Leave any shaman buff that you want here

Post Reply
User avatar
Dracarusggotham
Posts: 430
Location: Azeroth
Has liked: 1 time
Likes: 1 time
Contact:

Leave any shaman buff that you want here

Post by Dracarusggotham » Mon Nov 27, 2023 3:52 pm

I'm tired of seeing topics like "Nerf the Paladins", "Ideas for nerf the Paladins", "The perfect Paladin Nerf", "Paladins in the Horde please!"
Bro, instead of crying about the Paladins, ask for a buff in your exclusive Horde class.
So, drop it here, every buff that you think the Shaman needs, drop it here and give this topic some view into the devs and maybe they will see it.


Edit: All with respect and manners, it is true that you are from the Horde, but respect each other and do not give us reason to the Alliance to affirm that you are savages.

For Azeroth!
Last edited by Dracarusggotham on Mon Nov 27, 2023 6:15 pm, edited 1 time in total.

Drubarrymooer
Posts: 862

Re: Leave any shaman buff that you want here

Post by Drubarrymooer » Mon Nov 27, 2023 4:13 pm

1. Taunt mechanic for tanking
2. A shield block mechanic
3. AOE threat from the pulsing magma totem

User avatar
Manletow
Posts: 190
Likes: 1 time

Re: Leave any shaman buff that you want here

Post by Manletow » Mon Nov 27, 2023 4:23 pm

Shamans dont need buffs they are already Top Tier in PVP.
Somewhat mediocre in PVE (in raiding specifically).
Averages out to "fair and balanced".

Minor quality of life changes (like making weapon enchants last longer than 5 min. and taking Totem items out of our bloated bags.) are whats needed

Also some really crappy/boring talents could be improved. Like that 5% Increased mana talent which just sucks. Paladins get that WAY better talent "10% increased Intellect".

Yeah some more Tanking tools like AOE threat would be very appreciated tho.

Broken classes like Paladin need to be fixed (nerfed).
Fair classes (Shaman) should not become broken to match the absurd power of the top class
Power creep disaster
Paladin is broken in PVP.
Frost Mage is broken in PVP/PVE.
Warrior is awful in PVP.
Feral Druid is mediocre in PVP.
Enhancement Shaman is fine. Stop begging for goofy custom abilities.

Wafflecrusher
Posts: 142

Re: Leave any shaman buff that you want here

Post by Wafflecrusher » Mon Nov 27, 2023 4:47 pm

They need to take a look at the talent trees, especially the elemental talent tree. I'd say about a third of the talents are utterly useless and are just dead slots. Not useless like "Oh I guess I could try that out but it's not optimal" useless like "Why is this a talent?"

User avatar
Manletow
Posts: 190
Likes: 1 time

Re: Leave any shaman buff that you want here

Post by Manletow » Mon Nov 27, 2023 5:17 pm

Wafflecrusher wrote:
Mon Nov 27, 2023 4:47 pm
They need to take a look at the talent trees, especially the elemental talent tree. I'd say about a third of the talents are utterly useless and are just dead slots. Not useless like "Oh I guess I could try that out but it's not optimal" useless like "Why is this a talent?"
what are u talking about dude 90% of those talents are pretty great
only a select few are 'mediocre' not even useless

Resto tree however is full of tepid mediocrity but even so its not really 'bad' overall per-se. just unimpressive
its mostly invested only for Totemic range increase and Natures Swiftness specifically
Paladin is broken in PVP.
Frost Mage is broken in PVP/PVE.
Warrior is awful in PVP.
Feral Druid is mediocre in PVP.
Enhancement Shaman is fine. Stop begging for goofy custom abilities.

User avatar
Glipo
Posts: 83

Re: Leave any shaman buff that you want here

Post by Glipo » Mon Nov 27, 2023 6:12 pm

enha needs solutions with manacost/managain and spell hit/crit + alot of races suffer from no weap skill + we have weak aoe and no spell power to get any scaling from ouer spell books, as dps here is tons of things must be done to just be on a same lvl to other classes.
Tankhance need mitigation against crit + more hp + aoe taunt + some save button like shamanic rage and some funny Cosmetical things like make shield more earchy looks on block idk.
Oh and also some couldrons wich shamanic drinks and smoking pipes with buffs to blow some shamanic shit before your squad start to hunt or make elemntals in peace
Last edited by Glipo on Mon Nov 27, 2023 6:32 pm, edited 1 time in total.

