Enhance Totemic Feedback - How to fix it

I’ve been traveling and so I haven’t had a chance to really dig into totemic until today, but now that I have I can see that this tree is not a viable tree to play and this is going to pigeonhole enhance shamans into only playing stormbringer.

I’m going to focus on a few pieces of feed back and then circle back at the end to provide some ideas for how to fix this tree. As a fair warning, this is going to be blunt criticism as I don’t believe wasting time with pleasentries is going to help move this tree into where it needs to be.

  • There is no cohesion in this tree as it stands and it demonstrates that the developer of this tree does not understand enhancement on even the most basic level. There are currently (2) basic playstyles of enhance: Storm/physical, and elemental. It seems like the idea was to try and make this tree the elemental tree as the foil to the stormbringer tree but it fails to do so because it spends the 1/3 of the tree buffing stormbringer abilies.

  • This tree is trying to take the idea of Bromach’s quaking totem from Uldaman and force it into a class that it doesn’t work with. You basically rehashed a mob ability but didn’t put in any forethought into how to make a tree work around it. Much like trying to waffle stomp a turd down a shower drain, this feels very forced and is doing nothing but leaving a mess for everyone that has to see it.

  • There isn’t anything interesting in this tree. 99% of what is happening in this tree does not impact your playstyle, and is passive, with little to no visual element. You removed windfury totem, but you added another maintenance totem in the form of the surging totem so you’re still pressing the same amount of buttons. You’re just calling the button a different name, and punishing us more if we miss a GCD by not pressing it.

  • The capstone totem, whirling elements, is poorly thought out because it provides crit damage and chance to lava lash, which enhance doesn’t have increased crit chance/damage on, provides stormstrike buffs which you don’t want to press in elemental build so if you take advantage of you lose value on 1/3 of the tree, and reduces CD of ele blast or sundering. Ele blast you don’t take in storm build, and sundering is a “sometimes” take in most content. It’s not something you run all the time. So it boils down to the fact that whirling elements will never get to be utilized to its full effect because it’s trying to stuff gameplay mechanics from 2 separate builds into 1. It would be like a mage haveing a talent node that said “gain reduced CD on icy veins when pyroblast crits” it makes no sense and everyone is dumber for having read it.

  • This tree doesn’t solve anything. When you think about hero talents you think about what does this tree do that the other doesn’t? What is the reason I would want to take this tree? This tree doesn’t have a reason. This isn’t better in AOE, this doesn’t make us tankier, this isn’t making us better at funnel or ST. It’s just a placebo tree at this point that exists to say that we have 2 trees, but isn’t really an option.

  • This tree forces you to take the windfury totem node for it to function, but you don’t take this node in 5-man content which means that you just lost a talent point if you ever want to play this tree outside of raid.

  • Surging totem does physical damage which means that our mastery does not benefit it in any way despite mastery being our best stat in elemental and our 2nd best stat in storm build.

So, now that we have that out of the way, how do we make this better?

We start over.

This whole tree has nothing that I would want to salvage other than windfury weapon taking the place of windfury totem.

  • Surging Totem:
    Places a totem at your feet that can be attacked sending out reverberations and causing all damage done to it to be split evenly among enemies in a 30 yard range. Does not count towards your target cap for flameshock or reduced damage.

  • Totemic Rebound:
    All damage reverberated from your surging totem is counted as “elemental damage” granting increased damage from all schools of damage bonuses. (benefits from nature, ice, fire damage , and mastery bonuses - basically just makes whatever we hit it with gain bonuses from the things we already have in our tree)

  • Oversized Totem: (CHOICE NODE WITH SWIFT RECALL)
    Totem gains size increase and hp, AND can be used as cover by you and your allies for purposes of line of site. (As is, this node is bad and makes no sense, but by making it have the LOS utility you could use it for things like M+ pulls or have PVP value as well. )

  • Swift Recall: (CHOICE NODE WITH OVERSIZED TOTEMS)
    Same as is, but remove the 20 second CD. It makes no sense and reduces value of an already mid talent that is likely to not be taken anyway.

