Beta Enhance Feedback

Since I haven’t gotten access to the beta forums yet, I’m posting my general beta feedback on enhance here for the time being.

Enhancement Shaman Feedback:

MSW as a buff rather than a resource:

The current design of MSW as a buff rather than a resource and the current spell alert for MSW makes it hard to keep track of stacks 6-10. Would be nice if MSW acted like a resource (e.g., holy power) so that it was reflected below the character nameplate.

Also, on entering combat, MSW stacks start at 0 which makes the shaman very vulnerable at the beginning of combat. What if MSW stacks also built up while out of combat so that the shaman entered combat with MSW stacks? This could potentially be a talent in the enhancement tree, or a talent in the general tree so that ele/resto shamans that take the MSW talent get an instant cast spell out of it, even if they don’t melee for additional stacks during a fight.

General Tree:

Chain Heal: Would be nice if this benefited from swirling currents, refreshing waters, and the PvP talent swelling waves in some way (e.g., increased healing received by the primary target or by the shaman). Since it doesn’t benefit, it’s hard to justify taking/using this talent.

Lava Burst: This makes for alot of abilities occupying a similar ranged single target niche with ele blast and lighting bolt. Not a big complaint, but might be nice if ele blast was a choice node with a second charge of lava burst as another option for those looking to simplify the rotation a bit.

Thunderous Paws: This seems pretty weak as is since you can’t choose when to trigger the snare removal/speed boost since it is just spent the first time you enter ghost wolf regardless of whether you want it. To be appealing should have a substantially shorter ICD, like somewhere between 15-30 seconds instead of 60. And/or what if it only triggered the ICD if it actually removed a snare? Would also be more appealing if it could remove roots as well.

Earth Elemental: Would be nice if this increased temporary current health by the same amount as it increases maximum health. Like rallying cry. So that it was better as a reactive save. As is, it only increases current health by 15% of current health (e.g., if you use earth elemental when you are at 20% health, it will increase your current health by 15% and cause it to go from 20% to 23% of max instead of increasing it to 35% of max like battle masters or rallying cry).

Greater Purge: This seems like a clearly inferior option to regular purge. Rather than a spammable dispel that costs 10% mana per buff, you get a 12 sec CD dispel that dispels exactly 2 buffs and costs 20% mana. So you trade the ability to spam dispel in exchange for saving 1 GCD in the exact situation where there are exactly 2 buffs on one target that you want to dispel. In that exact scenario you save 1 GCD and nothing more since you are still paying 20% mana for the 2 buffs. In every other scenario this ability is worse. This needs to be significantly improved or it should just be removed.

In order to compete with regular purge it need to fill a different role by either guaranteeing to remove a key buff at a key moment or sacrificing repeat casts for something else like mana efficiency. For example, it could either clear all magic buffs on the target and have a longer CD like 30 seconds (like kleptomania for mages), or if it stays as 2 buffs, then it could have a shorter CD and be more mana efficient per buff than regular purge. Such as: 2 buffs, 10% mana instead of 20%, 6 sec CD instead of 12.

Focused Insight: This is a very awkward talent. Particularly for enhance, since we can spread flame shock with lava lash and might only need to apply it once in a fight. Seems inefficient to have to keep casting flame shock on targets that already have it when you don’t need to cast it just to get the healing buff. How about if any shock could apply this like the old version and it just has an internal CD so it can only proc every 5 seconds or something? Alternatively, just eliminate this so that enhance healing isn’t nerfed based on its existence.

Enfeeblement: How about changing this to decrease movement speed DURING hex? That would make it much more desirable since it would actually help lock down the hexed target so they couldn’t so easily position themselves into damage to break out.

Nature’s Fury: This talent provides a very small benefit for 2 points. Nature damage is only a small fraction of the enhance DPS kit, particularly in PvP where lightning bolt and chain lightning are rarely used. Would be nice if this was a more versatile stat node. Like regular crit. Or how about renaming it “elemental fury” and making it increase crit for nature+frost+fire like how enhance mastery is. That way it would increase crit chance on half our kit at least (since the other half is physical from WF, stormstrike, auto attack, feral spirt, ascendance). Also, if regular crit is budgeted at 1.5% per point, then maybe as elemental fury it should also be bumped up to 3% per point for 6% crit for 2 points since even affecting nature/frost/fire it’s still only about half our damage. Another option would be to reduce this to a one point talent and make it just give 3% crit for nature/frost/fire.

