Hello all! This thread is a compilation of suggestions for all 3 Shaman specs in Dragonflight. There are both my and other people suggestions, so copyrights are preserved Most of them are simple, QoL or tuning based, so should not contradict Blizzardâs intent to focus mostly on numbers tuning lately.
Shaman general tree:
- Frost Shock is an optional pick, but it is gated behind an AoE ability Chain Lightning for Restoration Shamans, which might not even be used, for example in single-target situations and PVP. It is also possible for Elemental and Enhancement to take Icefury / Hailstorm respectively without taking it, which is not good.
Suggestion: Make Frost Shock a baseline ability for all 3 specs. It is just as iconic for Shamans as Flame Shock and Lightning Bolt (which are baseline abilities) and it would provide baseline offensive abilities of all 4 elements for Shamans alongside Flame Shock, Lightning Bolt and Earthbind Totem. - Hex is an optional pick, but Hex variants can be used even if Hex is not picked. While that might be an oversight, instead of making Hex variants usable only if Hex itself is picked, Blizzard could just make it a baseline ability and move its upgrade node to its current position. This would also free a pathing talent where Hex upgrade currently is located to provide more paths in the tree (about that later).
- Enfeeblement can hardly compete with halved CD for Hex, so could use a buff. Making it slow the target while Hex is active in addition to current effect would make it more useful and competitive.
- Even though Rogues had Kindey Shot nerfed to consume 5 combo points max and with new PVP trinket set bonus, Shamans still are too vulnerable to stuns in Dragonflight. Thunderstorm and Thundershock are helpful, but not enough, especially against ranged enemies. Making Astral Shift useable in stuns either baseline or via one of its upgrade talents could address that issue.
- Thunderous Paws is undertuned compared to similar talents of other classes, which have their snare removing capability on around 30s CD. I suggest to reduce its internal cooldown to 30s to match.
- Guardian Cudgel idea is neat, but with the new PVP trinket bonus it can trigger after enemy recovers from first Capacitor Totem stun, making it too easily counterable. Making it explode with 2.5 seconds delay in PVP only (with 3s delay kept in PVE, so that it is not nerfed there) after first totem was dropped could address that (as first Capacitor Totem stun has 2.55s duration against non-orcs and 2.4s duration against orcs, this allows to chain them as intended).
- Greater Purge still needs a CD reduction and / or cost reduction to make it actually competitive with normal Purge. It should also provide 2 MSW stacks for Enhancement.
- Nature Fury is undertuned compared to other classes nodes, which give 2% flat secondary stat bonuses (including critical strike) and too taxing, as it gatekeeps other important nodes in right part of tree like Brimming With Life and Spirit Walk choice node.
Suggestion: Change it to a flat 2% critical strike çhance bonus per point invested and possibly make it a 1 point investment. This would both increase its power level to other classes nodes and can make mentioned abilities more accessible. - Brimming With Life is a talent that does not lead anywhere. As most other talents excluding capstone talents usually still make some other nodes opened, I suggest to make it a path talent as well. To achieve that, move it to current position of Hex upgrade node (which is suggested to be moved to current Hex position and Hex being made baseline), connect with moved Hex upgrade node and Spirit Walk choice node. This would allow to make both Brimming With Life and Spirit Walk accessible from several prerequisite nodes instead of just 1 and provide more choices and build variety for players.
- Winds of AlâAkir talent is too undertuned for 2 point investment (as similar power talent Spirit Wolf is a 1 point investment) and its totem based movement speed is too conditional, as situations when Shaman has 3 totems active simultaneously are not that often. I suggest to make it a 1 point node and change movement speed bonus to X% per active totem, up to 3 totems. This would achieve 3 goals - make its power in line with other talent, make its movement speed bonus more usable and make Spirit Walk choice node more accessible.
- Thundershock alters Thunderstorm in a way that is not always beneficial for the player, so they should become a choice node. This would both make more sense and would free a spot for Lightning Lasso alternative, which is suggested next.
- Lightning Lasso is a decent CC tool, but it is not very compatible with Enhancement Shamans, who would prefer to CC and hit enemy with their melee attacks that benefit from Windfury Weapon and their CDs instead. To address that, I suggest to make Lightning Lasso a choice node with a 4s duration melee range stun with 30-45s CD. This would solve the issue for Enhancement and give an alternative CC option for non-Enhancement Shamans as well, for example in mass PVP, where Lightning Lasso is easy to disrupt.
- Poison Cleansing Totem is undertuned compared to similar abilies of other classes, which cleanse all poisons and have 8s CD. I suggest for it to also remove all poisons from selected target when used and make it a priority if several allies are affected with poisons within its range. These changes would make it more controllable and more generally useful.
