State of Enhancement Shamans – Beta Build 15662

The last few builds did not have any major changes for Enhancement Shamans, nothing worthy a full post at least. But after 3 builds without comment I decided to share some of the experiences. The Beta Realms have been quite unstable. Crashes, lag-spikes, timeouts in minute intervals. Its slowly affecting motivation of experienced beta testers. Usually Blizzard is quite fast on fixing such builds, hence the delay on this post.

Build 15662

It is not Blizzard-like to have this kind of thrashy builds, can only guess that the D3 stress/beta-event was one of the reasons for the delay so far and that future builds will be a lot more playable.

The new level cap is 88 and can easily reached easily in Kun-Lai Summit zone. While it might have happened in vanilla or TBC that you might run out of quests when leveling up Mists of Pandaria Quest design takes the opposite turn with an abundance of quests. While Valley of the four winds seemed somewhat slow paced Kun-Lai Summit appears more fluent.

Quest hubs are not linear, instead they are marked on your map and you can choose yourself where to proceed. It took about 30-40% of the zone to ding 88.

It is a bit difficult to judge with all the crashes, but I guess it won’t take more than a few hours for Level 87 to 88. 135k experience at the entrance of the zone and roughly 170k experience further in means you’ll have to do around 80-90 quests to reach the 14,6 million xp required for level-up.

Green quest rewards are around item level 414 and blue items at 434. This means it is the end of your heroic Dragon Soul gear. For example blue bracers with 383 agility and 250ish secondary stats. Pretty nice, right?

Speaking of stats, the rating vs stats decay when leveling up is quite harsh, even with the quest rewards my stats appear quite low. Mobs are between 300 and 860k hp and hit you for 9k-12k. Fortunately I am a defensive player, but if I look at others HP the are usually around 40-50% at the end of a fight. Some monsters hit really hard and 2-3-4 can turn out to be quite a challenge.

Enhancement Shaman

Yeah, you might have guessed with the general talk above. There isn’t much to say at the moment. Just some minor tweaks to mana costs. Everything else is like Build 15544.
There are a lot of complaints that Enhancement Shamans suck at the moment. While this is somewhat true let me explain the reason for that.

  • Attack Power Buff – Enhancement Shaman gives Spell Power (but does not benefit from it, complain on forums and we might get AP back)
  • Strength of Earth Totem – removed
  • Yellow Attacks – Stormstrike and Lava Lash damage has been decreased
  • Stat Decay – For example at Level 88 it takes 406 crit rating to increase your crit chance by +1%, leveling up makes you weaker with the same gear
  • Stormstrike – spellcrit +10% from glyph, removed
  • Lava Lash – damage +20% from glyph, removed
  • Feral Spirit – additional attack power from glyph, removed
  • Talents – Elemental Acuity, Concussion, Elemental Precision, Elemental Weapons, Focused Strikes, Elemental Devastation, removed

As you can see, a lot of spells/abilities/talents/glyphs have been removed or replaced without any form of compensation and this will not happen any time soon. Number tuning is usually the very last step, towards the end of the beta.
Just load your character in Rawr, and deselect above abilities off 😀 My DPS dropped from 38k to ~20k. On top of that remove the stat decay.

Here is Blizzard’s comment on Enhancement Shamans:

Enhancement Damage

It is worth pointing out that one of our goals is for nobody’s damage to drop when you convert your Cataclysm level 85 character to a Mists level 85 character. The sources of your damage may change as rotations change somewhat, but once you’re comfortable with those new rotations, your damage should be similar.

Also remember that number tuning is one of the last things we do. There is no point in spending hours testing numbers if we decide that a particular ability or mechanic was a boneheaded idea and needs to be redesigned. We try to keep the numbers sane enough that players still feel like they can give feedback though.

Don’t judge Enhancement Shamans in their current state! We will get our pass once our abilities are fixed. THEN you can start to whine and not look like a fool.

