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Legion Class Preview: Shaman

by - 2 years ago

The Shaman Legion class preview blog post went up today detailing streamlined totems, resource system changes, and other big updates. Below, we’ve summarized the changes to each of the class’s specs, including ability, talent, and rotation changes.

Key Notes

  • Many totem constraints are being removed for simplicity, as over time many mechanics were added to the game to get around them anyway
  • Totems of the same type can now be summoned together (Healing Stream Totem and Healing Tide Totem, for one example)
  • Elementals are no longer tied to totems and now follow and assist you
  • Totem health will now always be a percentage of your own health
  • Totems can now be placed using the green “targeting reticle” (think Blizzard or Meteor targeting) from a distance
  • “Resources disguised as buffs,” like Lightning Shield charges and Maelstrom Weapon charges, are being removed
  • Elemental and Enhancement will now use a simpler, single resource: Maelstrom
  • Restoration will use only Mana


Overall, Elemental has strong fantasy and most of the gameplay will remain unchanged. They will move to the aforementioned Maelstrom resource, meaning that their Shocks will no longer have cooldowns (since they will all compete for the new resource and be managed that way).

Elemental Overload will return as the spec’s mastery, since Molten Earth didn’t turn out as well as the team had hoped.

Originally Posted by Blizzard Entertainment (Official Post)

Core Combat Changes

  • Lightning Bolt
    • 40 yd range, 2 sec cast
    • Fires a bolt of lightning at the target, dealing moderate Nature damage, and generating 15 Maelstrom.
  • Lava Burst
    • 40 yd range, 2 sec cast, 8 sec cooldown
    • Hurl molten lava at the target, dealing strong Fire damage. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage. Generates 15 Maelstom.
  • Flame Shock
    • 0 to 20 Maelstrom, 45 yd range, Instant
    • Sears the target with fire, causing minor Fire damage and then an additional minor Fire damage every 2 sec. Lasts 10 to 30 sec based on Maelstrom spent.
  • Earth Shock
    • 10 to 100 Maelstrom, 45 yd range, Instant
    • Instantly shocks the target with concussive force, causing massive Nature damage, based on Maelstrom spent.
  • Lava Surge
    • Passive
    • Your Flame Shock damage over time has a chance to reset the cooldown of Lava Burst and cause your next Lava Burst to be instant.
  • Mastery: Elemental Overload
    • Grants a 40% (with Mastery from typical gear) chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target that causes 75% of normal damage and Maelstrom generation, and no threat.


Select Talent Changes

  • Maelstrom Totem
    • 40 yd range, Instant, 30 sec cooldown
    • Summons a Maelstrom Totem near the target for 15 sec that repeatedly attacks an enemy within 30 yards for moderate Nature damage. Every time the Maelstrom Totem attacks, it will generate 5 Maelstrom for you.


Enhancement will be simplified from the myriad “inconsequential” overload of extra abilities and buttons while maintaining both its fantasy elements and its “Battle Mage” feel. It will focus more on empowering the character’s weapons and growing power throughout combat.

As mentioned earlier, Enhancement will also be using Maelstrom as a single resource.

Originally Posted by Blizzard Entertainment (Official Post)

