

Deal 5 Fire damage to up to 5 targets and heal up to 5 allies for 4. Each stack increases the damage and healing of your affected spells by 10%. You can now have a maximum of 15 Maelstrom Weapon stacks. After you’ve cast Elemental Surge, your next Flame Shock deals an additional 10% damage and spreads to up to two additional nearby targets. Tier level 20 (improves damage and healing)Ī bolt that deals 5 Elemental damage to an enemy or heals an ally for 4. Unleash Wind: Deals 2 Nature damage and increases the chance to trigger Windfury by 100% for 5 seconds. Unleash Fire: Deals 2 Fire damage and increases the damage of your Flametongue by 100% for 5 seconds. Unleash elements alternates between Unleash Fire and Unleash Wind. Unleash the imbued elements in your weapons on the target. Windfury now deals up to 3 additional attacks. Additionally, successful Flame Tongue strikes extend the duration of your Flame Shock by 1 second, up to a maximum of 10 seconds.ĭealing damage with Windfury increases the critical strike chance of Windfury by 20%. While your left hand weapon is imbued with Flametongue, Lava Lash and Fire Nova deal 15% more damage. Talents (if max level is supposed to be 70, there will be 7 tiers in total).Also, now that Maelstrom Weapon stacks do not increase spell damage or healing, it has been increased baseline, but not by much, to ensure that the shaman’s dps is always 60-70% melee and 30-40% % spells. Melee abilities will always have the lowest mana cost, followed by ranged damage spells, which will have medium cost, and heals will be high cost. Modified Mastery: As seen before, Mastery no longer increases the chance of getting Windfury, but increases the chance of getting Maelstrom Weapon stacks from auto attacks, as well as increasing the chance of Stormbringer and increasing the damage of our nature, fire and frost spells as it already does. Non-instant healing and damage spells reduce the cooldown of Feral Spirit, Spirit Walk and Astral Shift by 1 second. Melee critical strikes increase the speed of your next three attacks. (Stormstrike, Lava Lash, and Crash Lightning: Have a 100% chance to generate a stack) (Lightning Shield: Has a 50% chance to generate a stack) (Auto Attacks: Have a 15% chance (increasing with Mastery) to generate a stack) The enh shaman generates Maelstrom Weapon stacks from the following sources: A maximum of 10 charges can be stacked and a maximum of 5 be consumed. Each Maelstrom Weapon stack reduces the cast time and mana cost of your next Lightning Bolt, Chain Lightning, Healing Surge, and Chain Heal by 20%. Redesigned Maelstrom Weapon: The enh shaman uses Maelstrom Weapon to enhance his spells, which is displayed as a resource below the health bar, in the form of stacks (similar to combo points or holy power). (Feral Lunge: Charge 15 yards forward or on an enemy target. Increases movement speed by 60%, makes you immune to slow and root effects, and transforms your Ghost Wolf ability into Feral Lunge while active. Redesigned Spirit Walk: You enter into a deep bond with the spirit of the wolf. Modified Lava Lash: In addition to damaging your primary target, Lava Lash now causes your targets affected by your Flame Shock to radiate a fire nova, dealing 1 damage to the target and those within 5 yd range. Modified Stormstrike: Now when used increases the damage of your next Physical, Nature, or Frost ability by 10%. 6 sec CD, which is shared with the other Shocks. Windfury Weapon, Crash Lightining, Feral Spirit, Cleansing Spirit, and the Stormbringer passive have no changes. If neither you nor any ally stay in the radius of the totem for 5 seconds, the totem vanishes. Each attack made by allies has a chance to deals 5% of that damage as bonus Nature damage. Summons a totem at your feet that energizes your allies with lightning within 30 yd range. Stormslash Totem will be a new ability for all specs that restores the classic function of giving a buff to allies (not counting BL). We would have all the abilities that we currently have, except for two changes:Ĭhain Lightning affects 5 targets on all of its specs. To avoid percentages of damage / healing / mana cost in abilities, I am going to simplify it with the numbers from 1 to 5 (the abilities with 1 have the least damage, healing and / or mana cost and 5 the most) It’s going to be long, so grab some popcorn. Unlike the other post, this is a redesign for the next expansion, so I’m going to talk about all the skills I would, as well as talents and pvp talents. I promise this is the last one and I already stop xD.
