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Elemental Shaman State on Shadowlands Beta - Removal of Maelstrom, Covenant Abilities, Legendaries
24.07.2020 в 02:59
Feedback and opinions for the current state of Elemental Shaman in the Shadowlands Beta including the removal of Maelstrom, Covenant abilities, Legendaries and more!
As we march closer to the release of Shadowlands, Elemental stands as a spec in flux. There have been no small number of changes to the spec so far, but the goals outlined by Blizzard in their original
class updates blog
seem just as far away as they were when the post was originally made in April.
This article will outline what has happened so far to the spec, and hopefully facilitate discussion on it!
About the Author
This guide is written by Gistwiki, one of the mods of the shaman discord
and one of the minds behind the Elemental Shaman website
Storm, Earth, & Lava
. Feel free to bug me through Discord in Earthshrine or
if you have any questions!
Elemental Shaman Changes
Baseline Shaman Changes
Each of the following abilities is now baseline and available to Shaman of all specs:
- Heals the friendly target for (255.5% of Spell power), then jumps to heal the 2 most injured nearby allies. Healing is reduced by 30% with each jump.
- Imbue your weapon with the element of Fire for 1 hour, causing each of your attacks to deal additional Fire damage.
- Chills the target with frost, causing (45% of Spell power) Frost damage and reducing the target's movement speed by 50% for 6 sec.
Healing Stream Totem
- Summons a totem at your feet for 15 sec that heals an injured party or raid member within 40 yards for (47% of Spell power) every 2 sec.
- Surround yourself with a shield of lightning for 30 min. Melee attackers have a 100% chance to suffer (3.6% of Attack power) Nature damage and have a 100% chance to generate a stack of
. Only one Elemental Shield can be active on the Shaman at a time.
- An instant weapon strike that causes 34% Physical damage.
Elemental Shaman Baseline Changes
has been removed. In its place is:
- Lightning Bolt and Lightning Bolt Overload have a 100% chance to generate a stack of Fulmination, up to 8 stacks. Earth Shock will discharge all stacks of Fulmination on the target, causing an extra (10% of Spell power) Nature damage per stack of Fulmination
- Each time Chain Lightning hits more than 1 target, the cast time of your next Earthquake is reduced by 20%, and the damage of your next earthquake is increased by 30%, stacking up to 5 times.
They look to accomplish a similar goal, with
generating stacks of
generating stacks of
. The current implementation has a few awkward side-effects compared to the current implementation of
out of generating resources, which makes them feel to an extent isolated from most of the rest of our kit and makes their only purpose the damage they deal. At the same time, unlike in previous iterations of
generates stacks of
. This further isolates Elemental's spells from one another and also cuts back on something that has been present as a strength for Elemental for many expansions - funneling Cleave/AoE damage into damage on a single target.
has had its duration reduced from 24 seconds down to 18 seconds, and the time between ticks has been increased from 2 seconds per tick to 3 seconds per tick. If anyone playing the Alpha feels like they're getting less
procs despite the proc rate being the same if you aren't running
on live, this is why.
Alongside the removal of
, the secondary effect of
was updated. Any new
s applied while the cooldown is active have double the baseline duration, and all Flame Shocks tick 25% faster while it's active.
The sum of these two changes will mean that the number of times we cast
will stay similar to live on average, but we'll have fewer
procs across the board.
has returned for Elemental. Builds involving
will become much easier to utilize with this as large spikes of movement during a cooldown window can be overcome easily. However, without an option like
available it's likely that much of the uptime on this spell will be wasted as most instances of movement don't last nearly long enough to allow this spell to reach its full potential.
Elemental Shaman Talent Changes
is now set up to consume
when taken. It's an interesting new take on an old talent that hasn't changed since it was introduced, allowing us to have 2 separate spenders if we can generate enough
to use both of them. Depending on how secondary stats (and with them, our resource generation) play out in Shadowlands, it could become awkward to play around both the cooldown of Elemental Blast and stacks of Fulmination. Time will tell though.
has been removed entirely and replaced by
, which duplicates the next spell you cast. How strong this talent will be remains to be seen, as that's largely dependent on numbers tuning and a couple of oddities in the function of the spell that have not yet been clarified (it will duplicate
buffed damage/additional overloads, but will not duplicate the effects of
has been reworked completely. The original four totems it dropped have been replaced with
Healing Stream Totem
Тотем оков земли
. With old Resonance Totem no longer around to carry the talent single-handedly, we'll see how this new version fares. If
is strong enough to make this new Totem Mastery competitive, it's likely to become the default choice as it's the only option in the row to provide additional utility with no opportunity cost.
has lost the resource generation it once provided, which means it will need to stand on the damage it provides alone.
On the whole, Shaman Covenant Abilities try to toe the line between healing and dealing damage as they need to work for all three Shaman specs at once. This has led to some abilities that feel both smooth and simple to use, and others that are much less so.
- Starting off on a strong note, this Covenant Ability is shaping up to be the strongest numerically (though numbers are very very much subject to change) at the moment and is smooth and simple to use. You can place it next to your foes, and move it to a new target (or to follow that tank that has an irrational fear of your
s) off the GCD once every 3 seconds. It will explode 6 times, 3 when you cast damaging spells & 3 when you cast healing spells within the 30 second duration.
Simple, thematic, and for the moment strong. It's everything we want in a totem!
- At the moment this Covenant Ability is in dire need of numbers tuning as it's not even worth having on your bars whatsoever for Elemental (again, numbers quite subject to change.) This is
combined, does less damage and healing than either, and doesn't interact with
Искусность: волнение стихий
. It would be quite nice if this was made stronger, as the Venthyr Covenant ability that all classes receive -
Door of Shadows
would fill a part of the very large hole left by Gust of Wind when it was removed at the start of BFA.
