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Someone someone will eat my head
off if I don't say it. 

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The follow up talents, the 
primordial wave for us. 

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Either delete them because you 
clearly hate them or do 

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something to them because no one
is ever going. 

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They're going to pass down for 
the Karen Tor for. 

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Pandaria. 
For calendar to. 

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The burning region for Gilneus 
or has not died for the Lich 

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King for the. 
Sindori for the alliance. 

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For the horn for Azeroth. 
Hello and welcome to a very 

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special episode of For Azeroth. 
I am one of the hosts and the 

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only host for this episode. 
My name is Manny, AKA the true 

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villain Manny and I am sitting 
down with two masters of the 

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elements. 
First up we have Hawk Hogan. 

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Hawk, introduce yourself. 
Yeah, hi. 

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Most people just usually just go
by Hawk, right? 

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Yeah, I mean, for me, right, 
like I started playing some time

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late Warlords, so still a baby 
to most people, but still 

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playing for like, what's it 
eight years at this point? 

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So yeah, I got pretty active in 
the element of Shaman or the 

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Shaman discord and of Shrine, 
right? 

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Helping people out of like 
questions that they had about 

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the guides and stuff like that. 
And at some point I, when I 

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actually wanted to get better at
the game, I found Wow Analyzer 

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started working on that to 
actually help myself get better,

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just find my own mistakes all 
the time. 

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And yeah, from then on I somehow
got into SIM craft, into the 

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whole theory crafting thing, 
into the communities. 

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And yeah, at some point took 
over the Wowhead guides. 

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And yeah, that's basically it 
about me. 

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That is amazing. 
And like it's great that we have

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you keeping the Earth Shrine 
going for Elemental Shaman. 

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And then on the enhancement 
side, we have word up, Hello, 

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word up. 
Introduce yourself. 

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Hello, I'm a I'm more of a 
fossil. 

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I've been around since Sunwell 
so and I've been playing almost 

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exclusively enhancement since 
then, But I I double in a lot of

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classes. 
But yeah, I I am I picked up 

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doing guides around the start of
war odds, maybe the end of Mop 

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because more is like a way to 
channel how if I could explain 

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to other people, then I could 
understand it better myself 

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basically. 
And then once I'd done one 

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guide, it then ballooned into no
one else is doing these. 

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Can you pick up the wild head 
one and the IC vanes one. 

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And then since I'd started, it 
kept rolling. 

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And here we are now like 20 
years later, still doing the 

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same thing. 
And then we have Earth Shrine 

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when we started that in 
20/15/2016, and all the other 

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resources that have trickled 
down through then. 

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So SIM Craft and God knows what 
else that we've had our hands 

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in. 
I do the enhancement stuff for 

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that. 
So I'm that guy along with the 

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other enhancement guys. 
Surgeon Russo when he's still 

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playing. 
So for those of you who have not

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guessed the theme, I finally did
it Guys this is my stubbornly 

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Shaman episode of For Us Off. 
We are going to be going deep 

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into the class just because 
Shaman has been in a very 

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interesting place. 
I think we have had some of the 

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specs be feeling a little bit of
the pain in Dragonflight and 

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though enhancement, I think has 
been living the dream for the 

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last little bit. 
And then we got into the war 

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within beta and suddenly 
everything seemed like it was 

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flipped on its head, but very 
late into the into the beta. 

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And that has created this very 
interesting situation where 

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we're now going into 11 point 
0.5 and we've got a lot of 

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changes coming. 
So I need to sort of rewind a 

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little bit and we got to talk 
about like how in the world we 

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got here. 
So going to the elemental 

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section, what has elemental been
like? 

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I mean going into dragon fight 
through dragon fight Hawk. 

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Yeah, I mean, the with Dragonfly
came the big talent tree revamp,

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right? 
So instead of just choosing like

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9 out of 27, it's like 61 out of
150 at this point it feels like,

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right? 
Which opened up builds, right? 

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They're a lot more synergistic 
now than they ever were. 

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And for us, that usually ended 
up with us putting all eggs in 

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one basket, building the most 
synergistic builds that we 

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could, which just drowned out 
rotations very quickly, right? 

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And drank Clyde. 
We usually talked about fire 

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builds or lightning builds, 
because either we just increase 

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the availability of lava burst 
and generally lava spells, 

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right? 
So much that we could only press

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that one button, or functionally
just ignore filler spells 

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completely. 
Or on the other hand, when the 

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TS set demanded, we just got rid
of lava burst almost entirely 

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and only pressed lightning 
bolts, which was the other 

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extreme. 
Still in season 1 there was 

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still the best, where the tear 
set itself was pretty agnostic 

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and didn't really offer any of 
those things, right. 

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Availability of lava bursts or 
damage of lightning bolts. 

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So we had options there. 
But ever since then, it was just

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back and forth between those two
archetypes. 

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Yeah, with the War Within, they 
we worked I guess the spec 

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already trying to get rid of 
some of those issues, right. 

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They reduce the availabilities 
of lava bursts and they reduce 

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some of the compounding effects 
on lightning bolt that made it 

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as strong and also removed some 
of the fixed duration effects, 

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let's call it that. 
That just put the rotation very 

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much in a very strict position 
for lightning builds. 

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So they just got rid of some of 
the problem factors that we had.

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What that meant was that doing 
the beta a lot of the place that

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was pretty, pretty well thought 
out was flew afloat pretty well 

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was just a lot of fun really. 
And then right before it 

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launched, they did one or two 
changes that just made it so we 

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are back to only pressing 
lightning bolts right now. 

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So while it can be said that 
they fix a lot of structural 

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issues with the specs during the
first rework, right, going into 

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the War within with just now in 
this position where it doesn't 

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really where the numbers are 
very good, but it's not 

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particularly fun to play my 
personal opinion, right? 

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And yeah, that's where we're 
currently at and that's what 

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they hopefully try to fix with 
the coming rework. 

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But let's see. 
Yeah. 

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And honestly, I think it was 
like 1 particular change that 

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they did right at the end of 
beta that kind of tipped the 

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balance for Farsi. 
But remind me, I believe that 

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with the Stormbringer build, it 
was very much kind of already 

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going that way earlier on in the
beta. 

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Was that is that correct? 
Do you mean do you mean storming

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or do you mean fast here? 
Because currently the best build

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for 8 is fast here, right? 
The problematic talent there is 

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flash of yeah, flash of 
Lightning, which reduces the 

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cooldown of all nature talents 
by I think it's one second every

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time you cast lightning bolts, 
right? 

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And that means that every time 
you cast lightning bolts, you 

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reduce, for example, the cool 
down of your storm elemental. 

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The storm elemental itself gives
you more lightning bolts where 

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the cast time reduction so you 
cast more lightning bolt so you 

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get more storm elementals which 
means and so on right? 

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All of that was probably fine 
and wouldn't have drowned out 

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the spec completely, but then 
they what they did was probably 

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a good change and at least a 
flavour win. 

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They changed primordial wave, 
the old shadow lens covenant 

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ability to be elemental. 
Elemental is basically just a 

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spell school that describes lava
or fire nature and 1st at the 

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same time, right? 
So when they did that, that also

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meant that flash of lightning 
now affected primordial wave. 

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And that is basically the 
driving force behind Farcia, 

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right? 
So all of the these different 

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effects just interact with each 
other in a way that they just 

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compound on top of each other. 
And they just made it basically.

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I mean, impossible is a is a is 
a bad word to say, right? 

