Okay, I get that some people are tired of seeing this subject come up. The greatest thing about a topic is that you can choose which ones you want to look at, and which ones you don't. So if you don't like this kind of topic, don't read it, leave it alone, ignore it. The topic isn't geared towards the people who don't want it, it's for the people to agree and, with some miracle, maybe that Blizzard's WoW team might read this and say, "hmm the community has a good idea. Let's see if we can figure it out". I for one agree that an Earth Warden Spec should be implemented.
My case is this, Druids have four class specs;
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Balance (RDPS/Moonkin/Moon)
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Feral (MDPS/Cat)
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Guardian (Tank/Bear)
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Restoration (Healing/Plants)
It makes sense that this class should have four class specs as towards the lore and what Druids follow “religiously”.
The Shaman class should also have four class specs;
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Elemental (RDPS/Air), {Thunderaan}
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Enhancement (MDPS/Fire), {Smolderon}
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Restoration (Healer/Water), {Neptulon}
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Warden or Earth Warden (Tank/Earth), {Therazane}
The reason I feel it should be added is because of lore, it’s what Shamans believe “religiously” and there are four elements that a Shaman follows!!! A shaman should be able to choose which elemental path they want to pursue.
I like what [Nightlynx] said;
Just posted in general discussion about 4th spec options for multiple classes, this one for shaman in particular:
Shaman Specialization: Warding (TANK)
The much-requested shaman earth-based tanking spec, though I envision it functioning quite differently from most.
The major gameplay mechanic of the warding spec would be the use of a ‘permanent’ pet: A stone golem, much like those crafted by the dwarves or even the Zandalari and other trolls. This golem could change appearance based on the shaman’s race, or via glyphs.
The mastery passive for the warding spec would transfer a percentage of all damage taken by the shaman to the golem, and cause a percentage of all damage dealt by the shaman to heal the golem. This creates a gameplay loop where the shaman’s mitigation relies on keeping his golem alive, and that means cranking out damage with his spells (or having an attentive healer ensure the golem stays alive).
In addition to the golem, the warding spec would have four ward spells: Earthward, Air ward, Fire ward, and Water ward. These spells would be self buffs that are exclusive with one another - meaning only one can be active at a time. Each ward provides different benefits, and the active ward would need to be changed dynamically to meet the needs of the moment.
- Earth ward would provide an armor increase and a boost to block chance and block mitigation. This would primarily be useful when dealing with physical-damage enemies.
- Air ward would provide a significant increase to dodge chance against physical projectile attacks only, making it key against archer/thrower type enemies but not useful against melee or spellcaster enemies.
- Water ward would provide a significant reduction to magic damage taken, making it most useful against spellcasters.
- Fire ward would increase the damage and maelstrom generation of your abilities, making it ideal when extra threat generation or damage output (and thus golem healing) are needed.
Warding shamans would focus primarily on the use of a 1h+shield combination and have a mix of ranged and melee abilities. Some abilities, like lava lash (which for enhancement utilizes an offhand weapon attack), would utilize the shield instead: the warding shaman would thus have “Lava bash”, which backhands an enemy target with your shield and unleashes a blast of lava, damaging and burning all nearby enemies.
Warding shamans would use maelstrom and mana in the same style as enhancement and elemental. Most abilities would be maelstrom generators, while earth shock and earthquake would be the primary maelstrom spenders: with earth shock generating high single target threat, and earthquake generating high multi-target threat.
Some other ability suggestions for warding shamans:
- Epicenter: Shifts the ground beneath enemies within 20 yards, pulling them to the shaman’s position.
- Petrify: Encases a target in stone, preventing any action but also preventing the target from taking any damage. Lasts 30 seconds, cast petrify again on the target to remove the effect. Limit 1. This spell replaces hex.
- Burrow: Tunnel underground, greatly reducing the range at which enemies will notice or attack you, increasing movement speed, and reducing damage taken. This ability replaces the ghost wolf form.
If there are any other classes you believe by lore or otherwise should have another spec, by all means, let me know. If you don’t have a constructive opinion on this particular subject, please have some respect and move on to a subject that fits your fancy.