Wednesday, April 7, 2010

Cataclysm Shaman Preview

In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Shaman Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we're considering for this ability:

- Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
- Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
- Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.

Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.


We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.


Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.


Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Demonic Pact, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.


We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.

New Talents and Talent Changes


Elemental Reach will be simplified so shaman have a more consistent spell range.


We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.


Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.


Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.


Ancestral Knowledge will boost mana pool size, not Intellect.


Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.


With the Mastery system, we're also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature's Blessing, and others, to allow players more freedom to choose more interesting talents.

Mastery Passive Talent Tree Bonuses

Elemental
Spell damage
Spell Crit
Elemental Overload

Enhancement
Melee damage
Melee Haste
Nature Damage

Restoration
Healing
Meditation
Deep Healing

Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


Thoughts to come

Tuesday, April 6, 2010

Yay Buffs!

Ghostcrawler: Upcoming Enhancement buff
We agree with some of the recent discussion about Enhancement dps. We are going to hotfix a change to the Flurry talent to increase it from 25% to 30% attack speed with 5 ranks.

We also agree that Enhancement may have survivability problems and understand that players don't necessarily feel they can afford the bonus Stamina from the Toughness talent, at least in PvE. We don't have an immediate change to deploy here, but it's something we'd like to fix and a candidate for future patches.


Sweet they are giving us our 5% back!
This will help a bit.

Incoming Cataclysm changes.

Beginning Wednesday, April 7 we will begin releasing class previews containing an overview of some of the changes currently being planned for each of the 10 World of Warcraft classes. The type of information you can expect from these posts are a list of the new spells from 80-85, the new passive mastery bonuses for all talent trees, a brief outline of some of the talent changes we're currently planning, and in some cases new low level spells for select classes.

These changes will by no means be comprehensive, and are subject to change between now and the launch of the expansion. It's also important to understand that some classes are currently further along in the development process than others, and as a result the amount of information will vary from class to class. Please do not let this frustrate you should your class be amongst those which are on the "lighter" side of things, as all classes will receive the same level of design attention before the expansion is released. Additionally we'll be providing more information for all classes, especially as we move into the beta phase.

Below is the schedule for each class:


• Shaman - April 7
• Priest - April 7
• Warlock - April 7


• Warrior - April 8
• Death Knight - April 8
• Rogue - April 8


• Hunter - April 9
• Druid - April 9
• Mage - April 9


• Paladin - April 16*

These posts are being coordinated internationally so they'll be posted at different times throughout the day and night on the given dates to give players around the world the ability to see posts made at a convenient time. This thread will be updated with links directly to each class preview as they're posted.


Sounds like they are also changing dispell mechanics.

As previously mentioned, we are providing three dispel capabilities to all healing classes as follows:


•Druids will be able to dispel defensive magic, curses, and poison.
•Paladins will be able to dispel defensive magic, diseases, and poison.
•Priests will be able to dispel defensive magic, offensive magic, and disease.
Shaman will be able to dispel defensive magic, offensive magic, and curses.

There is some trade-off that is being made in making these changes and we wanted to expand on this further.


•Protection and Retribution paladins will lose their current ability to dispel magic.
All shaman will lose dispel disease and dispel poison in exchange for Restoration gaining dispel magic.•Restoration shaman, Restoration druids, and Holy paladins will need to talent into their defensive magic dispels.
•Shadow priests won’t be able to remove disease in Shadowform.
•Mage, hunter, and warlock will retain their current dispel mechanics.
•Body and Soul remains the same, and basically any dispel mechanic not mentioned above is currently planned to remain as it is.
•When possible, we’d like to combine dispels into a single action. For example, the druid ability to dispel curses and poisons might be a single spell with a Restoration talent that also allows it to dispel magic. This part of the design isn’t finalized, however.


Hey great for resto, but it sucks for the rest of us. Hopefully all we lose is cleansing totem / cleanse. To me it doesnt sound like purge is being changed.

Who wants to take bets that another class gets a Bloodlust like ability?

Friday, April 2, 2010

Down goes Arthas! Down goes Arthas!


< Fire and Blood > downed Arthas last night for the first time. I wasn't there. I was at a book signing. I have pretty mixed feelings on this. I'm extremely happy that my guild got past this hump. It did take the 10% buff for us to do it, as we spent the last four plus weeks wiping on him. But even with the buff its nice to have him down finally.

However, I'm sad that I missed it. Its there first big kill I havent been there for. Kael, Archimonde, Kil'jaeden, Maly, Yogg. I was there for them all. Ilidan, I sat myself for to give another player some time, but I was online and listening on vent when we downed him. This one I wasnt even home. It took only two tries, so they had a lot of time left, and went to Uldaur and killed Algalon for a guild first as well. Well Heroic Anub is still up. Maybe I need to miss more. :/

Friday, March 26, 2010

Glyph of Flame Shock

A quick update to my last post.
Rawr and Enhsim have been updated, and it appears that initial napkin math on Glyph of Flame Shock was wrong. In my current gear Glyph of FS appears to be about a 40 dps upgrade over Glyph of WF.

Tuesday, March 23, 2010

Patch 3.3.3

So the latest patch is today.

Not a lot for shaman
Elemental Combat

•Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
•Elemental Oath: This ability is now always on as a passive aura.
Enhancement

•Unleashed Rage: This ability is now always on as a passive aura.


The Flame Shock change is very nice. It should be a nice little dps increase. With enough haste it also makes a 1:1 FS:ES rotation more attractive. Its a very high abount of haste, 1269 along with having a Wrath of Air in the raid. However thats also with perfect reaction times, a bit of lag and a bit of reaction time slow down or GCD overlap, and quite often you will avoid clipping that last tick. It also makes Bizuri's Totem of Shattered Ice that much more attractive, as it will get to five stacks that much faster. I will be getting that next. I need 9 more frosties first.

One thing that wasnt mention in the patch notes is the Glyph of Frost Shock. The current version allows the dots to crit, but thats now baseline. The last version on the PTR that I'm aware of is this
Glyph of Flame Shock
The current (for us) Glyph of Flame Shock does something like let Flame Shock crit at 230% damage. We'll try to get a new patch note up soon. Whatever it ends up as will probably be some relatively simple damage buff to replace the old crit buff.
I have no idea if that stuck. Napkin math on that glyph buts it well behind WF for Enhancement.

Tuesday, March 2, 2010

ICC Nerfs are here


Ok they are technically a buff to players but it amounts to a nerf to the instance. Guilds have had a few weeks to down Arthas, and many have done so. Fire and Blood hasn't gotten very far into P2 yet. I'm actually in favor if this. I like the fights to be challenging. Blizzard wants them to be accessible. This way eveyone's at least somewhat happy. The hardcore get the exclusivity for a while, and eventually the more casual get to win too. I'd have preferred another couple of weeks before they implemented this, but you can't have everything. I'm also not sure that I like being able to click the buff off. I understand the desire, but will there be away to determine who beat it unbuffed vs. buffed? I can see the progression arguments already.

Also Blizzard has released a lot of info on Cataclysm stat changes. The conservative in me dislikes them on principle, but I'll take a wait and see approach. I'm just not liking a complete rework of the Enhancement class mechanics again.
http://www.mmo-champion.com/news-2/cataclysm-stat-system-changes/

Here is the big one for us
If you are a melee DPS class, druid tank, or hunter, expect to see:

•A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
•Strength if you wear plate. Agility if you wear mail or leather.
•Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
•No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.


The other ways is going to be interesting to see what they come up with. Right now i blow through mana like nobodies business. I oom a lot in 5 mans when aside from bosses everything dies to fast to use SR effectively.