Elemental Shaman Problems and Spell/Talent Proposals

If you main Ele Shaman you likely have felt some of these issues when trying to complete higher difficulty content and compete with other classes. I have identified a few key problems that I feel Blizzard band-aids through minor buffs to direct damage like Lightning bolt or Lava burst, but this doesn’t fix the core problems of the spec.

First and most obvious is the problem with Ele shaman and secondary stats.

  1. Critical Strike – Given ‘Elemental Fury’ which increases Critical Strike damage from 200% to 250% this has always felt like a class defining trait. Big crits! Unfortunately, because Lava Burst is guaranteed to critically strike when Flame Shock is applied the value of this stats becomes null for a major part of our damage profile. Like Warlock’s chaos bolt, I have always felt that an automatic Crit ability should scale with critical strike. Obviously, this would need to be tuned appropriately, but it would drastically improve the desire for crit in both single and AOE gameplay. This change would also require a rework of Ascendance.

  2. Mastery – The theme of Mastery: Elemental Overload is amazing. Mirroring enhancement’s Windfury buff, you can proc additional spell casts! Unfortunately, this buff only benefits our builders like Lightning Bolt, Chain Lightning (reduced chance to trigger), and Lava Burst. It has no impact on shock spells or our spenders Earth Shock, Elemental Blast (talented), or Earthquake. With ‘Mountains Will Fall’ you gain a chance for Mastery to proc on your spenders at 50% efficacy, but it doesn’t feel great to take 2 talent points and the capstone just to make better use of a secondary stat. ‘Mountains Will Fall’ is a single target talent and typically not taken in Mythic+.

The problems with Mastery and Crit lead to completely different talent and stat profiles for Single Target vs AOE situations. This makes damage underwhelming in both raiding and mythic+ where a combination of the two are always required. Ele Shaman/any class will ALWAYS underperform vs another class with more talent and stat synergy across single target and AOE.

Second, button/ Setup bloat.

Weaving elements and having spells that ‘setup’ or buff other spells is a core design of the Elemental shaman. When you start to list them out and think about all the spells that interact with each other it becomes exhausting. Eventually you will let a buff run out, over cap maelstrom, or be forced to misuse something based on the situation and that doesn’t feel good at all.

Individually, these interactions can be extremely satisfying and engaging, but there are now so many that being able to manage the rotation becomes very bloated. It’s not that it’s SO difficult, it’s more that the payoff is lackluster given the combinations of spells being applied. In Mythic+ when you set up a Stormkeeper, into a flame shock, into a liquid magma totem, into a primordial wave, into a flameshock into a lava burst, into an empowered chain lightning, into an earthquake, another earthquake, into an empowered chain lighting, into an earthquake you feel like an elemental GOD. But you also just matched the output of a rogue pressing a cooldown combined with blade flurry on 30 second CD.

Proposed spell/talent ideas:

  1. Mastery: Elemental Overload: Just flat out needs a rework.

Doesn’t affect spenders unless talented, the more of it you have the less valuable it becomes as you spend more globals on the spenders, doesn’t affect shock spells.

Boring Idea: Increase all baseline maelstrom generation from builders by 20% and have this mastery just increase elemental dmg by x%
Thematic idea: All direct damage casts have an X% chance to trigger a chain lightning on the target dealing x% damage and granting 15 maelstrom.

  1. Lava Burst: damage scales with critical strike.
    I feel like we have had multiple rounds of Lava Burst buffs that could have been solved from the beginning by having this ability scale with secondary stats. It will continue to scale over the course of the expansion and doesn’t have the problem of getting no value from a secondary stat (crit).

  2. Chain Lightning: now has 10 target cap. Maelstrom still caps at 5 targets and damage is reduced beyond 5 targets. (Stormkeeper still overloads on first five targets. Surge of power increases Stormkeeper and maelstrom cap to 6 targets)
    Allows slightly better scaling beyond 5 target pulls and would create some sick visuals (the whole point right).

  3. Liquid Magma Totem: Replace with “Fire and Lightning”
    Lightning Bolt spreads your current Flame shock to 1 additional target.
    Chain Lightning spreads flame shock on your current target to all targets it hits (Flame shock still with 6 target cap). Additionally, Flame Shock DOT increases the damage of your nature spells by 5%.
    Mirrors Enhancement being able to spread flame shocks. Works for both 2-5 target given lightning bolt or chain lightning priority. Eliminates so much bulk when flame shock spreading, but still requires targets to be grouped. Can immediately open with chain lighting after flame shock to start building maelstrom. Don’t need to take talents down to Totemic Recall (just another global). Has both a single target and AOE benefit. Most of all it would be a cool talent name, period.

