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魔兽世界:永恒职业深度解析——法师与萨满

原题:World of Warcraft: Forever Class Deep Dives — Mage and Shaman
USNewsBlizzard Entertainment2026-10-08 06:00阅读 2
《魔兽世界:永恒》职业深度解析系列继续,本期带来开发者对法师和萨满的见解。了解法师更新如何借助霜火之箭等全新混合玩法,拓展奥术、火焰与冰霜魔法……

蓝贴影响分析

影响职业、版本,以及插件 / WA 作者需要关注的更新点。

这条内容主要影响 Plus2.0 / 探索赛季、怀旧服。重点关注 萨满祭司、法师。 插件与 WA 作者建议关注技能、光环、战斗机制和数据字段变化。
影响职业
萨满祭司、法师
影响版本
Plus2.0 / 探索赛季、怀旧服
插件需要关注
职业技能、光环和冷却类 WA 可能需要调整触发条件 装备查询、掉落表和拍卖相关插件建议同步数据
WA 需要关注
受影响职业的技能监控、爆发提醒、减益追踪 WA 符文、天赋和新技能触发类 WA
已有中文,可切换查看
我们的职业深度探索系列继续,带来更多关于《魔兽世界:永恒》中两个职业的开发者见解。这次,我们将聚焦法师和萨满,提前一窥这两个职业的更新方向,同时保留定义它们的核心工具与玩法。 对于法师,此次更新倾向于“为当下选择正确法术”的幻想——无论是通过冰霜叠加控制、积攒火焰重击暴击,还是用奥术能量强化其余工具包。新增和 revised 的天赋让每一系都拥有更强的定位,同时也为跨系构建创造了更多空间,以全新方式混合熟悉的优势。 对于萨满,重点在于让他们最具标志性的工具在战斗中更具响应性。更持久的武器附魔、更快且更持久的图腾、图腾追踪、召唤法术、图腾召回和图腾投射,都有助于减少重复的前置准备,同时让放置、时机和元素效用继续作为该职业的核心。元素战斗、增强和恢复的天赋更新进一步支持施法、近战、治疗和混合玩法。 天赋从10级开始可用,并继续沿用熟悉的结构,包括在11点、21点和31点的一点里程碑天赋,现在还加入了新的16点里程碑。要更改天赋(包括传承天赋),请前往主城中的职业训练师处。双专精也在40级解锁。 请注意,职业能力和天赋在测试期间可能继续调整,并可能发生额外改动。 法师 萨满 法师:在正确的时间围绕正确的法术构建 在法师的整个工具包中,更新旨在让每一系法术在即时决策中感觉更活跃。奥术获得了新的方式来铺垫并强化后续施法,火焰继续奖励暴击和时机,冰霜则保留了以控制为核心的优势,同时获得新的互动,帮助其与职业其余部分建立联系。 基础技能 理解:这个新的法师专属次要专业技能允许法师阅读并破译世界生物掉落的卷轴。这些卷轴会提供各种好处,玩家将在冒险中发现。 理解卷轴:这是用于尝试“理解”的特定技能,位于法术书的一般标签页中。 冰锥术:持续时间缩短。这是一项通用修复的一部分,旨在降低金币农夫和经验带刷者通过重复低风险玩法机制风筝大量生物,从而产生大量金币和经验的能力。 霜火之箭:40级学习的新法术。该法术同时被视为火焰法术和冰霜法术。大多数使任一系伤害受益的天赋也会使霜火之箭受益。霜火之箭施法时间为3秒,造成类似火球术的大量直接伤害,并施加一个包含持续伤害和移动减速的减益效果。霜火之箭始终使用法师火焰或冰霜法术伤害加成中的较高者,并使用目标火焰或冰霜抗性中的较低者。 该法术的目的是让同时包含冰霜和火焰天赋的构建拥有一个能同时受益于两者的法术,从而开启许多新的法师天赋构建。例如,一种混合构建是同时点出点燃和碎冰天赋,使法师的霜火之箭在暴击时造成200%伤害,然后其中另外40%作为点燃伤害,总计暴击时造成280%伤害。 法师护甲:来自精神力的法力回复加成提高。 天赋 奥术 魔杖专精:现在只需2点天赋点即可获得相同收益。 奥术专注:(重做。)现在提高奥术法术的命中几率。 强化引导:(原强化奥术飞弹。)现在还会使奥术冲击在受到伤害时获得防施法打断保护。 奥术精妙:(从第1行下移至第2行。忽略抗性效果略强,奥术法术威胁降低效果略弱。) 魔法吸收:触发效果现在有1秒冷却时间,以防止某些滥用。 奥术专注:当法师施放等级显著较低的法术时,该天赋被法术施放触发的几率现在会降低。此调整是因为过去金币农夫滥用该天赋,用低法力消耗的低等级法术“钓鱼”触发。我们对许多职业的多个天赋都应用了同类型降低,但这里是我们解释原因的最佳位置。玩家应预期任何触发免费效果的类似天赋都会对低等级法术施加相同惩罚。 奥术韧性:从第3行上移至第2行。不再是金牌天赋。现在2点天赋点即可获得相同效果。 奥术几何学:新的第3行天赋。提高奥术法术的射程。 奥术冲击:(原强化奥术爆炸。)现在提高所有奥术法术的暴击几率。 奥术冲击:(新的11点金牌天赋。新法术。)此版本的奥术冲击是对早期《魔兽世界》资料片中已知版本的重新设计。它造成即时伤害,施法时间2.5秒,然后提高所有其他法师法术造成的伤害,并提高自身法力消耗。这些提高最多叠加4次,持续8秒,或直到施放任何其他法术。旧版奥术冲击鼓励法师只施放那一个法术。这个新版本鼓励法师在通过叠加奥术冲击提高伤害后,使用工具包中的其他法术。 奥术 shielding:(原强化法力护盾。)法力护盾的法力消耗降低提高,并且现在还会提高法师护甲提供的抗性。 强化法术反制:(轻微重做。)只点1点该天赋现在始终提供较短持续时间的沉默,而不是50%几率造成任何沉默。 奥术冥想:施法时来自精神力的法力回复提高。现在需要奥术专注作为前置。 飞弹速射:新的16点金牌天赋。该天赋使奥术冲击、火球术、寒冰箭和霜火之箭有几率使你的下一次奥术飞弹引导速度加倍且不消耗法力。奥术冲击触发该效果的几率翻倍。 奥术心智:(重做。)现在提高智力而非最大法力值。现在还会提高奥术法术的暴击伤害加成。不再需要奥术韧性作为前置天赋。 奥术不稳定:不再需要气定神闲作为前置。 奥术强化:现在需要气定神闲作为前置。 移至基础天赋:魔法协调(现在为基础技能)。 火焰 火焰唤醒:(原强化火焰冲击。)从第2行上移至第1行。进一步降低火焰冲击的冷却时间,并且每次你杀死一个非 trivial 目标时,你的下一次火焰冲击获得大幅提高的暴击几率。 焚化:(原灼烧。)从第3行上移至第1行。现在除了火焰冲击和灼烧外,还会提高冰枪术和奥术冲击的暴击几率。 强化火球术:现在还会降低霜火之箭的施法时间。 点燃:该天赋现在为每个法师施法者提供独特的减益效果,而不是经典旧世中所有法师在战斗中共享一个点燃减益的行为。这解决了威胁和伤害归属方面的一些问题。此外,还进行了改进以确保暴击时间过于接近时不会丢失伤害,正如探索赛季中所做的那样。 冲击:这是另一个例子,施放低等级法术现在会降低触发效果的几率。 燃烧之魂:现在需要3点天赋点才能获得相同效果。 强化灼烧:强化灼烧造成的减益现在只对施法法师本人有益。 热力迸发:这个新的第4行天赋需要炎爆术作为前置。火球术、霜火之箭、火焰冲击和灼烧的非周期性暴击使你的下一次炎爆术施法时间缩短25%,最多叠加3次。叠加3次后,炎爆术施法时间缩短至1.5秒,这是《永恒》中对早期《魔兽世界》资料片中热力迸发天赋理念的变体。 冲击波:不再需要炎爆术作为前置。 移除天赋:无。 冰霜 元素精准:现在提高火焰和冰霜法术的命中几率,而不是降低目标的抵抗几率。 永冻:(轻微重做
Our class deep dive series continues with developer insights into two more classes coming in World of Warcraft: Forever. This time, we’re focusing on Mages and Shaman, with an early look at how each class is being updated while holding on to the core tools and playstyles that define them. For Mages, the update leans into the fantasy of choosing the right spell for the moment—whether that means layering control through Frost, building toward heavy Fire critical strikes, or using Arcane power to amplify the rest of the toolkit. New and revised talents give each school a