Winds of Al’Akir: This is underwhelming as a one point talent, nevermind as a two point talent, since having 3 totems down at a time seems like it could be a rare occurrence. Would be nice if the totem buff was 5% per totem instead of requiring 3 totems to get any benefit. Would also like to see this reduced to a one point node. Or just delete this talent all together. I don’t think it would be missed. If this were eliminated, then spirit walk/gust could take it’s place and improved spirit walk/gust could go where spirit walk/gust is now which would be a much more satisfying investment than ak’akir.

Spirit Walk/Gust of Wind: In order to take this, the shaman MUST spend 4 points on Nature’s Fury and Winds of Al’Akir which are both extremely low value talents and would never probably be taken otherwise. Would be nice, as mentioned above, if those other talents were buffed or changed. But it would also be nice if there was an alternative path to get to spirit walk/gust.

Most things in the tree have more than one potential path to get to them. And no other talent in the tree requires 4 mandatory filler points. On possibility would be another path from flurry to brimming with life to spirit walk/gust. Another possibility would be to swap spirit walk/gust with Winds of Al’Akir so that only a 2 filler point commitment is necessary.

A third possibility would be to switch spirit walk/gust with spirit wolf/thunderous paws. That way the base mobility talent is easily accessible and the spirit wolf talents are placed together for someone that wants to specialize in that. Feels bad as enhance to have to commit so many points in order to reclaim what has long been our baseline sprint/root break.

Gust of Wind: This used to be a 15 second CD in Legion. It’s feels like a very small distance to jump for a 30 second CD. Could this get another 5-10 yards added if it’s going to be this long of a CD? Or could it break snares/roots like spirit walk does? Would also be nice if this pushed you higher in the air so that it worked better going up hill.

Elemental Warding: Would be nice if this was more versatile since it’s at a key juncture point in the tree. A versatility stat node would be great here instead. Or all damage and just less of it, like 1.5% per point.

Improved Lightning Bolt: This is required to get thunderstorm and lightning lasso but is very specific and doesn’t provide much benefit for enhance shaman. Particularly if you pick up lava burst and elemental blast which seem likely to be common picks. You might actually NEVER cast lighting bolt unless you take primordial wave and then only every 45 seconds to trigger it. Also makes it so that chain lightning isn’t as clear a choice in 2 target situations when this was just addressed during shadowlands by brining chain lightning damage up to be closer to lightning bolt.

Would be nice if this talent was more flexible to work with more builds and in more situations. Like making it increase all elemental damage or at least all nature damage. Or at the very least make it affect chain lighting too so its agnostic on target count and doesn’t mess with the priority between the two (which could also be an issue for Thorim’s Invocation since that works with either spell).

Thundershock: This ability barely moves the affected enemies off the ground and is an extremely short (fraction of second) cc. So, it basically just acts as an interrupt. Would be nice if this either had a bigger knock-up for a longer cc effect or, better yet, was a choice node with thunderstorm itself so that it doesn’t have to compete with lightning lasso as it seems hard to justify taking this over lasso and seems more like an alternative rather than an improvement as compared to thunderstorm.

Poison Cleansing Totem: This is a very short duration totem on a long CD. Would be nice if it cleansed ALL poisons from a target every 1.5 seconds instead of just one (maybe based on the closest party member or the one with the least remaining health). Cleansing just one poison effect makes it very unreliable and not worth the point, at least for PvP, since you can’t count on taking off a key poison and may just get easily reapplied filler.

Improved Spirit Walk/Gust of Wind: How about making this a one point talent? Two points is pretty expensive for the amount of CD reduction. Or at least make spirit walk/gust and the improvement talents more easily accessible. As is, you already have to spend 4 filler points to get the baseline talent plus an additional two for the improved version which is basically 7 points for one ability since the 4 filler points are almost worthless, aren’t at all related, and aren’t necessarily anything that someone that wants spirit walk/gust actually wants to pick up. It’s very limiting on build options to have to spend 7 points for one ability and feels really bad.

Stoneskin Totem: Can this be a stronger effect on a longer CD? Spending a global (and a talent) for 10% physical DR for 15 seconds seems really lackluster. Would be alot more tempting if it was a bigger damage reduction on a longer CD so that it could act like a kind of defensive for important moments.

Enhancement Tree:

Overflowing Maeslstrom: This talent would feel alot better if it also increased max MSW stacks by 5 so that you can spend 10 and cap at 15. That way you don’t constantly overcap if you try to cast at exactly 10 stacks and you can still bank some stacks for healing like you can with the regular 5 stack casting. As is, I feel like casting around 8 stacks to avoid an overcap. The biggest issue with that is actually the newly announced LotFW redesign since you wouldn’t actually get the LotFW proc each time by casting at 8-9 stacks. Increasing the overflowing MSW cap to 15 would fix both problems (overcapping MSW and missing LotFW procs). Another solution would be to reduce the stack requirement for LotFW to 8 so that it procs after using 8 or more MSW stacks and then resets.