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But it made fire builds 
definitely worse in comparison. 

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Switching it over to the 
enhancement side, how did 

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enhancement feel because it also
had two separate builds and like

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what's the the story so far for 
enhancement? 

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Well, the the enhancement 
story's a really long one, 

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right? 
Because Enhancement went through

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a lot of rework sort of 
back-to-back to back after, 

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after what where it had, it had 
settled into this really 

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complicated mesh of specs at the
end of WOD. 

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And then Legion, they super 
simplified it into Storm Strike,

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which everyone, well, some 
people liked, other people not 

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so much, which I might be one 
of. 

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And then that continued to be 
FA. 

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And then in Shadow Lands, they 
pivoted further. 

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So when they did Dragonflight, 
they had this giant melting pot 

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of different ideas that they 
tried that they could all throw 

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into the talentry and like see 
what worked. 

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And it turned out when you give 
us access to all of these 

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different competing effects and 
things, you can basically build 

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2 specs out of it. 
And so we had two properly 

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different builds that both 
functioned and they had their 

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own play style with Storm. 
And frustratingly it's called 

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Elementalist, which I'd like to 
change in the future, but that's

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what it's called for now because
it describes what it does. 

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And these two builds like 1 
pitches all of the elements that

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we use and the other one is 
Storm, Strike, and lightning. 

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And then when it comes to the 
war within, I personally would 

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have preferred the hero talents 
to like pick one of these two 

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build archetypes and go all in 
on it. 

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But that's not what happened. 
Instead, the two hero talents 

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tried to do both, and to to a 
degree, one of them works in 

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that area of doing both. 
It's very, dare I say, a bit 

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degenerate gameplay because it 
really pulls out a lot of the 

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nuance of how things work and it
boils it all down into A1 

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singular focus, which is, to me 
personally, the antithetical to 

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the way the spec has always 
operated. 

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But it is strong, so obviously 
that means people like it, 

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because when things are strong, 
that means it's good. 

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So design issues put on the 
side. 

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You then have the other hero 
talent, which is Totemic, which 

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I, I don't want to speak for 
every class, but I think that 

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enhancement sits as like maybe 
the one of the most 

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polarizingly. 
One hero talent is amazing and 

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the other hero talent is 
basically non existent. 

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Because I despite the fact that 
I wrote guides for both hero 

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talents as their own archetypes 
entirely, I have yet to have a 

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single message from anyone ever 
since the like expansion launch 

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about I want to play totemic. 
How do I do this or this Because

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aside from theming and so on, 
it's not fun because it doesn't 

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mesh with anything. 
It's got this horrible clash of 

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all of these ideas, but none of 
it flows. 

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Whereas Storm Ringer, it at 
least tells you very simply, you

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have lots of maelstrom. 
Spend the Maelstrom on this a 

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lot and that's it. 
Everything else doesn't matter 

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and it works. 
It's problem ultimately is like 

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when you have that much synergy 
on a spec that's got a lot of 

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things that already have a lot 
of synergy together compounding.

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It gets so strong that you need 
to do emergency nerves because 

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00:12:32,280 --> 00:12:36,080
before the raid tear released 
and the season launched, the 

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00:12:36,080 --> 00:12:42,160
spec was I I didn't realise how 
not strong or the specs were. 

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00:12:42,440 --> 00:12:47,480
It would have released to be so 
oppressively strong that despite

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the fact that it did really well
in the raid, it would have been 

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overbearing. 
You'd have seen like 5 or 6 of 

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them maybe, which goes to show 
how dangerous leaning too hard 

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into synergy is for them. 
They need to maybe pick apart 

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00:13:02,000 --> 00:13:04,840
individual bits that they care 
more about. 

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00:13:05,520 --> 00:13:09,040
And then continuing on that, 
we're also seeing some 

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00:13:09,040 --> 00:13:12,160
adjustments for Stormbringer, 
kind of reining it in a bit, 

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00:13:12,160 --> 00:13:16,280
kind of making the gameplay a 
little bit like more controlled,

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00:13:16,280 --> 00:13:18,520
but also a little bit weaker. 
Can you tell us a little bit 

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00:13:18,520 --> 00:13:22,640
about that? 
So the Stormbringer changes for 

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00:13:22,640 --> 00:13:27,760
us specifically the, I think the
intended goal, from what I can 

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00:13:27,760 --> 00:13:31,160
glean from it is that they want 
to slow down the rate that you 

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00:13:31,160 --> 00:13:35,560
get Tempest because right now, 
like relative to elemental, we 

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00:13:35,560 --> 00:13:40,680
get Tempest really fast. 
Like you get, maybe I, I, I 

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00:13:40,680 --> 00:13:43,520
mean, I can look at logs and 
I'll see that you have like 6/6 

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00:13:43,520 --> 00:13:46,760
plus Tempest a minute minimum, 
if not more. 

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00:13:46,760 --> 00:13:51,280
And Tempest hits really hard as 
as even elementals. 

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It's a it's a big button, does a
lot of damage, looks really 

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00:13:53,720 --> 00:13:56,200
cool. 
But for us it also spawns 

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00:13:56,560 --> 00:14:01,520
wolves, which is ultimately like
the core problem in why it 

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00:14:01,520 --> 00:14:03,960
overloads into being as strong 
as it is, because that's 

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00:14:03,960 --> 00:14:06,080
multiplicative. 
So the more that you get in a 

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00:14:06,080 --> 00:14:10,600
condensed window, the harder 
everything hits, which is why if

226
00:14:10,600 --> 00:14:13,720
you ever see like an enhancement
and elemental player play 

227
00:14:13,720 --> 00:14:17,000
together who haven't played the 
other one before, one also 

228
00:14:17,000 --> 00:14:19,600
suddenly asked the question, why
does my lightning bolt and 

229
00:14:19,600 --> 00:14:22,400
Tempest hit for 2 million while 
yours hits for 20 million? 

230
00:14:22,400 --> 00:14:24,960
And that'll just be it's only 
the effect of the amount of 

231
00:14:24,960 --> 00:14:28,400
wolves that come. 
So if you slow that down, that's

232
00:14:28,520 --> 00:14:30,040
starts to get rained in a little
bit. 

233
00:14:30,560 --> 00:14:33,760
And there is a lot of slow down 
coming between nerfing 

234
00:14:33,760 --> 00:14:37,080
supercharge and basically 
removing storm swell from us. 

235
00:14:37,080 --> 00:14:44,560
And they're instead, I think 
trying to reorient that value 

236
00:14:44,560 --> 00:14:49,840
into after you do a Tempest, you
get a bit more follow up damage 

237
00:14:49,840 --> 00:14:55,040
with arc discharge reworks. 
And so the individual impact of 

238
00:14:55,040 --> 00:14:58,360
each Tempest is a bit higher, 
but they'll be a bit more spaced

239
00:14:58,360 --> 00:14:59,880
out. 
I think it is their hope. 

240
00:15:00,400 --> 00:15:04,480
Whether that plays out with the 
other talent changes is a 

241
00:15:04,480 --> 00:15:07,760
different question, but I think 
that's their goal. 

242
00:15:09,000 --> 00:15:13,440
You spoke about like how like an
elemental will come in and be 

243
00:15:13,480 --> 00:15:17,680
looking looking at Tempest and 
not be as happy with it. 

