Finally, a reason to keep the shaman in my team~.
Without bloodlust, there were really no reasons to use shaman at all until this.
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The tremor totem change makes a lot of sense from a non-multiboxing point of view. Tremor was almost worthless only pulsing every 4 seconds if you only had one of them. You were never right on top of the totem, so the chances of it not getting the fear before you were out of range were a LOT.
The change has its benefits and drawbacks. The benefit being you don’t need 4X tremors down all the time. The drawback being that it is no longer automatic, you have to react to a fear (And fast)
As for the CC changes, if it were up to me I would take about 1/2 the CCs out of the dam game. I have had it up to my neck with frost mages and ring-o-god dam-frost.
Still waiting for the Ele shaman buff though... Feel neglected with my gimped Ghost Wolf. “Less hindered by movement slowing effects”… Ok “Less hindered by some slowing effects”… Ok well, “not really less hindered by the vast majority of slowing effects.”
Heres the thing though, everybody is losing BL. So there is no real loss for anyone except elemental. I would forget all the time to BL after I popped wolves and I dont think it made a huge difference. I was either going to win with out it or lose even if I used it.
Yep.
I can understand the concern for PVE shaman, who may have fights where they would drop the totem pre-emptively to deal with random fears. But I think that's exactly the sort of design Blizzard is trying to get away from.
However, I see shaman complaining about this for PVP, and it mystifies me. It's a group-wide PVP trinket on a 60 second cool-down, and they worry that the totem only has 5 HP and can be destroyed? Erm, dude... by the time they destroy it now, it has already done its job. If there is something I'm missing, please fill me in, but I'm not seeing the downside here.
Demon Armor and Fel Armor now seem to be permanent (no longer lasts 30 mins?)
Love this. They don't know for sure, so they're asking us.
1 tremor totem is not that good currently. I think it pulses every 5 seconds. and you may run out of the totem range before it ticks. So having one is almost like having none.
This change is a buff to single tremor for sure. Maybe considered as nerf to 4 tremors where you stack them to get 1 second pulse.
It sucks for pvp shaman groups because staggered totems would almost instantly stop fears and I continued dps like nothing happened. Now I actively have to drop a totem to break fears. This is NOWHERE near as fast, I'm sorry but people can't react instantly. So yes a nerf.
Well elemental shamans got bigger problems than tremor totems right now.
Burst is low (relative to HP pools). Survival not there in pvp.
Elemental is on the other side of the balance. When melee raises, elemental falls more than other range casters.
^ What he said :(
Although from all the talk about "larger HP pools" and "Less burst" from Bliz, I don’t see this changing. And without a Mortal Strike or survivability, I don’t see how they are going to make us PvP viable. I bring so much less to the table than a DK. (Why im leveling 4X DKs :p)
This isn't to say I'm all pissed off. It was more a knee jerk reaction to just deciding to resubscribe my accts to box my shaman and I swear someone at blizzard does it on purpose. /tinfoilhat
I'll live I'm sure. (just not as long, lol)
I read through it in details again about the changes. I just don't get it.
Unholy
Blightcaller used to 40% disease increase. 5% per mastery point. Now it becomes 20% shadow , 2.5 % shadow for mastery point.
- Blightcaller is now called Dreadblade and Increases Shadow damage done by 20%. Each point of Mastery increases Shadow damage by an additional 2.5%.
- Virulence no longer increases chance to hit with spells. Now increases the damage done by your diseases by 10/20/30%.
- Sudden Doom now only procs from main-hand auto attacks, proc rate no longer specified and now just shows up as "higher than rank 1", "higher than rank 2".
- Necrotic Strike casting time increase effect now lasts 10 sec, down from 15 sec.
Virulence, we lost 9% hit, but gain 30% disease back.
So in short, before 40% disease 9% spell hit vs 20% shadow + 30% disease. Not to mention 20% shadow includes disease. So 40% disease 9% spell hit vs 50% disease + 20% non disease shadow SS/DND/DC .
If I am not mistaken, this is a buff to unholy DK damage. and a rather large buff since major damage comes from DND/SS/DC, not from disease.
So unholy was topping PVE meters in raid, and needs a nerf. Now they buff unholy again. OooooooKaaaaaaay
edit: I guess the change is intended to make mastery viable for unholy DKs. Unholy's damage might shoot up the roof after this. On the flip side, Frost DK can tap into Virulence, grab that 30% disease for free. The riches just keep getting richer and richer.