Wafflecrusher
Posts: 142

Re: Leave any shaman buff that you want here

Post by Wafflecrusher » Mon Nov 27, 2023 6:30 pm

Manletow wrote:
Mon Nov 27, 2023 5:17 pm

what are u talking about dude 90% of those talents are pretty great
only a select few are 'mediocre' not even useless
Earth's Grasp - The Earthbind range is nice for kiting, but that's about it. Even so, rarely will you be tasked with kiting anything in a dungeon, and you don't want a shaman to do it.
Elemental Warding - Mabye in PvP it's great, but in PvE it's not. There are some fights where i'll take some dot damage, or some aoe damage, but not enough to justify three talents
Call of Flame - Not good. I guess for magma totem on some fights, but the damage output increase is so minimal.
Elemental Devastation - Useless, just, useless.
Improved Fire totems - Again, useless, with the exception of the magma totem buff, which is highly situational. Searing is almost never dropped on trash fights because of it's erratic targeting nature.
Eye of the Storm - Useless, in PvP mabye not, but even so I've never seen it taken.


That's six talents that are basically dead in PvE. At the very least they could combine Improved Fire Totems and Call of Flame, and Earths Grasp into one talent, and rework elemental devastation to where instead of melee attacks it's just "attacks".

User avatar
Glipo
Posts: 83

Re: Leave any shaman buff that you want here

Post by Glipo » Mon Nov 27, 2023 6:37 pm

Wafflecrusher wrote:
Mon Nov 27, 2023 6:30 pm
Manletow wrote:
Mon Nov 27, 2023 5:17 pm

what are u talking about dude 90% of those talents are pretty great
only a select few are 'mediocre' not even useless
Let the record show I play PvE, not PvP. PvP balancing is non-existent, and is not/should not be the focus of this server.

Earth's Grasp - The Earthbind range is nice for kiting, but that's about it. Even so, rarely will you be tasked with kiting anything in a dungeon, and you don't want a shaman to do it.
Elemental Warding - Mabye in PvP it's great, but in PvE it's not. There are some fights where i'll take some dot damage, or some aoe damage, but not enough to justify three talents
Call of Flame - Not good. I guess for magma totem on some fights, but the damage output increase is so minimal.
Elemental Devastation - Useless, just, useless.
Improved Fire totems - Again, useless, with the exception of the magma totem buff, which is highly situational. Searing is almost never dropped on trash fights because of it's erratic targeting nature.
Eye of the Storm - Useless, in PvP mabye not, but even so I've never seen it taken.


That's six talents that are basically dead in PvE. At the very least they could combine Improved Fire Totems and Call of Flame, and Earths Grasp into one talent, and rework elemental devastation to where instead of melee attacks it's just "attacks".
[Reverberation] isnt that strong too like come on 5 talent point to get -1 sec of shoks cd

Haroone
Posts: 11

Re: Leave any shaman buff that you want here

Post by Haroone » Mon Nov 27, 2023 6:39 pm

Biased for enhancement and shaman tanking:
1. Stormstrike buffs the shaman's next 2 nature spells instead of debuffing an enemy.
2. Replace Guardian Totems talent effect with a short buff lasting X seconds to provide an increased armor/mitigation buff to the shaman when placing Stoneskin totem.
3. Replace Lightninghead Talent with talent to make Earth Shock in melee range taunt an enemy. Ranged Earth Shock still a threat modified burst damage.
4. Earth Shock no longer silences. Create Wind Shear to silence and not use Shock cooldown.
5. Add talent deep in Enhancement to increase spell hit% by portion of hit%
6. Add melee Attack spell affected by Weapon Enchant and reset swing timer.
6a. RB cleave with lower AA damage, but bonus threat
6b. FT empower next AA damage as Fire damage plus bonus damage
6c. FB empower next AA damage as Frost damage plus slow
6d. WF empower next AA to have guaranteed WF proc
7. Buff Shield block talent numbers
8. Replace Weapon Totem talent with talent restoring mana from critical strike AA.

