Showing posts with label Shaman. Show all posts
Showing posts with label Shaman. Show all posts

Wednesday, March 9, 2011

Shamans - Spiritual Casters With Lots of Totems



wow warcraft alliance horde 

leveling guideShamans are a nice class with a lot of different spells and abilities. You can play a Shaman in several ways. You can choose to be either a Melee or Spell casting damage dealer or become a Healer. The Shamans could only be played by the Horde races until the release of the Burning Crusade when the Draenei of the Alliance made it possible to become an Alliance Shaman. Shamans can wear all weapons except swords and are dependent on leather armor till level 40 and can then wear mail armor.

wow warcraft alliance horde 

leveling guideShamans are well known for their ability to place totems that boost both themselves and party members. There is a great variety of totems that can be cast and these are divided in four schools: fire, water, earth and air totems. Only one totem of each school can be active at a time. Besides the totems, a Shaman also has another great ability called Blood Lust, or Heroism for Draeneis, which boosts all party and raid members haste rating by 30% for 40 seconds. Not to forget, the Shaman can also summon a Fire and Earth Elemental from time to time.

Then there are several abilities that the Shaman can benefit greatly from during leveling and basically in any kind of scenario. The Shamans have an ability called Reincarnation which comes with a cooldown of one hour. The Shaman will be able to resurrect the moment he gets killed if this ability isn’t on cooldown. It does require a reagent called ‘Ankh’. The Shaman can also learn Ghost Wolf at level thirty which improves his running speed which is nice for leveling, even though mounts can be used at level 30 now as well. Shamans also have Astral Recall which basically serves as another Hearthstone, this one has only 15 minutes cool down though and doesn’t cost you a spot in your bag!

wow warcraft alliance horde 

leveling guideAs you can read above, the Shaman truly does have some great abilities. The talent trees will provide you with even more cool spells and abilities.

To begin with there is the Elemental talent build which is meant for casting damage dealers. You will use lighting and fire attacks to maximize damage. A nice AoE spell that becomes available later is Thunderstorm which does nice damage and knocks back enemies.

Then there is the Enhancement talent build. This build is created for melee damage dealing Shamans. This build will allow the Shaman to equip two one-handed weapons and will also give him some great melee attacks. If the Enhancement build is followed to the end you will be able to summon two Spirit Wolves which are extremely powerful both in PvE and PvP.

Finally there is the Restoration build which is focused on healing. Shamans can be great healers with their Earth Shield, Chain Heals, Healing Waves, Mana Totems and Riptide. The Restoration talent tree does not only give new abilities but also gives great boosts to already existing abilities.

A Shaman is easy and fun to level with all these abilities. Another nice thing a Rogue in example does not have is that you can switch between melee damage, being a caster and a healer whenever you like.wow warcraft formula - I made 34.163 gold from last 

patch

Sunday, March 6, 2011

Shamans - Spiritual Casters With Lots of Totems



wow warcraft alliance horde 

leveling guideShamans are a nice class with a lot of different spells and abilities. You can play a Shaman in several ways. You can choose to be either a Melee or Spell casting damage dealer or become a Healer. The Shamans could only be played by the Horde races until the release of the Burning Crusade when the Draenei of the Alliance made it possible to become an Alliance Shaman. Shamans can wear all weapons except swords and are dependent on leather armor till level 40 and can then wear mail armor.

wow warcraft alliance horde 

leveling guideShamans are well known for their ability to place totems that boost both themselves and party members. There is a great variety of totems that can be cast and these are divided in four schools: fire, water, earth and air totems. Only one totem of each school can be active at a time. Besides the totems, a Shaman also has another great ability called Blood Lust, or Heroism for Draeneis, which boosts all party and raid members haste rating by 30% for 40 seconds. Not to forget, the Shaman can also summon a Fire and Earth Elemental from time to time.

wow warcraft alliance horde 

leveling guideThen there are several abilities that the Shaman can benefit greatly from during leveling and basically in any kind of scenario. The Shamans have an ability called Reincarnation which comes with a cooldown of one hour. The Shaman will be able to resurrect the moment he gets killed if this ability isn’t on cooldown. It does require a reagent called ‘Ankh’. The Shaman can also learn Ghost Wolf at level thirty which improves his running speed which is nice for leveling, even though mounts can be used at level 30 now as well. Shamans also have Astral Recall which basically serves as another Hearthstone, this one has only 15 minutes cool down though and doesn’t cost you a spot in your bag!