  • Imbuement Mastery:
    Combines windfury weapon and flametongue into a new imbuement called “Unyielding Flame” (name can change). This imbuement can be placed on both weapons, and provides the benefit of both imbuements.

  • Amplification Core:
    Leave as is, it’s boring, but its a decent all around talent

  • Oversurge:
    Feral Spirits no longer appear as wolves, but instead add another layer to the top of your surging totem increasing its size and causing each feral spirit to be counted as an additional surging totem that all reverberate damage to your enemies within 30 yards. Feral spirits now have ranged attacks. (this allows us to create funnel sitations in single target scenarios and literally builds on the totemic theme)

  • Windbarrier (Rename this please to something better like Personal Fortress):
    Receive 5% less damage per totem out. Feral spirits count towards this bonus.

  • Pulse Capacitor (CHOICE NODE WITH SUPPORTIVE IMBUEMENTS)
    Unyielding Flame now grants the user gains increased Mastery for each consecutive attack on the same target up to X stacks. AOE attacks that hit the target are considered consecutive for the purpose of this bonus. (this provides value to funneling into the totem and gives us benefit to playing to our strengths which is funnel)

  • Supportive Imbuements (CHOICE NODE WITH PULSE CAPACITOR)
    Unyielding Flame now grants the user gains increased haste for each consecutive attack on the same target up to X stacks. AOE attacks that hit the target are considered consecutive for the purpose of this bonus. (this provides value to funneling into the totem and gives us benefit to playing to our strengths which is funnel)

  • Lively Totems
    Surging totem will attempt to place a flameshock on enemies within 30 yards of the totem every second. Surging totem is not inhibited by the 6-target cap the player is for flame shock.

  • Reactivity
    If all targets have flameshock the surging totem will begin casting firenova. Subsequent damage events from either the surging totem’s or player’s fire nova are increased by X% for Y seconds. (This gives us an opportunity to have a pseudo uncapped AOE experience and be able to hopefully out damage tanks on pulls that have more than 6 mobs)

  • Totemic Coordination (CHOICE NODE WITH EARTH SURGE)
    Hitting the surging totem with lava lash spreads lashing flames to all targets with flameshock

  • Earthsurge (CHOICE NODE WITH TOTEMIC COORDINATION)
    Spending Maelstrom weapon stacks near your surging totem causes the reverberation damage of the totem to be increased by x% for y seconds. (this provides an ability to have a single target and an AOE choice for this node)

  • Whirling Elements
    Everytime your surging totem receives X amount of damage, the surging totem fires an elemental blast at all targets in 30 yards. The shaman receives a buff for each target hit as if the shaman was the caster themselves. (think of this almost like an energy bar that you can track on your totems frame)

So now, we revisit the questions I posed earlier:

- What does this tree do that the other doesn’t?
This tree gives a better and more controlable AOE profile that scales with mob count which is what we’re lacking currently. It also provides a means to lean into our strength which is funnel damage, in single target situations while granting good defensive benefit that can ebb and flow as needed. It also has a clear strength and a clear weakness. The weakness being it does not do well with heavy movement fights, but it would do great with static fights that you don’t need to reposition your totem much for. Lastly, it also gives the shaman a much needed way to deal damage when being in melee isn’t an option without giving them a flat out range buff.

- What is the reason I would want to take this tree?
This tree takes our elemental build that is typically a high skill floor playstyle, and smooths it down without reducing the skill ceiling. There will still be the ability to demonstrate skill expression without making those who want to try elemental build feel overwhelmed. It also feeds into the visual aesthetic of the totem growing and surging for damage without making it seem tacky or lame. You essentially turn your totem into a cannon.

You’re welcome Blizzard.

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I would argue that this is actually a feature, not a bug, especially on a class like DPS shaman where each spec has wildly divergent builds and Hero trees intended to cater to only one build or the other.

