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Shamans with CC?Follow

#1 Jan 12 2008 at 3:30 PM Rating: Default
Do you guys think Shamans should have some sort of CC ability, maybe for the Enhacement spec? I like Enh but It's hard getting groups, if we had a CC Shamans would be alot more useful for groups.
#2 Jan 12 2008 at 5:00 PM Rating: Default
WEll i know for a fact Blizzard is CONSIDERINGgiving shaman a CC ability, it is not definite, however atleast they are thinking about it. A CC ability would make shaman incredibly powerful in PvP, and hopefully more acceptable as a DPS/CC in endgame rather then a healer.

Edited, for grammar and felt like underlining.



Edited, Jan 12th 2008 8:03pm by lbattousai
#3REDACTED, Posted: Jan 12 2008 at 7:04 PM, Rating: Sub-Default, (Expand Post) Amen to that.
#4 Jan 13 2008 at 2:51 AM Rating: Default
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1,121 posts
CC would be nice, although a prot pally makes CC useless so try to find a prot pally buddy.

I was in a H SP that took less time for our blessings to wear off, we had 3 elemental shaman and a prot pally and a holy pally BoS and NoW ftw, CL>CC with a good prot pally.
#5 Jan 13 2008 at 3:16 AM Rating: Decent
whats funny is, all my tanks on my friends list are pallys =D
#6 Jan 14 2008 at 11:00 AM Rating: Good
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569 posts
I'd enjoy seeing Blizzard try to solve the problem in more creative ways, focusing on the reason behind CC.

Warden Totem (merged stoneskin+windwall earth totem): "Reduces incoming damage by x% per enemy within 30 yards of this totem, up to a max of y%. Also reduces incoming physical damage by z per enemy, up to a max of zz."

Not sure this is the ideal type of totem to replace CC, but the main idea is there: have totems increase in potency when there are more enemies around.

Really the goal should be to watch how Mages mitigate damage (sheep) while DPSing in 5-mans and PVP, and try to mimick that mitigation in unique new ways without totally shutting down mobs/players. Personally I think the less CC in the game, the better - games are generally more fun (PVP especially) when everyone is active and fighting.

So if sheeping a mob prevents x total incoming damage during a particular pull, the totem's damage reduction between the 2 mobs should result in vaguely similar damage reduction.

Mana cost of the totem would strongly impact its PVP strength depending on how strong it ends up being. Players can easily kill totems, but if the totem is super cheap it'll get thrown back down immediately or if it's expensive it might only be used hidden behind obstacles.

---

Other various ways to tweak shaman effectiveness without resorting to CC:

1. Global Cooldown. A talent that reduces the global cooldown of totems. It's often been suggested to totally remove the GCD from totems, but you don't usually hear partial reductions suggested. As a talent I think this might be interesting and worthwhile.

2. Non-dispellable buffs. Ramping up shaman buff capabilities a bit would certainly help to offset our lack of CC, but I can't think of any Shaman-flavored examples off the top of my head.

3. Better CC removal/resistance. CC is extremely important, but there are two sides of the coin - casting it and removing/avoiding it. The simplest example being to buff Tremor to remove all forms of CC. So even though we didn't have CC ourselves, we'd be 'masters' of removing the effects of it. This doesn't address PVE concerns, but I think PVE is where our lack of CC is least apparent; personally I think shamans are pretty solid through most our specs at PVE (still not sold on elemental, but I haven't raided in forever so perhaps it's a stronger PVE spec than I give it credit.)
#7 Jan 14 2008 at 12:10 PM Rating: Decent
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Axehilt wrote:
Warden Totem (merged stoneskin+windwall earth totem): "Reduces incoming damage by x% per enemy within 30 yards of this totem, up to a max of y%.

I think that's a great idea. Stoneskin and Windwall Totems have absolutely no place in end-game content where mobs are hitting for up to 2-3k a swing. That would make a more noticeable impact and potentially even make Shaman a must-have. Maybe we'd start seeing "LF Shaman" instead of just "LF Mage" or "LF Rogue" in the LFG channel.

Quote:
1. Global Cooldown. A talent that reduces the global cooldown of totems. It's often been suggested to totally remove the GCD from totems, but you don't usually hear partial reductions suggested. As a talent I think this might be interesting and worthwhile.