stronger identity while also creating more room for cross-school builds that mix familiar strengths in new ways. For Shaman, the focus is on making their most iconic tools more responsive in the middle of combat. Longer-lasting weapon imbues, faster and longer-lasting totems, totem tracking, Call spells, Totemic Recall, and Totemic Projection all help reduce repeated setup while keeping placement, timing, and elemental utility central to the class. Talent updates across Elemental Combat, Enhancement, and Restoration further support spellcasting, melee, healing, and hybrid play. Talents become available starting at level 10 and continue using a familiar structure, including one-point milestone talents at 11, 21, and 31 points, now joined by a new 16-point milestone. To change your talents, including Legacy talents, visit a class trainer in one of the major cities. Dual Specialization also becomes available at level 40. Please note that class abilities and talents may continue to evolve throughout the beta test and are subject to additional changes. Mage Shaman Mage: Building Around the Right Spell at the Right Time Across the Mage toolkit, the updates are aimed at making each spell school feel more active in moment-to-moment decisions. Arcane gains new ways to set up and empower follow-up casts, Fire continues to reward critical strikes and timing, and Frost holds onto its control-focused strengths while gaining new interactions that help it connect with the rest of the class. Baseline Abilities Comprehension: This new Mage-specific minor tradeskill allow Mages to read and decipher scrolls dropped by creatures in the world. Various benefits are provided by these that players will discover in their adventures. Comprehend Scroll: This is the specific ability used to attempt Comprehension, found in the General tab of the spellbook. Cone of Cold: Duration decreased. This is part of a general fix to reduce the ability of gold farmers and experience boosters to kite large numbers of creatures while generating large amounts of gold and experience via repetitive low-risk gameplay mechanics. Frostfire Bolt: New spell learned at level 40. This spell is considered both a Fire spell and a Frost spell. Most talents that benefit either of those schools of damage also benefit Frostfire Bolt. With a 3 second cast time, Frostfire Bolt deals large upfront damage like Fireball, and also applies a debuff that includes both damage over time and a movement speed Slow. Frostfire Bolt always uses the higher of the Mage’s spell damage bonuses to Fire or Frost damage and uses the lower of the target’s resistances to Fire or Frost damage. The intent of this spell is to make builds that include both Frost and Fire talents have a spell that benefits from them both, opening many new Mage talent builds. For example, one hybrid build is to take both the Ignite and Ice Shards talents, so that the Mage’s Frostfire Bolt deals 200% damage on critical strikes and then deals another 40% of that as Ignite damage, for a total of 280% damage on critical strikes. Mage Armor: Mana regeneration bonus from Spirit increased. Talents Arcane Wand Specialization: Now only requires 2 talent points for same benefit. Arcane Focus: (Redesigned.) Now grants increased chance to hit with Arcane spells. Improved Channeling: (Formerly Improved Arcane Missiles.) Now also grants Arcane Blast protection against spellcasting interruption from taking damage. Arcane Subtlety: (Moved from row 1 down to row 2. Resistance ignoring effect a little stronger, and threat reduction to Arcane spells a little weaker. Magic Absorption: Now has a 1 second cooldown on triggering the effect to prevent some