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PTR
10.2.5
PTR
10.2.6
Shaman Changes for Patch 8.1 Tides of Vengeance
来自 Anshlun
[Last Updated]:
2018/10/26
变更日志
补丁:8.1.0
目录
评分:
Tides of Vengeance, also known as patch 8.1, is the first major Patch of Battle for Azeroth, currently without a release date. Tides of Vengeance brings many changes to classes, notably to specializations with outstanding issues like Elemental and Enhancement Shamans, Shadow Priests, and Feral Druids.
The patch also intends to expand the Azerite system, by adding a
5th ring
to Azerite armor, adding new Azerite traits for all specializations, and tuning remaining traits, replacing unappealing ones.
Below you can find the consolidated list of changes for Shaman, for spells, talents, and Azerite traits alike.
Curious to see the class changes over the builds? Check out all our class changes from Patch 8.1!
September 21st - Build 27826
September 28th - Build 27934
October 3rd - Build 27985
October 13th - Build 28048
October 17th - Build 28151
October 23rd - Build 28202
October 31st - Build 28294
November 6th - Build 28366
November 13th - Build 28440
November 30th - Build 28616
December 8th - Build 28710
Shaman Changes
Class Tools
Elemental
Talents
Enhancement
Talents
Restoration
Talents
Specialization
Effect #4 Apply Aura: Modifies Power Cost Value: 2531%
Affected Spells:
Effect #5 Apply Aura: Modifies Damage/Healing Done Value: 9281%
Affected Spells:
Instantly shocks the target with concussive force, causing (250%210% of Spell power) Nature damage.
Causes the earth within 8 yards of the target location to tremble and break, dealing 0.250.2875 * 6 * (1 + Versatility) * 98 / 100] Physical damage over 6 sec and sometimes knocking down enemies.
Range changed from 35 yd range to 40 yd range
Calls forth a Greater Fire Elemental to rain destruction on your enemies for 30 sec.
While the Greater Fire Elemental is active, Flame Shock generates 3 Maelstrom when it deals damage over time.
Cooldown changed from 2.5 min cooldown to 2.5 min recharge
Charges changed from None to 1 Charges
Sears the target with fire, causing (35% of Spell power) Fire damage and then an additional (157.5%210% of Spell power) Fire damage over 1824 sec.
Hurls a bolt of lightning at the target, dealing (50.3125%70.4% of Spell power) Nature damage.
Your Lightning Bolt, and Chain Lightning casts have a 15.0% chance to trigger a second cast on the same target, fordealing 85% of normal damage and generatesgenerating less Maelstrom.
Talents
Your spellsEarth Shock and Earthquake have a 25% chance to refund the Maelstrom spent on them.
Your damaging spells incite the earth around you to come to your aid for 6 sec, repeatedly dealing (13.75% of Spell power) Nature damage to your most recently attacked target.
Elemental: Now requires Level 15, down from 90
Tier 1 Talent, in place of
Harnesses the raw power of the elements, dealing (63% of Spell power) Elemental damage and increasing your Critical Strike, Haste, or Mastery by 366 for 10 sec.
Can cause an Elemental Overload.
Hurls frigid ice at the target, dealing (55% of Spell power) Frost damage and causing your next 4 Frost Shocks to deal 100% 200% increased damage and generate 8 Maelstrom.
Generates 15 25 Maelstrom.
Can cause an Elemental Overload.
Casting Lava Burst increases the damage of your next Nature, Physical, or Frost spell by 20%.
Cooldown changed from 2 min cooldown to None
Elemental: Now requires Level 60, up from 30
Tier 4 Talent, in place of
NEW
Your maximum Maelstrom increased by 30, and the Maelstrom cost of Earth Shock and Earthquake is reduced by 10.
Elemental: Now requires Level 30, down from 60
Tier 2 Talent, in place of
NEW
Earth Shock also enhances your next spell cast within 15 sec:
Flame Shock: The next cast also applies Flame Shock to another 1 additional target within 8 yards of the target.
Lightning Bolt: Your next cast will cause an additional 1-3 Elemental Overload.
Lava Burst: Reduces the cooldown of your
Storm Elemental
Storm
Fire Elemental by 6.0 sec.
Frost Shock: Freezes the target in place for 6 sec.
Now a level 90 Talent
Calls forth a Greater Storm Elemental to hurl gusts of wind that damage the Shaman's enemies for 30 sec.
While the Storm Elemental is active, each time you cast Lightning Bolt or Chain Lightning, the cast time of Lightning Bolt and Chain Lightning is reduced by 3%, stacking up to 20 times.