A good idea, but I still think the most logical solution to this is just to remove the GCD from our totems. No other class has to spend half a dozen seconds applying their buffs before every fight and every two minutes afterwards. They cast once and it lasts for 30 minutes minimum.

Quote:
2. Non-dispellable buffs. Ramping up shaman buff capabilities a bit would certainly help to offset our lack of CC, but I can't think of any Shaman-flavored examples off the top of my head.

Our totem buffs can't be dispelled already unless the totems are destroyed. In PvP, we just need Shamanistic Rage and Earth Shield to have at least 60% dispell resistance.

Quote:
3. Better CC removal/resistance. CC is extremely important, but there are two sides of the coin - casting it and removing/avoiding it. The simplest example being to buff Tremor to remove all forms of CC. So even though we didn't have CC ourselves, we'd be 'masters' of removing the effects of it. This doesn't address PVE concerns, but I think PVE is where our lack of CC is least apparent;

Removing every form of CC would make us a little overpowered both in PvP and PvE IMO. Tremor Totem does need an improvement though. The five-second pulse is way too infrequent; you can be feared completely out of the totem's range in between pulses, and that's just absurd. Revert it back to a two-second pulse. And sometimes, for whatever reason, it just doesn't work at all. I've run criss-cross patterns right over the top of my Tremor Totem for a full ten seconds of a Warlock's Fear, and that shouldn't be happening.

What would really be nice if Tremor Totem shook off root effects, but that might be the fevered dream of a madman.

Quote:
personally I think shamans are pretty solid through most our specs at PVE (still not sold on elemental, but I haven't raided in forever so perhaps it's a stronger PVE spec than I give it credit.)

Elemental is just as solid as Enhancement in PvE, they just don't buff melee as well (assuming the Enhancement took his totem talents). DPS-wise, they destroy.

I still think we could use the CC, if not for PvE than at least for PvP. And it's not like Blizzard needs to think up new abilities; there are already two abilities perfectly suited to Shaman in-game: Earthgrab Totem and Hex.
#8 Jan 15 2008 at 3:45 AM Rating: Decent
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514 posts
I know what's Hex, I get turned in frogs too often..... Would be fun if we could do that :)

What is Earthgrab totem?
#9 Jan 15 2008 at 6:45 AM Rating: Good
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279 posts
I do agree. Hex would fit with shaman lore, right?
#10 Jan 15 2008 at 6:48 AM Rating: Decent
Quote:
Elemental is just as solid as Enhancement in PvE, they just don't buff melee as well (assuming the Enhancement took his totem talents). DPS-wise, they destroy.


i always thought that elemental was on par with enhancement DPS, you're saying enhancement destroys elementals DPS or that the buffs destroy elementals? Or that elementals DPS destroys? im confuzzled sorry.

Edited, Jan 15th 2008 9:49am by Draeneipally
#11 Jan 15 2008 at 7:02 AM Rating: Decent
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2,069 posts
I think it means that dps-wise, elemental and enhancement are similar...but enhancement buffs other melee fighters on your team better?
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#12 Jan 15 2008 at 8:32 AM Rating: Good
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As a shaman DPS I would love to have some type of crowd control to allow me better access into groups for instances.

As a shaman healer I think that crowd control would make me highly desired, over other healers, for access into groups for instances. Let me explain.

Paladin - No CC while healing
Priest - Shackle Undead - Only works on undead, similar to sheep
Druid - Cyclone - 6 seconds, level 70, like banish
Druid - Hibernate - beast only, like sheep
Shaman - No CC

For example, say we got the spell, 'Hex' which was more or less just like sheep.

Now we're the only healing class with reliable crowd control which means that any instance you do will allow you to CC up to 4 mobs (3 DPS w/CC + healer). Include a druid tank when fighting beasts and they can CC one off the bat.

Imagine how easy your first trip to shattered halls would have been if you were able to CC 4 mobs out of a group, why would you want any other healer? Yes it would be great for shaman in PvP but I think a generic type of CC for a healer would cause problems in PvP.

