I like them. Shaman can be better healers. But still they hit hardly on me. Im plate. Nerf enchant and bit emental. Resto buff is good.
Oh my, these sound interesting.Glad about the cleansing wave change, my poor girl was getting sick of the double praise booze movement.
I was a bit worried to find out how shamans are going to be changed but these changes look good.Not sure if 10% healing increase is enough to make chain heal more appealing.
Wow, firstly Holy Paladin is fun as hell to heal, and now my other favourite class is getting healer-buffed. Sweet!
The change to Chain heal seems nice, as at the moment it lacks a bit of oomph.Hex change doesn't affect me, as I don't pvp.The Purge change makes sense, as I've been told it's pretty OP in PvP.The tremor totem is a bit, well, 'meh'. I liked having it as a fire and forget totem, since the alternatives are usually covered by others (Str/Agi or Armor). With a 6 second cooldown, I pretty much HAVE to know when a fear is coming, as people are more likely to run into bad stuff if it goes down after the fear has landed.The Earthquake change sounds nice, though according to my guildie Ele shaman, it would have been better with a mana reduction. Doing adds on Maloriak pretty much kills his mana pool.I'm a bit confused about the FT weapon change, but I guess it's step one in their program to get Enh-shamans off the spellpower weapons for good.The Cleansing Waters change is clearly a PvP-nerf, though I can appreciate it wasn't intended for it to fire twice.The Mastery change is probably to make it more appealing, though Mastery remains a fairly weak stat (outside select encounters. Chimaeron says hi).I'm saddened by the MTT change. Especially as just about all the encounters are pretty healing intensive, and we need all the mana regen we can scrape from it. Hitting my on-use spirit trinket and dropping MTT is a decent way to make it through healing intensive phases.
Tremor Totem seems more like a 6 second PvP trinket more than anything now. Excluding polymorphs of course.Unless we see some fights with lots of heavy fears and charms in the upcoming months, I doubt it will last long.
That Tremor Totem "buff" is really a net-nerf. Not really feeling it at all. We can drop it when we get feared which is awesome, but not again for another 60-seconds, in which time we are free to be chain feared/ charmed to their hearts content. It's not like a Fear Ward that actually "prevents" a fear from happening in the first place. If they glyph it to reduce the cooldown them fine. As it is, that's a pretty huge blow to our CC deterence. It's not like the totem was invincible. Players who say it's currently OP have no idea what they're talking about because they don't have a Shaman. All they know is they tried to fear, it pulsed and their fear didn't work. OP....Secondly, the whole point of Purge removing 2 spells was because of dummy buffs that other classes use as a buffer against purge. They should significantly reduce the mana cost if it's only going to remove 1 spell because if I remember correctly they increased the mana cost in a previous patch to prevent spamming. I would've been happier if they had just increased the mana cost again. The change essentially takes away offensive cooldowns and we're right back where we started as far as not being able to really open up in PVP.Also, I think Haxzor Minad is trying to say... nerf ALL Shaman damage because he wears Plate and Shaman actually hurt him. I say big deal. L2P with all your defensive cooldowns
I would actually like to see the healing done by the ghost wolves increased....currently even though I summon them they hardly heal me, making the Tol Barad dailies somewhat of a challenge on my own.Kind of a hard nerf to tremor totem, too, I don't think this will benefit dungeon runs with bosses that fear :/
Wasn't the whole idea behind healing with this expansion supposed to nerf AoE healing and multiple target healing? I know Chain Heal was weak and it needed to be buffed, but it shouldn't be the main 'go-to' spell that many of you make it out to be."Not sure if 10% healing increase is enough to make chain heal more appealing."That's good, because there are other spells that should be used over it in many situations.Adapt, people.
Adapt? The only time Chain Heal is even worth thinking about is in this situation:1) You will hit all four people2) You have a Riptide on someone in that group3) You have Unleashed Elements up4) No-one else really needs healing at the timeThe only time I used CH in last weeks raiding was when we were zoning in after a wipe. It went from God mode to Worthless, and 10% will make it only slightly less worthless.The GHW change is nice though, given that's by far our most used spell next to Riptide these days.
Flametounge change may hurt in PvE Enh.
I mean it was scaling with both AP and SP, with AP providing us MORE SP. So in the end, flametounge damage is going down.