244
00:15:17,880 --> 00:15:21,080
Hawk, you were just saying that 
like, hey, Farseer's just been 

245
00:15:21,080 --> 00:15:23,520
the one ahead. 
How did that balance kind of 

246
00:15:23,520 --> 00:15:26,360
work out? 
Like what's holding Tempest as 

247
00:15:26,360 --> 00:15:29,040
rather not Tempest but 
Stormbringer back for elemental?

248
00:15:29,840 --> 00:15:34,720
Yeah, so for us, hero talents 
were a bit weird to begin with, 

249
00:15:34,720 --> 00:15:36,640
right? 
Like First things first, right? 

250
00:15:36,640 --> 00:15:39,760
Like as I said, Farseer for 
rating was pretty much a lock in

251
00:15:40,000 --> 00:15:43,560
from the start ish right? 
It just does significantly more 

252
00:15:43,560 --> 00:15:46,560
single target damage for AOE the
fastest. 

253
00:15:46,560 --> 00:15:48,840
The the ancestors themselves 
don't really do a lot. 

254
00:15:49,320 --> 00:15:53,840
So recommending that formific 
plus was always a bit of a an 

255
00:15:53,840 --> 00:15:55,560
uncomfortable decision that we 
made. 

256
00:15:56,040 --> 00:15:59,480
We just argued, hey, boss damage
is very important, especially if

257
00:15:59,480 --> 00:16:02,560
you're pugging, if you're 
playing with like on the casual 

258
00:16:02,560 --> 00:16:06,800
level quote UN quote right, that
it Warren still just playing 

259
00:16:06,800 --> 00:16:10,520
fast here in most cases. 
The problem there became that 

260
00:16:10,520 --> 00:16:13,640
farseers are bucked in a few 
different ways that they just 

261
00:16:13,640 --> 00:16:16,360
like pulling stuff. 
They just throw chain lightnings

262
00:16:16,360 --> 00:16:20,720
and elemental bars everywhere. 
So in specific keys, siege is 

263
00:16:20,720 --> 00:16:24,080
one of them. 
It's very, very hard to play 

264
00:16:24,080 --> 00:16:26,600
just because you have to 
position your pets in a way that

265
00:16:26,600 --> 00:16:27,960
they don't just pull the whole 
dungeon. 

266
00:16:29,680 --> 00:16:33,080
And generally, as it turned out,
over the season or over the 

267
00:16:33,080 --> 00:16:37,280
first few months, I guess, 
especially if you're playing at 

268
00:16:37,280 --> 00:16:39,280
a higher level where you're 
pulling bigger and pulling more 

269
00:16:39,280 --> 00:16:41,920
Mop, Storm Bringer is pretty 
competent just because it offers

270
00:16:41,920 --> 00:16:45,840
a lot more AOE damage. 
The point that word I've made 

271
00:16:45,840 --> 00:16:50,400
specifically about Tempest not 
really doing anything for us has

272
00:16:50,400 --> 00:16:53,280
a lot to do with Tempest not 
interacting with any part of our

273
00:16:53,280 --> 00:16:55,600
kit, right? 
For us, it's a button you press,

274
00:16:55,840 --> 00:16:58,480
it does damage, does AOE damage.
Nice. 

275
00:16:58,480 --> 00:17:03,080
OK for them. 
Maostrom weapon for example 

276
00:17:03,080 --> 00:17:07,400
buffsted by more than 100% would
have can probably correct me on 

277
00:17:07,400 --> 00:17:10,839
the number if he wants to. 
It's about 250. 

278
00:17:11,280 --> 00:17:12,520
Yeah, Oh. 
There about. 

279
00:17:13,359 --> 00:17:16,280
So it's, it's, it's an, it's a 
noticeable difference, right? 

280
00:17:17,000 --> 00:17:20,000
What they did with the Wework, 
the one that we get in the .5 

281
00:17:20,000 --> 00:17:23,800
patch that's coming up is that 
they allow it Tempest to also 

282
00:17:23,800 --> 00:17:26,359
overload from search of power 
and from Power of the Maelstrom.

283
00:17:27,119 --> 00:17:30,920
That means that every time you 
press The Tempest, you basically

284
00:17:30,920 --> 00:17:35,760
get 0.7 tempests for free. 
On top of that, if you time it 

285
00:17:35,760 --> 00:17:38,840
correctly, if you manage your 
mouse jump properly and that is 

286
00:17:38,840 --> 00:17:41,280
pretty competent, that just does
a lot of damage. 

287
00:17:41,920 --> 00:17:45,760
And they also changed it so that
the arc discharge that we get, 

288
00:17:45,760 --> 00:17:50,160
which is different to theirs, 
also works in single targeted 

289
00:17:50,160 --> 00:17:52,440
AOE. 
So they made it so Stormbringer 

290
00:17:52,520 --> 00:17:55,560
or yeah the Stormbringer tree 
itself works better for Mific 

291
00:17:55,560 --> 00:18:00,760
Plus because it does post damage
as well as AOE damage and they 

292
00:18:00,760 --> 00:18:03,080
also added a lot of mechanics 
that interact with it, right? 

293
00:18:03,840 --> 00:18:07,400
The next change that they did is
very big rework of the 

294
00:18:07,680 --> 00:18:11,560
ascendance cooldown, right? 
Previously you pressed the 

295
00:18:11,560 --> 00:18:14,840
button, you threw out a lava 
burst on every flame shock 

296
00:18:14,840 --> 00:18:18,200
target, and then you reduce the 
cooldown on lava burst to 0. 

297
00:18:18,560 --> 00:18:22,600
So you set there for 15 seconds 
or however many depending on 

298
00:18:22,600 --> 00:18:27,320
your talent choices and if you 
got any procs and just pressed 1

299
00:18:27,320 --> 00:18:29,920
button. 
That was not particularly fun 

300
00:18:29,960 --> 00:18:32,600
for most people. 
So they decided to actually 

301
00:18:32,600 --> 00:18:34,960
rework that. 
What it does now is it gives you

302
00:18:34,960 --> 00:18:38,000
one additional overload on any 
overloadable spell and also 

303
00:18:38,000 --> 00:18:40,640
buffs the strength of the 
overloads that they reduced in 

304
00:18:40,640 --> 00:18:45,080
the previous rework to 35% by 
150%. 

305
00:18:45,080 --> 00:18:48,760
So it's 82.5% or whatever it is 
now. 

306
00:18:50,520 --> 00:18:53,120
Which basically just makes it a 
very strong button to press to 

307
00:18:53,120 --> 00:18:56,240
begin with, but also means that 
for something like Tempest, when

308
00:18:56,240 --> 00:18:59,120
you get your power of the 
Maelstrom, when you get your 

309
00:18:59,440 --> 00:19:02,840
Supercharge, when you get your 
search of power, you're now 

310
00:19:02,880 --> 00:19:07,440
throwing out five tempests at 
the same time in numerical 

311
00:19:07,440 --> 00:19:10,200
value. 
And all of those do AOE and all 

312
00:19:10,200 --> 00:19:13,440
of those do a lot of damage to 
begin with. 

313
00:19:13,440 --> 00:19:15,920
And all of those also funnelled 
into your lightning rods, which 

314
00:19:15,920 --> 00:19:17,560
they're also buffed by a new 
talent. 

315
00:19:18,120 --> 00:19:22,480
It's it's a lot, right? 
So generally the storm ring is a

316
00:19:22,480 --> 00:19:26,920
lot better now and it's so much 
better to the point where also 

317
00:19:26,920 --> 00:19:29,600
eclipses Farse here for the rate
build now, right? 

