Pandacho

[Legion] Incoming changes

3 posts in this topic

Hello fellow shamans!

 

Like a lightning that strikes out of a blue sky (who really believed that Blizz would apply these changes), all the totems constrains are removed in Legion:

 

The use of totems is integral to the Shaman archetype, and we’re addressing some persistent issues with their mechanics. For a long time there have been significant constraints associated with totems, like the fact that they can only be dropped at the Shaman’s feet, or that they only have 5 health, or that no more than one of the same elemental type can be active at one time. While these constraints were intended to ensure that totems felt unique, they ultimately drove us to creating strange tools to allow the Shaman to bypass such constraints, such as Totemic Projection or Totemic Persistence. In Legion, we’re eliminating this awkwardness and simply removing the constraints.


Totems of the same nature type can now be summoned together, allowing you to have Healing Stream Totem and Healing Tide Totem up at the same time. Elementals are no longer tied to totems, but are guardians that follow and assist you. Totems’ maximum health will always equal a percentage of your maximum health. In addition, totems that need to be placed at a specific location will be directly placed using a targeting reticle. If you want to place Earthgrab Totem in the middle of a big pack of nasty orcs, you can do that without having to run into that nastiness or use a separate spell to throw the totem there.
Source

 

Elemental

- return of Elemental Overload as a Mastery

- removing the cooldown on Shocks

- Maelstrom (the new resource that replaces mana) would be build through Lightning Bolt, Lava Burst, and Chain Lightning, and spend it on abilities like Shocks and Earthquake

 

Enchancement:

- Mastery: Enhanced Elements

Increases the chance for Stormfury and Windfury to trigger by 5% (with Mastery from typical gear), and increases all Fire and Nature damage done by 40% (with Mastery from typical gear).

 

Resto:

- Revamp of Tidal Waves:

When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your next Healing Wave by 40% or increases the critical effect chance of your next Healing Surge by 40%. Stacks up to 2 times (was - has 2 charges).

 

Not too much specifics yet, but thanks for the totems change...

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Very interested to see how Maelstrom changes the gameplay for Ele. 

 

Found some dev feedback:

 

Enhance:

Yes, Windfury attacks will trigger Maelstrom Weapon.
Correct, there is no cooldown on Rockbiter.
Enhancement has a new frontal-cone AoE spell called Crash Lightning, which also causes Stormstrike and Lava Lash to trigger AoEs.
Searing Totem wasn't really providing compelling gameplay, so it's been removed in Legion.
Enhancement still has Lightning Bolt for exactly this purpose (ranged pulling). It's just not part of your core rotation.
 

 

Ele:

Recasting Flame Shock will never shorten the DoT.
Earthquake gone? Nope, it's still there, as an AoE-focused Maelstrom spender. The blogs are just only listing core combat abilities.
Is Fulmination gone? Not as "Fulmination", but the mechanic still exists through building up high Maelstrom and spending it using Earth Shock.
Overload's 75% damage & Maelstrom generation means LB Overloads = 11.25 Maelstrom generated

 

Resto:

Yes, there are talent options that buff Chain Heal and let you focus on it more heavily.
How to shift to targeted healing vs CH spam? Mostly by simply making the direct heals more competitive, but also by ensuring mana remains relevant throughout the expansion.
 
 
Other:
Healing Surge will cost Maelstrom for both Elemental and Enhancement.
No, Maelstrom generation does not increase on critical strikes.
 
Edited by Sora

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hhmm i am not a fan of classes with rage type resource, which is why i havent levelled a hunter or warr. Literally every class that has had a re-design now as rage renamed, and most have a static aoe that makes their single targets also aoe. Hardly makes the classes feel unique!

 

So which class, if any, will fulfil my preferred gcd play style now that enh has been changed?

Edited by Rikaste

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