Feedback: Shaman

Having played both Resto Shaman and Resto Druid now in the dungeons several times, it feels that Shaman mana costs are quite high. Emberon, arguably the most healing intensive fight, has dramatic differences in mana consumption between the classes despite throughput being similar in my two tests.

I would perform similar tests with the other healers if I felt confident in my ability to play them at a comparable level as to how I play these two and welcome anyone else’s data on this fight in particular for the sake of reducing the number of variables in comparison.

Side note: I am unable to generate links to Warcraft Logs nor imbed images in my posts because of seemingly arbitrary reasons, but over the course of Normal Emberon my Druid healed 11.2k HPS over two minutes and five seconds and ended the fight with 65% mana whereas my Shaman healed for 10.9k HPS over two minutes and thirty-four seconds and ended the fight with 34% mana.


This is really long, so I do apologise and have added a TL;DR at the bottom

Let’s start with all the positives (spoilers, there’s a lot):

First of all, the Class tree:

I assume that the philosophy here was that the 3 specs are all going in extremely different directions, so the spec trees are more about specializing your throughput and therefore those points are more of a premium, ergo less room for throughput on the tree. I agree with this almost entirely, and for a first pass it’s almost dead on, I’m genuinely not sure there’s anything I’d change significantly. There are a few minor things that could maybe sneak into the spec tree to make a little bit more conflict on the class tree, but honestly given it would start pulling from utility I’m undecided on if that’s even a worthwhile experiment.

The tree is structured incredibly well, with pathways subtly encouraged that opens up a huge range of options to tailor your non performance based utility, and this works great. The sheer wealth of options, mix/matching going on and freedom to create a swiss army knife of niche utility, rather than being railroaded into certain routes is excellent. This design is almost flawless.

The Spec tree:
I’m a big fan of the structure here too, things are segmented both thematically and with some good through-path nodes to get anywhere you want to mix and match. That the opening is more railroaded to open that, and the bottom is so desirable makes the central section the puzzle to solve of “what do I want, and how do I get there comfortably” alongside “how much do I want something, and am I willing to give something else up”. This is extremely close to a perfect iteration of conflict in the tree that makes things genuinely appealing where you’re just shy of enough points to get everything, and that friction is extremely engaging.

It also has some great interlinking synergy between what I’d consider the 3 pillars for Enh gameplay in alpha - those being GCD efficiency, Maelstrom Generation/expenditure, and DPS CD profiles. There is a legitimate question with certain choices as to whether they align with each other for windows, do I have enough Maelstrom to sustain it, and do I have enough GCDs to execute it elegantly. These three points pulling and pushing against each other opens up a lot of interesting questions, and not only do I think it’s been achieved on the tree structurally; I love it.

And, the negatives (spoilers, there’s not many and they’re specific):

Class Tree:

  • Call of the Elements: it’s alright but it’s a little too niche perhaps unless you use Wind Rush. I understand that not everything has to be super appealing here, but that’s one of the ones I have the hardest time finding a want for. The follow-up is even worse here. This is a minor gripe.

  • Surging Shields: this is a minor gripe again, but it feels like it could be a conflicting throughput option if we had a more engaging way to activate Lightning Shield (think something like old Static Shock?), but this is more a philosophical point than anything else, because more throughput in class means less room for utility.

  • GCD requirements of utility totems: from a personal PoV, dropping buff totems is fine if they’re long duration, but the lower duration, lower CD maintenance things (such as Stoneskin) start to get in the way of actual gameplay and don’t feel that impactful. I want to be clear I don’t dislike the idea of maintenance totems or even party buffs here; but some way of condensing the GCD or dropping multiple totems at once here (a la WotLK and up) might be nice. In a world where you could potentially have 3-4 maintenance level clashing utility tools (mana spring, healing stream, stoneskin, windfury) that’s a lot of globals that are directly getting in the way of playing your spec.

  • Hex placement: this is another minor personal gripe, but I feel like flipping Hex and Purge might be a little more elegant just by virtue of both how iconic Purge is, and how rarely useful Hex is. This keeps it accessible, but through other more flexible utility, and also easily fits into the tree spacing by adjusting the placement of the Hex upgrade one node down.

