Literally just a filler button we have to press every pack sigh
Agreed. Itâs why I said windfury should have an added effect
âWhen windfury is triggered, imbue the weapons of nearby party members weapons with wind, causing their attacks to have a 20% chance to generate an extra attackâ
shamans should be able to pick and carry 1 totem around
Itâs better with Doom WindsâŠBut, I prefer Frost Witch.
Also, saw an infographic somewhereâŠmost melee it was only like a 2% dps increase. The exception was Arms warrior at 7%
Really? I thought it was 2 or 3% just from the melee swings, but the overall dps was higher due to the resource generation.
Been saying it since beta.
It âshouldâ have been a meaningful, short cooldown, buff⊠and doom winds sort of places it there, but it kinda feels like it was designed with the intent of borrowed power legendaries making it useful⊠which makes it really boring & tedious without it.
WF totem is fine. The global wont hurt your DPS. Buffing party members has been at the core of shaman since vanilla.
for straight dmg yes, but the real beauty of windfury is things like resources gained per hit (rage/runic power/etc.) â those extra attacks start contributing signifcantly more to damage when say, that extra rage from those AAs result in additional executes. Or that additional rage results in an improved pain to stay alive longer, etc.
These are much harder metrics to measure.
It would be neat if Feral Lunge dropped a Windfury Totem when you land. Maybe one that ignores Doom Winds.
I feel windury totem is just very underwhelming comparative to vanilla and BC. When it proced for warriors it used to melt people , now you hardly notice it. It needs to have the attack power bonus added back on to make it worthwhile. Same with the WF weapon for that matter. Its def. an improvement with forceful winds but the ramp up is rather annoying on short fights. And for the love of god can we get the old animation back so you know when its procing.
If you add up the whole group, WF is a pretty good buff. If youâre the only melee, mostly you could use it in for Doom Winds procs. But keep in mind, I donât think the sims people talk about include the % for the Enhance. I can tangibly feel myself doing less damage when I donât put it down, so def best to use it.
Another downside is the mana cost. Especially in PvP when people poke it consistently. You wonât have enough mana to offheal or even use your abilities sometimes.
I like the fact that we can press a button and help out the melee in our team.
Time to introduce the totem belt.
I took it off my bars because I got tired of dropping it. Sorry not sorry.
Totem range needs doubled and it should not be LOSd by mobs and players. Thats so dumb.
In pvp is little of an issue, as we are already global heavy. But most important, is how sometimes you want to buff your teammates and you have to wait, as Doom winds is tied to the totem. Well, that mostly is for openings, but still.
They should just add a talent that turns Windfury Totem into a buff.
My only gripe with WF isâŠwhy the hell does it and some other totems have to be on the GCD? EVERYTHING is on the GCD with the spec/class and itâs a bit obnoxious, thereâs no good reason why things like totems canât be off the GCD, and I think lowering the mana cost and/or preferably fixing enhance mana regen to that of how it used to be with primal wisdom where we get increased regen or gain mana back from hitting a target is something that needs to happen regardless.
If I had to guess it is because of the haste-centric design that is outdated - it probably needs to be tuned. Totems should be off of GCD for sure
seems like a joke around activison to ruin shamans at all turns