Positive Changes

Now that we heard enough about nerfs, let us look at the positive side! Even though we are kind of underwhelming in our performance, I still love to play the class. Here a few minor changes, but I welcome them nevertheless:

  • Lightning Shield, lasts 1 hour, has no charges and cannot be dispelled!
  • Weapon Imbue (Windfury, Flame Tongue Weapon), lasts 1 hour!
  • Grace of Air, passive mastery auraGrace of Air
    Level 90

    Empowering winds swirl around the Shaman, granting all nearby party and raid members 3500 Mastery [Rating].

  • Burning Wrath, passive spellpower auraBurning Wrath

    Fiery elemental energy emanates from the Shaman, empowering all nearby party and raid members and increasing their spell power by 10%.

  • Unleashed Rage, passive melee haste auraUnleashed Rage

    Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%.

  • Spirit Walk, no longer tied to Feral SpiritSpirit Walk
    1.5% of base mana
    Instant; 2 min cooldown

    Removes all movement impairing effects and increases your movement speed by 60% for 15 sec.

It is interesting to observe other classes, how they handle stuff and even if they have a better kill rate at the moment, they have their own issues. As mentioned above the mobs hit quite hard and if you get an unexpected add it is easy to run into problems.

Not so for us. Even though Greater Healing Wave and Healing Wave have been removed, there is still Healing Surge, Healing Rain and Chain Heal as direct heals. Add Healing Storm Glyph (+20% healing per stack of Maelstrom Weapon) & Echo of the Elements (duplicates a spell effect, procrate seems quite high for Enhancement Shaman) our healing still seems quite powerful. Healing Surge on Beta heals for more than Greater Healing Wave now on live realms. Blues posted that this is intended, due to increased health pools in MoP.

  • Healing Surge = 20k
  • Healing Surge + Echo of the Elements = 40k
  • Healing Surge + Healing Storm Glyph = 40k
  • Healing Surge + Healing Storm Glyph + Echo of the Elements = 60k
  • Healing Surge crit + Healing Storm Glyph = 80k
  • Healing Surge crit + Healing Storm Glyph + Echo of the Elements = 100k

Not so bad, is it? But it is not the only tool we have.

Offensive Abilities

  • Stormlash TotemStormlash Totem
    5.9% of base mana
    Instant; 5 min cooldown

    Summons an Air Totem with 5 health at the feet of the caster, empowering allies within 30 yards with lightning. While empowered, allies‘ spells and attacks will trigger bursts of electricity, dealing additional Nature damage to their target. Lasts 10 sec.

  • AscendanceAscendance
    5.2% of base mana
    Instant; 3 min cooldown

    The Shaman surrenders his physical form to the power of the elements, transforming into a being of raw elemental energy for 15 sec.

    While in the form of an Air Ascendant, auto-attacks and Stormstrike deal pure Nature damage and have a 30-yard range.

  • Feral Spirit’s Spirit BiteSpirit Bite
    Melee Range

    Bites the enemy, causing Nature damage.

  • Frozen PowerFrozen Power
    Talent

    Your Frost Shock now also roots the target in ice for 5 sec.

Defensive Abilities

  • Shamanistic RageShamanistic Rage
    1 min cooldown

    Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume no mana for 15 sec. This spell is usable while stunned.

  • Stone Bulwark TotemStone Bulwark Totem
    Talent
    8.0% of base mana
    Instant; 1 min cooldown

    Summons an Earth Totem with 5 health at the feet of the caster for 30 sec that grants the caster a shield absorbing (cond($gt(AP * 0.625, $SP), AP * 0.625 * 0.7, $SP * 0.7) * 3) damage, and up to an additional (cond($gt(AP * 0.625, $SP), AP * 0.625 * 0.7, $SP * 0.7)) every 5 sec thereafter.

  • Capacitor TotemCapacitor Totem
    5.0% of base mana
    Instant; 45 sec cooldown

    Summons an Air totem with 5 health at the feet of the caster that gathers electrical energy from the surrounding air and then explodes after 5 sec to stun all enemies within 8 yards for 5 sec.