318
00:19:30,280 --> 00:19:33,560
It's a lot harder to play just 
because of the interaction that 

319
00:19:33,560 --> 00:19:37,880
I mentioned, right? 
You have to sync up random procs

320
00:19:37,880 --> 00:19:41,160
that are timer based with random
procs that are resource based 

321
00:19:41,160 --> 00:19:45,000
with random procs that are RPPM 
based, and all of that with 

322
00:19:45,120 --> 00:19:49,280
different spender events. 
So it's not trivial by any 

323
00:19:49,280 --> 00:19:52,360
means, and it's especially 
drastic of a change considering 

324
00:19:52,360 --> 00:19:55,080
what we're currently doing with 
RCR, just pressing 1 button the 

325
00:19:55,080 --> 00:20:00,440
whole time basically. 
But yeah, so it's going to be a 

326
00:20:00,440 --> 00:20:02,720
very big change. 
Stormbringers currently 

327
00:20:02,720 --> 00:20:04,800
eclipsing everything. 
They probably need to do 

328
00:20:04,800 --> 00:20:07,640
something about Fast Year to 
actually address that. 

329
00:20:08,640 --> 00:20:13,680
And yeah. 
I mean, with all of those like 

330
00:20:14,360 --> 00:20:18,200
line UPS, you're almost aligning
planets there to get to get to 

331
00:20:18,200 --> 00:20:21,440
some of those, but that's got to
cause some amazing threat 

332
00:20:21,440 --> 00:20:23,280
issues. 
I'd I'd be worried about that 

333
00:20:23,280 --> 00:20:25,240
popping off at the beginning of 
a a pool. 

334
00:20:25,640 --> 00:20:28,400
Yeah, I mean, there's there's 
currently a GIF or something 

335
00:20:28,400 --> 00:20:32,400
going around right, of some guy 
standing in front of four target

336
00:20:32,400 --> 00:20:34,640
dummies and pulling 20 million 
AOEDPS. 

337
00:20:36,400 --> 00:20:38,800
I'm not entirely sure. 
Yeah, I mean, the warrior can 

338
00:20:38,800 --> 00:20:41,920
probably press commanding shout 
once, but after that. 

339
00:20:42,280 --> 00:20:45,400
But what are you doing right? 
Also, especially because they 

340
00:20:45,400 --> 00:20:48,680
change deeply rooted elements, 
the random ascendance proc to 

341
00:20:48,680 --> 00:20:53,520
happen on spenders now. 
So it's feasible or it's very 

342
00:20:53,520 --> 00:20:57,040
possible that even if you try to
intentionally, intentionally 

343
00:20:57,040 --> 00:20:59,120
delay the button, right, 
intentionally delay the 

344
00:20:59,120 --> 00:21:01,960
cooldown, you just put down your
first earthquake, you proc the 

345
00:21:01,960 --> 00:21:05,120
thing and there you go. 
Like everything starts flying 

346
00:21:05,120 --> 00:21:07,280
and every nameplate just turns 
red. 

347
00:21:07,280 --> 00:21:09,920
And yeah, I don't know if you 
just have your pocket 

348
00:21:09,920 --> 00:21:12,960
augmentation with the that 
reduction talent with you now. 

349
00:21:13,280 --> 00:21:17,280
It's going to be interesting. 
We're going to get use of our 

350
00:21:17,720 --> 00:21:20,520
reincarnation at this rate, 
pretty much. 

351
00:21:21,480 --> 00:21:23,880
There is. 
There is one thing that is true 

352
00:21:23,880 --> 00:21:28,240
for both elemental and for 
enhancement and that is the 

353
00:21:28,240 --> 00:21:30,680
ascendance change that you just 
mentioned. 

354
00:21:30,880 --> 00:21:35,160
Ascendance is being changed to 
go off of spenders for both 

355
00:21:35,160 --> 00:21:39,720
enhancement and and elemental 
and I believe that it doesn't 

356
00:21:39,760 --> 00:21:43,600
care how much maelstrom or 
maelstrom weapon you spend, it's

357
00:21:43,600 --> 00:21:48,520
just that you spent it. 
Both of you have mentioned that 

358
00:21:48,520 --> 00:21:50,960
this could cause issues. 
Word up. 

359
00:21:51,200 --> 00:21:53,920
You want to just tell us like 
what, what's going on there? 

360
00:21:54,560 --> 00:22:00,160
So it, it, it causes a lot of 
problems for us and there's, 

361
00:22:00,240 --> 00:22:02,840
there's quite a few like little 
bugs in there with the way that 

362
00:22:02,840 --> 00:22:06,880
it works because it's changed 
twice for us because initially 

363
00:22:06,880 --> 00:22:11,440
it was going off the hit from 
the spell. 

364
00:22:11,680 --> 00:22:15,320
So things like chain lightning, 
we're getting three to five 

365
00:22:15,320 --> 00:22:19,840
instances to potentially pocket 
Primordial wave is getting 2 

366
00:22:19,840 --> 00:22:26,000
instances in single target and 
set 6-7 instances in AOE and so 

367
00:22:26,000 --> 00:22:30,760
on. 
And that's pretty bad because 

368
00:22:30,760 --> 00:22:33,400
that means you get into a 
sentence a lot in AOE. 

369
00:22:33,400 --> 00:22:37,880
So they they pulled that back 
and it was on cast and in a way 

370
00:22:37,880 --> 00:22:40,200
that fixes that problem. 
It stops it working with the 

371
00:22:40,200 --> 00:22:42,600
ride the lightning, the PvP 
talent, which is great. 

372
00:22:43,280 --> 00:22:46,960
Well for balance is great for 
people who want to kill people 

373
00:22:46,960 --> 00:22:47,800
in PvP. 
It's not. 

374
00:22:49,320 --> 00:22:52,760
But when you change it to on 
cast, that doesn't fix the 

375
00:22:52,760 --> 00:22:57,800
problem of Primordial wave 
technically does cast it 7 

376
00:22:57,800 --> 00:23:00,280
times. 
So it still gets seven chances 

377
00:23:00,360 --> 00:23:04,160
to roll on deeply rooted 
elements and arc discharge still

378
00:23:04,160 --> 00:23:07,480
technically casts a second cast 
of the same spell. 

379
00:23:07,640 --> 00:23:09,560
So that gets 2 after every 
Tempest. 

380
00:23:10,200 --> 00:23:14,920
And so you still are basically 
shirking the idea of they've 

381
00:23:14,960 --> 00:23:20,200
they've put a limiter on Dre to 
be I think it's 8 fast failures,

382
00:23:20,280 --> 00:23:23,840
but you can't proc it again 
after you go into ascendance 

383
00:23:24,000 --> 00:23:26,720
with Dre. 
And then it's 2%, four percent, 

384
00:23:26,720 --> 00:23:30,000
6% over and over and over again 
until it absolutely procs. 

385
00:23:30,720 --> 00:23:35,680
So the obvious stated goal when 
you put 88 force failures on is 

386
00:23:35,680 --> 00:23:38,040
you do not get back into a 
sentence until a sentence is 

387
00:23:38,040 --> 00:23:40,600
over and that's it. 
Like that's a very hard line 

388
00:23:40,600 --> 00:23:42,720
that they've made clear because 
it lasts for 8 seconds. 