I never want to be forced to play Storm because the encounter is bad for the mechanics of Elementalist’s only viable Hero path.

I agree with your statement about them catering to one build or another. I guess thats mainly what im saying with current totemic. It doesnt cater to any build. Its just bad.

1/3 of it is storm build based, 1/3 is elemental, and 1/3 is bad defensive/utility that doesnt accomplish anything.

I played when you would drop all your totems as well, except i was playing elemental at the time. I remember playing it because it was numerically the best choice, but wasnt super engaging. It was basically just a maintenance buff that provided stats. I agree that would be cool, but realistically, blizz isnt going to change because while totemic is bad for enhance currently, its actually pretty good for resto.

So in the spirit of keeping the intent of hero talents, we need to come up with how we adjust the current theme of surging totem to something that would be good and fun to play with.

Idk if I agree with this. I can actually see a lot of potential here. If anything the talents are designed to be aoe focused. In pvp I can see this going super hard. With static field, capacitor(cudgel), sunder combo. Now with storm build instead so you get crazy physical modifiers. Gives a reason to play LL in storm potentially. And in pve don’t both builds run haste mastery? So it really comes down to what type of wolf multiplier you want.

I cant comment on pvp, as i dont really enjoy that content. However, i can say that as far as pve goes, this tree is a mess.

In pve, if you go storm build, your sole focus is to slam stormstrikes to fish for ascendancy procs. If it does proc, you hit stormstike even above spenders in most situations. Lavalash is a filler if nothing else procs, and thats really it.

In elemental, its the opposite. You plant as many flame shocks as you can, while keeping lashing flames up on as many targets as you can while using a nice balance of spenders and icestrike+frost shock. You really dont want to press stormstrike unless you absolutely have to.

With regards to cap totem+sunder. You usually dont take sunder in PVE unless its a specific situation, but if you did, you would 100% stun DR packs on your own between thunderstorm, cap totem and sundering.

I am familiar with the two builds. Nothing in totemic stops you from SS spam, there is no spender mechanic. LL would just be a mean to spread flame shock and be a SS reset chance just like Crashing is. Again we are talking about the current builds, I don’t expect these to be the same next expansion. Just like always, we will be spending weeks at the start theory crafting the builds and the new things.

You also didn’t address my Haste Mastery question. Which was asked to hint at: Pressing magic abilities in a physical build isnt the end of the world if you still have super high mastery and it can still reset SS. And vise versa. In elementalist if gives SS a magic damage hit that does scale off mastery. So even though you wont prio it, it still is getting something from your build.

The point is that these talents are buffing spells that these builds don’t use, which means either those builds will just ignore the effects of those talents and functionally have empty nodes in this tree, or they will have to shoehorn those abilities into their build’s rotation for a clunkier, more awkward play experience that may not even be worth the effort depending on tuning.

You’re mistaking the issue. The concern isn’t that Storm will have magical damage from this tree that is only being amplified at a lower rate than Elementalist due to not having Elemental Spirits, it’s that the primary mechanic of this tree does Physical damage, which only gets damage amp from non-Elemental Feral Spirits, which Elementalist doesn’t run.

Meaning, the primary damage mechanic of this tree doesn’t get any amplification from the rest of your kit if you’re Elementalist. Mastery is either the #1 or #2 secondary stat for all Enhancement shaman, but doesn’t buff the primary damage effect from this tree at all.

I was under the impression its 50/50 (depending on the content) if storm runs LL or not. And in TWW it very well may be the case. I don’t think it makes a whole lot of sense to take these hero talents for next expansion and treat them as if it they are being released right now. Every expansion and every season builds change and new metas form. There is always growing pains.

It would be nice if the totem did stormstrike damage (as well as stormstrike) instead to cater to both styles. But if the Searing totem procs and hailstorm procs scale well with elementalist then it still accomplishes the same thing. (I figure the Searing totem proc must be quite high or else why even bother) You just get extra physical damage that you are not amplifying.

