
Each week Matthew Rossi lovingly hand-crafts Totem Talk from a single switch of aged Barrens scrub pine. This week, we try and calm some fears and discuss what changes we’re still hoping might make it into patch 3.2.
This week’s image comes from Protein, a restoration shaman on Bladefist (he didn’t specify US or EU realm). Before we get rolling on the changes that shamans haven’t seen yet in the various notes to patch 3.2, let us take a look at what notes we have seen, especially the most recent ones.
Shaman
- Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
- Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
- Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex. Hardly massive changes, but at the same time pretty welcome.
The fact that ES gives a form of Thunder Clap is weird since pretty much every tank has or will have that debuff in patch 3.2 (Thunder Clap, Icy Touch, Infected Wounds and the incoming paladin ability) so it seems odd from a PvE standpoint to give it to a non tanking class. If this is intended as a PvP ability… well, it’s not terribly impressive.
If your choice is between ES or Frost Shock against melee, you’re probably going to try and snare them instead of debuffing their attack speed. Still, not having to use ES as an interrupt will be a positive boon for elemental shamans who saw their DPS nosedive every time they had to keep that cooldown open for Earth Shock instead of Flame Shock, and it’s not going to terribly impact enhancement in PvE at all.
So I’d definitely call this one, on the whole, a positive change. And having Maelstrom affect Hex is just hilarious. Hex is kind of the poor man’s poly in PvP, a combination snare and disarm that can be trinketed out or dispelled. Continue reading Totem Talk: Getting into the Spirit of the thing
• Geomancer (Elemental Shaman):
The new shaman talent, Thunderstorm, is a bit lackluster at the moment for instancing Shamans and solo. And with the tier 10 (46 point) shaman talent, Earth, Storm, and Fire, also being somewhat pointless for PvE, this build is one of the few that doesn’t invest as many points as other classes might. The upswing of leveling Elemental is the massive burst damage taking down single mobs extremely fast.
• Theurgist (Enhancement Shaman):
This talent tree has extremely high DPS potential, low downtime, and a potent combination of melee and spell power synergy. The mechanics of Flametounge (imbue) and Lava Lash allow Enhancement Shaman in WotLK to break somewhat free of the highly rigid slow-as-you-can go double WF restrictions. An extremely popular choice for both levelers and instancing.
• Isangoma (Restoration Shaman):
In WotLK Shamans gained access to Riptide, a much needed HOT effect, which boosts your chain heal spell with a rather fast cooldown. Restoration is a very frequently seen build for PvP Shamans and will probably be popular on PvP servers. They are very capable healers, while still having the ability to interrupt enemy CC’s or heals. The downside is leveling a Restoration Shaman is rather tedious and slow because they sacrifice a lot of DPS for an increase in healing.
* Cleanse Poison/disease combo
/cast [button:1,target=none] Cure Poison; [button:2,target=none] Cure Disease
* Earth Shield
/stopcasting
/cast [modifier:alt,target=player] Earth Shield; [target=target,help] Earth Shield; [target=targettarget,help] Earth Shield; [target=player] Earth Shield[/list]
* Earth shield + ZHC
/stopcasting
/use Zandalarian Hero Charm
/stopcasting
/cast [modifier:alt,target=player] Earth Shield; [target=target,help] Earth Shield; [target=targettarget,help] Earth Shield; [target=player] Earth Shield
* NS + Healing Wave:
/stopcasting
/cast Nature’s Swiftness
/stopcasting
/cast [modifier:alt,target=player] Healing Wave; [target=target,help] Healing Wave; [target=targettarget,help] Healing Wave; [target=player] Healing Wave
* NS + ZHC + blood fury + Chain lightning
/stopcasting
/cast Blood Fury
/stopcasting
/use Zandalarian Hero Charm
/stopcasting
/cast Nature’s Swiftness
/stopcasting
/cast Chain Lightning
* NS + ZHC + HW
/stopcasting
/use Zandalarian Hero Charm
/stopcasting
/cast Nature’s Swiftness
/stopcasting
/cast [modifier:alt,target=player] Healing Wave; [target=target,help] Healing Wave; [target=targettarget,help] Healing Wave; [target=player] Healing Wave
* NS healing wave with Blood fury + ZHC
/stopcasting
/cast Blood Fury
/stopcasting
/use Zandalarian Hero Charm
/cast Nature’s Swiftness
/stopcasting
/cast [modifier:alt,target=player] Healing Wave; [target=target,help] Healing Wave; [target=targettarget,help] Healing Wave; [target=player] Healing Wave
* One-button multi-target healing
#showtooltip Healing Wave
/cast [target=mouseover,help,exists] [target=target,help,nodead] [target=targettarget,help,nodead] [target=player] Healing Wave
Click to copy this macro to your clipboard
Healing Wave can be substituted for any heal or buff spell. If your mouse is over a player, pressing the macro will heal them. If your target or target’s target is a player, they will be healed. Otherwise, you’ll heal yourself.
* Storm Strike Macro
#show Storm Strike
/cast [nomodifier] Storm Strike
/cast [modifier:ctrl] Earth Shock
/cast [modifier:alt] Frost Shock
* Stun and Self-Heal (Tauren)
# show War Stomp
/castsequence [target=player] reset=120/combat War Stomp, Lesser Healing Wave