389
00:23:42,720 --> 00:23:45,720
There's virtually no universe 
where you're going to get 8 

390
00:23:45,720 --> 00:23:48,240
back-to-back spenders 
technically. 

391
00:23:49,000 --> 00:23:52,080
But when you start getting 
hidden extra casts from Arc 

392
00:23:52,080 --> 00:23:55,640
Discharge and Primordial Wave 
and so on, theoretically with a 

393
00:23:55,640 --> 00:23:57,400
lot of luck you could get back 
into it. 

394
00:23:57,600 --> 00:24:02,840
And so it doesn't really make a 
lot of sense in my head as to 

395
00:24:02,840 --> 00:24:05,840
why you try and reinvent the 
wheel of we'll do it on cast or 

396
00:24:05,840 --> 00:24:08,240
hit or this. 
So that when we had the gloves 

397
00:24:08,240 --> 00:24:11,160
in Legion, they worked fine. 
They went off. 

398
00:24:11,240 --> 00:24:15,080
How much Maelstrom you spent was
how it calculated the proc 

399
00:24:15,080 --> 00:24:18,520
chance. 
We could just use that method 

400
00:24:18,720 --> 00:24:21,920
and then also remove the problem
of because we've got a talent 

401
00:24:21,920 --> 00:24:24,320
called Overflowing Maelstrom, 
which let's suspend up to 10 

402
00:24:24,320 --> 00:24:27,960
instead of five at once. 
When you're going off just 

403
00:24:27,960 --> 00:24:31,240
casting the spell and you've got
a talent, that could potentially

404
00:24:31,240 --> 00:24:34,160
mean you can only ever spend 5. 
So you can just spend a lot of 

405
00:24:34,160 --> 00:24:36,920
lower damaged ones to keep 
trying to get into it. 

406
00:24:37,840 --> 00:24:40,000
Potentially you can just get to 
the point where you don't play 

407
00:24:40,000 --> 00:24:43,400
that anymore and you become 
incredibly global locked. 

408
00:24:43,720 --> 00:24:46,280
You have a lot of resource waste
because you can't spend it all 

409
00:24:47,000 --> 00:24:50,200
just so you can guarantee I can 
spam spenders over and over and 

410
00:24:50,200 --> 00:24:55,000
over again. 
And that's, at least to me, very

411
00:24:55,080 --> 00:24:57,120
counter intuitive with the 
amount of buttons that 

412
00:24:57,120 --> 00:25:02,120
enhancement has to begin with. 
And it will guaranteeably lead 

413
00:25:02,120 --> 00:25:05,480
to being SAT resource capped, 
not able to get rid of it. 

414
00:25:05,480 --> 00:25:07,680
And if there's one thing that 
I've learned over the years is 

415
00:25:07,680 --> 00:25:12,800
that players cannot reckon with 
the idea that they're just 

416
00:25:12,880 --> 00:25:15,200
burning resources off, it's that
they don't like it. 

417
00:25:15,200 --> 00:25:17,840
Whether it's numerically good or
not, they don't like it. 

418
00:25:18,480 --> 00:25:21,640
And if it's even a potential 
problem, they have to fix that 

419
00:25:22,040 --> 00:25:23,480
or else they get a lot of angry 
feedback. 

420
00:25:23,960 --> 00:25:27,240
Obviously that's going. 
To be a completely weird 

421
00:25:27,240 --> 00:25:29,320
situation where you're going to 
be like, don't take this talent 

422
00:25:29,320 --> 00:25:33,600
it's a trap You actually do want
to only spend spend 5 even 

423
00:25:33,600 --> 00:25:36,720
though each one is weaker. 
So I can understand that it also

424
00:25:37,000 --> 00:25:40,160
like I don't like trap talent. 
I don't like devaluing talent. 

425
00:25:40,160 --> 00:25:45,000
So I, I, I dislike that in terms
of. 

426
00:25:46,080 --> 00:25:49,640
What? 
What Elemental is doing with 

427
00:25:49,640 --> 00:25:51,640
this now that it's on on 
Spenders? 

428
00:25:52,600 --> 00:25:54,480
How's it going for you guys, 
Hawk? 

429
00:25:54,920 --> 00:25:58,640
Yeah, I mean. 
It's probably a change made for 

430
00:25:58,640 --> 00:26:02,240
us, let's be real here, right? 
The issue is basically that 

431
00:26:02,240 --> 00:26:07,600
historically we had a thing 
build type that started in I 

432
00:26:07,600 --> 00:26:12,360
think Sheridan Season 4 that we 
called Fire AOE or yeah, 

433
00:26:12,360 --> 00:26:17,760
Wildfire or whatever the current
name of it was, where we just 

434
00:26:17,760 --> 00:26:23,920
started only pressing lava 
bursts in AOE, pressing single 

435
00:26:23,920 --> 00:26:29,040
target spells in AUE to fish for
some AUE proc which doesn't 

436
00:26:29,040 --> 00:26:31,320
really do anything, and just 
completely ignoring your AUE 

437
00:26:31,320 --> 00:26:35,000
generator for a lot of it. 
It's just boring in my opinion. 

438
00:26:35,000 --> 00:26:37,520
It's not too good design. 
So what they did with the 

439
00:26:37,520 --> 00:26:42,280
previous rework was they changed
a lot of our flame shock procs 

440
00:26:42,760 --> 00:26:45,800
to scale in a way that it 
doesn't matter how many targets 

441
00:26:45,800 --> 00:26:48,440
they're on, right? 
So for lava search for example, 

442
00:26:49,000 --> 00:26:52,240
it doesn't matter if it's on one
target or if it's on 6, it will 

443
00:26:52,240 --> 00:26:57,880
roughly need 9 ticks. 
I think it is per target for it 

444
00:26:57,880 --> 00:27:02,200
to proc on average. 
Once Right after they changed 

445
00:27:02,200 --> 00:27:07,880
that, deeply rooted elements and
AOE was basically dead because 

446
00:27:07,880 --> 00:27:09,360
we just did not get the lava 
search box. 

447
00:27:09,360 --> 00:27:12,080
We just did not have the lava 
list available to get any use 

448
00:27:12,080 --> 00:27:18,320
out of it, and generally having 
deeply rooted elements broke on 

449
00:27:18,320 --> 00:27:22,200
spenders just so it works better
on AOE if you're normal. 

450
00:27:22,360 --> 00:27:25,400
Normally generating with chain 
lightning was a thing that had 

451
00:27:25,400 --> 00:27:29,200
been asked previously just so we
could get rid of the whole just 

452
00:27:29,200 --> 00:27:30,960
let's just spam Lava Burst the 
whole time. 

453
00:27:33,880 --> 00:27:37,560
The issues that we have with it 
right now is firstly also the 

454
00:27:37,560 --> 00:27:38,680
thing we'll have mentioned, 
right? 

455
00:27:39,800 --> 00:27:43,000
SIM Craft or internally, we call
it background casts, right? 

456
00:27:43,000 --> 00:27:45,640
Any casts that are not actually 
cast but still just happen. 

457
00:27:46,160 --> 00:27:48,440
We have one of those that's 
called Fusion of Elements, which

458
00:27:48,440 --> 00:27:51,920
is just generating an elemental 
blast that gets thrown, which 

459
00:27:51,920 --> 00:27:54,920
also has a chance for us to proc
deeply rooted elements. 

460
00:27:54,920 --> 00:28:02,800
Right now, I think this improves
the talent by upwards of 50%, 

461
00:28:03,400 --> 00:28:06,640
certainly right currently on the
PTR doing testing. 