I’m also worried that this talent is going to be hard to balance in PvP. Particularly on the healing side with huge heals for the same mana cost as smaller 5 MSW heals. It might be better if this talent didn’t exist if the result is going to be a nerf to MSW spender throughput to balance this talent. Seems easier to balance if this talent didn’t exist and our MSW building and spending is just balanced around the bank 10 spend 5 model which works really well.

Doomwinds: Wish this was guaranteed instead of 75% chance (although it admittedly does scale with mastery). I’d happily trade the extra damage for more reliability here. Feels bad when it doesn’t proc. Particularly with how short of CD it is and how dependent the damage is on building stacks of forceful winds. Also, could the on-use hit be AOE instead of single target? Like crash lightning is? That way it could generate multiple FFW stacks in AOE so it scales better.

I’m also curious if this is really procing at 75%. Feels much lower. Like I will have full uptime on target and hit doomwinds, stormstrike, crash lighting and frost strike (don’t know if that procs WF but would be nice if to counts as a mainhand attack for that) plus have auto attacks and I’ll end up with 1-2 FFW stacks meaning only 1-2 procs… Feels like I should be getting ALOT more procs if its a 77% proc chance w/mastery…

Elemental Blast: As mentioned above, maybe this could be a choice node with a second charge of lava burst as an alternative to simplify the rotation. Maybe with a small increase to lava burst damage (10-20%?) as well to make it more competitive with elemental blast. It already is an auto-crit and has a shorter CD than elemental blast so has some advantages as compared to elemental blast to begin with.

Storm’s Wrath: An additional .64% chance to proc stormbringer and WF, albeit one that increases with mastery, seems really low value. That’s an extra 1% chance to proc stormbringer and WF for every 25 mastery. So at 50 mastery you are still only talking about 2% chance to proc stormbringer and WF. Would be nice if this was either a bigger increase (200%?) or if it had a secondary effect, like giving stormstrike 2 charges so that stormbringer doesn’t reset the existing CD and potentially get wasted.

Stormblast: This seems kind of weak given that it’s only a percentage of the damage of stormbringer which is only a 5% proc rate. Could this just be baked into stormbringer baseline instead or what about baking this into the new Storm’s Wrath to bring up the value of both talents? And how about replacing it with echo of the elements (stormstrike and lava lash now have 2 charges) and putting echo where crashing storms is now so that it’s easily accessible for all builds. Given everything going on in the tree, it would be really nice to have the flexibility to save/spend charges.

Primordial Wave: Why is this still shadow damage? Shouldn’t it be elemental damage (fire/frost/nature) like elemental blast above it?

Elemental Assault: Two points is a big investment this far down in the tree to get a reliable MSW generator. Would be nice if the MSW generation could be obtained for just one point. Maybe take out the extra damage and make a separate talent for stormstrike damage so someone that just wants the MSW generation could get that for one point?

Legacy of the Frost Witch: I much prefer this as a 5 point reset which is intuitive and predictable. The upcoming resdesign seems like it will make this talent more awkward and less intuitive to use and harder to keep track of/predict. Particularly if you are using overflowing MSW because when running that talent it might be pretty common to cast at 8 stacks or so to avoid overcapping which means you would end up procing legacy at odd intervals that might be hard to keep track of. At 5, you would have still gotten it every cast which is intuitive and predictable. A couple solutions mentioned above would be increasing MSW cap to 15 with overflowing MSW talent or lowering LotFW MSW stack requirement to 8 instead of 10.

Also, instead of a guaranteed increase to your next stormstrike damage, it’s just an increase to physical damage over the next 5 seconds. So if you cast a heal that triggers it for example while rooted/being kited/kiting, you might just lose the benefit before you get to your target whereas you would have been able to save the stormstrike damage buff for a longer period of time. We also don’t really have other physical buttons to press besides stormstrike other than doomwinds/feral spirit to exploit the 5 second window.

Elemental Spirits: Is this still going to be 2 random wolves? If so, how about the 3 choices being physical, nature and fire. Forst is potentially a negligible source of damage. Even with hailstorm and ice strike it stills seems like it might be a small percentage, particularly in low target scenarios.

PvP Talents:

Unleash Shield: With elemental orbit talented, the shaman can now have two shields at once. However, if lightning shield and earth shield are both active, then only the knock back from lightning shield applies. The root effect from earth shield is not triggered. Would be nice if both effects proc’d such that the target is knocked back and then rooted.