Can't believe they let the QQ win out and they are already nerfing heroics.
Dungeons & Raids
- Level 85 players can now choose any normal dungeon via the Dungeon Finder. Choosing Random Dungeon will still not add Blackrock Caverns or Throne of the Tides into the rotation.
Blackrock Caverns
- Beauty now spawns with only two pups in Heroic difficulty. Not to worry though, the missing pup has been adopted by a wonderful, if not insane family.
Grim Batol
- Faceless Corruptors now move 10% more slowly.
- Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam.
- Valiona's Devouring Flame damage has been reduced by 20%.
Halls of Origination
- The duration of the Flame Wardens' Raging Inferno has been reduced by 80%.
- Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
- Earthrager Ptah's Flame Bolt now deals more damage per second on Heroic difficulty.
- Setesh seeks a portal every 25 seconds, up from 20.
Lost City of the Tol'vir
- Lockmaw no longer tolerates fighting in his treasure room.
Shadowfang Keep
- Baron Ashbury
- Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
- Lord Walden
- Conjure Poisonous Mixture now deals more initial damage.
- Frost Mixture is now area-of-effect damage.
- Toxic Catalyst now deals less damage over time.
The Stonecore
- Stonecore Earthshapers' Dust Storm does slightly less damage.
- Corborus
- The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
- The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
- High Priestess Azil
- She grew! She's now 175% the size of a human, up from 125%.
- Gravity Wells should kill Devout Followers more quickly.
- The cast time of Force Grip is now 1.5 seconds, up from 1.
- The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
- Slabhide
- The ground phase lasts longer and has fewer stalactites.
- Ozruk
- There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
- The cast time of Shatter has been increased to 3 seconds, up from 2.5.
- Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
- Bug Fixes
- Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.
Throne of the Tides
- The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest Witch Chain Lightning has been reduced.
- Tainted Sentries Swell damage has been reduced.
- The damage of Blight of Ozumat has been reduced by 25% per stack.
The Vortex Pinnacle
- Creatures
- Desperate Speed cast by Temple Adepts has had its duration reduced significantly.
- Altairus
- The visual effects in this encounter have been adjusted to make the wind direction easier to read.
- Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
- Asaad
- Skyfall Stars are now summoned to help him defeat players.
- Static Cling has had its cast time increased to 1.25 seconds, up from 1.
- Grand Vizier Ertan
- His health has been reduced slightly.
- He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.
- Bug Fixes
- Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.
Uhm a lot of those are buffs....
Uh I see nerfs galore to make it easier... Ya they made VP a little harder .
BM hunters..../sniffle.
http://www.stateofdps.com/
Still don't find acceptable to remove mend rotten flesh from baron ashbury. Sure, you could be terribly unlucky to have 0 interrupters but how often does that happen? Most of the time are people who say "yes I know how its done" and fail miserably 5min later.
Exactly it's like the 1 ability that you have to execute correctly to down the boss the remove.
How lame is that seriously how hard is it to interrupt 1 ability.
Lord Walden
- Conjure Poisonous Mixture now deals more initial damage.
- Frost Mixture is now area-of-effect damage.
Lost City of the Tol'vir
- Lockmaw no longer tolerates fighting in his treasure room.
Halls of Origination.
- Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
- Earthrager Ptah's Flame Bolt now deals more damage per second on Heroic difficulty
In addition to VP buffs, those look like buffs to me.
the shaman team should still work in arenas and rated bgs after the patch but if your team is in different groups in nonrated bgs that change sucks
but seriously I dont get it why do they buff earthquake I mean were the only spec with an useless 31 talent for pvp, blizz should buff rolling thunder for more mana and give elementals something like astral shift again or a defense cooldown
and change lightning shield glyph that the shield does no longer deal damage when you get attacked to stack up orbs, thats really a joke atm in duels vs melees I dont get more than 4 orbs at all
the joke is that blizz thinks elementals are fine because they can heal themself and others just because we dont need to switch any form .... jk healing surge 6k mana 10k heal
without focused insight up you cant even outheal a pet and that effect does no proc from wind shear
Does no one use the glyph for -20% damage when using Elemental Mastery? Just curious.
new shaman changes:
when flametongue procs = 20% less damage
10% buff on lava burst
earth shield can no longer been dispelled .. so can no longer be used as buffer
while 10% lvb buff is nice for pve its not going to fix the ele problems in pvp; for a boxer it looks pretty awesome though .. and with higher tier gear with mastery its pretty powerfull
how about hunters being able to autoshot on the move?
well, kitty team is a fucked idea.