Cooldown changed from 2.5 min cooldown to 2.5 min recharge
Charges changed from None to 1 Charges
Charge yourself with lightning, causing your next 2 Lightning Bolts to deal 150% more damage, and also causes your next 2 Lightning Bolts or Chain Lightnings to be instant cast and trigger an Elemental Overload on every target.
PvP Talents
Grips the target in lightning, stunning the target and dealing $O1$O2% of the target's maximum health in Nature damage over 6 sec.
Whenever you successfuly Purge a target or when you are dispelled, you are healed for 3% of your total health.
Specializations changed from Elemental/Enhancement/Restoration to Elemental/Enhancement
Note many abilities innate damage has been lowered, but compensated through the Enhancement aura.
In addition to these changes above, we’re adjusting how many tooltips are generated. This may cause some websites to show that the damage or healing of almost every single Enhancement ability has changed. Do not panic; we are not lowering all of your damage and healing! This will be a behind-the-scenes data adjustment only.
Specialization
Effect #1 Apply Aura: Modifies Damage/Healing Done: -46 0%
Effect #2 Apply Aura: Modifies Periodic Damage/Healing Done: -46 0%
Affected Spells
Electrocutes all enemies in front of you, dealing 32%19.2% of Attack power) * ((Attack power + Offhand attack power) * 2 / 3) / Attack power] Nature damage. Hitting 2 or more targets enhances your weapons for 10 sec, causing Stormstrike and Lava Lash to also deal 40%24% of Attack power) * ((Attack power + Offhand attack power) * 2 / 3) / Attack power] Nature damage to all targets in front of you.
Each target hit by Crash Lightning increases the damage of your next Stormstrike by 5%.
Scorches your target, dealing (24.57%14.742% of Attack power) Fire damage, and enhances your weapons with fire for 16 sec, causing each weapon attack to deal up to (0 * Attack power) Fire damage.
Chills your target, dealing (15.1515%9.1% of Attack power) Frost damage and applying Frostbrand to them, reducing their movement speed by 50% for 3 sec. Enhances your weapons for 16 sec, causing your attacks to apply Frostbrand.
Charges your off-hand weapon with lava and burns your target, dealing (180%108% of Attack power) Fire damage.
Fires a bolt of lightning at the target, dealing up to 14.0625%8.4375% of Spell power)]
(14.0625%8.4375% of Spell power) Nature damage.
Assaults your target with earthen power, dealing (56.3062%33.8% of Attack power) Nature damage.
Generates 25 Maelstrom.
Energizes both your weapons with lightning and delivers a massive blow to your target, dealing a total of 179%107.4% of Attack power)% + (179%107.4% of Attack power)%] Physical damage.
Each of your main hand attacks has a 25% chance to trigger two extra attacks, dealing (18%10.8% of Attack power)% Physical damage each.
Talents
Rockbiter's recharge time is reduced by 15% and it deals 20%35% increased damage.
Crash Lightning also electrifies the ground, leaving an electrical field behind which damages enemies within it for 3.2%2.688% of Attack power)] Nature damage over 6 sec.
Summons an Earthen Spike under an enemy, dealing (180%108% of Attack power) Physical damage and increasing Physical and Nature damage you deal to the target by 20% for 10 sec.
Lunge at your enemy as a ghostly wolf, biting them to deal (15%9% of Attack power) Physical damage.
Windfury causes each successive Windfury attack within 15 sec to increase the damage of Windfury by 100%80% and the Maelstrom generated by 1, stacking up to 5 times.
Creates a vortex of wind 8 yards around you, dealing 6.2244%5.25% of Attack power) * ((Attack power + Offhand attack power) * 2 / 3) / Attack power] Nature damage every 1 sec to enemies caught in the storm, and slowing them by 30% for 3 sec.
Frostbrand now also enhances your weapon's damage, causing each of your weapon attacks to also deal (3.51%3.159% of Attack power)% Frost damage.
Rockbiter has a 20%40% chance to increase the damage of your next Stormstrike by 100%.
Surround yourself with a shield of lightning for 1 hour.
Melee attackers have a chance to suffer (6%3.6% of Attack power) Nature damage, and add a charge to your shield.
When you Stormstrike, it gains 2 charges.
At 20 charges, the shield overcharges, causing you to deal 10%an additional (6% of Attack power) Nature damage with each attack and generate 100 Maelstrom over 10 sec.for 10 sec.
Lightning Bolt now consumes up to 40 Maelstrom for up to 1200% increased damage, but has a 129 sec cooldown.
Flametongue now causes the target to burn for (90%54% of Attack power) Fire damage over 6 sec.
Shatters a line of earth in front of you with your main hand weapon, causing (312%187.2% of Attack power) Flamestrike damage and Incapacitating any enemy hit for 2 sec.
