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And here we're privy to your entirely Druid-centric point of view. No. A thousand times no. An Enhancement Shaman can not nuke any more than a Feral Druid can. That would be like asking a Mage to melee. Yeah, they can do it, it's within their mechanical means, but how much DPS is it going to generate? There is a reason Enhancement Shaman don't stop meleeing and start nuking when opponents escape their melee range at present. It doesn't work at all if you're not oriented towards it.
so all that shocking you do counts for nothing? the ap/spell damage conversion and int/ap conversion talents are useless for enh? i dont see any of those in the feral tree. in fact, theres only one talent in the feral tree that has anything to do with int and it has no effect on spell damage, whereas the enh tree has two talents that take established stats and convert them at some ratio into spell power. sounds like a much more hybrid style of play than anything a feral druid does. and its for a good reason; a large part of your damage comes from spells. theres even a new talent at the bottom to aid this by stacking a buff to get instant cast LB's or CL's. clearly the infrastructure to utilize spells regularly is there.
now, granted, an enh shammy isnt designed to stand at a distance and nuke something to death, but compared to a feral druid, they have a stronger base to do so. a mage or other casting class will definetely outdo an enh shammy in nuking, but an enh shammy will trump a feral druid without even trying (and be rewarded for stacking int no less!).
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Oh, by all means. I'd love to hear it.
you asked for it.
travel form and ghost wolf may seem analogous, and in the hands of a resto shammy and an elemental shammy, they are. they serve the purpose of moving from point A to point B faster than normal running speed while in combat.
in the hands of an enh shammy however, ghost wolf becomes something more. you see, enh shaman derive a lot of their power from their ability to stay close to someone (duh). however, ghost wolf was never really used as a means of closing distance because of the cast time. with the change to instant, it allowed an enh shammy to use it as a maneuvering tool in pvp. this is where any similarity to travel form ends, as travel form, even for a feral druid, is merely a way of breaking snares and roots. ghost wolf that could break snares and roots puts the power of an enh shammy right next to their enemy almost full time with few counters to it.
whats more is that the very playstyle of an enh shammy supports this kind of behavior. as an enh shammy, you tend to use your skills in bursts of 1-3 skills every 5-10s or so. for example, you close the distance on a mage and he novas and backs away. you purge once, drop grounding totem, hit ghost wolf (break nova) and are back on top of him again. he tries to poly as you stormstrike him, but your GT is down, and you know to expect it now, so you get ready on your ES button, and when it does come, you stop the cast, hitting him for a nice big hunk of damage (insert air shock instead of ES if necessary). all the while this is going on youre auto-attacking, proccing windfury, and generally tearing sh*t up. if frostbite happens to proc on one of your attacks, no biggie, you just ghost wolf and get back on top of him again. when the need to SS or ES comes up, you just hit your button (dropping GW) and go about your business.
contrast this with feral druids, who use travel form merely for snare breaking. only, travel form uses the same damage as caster form does, and theres no windfury to think of, and shifting into another combat form (cat, bear) has the cost of more mana than ghost wolf was (25% base for cat/bear vs 17% base for GW) as well as incurring a GCD (dropping GW doesnt incur a GCD, since its cancelling a buff, but shifting into another form does incur a GCD, since youre gaining something).
in sum, shaman who could break snares coming into and out of ghost wolf were higher-armored, more mobile druids who could put out more damage and had stronger anti-CC measures. iconic or not, you cant let that kind of power stay where it is. it was no better than the 10k scourge strike crits DK's were getting, or the 2k+ instant poison procs rogues had.
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This is yet another (in a long list of) problem(s) with the Blizzard devs relative to Shaman. They try too hard and think too hard to keep the Shaman class restricted to being Shaman. And everyone who doesn't play a Shaman--people like you--see no problem with us having to work overly hard to make use and ultimately justify almost all of our very basic, core, "iconic" abilities. Much less our talents.
you dont work any harder than anyone else does. get over yourself.
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First of all, if you are shifting as a druid to unroot yourself (which is the key point being discussed), you DO NOT USE bear or cat form to break snares. They cost more mana and you move slower in cat/bear vs travel form. You use TRAVEL FORM to break snares either to run away or to close the gap. Period. It's what DRUIDS DO. Travel form doesn't have special abilities. It has nothing to do with the "druid class" aside from moving faster. Guess what... THE SAME IS TRUE OF GHOST WOLF except it doesn't break snares.
Why doesn't it break snares? Hell, you have to spec into it for it to be instant. I think it should AUTOMATICALLY break snares for this reason. You can't even have it instant without putting points into Ghost Wolf. To make it fair, either ghost wolf should break snares... OR travel form shouldn't.
see above. enh shaman DPS in ghost wolf was >>>>> feral druid DPS in travel form. or really, feral druid DPS in any form. in a pvp situation, spectral ghost wolf gave shaman such a huge advantage over any class with a snare or root effect that it trivialized those effects. when a class just shrugs and says "well, i cant use this key skill against shaman" then you have a problem. this is part of why it was changed.
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And as for Totems being "iconic," yes they are. But the sh*tty thing is, I don't even put them down in Arenas. They are gone by the time my global cooldown is finished. For something so ICONIC to the class, thenwhy can't I even use them? It'd be like being able to dispel a druid's shapeshift (ROFL GHOST WOLF) or one shotting a hunter/warlock pet. But guess what.... YOU CAN DO ALL THOSE to a shaman! Totems should AT LEAST have 5 health per level of the shaman ... minimum. Honestly, that's not enough. That would be 350 health at 70 (a vast improvement over 5 health though). I think something like 10 health per level is more in line. The other option I thought about was having negative side effects to destroying totems.
no totems in arena? then you are missing out my friend. totems being static is both a blessing and a curse. being static means, of course, that they dont move. but this also means you can abuse LoS and still get the buff. in essence, they can be the easiest buffs to dispel, or the hardest, depending on placement. adding the stoneclaw idea I suggested would be an interesting way to change the mechanics of this element, as you could drop the stoneclaw in an isolated area, away from combat, and then drop your totems in the middle of the fight. the enemy would be forced to travel a considerable distance, wasting time and resources killing a protector totem before they could get at your main totems. forcing the other team to waste 5-10s doing something like that is huge in arenas.
and no, 800 health at 80 for totems isnt a good thing, even for shaman. thered be a cost, and after seeing the complaints about how much spectral GW cost, i dont think the shaman community wants that.
but hey, on the bright side, GW will probably go back down to a 120 mana cost now! theres a silver lining in everything.
Edited, Sep 11th 2008 2:45pm by Quor