Yeah, Druid teams for us are no longer really viable for PvP.
* Earth Shield can no longer be dispelled.
Swear someone reads these forums, I was just complaining about this yesterday.
They are making sweeping changes/fixes seemingly everyday. For instance
* Flametongue Weapon procs now deal roughly 20% less damage.
* The Windfury Weapon proc can now trigger 3 additional attacks, up from 2.
* Glyph of Hex now reduces the cooldown of Hex by 10 seconds instead of 15.
Elemental
* Lava Burst's damage has been increased by roughly 10%.
With the patch hunters can autoshoot while moving without having to stop step every few secs.
LB being upgraded by 10% I'll take, but it isnt going to be enough for PvP.
the damage from lava burst should be fine then, with cooldowns up I'm doing about 42k instant lava bursts on dummies, I tried the fs ue lava burst tazik shocker combo yesterday on a 3950 resilience priest (42% dmg reduce) he dropped to <5% hp and died with the following flame shock tick, should be enough damage for quad boxers then
elemental damage should be fine after the patch compared to other classes, example feral druid looses his most important escape mechanism (no more root remove when shapeshifting), and warrior/dk damage is also nerfed, only mages seem still overpowered
Oh damn I didn't see that Druids got nerfed that badly!
It looks like they added stuff to the patch after the OP? I just realized how hard they are getting hit as well. Not being able to break roots is going to piss a lot of long time druids off. It was a druid’s primary strength IMO.
Better start freeing up the Bliz forums for the incoming druid QQ
Of all the changes, I'm suprised the most with the druids nerf for roots. While druids have pissed me off from day one from that bs, it's also what defines them. They are also the only melee that stand a chance against a mage due to all the CC bs that mages have. I know people threaten to cancel accounts over stupid changes here and there, but I can honestly see this being one of those changes where people will quit. This will be nice for my DK rets for finishing those ferals that take off and disappear right before death, but I really feel their pain on this one.
[BC Arena was a game of Chess, the goal being to outthink and checkmate your opponent.
WotLK was also a game of Chess, the goal now being to take a turd on the chess board before your opponent could move. ]
LOLOLOLOLOL i cried when i saw this LOLOLOL
I cannot see both the Berserk nerf and the Shifting nerf going through.
It is too much of a nerf, the class would be pretty useless whether boxed or playing a single toon.
Just because something is on the test realm, doesn't mean it will go live.
Kruschpak,
I assume the 42K is from the entire combo? With all CDs poped I can only get Lava Burst to hit for 25K. I'm 2 pieces away from full PvP gear.
Also what's a tazik shocker combo? The best combo I have found to date is FS, UE, Lava Burst, ChainL, Earthshock with X9 Lightning Shields
tazik shocker is the engineering glove tinker. does 5k damage.
http://www.wowhead.com/spell=82180/tazik-shocker
Looks like everybody is getting hit by the nerfbat.
Unholy DK damage nerfed. Druid is gone. Hunter is nerfed. Rogue is also nerfed. Shaman lost bloodlust in arena.
I first thought Retribution paladin will come out alright. Now I am reading for -50% on hammer of wrath. So Retribution paladin is also nerfed.
The only winner, so far,
is fury warrior. Raging blow with all CD having a 300k max (300, not 30). Fury warrior is running around 1 shotting people on PTR.
2nd to that, is the frost mage 15% buff on Icelance. It is already criting for like 19k. Now Blizzard adds more.
and The sneaky warlocks are slowly back on top of the damage meter.
Thats strange because Blizzard specifically mentioned they nerfed icelance spam by making it hit 15% less hard on frozen targets. They did however buff frostbolt.
edit: yep
Quote:
Originally Posted by Blizzard
Not trying to start an argument, just that imo, with the nerf to purge and possibly other dispels, that earth shield change may actually be a nerf. Can no longer be used as a buffer :( Although... when you say you were complaining about it before, did you mean complaining about it being able to be dispelled, or that it can be used as a buffer?
And yay for removing more skill requirements from hunters. I think the next step is to remove min range for ranged attacks, then next will be to remove pushback from hunter cast attacks. May as well do it now instead of making us wait. No wonder hunters got labelled as "huntards."