Shaman in patch 3.0.2




















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Patch date. Everlasting Affliction will no longer affect Shadow Bolt and affects Haunt instead. Emberstorm now reduces the cast time of your incinerate by 0. Lasts until cancelled. Infernal: Cooldown reduced to 15 minutes, down from 1 hour. Inferno now summons an Infernal which lasts for 1 minute. Mana Feed: Tooltip updated to be more consistent with other similar effects. Master Demonologist Demonology - Most effects have been altered.

Nether Protection has been reworked. This effect has a 10 second cooldown. Pyroclasm Destruction - Now also includes Conflagrate. Rain of Fire Doomguard : A bug has been fixed which caused each tick of Rain of Fire to consume its mana cost. Ritual of Souls: Charges increased to 25, up from Shadowfury Destruction - Can now be cast while moving. Stun duration increased to 3 seconds, up from 2. Soulstone now generates a log entry indicating who casted and received a soulstone.

Spell Lock Felhunter global cooldown removed. Suppression Affliction is now a 3-point talent, down from 5. Unstable Affliction Affliction : Silence effect reduced to 3 seconds, down from 5. Warrior Armored to the Teeth now increases attack power by 3 for every Armor value.

Battle Shout attack power has been slightly decreased. Berserker Rage is now usable in all stances. Challenging Shout cooldown reduced to 3 minutes. Concussion Blow Protection now causes damage based on attack power. Death Wish Fury no longer makes you immune to Fear effects. Death Wish and Sweeping Strikes have swapped locations in their respective talent trees. Defiance Protection removed, replaced by Incite and moved to a new location on tier 2.

Disarm rage cost reduced to Hamstring now only has one rank and no longer causes damage. Impale Arms moved to Tier 3, no longer requires Deep Wounds. Improved Disciplines Arms removed. It no longer increases the number of blocks.

Improved Slam Fury moved to Arms. Improved Taunt Protection removed, effect made baseline. Last Stand Protection cooldown reduced to 5 minutes. Mocking Blow now only has one rank and causes weapon damage, cooldown reduced to 1 min and can now be used in Defensive Stance.

Overpower now only has one rank and no longer causes any bonus damage i. Precision Fury moved to Tier 5. Pummel now only has one rank and no longer causes damage. Retaliation duration reduced to 12 seconds, charges reduced to 12, cooldown reduced to 5 minutes. Revenge damage increased. Cooldown increased to 60 seconds, rage cost reduced. Shield Slam is now available to all warriors, starting at level 40 and damage slightly increased. Shield Specialization Protection moved to Tier 1, now increases rage by 2 on a successful block.

Slam now suspends the weapon swing timer rather than resetting it. Sword and Board now has a chance to proc from Revenge. Sword Specialization Arms can no longer trigger more than once per 6 seconds. Taunt cooldown reduced to 8 sec.

At lower levels, downtime can be a problem, but this is something that elemental shamans deal with at any level. One must simply remember to carry enough water whenever they are questing; leveling as an elemental shaman then becomes smooth and easy. At higher levels, after Water Shield becomes available, helping but not nullifying elemental shamans' troubles with mana regeneration. Since items with healing bonuses also grant spell damage, healer specs are not quite as hopeless in solo PvE as they used to be, but it is still not a recommended choice.

Damage output is still about half of what's possible with other builds, and this disadvantage is not made up for by the extreme survivability. Leveling with this type of build is only recommended when grouping frequently, and the group needs a dedicated healer remember that every shaman can off-heal.

Restoration used to be the only acceptable shaman build in raids , and is the most common one to this day. Chain Heal is the most mana efficient and universally usable group heal over all classes. As in solo play, this talent tree has high DPS potential if the shaman in question is well-geared. The challenge that enhancement shamans face is that they are, as other melee DPSers, completely gear-dependent.

A second one may get a spot in the tank group. Elemental shamans bring to a raid many buffs that greatly help caster groups. They are able to pump out massive numbers on DPS meters, and can often top them, with competition only from equally-geared Warlocks and Rogues. Almost any successful man raid incorporates at least one elemental shaman into a caster group. Elemental shamans may have difficulty getting spots in 5-man groups due to their lack of CC, but if the leader of the group is at all intelligent, he or she will realize that it is well worth it to sacrifice a bit of CC for the huge damage potential of a well-played elemental shaman.

They are very capable healers, while still having the ability to interrupt enemy CC's or heals. Among the healer classes, they are very survivable due to mail armor plus shield. Elemental generally fares better than enhancement in PvP. As all shamans do, however, they constantly face challenges with their lack of CC and anti-CC capabilities. It is well recognized that elemental shamans generally perform poorly against Rogues and in 2v2 arena matches.

The characteristics of this tree low mana usage and very high damage output remain the same in PvP. Unfortunately, the days of legendary Windfury proc one-shot kills are all but over anyone remember "Revenge of the Windfury", starring Creed and his Arcanite Reaper?

Nowadays, the common problem in PvP of all shamans hits melee builds particularly bad - they have no crowd control of their own, and are very susceptible to CC themselves. The following elemental builds all use restoration as secondary tree, mainly because the talents match well, and also because elemental gear usually has stats which help healing too turning the elemental shaman into a capable off-healer. In principle it would be possible to put the remaining points in enhancement, but there are no really good synergies between these trees.

Elemental is considered by some to be a poor choice as a leveling tree until Elemental Mastery becomes available at level However, the grind to level 40 can be done as an elemental shaman just as easily, if not more easily, than as an enhancement shaman. Casting spells makes elemental shamans less gear dependent than enhancement shamans, and as a result they often have an easier time taking on more difficult mobs.

Note that this particular talent spec is NOT ideal for level 70 PvP, see below for a more optimal spec. Raiding is different from small groups and solo play. Spell hit should be maxed, and threat reduction becomes essential. Also, the top elemental talent is less valuable than Nature's Swiftness in PvP.

The key advantages of this tree are very high DPS combined with good endurance.



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