Slightly off topic - I really hate how focused the tBC instances are on crowd control and I hope this issue is addressed in the next expansion. I don't mind that instances become slightly easier by using a specific type of crowd control but I don't like that some are extremely difficult when lacking it. An easy example would be the first boss in Steam Vaults. On heroic she and her elementals are rather difficult due to the massive amount of damage up front from the elementals, her and the lighting clouds. Add a warlock in the picture and the boss is a breeze. I did not realize this as I was playing a warlock so I had never been w/o until I switched to my shaman.

Back on topic and concluding : I think enhancement and elemental both need some type of CC but it needs to be balanced between PvP, PvE and the resto spec for a shaman.
#13 Jan 15 2008 at 9:18 AM Rating: Decent
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2,396 posts
SkibumOnShiva wrote:
Imagine how easy your first trip to shattered halls would have been if you were able to CC 4 mobs out of a group, why would you want any other healer? Yes it would be great for shaman in PvP but I think a generic type of CC for a healer would cause problems in PvP.

You also forgot Paladins' undead fear (situationally usefull in places like Karazhan), and Priests' Mind Control (stupidly useful in heroics). And I understand what you're saying, but the current system of "LF Mage" or "LF Rogue" is simply unacceptable to Shaman. If Blizzard can find a way to make us viable in heriocs without giving us CC, then they're free to go ahead with it. I just don't know how they would do it.

PvP-wise, again, Shaman need something. If not CC, they at least need a root or a stun. If you've seen any of my posts around in topics like these, you would have seen that I've only been advocating a six-second Hex. That would give Enhancement Shaman the chance to actually close in on an opponent, an Elemental or Resto Shaman the chance to get away from an opponent, and all Shaman a chance to actually get a heal off unmolested without Nature's Swiftness.

Druids have the exact same effect going on with Cyclone right now, and they can root. Priests MC, fear, and Mana Burn when they're healing, and Paladins make use of their stun. The fact is, we're the only healing class that has nothing to do but heal at the moment, and of the four healers available, we're easily the worst at the moment because of that and a few other reasons.

waihwang wrote:
What is Earthgrab totem?

Earthgrab Totem, for anyone unaware, is a totem that, when dropped, pulses a short-duration AoE root effect as long as the totem is active. Right now it's a mob-only ability, but if you'd like to see it the first boss in ZF uses it, among others.

I still think a six-second Hex would be better since that would help all Shaman, while Earthgrab Totem would only help Elementals and Restos who were trying to escape an opponent.

Ailitardif wrote:
I think it means that dps-wise, elemental and enhancement are similar...but enhancement buffs other melee fighters on your team better?

Yeah, that's what I said.
#14 Jan 15 2008 at 12:41 PM Rating: Default
i would love to have a hex, and earthgrab totem would be really nice too as an "oh ****" button, just give it like a 10 min cool down and make it an instant AoE root that last like 2-4 seconds. Thats enough to get away. And a 6 second hex would be really nice too, maybe have it upped to 10-12 seconds with some kinda of talent or tier'd up to compete with sheep. And they need to make Earth shield undispellable. Shamanistic rage is great but i can live with it being dispellable. I also would like to have my stoneclaw totem force the target's attention on it. Because that would be a nice CC if we didnt get anything else. Increase stoneclaw's health by alot, and can keep same cooldown, just make it force the enemies attention on it. Because the 50% chance to stun would take care of alot of CC for enh shammy atleast. Maybe give shammy an ability that lets us "Throw" out totems anywhere we want in range (i.e. kinda like the AoE targeting thing.) That would be nice. give it a 5 second cool down. In raids if your resto/el just throw down a SoE totem and WF totem near melee and then drop a mana totem near you mana users. makes shammy alot more useful then. And i concure on getting rid of GCD for totem. In instances ill throw down SoE, healing stream and maybe a magma if theres alot of enemies, but by the time im done with totems the fight is about over. so annoying and it causes me to rank low on dmg meters, but if i dont drop totems i get a "wtf shammy do your job and use totems!"
#15 Jan 15 2008 at 1:03 PM Rating: Decent
45 posts
Hilarious. Here's a pally post on the WoW forums on the subject of whether shaman should get Hex:

"That would just be polymorph :/

What Shaman really need is a spell called "Confidence", and this ability does nothing in game but actually inspires the user irl to grow a pair and stop crying." - Makei from Proudmoore

I'd love it if shammy got CC, but I think there would be a lot of QQ from other classes about us being OP :P
#16 Jan 15 2008 at 7:54 PM Rating: Excellent
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1,245 posts
You guys are talking about Hex, the move that turns a player into a frog for a duration, usually used by Troll mobs like in ZF?