User avatar
Zvyrhol
Posts: 379
Has liked: 2 times
Likes: 2 times

Re: Leave any shaman buff that you want here

Post by Zvyrhol » Mon Nov 27, 2023 8:48 pm

Dracarusggotham wrote:
Mon Nov 27, 2023 3:52 pm
Bro, instead of crying about the Paladins, ask for a buff in your exclusive Horde class.
When one class is superior compared to others in PVP, it doesn't mean that other 8 classes should be buffed to the same level.
The devil is in the detail.
viewtopic.php?t=13520

Spriggit
Posts: 38

Re: Leave any shaman buff that you want here

Post by Spriggit » Tue Nov 28, 2023 5:21 am

Haroone wrote:
Mon Nov 27, 2023 6:39 pm
Biased for enhancement and shaman tanking:
1. Stormstrike buffs the shaman's next 2 nature spells instead of debuffing an enemy.
2. Replace Guardian Totems talent effect with a short buff lasting X seconds to provide an increased armor/mitigation buff to the shaman when placing Stoneskin totem.
3. Replace Lightninghead Talent with talent to make Earth Shock in melee range taunt an enemy. Ranged Earth Shock still a threat modified burst damage.
4. Earth Shock no longer silences. Create Wind Shear to silence and not use Shock cooldown.
5. Add talent deep in Enhancement to increase spell hit% by portion of hit%
6. Add melee Attack spell affected by Weapon Enchant and reset swing timer.
6a. RB cleave with lower AA damage, but bonus threat
6b. FT empower next AA damage as Fire damage plus bonus damage
6c. FB empower next AA damage as Frost damage plus slow
6d. WF empower next AA to have guaranteed WF proc
7. Buff Shield block talent numbers
8. Replace Weapon Totem talent with talent restoring mana from critical strike AA.
1. Love it!
2. Love it!
3. bit much, but ok
4. also ok
5. yes please
6. seems unnecessary
7. Love it!
8. Love it!

Gdawg45
Posts: 15

Re: Leave any shaman buff that you want here

Post by Gdawg45 » Fri Dec 22, 2023 3:33 pm

Buff/change spirit link to cause physical damage instead of spell damage to nearby party members. Stoneskin can then be used to reduce the damage taken instead of using chain heal or healing stream. This frees up the water totem for other uses like mana/fire res/poison cleanse.

Scelus12
Posts: 44

Re: Leave any shaman buff that you want here

Post by Scelus12 » Fri Dec 22, 2023 7:36 pm

Taunt seems like the best, simplest thing to give them. Everyone always needs tanks. Shaman are *close* to real tanking, but they’re still very rare at 60.

Maybe also a buff to healing. Sorry to ignore dps but it feels like a buff to tanking/healing and nudging them in that direction is the perfect solution for the general population.

User avatar
Jstansberry
Posts: 133

Re: Leave any shaman buff that you want here

Post by Jstansberry » Tue Dec 26, 2023 8:37 pm

For shaman tanking to be viable, they'd need
  • A defensive cooldown
  • A taunt
  • AOE threat generation
  • Better mana management
  • itemization: shaman tank custom items are locked behind world boss drops that have very low drop chances and other very inaccessible sources
So they are lacking every tank tool other than single target threat generation.