  • Healing Stream TotemHealing Stream Totem
    23.5% of base mana
    Instant; 30 sec cooldown

    Summons a Water Totem with 5 health at the feet of the caster for 15 sec that heals the most injured party or raid member within 40 yards for (31 + ($SP * 0.3124) * 1 * 1) every 2 sec.

  • Healing Tide TotemHealing Tide Totem
    Talent
    8.0% of base mana
    Instant; 3 min cooldown

    Summons a Water Totem with 10% of the caster’s health at the feet of the caster for (11 sec) sec. The Healing Tide Totem pulses every 2 sec, healing the 5 most injured party or raid members within 40 yards for 4932.

  • Glyph of Shamanistic RageGlyph of Shamanistic Rage

    Activating your Shamanistic Rage ability also cleanses you of all dispellable harmful Magic effects.

  • Glyph of Capacitor TotemGlyph of Capacitor Totem

    Reduces the charging time of your Capacitor Totem by 2 sec.

  • Glyph of Healing Stream TotemGlyph of Healing Stream Totem

    When your Healing Stream Totem heals an ally, it also reduces their Fire, Frost, and Nature damage taken by 10% for 6 sec.

Other Tools

  • Totemic ProjectionTotemic Projection
    40 yd range
    10 sec cooldown

    Relocates your active totems to the specified location.

  • Windwalk TotemWindwalk Totem
    Talent
    6.0% of base mana
    Instant 1 min cooldown

    Summons an Air Totem with 5 health at the feet of the caster for 6 sec, granting raid members within 40 yards immunity to movement-impairing effects.

  • Earthgrab TotemEarthgrab Totem
    5.0% of base mana
    Instant; 30 sec cooldown

    Summons an Earth Totem with 100 health at the feet of the caster for 20 sec. The totem pulses every 2 sec, causing roots to ensnare the legs of all enemies within 10 yards for 5 sec, preventing movement.
    Enemies that have already been rooted once by the totem will instead have their movement speed reduced by 50%.

    Replaces Earthbind Totem.

  • Call of the ElementsCall of the Elements
    8 min cooldown

    When activated, immediately finishes the cooldown on all totems with a base cooldown shorter than 5 minutes.

  • Glyph of Spirit WalkGlyph of Spirit Walk

    Reduces the cooldown of your Spirit Walk ability by 25%.

These abilities do not look very powerful, but using them in combination they become quite interesting. With Shamanistic Rage, Stone Bulwark Totem, Healing Stream Totem, Healing Tide Totem, Capacitor Totem and then on top Call of the Elements to reset all Totem cooldowns you can chain a lot of Healing, Absorbs.
Totemic Projection is also a good example. It looks pretty useless at first, but combined with Earthgrab or Capacitor Totem you get a real interesting tool.
For me as PvE oriented Shaman who loves to solo old raids, the changes are really great and I am looking forward to Mists of Pandaria. If they’d just give us our attack power buff back 😀

Btw, the beta realms are currently down for maintenance and a new patch. If there is anything new, I’ll update.

Videos

At first, here is a Playlist with all MoP Shaman Videos: http://www.youtube.com/playlist?list=PLEB4780795A501B8A

Ascendance Model

Talent Visuals

Other Shaman Abilities



Source

54 Antworten auf „State of Enhancement Shamans – Beta Build 15662“

  1. No, you are right I do not PvP. Neither do I know what toys other classes
    got, just that moonkins appear quite powerful, especially vs melee. And it
    is so early into the beta that noone can tell you how the end result will
    be. Have some patience.

  2. what i dont understand is why elemental gets to proc lava burst, but
    enhancement doesnt get to proc not even ss. its just dissapointing and tbh
    a double shock is kinda useless 5k extra damage is hardly useful in
    something that procs 7% of the time. you should make a forum about it

  3. Frozen power is currently stupied tbh, u can’t root the target unless u r
    far away from them. While trying to peel of my healer i run to the opposite
    side just to root the one chasing him. This change in MOP is really great!