Core Combat Changes

  • Rockbiter
    • 10 yd range, Instant
    • Assault your target with earthen power, dealing moderate Nature damage, and generating 15 Maelstrom.
  • Flametongue
    • 10 yd range, Instant, 12 sec cooldown
    • Scorch your target with fiery power, dealing moderate Fire damage, and enhancing your weapons.
    • Each of your weapon attacks cause up to minor additional Fire damage, based on weapon speed. Lasts 16 sec.
  • Windfury
    • Passive
    • Each of your main-hand attacks has a 7% chance of triggering three extra attacks, dealing minor Physical damage.
  • Lava Lash
    • 30 Maelstrom, Melee Range, Instant
    • Charge your off-hand weapon with lava and strike your target, dealing strong Fire damage.
  • Stormstrike
    • 60 Maelstrom, Melee Range, Instant, 16 sec cooldown
    • Energize your weapons with lightning and deliver a massive blow to your target, dealing heavy Physical damage.
  • Maelstrom Weapon
    • Passive
    • When you deal damage with a melee weapon, you generate 5 Maelstrom.
  • Stormfury
    • Passive
    • Each of your attacks has a 2% chance to cause Stormfury, resetting the cooldown on Stormstrike, and causing your next Stormstrike to cost 50% less Maelstrom and to trigger no cooldown.
  • Mastery: Enhanced Elements
    • Increases the chance for Stormfury and Windfury to trigger by 5% (with Mastery from typical gear), and increases all Fire and Nature damage done by 40% (with Mastery from typical gear).


Select Talent Changes

  • Sundering
    • 60 Maelstrom, Instant, 20 sec cooldown
    • Shatter a line of earth before you, causing strong Physical damage and knocking enemies to the side.


Restoration will focus less on spamming Chain Heal and more on targeted healing, using Mana as its single resource. Theoretically, it will benefit the most from the reduced totem restrictions. Their new talents will largely contribute to personalizing their play experiences.

Wellspring, in particular, looks like an interesting new talent as a powerful, cone-based heal.

Originally Posted by Blizzard Entertainment (Official Post)

Core Combat Changes

  • Healing Wave
    • 2.1% Mana, 40 yd range, 2.5 sec cast
    • A slow but efficient wave of healing energy that restores a moderate amount of a friendly target’s health.
  • Healing Surge
    • 4.1% Mana, 40 yd range, 1.5 sec cast
    • A quick but expensive surge of healing energy that restores a moderate amount of a friendly target’s health.
  • Chain Heal
    • 5.6% Mana, 40 yd range, 2.5 sec cast
    • Heals the friendly target for a moderate amount, then jumps to heal the most injured nearby party or raid members. Healing is reduced by 30% after each jump. Heals 4 total targets.
  • Riptide
    • 1.5% Mana, 40 yd range, Instant, 6 sec cooldown
    • Restorative waters wash over a friendly target, healing them for a moderate amount and an additional moderate amount over 18 sec.
  • Healing Rain
    • 4.3% Mana, 40 yd range, 2 sec cast, 10 sec cooldown
    • Blanket the target area in healing rains, restoring a moderate amount of health to up to 6 allies in the area over 10 sec.
  • Healing Stream Totem
    • 1.7% Mana, Instant, 30 sec cooldown
    • Summons a Water Totem at the feet of the Shaman that heals an injured party or raid member within 40 yards for a minor amount every 2 sec. Lasts 15 sec.
  • Tidal Waves
    • Passive
    • When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your next Healing Wave by 40% or increases the critical effect chance of your next Healing Surge by 40%. Stacks up to 2 times.
  • Mastery: Deep Healing
    • Increases the potency of your healing spells by up to 60% (with Mastery from typical gear), based on the current health level of your target (lower health targets are healed for more).


Select Talent Changes

  • Wellspring
    • 2.4% Mana, 30 yd range, 1.5 sec cast, 12 sec cooldown
    • Create a surge of water that flows forward, healing all friendly targets in a wide arc in front of you for a strong amount.

Class Changes Overview Blog Schedule

Tomorrow, Warriors, Monks, and Druids will be in the spotlight.

  1. Sunday (11/8): Hunter
  2. Monday (11/9): Priest, Mage, Paladin
  3. Tuesday (11/10): Warlock, Death Knight, Shaman
  4. Wednesday (11/11): Warrior, Monk, Druid
  5. Thursday (11/12): Rogue

Seth Harkins

PC gamer and lover of (most) things Blizzard. In his off time, he writes bad fan fiction, tends to his growing number of house plants, and enjoys a love-hate relationship with two cats.