Shamanism: This talent still costs the same mana as the regular 40 second 30% haste raid-wide buff. Also, UNLIKE the raid-wide buff it is ON GCD. This would be a much better/more competitive talent if the mana cost was eliminated or at least reduced to 10% and if this was taken OFF the GCD. As is, it’s only a 10 second 20% haste buff and being on the GCD eats an entire global which negates a large portion of the actual benefit for the shaman.

Grouding Totem: Would like to see this come OFF GCD like other interrupt and magic defensives. Playing as enhance, there aren’t spells and the playstyle is general instant cast GCD locked so spells can’t be cancelled if opponents start casting right after the shaman presses a button, making it is hard to get grounding off to stop a cast before the GCD is up again which makes grounding unreliable as a single spell stop and can waste it.

Ride the Lightning: This talent doesn’t work alot of the time due to its strange requirements (e.g., no proc at all if there is only one eligible target or if there are exactly 2 eligible targets in melee range since neither the chain or forked lightning requirements are met). Would be nice if this reliably did SOMETHING all the time. Like make it hit your primary target + 2 additional targets via chain if there are 2 if within 8 yards or 1 additional target via forked if less than 3 targets within 8 yards.

Seasoned Winds: This is very niche and never feels good to take since it only helps after a successful interrupt its tricky to retain high uptime on it and it only helps if the shaman is the target. Would be much better if this reduced the caster’s damage done from that school by 15% for 12 seconds instead so that it retains its value when the shaman isn’t the target.

4 Likes

Big agree on the two charges of Stormstrike and Lava Lash and the improved UI elements for Maelstrom Weapon. Just to toss in another suggestion, add tracking for the duration of Crash Lightning on the default resource bar.

2 Likes

What about something like changing the color of the indicator on your screen for maelstrom weapon procs when you get over 5 stacks?

Like, all blue at 5, some of the lines purple at 6, all purple at 10 stacks. More of an overcharge indicator, or something. Then you wouldn’t have to look at the number, lines just change color corresponding to how many stacks

1 Like

Good stuff.

And also… bring back Shamanistic Rage.

4 Likes

Remove ride the lightning and put it in the regular ENH tree. Make it 1 point, and if you select it you cast Chain Lightning on every storm strike press. No forked lightning, no target requirement.

Yeah. That’s old pre-8.1 ride the lightning. That would be good to. I was really disappointed when blizzard changed old ride the lighting into the current abomination.

Old ride the lighting felt like it made stromstrike live up to its name.

Although having forked functionality is also nice when there’s only one target in melee.

I mainly just want it to reliably do SOMETHING though. That’s the biggest issue.

1 Like

Enhancement:

  • Feral Lunge, Refreshing Waters, Ancestral Wolf Affinity: These utility talents do not belong in the spec tree. Refreshing Waters/Ancestral Wolf Affinity is a cul de sac talent that we do not have the spare points to divert off our throughput builds to pick up, and while Feral Lunge is at least a pathway talent, everything it connects to is also reachable through actual potent throughput talents, to say nothing of how utterly negligible Lunge’s value is on a spec with so many other mobility tools.

  • Windfury Totem: Enhancement’s iconic group buff, and virtually none of us will be taking it outside of raid builds. The totem’s value to the shaman themself is virtually nil, and dungeon groups often purposely avoid stacking enough melee dps to give the totem enough value to be a routine pick. The totem itself either needs a buff to make its value scale better with fewer beneficiaries, some kind of greater personal benefit to the shaman to make it worth using even in solo play, or to become a choice node - maybe with an alternative buff totem. At the very least, it could afford to affect hunters’ ranged attacks.

  • Hailstorm/Fire Nova: This is an unbalanced choice node. Hailstorm pulls double duty by providing value in both single- and multi-target scenarios, while Fire Nova is literally a wasted point on single-target encounters. Fire Nova needs some kind of single-target effect to belong on the same node as Hailstorm; maybe have it apply the Lashing Flames debuff for increased Flame Shock DoT damage?

  • Swirling Maelstrom: This is just a poorly designed talent. Ice Strike and Fire Nova’s individual cooldowns are too long for 2 stacks of Maelstrom to be worth the point if you’re not running both. While on paper this is equivalent to Stormstrike generating 1 MSW/7.5 seconds through Elemental Assault, it doesn’t work out that way due to Stormstrike’s CD having multiple potential resets and 1 MSW/7.5 being smoother to avoid capping than 2/15.
    While running both Ice Strike and Fire Nova together does increase this talent’s value, it comes at the heavy price of losing the Ice Strike + Hailstorm combo, which is going to feel bad even if this talent maths out to be worth it. Frost is radically underrepresented in our toolkit, and the Ice Strike + Hailstorm combo is really its only chance to shine at all.
    I say make this talent cause Ice Strike and Frost Shock to each generate 1 MSW, then make it a choice node with either Hot Hand or Primal Lava Actuators, and move both this node and Ice Strike 1 row higher in the tree so this choice node is reached by both Ice Strike and Hailstorm/Fire Nova. This would create a build choice between focusing on Fire damage and more frequent Lava Lashes, vs a Frost focus with more MSW building and spending.