abuses. Arcane Concentration: The chance for the talent to be triggered by a spellcast is now reduced when a Mage casts spells of a significantly lower rank. This adjustment is due to the abuse of this talent by gold farmers to “fish” for procs with low mana cost low rank spells in the past. We have applied this same type of reduction to multiple talents across many classes, but this was the best place for us to explain why. Players should expect any similar talents that trigger a free effect to have the same penalty applied to low rank spells. Arcane Resilience: Moved from row 3 up to row 2. No longer a gold medal talent. Now 2 talent points for the same effect. Arcane Geometry: New row 3 talent. Increases the range of Arcane spells. Arcane Impact: (Formerly Improved Arcane Explosion.) Now increases the critical strike chance of all Arcane spells. Arcane Blast: (New 11-point gold medal talent. New spell.) This version of Arcane Blast is a redesign of the one known from early World of Warcraft expansions. It deals immediate damage with a 2.5 second cast, and then increases the damage done by all other Mage spells and increases its own Mana cost. These increases stack up to 4 times and last 8 seconds or until any other spell is cast. Older versions of Arcane Blast encouraged Mages to only cast that one spell. This new version encourages Mages to make use of other spells in their toolkit after increasing their damage by building an Arcane Blast stack. Arcane Shielding: (Formerly Improved Mana Shield.) Mana cost reduction to Mana Shield increased, and now also increases resistances granted by Mage Armor. Improved Counterspell: (Slight redesign.) Having only 1 point in this talent now grants a shorter duration Silence all the time, instead of a 50% chance of any Silence at all. Arcane Meditation: Mana regeneration from Spirit while casting increased. Now has Arcane Concentration as a pre-requisite. Missile Barrage: New 16-point gold medal talent. This talent grants a chance for Arcane Blast, Fireball, Frostbolt, and Frostfire Bolt spells to cause your next Arcane Missiles to channel twice as fast and cost no Mana. This chance is doubled for Arcane Blast. Arcane Mind: (Redesigned.) Now increases Intellect instead of maximum Mana. Now also increases the critical strike damage bonus of Arcane Spells. No longer has Arcane Resilience as a pre-requisite talent. Arcane Instability: No longer has Presence of Mind as a pre-requisite. Arcane Power: Now has Presence of Mind as a pre-requisite. Talents Moved to Baseline: Magic Attunement (now baseline). Fire Wake of Fire: (Formerly Improved Fire Blast.) Moved from row 2 up to row 1 Reduces the cooldown on Fire Blast by even more, and each time you kill a non-trivial target your next Fire Blast gains a large increase to critical strike chance. Incineration: (Formerly Incinerate.) Moved from row 3 up to row 1. Now increases the critical strike chance of Ice Lance and Arcane Blast, in addition to Fire Blast and Scorch. Improved Fireball: Now also reduces the cast time of Frostfire Bolt. Ignite: This talent now provides a unique debuff per Mage caster, rather than the Classic Era behavior where all Mages in an encounter shared a single Ignite debuff. This solves some problems with threat and damage attribution. In addition, improvements have been made to make sure that damage is not lost when critical strikes are timed too closely together, just as was done in Season of Discovery. Impact: This is another example of a talent where casting low rank spells now decreases the chance to trigger the effect. Burning Soul: Now requires 3 talent points for the same effect. Improved Scorch: The debuff