I don’t think its amazing, but I don’t think its as bad as people think it will be. I highly suspect a hybrid build is in our future anyways. Instead of this physical vs magic playstlyle.

That seems like a dumb oversight and they should just change it to elemental damage if anything. There is more of a rational to make it elemental damage over stormstrike damage given the amp will work for Elementalist regardless of whiche ever wolf comes out hitting Feral Spirits. Even if it is left as physical damage, there is not enough to warrent running this over Stormbringer for Storm Build. Meanwhile, there is a lot more in here for Elementalist than there is for Storm so why not just double down on it. Gameplay wise outside of hitting Surging Totem, you don’t really need to track things and it would just flow well. All they would need to do is remove the weapon buff nodes and put something in that amps single target and a choice node for swaping between single target or cleave throughput in.

Currently with Storm, you always run LL and Ice Strike simply for the times where SS goes on CD and it didn’t get reset by Legacy when you spent MSW. This is supercritical during Doomwinds since it is better to just hit Ice Strike or LL instead of missing out on a GCD by casting something to reset SS, only choosing to spend MSW during Doomwind if you literally do not have a melee ability to use (god help you if that happens). This all was the case in season 2 prior to the change to Elemental Assault where back then it only affected SS. Unless they change how that talent functions, you will more than likely still run LL and Ice Strike despite not getting any additional talents for them. Even when playing Stormbringer Storm Build.

Yeah, it does. Stormstrike should prolly be baseline but Elemental Spirits could have a passive that turns it into elemental.

Just don’t think pure physical damage has a place for Enhance. Aside from maybe autos and windfury.

I meant for surging totem. Making SS stormstrike damage is such an insane single target buff for Elementalist in reality that I’m somewhat ok with it being physical.

Take this for example: For my Terros kill this week, Stormstrike composed 7504k DPS. Off the top of my head I have about 86% mastery so adding that scaling in would be about an additional 6453 dps for a total of roughly 14k dps. It would just make the scaling capability of Elementalist way too powerful compared to Storm.

I was also talking about Surging haha.

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Whoops lmao

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I would be curious to hear your opinion on my feedback as youre a very experienced shammy. What do you think of my suggestions?

Flatered you think I’m experienced :slight_smile: . Some of your ideas have some good ideas but some areas don’t lean hard enough into Elementalist’s strengths. Others are so incredibly powerful that they realistically would never be considered to be implemented.

This could lead to the situation where you have pulled with mobs that don’t matter can suck up a lot of damage you’d rather have on targets. But would be great for M+.

Deff the move but it could also be done by just changing Surge Totem damage to Elemental instead of using a whole node for it.

Neat idea but I’m sure how they would be able to code that to make that work seamlessly. The LOS utility would be broken in high keys, to the point where we’re talking about Mass Dispell/Mind Soothe levels during the God Comp Era of season 2

Seems cool to me.

It sounds powerful on paper but it would still be incredibly underwhelming as a node. Thats how little flametongue and windfury weapon contribute to the damage profile.

I don’t see the utility of having them as ranged attacks given they just attack whatever target you are actively attacking. This also seems underwhelming since its just adding more of the totem and not really interacting with the Elementlist Build.

The last thing I want is to waste GCDs by placing earth grab totem, healing stream totem, and capacitor totem down to get 15% DR plus the 5% from the surging totem to get a 20% DR. You get the same defensive value from taking Spirit Wolf and AFKing for 4 seconds without wasting utility and talent points to make it work.

I like the idea but following the idea that we don’t make a new imbue, this could just be applied whenever you get a proc of Windfury Weapon or Flametongue. The buff should also just be on yourself. This will also lose so much value in raid during farm due to many chances to funnel falls down rapidly (think treaents in p1 Larodar where they die faster and faster every week as your raid team gets stronger). Also making it work off AoE makes it inherently broken to the point this would never see the light of day.