  • Elemental Assault: Eugh. Just… eugh. We should not be having to wait until a minimum of level 55 and spend 2 points just to get guaranteed MSW generation into our baseline rotation. This talent either needs to be much earlier in the tree, only 1 point, or both. As-is, this is very expensive and coming way too late for such a vital piece of our basic rotation.

  • Legacy of the Frost Witch: The issue with how awkward making this talent key off of 10 MSW stacks is has already been covered, but for a side gripe, what the heck is with that name? I realize it’s the name of the current legendary, but it makes no sense there, either. Nothing about this effect has anything to do with frost - we have no frost-based Maelstrom spenders, and its reset is for Stormstrike. Call it something different - maybe swap this name with Swirling Maelstrom’s.

  • Primordial Wave: I’m absolutely fine with this being the one Covenant ability to survive into the future, but its current form feels weak compared to Feral Spirits and Ascendance/DRE when comparing their 1-point forms. PWave’s greatest value is coming from Splintered Elements, - a 4 point investment - while Feral Spirits and Asc/DRE both feel far more potent from their first point investment by comparison. Speaking of which…

  • Ascendance/Deeply Rooteed Elements: Maybe the math won’t bear this out in the end, but my instinct is that this talent is too valuable for how cheap and accessible it is. It worries me that Enhancement can easily pick up all 3 of its >20 tier cooldowns, even if we can’t buy all of their full talent lines, because that makes the balance of the initial talents much more precarious. Asc/DRE provides a lot of up-front value for its first point, which is easily reached from Stormflurry. This leaves me concerned that Asc/DRE could potentially become a mandatory pick in all builds, even if not continuing down its full talent line. Doubly so because Ascendance remains an extremely unappealing talent to me due to having a hideous form that feels very unrepresentative of the fantasy and has no glyph alternatives or even a female version.

These talents are good for PvP. Let them stay. Refreshing waters/ancestral wolf affinity is a totally optional side node that isn’t required to path to anything. So people that want it can take it and people that don’t can pass. Maybe they should do the same thing with feral lunge. Just make it an issolated side node that isn’t required to path to anything. I personally lover feral lunge for PvP and none of the other movement talents are instant gap closers except gust of wind -sort of- which competes with spirit walk in the same node.

Refreshing waters/ancestral wolf affinity could also move to the general tree. How about replacing Focused insight with it and then feral lunge could go where refreshing waters/ancestral wolf affinity is in the enhance tree. I’d like to see focused insight gone since it’s a really awkward inefficient unintuitive mechanic and it could end up getting our baseline healing nerfed in PvP.

Shaman:

  • Throughput Talents: The shaman class tree is one of the best in terms of not having throughput talents creating mandatory picks in what’s supposed to be a utility tree, and it still fails to follow through on that dev promise. Chain Lightning, Frost Shock, Fire and Ice, Flurry, Nature’s Fury, and Improved Lightning Bolt all fall under this heading for dps shaman. For healers, this includes Chain Heal, Earth Shield, Focused Insight, Nature’s Fury, Totemic Surge, Healing Stream Totem, Swirling Currents, Totemic Focus, and Ancestral Guidance.

  • Stat Bonus Talents: Talents like these are pure filler that do nothing so much as betray what a step backwards going back to talent trees is. These talents are basically tacit admissions that the devs either can’t think of or can’t balance any more interesting talents, but have to put something there to make us spend points on. Fire and Ice, Ancestral Defense, Nature’s Fury, and Elemental Warding are all examples here.

  • Lava Burst: This spell is so cheap and accessible that it’s almost certainly going to be a mandatory pick for Enhancement, while its greatest actual impact on our gameplay is going to amount to trying to find some way to muscle it into our already-packed action bars. Most likely it’ll just be castsequence or modifier macro’d with Lightning Bolt. Wow. Much depth. Such skill.

  • Earth Elemental: Having a self-defensive cooldown tied to Earth Elemental feels terrible as an M+ Enhancement in Shadowlands, and it’ll feel terrible as an M+ Enhancement in Dragonflight. Earth Ele granting a health buff may be fine for raiding where it doesn’t taunt bosses, or PvP where there’s nothing to taunt anyway, but Earth Elemental can severely screw up positioning and cause significant time loss, deaths, or even party wipes in extreme cases in M+ depending on affixes. I can’t count the number of times my M+ team has yelled at our Resto healer that his Earth Ele is tanking mobs in Sanguine, and tying a personal defensive cooldown to such a potentially disruptive spell makes situations where we may hesitate to use it to save ourselves for fear of screwing over the rest of the group even worse.