- Stoneskin Totem is an interesting idea, but its effect is niche and minor. I suggest for it to either reduce all damage taken or have bigger damage reduction percent, if needed compensated with increased cooldown.
- Lava Burst has bad compatibility with crit builds, as it benefits from crit only during Flame Ascendance, which is Elemental only and with very limited uptime. I suggest to create a talent in general tree that would make its damage scale off critical strike chance all the time and replace its Flame Ascendance bonus with other, for example a simple X% Lava Burst damage increase.
- Mana Spring Totem has different value for different classes, as they have different amount of Mana in their pools. I suggest to make it restore a percentage of maximum mana when triggered to make its bonus more equal and meaningful.
- EDIT: Please consider adding Water Shield to general tree. It would allow all 3 Shaman specs to pick between offensive + defensive shield (Lightning + Earth) and two defensive shields (Water + Earth, as more mana = more healing), providing more variety. If Water Shield effect is too unnoticeable for Elemental / Enhancement, it could be adjusted - restore more Mana for them specifically, have more charges, allowed to proc from any kind of damage etc. This would also allow all 3 Shaman specs to access any combo of unleash effects in PVP via Unleash Shield and could open new possibilities there.
Elemental Shaman tree:
- Earhquake is still a non-optional pick. It might be not needed by single target damage builds, making it a wasted talent point for them. Also, most other specs, including other 2 Shaman specs can skip their AoE ability if they want and Elemental should get similar treatment. Please also consider buffing its damage again, as currently it is severely undertuned for a resource spender.
- First charge of Stormkeeper is blocked by Unrelenting Calamity, which might be not needed by some builds, for example in PVP. I suggest to swap their positions. This would allow both PVE and PVP players to take universal Stormkeeper and then take Unrelenting Calamity and synergizing with it Flash of Lightning only if they want or need to.
- Flames of the Cauldron are in similar situation - they are a talent which improves Flame Shock and blocks a general Fire damage increasing talent. Better positioning would be to swap their positions, so that right tree side builds could take a generally useful talent Improved Flametongue Weapon and then could start taking talents from Lava Burst / Ascendance focused left side branch, Flame Shock focused right side branch or both, if the player would want to.
- Improved Flametongue Weapon is too undertuned - it provides much less bonus than Call of Fire while also being less accessible for no particular reason. It should be buffed to 10%+ bonus to address that.
- Lava Surge should be able to stack to 2. The necessity for that arose after addition of Heat Wave (aka Primordial Surge) that provides its stacks every 3 seconds. If you try to maximize damage output from different element spells synergy, you occasionally get into a situation that you do not use its stacks in time and waste them, especially if you need to use any utility in Heat Wave burst window.
- Stormkeeperâs 15s duration has the same issue - if you try to maximize both charges of SK with all modifiers from other elemental abilities and Surge of Power, you can run into a situation that second stack falls off before it is used. Increasing its duration to 20+ seconds could address that.
- Lightning Rodâs 8 seconds duration makes Elemental burst windows a bit too tight, especially combined with other modifiers to stack and keep track of. Increasing its duration to 10+ seconds could address that.
- Surge of Power has strange interaction with Frost Shock boosted by Electrified Shocks - it roots only one target if multiple are hit, but the target picked is also random. It should either root all target hits or, if that is too powerful, at least root the initial target, so that you can pick who gets rooted, just as you can do with single-target variant.
- Elemental Shaman lost its pet 40% damage reduction wall for no particular reason - its mobility and survivability increases from talents are on the level of other classes. As that is not justified and Ele is already quite squishy as is, please either return the pet wall or give Ele other new defensive to compensate, preferrably not tied to a pet, which has 5 min CD and is not compatible with the DPS CD Fire / Air Elemental.
- Elemental needs a spec specific tool to justify bringing him over other 2 specs. I suggest to either alter Elemental Fury and make it additionally increase crit damage of allies within 40 yds by X% or give a totem with similar effect (in PVE as well). This would give Ele its niche and reason to be brought.
- Primordial Wave dealing Shadow damage outside of Shadowlands is strange. Just as you changed Spear of Bastion to Physical damage, I suggest to change Primordial Wave to Elemental damage - this would be more fitting for Shaman lore and make it more compatible with its neighbouring talent Elemental Equilibrium.
- Electrified Shocks makes Icefury Frost Shocks affect 4 enemies, but its synergizing ability Chain Lightning hits 5. This is confusing and counterintuitive, so Electrified Shocks target cap should be increased to 5 as well.
- Frost Shock is excluded from Mastery and that is not a good thing, especially for Mastery builds that use Icefury. It should be added to Mastety spells list, either baseline or via Mountains Will Fall talent.
- After the latest changes, Lava Burst crits dealing less damage than Lightning Bolt crits is confusing. Lava Burst can autocrit with Flame Shock, but it is also a CD ability, so having occasions of it dealing less damage than the spammable ability is strange. Please consider buffing its damage a bit.