Enhancement DPS needs
  • Actual buttons to press: Shocks on a 6s CD and Stormstrike every 12s is not a rotation. Totem twisting is bad. Usually players utilizing unintended mechanics such as WFT buff "sticking" would be a good thing, but leaning into totem twisting would be a mistake. Reducing an entire spec to providing 4% more crit to warriors because it is the only benefit it has over the other two specs that actually fulfill an entire role on top of shitting out totems is not good game design.
  • Better mana management: even without twisting an enhancement shaman will easily run out of mana in a 3 min+ fight.
  • Better scaling: AP scales terribly on enhancement compared to other melee DPS specs while melee crit - their best scaling stat - is basically hardcapped at 38% due to outputting almost exclusively white hits. They scale even worse with SP, gaining ~0.072 DPS per point of spellpower if the enhancement shaman is casting shock spells every cooldown.
  • Any real reason to take an enhancement over a ele or resto shaman. In other words, an actual identity and role: Bloodlust is all enhancement has over the other shaman talents trees and in it's current implementation enhancement is basically just a 5 min cooldown single target buff provider. Because the resto tree is also lackluster and provides very minimal benefits to a Chain Heal spamming resto shaman, many "resto" shamans just go deep into enhancement only so they can cast Bloodlust. Making enhancement the "support" spec is another huge mistake in my opinion. Enhancement was never the support spec, that is a concept people have convinced themselves of because totem twisting - an unintended mechanic - is more feasible for an enhancement shaman than it would be for an ele or resto shaman who are busy actually contributing to the raid. It provides a marginal benefit at the cost of the shaman's entire role being reduced to totem twisting due to the mana cost involved and is generally just a janky, uninteractive, and unrewarding chore to partake in. Making enhancement a competent melee DPS is the only logical route.

Atreidon
Posts: 79

Re: Leave any shaman buff that you want here

Post by Atreidon » Tue Dec 26, 2023 9:44 pm

Restoshamans end of tree powerspike is not big enough. Thanks to most classes having a much easier time with mana thanks to Arcane mages, Shadow Priests, access to tea with sugar, new powerful manareg items and other sources the Manaflood totem is something healshaman can easily sacrifice for bloodlust. That means restos can pick up bloodlust without much of a drawback, even competing with enhancers for the tiniest of niches the latter actually should have.

Maybe add an extra bounce for chainheal talent next to purification for 1-2 extra bounces. Just so a raidhealing shaman actually has an opportunity cost when going bloodlust. (this particular suggestion is probably a bit too string, but its more about the idea than the execution here)

Thunderhead is a conceptually very cool talent, but some things hold it back from the status it could have:
1. It does not benefit from manacost reductions from Elemental Focus. Lightning shield end up costing more mana than earthshock per point of damage factoring that in. Even considering shocks abyssmal misschances.
2. It causes threat for the shaman casting it. Making it relatively useless as a supporting tool
3. It not being usable with Earth and Watershield. Making it strictly offensively useful.

Enhancer is already a weak spec baseline. But the skilltree adds insult to injury by placing reverberation, Elemental Focus Elemental Devastation, Nature's Guidance & Totemic focus so far away from one nother, that you can never grab all of them.
Move totemic focus to the 1. row of the Restro tree, allowing enhancer to get something useful from his first 5 points into the resto tree.
Swap elemental Devastation for Call of Flame or Earth's grab. Giving enhancers an alternative to the aggressively mediocore Concussion talent

Buff Elemental Devastation to have a mirrored component giving 3/6/9% spellHIT uppon landing a critical melee hit on your target. This would finally solve the hit problem enhancers have with their shocks in pve. In conjunction with Nature's Guidance shocks could relatively reliably hit raidbosses.

Give us some Weaponskill with two handed maces & Axes on the Weapon mastery talent. As a class that derrives the vast majority of its damage from white hits, shaman get ruined by glancing blows to an unfair amount. A built in way to combat that would be very helpful

And as an ardent defender of the totem twist playstile - give shamans a talent that restores manacost based on the remaining duration of a totem when it's destroyed or overplaced by another totem. (e.g. when you replace strength of the earth totem after 60 seconds, you get 50% of its manacost back). This allows enahncer to twist without it being a massive drain on his manapool for an admittably relatively mediocore benefit.
While at it, remove this placing 4 totems at once change. Totems should be part of shamans gameplay, not a macroed button you passively press at the beginning of combat and forget they exist.

Wormrider
Posts: 29

Re: Leave any shaman buff that you want here

Post by Wormrider » Tue Dec 26, 2023 10:36 pm

viewtopic.php?p=82843#p82843
Did a similar post.
1) Talents are ok, just need to be moved around between trees to make more play and aesthetic sense.
2) General reduction of totem cost
3) Biggest need for Enh shaman is the break away from the other 2 classes. Need a huge buff to WF totem and PLEASE MAKE BLOODLUST A FIRE TOTEM!