  • Maelstrom Weapon: Besides being throughput, this being in the class tree feels like a trap talent for Elemental and Restoration. Neither of those specs are going to have enough non-casting time to generate MSW stacks at a worthwhile rate for the added complication of having to be in melee, and the only guaranteed MSW generation options are Enhancement talents. The tools to actually make this talent beneficial do not exist for anyone but Enhancement, so why taunt or trick Ele and Resto players by putting it here?

  • Greater Purge: It’s been said before, but the fact that this talent is still in the tree means it can’t be said enough: this talent is absolute garbage. There is no scenario in which saving a single GCD is more valuable than being able to cast Purge freely. To be anything other than a meme, Greater Purge is going to have to do something that casting Purge repeatedly can’t; maybe it can dispel buffs that are normally immune like Mass Dispel does, or maybe it could debuff the target to automatically dispel any new buffs applied to it for a few seconds, or maybe make it shaman!Spellsteal. I don’t know, but it has to do something other than normal Purge’s job, but worse.

  • Nature’s Fury, Nature’s Guardian, Brimming with Life, Nature’s Swiftness: Aesthetic gripe, but these names are way more druidic than shamanistic.

  • Winds of Al’Akir: On top of what has already been said, how exactly are you envisioning us making use of this talent in the first place? It’s not like permanent buff totems are a thing anymore. Heck, baseline totems are barely a thing anymore; with the current spell lists, Earthbind Totem is our only baseline totem; everything else has to be talented for, which means this talent necessitates two other talent choices just to have the capability to trigger half of its benefits. To say nothing of most totems being situational utility spells, which means this talent asks us to put multiple utility spells on cooldown just for a slight personal movement speed buff.

  • Totemic Surge: Most totems’ cooldowns are long enough that 4 seconds off for 2 points is rather underwhelming. The only totems that 4 seconds represents a significant reduction on are Healing Stream and Stoneskin, and Enhancement’s HST is pitifully weak. Baring forthcoming encounters purposefully designed with boss mechanics like a party-wide fear on a 57 second cooldown, this talent is hard to want to spend points on.

  • Totemic Projection: What. On Azeroth. Is this talent. For. ?. Basically the only thing I could imagine using this talent for is stealth-dropping a Capacitor from a hidden position onto a PvP target(s) right before it goes off so they don’t have the opportunity to kill it, but that is so incredibly niche. I guess Earthbind/grab and Wind Rush also have localized ranges that could potentially benefit from the ability to reposition, but this talent is still extremely narrow in application, and almost solely in PvP. This ain’t Wrath, where a relocation ability would spare us 4 GCDs recasting a slew of static buff totems every time we advance to a new mob pack in a dungeon.

  • Swirling Currents: The healing buff is nice, but Enhancement is going to have a rough time getting value out of this. 3 Healing Surges in rapid succession is a hefty mana price for us, and unless this buff lasts a while, we’re going to be casting at least one of them without the benefit of MSW stacks, on top of the opportunity cost of spending any MSW stacks we do have on healing instead of dps. Something like, “instead of consuming MSW, your next 3 Healing Surges have 25% increased healing and 50% decreased cast time” would be much more Enhancement friendly.

  • Nature’s Swiftness: Why is this here? Even before it got rightfully axed in Mists of Pandaria, Nature’s Swiftness was a pitiful talent expenditure. One instant spell on a 1 minute CD with no other benefit hasn’t been impressive since Vanilla. As low value as this is for Resto, it’s even moreso for Enhancement, as our healing spells are pitifully weak without the expenditure of MSW stacks that make them instant cast, anyway. Without any additional benefits beyond being instant-cast, this talent is severely undervalue even for a single point.

  • Totemic Focus: Similar problems to both Totemic Focus and Totemic Projection that this talent just doesn’t really fit what totems are in the current game, and those that do get significant benefit from it either don’t need it, or aren’t worth it. Only Capacitor, Earthbind/grab, and Wind Rush have small enough ranges for an expansion to be valuable at all, and even then mobs are easy enough to group up that it’s not really needed. Tremor typically does its job on-drop or immediately thereafter, Enhancement’s HST is weak enough in the first place that extra duration doesn’t really do anything. I guess in combination with Totemic Projection you could maybe wrangle one extra speed burst out of Wind Rush, but that’s a lot of talent points and effort for an extra 5 seconds of 40% speed that you probably didn’t need, anyway. This talent is more valuable in PvP where enemies aren’t so cooperative in grouping up, but it’s very low value for non-Resto PvE.

