4k extra per at current gear set in PVP means it will only hit for like 2k... which doesn't seem worth much to me personally (at least for a SINGLE shaman). But random extra 20ks are nice.
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Stormlash is more a melee buff rather than caster. Since it procs on all hits, including white and yellow, it's going to really hurt on melee cleaves. Since there's cast times involved, at most you'd be looking at 6, maybe 7 procs depending on haste. Melee will get be procing much more often and it's static to each attack, meaning it isn't based on the size of hit, so a 1 damage attack will do as much as a 10k.
I'm not going to turn down free damage but it's going to benefit melee much more than casters (esp Enhancement since it should affect their wolves too).
little update on stormlash totem, level 86 now, 6k hits ~14,5k crits and can be duplicated by echo of the elements, does not scale with spellpower
Yay, shammies already scale bad and they making a massive cd spell not scale, cheers. Sry, I'll try not get too depressed about beta info lol, can probably tote it to still being frustrated at the naxx -> ulduar nerf that "didn't happen"
The scaling issue for ele shamans got partially fixed in 4.3 with the flametongue weapon change (from a flat amount of spell power to a dmg %, which currently makes ele scaling pretty ok) and will be further addressed in MoP. Lava burst becomes an ele only ability and is taking out of shamanism. Meaning they can alter the spell coefficient / base damage directly on the spell.
With the current mechanics they have a big problem of keeping balance if they want to buff for instance lightning bolt damage for ele only. If they buff the spell directly enhancement it's gonna affect enhance dmg and the resto's mana return. If they buff it through shamanism, it's also gonna affect lava burst for ele as well (I'm not saying if they are fine or not, just saying it always affects something unintended). In MoP they'll have much better ways to apply the buff where it's needed without undesired consequences.
And I'm actually happy that the totem does not scale with spellpower because it's a broken mechanic if you look at fire elemental totem & searing totem. Now you had (in pve) to stack int procs to get a super charged fire ele. If you were unlucky with procs not ligning up or if the totem did not behave as you want to, you miss would out on 2-3k dps (definitely during firelands).
Has anyone seen the elemental ascendence form yet? How much health do ppl have around your level Krusch? How much will we have @ lvl 90?
can't get to top lvl in beta yet, i think it's stil 86 max
lvl 86 is still max lvl, 85-86 gave me something like +5k hp and +20k mana, actually it seems like 200k will be the mana you will have at level 90 and that number isnt affected by int
I think with all the new gear then in lvl 90 blues you will have at least 200k hp
for now lava burst does 17,2k base damage, +30% damage from ue and another +25% if you choose unleashed fury at lvl 90, -5% from the glyph, +10% if elemental focus is up and 2,5x crit damage =~73k lava burst, I hope that number will be somewhere around 100k at lvl 90 with blue gear and on use trinket
elemental blast looks also pretty decent got 25k base damage and +5% crit haste or mastery for 8 sec but there are no powerups like ue and the cast time is ,5 sec longer and its not a guaranteed crit, therefore you could instant elemental blast (ok lets call this one EB/eb) with NS, which is also cool since NS only got 1 min cd and 5% passiv haste, but I'd rather go for EM or echo of the elements (depends on procc chance) combined with Ascendence + stormlash totem
oh and dont know if its mentioned yet but elemental focus got a bit changed, that combined with the new healing stream totem and ancestral guidance finally gives us some decent healing without sacraficing our mana pool
Attachment 566
Ouch bad news lava burst glyph got removed :/
Happy easter ;)
no, spirit walk =! spiritwalkers grace
spirit walk is that spirit wolve talent so its a glyph for enhance only, beside that SWG has already a glyph
That kinda sucks thou, was really looking forward to that glyph.
It's all testing...
If they think its not enough, they'll bring it back or build its effect directly into the spell.