Summons four totems that increase your combat capabilities for 2 min.
Resonance Totem
Generates 1 Maelstrom every 1 sec.
Storm Totem
Increases the damage of Stormstrike by 5%.10%.
Ember Totem
Increases Lava Lash damage by 10%.
Tailwind Totem
Increases your chance to trigger Windfury by 2%.
PvP Talents
NEW
If there are more than 2 enemy within 8 yards when you cast Stormstrike, you also cast a Chain Lightning on the target, dealing (50% of Spell power) Nature damage.
Otherwise, you conjure bolts of lightning to up to 2 furthest enemy within 40 yards dealing (50% of Spell power) Nature damage.
REMOVED
When you use Stormstrike, you conjure bolts of lightning to up to two furthest enemies within 40 yards dealing (50% of Spell power) Nature damage.
Whenever you successfuly Purge a target or when you are dispelled, you are healed for 3% of your total health.
Specializations changed from Elemental/Enhancement/Restoration to Elemental/Enhancement
REMOVED
When you use Stormstrike you also cast a Chain Lightning on the target.
REMOVED
After you use Stormstrike twice in a row on an enemy you create a coil of lightning binding you to the target, increasing the damage the target receives from your attacks by 15% and increases your movement speed by 15% while the cling holds.
If the target moves further than 15 yards from you, the cling will break.
Removed
Specialization
REMOVED Effect #8 Modifies Proc Chance Value: 5
Affected Spells:
NEW Effect #8 Modifies Effect #1's Value: 5
Affected Spells:
Heals the friendly target for (105%140% of Spell power), then jumps to heal the 2 most injured nearby party or raid membersallies. Healing is reduced by 30% after each jump. Heals 3 total targets.with each jump.
Note that the amount of jumps is
just a tooltip polish
, as the 3rd jump is just added by the rank 2 spell:
. Chain Heal jumps haven't changed from live.
Talents
Chain Heal bounces to 1 additional target, and its falloff with each bounce is reduced by half.Every 0 mana you spend brings a High Tide, making your next 2 Chain Heals heal for an additional 20% and not reduce with each jump.
Cost changed from None to 1.0% of base mana
Every third Healing Wave or Healing Surge you cast heals for an additional 50%.
Unleashes elemental forces of Life, healing a friendly target for (110%130% of Spell power) and increasing the effect of the Shaman's next direct heal by 45%35%.
Cost changed from 5.0% of base mana to 4.0% of base mana
PvP Talents
NEW
You become immune to Silence and Interrupt effects for 5 sec after using Spiritwalker's Grace.
Interrupts reduce the duration of the next successful silence or interrupt cast upon you within 10 sec by 50%.
Removed
NEW
Your Chain Heal and Healing Rain spells have a 20% increased chance to critically heal, and when they critically heal the target is dispelled of all harmful magical effects.
Whenever you successfuly Purge a target or when you are dispelled, you are healed for 3% of your total health.
Specializations changed from Elemental/Enhancement/Restoration to Elemental/Enhancement
REMOVED
Riptide has 1 additional charge.
Riptide Heals for (67.5%45% of Spell power) when the spell ends its duration, is refreshed on the target, or is dispelled.
You link yourself and two closest allies within 0 to 15 yards together. When linked targets take damage, 35%25% is distributed among the other linked allies. Linked targets receive 100% increased healing from your Chain Heal and Healing Rain. Lasts for 24 sec.
Cost changed from 40.0% of base mana to 60.0% of base mana
Cast Time changed from Instant to 1.5 sec cast
Reduces the cooldown of your Hex spell by 20 sec.or cooldown of your Voodoo Totem by 10 sec.
Spells
Summons a totem at the target location that gathers electrical energy from the surrounding air and explodes after 2 sec, stunning all enemies within 8 yards for 3 sec.
Range changed from 35 yd range to 40 yd range
Summons an Earth Totem with (2 * Total health / 100) health at the target location for 20 sec that slows the movement speed of enemies within 10 yards.
Range changed from 35 yd range to 40 yd range
Causes the earth within 8 yards of the target location to tremble and break, dealing 0.250.2875 * 6 * (1 + Versatility) * 98 / 100] Physical damage over 6 sec and sometimes knocking down enemies.
Glyphs
REMOVED
Your Chain Heal now has a watery appearance.
Azerite Traits
REMOVED
Healing Tide Totem restores up to 198 additional health each pulse, based on how close your allies are to the totem. Maximum benefit for allies within 8 yds of the totem.
REMOVED
Stormstrike marks the target as a Lightning Conduit for 1 min. Stormstrike deals 309 Nature damage to all enemies you've marked as Conduits.