This sounds like a clunky mess coding-wise. How does Primordial Wave determine which targets will get hit by the Lightning Bolts? It would have to be a completely different dot. Also this would make this a nightmare on any fight requiring CC like Mythic Larodar or Mythic Fyrakk P2 given they would have a do on adds that need to be CC’d.

Could be down for this but if Flameshock is uncapped this is getting into broken levels of powerful beyond the bounds of what would realistically be implemented.

DoA based on needing to be around your totem. This is the very thing DKs have been complaining about needing to stay inside DnD for Cleaving Strike. You would need to play Totemic Projection and micro mange the ever loving hell out of it on a spec that requires a lot of effort and tracking enough as is its to play optimally.

This would have no effect in raid or M+ given totems are unaffected by damage effects. For context your Windfury Totem now has 5 HP and never dies in raid or M+. An effect like this would also be so absurdly broken it would again never see the light of day unless the damage was negligible. IF it somehow tracked damage done then this would be a nightmare to track efficiently to maximize the effect on again a spec that requires a lot of effort to play optimally.

My idea would be to make it solely focus on the Elementalist build and guarantee that we’re going to be the best DPS at 6 targets in a realistic way. I also do not care about PvP so every suggestion is going to be focused on PvE; nor do I care about lore/theme/class fantasy and only care about gameplay. Totems are still involved but they shouldn’t be the sole gameplay focus of this build. So take my suggestions and opinions with those grains of salt. I’m also going with the angle of trying not to completely redesign each node but to salvage what they gave us, though some substantial changes might be mentioned. Moreso looking at the framework and changing numbers/effects/targets affected.

Going from the bottom of the talent tree then left to right:

  1. Surge totem damage type converted from physical damage to Elemental damage so it scales off mastery and Feral Spirits

  2. Surging Bolt triggers off of Lightning Bolt, Chain Lightning, and Elemental Blast.

  3. The Overcharge choice node is activated by pressing Primordial Wave instead of Accendance. Amplification Core should be bumped up to 5%.

  4. Lively Totem is fine.

  5. IDK what to do with this Oversized Totem and Swift Recall. Oversize seems fit for raid and if it applies to passive Windfury Totem then it’s alright. Swift Recall seems fine.

  6. Add a 3 or 4% passive DR in addition to the shield effect.

  7. On paper Reactivity seems ok. Would need to see how it plays in extended raid fights or M+ pulls.

  8. Imbuement Mastery should be completely scrapped for something else since Windfury Weapon is a tiny part of the damage profile. As to what it should changed to, IDK. If it did need to stay, its effect would need to be doubled and also apply the Supportive Imbuement effect but even then it’s so bad it’s completely unsalvageable. I’d like to see something directly impacting BOTH hailstorms and Fire Nova.

  9. The same thing with the Supportive Inbuement choice and needs to be changed to something else. Pulse Capacitor seems alright but again weird to just have another throughput option on the Surge Totem given Amplification Core exists.

  10. Totemic Coordination could be cool if they increase the crit scaling on it, making it a strong single target/raid damage profile pick with a sharper increase across the expansion; during season 3 we started hitting DRs for Mastery and Haste and more often than not ended up gearing crit so it would become way more powerful over the expansion. For Earthsurge, change the activation to be based on Lightning Bolt casts in addition to making the surge effect like a 5-yard radius around the target hit, and make the damage be the equivalent of a single tick of Surging Totem’s damage. Would provide an additional single target damage increase and would further increase the burst Cleave potential of Primordial Wave + Lightning Bolt Cleave and would make us much more powerful within our target cap. Would also potentially provide more power on mass AoE if targets are slightly spread. So basically how Tempest for Stormbringer should work with Primordial Wave.