As you can read above, the Shaman truly does have some great abilities. The talent trees will provide you with even more cool spells and abilities.

To begin with there is the Elemental talent build which is meant for casting damage dealers. You will use lighting and fire attacks to maximize damage. A nice AoE spell that becomes available later is Thunderstorm which does nice damage and knocks back enemies.

Then there is the Enhancement talent build. This build is created for melee damage dealing Shamans. This build will allow the Shaman to equip two one-handed weapons and will also give him some great melee attacks. If the Enchancement build is followed to the end you will be able to summon two Spirit Wolves which are extremely powerful both in PvE and PvP.

Finally there is the Restoration build which is focused on healing. Shamans can be great healers with their Earth Shield, Chain Heals, Healing Waves, Mana Totems and Riptide. The Restoration talent tree does not only give new abilities but also gives great boosts to already existing abilities.

A Shaman is easy and fun to level with all these abilities. Another nice thing a Rogue in example does not have is that you can switch between melee damage, being a caster and a healer whenever you like.wow warcraft formula - I made 34.163 gold from last 

patch

Tuesday, April 6, 2010

Blue Post: Upcoming Enhancement buff



Quote from: Ghostcrawler (Source)
We agree with some of the recent discussion about Enhancement dps. We are going to hotfix a change to the Flurry talent to increase it from 25% to 30% attack speed with 5 ranks.

We also agree that Enhancement may have survivability problems and understand that players don't necessarily feel they can afford the bonus Stamina from the Toughness talent, at least in PvE. We don't have an immediate change to deploy here, but it's something we'd like to fix and a candidate for future patches.

Blue Post: Cataclysm Class Information Coming!



Quote from: Bashiok (Source)
Beginning Wednesday, April 7 we will begin releasing class previews containing an overview of some of the changes currently being planned for each of the 10 World of Warcraft classes. The type of information you can expect from these posts are a list of the new spells from 80-85, the new passive mastery bonuses for all talent trees, a brief outline of some of the talent changes we're currently planning, and in some cases new low level spells for select classes.

These changes will by no means be comprehensive, and are subject to change between now and the launch of the expansion. It's also important to understand that some classes are currently further along in the development process than others, and as a result the amount of information will vary from class to class. Please do not let this frustrate you should your class be amongst those which are on the "lighter" side of things, as all classes will receive the same level of design attention before the expansion is released. Additionally we'll be providing more information for all classes, especially as we move into the beta phase.

Below is the schedule for each class:

  • Shaman - April 7
  • Priest - April 7
  • Warlock - April 7

  • Warrior - April 8
  • Death Knight - April 8
  • Rogue - April 8

  • Hunter - April 9
  • Druid - April 9
  • Mage - April 9

  • Paladin - April 16*

These posts are being coordinated internationally so they'll be posted at different times throughout the day and night on the given dates to give players around the world the ability to see posts made at a convenient time. This thread will be updated with links directly to each class preview as they're posted.

*The paladin is still deep in development. Instead of giving a preview that would be potentially less comprehensive than the other classes we made the decision to post it when it's ready, in order to properly honor the paladin class and those that play them. The wait isn't too long however as we're expecting to be able to post it on April 16.

Monday, April 5, 2010

Blue Post: Mana regen in Cataclysm, Cataclysm Healing, Class Balance and FOTM Classes



Quote from Blizzard staff
Mana regen in Cataclysm (Bye Bye 5-Second rule)
Two changes we're considering are combining all food and drink into food+drink and getting rid of the five-second rule in exchange for an out of combat rule. We're going to start talking a lot more about Cataclysm changes soon.