REMOVED
Your Earth Elemental spawns Tremors that deal 472 Physical damage to enemies within 8 yds every 2 seconds. Earth Elemental's auto attack damage is increased by 558.
NEW
While Reincarnation is off cooldown, your maximum health is increased by 2590. While you are at full health, Reincarnation cools down 50% faster.
NEW
Earthquake deals 596 Physical damage instantly, and has a 25% chance to make your next Chain Lightning be instant cast.
Replaces Rumbling Tremors
NEW
Stormstrike deals additional damage, and has a 10% chance to summon Thunderaan's Fury Totem, doubling the chance to activate Windfury Weapon for 6 sec.
Replaces Lightning Conduit
NEW
Both bonuses of Tidal Waves are increased 5%, and spells affected by it heal for an additional 859.
Replaces Ebb and Flow
When you castWhile under the effects of Heroism, your Mastery increases by 18 every second, stacking up to 20 times.
Your spells and abilities have a chance to increase your Mastery by 107 for 2097 for 15 sec. Heroism's duration is increased to 6050 seconds on you, and Ancestral Resonance's chance to activate is greatly increased during Heroism.
Alternate version?
Dealing Fire damage grants 1927 Critical Strike for 12 sec.
Dealing Frost damage grants 1927 Mastery for 12 sec.
Dealing Nature damage grants 1927 Haste for 12 sec.
Melee attacks with Flametongue active increase the damage the target takes from your next Lava Lash by (301180 / 2), stacking up to 10 times.
Every 2 second, reduce the cost of your next Stormstrike by 2 Maelstrom and increase its damage by 567340. This effect stacks up to 15 times.
Spirit Link Totem restores 3053Totem's radius is increased by 15%, and it restores 2644 health to all nearby allies 1 second after it is dropped.
Rockbiter causes your next melee ability, other than Rockbiter, to deal an additional 1302781 Nature damage.
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评论
评论来自
Dejo93
Sigh....
Nothing for Enhancement
评论来自
GameDadMatt
The lack of Enhancement changes with how messy and squishy the class feels to play in PvP now is frustrating.
The Elemental changes are nice but I don't know if they deal with some of the core issues it has as a spec in PvP. But given the lack of love for Enhancement, I'll probably give it another shot when 8.1 rolls around.
评论来自
lovs2build
So pretty much shamans going to suck in 8.1 still?
评论来自
csontidormu
Love the resto buffs, especially the Chain Heal and the High Tide talent changes.
评论来自
iGniTo
Is Blizz planning to add better Spell effects for Enhance? Leveling an alt atm and the spec feels kinda fun when you get %^&* ton of SS resets, but the spell effects for Lava Lash and Windfury are barely even noticeable.
评论来自
Nassadross
Lol, they just decided to nerf all enhancement damage by 3% and called it a day.
评论来自
Jaigar
These changes for Elemental are just so bad.
Forced into Echo of Elements because spec is clunky and you waste LvBs with how the charge system+ Lava surge works.
Call of Thunder is objectively weaker than aftershock or totemic mastery, except in situations where you overcap maelstrom because bad design. This situation is having 40-60 maelstrom and CL 5 mobs at once. Its another base problem with ele, yet instead of fixing it, they force you into certain talents.
Stormkeeper+ Surge of Power LB procs don't stack. If you get a 1 stack off of the LB portion of it and try to combine it with SK, you get nothing. Also Mastery just doesn't seem to work with these procs.
Earth Shock nerf punishes ele 2 target cleave more, which was abysmal for ele to begin with, and CL 2 target does less damage than LB. EQ does more damage on 2 targets if stacked, but its over 6 seconds and doesn't trigger surge of power. Longer Flame shock dot does help with with lava surge procs though on cleave.
Azerite Traits are lackluster as well. 3 ele shaman traits have non-stacking components, meaning gearing will be more restrictive. Boomkin, Shadow Priest, and Affliction lock can change their damage models pretty significantly with azerite traits by gaining massive DoT Cleave. Meanwhile elemental has all mediocre traits. 3 of their traits (Ancestral Resonance, Rumbling Tremors, and Echo of Elementals) are tied to long CDs, 2 are stat procs (Natural Harmony and Synapse Shock). 2 traits affect specifically ST (Igneous Potential and Lava Shock), and the new one (Tectonic Thunder) is the only AoE specific trait. Both IP and TT have non-stacking components, so stacking them isn't really an option. Damage model modification of the spec just feels so limited compared to the 3 specs listed earlier.
Theres nothing exciting in the works. Icefury changes are interesting, but once again, you have an AoE option (Primal elementalist) competing with ST options. Just doesn't make sense.
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