Because for the record, and it annoys me to no end, there is NO MOVE IN THE GAME like a mage's Polymorph.

Why?

Because a Polymorph heals the sheeped target. When the mobs in ZF Hexes you, it's basically a stun- they can beat down on you and nothing happens, you don't heal from it.

If you mean for Hex to be a disorient, breaking on damage, but not healing you, then that's fine. I can see a shaman getting a short-duration, medium-cooldown Hex.

But understand that Polymorph is not comparable to any other class's form of CC-- the healing effect that it does balances it out from being overpowered.


Personally, I think Earthgrab totem being usable, and Tremor Totem breaking roots and pulsing every 2 seconds, to be great solutions.
#17 Jan 15 2008 at 9:30 PM Rating: Good
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782 posts
Quote:
lbattousai wrote:
A CC ability would make shaman incredibly powerful in PvP...

No, that would make Shaman competative in PvP.


Thats pretty much where its at. Granted, while I don't mind that if they actually did give us a CC, ideas like "hex" do seem "cookie cutter" to me, and from my point of view, doesn't seem very "shaman" like. I've rolled a few ideas of my own in my head, but I'll get back to them later.

The 2 obvious downsides to shaman PvP is mobility and control. Solving either of these issues would make us competitive in PvP. A class like Hunter has both control (traps, shots, clips, etc) AND mobility (Beast rage)...so its no surprise its a powerful PvP class. This being said, a LOT of classes have some sort of CC move...but not many have ultimate mobility move, beast rage and Death wish are the only others that come to mind atm. For the sake of uniqueness so to speak, Im more partial so see Shaman's get a ultimate mobility move, instead of a CC or at least something "different".

Now, something that has been rolling in my head lately to kinda solve this problem while keeping in theme to the shaman playstyle has been, a "improved" ghost wolf. Huh!? Don't we have something like that?! Yes...and it kinda sucks :P Thus I thought up a revision.

#1- Usable indoors
#2- By adding 1 talent, while in Ghost wolf, 50% immune to fears, snares, and immobilizing effects, casting time reduced by 2 seconds and +10% increase to movement.
#3- By adding another talent, while in Ghost wolf 100% immune to fears, snares and immobilizing effects, Ghost wolf is instant cast and another +10% increase to movement.
#4- If 2 talents are spent in Imp GW, then "agressive bite" is opens to talent (possible 3 talent max). Aggressive Bite allows 40%/60%/80% of melee strikes while in Ghost wolf form to have a 2 second knock back effect against humanoid, elemental and beast targets.

Now, what do my suggestions do. Well, it fixes the mobility issue first of all and that was a key topic. This will help tactically with a enh sham in PvP due to the fact that they can now "blitz" a target unimpeded, and help with elem's since they can knock a close target down "sprint" away and gain more distance to do what they need to do.

Assuming that Imp GW doesn't move on or from the Enh the talent tree, its not "deep" enough that elem or resto can't get to it. It also does give a degree of CC, and a type of Crowd control that hasn't been seen in this game to date. Now as we know, our weapon buffs don't work while in GW, which acts as a sort of OP balancer so to speak, since (at least from a Enh point of view, its a good amount of our total dps is directly related to our weapon buffs), not to mention as a elem you can't cast without breaking GW anyhow. So this is "sorta" like a stunlock, but the knock back effect now forces "you" to play pinball with your target in order to keep them "locked", and even at that its a % "lock". But @ 70% proc rate, that "should" be constant enough to take at least one target/mob out of mix, assuming the shaman has enough skill to move with the target when knocking them back...AND enough skill NOT to knock their target into further groups, which would obviously bring more mobs. This is a "Active" CC, not a "fire and forget" CC, like all other CC's. I kinda thing the effect will look like a police dog sic'd on someone, knocking them down, tossing them around, until help arrives.

Downside for PvE is that it not only takes one target out of the picture, but it takes YOU out of the picture too since you have to occupy the target to CC them. On the plus side, you are doing "some" dmg, which is similar to a stun lock or a fearlock w/ dots on.

