This is a remake of my original thread. This is so that we will no longer have new posts concerning suggestions. Post it here. The purpose of it is to now collect the suggestions to the shaman class made by the regulars. Feel free to suggest them ina post and if they aren't already in the post I'll pop them in here! Be creative and have fun!!!! any other suggestions to the class will also be added on your section. O, did I mention? Every poster gets a section.
The rules are simple.
1. No disrespecting other posters for their suggestions, if you think they are wrong about something kindly explain why you think that
2. Be creative, we don't want to hear the same thing we've heard before.
3. And have fun!
Draeneipally -
Wind portal - Much like blink, sends the shaman 20 yards ahead if there is nothing in the way. 10 second CD.
Lightning Rift - Sends the shaman ahead to a selected point, chosen with a distract like hover. Sned the shaman up to 15 yards Doing XX damage to all enemies within 5 yards of the shaman. 40 second - 1 minute CD.
Wind wall - The shaman equivilant of power word: shield. With a wind animation. No cd but places a debuff on the target so that it cannot be spammed. Only one target can be walled at once.
INSTANT GHOST WOLF UNTALENTED!!!!! =D
Wind shock - A shock spell on a seperate CD from the other shocks when used alone but on a shared CD with the shocks when another is used. Does weak XX damage and entraps the target in a cyclone for 4-5 seconds. 15 second seperate CD.
Lightning blast - Does weak XX damage and has a chance of putting a debuff on the target. See below fo debuff. Lasts 20 seconds
Electricution - A debuff placed on the target via lightning blast that does XX damage every 2 seconds to friendlies around the target.
Mud slide - A weak AoE spell doing very weak XX damage or none at all. CCs all targets surrounding the caster for 2-3 seconds. A chance to break on damage. 50 second CD.
Water bolt - The exact same spell as lightning bolt but with a water animation and less damage but a 10% chance to stun the target for 1 second.
Nature's Wrath - Sends the shaman into a dormant stage. Reducing all damage taken by 50%, all healing done by 20%. But damage done is reduced by 100%. This is a shapeshift form in the resto tree. The shaman would be transformed into a wind elemental. Dispellable.
Earthquake - A channeled AoE spell that does XX damage to enemies within 5 yards of the cast area.
Firebolt - A replica of lightning bolt, but with lesser damage that puts a DoT on the target that lasts 3-4 seconds and does XX damage. Does not stack. 1.5 sec cast time with talents, 2 sec w/o.
Oceancurrent weapon - Imbues the shaman's weapon with the healing currents of the ocean. Increasing +healing by XX.
Lightning brand weapon - Imbues the shamans weapon with the wrath of lightning, increasing spell crit by XX
Nature's Martyr - The shaman sacrifices themselves to cast a buff on the selected party member.
Nature's Martyr, buff - The selected party member has a buff that causes a blast AoE healing. Healing anyone in the area to complete HP.
Bamninja -
lightning totem: in a fifth set of totems that include
totem of the pack: summons a pack of wolves to fight for you and your friends
storm caller totem: periodically selects a random enemy target to hit with lightning every 3 sec
Fire shield: once all three charges have been consumed unlocks a strike that delivers 120% of the damage done to the charges. has a 10 min cooldown.
still dont have a name for, weapon: applies a debuff that, when the target is struck the one with the debuff takes an addition amount of X nature, fire, or frost damage.
Sinstralis -
Stormstrike be modified so that it stacks a 15sec debuff on the target, that reduces Resilience by 75. Stacks four times.
Bigdaddyjug -
An idea for a sort of AOE would be:
Tornado: The shaman unleashes a tornado that travels 15 yards forward in a straight line. All enemies with 5 yards of either side of the line of travel take XX damage and are stunned for 1-2 seconds. 45 second cooldown.
Jmfmb -
Changes I would like to see:
Less of our current abilities being locked down so easily:
Healing wave and lesser healing wave both made frost (water) so that if locked out we still have earth bind, grounding, and earth shock to save our skin (chain heal should stay nature)
This also means Elemental shamans can still heal when knocked out of nature which is quite nice.
I would like to see more nukes for shaman for practical use:
Flame/Volcanic Blast (or whatever other name you want to use) basicly a fire nuke. Probably make it either a longer cast (3 second) or a faster cast (1.5 seconds) comparable damage to lightning bolt, another option for us on certain fights, but would not get benefit from some of our major elemental talents. Again another option for elemental DPS.
A practical PvE shock, I mentioned Thunder/Lightning Shock recently, basicly a shock with better dmg then earth shock and cheaper to use, increases damage dealt by fire frost and nature spells by 1% stacks 5 times lasts 10 seconds. This spell Would be affected by our lightning talents, would make us more useful for raids, and would be worth while to throw in our sell rotation.