Was kinda dissapointed there tbh. Was hoping we would get something like that, instead we`ll the normal routine. Flame shock target, purge, burst. Its sooo easy to avoid that burst, just LOS or cleanse em. 90 % haste aint that sexy in arena either. Ive had glad teams just dispelling my flame shocks, LOS, and repeat until my healer or my shamans are OOM. Or simply just pop defensive CDs and heal through it.
at least its getting better than now
but I doubt that this glyph will come back, the real problem in that case is that each time you flame shock someone you have chance for an instant lava burst per tick, so this could fuck up your burst if 1/4 lava burst gets instant and the other 3 need to be cast, guess we have to use a /cancelaura lava surge macro then or wait until every shaman has the buff, which is kinda problematic since it lasts only 6 seconds
Exactly why I haven't specced into lava surge, was hoping for that glyph so I wouldnt flame shock anyone ever and negate the auto lava surge instant lvb we get. Solo sham play in Bgs with flame shock on 3 targets and the enemy not dispelling will be amazing though!!
Dont know if this has been answered earlier, but does the panda racial 4 sec sleep thingy share DR with hex? And is that panda judo roll only for monks?
Not sure about the sleep DR, but the roll is monk only, it costs 50 energy. http://us.battle.net/wow/en/game/mis...pandaria/monk/
Epic boner of doom! LOOK AT THIS!!
http://www.youtube.com/watch?v=MCo24...layer_embedded
Funniest bit was the panda cheerleader. Dude wtfwtfwtf omgomgomg. Hilarious
Abit disapointed about lava beam. Chose between 10-15 lava bursts or improved CL? Hard choice ;)
He's on a Level 80 Training Dummy with zero resilience. He also duels that level 86 player who seems to have ~120K health (estimating by the 40K crits taking ~1/3rd of his health bar) so, I would assume he also has no resilience and is wearing happy fun PvE gear.
Can we assume that resilience will once again remove ~50% of incoming damage at level 90?
If you don't factor in hit rating, there is no difference whatsoever between a lvl 80, a lvl 60 and a lvl 85 training dummy damage wise. And players combat will have default 30% reduced damage, after which resilience starts to kick in. On top of that certain classes have major dmg reduction cd's, so yeah ...
That's the beauty of it, the priest may live, but the chained people start dropping, 1 gcd used on someone else, priest dies. And it looks like lava beam hits more than 3 targets... and what i'm hoping... no dmg loss on chained targets (my hope, not what's shown in vid)
That CL was not hitting very hard, but i'm hoping level 90 gear will make it much stronger.
They've already said that they haven't really begun to do a damage pass on most classes/specs... shamans haven't been touched at all. I seem to recall a blue post saying the exact same thing in the beta forums to an enhancement post. I'd take any numbers right now with a bushel of salt :)
My one concern about ascendance is the complete vulnerability to interrupts. One kick/CS/pummel/shear/skull bash/spell lock (did I miss any?) and you have 2/3rds of your damage spells locked out (Flame Shock, Lava Burst, and Chain Lightning/Lava Beam) since they're all fire... I think I'll have to bind this to Devotion Aura (old Aura Mastery) to at least have a few seconds of silence & interrupt immunity. At least they made Ascendance non Dispelable!
Anyone else notice the removal of Crusader Aura and changing it to a Pally only passive self buff? That's going to be annoying.
Edit: Just thought too... while in the form of the Ascendant we'll be vulnerable to Bind Elemental and Banish. Bind Elemental won't be so bad, since it's a magic effect but I have horrible memories of having to watch warlocks when I was in tree form in the BC days because Banish isn't dispelable.
Ive seen alot of videos of ele shamans in duels VS equaly geared players/same level. And Ive toyed around on the beta the whole day, and ele shamans survivability is just amazing. Stone Bulwark totem is pretty sick, shield keeps refreshing. Windwalk totem is just epic VS all melees.