Cheers,
Wormrider

Rhissa
Posts: 9

Re: Leave any shaman buff that you want here

Post by Rhissa » Wed Dec 27, 2023 12:58 am

i just want dual wield man

User avatar
Charanko
Posts: 312

Re: Leave any shaman buff that you want here

Post by Charanko » Wed Dec 27, 2023 8:32 am

Stormstrike guaranteed wf proc & gives a shaman 20% dmg from all sources increased for next 2 atacks/spells

And dual wield option in enhance spec
Orky Sulfuron Champion

Akos1896
Posts: 432
Likes: 1 time

Re: Leave any shaman buff that you want here

Post by Akos1896 » Wed Dec 27, 2023 11:18 am

Hey! I'd list the things which (in my opinion) should be changed for the shaman builds without proposing solutions.

Ele:
* Bad mana regen. Build is very spell intensive and there is no talent which either allows mana regen or gives you mana back somehow.
* Shock radius doesn't match with lightning bolt/chain lightning radius after related talent is taken (storm reach). Can be clunky.
* Too reliant on nature damage. Raids with high nat prot give ele a very bad time. Mages can respec to freeze at MC/BWL and fire at Naxx. Imagine locks and shadow priests if Turtle introduces a custom raid with over the top shadow rez on mobs.
* Doesn't benefit from any warlock curse.
* Fire totems are clunky. Searing totem pulls, magma and fire nova are melee range. Imagine your caster running at the tank, place an aoe totem, running back and starting to cast spells 4 sec in the fight.

Enh:
* Game says it can tank, it can't really tank.
* Damage is abysmal, melee gameplay is boring (shock, autoattack, stormstrike, autoattack, shock, bloodlust, autoattack etc).
* No real CC. Build wears leather until lvl 40 and is kinda expected to 'just take it' as a warrior if things go badly.
* Some core talents are really misplaced. Like the game forcing you to dig kinda deep into resto tree to get 3% melee hit chance or go a bit deep into ele for shock cooldown reduction.
* Doesn't have talents to improve melee-range fire totems (if anyone, enh could make use of them).
* Weapon enh spells last so short, using them is a chore.

Resto:
* End of the talent tree is so weak you usually give up half of the tree just to get bloodlust.
* Mana regen, just like ele.

Itemization:
Most shaman tier items give spirit, too. Spirit is almost useless for shamans, no talent combos with it and no shaman will afk <5 sec in a fight for mana. Shaman is a hybrid class, needing many kinds of stats. Please remove the one from the items shamans need the least and add something enh could use, like agi or strength (if strength is not already on the item). Inmagine warrior tier itemsn with intelligence instead of stamina for example (okay, here I exagerate a bit).

Hyrag
Posts: 183
Has liked: 2 times
Likes: 1 time

Re: Leave any shaman buff that you want here

Post by Hyrag » Wed Dec 27, 2023 11:52 am

1. stormstrike debuff turns into a buff
2. +5 in hammers from enhancement tree(race viabilization)
3. bloodlust fire totem.

discuss:
just Dual wield is a buff to elemental.
its need to be made balanced with elemental tree.
so it need to be a deep enhancement talent build(45+ points)
that relies in elemental proc's(same as elemental feral druid)
(i want to dual wield ironfoe tho)