Everyone wants more shields, I think a nice form of Fire/flame shield would be the opposite of lightning shield, instead of doing dmg when you are hit it has a chance to add 400 or 500 ish fire damage to a melee or spell attack, I would say give it 3-6 charges. this would be a strong addition to both of our dps specs but would probably see more use in 5 mans, specially for elemental where water shield will be more important probably.
I would also love to see Spirit wolves in the game, but thats just cause i think it would be kool ^^
Also I feel while tremmor totem did get a buff I think it should be a buffing totem not a pulse that gives everyone in your party within 30 yards fear ward that lasts 10 seconds and is reapplied by the totem every 10 seconds.
As far as a CC or anti CC spell I really would love them but don't know how I think they should work, I think abilities like this are quiet hard to balance out and would take some time to figure out, but both or either or in some form would deffiately be nice.
Gaudion -
After having played around with 2/2 Ghost Wolf over a week after 2.4, I have to say that any form of teleportation, intercept, or any other movement would be completely unnecessary if Ghost Wolf would simply break roots/snares upon shifting. Either make it instant and break snares/roots on talenting, or make it break snares/roots by default and then instant on talenting. I actually think it needs to remain talented in order to restrict Elemental Shaman. I've come around to the idea that an Elemental Shaman that can retreat/engage at will with the damage they're capable of putting out would be slightly OP. Also, it needs dispell resistance, even if it's only 50%.
Earth Shock needs adjustment. It is still the lamest interrupt/silence in the game, and no, the fact that it does damage does not in any way, shape, or form make up for its limitations. Range is an issue, as is the fact that it puts our snare on cooldown, but the biggest problem is that we can only interrupt every other spell at best, and we don't have time to cast anything non-instant during the period of "silence".
Earth Shield needs dispell resistance. 20% would be perfectly fine, stacking with Nature's Grace for a total of 50%. I'm fine with the charges and mana cost as is, I just want it to last a little longer in PvP.
Stonewall and Windwall Totems need adjustment. I don't think I've used either of them since hitting 70 and I doubt I've used Windwall even a dozen times total over the course of the entire game.
Elemental needs talented pushback resistance very early in the tree. Nearly every other caster class/spec in the game has access to this, and they have twice the tools we have if not more. We need it just as badly or worse than they do.
Tremor Totem still pulses too infrequently. Until opponents no longer have time to fear us and then locate our totem and destroy it before it frees us, it will continue to be unreliable, though it is less so than it used to be.
I would like to see the following 51 point talents in WotLK: For Elemental, Hex. For Enhancement, Earthgrab Totem. For Resto, I can't remember what it's called but the Shaman mobs in ZA have a totem that makes the caster and his allies completely immune to CC until the totem is destroyed. Either way, all three abilities are already in the game and fit in perfectly with the Shaman archetype.
Raglu -
Quor -
TheYardstick
AxehiltGRATZ ON SAGE! - [/sm]Guardian Totem (replaces Windwall/Stoneskin) Guardian Totem reduces incoming damage by x% per mob within its effect radius, up to a maximum of y%.
With my imagined values being 1% per mob, to a max of 5 or 6%. The totem would only count enemies in combat with its creator.
As an aside, Stoneskin in its current form is great anytime you have low-armored friendlies (clothies) incurring a high rate of incoming attacks (AOE pulls). It rapidly 'breaks even' and quickly surpasses Healing Wave's mana efficiency for AOE pulls (although Healing and Mitigation are different from one another.)
As for my other suggestions/changes:
Cradle of Earth. 4 min cooldown. Frees the caster from Stuns, Snares, and Roots. For the next 3 seconds your actions decrease your Threat instead of increase it.
Rationale: DPS classes all deserve threat control for PVE, and this would be a slightly different method than existing abilities in the game (plus it gives you a reason to Frostshock something now and then, apart from kiting it). For PVP, this ability would provide periodic self-anti-CC which seems like it'd go a long way towards addressing our issues.
Anticipation. Increases chance to dodge by 1/2/3/4/5% and decreases cooldown of Cradle of Earth by 5/10/15/20/25 seconds.
Rationale: I've never been too excited by this talent, and it'd be interesting if there was some reason to spec heavy ele with some points into enhancement instead of always going with the exact same two cookie cutter builds.
Really there are a ton of talents that aren't too amazing which would be quite a bit better if a secondary effect was tacked on (or if a primary effect was outright replaced). The goal being to create more build variety for shamans. But alas I don't have time to make a flurry of suggestions.
Also, necessity is the mother of invention. It's hard to feel enough discontent with my Shaman when I mainly PVE and PUG AV with him - and in both those situations, my shaman feels crushingly strong as elemental. [/sm]
Edited, Apr 3rd 2008 10:06am by Draeneipally
Edited, Apr 8th 2008 11:45am by Draeneipally
Edited, Apr 8th 2008 11:47am by Draeneipally