BUT the most epic spell of em all is the Ancestral Guidance talent. The spell does sooo much healing its retarded, my shaman has only 123 k health, and I kept pulling 4-8 mobs (lvl 85-86 mobs), spamming CL and popping this totem, it kept me topped of the entire fight. I can imagine Ascendence, trinkets + aura mastery, Ancestral Guidance and Chain Lightning being a killer combo in arenas and BGs. With my current gear which is 367 ilvl the spell ticks up to 12-15 k health, and heals like a druid in treeform.
My tip for everyone wanting to do serious 5v5 with their shaman team:
Grind your way to lvl 90 as fast as possible, then jump straight into 5v5 and farm that rating. People have 0 resilience the first few weeks, and if shamans stay in the state they are now, 2000++ rating shouldnt be a problem.
I foresee a bright future for ele shaman multiboxers, no doubt about it.
The 30% is baseline without pvp gear.
After the first week, and more so as the expansion goes on...
That number will raise significantly.
I think those numbers will be tweaked thou, I doubt that Blizz intentions were that players would have 70-80 % resilience mid season. Also saw a vid about different specs and burst, ret pala on top with 5 sec, enhancement at the bottom with 18 sec, ele shaman were around 7 sec (without ascendence)
I dont think pvp gear will change much, there is pvp defense and pvp power, defense reduces the damage taken and power reduces the enemys resilience rating, thats actually very good because it knocks pve gear out of arenas (...except legendarys), afaik both pvp power and pvp defense is present on every pvp item and the numbers are somewhere equal so lets assume you have 30% base defense and 30% additional pvp defense from gear and then you got there also 30% pvp power on the gear that means a player in full pvp gear will have a 60% damage reduction from a pve geared player but only 30% defense against a pvp geared player
IF thats the case and IF there are pvp power on use trinkets then multiboxers are going to have a great time in mop
if you want to know more about this I would suggest you to read this thread http://hydramist.tv/arena/mists-of-p...-fix-it-maybe/
after all it isnt that bad, just think of everything else we get, there is a aoe stun totem and a new nature spell with 1/3 more base damage than lava burst got, so in 5s I'm going to tank the enemy team a bit (if possible as long as it takes to get 9 lightning orbs on each toon) then drop stormlash totem then capacitator totem, gorunding totem, flame shock someone in melee range and just while those capacitator totems go off cast lava burst+instant EB, with the current numbers I dont see anything surviving 4 lava burst crits and 4 elemental blasts noncrit with that extra damage from stormlash totem and if one shaman got lockout @fire and the target survives with ~15% hp you have your earth shock + fulmination, the damage of that combo is absolutely ridiculous and harder than any other oneshot combo elemental shamans had before and the best thing is you can repeat it every minute so the second time there wont be any defensive cooldowns left if the target survived before, except the team is very patient and kites you around the pillar -- oh wait frozen power + windwalk totems
after all, I'm going for NS instead of EM and ascendence is only going to be used if enemys team is dispelling flame shock all the way, then I'm dropping capacitator totems together with instant hexes on their healers and switch to ascendence+aura mastery with 90% hase = good game
the hardest part of all this is going to get rid of all the cc you're getting spammed with, so as always track cooldowns and play patient results in victory
by the way lava beam is nothing but a chainlight jumping on 5 targets and mana cost reduced by ~75% of the initial cost, same damage and same damage reduction so a 15k hit causes 3600 damage to the last target, but still nice because it can trigger overload and rolling thunder
Now all that is needed is rating decay and pvp will be as balanced as I think it will ever get.
Actually, I could see a slow decay. Just by adding team rating decay at a slow pace, it would stop the people who get high rating in the first week and sit. It would also cure the selling of glad and the boosting that is plaguing the ladders.You could make it so the decay doesnt apply if just 1 game was played for the week or decay doesnt start applying until 2-3 weeks of inactivity or something along those lines. Hell I would be ok with 30-60 days of inactivity until decay starts, just something needs to be done. I think it will happen sooner or later.
So im just about to ding 87 on my elemental shaman. Anything you guys want me to test?