User avatar
Nonnoanselmo
Posts: 17

Re: Leave any shaman buff that you want here

Post by Nonnoanselmo » Wed Dec 27, 2023 1:28 pm

1. Shamanistic focus is introduces as a talent (one point, second row. From tbc)
2. Elemental Devastation is now a tier 2 elemental shaman tree option
3. Dual wielding for the love of god and have your offhand enchnted by your totems only, introduce frostbrand totem.
4. Taunt earth shock and have it pierce elemental resistance.
5. Double stat bonusses on stat totems for the shaman.
6. Windfury totem now only applies a static aura instead of a temporary buff
7. Mental Quickness as a talent with 5 points in the penultimate row.
8. Shamanistic Rage as the enhancement capstone
9. Bloodlust stays as it is.
10. Astral shift replaces mana tide totem as the resto capstone and it can target party members.
11. Hex now breaks physical abilities
12. Spirit Wolves could scale off of spell power or attack power depending on which is highest
13. Stormstrike applies the buff only on you
14. I think improved weapon totems is still bugged, with the windfury totem only giving the talent's bonuses only to the shaman.
15. Ele gets spell doubling from SoD through storm's reach or some form of "%mana regen while casting" baked into other talents like eye of the storm (separate from the buff)
16. Shield specialization now restores mana%
17. Totemic Focus is moved to elemental row 1 or 2 and fused with Enhancing Totems and Improved Weapon Totems.
18. Windshear is added to the game and earth shock's interrupt is removed, baseline to all shamans. Fire shock is your starting shock now and earth shock is learned at the same level other classes learn taunts.
19. Ancestral guardian gives up to 5 or 10 defense (5 points)
20. Stoneclaw totem pulses the threat and redirects it to you, earth shock stays as it is with the interrupt and no taunt on it. (alternative)
21. Ancient Jade Leggings are a step in the right direction, would be nice if they gave one-handed maces too, i guess and maybe get a +axe item too.
22. Fire totems now scale with your attack power if it is higher than your spell power, depending on which one is higher and at a different rate.
23. Elemental Devastation is moved to 4th row enhancement or removed entirely.
24. Massive talent point compression in the first row of resto, third and fourth row of ele, third row of resto.
25. Restorative totems actually has a meaningful mana per pulse boost and it arrows into Mana Tide Totem. once you get 4 points into it with the fifth being mana tide totem (like what nature's grasp looks like in the druid balance tree.
26. Nature's guidance is moved to row 2 of enhancement and has 5 points.
27. Improved lightning shields now adds orbs to the other shields as well, thunderhead now lets you cast all elemental shields on party members
28. Nature's swiftness is obliterated from history.
29. Tidal Mastery is moved to row 1 of elemental.
30. Dual Wield not as a talent but as something you can learn, either spirit weapons is a loaded talent that increases OH, thundering strikes increases your offhand damage similiarly to rogues.
31. Shamanistic focus reduces the cost of shocks. Clearcasting now only works for shaman's castbar spells
32. Spirit weapons is a talent that feeds from shield specialization row 2 of enhancement or sidegrades from flurry in row 5.
33. Have rockbiter weapon's threat increased by spirit shield talent.
34. Shamanistic Rage is the capstone and requires you to get bloodlust as a talent in the row before.
35. Bloodlust buffs you for 10% baseline haste, 30% on the target. If you cast it on yourself you egt a 40% bonus to your haste or have it be a 20% baseline buff on you and 30% on your target if you pick an Improved Bloodlust talent.
36. Spirit shield and spirit weapon in the same talent row, thunderhead makes it so your lightning shield deals aoe damage when an orb pops and increasing the threat caused by elemental shield pops, it keeps the shield armor value increase.
37. Guardian totems increases stoneclaw totem's threat amount that is pulsed.
38. That whoever is making changes takes some time and inspiration from TBC/WOTLK talents and/or SoD runes (don't flay me alive, some are overtuned shitty designed but some are good like shaman tanking and rogue tanking).
39. Copypaste some of the SoD bonusses into raid tier set bonusses or have them baked into some talents.
40. That the first 15 to 20 expendable points (the first three rows) in the talent tree are expendable into generalist talents and from 25 points on i can call it "deep" and have it be more overtuned and specialized (see omen of clarity; arcane precision; arms anger management; paladin's shield specialization; rogue's ghostly strike, hemo, blade flurry and reposte; mage's pyroblast, warlock's curse of exhaustion) where i can reach mini mid-talent tree capstones that add a specialization within my specialization or make the class more comfortable and enjoyable.
41. Curse of the elements piercing nature.
42. Spirit wolves have 310 weapon skill.
43. Elemental fury also increases the crit damage of your nature spells by 15%
44. The water totem quest is removed from the game and the water totem is instead mailed to you with the following message "Hey nice :) Here is stick." and the water totem attached to the mail.