462
00:28:08,320 --> 00:28:11,440
And if we ignore that right, if 
we pretend that this bug didn't 

463
00:28:11,440 --> 00:28:15,880
exist, then we get like 1 proc 
of the talent in like 3 minutes 

464
00:28:16,840 --> 00:28:23,080
at most, which it's still the 
best talent to take right? 

465
00:28:23,080 --> 00:28:24,880
So we are we're going to play it
anyway. 

466
00:28:24,880 --> 00:28:27,400
But if you think they're like, 
hey, in this fight, will I get 

467
00:28:27,400 --> 00:28:32,080
one proc or two kind of boring. 
It's even though Ascendance is 

468
00:28:32,080 --> 00:28:34,680
strong enough to still support 
their talent and take it. 

469
00:28:35,920 --> 00:28:39,920
Not the best thing to do. 
And also another thing what I 

470
00:28:39,920 --> 00:28:41,880
mentioned, right, like it 
doesn't matter how much 

471
00:28:41,880 --> 00:28:44,680
maelstrom you spend a car, so 
how much resources you put into 

472
00:28:44,680 --> 00:28:46,120
that. 
We have two different spenders. 

473
00:28:46,120 --> 00:28:51,120
We have one that costs 55 and 
one that costs 80 if I have my 

474
00:28:51,120 --> 00:28:55,560
numbers right, and that just 
means that the higher cost 

475
00:28:55,560 --> 00:28:59,520
spender is automatically worse 
just because we'd get a lot less

476
00:28:59,600 --> 00:29:01,680
tries on trying to poke the 
thing, right? 

477
00:29:02,840 --> 00:29:07,120
So while I like the change 
itself, it's not really balanced

478
00:29:07,120 --> 00:29:10,160
for us right now, which 
coincides with Ascendance itself

479
00:29:10,160 --> 00:29:13,640
being pretty strong, right? 
Especially in AOE, if they 

480
00:29:13,640 --> 00:29:16,360
increase the proc trans on it 
significantly, then they would 

481
00:29:16,360 --> 00:29:18,120
probably get it out of hand 
really quickly. 

482
00:29:18,480 --> 00:29:21,320
So those two would probably need
to get head in hand in hand in 

483
00:29:21,320 --> 00:29:22,960
some way. 
I think I. 

484
00:29:22,960 --> 00:29:25,680
I just have to be clear as well 
with ours, it is a really, 

485
00:29:25,880 --> 00:29:28,160
really positive thing to change 
it to spenders. 

486
00:29:28,520 --> 00:29:31,000
If that wasn't clear, having it 
on Storm Strike was. 

487
00:29:32,560 --> 00:29:36,040
I know people like Legion. 
Having it on Storm Strike is 

488
00:29:36,160 --> 00:29:38,720
absolutely horrendous to me. 
There's no there's no other word

489
00:29:38,720 --> 00:29:39,840
that I can use for it. 
It is. 

490
00:29:41,520 --> 00:29:42,560
People need to get out of their 
head. 

491
00:29:42,560 --> 00:29:43,840
Storm Strike is not a good 
button. 

492
00:29:43,840 --> 00:29:47,320
It looks cool, but it is a bad 
button right now and it does 

493
00:29:47,320 --> 00:29:51,320
nothing in AOE. 
So it was incredibly bad 

494
00:29:51,320 --> 00:29:53,080
designed to have it attached to 
that. 

495
00:29:53,200 --> 00:29:56,800
And it was horrible to be like 
so global to fish over and over 

496
00:29:56,800 --> 00:29:59,840
again. 
The infamous earth shrine ping 

497
00:29:59,880 --> 00:30:03,080
pin of just storm strike no 
matter what, doesn't matter what

498
00:30:03,080 --> 00:30:06,440
else you have is not healthy. 
And moving into spenders is 

499
00:30:06,440 --> 00:30:09,560
really good, but where it's 
currently tuned is not. 

500
00:30:09,960 --> 00:30:12,760
And the way that it's designed 
really needs like a second pass 

501
00:30:12,760 --> 00:30:17,360
on effectively being a little 
more complicated for a lot more 

502
00:30:17,360 --> 00:30:19,400
player. 
Return if if I may. 

503
00:30:19,400 --> 00:30:21,920
What's your take on just 
removing the thing all together?

504
00:30:22,560 --> 00:30:25,680
I hate the. 
Talent personally, yeah, I I 

505
00:30:25,680 --> 00:30:29,880
didn't I didn't like the gloves 
because I don't like wear RNG at

506
00:30:29,880 --> 00:30:35,600
the best of times and the gloves
and the RE have always been like

507
00:30:35,600 --> 00:30:40,320
this extra X Factor of Oh my 
God, this is so much RNG. 

508
00:30:40,360 --> 00:30:46,120
I, I can't even like explain to 
someone sometimes your, your, 

509
00:30:46,280 --> 00:30:48,160
your damage is just going to be 
bad and there's nothing you can 

510
00:30:48,160 --> 00:30:49,480
do about it. 
It's not your fault. 

511
00:30:50,000 --> 00:30:52,800
Just go next. 
And a talent like that is really

512
00:30:52,800 --> 00:30:55,960
unpleasant because while I. 
Am a gambling addict and I'm a 

513
00:30:55,960 --> 00:30:58,480
very big fan of RNG and stuff 
like that. 

514
00:30:58,480 --> 00:31:00,520
It's one of the reasons that I 
picked the class to begin with 

515
00:31:00,520 --> 00:31:02,920
during Legion, just because of 
the slot machine. 

516
00:31:03,320 --> 00:31:06,760
It's not healthy in the long run
in a lot of cases, right? 

517
00:31:06,760 --> 00:31:09,840
And especially if the current 
way that while I was 

518
00:31:09,840 --> 00:31:11,800
progressing, or at least I think
both of our specs are 

519
00:31:11,800 --> 00:31:14,840
progressing, is that there are a
lot of different mechanics that 

520
00:31:14,840 --> 00:31:16,920
you have to time with each 
other, a lot of different RNG 

521
00:31:16,920 --> 00:31:18,760
factors. 
Anyway, this on top of it is 

522
00:31:18,760 --> 00:31:22,240
just pointless, right? 
There is enough RNG anyway. 

523
00:31:23,080 --> 00:31:25,800
I I think the. 
The way that our spec eventually

524
00:31:25,800 --> 00:31:31,680
pivoted around the tail end of 
Legion and BFA and it's always 

525
00:31:31,680 --> 00:31:34,840
it it ran through after they 
reworked it too, is that there's

526
00:31:35,280 --> 00:31:38,400
a lot of like sliders of 
basically you're hedging against

527
00:31:38,400 --> 00:31:41,560
the worst outcome whenever you 
pick what button you press. 

528
00:31:41,880 --> 00:31:45,480
So while theoretically it might 
be the best to press this button

529
00:31:45,480 --> 00:31:49,000
right now, if you press it right
now, three globals later, you've

530
00:31:49,000 --> 00:31:51,960
now not got anything to press 
and all of the pay off that you 

531
00:31:52,400 --> 00:31:55,200
sort of cashed out then is 
coming back to bite you now. 