Spec Tree:

One thing I’ve noticed in a few discussions and even in here, is that the P.Wave + Ascendance sides are opposite to where they “belong”. While it is a simple fix to swap them, I genuinely like the idea of cross pathing to “build your rotation” here, and I think it could potentially be fixed in a more interesting way by looking at the pass through gates rather than just flipping them and making everything more linear and vertical:

  • Gathering Storms: This is my one glaring issue on the tree from a mechanical perspective. Tuning aside (obviously), it’s placement blockades something that a Lava Lash style would want to get to, but improves a button it never really wants to press - while on the other hand also not really enhancing the style SS or Maelstrom heavy build would do very much either. Personally, some way of retooling this to make CL an appealing press in AoE for one build (SS), and ST for the other (LL) might work out well. This would create a build-your-priority friction depending on how busy your GCD currently is/fight style where you have 4 options:
    Lava Lash + Crash Lightning focus
    Stormstrike + Crash Lightning focus
    Stormstrike + Lava Lash focus
    A mix-and-match (but not fully fleshed out!) of all 3
    As it stands right now, Gathering Storms feels a lot like two points that will likely be avoided because it doesn’t mechanically do very much and gets in the way of what most of the other options aim to do.
  • Second points of Elemental Assault/Frost Witch: These are dangerously close to trap points because of how much value is weighted to the first point, with the second being low impact. These feel better suited as either single pointers, or mechanical improvements to their effect per point rather than the Stormstrike damage amps.
  • Hot Hand Placement (and possibly design): In a similar vein to Gathering Storms, while I understand tax points this goes against the purpose of pathing from Stormstrike; without support talents for Lash and with the other things it can be paired with (and especially where it leads), it could be placed better. A common suggestion would be flipping it with Elemental Weapons, which I agree with. I would also really like a second look at the way the ability works both with the proc rate, and how punishing it can be in play with only one charge of Lava Lash.
  • Ice Strike and Swirling Maelstrom: I think these could stand to be flipped to start with, it’s strange to have an upgrade to Fire Nova that paths through Ice Strike that has massive interaction with Hailstorm, but not Nova. It’s a hard sell to have it affect both, but moving these gives better access to Nova, and since the dependency is missing maybe bringing back something similar to the Chilled to the Core Conduit (but also working in some variable way with Nova) might suit better here. (P.S. I love the new Ice Strike)
  • (Linked to above) - Right Side Ascendance link: With the above two in mind, cutting the link from Ice Strike to Ascendance (and making Ice Strike a dead end), and moving the link to Stormflurry → Ascendance fits both thematically and opens up more elegant routing from the Left.
  • Doom Winds: This is a cool button I’m glad is back on its own, but with short duration high conditional reqs it being OGCD would be nice (its hard to tell intent because it’s not implemented though). The trigger chance is a little odd, and I think there might need to be a little consideration toward it impacting the Mastery situation like SL, either via it scaling the proc chance with it or the amp improving via it with a similar conversion that Improved Stormbringer uses.

A rough and ready visualization of this is here - this keeps easy access to Windfury Totem for obvious reasons but vastly spreads out pathing and appeal in the centre block:

Finally, the vague maybe this could be the cherry on top points:

These are more things that could just round out the tree in general and solidify every path as an engaging choice and combination:

  • Ascendance (and DRE): I think this could absolutely stand to have the same choice node Elemental has, picking between on demand burst or infrequent shorter burst windows - given how impactful the tail end picks are I could see a use case for both and this option is very engaging. This also serves to remove a needed keybind for those who have pathed through a lot of active abilities and might feel overwhelmed.
  • Improved Chain Lightning: This is a cornerstone of SL gameplay and I like it a lot, one thing that I don’t like is that the Lava Lash playstyle frequently gains no use out of it because it avoids pressing it in lieu of just maintaining the buff. Perhaps a choice here to pick between CDR or a way extend the buff duration either passively or actively when GCDs start to clash with certain ability combinations would be interesting.
  • Lashing Flames: I’m adding this solely because of people asking me to voice it, but it being missing is a surprise because if capped off a playstyle in SL. I appreciate Primal Primer pseudo-recreates the tab-targetting Lava Lash, but the Splintered Elements link is cut here. This seems like a potential option to place on the tree somewhere (or some Flame Shock related interaction in general).
  • Fire Nova Target Cap: I understand there’s a lot of issues with Combat Log events and flood, and the PWave link so uncapping number of Flame Shocks is out of the question. I would like turning each Nova into uncapped versions to help solidify it as the uncapped AoE vs. Hailstorm’s capped though.
  • Elemental Spirits RNG: I know, beating a dead horse but there’s frustration over the lack of control of what spawns from this and how wildly the value varies. I like the concept and the aesthetics 100%, it’s just a common pain point that might be worth a little tweaking or adding a little control to is all.