  • Surging Shields: Speaking of which, this talent is virtually worthless in PvE, where shaman should never be getting melee’d in the first place outside of world questing. The most value it can provide is combined with an Earth Shield on your tank, but even then, the healing from Earth Shield itself is negligible for dps shaman. The real value is in the 20% healing bonus ES provides on its target, which this talent doesn’t interact with. This talent either needs something added to make it actually do anything for PvE shaman, or be migrated to PvP talents.

  • Thundershock: This should be a glyph.

  • Poison Cleansing Totem: This thing is very deep in the tree and a little underwhelming for what it does. Poisons, at least in recent expansions, have been relatively rare, and low-threat as far as PvE debuffs go. Paired with all poison-cleansing classes being tank/healer/dps trifectas, and getting the ability to cleanse it ourselves in an un-targetable, long cooldown isn’t super valuable. Combine that with the PvP concerns laid out by others, plus the particular undervalue talents you have to go through to get to it, and it’s hard to justify this thing being so deep in the tree. This talent either needs buffs, to be earlier in tree, or both. I’d argue it should be a choice node with Tremor Totem.

  • Call of the Elements: Another low-value totem talent. In PvE at least, situations where we need to reset a utility spell’s CD for immediate reuse just aren’t that common. Worse still, every other totem-based talent in the tree actually reduces the value of this one, as faster cooldowns, longer range, longer durations, and repositioning all reduce the value of a single CD reset. I guess that explains why the totem-themed capstone is so isolated from all the other totem talents, at least. Again, this is probably higher value in PvP, but for PvE, it’s pretty crap.

  • Tranquil Air Totem: Final verse, same as a bunch of others; this thing is literally worthless for any PvE but world questing, and even there it ain’t worth much. At least it’s a choice node with the much more universally useful Stoneskin Totem, but what is it with so many of these talents being virtually worthless for PvEers?

The shaman tree is generally regarded as one of the best class trees because it does one of the best jobs of actually focusing on utility abilities instead of throughput, but in order to get there, it’s got a bunch of boring little filler stat increases, insignificant boosts, recycling of talents based on class mechanics that don’t work that way anymore, and a shocking number of talents that do almost nothing in group PvE… and it still has a bunch of throughput in it.

If this is the best that going back to tree-style talents has to offer, then leave me with the current system.

They’d be great for PvE, too, but we don’t have the spare points to take them in the spec tree with so much necessary throughput. If anything, it’d be better if they were required pathing to get somewhere else, because then we could justify putting points into them.

They should be in the class tree, not the spec tree.

Nature’s swiftness works with MSW. So if you have 5 MSW and you use NS and cast, it will consume the stacks. So, the main point of taking this as enhance is for a free heal. Which CAN be a big MSW empowered heal. I could see potentially taking this in PvP for the mana-free heal. Or as an emergency instant heal without MSW.

But if I have 5 MSW then my heal is already an instant cast, so literally all it’s doing is removing the mana cost. I admittedly did overlooked the mana cost removal in my first post, but I’d argue still isn’t enough to make this talent worthwhile, since mana only matters to Enhancement if we find ourselves having to spam heals, and value as an emergency heal without MSW is dubious since our healing without MSW is so weak in the first place.

Even as Resto I’d never waste a point on Nature’s Swiftness. A single, free, instant heal on a 1 minute cooldown just isn’t valuable in the modern game, or Holy Word: Serenity wouldn’t have so much built in cooldown reduction.

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Would love to see nature’s swiftness change to instantly generate 5 msw stacks if you talent into msw.

Or to work with hex (make it work on any nature spell).

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New thought; the more I think about Brimming with Life, the less I like it. The cooldown reduction on Reincarnation is sorely welcome, as is any health bonus for how damn squishy I frequently feel as a melee spec. But this implementation where that health bonus is contingent on Reincarnation being off cooldown makes using Reincarnation a double-edged sword, as now coming back to life makes you more likely to die again for the next ~8+ minutes.

Reincarnation is already a frequently frustrating spell. It’s one of the only >5 minute cooldown class abilities left in the game, and between reviving us on the same spot that we died, and reviving us with so little of our health, we frequently find ourselves in positions where we are hesitant to use it because our body is in an AoE field that could just kill us again the instant we pop back up. I already second-, third-, and fourth-guess whether I should use it or not in most cases when I die, and this talent adds additional incentive not to.

Talents that make you want to not use your class features feel pretty damn bad. I’d much rather have that 8% bonus health while Reincarnation is on cooldown, rather than when it’s off, because then I’m incentivized to use Reincarnation more liberally, as rendering it unavailable makes me less likely to die in the interim.