caused by Improved Scorch now benefits only the casting Mage. Heating Up: This new row 4 talent requires Pyroblast as a pre-requisite. Non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant a 25% reduction to the cast time of your next Pyroblast, stacking up to 3 times. With 3 stacks, this reduces the cast time of Pyroblast to 1.5 seconds, and is Forever’s variation on the ideas found in the Hot Streak talent that existed in early World of Warcraft expansions. Blast Wave: No longer requires Pyroblast as a pre-requisite. Removed talents: None. Frost Elemental Precision: Now increases the chance to hit with Fire and Frost spells instead of reducing the target’s chance to resist. Permafrost: (Minor redesign.) Instead of increasing the duration of all Chill effects by 1/2/3 seconds, it now increases their duration by 11/22/33%. This prevents it from excessively increasing the duration of Improved Blizzard. Frost Channeling: Moved from row 4 up to row 3. Ice Lance: New 11-point gold medal talent. Instant cast. Deals low damage, but damage increased by 300% when the target is Frozen (or treated as Frozen by Fingers of Frost). Improved Blizzard: Movement speed Slow effect reduced in magnitude. Now maxes out at a 40% Slow instead of 65%. This change was made to reduce the power of Frost Mages to AoE (Area of Effect) farm instances, which was widely used by gold farmers and boosters to disrupt the economy of the game. Ice Block: Moved from row 5 up to row 4 and is now the 16-point gold medal talent. Shatter: No longer has Improved Frost Nova as a pre-requisite. Cold Snap: Moved from row 3 down to row 5, and is now the 21 point gold medal talent. Cooldown increased to 10 minutes up from 5 minutes. Fingers of Frost: (New row 5 talent.) Pre-requisite of Ice Lance. Give your Chill effects a chance to grant 1/2 charges of Fingers of Frost. Fingers of Frost causes your spell casts to treat the target as if it were Frozen. Winter’s Chill: Now only benefits the casting Mage. Critical strike chance now only increased on Frostbolt and Ice Lance. Removed talents: None. Mages remain one of the most powerful and resourceful damage dealing classes in World of Warcraft. They possess one of the best crowd control abilities with Polymorph in their toolkit. They are masters of ranged area damage which is stronger and more varied than any other class. However, they are extremely fragile and die easily if caught in melee combat. Mages can answer that weakness by deciding which type of magic they specialize in. Arcane to manipulate and consume Mana for more damage. Fire to produce devastatingly heavy hits and critical damage. Or Frost to grant levels of combat control still unrivaled by any other class. Mages will always be useful to a raid or party for their unique buffs, ability to supply food and water, amazing control abilities, and, of course, strong ranged single-target and area of effect damage dealing. Shaman: Commanding Totems in the Flow of Combat The Shaman update puts more of the class’s power into active decisions made during an encounter. Totems can be summoned, tracked, dismissed, and repositioned with greater control, while weapon imbues and new talent paths give Elemental Combat, Enhancement, and Restoration more ways to contribute without interrupting the pace of play. Baseline Abilities Totems: All totems now have a 1.0 second global cooldown, down from 1.5 seconds. All totems that provide persistent buffs have their duration increased to 5 minutes from 2 minutes. Shorter duration totems are unaffected by this change. Totems now have a tracking UI showing which totems are active and their remaining duration. It can also be used to