The Keybind Situation

The tree aside, this is one concern that is cropping up more and more from some players and I can see where the concern is coming from - there is a potential for an overwhelming amount of keybinds needed.

This is less something I immediately feel when playing the Alpha, but it is something to keep in mind since so many things are individual active buttons with relatively low cooldowns. As an example there’s the potential for us to have 4 separate offensive Maelstrom Weapon spenders (Lightning Bolt/Chain Lightning/Lava Burst/Elemental Blast) that all have their place. Combine this with strikes, that’s a whole lot of individual rotational keybinds to juggle.

Since this is really long and probably a bit much, a quick TL;DR:

Talent tree is really, really good but some minor placement tweaks could perfect it while keeping conflict intact. Gathering Storms is the one talent that feels like it doesn’t fit. A few old staple talents could do with a little tweaking to fit in this system, but by and large it’s mostly a slam dunk.


Fire Nova Target Cap: I understand there’s a lot of issues with Combat Log events and flood, and the PWave link so uncapping number of Flame Shocks is out of the question. I would like turning each Nova into uncapped versions to help solidify it as the uncapped AoE vs. Hailstorm’s capped though.

I’ve always wondered if they could script the Fire Nova impacts differently to reduce the volume of events and just fire a single damage event per impacted target that is sized based upon the number of Flame Shocked targets within range of the target. With a lot of Flame Shocks out and a lot of enemies, it can feel like I’m trying to crash my client by pressing Fire Nova.

Elemental Spirits RNG: I know, beating a dead horse but there’s frustration over the lack of control of what spawns from this and how wildly the value varies. I like the concept and the aesthetics 100%, it’s just a common pain point that might be worth a little tweaking or adding a little control to is all.

Having a mechanic to pick at least one of your wolves would add the interactivity that is currently missing for Elemental Spirits. I wouldn’t want yet another button for it, though (i.e., no Unleash Elements for wolves). Maybe your first wolf could have a 100% chance to match the spellschool of your last cast (with Stormstrike fudged as Lightning), and Feral Spirit’s icon could show the color of that guaranteed wolf as well.


One small thing I missed above - Overflowing Maelstrom. Great talent, the tree definitely needs GCD saving talents with the number of actives and CDR present, but it has counter-synergy with Hailstorm; and Frost Witch/Thorim’s both scale with Focused while it doesn’t with Overflowing. In particular if maybe one portion of the Hailstorm effect could go up to 10 would be great.


I think the intent of Overflowing Maelstrom is to synergize better with the stormstrike spam and massive amount of Maelstrom that is generated. I like the Overflowing Maelstrom talent for sure, but I agree it could use more synergy with more talents. I’d suggest that any additions be carefully selected though as (personally) I don’t want to have to take Hailstorm in my SS spam build just because it has that interaction. If I’m spending maelstrom, the next thing I want to do is spam more SS, not use frost shock.

As of the current build, Water Shield is realistically not worth putting a put into for Restoration Shaman. It feels like a cosmetic point that has little to no actual value. If I may suggest possibly moving it down to resurgence, combining the two talents and making resurgence proc only while water shield is active. This way shaman still has self mana return through an interesting mechanic, it promotes good use of keeping water shield active and retains water shield as being something that resto shamans use. This also allows much cleaner access to lava surge for those resto shamans that want to add a bit of DPS in downtime. As of right now it feels incredibly bad to take a “dead talent” to take lava surge.


I think the Shaman trees are a huge step forward from the earlier trees and I am hopeful that these trees will get better and better with each new iteration.

In this post I will focus on interactions with the Class Talent Tree; however, there will be some talk of interactions with the specialization trees.

In general, I feel that points that interact with other points in the tree should highlight those other points when you mouse over and see the tooltip. Further to this, abilities that rely on specializing in another ability should be locked out and clearly indicate what prerequisite talent is required to unlock it. An example of this would be the choice of selecting Alpha Wolf should not be possible without first selecting the Crash Lightning ability earlier.

Conversely selecting these talents could give you the base ability for free but that may throw off how the trees are intended to be balanced. An example of this would be that selecting Hailstorm or Ice Strike will automatically, grant the Frost Shock ability required to make Hailstorm function and that highly synergizes with Ice Strike.