  4. Primordial wave: Replace with Searing Totem
    Drop a searing totem at your feet that instantly casts a lava burst at 100% effectiveness at your current target and an additional lava burst at 80% effectiveness at all targets affected by flame shock
    45 second cooldown
    Subsequent talents unchanged
    Takes away the ability to range spread flame shock, but it combines the effect of Primordial wave with the subsequent lava burst cast. Also realigns ability with a shaman totem!

  5. Ascendance now increases all fire damage by the caster X% and removes the cooldown on Lava burst.
    No longer entangles this buff with a secondary stat and has an impact on Flame Shock DOTs.

  6. Master of the Elements: Lava burst increases the direct damage of your next spell by 10%/20%
    Allows lava burst to be double casted with efficiency, and still gives choice to prioritize spenders or stormkeepers. Makes an even stronger ascendance cooldown that reinforces smashing Lava Burst when available.

  7. Echoes of the Great Sundering:
    After casting earth shock (ele blast) you increase the damage of earthquake by 60%/120% (70/140%)
    ALSO, after casting earthquake you increase the damage of earth shock /ele blast by XX%/YY%
    Allows this talent to synergize in both single target and AOE whereas today if taken for AOE, numerically, you would still only use Ele blast on single target.

I don’t want to sound like a hater. I love and main ele shaman. The themes, the visuals, the spell combos are great. But some of the stat/talent synergy and button bloat feels a little off. Some smoothness in the use of globals in the right situations could go a long way in how the spec feels to play!

Let me know what you think.

Some of your ideas I definitely agree with such as lava burst scaling. Echo’s a great sundering just needs to die, it’s an awful talent, awful to play and does not need to exist anymore.

Our biggest issue that we have right now is actually centered around two fundamental problems.

One of them is we have to go all in on single target or AOE and we’re not necessarily leading in any category in particular single target. We’re still in the bottom.

The other issue is currently the single target rotation is to spam lava burst and use elemental blast. Either a cap or if lava burst has no charges. Trying to fish for deep rooted elements procs. There’s currently no incentive of the actually weave other abilities.

While I do agree with your point with lava burst needing to scale with critical strike chance and I think it should that is more so just icing on the cake for long-term scaling.

To address the AOE versus single target issue, we need our finishers to spread flame shock or an easier on demand way to spread it. Also making ice fury cause your your frostshock to cleave would be a nice addition.

To address a second issue, we need master of the elements to be a lot stronger to encourage us to weave in other spells. With that deep rooted elements needs to go completely or be changed. In my opinion, it should be a lesser form of Asc with a shorter cooldown. But with MoTE being stronger, that will also make our AOE stronger even in situation where we built for single target.

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Best i can do is a 5% bandaid every tier to compensate the lack of scaling

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I think I have a different assessments of what might help. Like the maelstrom portion of your “Boring Idea” is what “Flow of Power” is, our uncapped AoE issue is more tied up not in Chain Lightning/Lava Beam but more in Earthquake, and replacements of things I think are nice like LMT and PW. Maybe it’s because I don’t see your justifications and I see the current gameplay as fun, just not its performance.

Overall, I think that what’s holding us back more than secondary stats is overall general scaling coefficients. I think the spell power coefficients and balancing tries to walk too fine of a line between immediate effects and the promises made by maelstrom. This is particularly rough when comparing it to other classes.

Even for just resources, where I’d also say it’s harder to work for that maelstrom than say a rogue’s combo points.

Yes, for sure, and I think there are some shortcoming of the overall design. Where I’d say Shaman are doing it right and need to be rewarded for running active combos of abilities, building resource, and unleashing maelstrom. While the others should need more engaging damage combos and setups rather than just running more passive abilities that at most combine with basic buffs. Active gameplay should be rewarded, as it requires skill.


Of course, I say that and then offer this…
Ascendance
That 5 button meatball & pasta sauce
Ascendance divorced from the dual talent node with DRE, and available as a stand-alone, reliable, and controlled ability would be an improvement in some ways. It would present significant windows where critical strike scaling would be expressed for the Lava side. IF we had more reliable windows for Ascendance, we’d value critical strike much more since it would directly translate into Lava Burst damage during those windows. Potions like Corrupting Rage would translate directly into damage rather than being defused through the spell coefficient in the way that power potions.