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World Of Warcraft: Wrath Of The Lich King
Published by: Vivendi Universal |
Shaman Q&A with Ghostcrawler and the World of Warcraft Development Team - News
By Emanuel Avram
Published: June 10, 2009
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This
week Blizzard is starting their class Q&A series with Greg "Ghostcrawler"
Street and the development team. We'll be taking a look at each class
and answering some of the top questions brought forward by their
communities. First up, we take a look at the most asked questions from
the shaman class and find out more about the design philosophy behind
the class, the expectations for the class, and what may lie in store
for it in the future.
Shaman Q&A with Ghostcrawler and the World of Warcraft Development Team
Community
Team: We'd like to start things off by asking a question that players
often ask in regard to the very purpose of each class. In this case,
we're looking specifically at the shaman, which has seen a variety of
changes since the start of World of Warcraft and perhaps doesn't fit
into the original description quite the way they used to.
Q. Where do shamans fit into the larger scope of things currently and where do you see them going from this point forward?
A:
The shaman class has a pretty dynamic history. In classic World of
Warcraft there was a period where everyone viewed shamans as
overpowered. I remember one of my earliest experiences in the Barrens
trying to group with a shaman to do a group quest. But he just told me
was an overpowered shaman (Frost Shock!) and didn't need the help.
In
vanilla World of Warcraft, shamans at the end-game were healers.
Period. By The Burning Crusade, we decided that all three of their
trees should have viable roles in the end-game. We also decided that
hybrid classes (those that can fill more than one role, such as damage
and healing) should do less damage than the classes that could only
fill the damage role. This philosophy generally worked, in some cases
too well, because Sunwell raids were infamous for stacking lots of
shamans.
In Lich King, a primary goal for raiding was to give
players far more flexibility in which classes they brought and try to
de-emphasize "raid stacking" as much as possible. This meant we needed
to share the unique, mandatory buffs among more classes and specs so
that, for example, a raid wasn't gimped if they happened to lack a
+spellpower or +crit buff. However, we didn't want say shamans to no
longer be attractive for raiding so we brought up their damage a lot.
It might still not be as high as rogues or warlocks, but it's close,
and if you have the right gear and really know how to play, you can
even beat those classes on some bosses. No raid worth its salt would
turn down an Enhancement, Elemental or Restoration shaman for fear of
bringing down the raid.
In PvP, especially Arenas, shamans have
never really been a powerhouse class and we view this as a problem.
Shamans have always had a place in the 5 vs. 5 bracket, where their
buffs are most meaningful spread out among multiple characters.
Elemental has sometimes had a niche as the "kill the wounded guy" spec.
Currently, however, much of the PvP community is very focused on the 2
vs. 2 bracket, where teams that pack a lot of abilities into a single
class tend to dominate. This is something we need to improve for the
shaman class.
Shamans have three really distinct roles.
Enhancement is melee DPS. Elemental is ranged DPS. Restoration is
healing. Once upon a time there was a potential tanking role for
shamans as well, but we have pretty much phased that out.
Q. What is it that makes them unique compared to all other classes?
A: Totems, totems, totems!
Okay,
that's the obvious answer, but it goes deeper than that. The weapon
enchants are an unusual part of the shaman class, as are mechanics like
the shield spells (Earth Shield, Lightning Shield) and Frost Shock.
Shaman buffs and utility spells are quite powerful, including the
infamous Heroism / Bloodlust, but also their self-rez ability,
Reincarnation. As envisioned from the start, shamans were also the
"offensive" hybrid. Things have inevitably blurred a bit since then,
but they are still a counterpart and complement to paladins - paladins
have cleanse, shamans have purge; paladins will let an ally move freely
to escape or catch an opponent, shamans will snare an enemy to let
their ally escape or catch him or her; paladins will make sure their
allies' casts aren't interrupted, shamans will interrupt enemy casts;
and so forth.
Don't underestimate the gear either. Shamans are
only one of two mail-using classes in the game, and the only non-plate
wearer that can use shields. Shaman shields provide a lot of defense
and stats for the Restoration and Elemental shaman.
One of the
other unusual things about the class is their degree of hybridization.
An Elemental shaman can easily throw out heals if a group needs a
little extra help. A druid, by contrast, would need to shift forms
first, possibly giving up other abilities to do so.
Community
Team: There is a unique quality to shaman due to their use of totems as
a means of protection, healing, and even as an offensive tool. At the
same time, there is a strategic element to being able to place the
right totems to do the best job and even more important to place them
in the optimum possible spot.
For some players, totems' lack of
mobility and range limitations seem to be more of a liability than an
element of strategy, and some shamans in PvP encounters often choose
not to place any totems at all.