While it is generally great to see the return of many of the utility totems, the totems are currently on the 1-sec totem GCD. In Shadowlands, there was a good initiative to ensure that abilities that used the GCD had some upfront impact. I would suggest that these situational totems are moved off the GCD entirely or they be modified to provide an upfront effect when the ability is activated. An example of this would be that Mana Spring Totem instantly restores 3x the mana initially but lasts 2 seconds shorter to make up for this initial burst. Conversely, Mana Spring Totem could have a chance to be dropped whenever you used another ability or drop another totem ( which would be reminiscent of the Torghast ability.)

The Call of the Elements ability and its subsequent enhancements are phenomenal for the Restoration specialization. At this time, however, neither of the damage-dealing specializations would receive tremendous benefit from this capstone section of the class tree. If totems gain an upfront impact as suggested earlier this is slightly more appealing. It might be more elegant to move this into the Restoration Specialization Tree and replace it with something that has more general appeal to all specializations.

Water Shield and Lightning Shield are generally weak for their respective specializations. Much of their proc value is lost in most group content. This in turn hollows the value of Elemental Orbit. It is my suggestion that Elemental Orbit can cause procs of resources from ability use. This would add resource generation for Water Shield and Lightning Shield while not creating another source of damage (which was a problem identified with damage profiles in MoP). If this also used charges of Earth Shield to proc additional healing throughput, this could be offset by increasing the maximum charges of Earthshield from that shaman. This proc chance would also increase the group utility of a damage-dealing specialization that selects this talent and use Earth Shield effectively.

Beyond these concerns, I feel some paths could be altered.

  • Nature’s Swiftness should be swapped with Mana Spring Totem or Totemic Surge to further distance it from Players who talk Maelstrom Weapon.

  • Hex is seldomly valuable in PvE, but it is positioned in the class tree in a way that makes it difficult to path around. Perhaps this should be moved to a different location.

Once again, I am greatly impressed by the latest talent trees and hope that this feedback will be considered to help further the development.


Could we maybe change the Thunderstorm/Lightning Lasso nodes to instead have both Thunderstorm knock back and knock up as a choice node rather than have the Thunderstorm knock up as a choice node with Lightning Lasso.

I just don’t see a reason to ever pick Thunderstorm knock up over Lightning Lasso in the current setup.


One thing that feels somewhat out of place is Storm Ele for elemental. The segmentation of the tree (Left - Nature, Middle - Mixed Magics, Right - Fire) works and flows really well, it’s just that the elementals get caught up in the fire side, which makes sense because the base spell is fire. However storm ele has a payoff for lightning spells, so I think it would be a better fit on the left hand side. Maybe to counteract this, the other elemental talents could be moved a bit more towards the center, so they’d be accessible for both sides.


Cloudburst is now working this build (yay!) however there are quite a few things I’d like to get some clarification on.

  1. Only the Ascendance initial burst feeds into Cloudburst Totem, not the duplicated healing. This was changed very late in the Shadowlands Beta cycle (and remains true to now) but this severely hurts how impactful of a CD Ascendance can be. Any thoughts on reverting this and allowing the duplicated healing to also feed Cloudburst?

  2. Ancestral Guidance healing no longer feeds Cloudburst Totem. This was not true the last time we had access to AG (back in Legion) and definitely hurts the potential of the spell. Is this intended or is this a bug?

Back in Legion when we last had access to all 3 of these spells together Ascendance did not have the initial heal but all duplicated healing fed Cloudburst, and Ancestral Guidance healing fed Cloudburst. This led to really cool moments where you could take both talents and pair them together for a very powerful cooldown window (or choose to separate them for more consistent cooldown usage) and removing these interactions would remove a lot of the cool intricacies the spec used to have (and what we’ve been hoping to bring back all this time).

Any clarification on this would be much appreciated!


Fire Elemental no longer extends flame shock when present. Also mountains will fall Mastery proc’d Earthquakes still do not receive any damage buffs from Master of the elements or Echoes of the great sundering. Unsure if these are intended or not


I really love the diversity of talent options in the Elemental tree and for me it serves as a model for the other talent trees in flexibility, choice nodes feeling appropriately placed, and variability in different build options.

Hello again, Shamans!

In today’s new build of the Dragonflight Alpha, we have several adjustments to talents in the Shaman Class Tree intended to reduce the overall defensive and mobility kit of Shaman, which has crept up due to the new system allowing for previously impossible combinations. We’re happy with new talent combinations, but the mobility and defensive power in the tree exceeded our target for Shaman, and individual talent power was above budget compared to other classes.