Elemental Shaman PVP talents:
- Tidebringer has little usage for Elemental and Enhancement, as Chain Heal is both not desired to take and too expensive to use. Making it possibly affect Healing Surge too and reduce mana cost of affected spells could solve that.
- Seasoned Winds is primary useful only against one school casters and only if Shaman is their priority target. I suggest to make it reduce damage output of affected enemy and possibly even affect all damage and healing done, if needed with duration reduced to compensate. This would make this talent more generally useful and provide Elemental and Enhancement with a conditional mortal strike effect they currently lack.
Enhancement Shaman tree:
- Stormstrike has a cooldown and can be reset by procs and Legacy of Frost Witch effect. These mechanics can contradict, as resets can occur right when Stormstrike is about to come off CD anyway. Most other classes with similar reset mechanics usually have 2 charges for the resettable ability to address that, for example Lava Burst for non-Enhancement Shamans and Flurry for Frost Mages. Second charge allows to continue recharging even if first charge was reset, providing full value from both effects. Enhancement should get similar treatment.
Suggestion: Add second charge to Stormstrike, either baseline or in one of its upgrade talents, for example Stormflurry. - Enhancement rotation is very RNG and Haste based and with bad RNG you might have nothing meaningful to press and just use autoattacks. Some people enjoy such playstyle, but there could be an alternative for people, who want to have more control over their rotation.
Suggestion: Make Stormstrike not replace Primal Strike for Enhancement. This would allow Enhancement Shamans to have a weak filler to use when everything is on CD. Its damage is quite low, so that should not result in much dps increase, but would give them something to use even if RNG is not on their side. - Feral Lunge is undertuned compared to other classes movement abilities, which usually have shorted CD or deal decent damage. Making it deal much more damage or reducing its cooldown to 20 seconds could address that.
- Right side of Enhancement tree is much more point investment heavy than left, making it not balanced with its left counterpart and point starved.
Suggestion: Reduce Molten Assault and Hot Hand to 1 point nodes. This would address the mentioned issue and make currently gated behind heavy prerequisite point investment Hailstorm choice node and Ashen Catalyst more accessible. MA and HH also both hardly deserve 2 point investment, especially after Hot Hand nerfs. - Enhancement lacks a short CD Earth based attack to complement other elemental hits. It could be addressed via returing Rockbiter with its ranged damage capability. However, as Enhancement rotation is already button heavy, it could also become a choice node with other active ability to keep their total number the same, for example with Windfury Totem.
- Elemental Spirits are both too RNG and can have negative effect on Shaman damage output if summoned Wolves have element that his/her build barely uses. To address that, I suggest to make their element based on latest used ability element (or still random if it was a physical ability or no abilities were used and player wants to gamble as currently). This is a viable compromise - people who want specific wolves can summon them via using correct element ability before them and people who do not mind summoning random wolves can do that as well. However, this can still be not enough total increase over physical wolves, so I suggest for Elemental Spirits to also increase damage done by wolves themselves by X% to make it a viable upgrade node.
- I suggest to connect Refreshing Waters choice node with Elemental Weapons node. This would provide one additional path to EW and make this node more competitive, as it would become a viable path talent as well.
- Consider making Elemental Weapons a 1 point investment (with current effect). This would make 7th row point investment balanced (as all other talents have 1 point investment there) and make EW less taxing for single-target damage builds that want to take Feral Spirit.
- Doom Winds CD change made it align with other Enhancement cooldowns, but the ability value is rather low now. Consider increasing its duration to 10+ seconds to address that. Such change would also help with it being easily shut down by a single disarm in PVP.
Enhancement Shaman PVP talents:
- Shamanism being both on GCD and with big mana cost is not good and makes this talent much less desirable. Since Doom Winds is 90s CD now and their CDs do not match, it is desired even less.
Suggestion: Reduce its mana cost, make it off-GCD, possibly increase its cooldown to 90 seconds and duration accordingly to make this talent more competitive.
Restoration Shaman tree:
- Flow of the Tides has a significant con in absorbing Riptide healing effect, so should have stronger effect for Chain Heal. Currently, it makes it heal additional 63% of Spell Power (base number) for the price of consuming up to 132% of Spell Power (base number) delayed healing. This might be enough to offset itself, but not enough to make it competitive with Ancestral Reach.
- Wavespeakerâs Blessing is undertuned and hardly competitive. Increasing its duration bonus to 6 seconds could address that.
Restoration Shaman PVP talents:
- Electrocute is rarely utilized and could use a buff. Making it deal its damage instantly instead of over time would make it more compatible with frequent Purge usage and more competitive. It should also have increased effect if Greater Purge is used.
Thank you for reading!