  4. wth. to many totems.. my action bar is full enough as it is.. give me 15
    totems which I have to use in a freaquently in pvp and i’m fucked…

  5. All in all we get less totems, though. Each set of 3 abilities shown above
    are OR options, think it is 15 abilities shown and you can get only 5 of
    them … some are passive even … in the end you will have less buttons to
    press 😀 I just dislike that we no longer have windfury buff for others,
    this was our iconic ability and supplied by others now … we give
    spellpower buff, even though enhancement has no benefit and the our top
    buff, AP, is provided by others – makes no sense to me.

  6. is it me or does the damage seem the same from cata atm lol. where demo
    locks are hitting straight 70+ks and constant damage. enh still seems like
    its going to be shit. like it has been for so long. im sad =/

  7. „Don’t forget the BETA is in an early stage and Shamans are not even done,
    with their first pass, yet … So comments about damage, healing are pretty
    much useless at this time.“ As stated in the info text.

  8. The thing is. enhance just is not comparable to other things, at a
    disadvantage completely, what will change in mop? more CD totems etc. small
    number changes. the fact is they have like 3 spells and just isnt good
    enuf. pvp will continue to suck for enh just like how it does in cata. the
    utility/damage/defenses for pvp wont change much imo. just because of how
    enhance playstyle is. whole searing totem etc for lava lash is a joke atm,
    useless in pvp.

  9. In reality enh is comparable to other classes due too its mobility, cc and
    slows/snares(that is if all of this hasnt been removed) Enh isnt meant to
    do massive amounts of dmg it never has been like that, its meant for quick
    hits and to buff its moves. Being said all this adds up.

  10. LOL? its gap closer isnt that great at all. anyone in the world prefers a
    charge. or blink or something. CC? hex is your only cc. besides a shit
    slow. gratz bro, when everyother melee class has slow+ real hard CCs. enh
    has worst CCs in the game. its „quick hits“ which wuld mean burst cuz going
    in and out , if your not doing burst then its pointless and wont do
    anything, is horrible comparable to other melee classes. enh is the lowest
    class/spec percentage below 2.5k rating etc. reason? yes.

  11. Well, because not much really changed in these VISUALS. For me, i found
    nothing new. Half of them already existed for class, and another half
    existed in game already before MoP… so im not excited by shaman… But
    its just beta, so we just gonna wait for something exciting…

  12. Yeah, I can only show what exists 😀 I’d love to show more but well … you
    know … IT is possible to level to 87 since this morning, but due to realm
    being inaccessible and crashing I can’t show you Ascendance … so annoying
    :-/

  13. your point is? still doesnt compare to for instance a rogue or dk. sorry
    kid, your entire statement means nothing because they are still the worst
    out what ppl can choose.

  14. so far the shaman talents look koo nothing to great like the other classes
    but i cant decide between frost shock or earth grab talent 😛

  15. Just to add few suggestions: 1) Remove shock shared cooldown for enha
    shammies (at least Flame and Earth and make Flame shock to deal additional
    damage on consecutive cast). (Also some glyph that makes Searing totem
    undispellable when your Flame shock if on would be great! + searing totem
    HP increase) 2) Shocks and enhancement skills (Lava Lash, Stormstrike,
    Unleash) could have GCD of 1 sec. 3) Some CD management like haste
    affecting the CD of LL and SS.

  16. How do you think the prices in the AH will be shortly after the release of MoP? I guess that people have been stacking up wealth now for quite a while and since the total wealth of the server is always rising, wont it be a massive inflation of all the prices? I have about 25k gold at the moment, but I dont think it will be worth saving any gold, since all the prices will be MASSIVE anyways, when a lot of people buy game time again.

    1. At first the prices will fall, for the old mats, then as int he last expansion old mats will have sold out and they will sell for more than ever before 😀 It is always the same deal, around 6 months into a new expansion. Noone wants to go back and farm stuff there.

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