We’ve continued to make minor tweaks to the Elemental tree, based on feedback. This week we focused on improvements to Primordial Wave. It’s generally avoided outside of AoE in the current design, so our aim is to improve its overall value in various game modes to increase build diversity.

We attempted to address node pathing pain points for Storm Elemental with Primal Elementalist. There is now a path available towards Primal Elementalist that doesn’t require sinking more than a couple points into talents unrelated to a Lightning-focused build.

Electrified Shocks is an experiment we’re excited about for Icefury in AoE, and we’re continuing to make adjustments to it. We’ve increased the duration of the Icefury buff which should be an overall improvement to its gameplay given the window was previously hard to fit your Frost Shocks in. We’ve also reduced the number of targets hit and increased the duration of the debuff on enemies, as the intent is for there to be weaving gameplay between Chain Lightning and Frost Shock.

Flames of the Firelord is a niche talent, mainly used for PvP or some AoE builds and we felt it best to combine its functionality with Flames of the Cauldron.

Magma Chamber has moved as its generally more versatile than Searing Flames. Its damage bonus has also been increased.

Talent changes for Elemental:

  • Flames of the Firelord has been removed, and its effect is now attached to Flames of the Cauldron.
  • Flames of the Cauldron now reduces the cooldown of Flame Shock by 1.5 seconds and Flame Shock deals damage 15% faster.
  • Icefury buff duration increased to 25 seconds (was 15 seconds).
  • Electrified Shocks makes Frost Shock hit 3 additional targets (was 4), and the debuff duration increased to 6 seconds (was 4 seconds).
  • Magma Chamber Damage bonus increased to 0.7%/1.5% per stack (was 0.5%/1.0% per stack).
  • Tumbling Waves has been removed from Elemental and replaced with Rolling Magma.
  • Rolling Magma causes Lava Burst and Lava Burst Overload damage to reduce the cooldown of Primordial Wave by 0.5/1.0 seconds.
  • Splintered Elements increases Haste by 10% per stack (was 6%).
  • Fire Elemental once again increases the duration of Flame Shock by 100% while active.
  • Coming soon:
    • Heat Wave - Casting Primordial Wave triggers Lava Surge immediately and every 3 seconds for 12 seconds.

We also made some adjustments to the Restoration tree to improve accessibility to damage/utility focused talents without needing to talent into throughput.

We’ve swapped Resurgence and Lava Surge to allow for damage-focused builds to not require talenting into increased mana regeneration.

Thanks again for your testing and feedback!


Wind Rush Totem is now only a 40% movespeed as of this patch compared to Stampeding Roar which is still at 60% movespeed. Is this something that will be equalized later on or is Wind Rush being targeted specifically because we have the potential to talent into things like Totemic Projection and Call of the Elements?


Just checking in here solely because while the initial tree drop was great, Enhancement has seen no updates (which is understandable, a lot is going on) to relay some relatively critical bugs, since I assume some things are NYI it’s hard to tell which is which, but from current testing since the original build all of the following are non functional:

  • Witch Doctor’s Wolf Bones
  • Legacy of the Frost Witch
  • Alpha Wolf
  • Overflowing Maelstrom has negative scaling with Primordial Wave spenders
  • Improved Stormbringer
  • Elemental Blast can’t be used - it drags Earth Shock onto the action bar (macros can’t circumvent this)
  • Doom Winds
  • Lava Burst scales with Maelstrom Weapon cast reduction, but not Improved Maelstrom Weapon damage increase

and as of the most recent build (2nd Aug), more bugs have come up affecting previously functional talents:

  • Primal Lava Actuators
  • Splintered Elements

Just listing these here because while the initial tree on the surface looks extremely good, some of these are very core to understanding exactly how the flow of things should go, and without that context or any kind of implementation it’s very difficult to gauge the end goal of the design. Lots of these seem to be tied specifically to Maelstrom Weapon (assume it’s a quirk in making the base spell a different ID on the class tree that broke the link) so getting these functional would be great to see how the spec rounds out.

I’d also like to re-iterate, the keybinding issue is still very much a concern here for mandatory picks through the tree as well - we’ve always been a keybind heavy spec but there’s a lot going on here without ways of mitigating it. This may work out fine - but without knowing how extreme the “piano” situation is with all of the other effects going on is, it’s hard to eyeball how overwhelming things may be for the general player.