532
00:31:55,560 --> 00:31:59,680
So you have to sort of sometimes
make the quote UN quote wrong 

533
00:31:59,680 --> 00:32:02,760
decision right now so that you 
have a better decision in a few 

534
00:32:02,760 --> 00:32:05,280
seconds. 
But when you add Dre into the 

535
00:32:05,280 --> 00:32:09,840
mix in that you basically remove
that lever of being able to 

536
00:32:09,840 --> 00:32:14,400
control at least at least try 
and influence the the needle and

537
00:32:14,400 --> 00:32:17,360
instead you have to just go all 
out. 

538
00:32:17,800 --> 00:32:21,760
I will make the worst decision 
over and over and over again so 

539
00:32:21,760 --> 00:32:23,520
that I can get the best outcome 
eventually. 

540
00:32:23,520 --> 00:32:25,600
And fingers crossed it's really 
good. 

541
00:32:25,760 --> 00:32:27,840
And if it's not, well, then 
that's a shame. 

542
00:32:29,240 --> 00:32:34,640
We'll try again. 
And I don't, I, I, I personally 

543
00:32:34,640 --> 00:32:37,280
don't like that much control 
being removed from me, even 

544
00:32:37,280 --> 00:32:39,480
though it can have some funny 
logs. 

545
00:32:40,760 --> 00:32:47,120
But yeah, it's it's a polarising
effect and the removing reducing

546
00:32:47,120 --> 00:32:49,360
ascendance to two minutes does a
lot for me anyway, because it 

547
00:32:49,360 --> 00:32:51,880
means that technically, unless 
they massively overtune it, I 

548
00:32:51,880 --> 00:32:54,680
can ignore it and just play 
regular ascendance and have a 

549
00:32:54,680 --> 00:32:58,560
call call down. 
I loved the casino build back in

550
00:32:58,560 --> 00:33:02,600
Legion for elemental. 
It was just like hey do I do I 

551
00:33:02,600 --> 00:33:04,320
get my money back, let's roll 
again. 

552
00:33:05,520 --> 00:33:11,560
I conversely hated Legion 
enhancement because it was just 

553
00:33:11,560 --> 00:33:15,280
fishing for Stormbringer procs 
to go back into that same 

554
00:33:15,280 --> 00:33:17,920
change, which seems very weird 
but here I am. 

555
00:33:19,560 --> 00:33:24,640
I do think that fishing is is an
issue that kind of feels like 

556
00:33:24,640 --> 00:33:29,280
they constantly want us to be in
there as as shaman and Farsi 

557
00:33:29,280 --> 00:33:33,840
year is now becoming like the 
lesser child if you will of the 

558
00:33:34,080 --> 00:33:37,560
of the hero talents. 
What do we need in Farsi year to

559
00:33:37,560 --> 00:33:39,880
bring that up? 
Hawk, I mean. 

560
00:33:39,880 --> 00:33:43,600
What they did to begin with 
right now were good choices, 

561
00:33:43,600 --> 00:33:45,200
right? 
Like the one thing that they did

562
00:33:45,200 --> 00:33:47,720
is I think the town's called 
routine communication. 

563
00:33:47,720 --> 00:33:51,840
There was an 8% chance on lava 
burst to proc an ancestor, 

564
00:33:52,320 --> 00:33:54,800
right? 
With the way that the rotation 

565
00:33:54,800 --> 00:33:57,080
is currently progressing and the
way the spec is developing, they

566
00:33:57,080 --> 00:33:59,440
just made it so it prox on 
basically anything. 

567
00:33:59,720 --> 00:34:01,760
I think it's on lava burst, 
lightning ball, ice tree, and 

568
00:34:01,760 --> 00:34:05,160
frost truck or something. 
So that's a good thing to begin 

569
00:34:05,160 --> 00:34:10,040
with, right? 
The problem is for signature 

570
00:34:10,040 --> 00:34:11,320
it's probably just balancing 
right? 

571
00:34:11,320 --> 00:34:16,520
Like just us I think. 
I mean, numbers right now are 

572
00:34:16,520 --> 00:34:19,480
still very much up in the air 
because SIM craft is not 

573
00:34:19,480 --> 00:34:21,320
entirely done, we're just 
working on stuff. 

574
00:34:21,600 --> 00:34:24,760
But I think it's 5% behind for a
significantly easier rotation, 

575
00:34:24,760 --> 00:34:28,480
which is probably fine. 
Could be a bit closer, but yeah,

576
00:34:28,480 --> 00:34:33,000
fair enough for AUE. 
The problem is that the fascia 

577
00:34:33,000 --> 00:34:37,920
can only cast non elemental 
chain lightning, if that makes 

578
00:34:37,920 --> 00:34:40,400
sense. 
Like chain lightning by default 

579
00:34:40,400 --> 00:34:43,360
hits three targets and 
elementals specifically gets a 

580
00:34:43,360 --> 00:34:45,360
passive on top of that that it 
hits five. 

581
00:34:46,239 --> 00:34:49,719
So the farseer only hit 3 
targets with the chain lightning

582
00:34:50,520 --> 00:34:56,080
and that can't overload. 
And I don't think the extra 

583
00:34:56,080 --> 00:34:59,360
quick modifiers are on that, but
I'm not entirely sure on that 

584
00:34:59,360 --> 00:35:02,320
one. 
But yeah, just a lot of our spec

585
00:35:02,320 --> 00:35:05,080
interactions, a lot of our spec 
effects are not on the pets 

586
00:35:05,080 --> 00:35:09,000
itself, which that's just how 
the game works in all of cases. 

587
00:35:09,920 --> 00:35:13,440
But that just means that anytime
we actually start to go into 

588
00:35:13,440 --> 00:35:15,520
AOE, the Farsi does damage to 
three targets. 

589
00:35:15,840 --> 00:35:18,320
Doesn't matter if they're six, 
if they're 20, if they're 25, 

590
00:35:18,400 --> 00:35:20,960
whatever. 
I mean, I understand that 

591
00:35:20,960 --> 00:35:25,920
Blizzard very much likes target 
capping spells in a lot of 

592
00:35:25,920 --> 00:35:28,920
cases, right? 
But 3 is probably a bit low on 

593
00:35:28,920 --> 00:35:31,400
the one end. 
And just generally this, the 

594
00:35:31,400 --> 00:35:33,040
chain lightning on that is just 
too weak. 

595
00:35:33,520 --> 00:35:37,360
How they fix that in practice if
they're just going to make that 

596
00:35:37,360 --> 00:35:41,160
also able to overload or hit 5 
targets on and how that works 

597
00:35:41,160 --> 00:35:42,280
numerically? 
Good question. 

598
00:35:42,280 --> 00:35:47,040
I'm not entirely sure, but yes, 
something probably should be 

599
00:35:47,040 --> 00:35:49,880
done and they also need to fix 
the targeting on that because 

600
00:35:49,880 --> 00:35:55,920
that's just ridiculous it seems.
Like Blizzard is very stuck on 

601
00:35:55,920 --> 00:35:58,760
target capping shaman in 
particular. 

602
00:35:58,760 --> 00:36:04,400
We've seen Tempest itself get 
rained in when initially when we

603
00:36:04,400 --> 00:36:05,960
went live that went rightfully 
so. 

604
00:36:06,840 --> 00:36:08,600
Yeah. 
Probably in. 

605
00:36:08,600 --> 00:36:12,840
In fairness, that one, that one 
was kind of justified, like, 

606
00:36:12,840 --> 00:36:14,920
yeah, yeah. 
There there is. 