  11. Whirling Elements should have some changes for each Element.
    -Air should cause Stormstrike to hit 5 nearby targets. Damage is increased with more targets, up to 5 to follow how they scale these sorts of effects.
    -Earth you’d only really benefit from the CD rest on Elemental Blast provided you got good MSW generation RNG or had Hot Hand on some burst windows/opener. Given we have another GCD (Surging Totem) to play around with it, it may end up being a boon, and think it’s 90% ok. Sundering would mostly get removed from this effect mark my words if we end up using it the same way we used it in Season 1 as a stop in M+ and not as a damage CD.
    -For Fire, I like the Cirt chance increase and giving another source of crit scaling for the build but I would make it a duration somewhere between 5 to 8 seconds. The question is if Fire Nova should be there as well or potentially Flame Shock. Making it for Flameshock would play towards Lashing Flames gameplay and be a single target increase at the end of the day regardless whereas Fire Nova again would focus on just pure cleave. I’d be more inclined to Flameshock given it would give this node not only a stronger single target but also 2-3 target cleave potential we saw in raids (Council of Dreams, Mythic Forgotten Experiments, Echo P2, Mythic Kurog, Mythic Fyrakk P2) and M+ (I.E. multi-target boss fights like 3rd boss of NO, 2nd boss of Freehold).

This is riddled with sleep-deprived thinking and I will probably wake up and disagree with a lot of these suggestions later lmao.

This, I was thinking they could add the same tag to like starfall where it can’t pull mobs that you’re not in combat with. I’m not sure how easy that is to do or not, but figured if they did it to one spell they could do it to another. The other aspect, was the concern of funnel. So my thought process was if you want to focus on AOEing specifically and ignore funnel, you could hit the totem. You’re still funneling into the totem which ultimately leads to more damage overall, but if you’re priority is to funnel into a mob, that’s ok too because you’re still going to be cleaving the totem which is going to add to your funnel and to the group damage. It also gives you (1) additional flameshock as the totem its self can take flameshock without counting towards our cap so you get a better opportunity to reset LL or get reduced CD on LL.

I agree, I was trying to make “imbuement mastery” something that would be marginally useful for enhancement. We know that this tree is good for resto sham, which means the theme and the general idea of the nodes are probably locked in to a degree. I felt like adding the aspect of pulse capacitor with this node would be too overloaded (and frankly, I didn’t know what else to change this to).

Jumping a bit, but wanted to keep all the imbuement ideas together. So the general idea is I wanted to make something dependable rather than RNG and wanted to make sure that it was a little more powerful than a single node usually is to offset the weakness of the “windfury+flametongue” node above. The buff is applied to your self, so when you hit the same target 2x, you yourself gets a buff that increases your haste or mastery. The idea is that you shift from directly hitting the boss or the adds but instead focus on slapping the totem. So if you think about a single target fight, because the totem amplifies the damage done to it and then spits it back out to all targets evenly within 30 yards that youre in combat with (which that range is actually pretty large, it’s the same as an aug evokers range) if you put it next to your single target, you’re just adding an extra target to hold flame shock, gain the benefits of your LL impacts. Also, because it’s a totem, totemic projection could still be utilized the same way we use it with windfury currently and just macro/forget it. The idea where it would work with AOE, my vision of this was just that if you hit with crash, you don’t reset your consecutive hit buff. This would not carry over with periodic effects so you wouldn’t just keep the buff up by just applying flame shock. You would actively need to use an ability on the totem.

So this, I probably didn’t explain well. The idea is that the feral spirits become immobile and add additional layers on the totem on top of the surging totem. Think of like a native american style totem where there’s an animal on the bottom layer, then there’s another animal like a wolf above it and then maybe an eagle on top of it. So with that in mind, to keep the damage the wolves do currently and to not kneecap the the alpha wolf talent (even though we don’t use it in elemental, I don’t want to make something that destroys the functionality of an existing talent) it seemed to make sense to make them ranged. However, with the added wolves on top of the totem, the idea would be that you now have:

  • Wolf on top
  • Wolf 2nd layer
  • Surging totem bottom

With that in mind, each wolf layer would be considered another target that behaves the same way surging totem currently does. So in a single target raid fight for example, if you have this out you could LL, plant your flame shocks on both wolves, the totem and the boss which makes every single target fight a minimum of a 2 target fight, but with controllable windows that can increase to 4 targets where the additional 1-3 targets are funneling their damage into the boss via the reverberation effect. It could also make it so that you consider taking crash in all scenarios since the windfury totem effect is added to your imbuement anyway (admittedly, I forgot to add that information to the original write-up).