instantly unsummon a totem by right clicking on the UI. Resistance Totems now provide their resistance bonus to the entire raid group. Weapon Imbues: All weapon imbues (Frostbrand Weapon, Flametongue Weapon, Rockbiter Weapon, Windfury Weapon) have their duration increased to 60 minutes from 5 minutes. In addition, they can now be active at the same time as temporary weapon enchantments like Sharpening Stones, Weight Stones, and Wizard Oil. Fire Nova: Fire Nova Totem has been removed and replaced with a new Fire Nova spell. With Fire Nova, you cause an eruption of Fire damage at the location of your current Fire Totem. Now you can place a Fire Totem and trigger AoE damage at that Totem’s location multiple times, instead of needing to place the Fire Nova Totem every time. Windfury Totem: No longer a weapon enchantment, and now a party-wide buff. Shaman cannot benefit from this totem if they have Windfury Weapon on their weapon. Parties cannot benefit from this totem at the same time as Grace of Air or Flametongue Totem. Flametongue Totem: No longer a weapon enchantment, and now a party-wide buff. Shaman cannot benefit from this totem if they have Flametongue Weapon on their weapon. Parties cannot benefit from this totem at the same time as Windfury Totem. Tranquil Air Totem: Removed. Totemic Projection: This new ability learned at level 22 allows you to teleport all your totems to a new location within 30 yards. 1 minute cooldown. Costs 25% of base mana. Totemic Recall: This new ability learned at level 20 instantly destroys all your totems and returns 25% of their Mana cost. Note there is a bug in beta currently that Mana is not being refunded. Call of the Elements: Learning this ability at level 20 unlocks the totem bar User Interface (UI). You can pre-program a set of 4 totems, one of each element, and Call of the Elements will summon all 4 after a 3 second cast. This costs Mana equal to the sum of the Mana cost of all 4 totems. Call of the Spirits: Learned at level 30, this ability allows you to pre-program a second set of 4 totems. Call of the Ancestors: Learned at level 40, this ability allows you to pre-program a third set of 4 totems. Lightning Bolt: Cast time of ranks 4 and up of this spell changed from 3 seconds to 2.5 seconds. Its spell power coefficient was also reduced to match. Chain Lightning: Cast time of all ranks of this spell changed from 2.5 seconds to 2 seconds. Its spell power coefficient was also reduced to match. Talents Elemental Combat Convection: Now also reduces the Mana cost of Lava Burst. Concussion: No longer applies to Frost Shock or Flame Shock. Reverberation: Moved from row 3 up to row 2. Call of Flame: Now also increases the damage done by Flame Shock, Fire Nova, and Lava Burst. Elemental Devastation: Moved from row 4 up to row 2. This talent is intended primarily as a reason to entice Enhancement Shaman into spending points on Elemental talents, and so was made more accessible. Elemental Focus: Chance to trigger reduced when casting low rank spells. Elemental Alacrity: (Formerly Lightning Mastery.) Moved from row 6 up to row 3. Now requires only 3 points for maximum rank and reduces the cast time of Lightning Bolt and Chain Lightning by only 0.5 seconds at max rank but also reduces the cast time of Lava Burst. This talent was both very deep in the tree previously, making it unavailable to Shaman leveling up, and was twice as strong as similar talents with other classes, causing a spell power scaling problem. To account for this, its potency was reduced and it was moved much earlier in the tree. Improved Fire Nova: (Formerly Improved Fire Totems. Redesigned.) Now increases Fire Nova’s damage and