The FSR provides some interesting gameplay (but at a pretty high complexity cost). We think we can engineer similar gameplay where choosing spell A over spell B is a mana-based decision rather than casting vs. standing still doing nothing is a (less fun) mana-based decision. (Source)

Cataclysm Healing and effects on PvP
Ideally you'd go into an Arena game and not know immediately whether it was going to be an outlast game or a fast game. We don't have a problem with either case, but we think the overall experience is less fun when it's always and predictably one or the other (and in LK too often it's the latter).

We're not really interested in over-emphasizing mana draining as a dominant strategy, but running someone out of mana by causing a lot of damage seems perfectly reasonable. If you can't run the healer OOM then really your only options are to blow someone up while the healer is controlled or blow someone up so fast the healer can't respond. Again, those need to be valid strategies. They just can't be the only strategy. (Source)

Hybrid Tax System
We'll continue to polish it, but we're not fundamentally changing the design. We think there is plenty of evidence to suggest that pure dps would die off if more flexible classes could do everything they could do and more. Again though, in most cases gear or skill will have a much bigger influence on your performance than the potential maximums we engineer into the classes. While the averages more or less follow our general design (with some exceptions that we need to address), you can find plenty of individual parses where a hybrid "wins" or a pure "loses." (Source)

Farming Frost Badges in Heroics is boring
Some players like having a reason to still visit older content and a reason to do something on nights other than raid night, while other players want to be able to log in, raid, and be done for the week. It's hard to provide an incentive structure compelling enough for the first guy without the second feeling like he has to grind. The emblem system has a natural tapering off period where you start to get everything you need and have less and less a reason to keep earning them. But it can feel pretty overwhelming when a new tier starts and you're counting up the hundreds of badges you're eventually going to need.

The problem, and something for which we have a solution, is that the costs are balanced around the maximum badge income per week, which means doing both raids, the weekly raid quest, the weekly Icecrown raid quest, and a heroic run every night. That's a bit much for most players, but since the option is there, some feel like they have to do it. On the other hand, if you have more than one character you care about, then you could burn yourself out quick.

There are alternatives though. As a simple example, if you could run all your Dungeon Finder groups in one or two nights for the week without having to log on every night, it might feel less grindy to you. (Again, for some players doing anything more than a few times is going to feel grindy, but it's impossible for us to develop content faster than players can consume it.) (Source)

Class Balance and FOTM Classes
Actually, the evidence suggests otherwise. Rogues for example have been in a pretty good spot for most of the expansion in PvE and PvP but are one of the least popular classes. If anything I suspect there aren't that many true FotM rerollers probably because they imagine after they've put in all that effort to reroll that we will have adjusted the status quo in the meantime. If players really swapped classes with reckless abandon, I further suspect you'd see a lot fewer "buff me plz" posts. I also suspect it's more likely that players play the classes they like and then get frustrated when they think we aren't holding up our end of the bargain (which is a pretty reasonable response when you think about it). If the motivation was just to go where the damage is, there would probably be fewer passionate pleas to get everything so close.

I don't know if shameful is the word I'd use. That's a pretty heavy one. DPS across the board is pretty close, certainly relative to where it has been in the past. We can still probably do even better, but let's keep things in perspective. Every class has multiple viable specs in PvE and in most cases if they have a spec that is lagging behind it's because it's dominant in PvP so we don't have a lot of room to just tweak up the damage. That's small consolation if you just love the Arms playstyle, but it's better than Arms being a completely dead tree (as Subtlety was close to being). In the meantime, if dps really matters to you, the Fury tree doesn't require massive regearing or relearning. It's not as bad I'd argue as a Shadow priest who has no option but to heal if he's not competitive, or a Balance druid who has to start over with gearing up in order to go kitty.

I'd say it's close, but we can do better. (Source)

Healing and Mana Efficiency in Cataclysm
You should be able to use your efficient spell virtually forever (or at least much longer than the average encounter length). That efficient heal may be fine for earlier dungeons or raids. Eventually though you're going to hit points where someone is going to die in between casts of the efficient heal. In those cases you should switch to an inefficient but fast or big heal. Yet, if you focus on the inefficient heals too much, you will run out of mana.

As players gain more and more regen in later tiers of content, they'll need to rely on their inefficient heals more, but will also have the stats to be able to do so.