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I would like to disagree with one aspect of what you wrote in this article.

vs.

I waited until I had full Maelstrom (10 stacks) before shooting them both 5 times for a total of 50 Maelstrom spent.

Lightning bolt is infinitely stronger, and if Lava Burst wasn’t directly tied to Earth Elemental, I wouldn’t even touch it.

*edit: Maybe Lava Burst is not scaling with Overflowing Maelstrom the way it should be, so that could be a reason why it is so weak, it also appears to not be critting 100% with Flame Shock on the target, even if it did, that is only another 6k total damage that is missing, which is still far under LB currently.

There are multiple bugs with lava burst right now. It should be basically the same spell power as lighting bolt. Lava burst is 97% spell power and Lighting bolt is 95% spell power.

Apparently, lava burst is not currently benefiting from mastery or the first 5 MSW stacks right now. But those are presumably bugs. Once they are fixed, lava burst should hit slightly harder than lightning bolt baseline before considering the auto-crit into flame shocked targets.

Which is just… really… dumb. With Lava Burst accessible to Enhancement, we’re looking at having to try and pack 4 different Maelstrom spenders onto our bars: Lightning Bolt, Lava Burst, Elemental Blast, and Chain Lightning.

Bolt, Blast, and Chain all serve different functions, at least, but Lava Burst only works as a slightly stronger Lightning Bolt as far as we’re concerned, but one that can’t fully take its place in the rotation because of its cooldown. If Lava Burst ends up stronger than Lightning Bolt, it’s nothing but button bloat. And if it doesn’t, then it being accessible to Enhancement is a trap talent.

For that matter, I don’t love that Elemental Blast has the potential to be a mandatory pick. It’s hard to say why, but I’ve never liked the spell for Enhancement; it feels much more thematic to Elemental, and doesn’t jive with the rest of Enhancement’s kit for me. Which is a totally personal opinion, and it’s totally fine that it be an option for other players without that hangup, but switching from the current talent system to trees means that it could be non-optional for me, because it’s not a direct either-or pick with anything else. This would feel way better as a choice node somewhere. Maybe with Ice Strike, as they both slot into similar time frames in our rotation. Or, if we’re feeling spicier, with Primordial Wave - a choice between a smaller, easier to apply buff with nigh-constant uptime, vs. a larger buff with more setup and downtime.

Enhancement in general is shaping up to be overloaded with short term buttons. To an extent this is desirable, as the whole fun of Enhancement is trying to keep all those balls in the air, but there is a limit to how many we can reasonably juggle, especially with random resets built into several. More of these new action buttons need to be choice nodes to keep the spec from drowning in button bloat - Ice Strike, Elemental Blast, Frost Shock, Lava Burst, maybe even Primordial Wave, Sundering, and Doom Winds.

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I want to be able to play a build with only 1 charge of everything and barely any procs except maelstrom weapon. Disagree on the tracker thing, we have enough holy power-like resources in the game, I like that this one is different.

I think I’d like to see PW just go. While I get that it can be a strong ability, when I tried using it, it just felt awful to use on anything that isn’t a group in one place.

Just for fun I’d like to see an UPDATED ITERATION of Fury of Air and Windsong on that side of the tree. I also would really like to keep 5 stack MSW SS resets on LotFW as I had not planned on playing with the 10 stack spenders. Updated tree really makes it seem like you’re expected to have the Overflowing Maelstrom talent though. Feelsbadman.

I do fear that they are just going to tune MSW spenders at 10 stacks to be the pretty much same damage that 5 do right now essentially, again, making Overflowing Maelstrom kinda manditory to be at the same place we are right now if not worse with the loss of conduit magnification.

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After several weeks consideration, I’m with you on that. I was on Team Primordial for awhile but I also have to manage latencies at my house that frequently get to 100 ms in group settings. Playing with PW on live right now, depending on how many stacks of the PW buff I can generate, I can’t make use of the excess haste. I’m GCD capped and also latency capped.

I can out-DPS my PW build, even in raid environments, by running Venthyr/Chain Harvest, simply because of cutting down on the buttons. I even dropped Sundering for Crashing Storms knowing that I was giving up theoretical DPS in order to cut the number of options. My parses jumped 10 percentage points in gross DPS and almost 25 percentage points in net/ilvl DPS.

I also figured out, after running without PW for awhile, that I simply didn’t like it much. I’m not asking for Chain Harvest to replace it; I’m not really asking for ANYthing to “replace” it. I just don’t like where that build leads.

So how is Enhancement looking in DF is it going to be worth maining or should i start looking for a new class? by this i mean will we be viable or just a joke again