Q. Are there plans to look at totems in general, the way they are managed, their uses, and their benefits in the future?
A:
Absolutely. One of the features we have been working on is a way for
shamans to drop all four totems at once (on one global cooldown). This
will hopefully make the totems more attractive while soloing and will
let the shaman in a group environment quickly get his or her totems
down again if the group has to move or they get destroyed. We'd like to
get this feature in soon, but we want to make sure the user-interface
works well and feels integrated to the rest of the game, so we can't
yet announce a date. And of course, this is still in the planning
stage, and so subject to change.
In PvP, we want to make sure we
end the use of "totem stomping macros" where a pet class essentially
programs their pet to automatically kill any totem they see. It's
perfectly acceptable for pets to kill totems, but the player should at
least have to make a decision and spend some of their attention to do
so.
We want to look at the range of the buff totems and make sure you don't regularly get out of range on say large boss fights.
Finally,
as a small quality-of-life improvement, we are going to let low-level
shamans trade in the four elemental totems that clutter their bags for
a single totem they can equip in their totem slot. Since the four
"clutter"; totems can't be destroyed or sold, currently there is no way
to get rid of them. This change will essentially give shamans their
four bag slots back.
Q. And, what are the possible impacts of considering changes to a system like this?
A:
Sometimes you will see the community suggest ideas that basically write
totems out of the game. That's not what we want. A shaman player should
care about totems and use them often.
Obviously being able to drop
four totems on one global cooldown is a pretty decent buff to the class
as a whole, which will require some balance attention.
We have
talked a few times about improving the health of individual totems, but
if we did, we don't want to do it by much. One of our Restoration
shamans said he still wanted to be able to whack down enemy totems with
his healing mace at the end of the day. The balance for totems being
able to cause damage or other effects while the shaman also does is the
fact that they can't move and are relatively fragile.
One
longer-term change we are considering is removing the buff totems
(replacing them with normal spells) and making all of the totems do
something more active, like the current damage or healing totems. We've
even discussed letting shamans carry a totem on their back (the tauren
do it already) but that may be too far out there.
Community
Team: To continue down the path of totem questions, there are many
different types of totems available, and at times the amount seems to
be overwhelming. In some cases, there seem to be some totems that don't
have a clear, obvious use to players, such as the Sentry Totem.
Q.
Is there any plan to look at the way totems are being used and either
update little-used totems or consolidate totems that don't seem to be
of a particularly great strategic value individually?
A:
There are still some totems that just aren't cutting it anymore, and we
want to continue to consolidate those so that shamans don't have any
totems that they just never, ever use. Sentry Totem is a possible
candidate for the chopping block. It's hard to really carve off unique
niches for Magma Totem and Fire Nova Totem, so those may get merged.
Stoneskin is not a terribly exciting totem, so maybe there is a way to
just tack that benefit onto another Earth totem. Finally, we are
exploring the possibility of the elementals coming out of any Fire or
Earth totem respectively rather than to have to drop a new totem just
for their temporary benefit.
We combined or cut some totems for
Lich King, and you should expect another round of that at some point in
the future. As always, we're unsure of how many of these changes we
will get in for the 3.2 patch. We're trying to keep the list of class
changes down compared to 3.1, where some players felt whiplash from so
many frequent and sometimes substantial changes to their class.
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must have priest macros
must have mage macros
must have druid macros
Just for you, some Medieval 2 cheats.
| World of Warcraft Patch 3.3: Fall of the Lich King January 6, 2010
Can you feel it my son? Closing in all around you. The light's justice
has been awakened. The sins of the past have finally caught up to you. You will
be called to account. For all of the atrocities you've committed. The
unspeakable horrors you've let loose upon this world. And the dark, ancient
powers you've enslaved.
Let them come!
Frostmourne hungers!
[...] |
| World of Warcraft Patch 3.2.0 - Call of the Crusade August 26, 2009 Call of the Crusade is the last step before Icecrown Citadel and your
epic confrontation with Arthas, the Lich King. Minor tweaks here, a new PvP
battleground there, and a bosses only PvE instance, Patch 3.2.0 manages to keep
the WoW spirit alive and well, and to rekindle that heroic dungeon interest.
Okay, now back to ToC for more free epicsss!
[...] |
| World of Warcraft: Wrath of the Lich King Patch 3.1 - Secrets of Ulduar April 29, 2009 It's now
easier to talk about final thoughts than it was six months ago when I wrote my
Lich King review. For me, this patch completes the big picture and makes Wrath
of the Lich King a successful addon that raises the bar even higher for future
content, but at the same time makes you want to play more, and experience more
things the game has to offer.
[...] |





















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