45. That Whoever is making the shaman changes is not going for the "shaman is a support spec" thing that plagued forums and is borne only of players trying to rationalize shamans shitty design outside of the healing spec, which was fleshed out because devs were in a rush to have the class worthy enough to invite to raids and they were on time constraints. Totem twisting is a mistake, have windfury apply a static aura like paladins.


Note: i don't care if talents become a Sacred Jedi text.
Last edited by Nonnoanselmo on Wed Dec 27, 2023 1:54 pm, edited 4 times in total.
I like UX design.

User avatar
Chappinhas3000
Posts: 30

Re: Leave any shaman buff that you want here

Post by Chappinhas3000 » Wed Dec 27, 2023 1:33 pm

add more complexity too spells:
-Rockbitter : add damage reduction ( direct values like stoneskin: ex: reduces the damage you take by an additional 10)
-Windfury weapon: add attack speed
-Flametongue weapon: add Spell damage
-Frostbrand weapon: add Mana regen
-Lightning Shield: add critical chance while active
-Earth shield: add healing spell power while active
-mana shield: allow for a % of mana to regenerate in combat while active.

Make bloodlust universal and castable on caster when cast on target
increase totem range to 30 yards
make weapon buffs last 15 min instead of 5
magma totem threat redirected to shaman ( maybe reduce totem duration to balance)

change talents meaningfully:
-(enhancement) improved shields: affect all shields not just lightning
-(enhancemnt) thunderhead: expanded to affect all shields
-(enhancement) Spirit Shield: when you consume an orb from your elemental shield gain an effect:
- Lightning shield: unleash a mini-chain lightning like effect that deals small damage and high threat
- Water shield: delays the attack and movement speed of enemies around 5 yards from the shaman ( stacks 3 times)
- Earth Shield : Grants the shaman increased block value and block chance ( stacks 3 times) this effect is double effective when below 10 % health
-(enhancement) weapon mastery) : grants defense and hammer, axe and dagger weapon skills ( as opposed to 10 % dmge)
-change deep tree reward: (enhancement : new) primal strike: a strike that deals weapon damage and grants an additional effect based on weapon enhcantment
-flametongue: dot
- rockbitter : damage absorb shield
- frost brand: freeze
- windfury: attack speed and movement speed buff (short duration)
- Totemic mastery (restoration) : grant an additional buff to the caster and the party on totem placement:
-Water: intellegence buff
- Earth : stamina buff
- Air : chance to be missed by range attacks and spells buff
- Fire: spell and melee critical damage buff

buff existing talents like the increased mana talent ( as mentioned above)

User avatar
Zulnam
Posts: 135

Re: Leave any shaman buff that you want here

Post by Zulnam » Wed Dec 27, 2023 1:46 pm

Idk, but Thunderhead is underwhelming to say the least.

Yeah, better than what was there before (2H ability), but that doesn't say much.

Would be nice to have something fun there.

Like an instant on 10 second cooldown that changes based on what type of shield you have.

Also why is bloodlust not for the whole party? Yeah, in WC2 it was a target buff. but it had no cooldown. in TBC it had cooldown but it was a party (or raid?) buff.

Here it has cooldown AND is single target wtf?

Wormrider
Posts: 29

Re: Leave any shaman buff that you want here

Post by Wormrider » Thu Dec 28, 2023 6:27 pm

Chappinhas3000 wrote:
Wed Dec 27, 2023 1:33 pm
add more complexity too spells:
-Rockbitter : add damage reduction ( direct values like stoneskin: ex: reduces the damage you take by an additional 10)
-Windfury weapon: add attack speed
-Flametongue weapon: add Spell damage
-Frostbrand weapon: add Mana regen
-Lightning Shield: add critical chance while active
-Earth shield: add healing spell power while active
-mana shield: allow for a % of mana to regenerate in combat while active.

