes its magical essence(basically the way you can only lay down so many totems at once, complete with combination restrictions).

You could translate the totem’s current distance requirements into a magical tether of how far the pet could travel from you.  Maybe even with other distance requiring effects like fire breathing(I.E. The pet can travel a certain distance from you and it has breathe effects that have distance requirements as well).

What I first would propose is a seperate pet actionbar that would be smaller and limited in hotkey holders(similar to how Necromancer’s in Vanguard have a separate pet actionbar).  You could summon and dismiss the pet with one of the hotkeys.  Once summoned you’d use the abilities the same way they’re used now(positioned on one of the players actionbars).  After the pet is summoned, you’d activate the abilities, in the pet, the same way you currently lay totems on the ground.  The pet would follow you as you moved around.  As ability times expire, they would simply “disappear” from the pet and in the case he didn’t have any abilities active, he’d simply return to stand next to you until you either dismiss him or activate another ability.

Let’s take a look at some Totems and their current abilities.

I just took text from WoWWiki.

Fire Nova:

  • The totem immediately draws aggro from mobs once it is put on the ground, causing them to attack and destroy often before it does any damage. Patch 3.0.8 will remove this threat generation.
  • In addition to increased damage, the Improved Fire Nova Totem talent will give it a 50 or 100% chance to stun mobs damaged by its blast for 2 seconds.
  • Useless against high Fire resistant players/mobs.
  • Second longest cooldown for a totem (if we exclude the Mana Tide Totem talent spell).

Fire Nova has a range of 10 yards, which could be the radius, around character, that the pet could travel within.

This is just using one of the Shaman’s offensive damage dealing spells to give an example.  There are groups of totems that do offensive buffs as well.

  • Earth Totems: The first totem received by the Shaman. It allows the Shaman to use totems which do things like enhance defense/offense, slow enemies, and taunt them.
  • Fire Totems: The second totem received in the Shaman’s development. This totem is primarily used to deal damage.
  • Water Totems: The third totem received in the Shaman’s development. This totem is used for restoration-type effects.
  • Air Totems: The final totem received in the Shaman’s development. Like the Earth Totem counterpart, it allows totems to enhance certain defensive/offensive aspects.

I think one of the great curse/blessings of this, is you’ll have the pet running around you using an AI type system that will run up to different distances away-while following you if your on the move, attack specific mobs, or stick directly beside you, depending on the type and combination of buffs you’ve “turned on”.

ShamWoW: Patch Notes 3.1

Posted in Patch Day, ShamWoW with tags , on June 3, 2009 by howtoloseyourlifetoanmmorpg

I was reading over all the patch notes 3.1 pertaining to Shamans and I consider it all good stuff.


  • Bloodlust/Heroism: Cooldown reduced to 5 minutes, but Sated and Exhausted now last 10 minutes.
  • Earth Elemental Totem: The summoned Earth Elemental should now have significantly more health and slightly more armor.
  • Fire Elemental Totem: The summoned Fire Elemental should now have moderately more health and mana, and its damage scaling has been increased. In addition, the Fire Elemental’s spells now cost less mana.
  • Flametongue Weapon: Bonus damage from spell power now based on weapon speed. Slower weapons will benefit more from spell power.
  • Frostbrand Weapon: Damage increased by approximately 20%.
  • Mana Spring Totem: This totem has been redesigned. It now provides the same mana benefit as Blessing of Wisdom to the entire party or raid, but is exclusive with that effect.
  • Poison Cleansing Totem and Disease Cleansing Totem have been merged into Cleansing Totem. Cleansing Totem pulses every 3 seconds, down from 5.


  • New Talent: Booming Echoes: Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1/2 seconds, and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 10/20%.
  • Elemental Mastery redesigned: When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost and Nature damage spells have a 15% increased critical strike chance for 15 seconds. Elemental Mastery now shares a cooldown with Nature’s Swiftness.
  • Elemental Reach: Now also increases the range of your Flame Shock spell by 5/10/15 yards.
  • Lava Flows: No longer increases the range of your Flame Shock spell, but now increases your casting speed by 10/20/30% when your Flame Shock spell is dispelled for 6 seconds.
  • Lightning Overload: Reduced to 3 points (7/14/20%), down from 5.
  • Storm, Earth and Fire: No longer increases the range of your Earth Shock or Wind Shock spells, but now also causes your Earthbind Totem to have a 33/66/100% chance to root all nearby enemies for 5 seconds when initially cast.
  • Thunderstorm can now be cast while stunned.

I believe this is to please many who were complaining that Shamans were not a good PvP arena class. It’s okay with me as it looks like I’ll have an easier time soloing. The easier solo aspect will help me even more now than I’m a much more casual WoW gamer- I spend most of my game time on Runes of Magic.

Frostbrand Weapon now does 20% more damage: That’s awesome, it’s one of my most used skills.

The Elemental Mastery redisign is nice too.  Before I could get a free additional cast of Chain Lightning or lightning Bolt, but I had to bear with cast time, now it’s instant cast.

They’ve really upped the power you can do with the lightning attacks, not to mention that a previous patch had changed Chain lightning from hitting up to 3 enemies, to hitting up to 4 enemies.