Good point, I completely disregarded how annoying that would be. Maybe instead make it so you take reduced damage when you stand behind your totem (s)?

So P-wave lightning bolts doesn’t actually have a target cap. It’s gated by the fact that flameshock is target capped. So if there are 10 targets with flame shock, the Pwave lightning bolt will hit 10 mobs. Regarding the CC, that’s a absolutely fair and I didn’t think about that. Maybe it makes sense to reduce the range of the totem to like 10 yards? The ultimate goal was to lean into the elementalist build, but also to create a scenario to push us into using fire nova instead of hailstorm to try and give us a slight change from the playstyle we’ve been running without kneecapping hailstorm.

You mean like “Rain of fire drops collosai that also aoes and stun on impact but also chain drop from the sky” levels of broken? Good. lol I 'm being faceitious but, my goal was to make something that allows us to compete with AOE classes. I think this would be ok still though because we would have a pretty good ramp time still.

The idea on this is that as long as you’re within the totems range which currently is 30 yards or the range of an aug evoker it’s counted. Maybe reduced to around 10 yrds but that’s still significantly better than what we currently have.

I probably didn’t explain this well. The idea is that the damage that YOU hit your totem for is the damage that it takes. This would be tracked as an energy bar on the totems frame so as you hit it, the bar goes up pseudo like the energy bar for a boss or something. So the harder you hit your totem, the more impact you have on your progress bar. To clarify, this wouldn’t take damage from enemy damage. I agree, that would be way too crazy.

Hopefully that makes a little more sense.

Ok so now alot of these are making sense. I’ll say that your idea’s aren’t bad but they have a huge “if you had unlimited resources and money how would you solve world hunger” type vibe, mainly leaning on making Enhance an uncapped class in nearly all capacities which would make Elementalist Enhance the most broken spec in the game assuming things like Primordial Wave worked as they are now. It would be beyond OG DKs during the beginning of Wrath. Like imagine they made Sweeping Strikes for Arms Warrior affect every target within 10 yards of the warrior, it would be so unbelievably broken. Or if you made Frost DK’s cleaving strikes with Obliterate hit every target inside the DnD coupled with Obliteration making Obliterate cost no runes and you have Perma Killing Machine during PoF’s duration. OFC they would tune down the numbers and add restrictions but then the issue is that we would be shifting alot of power for the sake of doing competitive Mass AoE which often leads to situation Ret was in in season 1 where you either do good single target or aoe damage, not both.

The other issue is that much of your other suggestions do not fit well if we assume that we’re still capped at 6 targets. Imagine you are doing a 6 target m+ pull but now both your Wolves and your Surge Totem now are 3 targets additional targets that are eating your Flameshocks (and PWave bolts), Frost Shocks, Crash Lightning pulses, and Chain lightning casts. You’d get the funnel sure but you’d also lose an absurd amount of just overall damage. This would actually hamper a large part of our profile in the end because they are widely location based. I can tell you know that having alot of these suggestions would be nightmare fuel on Mythic Fyrakk and Tindral in a lot of cases given you are moving.

I think the move is to actually incorporate the capstone into the keystone and maybe get rid of the tremor aspect of it. It looks bad and it’s boring.

The idea would be, that u summon the surging totem with the three whirling elements. Then, consuming them gives you the enhanced effects (like it is now but, could use improvements). This encourages you to cycle through the elements, something that ELEMENTAList already does and is a key fantasy of the build.

The capstone would then be, when you consume all the whirling elements, something cool happens. Rewarding you for using spells of different natures and creating a gameplay loop that incorporates itself passively into the existing playstyle.

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That’s a really good cook chef. I think that would be an awesome foundation for the hero spec.

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