Make bloodlust universal and castable on caster when cast on target
increase totem range to 30 yards
make weapon buffs last 15 min instead of 5
magma totem threat redirected to shaman ( maybe reduce totem duration to balance)

change talents meaningfully:
-(enhancement) improved shields: affect all shields not just lightning
-(enhancemnt) thunderhead: expanded to affect all shields
-(enhancement) Spirit Shield: when you consume an orb from your elemental shield gain an effect:
- Lightning shield: unleash a mini-chain lightning like effect that deals small damage and high threat
- Water shield: delays the attack and movement speed of enemies around 5 yards from the shaman ( stacks 3 times)
- Earth Shield : Grants the shaman increased block value and block chance ( stacks 3 times) this effect is double effective when below 10 % health
-(enhancement) weapon mastery) : grants defense and hammer, axe and dagger weapon skills ( as opposed to 10 % dmge)
-change deep tree reward: (enhancement : new) primal strike: a strike that deals weapon damage and grants an additional effect based on weapon enhcantment
-flametongue: dot
- rockbitter : damage absorb shield
- frost brand: freeze
- windfury: attack speed and movement speed buff (short duration)
- Totemic mastery (restoration) : grant an additional buff to the caster and the party on totem placement:
-Water: intellegence buff
- Earth : stamina buff
- Air : chance to be missed by range attacks and spells buff
- Fire: spell and melee critical damage buff

buff existing talents like the increased mana talent ( as mentioned above)

Love everything I read. This would be such a cool and in character adjustments for Shamans. I would add talents to buff resistance totems too.

Batey9
Posts: 18

Re: Leave any shaman buff that you want here

Post by Batey9 » Wed Jan 10, 2024 9:54 pm

Not really a buff but I want dual wield just because I want it. I don't care if it's a dps nerf. Just don't attach some busted talent to it like they did on Live. Make it's addition to Shaman completely inconsequential to people who want to use 2h. You just buy it at your trainer like every other dual wield class.

Move Nature's Guidance from Resto to Enh. Move it to second line Enh in the Improved Ghost Wolf position. Paladins have it in their tank spec. Why not Shamans? Move Imp Ghost Wolf to the Ancestral Knowledge slot and change it to "Decreases cast time of Ghost Wolf by .2/.4/.6/.8/1 second". Move Ancestral Knowledge to the current Nature's Guidance position and change it to "Increases Maximum mana pool by 3/6/10%" (calculated after items and buffs). This may be an issue for Ele because this would force them to take points out of their Resto sub spec at lower gearing tiers. But if that's really an issue, maybe we can just split this talent into 2 talents. One for melee hit and one for spell hit and leave the spell hit half where it currently is and maybe combine Ancestral Knowledge with it? 5% mana pool is less shit when it comes bundled with spell hit. Or, this issue could be completely averted if they actually add melle/spell hit to their tier sets with the coming set changes.

Maybe give Enh a talent that returns mana based on weapon speed from melee crits. Not really sure where or how to add that, though.

Increase totem range to base 30 yards to be more in line with paladin auras. 10 yards is really bad and makes it so you basically have to follow the melee train around. Which is really bad if you are resto or ele. It's not really an issue in PvE. But it is kind of a problem in PvP. However, paladin auras will probably have to be buffed in some way to compensate because totems are just far better than paladin auras. Alternatively, you can change totems to be casted on a targetted spot rather than at the feet of the shaman. But that's a pretty big gameplay change and I don't even know if that's something you can do in the vanilla client.

As it stands now, shaman weapon buffs don't do anything for Ele or Resto. That should probably change. That's a core class mechanic that does nothing for 2/3 specs. However, the buffs that it applies should be good enough that you can justify using them over Oils. Something like:

Flametongue Weapon: Deals fire damage based on speed of the weapon and increases spell power by X amount and X mp5.
Frostbrand Weapon: Deals frost damage based on speed of the weapon and increases heal power by X amount and X mp5. (Frost damage changed from CoH to give it more utility. Can change between this and Flametongue based on the fight and the resistances of whatever you are attacking. Molten Core, for example. Also would be very handy on Viscidus where number of frost hits is what matters.)
Rockbiter Weapon: Increases melee attack power and threat from melee damage and totems. Also, increases your spell crit chance by X%.
Windfury Weapon: 20% chance of gaining 2 extra attacks with increased attack power and increases your haste by 10%.

This gives the buffs a purpose for the caster specs as well as helps with their mana management. Can swap around mid-fight based on what you need. Maybe also take them off the GCD like they did for Totems? But maybe that's too much.

Post Reply