While it "could" cheese someone 1 on 1, to death in PvP (its not like rogues and locks can't do that to ppl anyhow atm :P), its still dispelable/purgable so it "can" be broken, not to mention its still a % of a knock back...so a window "could" open for someone to counter. Not to mention in BG's its all about "group" fights, so its not likely that a lone shaman is gonna be given that much time alone to chew someone to death like that :P. Arena (especially 2v2) might be more interesting, since your targets options against you is to either kill you before you get to them (which will happen faster then they want it to) or get you out of GW!

Edited, Jan 16th 2008 6:04am by gpyfb
#18 Jan 15 2008 at 10:14 PM Rating: Good
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LF Rogue


LOL, when i saw that i rofled, when did you ever see that happen?
#19 Jan 16 2008 at 2:02 AM Rating: Default
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2,396 posts
gpyfb wrote:
...but not many have ultimate mobility move, beast rage and Death wish are the only others that come to mind atm. For the sake of uniqueness so to speak, Im more partial so see Shaman's get a ultimate mobility move, instead of a CC or at least something "different".

The problem with giving Shaman an equivalent to Sprint or Intercept instead of a CC is that it only helps Enhancement Shaman. Intercept is wasted on Elemental and Resto Shaman since they want to run away, not towards. They also both have to stand still to cast their primary spells, so Sprint is almost completely wasted on them as well. And neither option helps any spec of Shaman get a heal off unmolested unless they use a Sprint to run away entirely.

Quote:
#1- Usable indoors
#2- By adding 1 talent, while in Ghost wolf, 50% immune to fears, snares, and immobilizing effects, casting time reduced by 2 seconds and +10% increase to movement.
#3- By adding another talent, while in Ghost wolf 100% immune to fears, snares and immobilizing effects, Ghost wolf is instant cast and another +10% increase to movement.
#4- If 2 talents are spent in Imp GW, then "agressive bite" is opens to talent (possible 3 talent max). Aggressive Bite allows 40%/60%/80% of melee strikes while in Ghost wolf form to have a 2 second knock back effect against humanoid, elemental and beast targets.

Quote:
... a lot of stuff.

No offense, but... in my personal opinion that is the worst proposed fix to Shaman I have ever heard. Somewhat original, but ungodly terrible nonetheless.
#20 Jan 16 2008 at 6:50 AM Rating: Good
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958 posts
Quote:
You also forgot Paladins' undead fear (situationally usefull in places like Karazhan), and Priests' Mind Control (stupidly useful in heroics). And I understand what you're saying, but the current system of "LF Mage" or "LF Rogue" is simply unacceptable to Shaman. If Blizzard can find a way to make us viable in heriocs without giving us CC, then they're free to go ahead with it. I just don't know how they would do it.

PvP-wise, again, Shaman need something. If not CC, they at least need a root or a stun. If you've seen any of my posts around in topics like these, you would have seen that I've only been advocating a six-second Hex. That would give Enhancement Shaman the chance to actually close in on an opponent, an Elemental or Resto Shaman the chance to get away from an opponent, and all Shaman a chance to actually get a heal off unmolested without Nature's Swiftness.

Sorry about that, I did forget about Paladin's fear undead (I don't play a paladin) as well as the priest MC/fear. Druid also has roots but it only works outdoors and I see too few places to even make it worth mentioning instance-wise.

If we were given Hex, even as a 6 second CC I would guess it would have a 1.5 second cast time which would still make shaman next to useless for CC in instances. Enhancement would reset their swing timer and take away 1/4 of their damage. Elemental would lose 1/4 of their time and need mp. Restoration would have to balance their CC along with keeping people alive; the CC'd mob would likely be after them due to the inability of the party to hit the mob for fear of breaking it as well.

If I wanted a minimal CC that takes me and one mob out of the fight then I'd frost shock kite a mob, any spec can do that. This is akin to the stun-wolf that is mentioned.

For as much as I would like them to fix the class I don't want them to overdo it. A lot of the fun in the game is the challenge.