reduces its cooldown. Eye of the Storm: (Redesigned.) This talent now grants resistance against spell pushback from damage while casting Lightning Bolt, Chain Lightning, and Lava Burst. Formerly it was only effective after being hit with a critical strike. This talent was previously only really useful in PvP. It is now useful broadly in the game. Call of Thunder: Moved from the row 3 down to row 4, and now has Elemental Alacrity as a pre-requisite. This talent is now the 16-point gold medal talent, granting 3% increased critical strike chance to Lighting Bolt and Chain Lightning. Elemental Reach: Now also increases the range of Fire Nova and Lava Burst by up to 6 yards and increases the range of Flame Shock by up to 15 yards. Lighting Overload: This new row 5 talent grants a chance for every cast of Lightning Bolt or Chain Lighting to instantly cast a second copy of that spell at no Mana cost but for half damage and no threat. Earthbound: This new 21-point gold medal talent causes Earthbind Totem to instantly immobilize nearby targets for 5 seconds when cast. Elemental Fury: Moved from row 5 down to row 6 and requires Call of Thunder as a pre-requisite. Lava Burst: This new 31-point gold medal talent grants the Lava Burst spell. This 2.5 second cast spell deals Fire damage to a target, increased by 20% if the target is afflicted by your Flame Shock. 10 second cooldown. Removed talents: Elemental Mastery. While this talent was a signature mainstay of Elemental Shaman, especially in PvP, it was also a problematic talent that was holding the class back. We could not increase Elemental Shaman damage to appropriate values in PvE and keep this talent. It would have made them much too strong in PvP. The best solution was to remove this talent and give Elemental Shaman new spells and capabilities. Enhancement Earth’s Grasp: Moved from Elemental to row 1 of Enhancement. Thundering Strikes: Moved from row 2 up to row 1. Now increases critical strike chance of all spells and attacks instead of only weapon attacks. Ancestral Knowledge: Now increases Intellect instead of maximum Mana. Mental Dexterity: (New row 2 talent.) Increases your Attack Power by a percentage of your Intellect. Improved Ghost Wolf: (Improved. ) Rank 1 now makes Ghost Wolf useable indoors while reducing its cast time by 1 second, and Rank 2 now makes Ghost Wolf Instant. Elemental Weapons: Moved from row 5 up to row 3. Shamanistic Focus: New 11-point gold medal talent. Reduces the Mana cost of Shocks and Lightning Shield by a large percentage. Anticipation: Now grants twice as much Dodge chance. Toughness: No longer increases Armor. Now increases Stamina by a percentage. Flurry: Now increases attack speed by 5% per talent point up to 25% (down from 30%). Now requires Mental Dexterity as a pre-requisite, instead of Thundering Strikes. Stormstrike: Moved from the 31-point gold medal talent to the 16-point gold medal talent. Cooldown reduced from 20 seconds to 8 seconds. Now increases damage done by your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20%, instead of the next 2 Nature attacks from any attacker. Spirit Weapons: (Formerly Parry.) This 21-point talent now also reduces threat while you are not using Rockbiter Weapon, and increases threat while you are using Rockbiter Weapon. This talent will help Enhancement Shaman manage their threat now that their damage is competitive, while also retaining their unique ability to generate high threat and serve as a temporary tank in small group gameplay. Mental Quickness: (New row 5 talent.) Increases your spell damage and healing by a percentage of your Intellect. Improved Stomstrike: Requires Stormstrike as a