- This Covenant Ability is quite interesting! For any scenario where you want several active
s this will help ramp your multi-dotting up and throw a
at each of your targets with
active for good measure. This is a widely applicable ability that is just as simple and flexible as Vesper Totem, but is the only one of the four Shaman-specific Covenant Abilities that makes you choose between the damage and healing provided whereas each of the others allows you to utilize both.
Night Fae Covenant
- A 3-second channel makes this undesirable for Elemental from the start as we don't need even more reasons to hold still for as long as possible, and the overlap that
has with Ghost Wolf pushes us farther away from this particular covenant. As it stands it's on the weaker end of our Covenant Abilities, but as always numbers are subject to change.
There are also a variety of legendary powers that have been introduced so far that we can use to create different legendary items on the Beta at this moment. Some are generic for Shaman, and reflect that, while others are specific to their individual specializations.
Generic Shaman Legendary Powers
or any similar effects last an additional 20.0 sec on you, and you gain an extra 10% Haste from any
type effect. This effect is inspired by the Legion Legendary
with a slight twist, giving these effects additional power rather than just increasing the duration. If the item it was inspired by was any indication, it likely won't be the best legendary unless you get the opportunity to use the effect twice or you use it on a relatively short fight. It's not terribly interesting, but it's raw power which always has its uses.
Камень глубинного землетрясения
has a permanent
attached to it. This is the latest iteration of an old Azerite trait that we had at the start of BFA that was removed in a later patch -
. This particular Azerite power will likely be relegated to meme status outside of some specific synergy with certain Torghast Anima Powers in Torghast itself.
has a 5% chance to activate
for 6.0 sec. If the numbers on this legendary are tuned appropriately, this could become a legendary Elemental looks to use in a manner similar to the item that inspired it -
. However, that seems unlikely as this power is tied to
casts instead of
which means that many of the greatest synergies the original had will be unavailable to this legendary power.
makes your next
instant cast. Casting
makes your next
instant cast. This Legendary power is meant to mitigate the damage lost through providing offhealing to the group by giving you a damage proc as a reward, and vice-versa. This will most likely mean that this particular legendary power falls by the wayside, as the solution to needing more healing or damage should never be to have a DPS spec start healing.
Elemental Shaman Legendary Powers
Огненная гибель "Усмирителя небес"
damage over time critical strikes reduce the cooldown of
by 1.0 sec, and
has a 30% increased critical strike chance. Inspired by the old Tier 20 set bonuses -
Item - Shaman T20 Elemental 2P Bonus
Item - Shaman T20 Elemental 4P Bonus
- this legendary power is the one that leans hardest towards Blizzard's goal that
be the primary focus of the rotation. Traditionally, those set bonuses were extremely powerful in council-type fights. So powerful in fact that Elemental favored using that set bonus a tier later on the one fight that favored it. Look for this Legendary to be one of the ones that Elemental aims for.
- Dealing direct Fire damage increases the damage of your next Frost spell by 30%. Dealing Frost damage increases the damage of your next Nature spell by 25%. Dealing Nature damage increases the damage of your next Fire spell by 20%. Similar in nature to
, this Legendary power looks to expand further on that idea. If the talent is anything to go by, then if Elemental ends up utilizing this legendary then expect to treat this as a simple passive. Gaming the procs to try to maximize them has proven to be at best dps neutral in the past, and a loss if you lose any spell in the process. This legendary has potential, but the bonuses are too small at the moment to have a meaningful impact on our rotation.
Отголоски Великого Раскола
- When you consume 6 or more stacks of
, your next
will be instant cast and deal 250% additional damage. It's worth noting that the tooltip on the site, as of the writing of this article, is incorrect and the bonus provided in the beta currently is 250%. The return of
Отголоски великого Раскола
as a legendary power is a welcome one, and opens up the same interesting synergies it had with things like
in Legion. It won't have much use on big AoE pulls, but this could see use on Single-Target/Cleave scenarios.
Извержение говорящего с ветром
- When you consume 6 or more stacks of
and increase the damage of all
s cast in the next 15 seconds by 30%. Again the tooltip, as of the writing of this article, is incorrect and in the Beta it currently empowers all
casts by 30% for the next 15 seconds. The only legendary Elemental without a known source of pre-Shadowlands inspiration, this one has some interesting potential. The current iteration of the legendary pairs quite strongly with
on single-target, and would certainly laser-focus us on single-target when used.
What does this all mean?
When looking at what has changed, and what the
was going into Shadowlands it leaves me thinking that there is quite a bit more to come. As it stands right now, Fulmination and Seismic Thunder are not terribly different from Maelstrom. They are resources that we build, and come with the exact same expectations for spenders that Maelstrom did. Maximizing Lava Burst and Flame Shock do not feel like what Elemental's rotation is about yet, and our talent tree supports Lightning Bolt/Earth Shock far more than it supports Flame Shock/Lava Burst.
The separation of resources and dividing our rotational abilities into generating just one (or none) of those resources gives the feeling that there's no unified goal at all right now, and while the spec plays similarly to how it does on live it feels disjointed in comparison. There are several exciting directions they could take Elemental at this point, but for now only the change to Fire Elemental has even approached the goal of making our rotation about maximizing Flame Shock & Lava Burst. As such, it's difficult to suggest changes as they could easily be in conflict with the direction they want to take us from here. For now, I await the next round of changes to the spec hopefully.
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