That also relates to the Maelstrom Weapon economy goals - without seeing in action some kind of give/take (or knowing design intent) for it, it’s hard to tell whether it’s intended to be a focal point throughout or a niche build type.

I also repeat the same talent placement adjustments from my first post should be looked at (it’s greatly appreciated Hex was flipped with Purge) - those being the Hot Hand, Elemental Weapons and Ice Strike placements - as these cause the most unnecessary friction in the tree.

Last, but by no means least, I think an overwhelming amount of frustration from long time players that gets echoed back to me (no pun intended) and I do agree with, is some form of Echo of the Elements for proc retention on Stormstrike/Lava Lash would go a long way - there’s more than enough room to place it on the spec tree (or even shift it to the class tree considering all 3 specs desperately want it). This allows much more QoL room for GCD spacing/juggling with certain other talent combinations, and also indirectly fixes combining Legacy of the Frost Witch with Overflowing Maelstrom.


Well Wordup pretty much covered all of the core problems on alpha currently in his last post so I won’t repeat any of what’s listed there.

Instead I want to talk about Chain Lightning.

This skill is incredibly underwhelming and underperforming despite being our starting node on the class tree for shaman. The average AoE damage output per cast is LOWER than Lava Burst single target average damage per cast(when maelstrom scaling works, its a bit buggy currently). Now this is because Lava Burst always crits and is gaining additional damage via maelstrom weapon. If maelstrom weapon benefit is unintended, then that negates Lava Burst as part of this. Main point I wanted to stress is how LOW the damage is for Chain Lightning, even in AoE.

That being said I was very surprised that a skill that is our starting point on the class tree, has 0 gains or improvements to it throughout the entirety of our specialization tree. There’s 1 talent that relates to Chain Lightning right under Crash Lightning but that is something that effects Crash Lightning and not Chain Lightning.

I think it would be really great to see a node replaced somewhere that either amplifies Chain Lightnings damage or extends it’s # of targets hit to 5. I feel the 3 target limit is very limiting on Chain Lightning and part of what makes its damage so underwhelming currently when compared to other skills.

Perhaps Gathering Storms could be re-worked into something that modifies Chain Lightning as well, as the talent itself is incredibly underwhelming and lacking as a 2 point node, let alone the effect by itself from it.


I was overwhelmed with awesome choices. as a M+ resto main and some raiding I am really happy that i will be able to have loadouts for each instance, and here were some really strong choices in there. Can’t wait to see how the numbers shape up.

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Following today’s build I would like to re-iterate again, the bugs I mentioned above are core enough that it’s making it very difficult to actually present real feedback for Enhancement on how it “feels” to play. It has not been touched since build one and while I know there are other priorities, we’ve become less functional since the initial release with new bugs being introduced from other spec fixes.

Just a little heads up would go a long way here to allay the concerns many players aren’t treading the same path as BfA or SL Alpha/Beta where it becomes a mad rush to finish things at the end.


I don’t want to harp about it, but it’s become increasingly difficult to do any testing/feedback to the Enhancement tree as it remains in state with a large portion of KEY talents not working at all.

That being said I noticed something in the Warrior notes today and would like to bring it up for our class as well.

Would be awesome to see this same process be applied for our class as well. Its one thing to invest a point for an “improved” version to get effects back(I.E. Lava Lash), its another if it’s spread across so many talent points it no longer even becomes worth taking. Particularly if some of those effects aren’t worth it individually.

FOR EXAMPLE: Crash Lightning is very meh skill even in its current state for Shadowlands but for Dragonflight its been broken into a 4 talent investment just to see full effectiveness returned, but the branch off investment points to get full functionality aren’t individually worth investing into because they’re so lacking that they essentially become dead talents that will never even be taken or considered.


Bugs with Restoration Shaman:

  1. Charges of Healing Stream Totem (or Cloudburst Totem) still dont work, regardless of whether or not you talent one in each spec/class tree.
  2. The 2nd point of Totemic Surge does not correctly reduce the cooldown of Cloudburst Totem. It works correctly with all other totems (including Healing Stream Totem).
  3. Ancestral Guidance and Ascendance do not feed Cloudburst Totem. This has not yet been confirmed if this is a bug or if this is intended, but it is not working how it did when we last had AG back in Legion so I’m assuming it is a bug.