I personally am at a cross of just quitting my shaman. I love and hate them at the same time. I don’t know if there are others that feel the same way. But I feel like I’m playing the same Shaman from Legion just with Nature’s Swiftness and Earthliving Weapon.
I wish they would address the Shaman tree as a whole and fix the button bloat.
Quite honestly I wouldn’t mind a full-scale rework.
Here are my ideas.
Starting with the Shaman base tree I would make the following abilities: Earth Elemental, Spirit Walkers Grace, Ancestral Wolf Affinity, Spirit Wolf (talent baseline), Healing Stream Totem, Lava Surge, Ascendance, Totemic Projection all of these abilities Baseline.
Why? These are abilities that are the same and many of them are double dipping into the Shaman trees in their specialized spec. It doesn’t create unique builds it really gatekeeps the player creating builds.
I would go on to move around the tree to create an independent sector as the Evoker tree does. Making Astral Shift, Ghost wolf Modifications like go with the flow, gust of wind, brimming of life at the center. Then it would branch lower into the Call of the Elements.
Move Maelstrom Weapon and Flurry to baseline or a chosen node in the Enhance tree. They serve no purpose for the other two specs other than Enhancement. It is very strange they allowed this there in the first place.
Ability Changes:
I would then change Stoneskin Totem to be passively incorporated into Eathenwall Totem.
As well as change the Earthbind totem to two charges with the ability talent to make it an Earthgrab totem that roots on every other pulse. To reduce button bloat.
As well as change the talent Poison Cleansing Totem to be incorporated into Healing Stream totem and allow purify spirit to also cleanse poisons.
Baseline Spirit Walkers Aegis into the spell
Remove charges off Water Shield and Earth Shield
Talent Changes:
Tidal Waves:
Buff up the reduce the cast time of Chain Heal and Healing Wave by an additional 10% making it 30%.
Reduce the mana cost of Healing Wave with Tidal Waves by 30%.
Undulation:
Make the ability more competitive. Make it every third heal is increased by 100%. Instead of just healing wave and healing surge.
Unleash Life: Lower the GCD for some quick casting. ----
Riptide: Heals 25% more and does not consume a charge.
Healing Wave: Heals 25% more and reheals 3 seconds later.
Healing Surge: Heals 25% more and heals an additional low-health ally for the same amount.
Healing Rain: Last is 50% longer, healing 2 additional allies.
Wellspring: 50% of Total healing becomes a shield.
POTENTIALLY MAKE IT BASELINE FOR RESTO - SEE DEEPLY ROOTED ELEMENTS CHANGE FOR WHY
Earthliving Weapon:
Move the node into one node. Combine the effects. 3 talent points are not effective for an ability that does 5% of our total healing.
Change the healing to apply an initial heal of the HoT instantly and reoccur this when it reapplies to proc.
Ascendance:
This ability should be buffed to last 25 seconds, and the AOE heal to reach up to 40 yds.
Deeply Rooted Elements:
This ability should proc after either 10-15 CASTED riptides or healing waves or increase the proc to 15% but reduce its AOE healing outburst by 75%.
OR CHANGE THIS ABILITY BY MAKING UNLEASH LIFE BASELINE FOR RESTORATION AND MAKE IT EVERY 3 CASTS OF UNLEASH LIFE PROCS ASCENDANCE FOR 12 SECONDS WITH A 50% or 25% EFFECTIVENESS INITIAL BURST HEAL.
Ancestral Awakening:
Buff the heal critical amount to 50% from 20%. But reduce it to 25% in PVP.
Primadoral Wave Nodes:
1st Node: Wave Speakers Blessing.
2nd CHOICE Node:
Tumbling Waves: Riptide gains an additional charge and has a 30% chance of not incurring a cooldown.
Continuous Waves: Riptide no longer has charges but Riptide’s Initial heal is reduced by 75-90%. (Old Glyph from MOP I missed <3)
3rd Choice: (NEW TALENT) Casting 10 Riptides triggers a Primadoral Wave effect. Causing the next Shamans Healing wave to heal the allies affected by Riptide for 50% of the value.
25% if you are talented in Continous Waves.
Watershield and Resurgence:
Combine into one node.
Overflowing Shores:
Healing Rain is now instant cast and no longer has a cooldown. Only one can be persistent and the mana cost is reduced by 50% and the Radius increased by 50%.
Earthen Wall Totem: Radius increased to 25-30 yds. The spells radius is just way too small.
Also, you could create a small green or yellow light earthy glowy indicator so players know that this spell is good to stand in and it belongs to your healer. The animation ring is very subtle and the dark rock effect I feel like makes people avoid it I have no idea why.
High Tide:
Your Chain Heal has two charges. Has a 50%-100% increased Jump range that refills every 25 seconds. Cost no mana. Upon cast will grant tidal waves effect. Consuming the Tidal Waves effect reduces the Chain Heal CD by 1-3 seconds. Chain Heal is now an instant cast.
Remove Flow of the Tides and replace it with Surge of Earth Talent from Legion.
This talent will make Earth Shield consumption of charge heal up to 3 allies for % of the spell power of the earth shielded target. Instead of the active consumption effect, it was back when introduced.
Downpour:
Instead of healing it creates a Shield.
New Talent:
Living Water Elemental, is an improved powerful living water elemental that will replace Healing Tide Totem. This elemental upon cast will shield the shaman.
The elemental will be immune to CC and silences and will randomly target someone to heal and emit the same healing tide totem healing.
Functioning like the normal healing tide totem but in a more immersive and cool way.
A new active ability maybe can be incorporated if they move Primal Elementalist to the shaman base tree. That will allow the Shaman to control the healing elemental to do a mega AOE heal or Single target heal.
Quality of Life
Would also love the capability to cast totems while casting and removing some totems off GCD like Tremor, Healing Stream, and Earthen Wall Totem, Windfury Totem (Which should just be an aura at this point)
or all of them, preferably but for balancing issues, just do the supportive ones to be capable.
Stat change
Maybe change how haste affects spell like Healing Stream Totem, Healing Rain, Riptide, and Earthliving Weapon. Would love for haste shaman to have a comeback.
Crit Mastery gets old so does crit vers. bleh.
New Potential PvP Talent
Totems and Ghost Wolf can be used/summoned while silenced. (Was a thing in Wrath, TBC, and Vanilla I want it back O.o)
Especially since the Earthen wall totem doesn’t protect our totems and it should. But I will settle for this!
Mana Spring
Amount mana returned to caster buffed. Please, it is reallllly weak.
PSSTTTT Grounding Totem be baseline
But like make it not able to absorb Boss abilities and like super hardcore NPC so it doesn’t be like OP. I just hate choosing it for PvP. It is so annoying.
WTB Updated Spell effects
Lighting Shield
Earth Shield
Water Shield
Earth Elemental Totem
Ghost Wolf Forms
Yeah, I hope you guys like it. I just feel so bored. So much wasted potential.