Not every healer has enough spells to currently make the decisions between efficiency and other choices. In fact, we'll probably have to adjust the toolbox of everyone to some extent. (Source)

[...] Most healers spam one heal now. Druids for all of their spells can do very well with just Rejuv and Wild Growth. Disc priests spam PW:S and Holy priests spam CoH on cooldown. We want to carve off niches for other spells. Flash Heal can be awesome if it runs you out of mana to hit nothing but Flash Heal. (Source)

[...] Casting a couple of fast / expensive heals to save someone's life is exactly what you should be doing. Casting nothing but the fast / expensive heal because, hey why not, leads to pretty repetitive gameplay. (Source)

[...] We will have to change numbers for Cataclysm. It's probably a safe assumption that we'll adjust every number in the game in order to account for changes such as larger health pools, lower mana regen and all of the talent tree changes. (Source)

[...] I was talking in the context of raiding, but the entire discussion of infinite mana is generally within the context of raiding. The fights are generally shorter in the 5-player content to where mana likely won't be much of a problem. It might be on some of the more challenging heroic bosses, in the same way that Loken was pretty punishing to heal when LK first shipped. If you go to your Flash Heal too often you might run out of mana, but with a Divine Plea, Mana Tide, Shadow Fiend or Innervate you should be good to go and the fight will likely be over (one way or another) before you need them again. (Source)

[...] We want to shoot for a BC style model, except the choice will come from spell A vs. spell B instead of rank 3 of spell A vs. rank 9 of spell A. Downranking had some serious gameplay problems, most notably being an unintutive mechanic for new players and letting players in general cheese coefficients of lower ranked spells. The actual decision that downranking offered of efficient vs. big vs. fast is an interesting one though, and one we think is missing for too much of LK.

To get there, many healers will need a new spell B or A, except potentially druids, who just need the numbers tweaked on some existing spells so that they have more defined niches.

As someone who has spent a lot of time healing, I *think* it's going to be a pretty fun time for healers, though I'm sure it will take some tweaking before it feels exactly right. (Source)


Paladin (Forums / Talent Calculator)
Retribution
Yeah, while Ret and Enhancement generally work out okay as cooldown-limited specs, we think we need to juice up the gameplay of both just a little bit so there are more opportunities to screw up, so that when you don't, you feel really awesome. Removing the chance of failure doesn't really make for compelling gameplay. (Source)

Shaman (Forums / Talent Calculator)
Enh Shamans useless because of 3.3.3 Icy Talons?
My raid sat me, not because I didn't bring a useful chunk of raid synergy, but because some other guy brought it in a more convenient package. I'm sticking with the guild though. I love those guys, even though they don't let me play much, and I think they're going places with their penchant for min / maxxing.

Seriously though, we'd like to iron out some of the disparities where one buff requires more maintenance or RNG or talent points than another, but I have a hard time imagining that many players are really being negative impacted by the relative convenience of identical buffs.

Pushing for more awesome buffs isn't going to lead to more awesome buffs. It's going to lead to more homogenization and less group synergy overall. We'd be in a land where every raid buff or debuff just passively radiates a 1% bonus or whatever so that your group composition had an almost trivial contribution to your success. I'm not sure that would be as much fun though. We don't think the buffs have to be identical. They just have to be close enough that it isn't a major consideration for most reasonable guilds or pugs. (Source)

Enhancement
Yeah, while Ret and Enhancement generally work out okay as cooldown-limited specs, we think we need to juice up the gameplay of both just a little bit so there are more opportunities to screw up, so that when you don't, you feel really awesome. Removing the chance of failure doesn't really make for compelling gameplay. (Source)

Warrior (Forums / Talent Calculator)
Heroic Strike / Next Swing Attacks

We're not getting rid of Heroic Strike et al. We're just making them instant attacks instead of on next swings. The nice thing about on next swings is that they could consume rage without sacrificing a GCD. In reality though, I don't think that benefit is worth their downsides. A new player for instance hits Heroic Strike and doesn't really notice anything different happening. Not a great introduction to the warrior class. (Source)