Edit - messed up quotes

Edited, Jan 16th 2008 9:50am by SkibumOnShiva
#21 Jan 17 2008 at 8:39 PM Rating: Good
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782 posts
Quote:
No offense, but... in my personal opinion that is the worst proposed fix to Shaman I have ever heard. Somewhat original, but ungodly terrible nonetheless.


And your suggestion would be then?
#22 Jan 17 2008 at 8:48 PM Rating: Decent
Personally the answers are already there. most mobs use them already


Hex, 6 sec polymorph with 15 sec cooldown.

Fear totem, pulses every 6 secs and each fear lasts 2 secs. 30 sec cooldown.

Root totem, same as the mobs use.

How bout an ice shield spell? 5 charges, each time someone in melee hits you, they are frozen in place for 2 sec.

Windbuff- 10 yard range, knocks players back a few yards

What bliz needs to do is give us some talents like other classes, but dull them down some. We are supposed to be an all around class. None of our spells should be better than the original.
#23 Jan 17 2008 at 8:56 PM Rating: Decent
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2,396 posts
gpyfb wrote:
Quote:
No offense, but... in my personal opinion that is the worst proposed fix to Shaman I have ever heard. Somewhat original, but ungodly terrible nonetheless.


And your suggestion would be then?

A six-second Hex has long been my favorite proposed option for improving Shaman. I think it would solve most, if not all, of the class' problems.
#24 Jan 17 2008 at 9:24 PM Rating: Decent
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782 posts
Quote:
No offense, but... in my personal opinion that is the worst proposed fix to Shaman I have ever heard. Somewhat original, but ungodly terrible nonetheless.


While I do agree that it would "solve" AN issue, it just doesn't seem very "unique". Yes, not NOT poly, so I'm not arguing that...its just tends to be the games tend to make mechanic, if not at least delievery of CC's "unique" to the classes existing MO's. Hunter traps, Lock/Suc charms, Rogue Saps, etc all have aspects and mechcanics that are used almost uniquely to said classes.

I don't admit to my wolf idea as being flawless, but shaman's are the only class that uses a "magic" buff to transform, further more its pretty much the only skill amongst shaman's that hasn't been updated since day one, thus my idea sprung from it. I did toy around with the idea of using totems to deliever the CC, but my incarnations just seemed like hunter trap clones, which mechnically just seemed "done" already.

Granted we're all doing here say regardless, and frankly most of these IDEAS and breath should be better spent on the actual wow boards where blizzard is actually REQUESTING shaman player opinions regarding our class, rather than wasting your breath here. I've posted my 2 cents there :) Well see what happens.
#25 Jan 17 2008 at 9:25 PM Rating: Decent
Draeneipally wrote:
Quote:
Elemental is just as solid as Enhancement in PvE, they just don't buff melee as well (assuming the Enhancement took his totem talents). DPS-wise, they destroy.


i always thought that elemental was on par with enhancement DPS, you're saying enhancement destroys elementals DPS or that the buffs destroy elementals? Or that elementals DPS destroys? im confuzzled sorry.

Edited, Jan 15th 2008 9:49am by Draeneipally


elemental dps is better but the buffs enhance give are much bigger than elementals caster buffs especially since you have to drop 41 points into elemental to get a decent totem buff
#26 Jan 17 2008 at 11:00 PM Rating: Decent
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2,396 posts
gpyfb wrote:
I don't admit to my wolf idea as being flawless, but shaman's are the only class that uses a "magic" buff to transform, further more its pretty much the only skill amongst shaman's that hasn't been updated since day one, thus my idea sprung from it.

The two glaring flaws with your idea are as follows:

1. It's not unique either. Different from what other people have suggested to be sure, but you're more or less turning us into dispellable Druids. Not good.

2. It pigeonholes us into the Enhancement tree where Imp. GW is, and neither Elemental nor Resto Shaman can keep up their MO while in your verison of GW.

I agree that Imp. GW could use a buff. With as stupidly easy as Shaman are to kite and how completely immobile we are, I'd simply like to see the following GW change: give us a new rank of it. Make it an instant cast and remove all movement impairing effects. You might not like that idea because it, like Hex, is more or less a clone of an aspect of another class, but it's simple and would solve many problems. Druids can run the hell away with Travel Form and they don't even need to stop to cast most of their spells in the first place. Why shouldn't Shaman be able to?
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