pre-requisite. This new row 5 talent grants a chance for Stormstrike to activate Mana regeneration while casting spells, and a chance for Stormstrike’s cooldown to reset each time you Dodge or Parry. This talent allows Enhancement Shamans to regenerate Mana from Spirit, and also to have more active Stormstrike usage when serving as a temporary tank. Maelstrom Weapon: This new row 6 talent grants a chance on every melee attack to stack charges of Maelstrom, reducing the cast time of Lightning Bolt. At sufficient ranks and charges, Lightning Bolt becomes instant. Rage of the Farseer: This new 31-point gold medal talent grants you a 3 minute cooldown that increases your attack speed by 30% for 25 seconds. We were inspired by the Heroism and Bloodlust abilities found in early World of Warcraft expansions but wanted to make it a personal cooldown for the Shaman instead of a raid or party wide event. Removed talents: Shield Specialization Talents Moved to Baseline: Enhancing Totems, Two-Handed Axes and Maces, Weapon Mastery, Improved Weapon Totems are all now baseline abilities. Restoration Totemic Focus: Moved from row 2 up to row 1. Now also discounts Totemic Projection and totem Call spells. Mindfulness: (New row 2 talent.) Allows Shaman to regenerate Spirit while spellcasting. This is deliberately placed to make it more accessible for Elemental Shaman. Natural Grace: (Formerly Healing Grace.) Moved from row 3 up to row 2. Now reduces all threat from spells and moved up to earlier in the tree to make it more accessible to Elemental Shaman. Tidal Focus: Now also grants increased chance to hit with all spells and attacks. Improved Reincarnation: Now also increases maximum health by a percentage. Ancestral Healing: Moved to row 3 down from row 2. Healing Focus: Now only requires 3 talent points for full effect instead of 5. Water Shield: This new 11-point gold medal talent grants you a new Shield ability. Only one shield can be active at a time. The 3 globes on this shield grant you Mana when an attack hits you, or when one of your healing spells gains a critical result. Tidal Mastery: No longer affects Lightning spells. Restorative Totems: Bonus to Healing Stream Totem doubled. Mana Tide Totem: Now the 16-point gold medal talent instead of the 31-point gold medal talent. Healing Way: Redesigned. Increases amount healed by Healing Wave by a percentage. Riptide: (New 31-point gold medal talent.) Pre-requisite Healing Way. This new ability heals the target instantly and then periodically over 15 seconds. Increases the effectiveness of Chain Heal casts on targets with your Riptide by 25%. 6 second cooldown. Removed talents: Nature’s Guidance. Shaman are masters of totems, and use those totems to buff, heal, and solve problems for any party or raid they join. While Shaman have gained new capabilities to move and summon many totems at once, their choice of totems and totem placement remains a critical skill differentiating experienced Shaman. They can be effective melee or spell damage dealers and healers of parties or raids, tapping into their unique chaining spells for damage or healing. They are among the sturdiest of classes, with the use of Mail armor and a Shield. They have a diverse toolkit of abilities to solve problems but lack an effective crowd control. Shaman will always be welcome in a group but also need those allies to make up for their own weaknesses in control and survivability. Whether you prefer mastering spell timing as a Mage or shaping the battlefield through totems and elemental power as a Shaman, these updates are designed to give each class more room to grow while preserving the strengths that make them stand apart.