November 24, 2015 5 Comments
- Path of Flame
The damage dealt by Flame Shock and Lava Burst is increased by 10%.
- Path of Elements
The cooldown on your Summon Elemental spells is reduced by 60 seconds.
- Maelstrom Totem
Summons a Maelstrom Totem with 5 health near the target for 15 sec that repeatedly attacks an enemy within 0 to 30 yards for 1 Nature damage. Every time the Maelstrom Totem attacks, it will generate 5 Maelstrom for you.
It looks like these talents will be for different situations. Path of Flame is more for sustained damage, Path of Elements for burst damage, while Maelstrom Totem will be for pumping out more Earthquakes (I think, as the “Earthquake Totem” that replaces Earthquake doesn’t have a Maelstrom cost against it yet).
- Gust of Wind
A gust of wind hurls you forward. 15 second cooldown.
- Fleet of Foot
For 6 sec seconds after leaving Ghost Wolf, you will continue to move 20% faster.
- Wind Rush Totem
Summons an Air Totem with (2 * Total health / 100) health at the target location for 15 sec, continually granting all allies who pass within 10 yards 60% increased movement speed for 5 sec.
A few movement variations here. The difference between Gust of Wind and Fleet of Foot will depend on how far the former goes vs how much mobile damage we can do. Wind Rush Totem will be a substitute for whatever that Druid Roar ability is, which increases everyones run speed. Again, all three will be situational.
- Lightning Surge Totem
Summons an Air totem with 5 health at the target that gathers electrical energy from the surrounding air and then explodes after 5 sec to stun all enemies within 8 yards for 5 sec.
- Voodoo Totem
Summons a Voodoo Totem with (2 * Total health / 100) health at the target destination for 10 sec. The totem pulses every 5 sec, hexing all enemies within 0 yards for 0. Enemies can only be Hexed once.
- Earthgrab Totem
Summons an Earth Totem with (X * Total health / 100) health at the feet of the caster for 20 sec. The totem pulses every 2 sec, rooting all enemies within 10 yards for 5 sec. Enemies previously rooted by the totem will instead suffer 50% movement speed reduction.
Variations on the crowd control theme here. Capacitor becomes Lightning Surge with the original 5 second cooldown, Voodoo Totem becomes an aoe Hex, and Earthgrab remains pretty much as is. I’d probably stick with Earthgrab here, as neither of the other two are/sound particularly effective.
- Ancestral Swiftness
Increases haste by 10% and attack speed by 10% at all times.
- Elemental Blast
Harness the raw power of the elements, dealing (192.5% of Spell power) Elemental damage and increasing your Critical Strike, Haste, or Mastery by 5 for 8 sec
- Echo of the Elements (maybe?)
Grants 3 charges to Lava Burst
There’s only two listed here as I can’d find anything else listed as “Requires 60”. Echo is listed as Requiring 75, and also Shaman (Restoration) so I’m not sure whether it actually slots in here or not. If it does it will be the go to talent, which is disappointing as I was really looking forward to getting Elemental Blast back into my rotation.
- Elemental Fusion
Increase the chance that you will gain Lava Surge by 10%.
- Sons of Flame
Your Greater Fire Elemental is joined by 2 Sons of Flame, who attack your target.
Any time a target is standing in Earthquake with Flame Shock, gouts of Magma will erupt at their feet, dealing extra damage.
Elemental Fusion is a shadow of its former self, Sons of Flame sounds boring as hell, but Magnitude sounds pretty cool as long as you’re in AoE mode (however I don’t think it will be something to play around as CL-> EQ will probably deal the most damage). It sounds like this will mirror whatever Level 15 talent you select.
- Liquid Magma Totem
Summons a Fire Totem with (2 * Total health / 100) health at the destination for 15 sec that erupts with Liquid Magma, flowing toward random enemies within 40 yards every 5 sec for 15 sec. Each glob of liquid magma deals 1 Fire damage to all enemies within 4 yards. 1 min CD.
- Lighting Rod
Mark the target to become a lightning rod, causing your Nature spells to deal 20% more damage to the target, and also deal 500 damage to enemies within 20 yards. 1 min CD.
Also missing a talent here. Lightning Rod will probably be the better choice due to that single target bonus. Talent calculators are listing Storm Elemental as the last talent here, but spell notes indicate it’s available at Level 66, so something odd is going on there.
- Totemic Fury
Summon three totems to your side for 30 secs that provide the following benefits (3 min CD):
- Earth Totem: Attacks your target, and increases the damage dealt by Earth Shock by 50%.
- Fire Totem: Attacks your target, and increases the Critical Strike Chance of Lava Burst by 100% .
- Lightning Totem: Attacks your target, and reduces the cast time of Lightning Bolt by 50%.
- Primal Elementalist
Your Earth, Fire and Storm Elementals are drawn from primal elementals 80% more powerful than regular elementals, with additional abilities. Also grants direct control over your Fire and Storm Elementals.
Transform into a flame ascendant for 1 minute. While in this form Lava Burst has no cooldown and Chain Lightning is empowered to become Lava Beam. 1 min duration, 10 min cooldown.
I don’t really like any of these talents, although that’s not based on mechanics, which all seem decent. The problem is that these abilities either run too long, have a massive cooldown, or both. Things like this will make it hard to balance these talents correctly, because a cooldown that is balanced on the 10 minute mark will be fairly overpowered on a 3-4 minute fight. There’s also the question of whether 1 minute of Lava Burst spam is a good idea, because it feels very boring rotation wise.
The talents are okay.. I guess? None of these really jump at me, especially when some talents are simply turned into marginal passive effects. Maybe we’ll see how it goes when the beta is usable.
There’s other funky stuff, like Elemental Mastery, Nature’s Guardian, Stone Bulwark and Storm Elemental becoming abilities instead of talents.