bosako, on 28 August 2012 - 11:32 PM, said:
The description for Nature's Guardian doesn't suggest that it does anything other than reduce threat. This is misleading. Nature's Guardian temporarily increases current and maximum health by 25% once the 30% health threshold is broken. This increase that becomes active only when it is needed most functions similarly to an absorb effect. It allows the Shaman to temporarily absorb more damage without dying, but if it is not replaced by real healing after its effect, then the Shaman will still remain in danger.
It's an often effective and passive defensive ability with a very short cooldown. It's not just a threat dump.
I've updated the description, let me know what you think
Totemic Projection should also be useful with Earthgrab Totem and Capacitor Totem (in addition to the Fire Totems). Being able to project roots, stuns, and slow would have really come in handy in the Cho'Gall fight, for instance.
That's interesting, I did not think of it! Description has been updated.
Conductivity's shared healing is capped at a maximum amount. It is neither more or less effective at healing clumped raiders or just one target. By that, I mean that if the healing amount after a Lightning Bolt was cast were to be 15k healing, it'd be 15k healing for one target or 7.5k healing for each of two targets, etc. When you're talking about ten targets, the one Lightning Bolt is only offering 1.5k healing per target.
Where Conductivity is effective is in situations where it can be worked with Chain Lightning spam, especially in a small group. For instance, when running heroics, the Chain Heal spam improved Conductivity can be very effective.
I reworded the explanations for all 3 specialisations on this talent. Let me know if you find them better.
The Primal Elementalist talent also adds two more abilities not currently mentioned. Fire Elementals gain Immolate, a very high damage dealing DD & DoT ability. Earth Elementals gain Pulverize, a short duration stun. There are other abilities to click, like Harden Skin, but I am not sure if they are new. However, I don't ever recall seeing Immolate or Pulverize on previous live servers' Elementals.
I added all the abilities that the Elementals have.
It's nitpicking, but the Glyph of Unstable Earth description says that Earthquake knocks back; it knocks down. Also, it might be worth adding that the slow reapplies per tick (if I am remembering that correctly. It may be worth testing).
There's no nitpicking when it comes to improving our guides
Finally, unfortunately a talent I was excited about, Totemic Restoration, doesn't work as good as it might seem. It'd be nearly impossible to get the 2 minutes and 24 second Fire Elemental that you've described without absolute minuscule use of the Elemental on the part of the player (and the glyph). The best case return is 50%, and it is also the 100% equivalent. I knew the first part but not the second.
So, if you were to use the Fire Elemental for 30 seconds, or 50% of its base duration, then you would get 50% of 50% of the cooldown reduced. It would go down by 1 minute and 15 seconds and not 2 minutes and 30 seconds as the description might suggest. That's no bargain. It does help, but it's no bargain.
The talent does still provide some flexibility and some refund on destroyed or short lived totems, but it is far less exciting than it could be.
I updated the description of the talent in all 3 specs.
Thank you again for the detailed feedback!