607
00:36:14,920 --> 00:36:18,560
Some nerves that that feel bad 
when you read them, but you can 

608
00:36:18,560 --> 00:36:21,760
kind of go, yeah, yeah, I 
understand why you're going to 

609
00:36:21,760 --> 00:36:24,360
do that. 
And that was probably one of 

610
00:36:24,360 --> 00:36:28,120
them because we and that might 
be enhancements fault, but it 

611
00:36:28,120 --> 00:36:35,080
did a lot of damage, but like. 
When you look at what Shaman has

612
00:36:35,080 --> 00:36:38,160
for like actually reaching 
reaching those large numbers, 

613
00:36:38,400 --> 00:36:43,880
it's sort of like the soft cap 
on Earthquake or Sunder and 

614
00:36:44,960 --> 00:36:51,360
flipping it over to enhancement.
I have just seen how many things

615
00:36:51,360 --> 00:36:58,120
have been hard capped in 
Totemic, where it is now being 

616
00:36:58,400 --> 00:37:02,000
completely revamped. 
But the biggest AOE we had was 

617
00:37:02,000 --> 00:37:07,000
the totem and lively and lively 
totems, which had a hard cap of 

618
00:37:07,000 --> 00:37:10,120
five. 
So what's going on with Totemic 

619
00:37:10,120 --> 00:37:12,800
that's getting the biggest 
revamp of anything for Shaman 

620
00:37:12,800 --> 00:37:18,280
right now? 
The totemics rework is really, 

621
00:37:18,320 --> 00:37:20,920
really big. 
It's they basically it's not the

622
00:37:20,920 --> 00:37:24,360
same tree anymore. 
Like the the I mean the biggest 

623
00:37:24,360 --> 00:37:26,200
1 immediately is like totemic 
rebound. 

624
00:37:26,200 --> 00:37:31,880
Going from storm strike to 
spenders is a massive, like far 

625
00:37:31,880 --> 00:37:34,360
more like wider implications 
than almost anything else on the

626
00:37:34,360 --> 00:37:36,040
tree. 
Because it's problem is always 

627
00:37:36,400 --> 00:37:37,920
you've got to tell them that 
there's lava lush stuff and the 

628
00:37:37,920 --> 00:37:40,960
talent, the storm strike stuff. 
They don't interact like they 

629
00:37:40,960 --> 00:37:43,800
they clash immediately. 
So those two talents existing 

630
00:37:43,800 --> 00:37:45,960
and being strong means the tree 
will never work. 

631
00:37:46,440 --> 00:37:49,360
So putting on the spenders 
instead, That's really good. 

632
00:37:50,040 --> 00:37:53,280
Though the problem is those 
bolts that it shoots out hit 

633
00:37:53,280 --> 00:37:56,960
really hard and they scale with 
how the totem is currently 

634
00:37:57,320 --> 00:38:00,480
scaling up so it rolls over into
itself. 

635
00:38:01,600 --> 00:38:03,520
That's the exact same problem as
Dre. 

636
00:38:03,520 --> 00:38:06,480
It doesn't care how much miles 
from you spend on those bolts, 

637
00:38:06,840 --> 00:38:10,080
it'll always fire 1. 
So if you've got Dre that's 

638
00:38:10,080 --> 00:38:13,160
saying spend it as low as 
possible and you've got rebound,

639
00:38:13,160 --> 00:38:16,560
that's saying it'll proc and 
it'll do it's damage, you don't 

640
00:38:16,560 --> 00:38:19,680
take overflowing. 
And then that means the tree is 

641
00:38:19,680 --> 00:38:22,120
already very global locked to 
begin with. 

642
00:38:22,320 --> 00:38:25,920
It is now even more so because 
you are constantly riding 10 

643
00:38:25,920 --> 00:38:27,400
maelstrom and you can't get rid 
of it. 

644
00:38:29,560 --> 00:38:34,200
And then the sundering 
incorporation in there is very 

645
00:38:34,200 --> 00:38:37,960
cool. 
I think sundering could maybe do

646
00:38:37,960 --> 00:38:40,760
with a little spray paint on 
there to make it look a little 

647
00:38:40,800 --> 00:38:46,520
less like it does. 
But it's it's a cool it's a it's

648
00:38:46,520 --> 00:38:48,520
a cool effect. 
It's really cool to press 

649
00:38:48,520 --> 00:38:51,720
lavalash and sundering shootout 
and you do it a lot because you 

650
00:38:51,720 --> 00:38:54,240
have hot hand up a lot, 
especially with the new 

651
00:38:54,240 --> 00:38:59,120
capstone. 
But sundering as a button, 

652
00:38:59,720 --> 00:39:01,800
especially for the fact that 
it's got to cool down as long as

653
00:39:01,800 --> 00:39:06,400
it is the actual base spell is 
pretty pretty terrible. 

654
00:39:07,040 --> 00:39:11,840
It's doesn't do good damage. 
It's like cool thing was the 

655
00:39:11,840 --> 00:39:14,080
knockback knockdown, so extra CC
in the dungeon. 

656
00:39:14,080 --> 00:39:16,560
Everyone thinks that's awesome. 
That's removed from basically 

657
00:39:16,560 --> 00:39:19,760
all of the extra access to 
sundering in the in the new 

658
00:39:19,760 --> 00:39:24,960
tree. 
So you're hinging the trees AOE 

659
00:39:24,960 --> 00:39:28,360
off a button that already kind 
of wasn't very good, was being 

660
00:39:28,360 --> 00:39:30,560
dropped by a lot of builds and 
was just taken as a throwaway 

661
00:39:30,560 --> 00:39:33,560
point. 
And then you're suppressing it 

662
00:39:33,560 --> 00:39:36,040
further with the extra procs, 
which rightfully you're procking

663
00:39:36,040 --> 00:39:40,800
a lot of them, but cutting it 
down to 30% is a huge downgrade 

664
00:39:40,800 --> 00:39:45,720
to an already weak spell. 
And then you're latching on a 

665
00:39:45,720 --> 00:39:50,680
lot of the payoff to earth 
surge, which is the you press 

666
00:39:50,680 --> 00:39:53,160
you manually cast on drinks. 
It doesn't work from the ones 

667
00:39:53,160 --> 00:39:58,080
that come from the lava lashes 
with reactivity and the totem 

668
00:39:58,080 --> 00:40:03,000
then pulses really hard and the 
totem already hits pretty hard. 

669
00:40:04,560 --> 00:40:06,760
And then they add a new talent 
to thundering, which is that it 

670
00:40:06,760 --> 00:40:12,880
can proc to reset, which again 
we have a lot of RNG. 

671
00:40:12,880 --> 00:40:19,600
This one is the most offensive 
RNG on every tree because that 

672
00:40:19,600 --> 00:40:22,240
hits really, really hard. 
OK, so to get it out of the way 

673
00:40:22,240 --> 00:40:25,520
that that'll that'll proc for 
like 5 million damage if it 

674
00:40:25,520 --> 00:40:31,040
crits, which is a lot in AOE. 
And that reset is a chance of a 

675
00:40:31,040 --> 00:40:33,040
chance. 
So your chance to get storm 

676
00:40:33,040 --> 00:40:37,960
surge or formerly Stormbringer 
is baseline like 8-9 percent. 

677
00:40:38,440 --> 00:40:43,760
And the chance for the sundering
reset to happen is 8 to 9% again

678
00:40:44,000 --> 00:40:47,240
on whenever it goes off. 
So it's 9% of 9%. 

679
00:40:47,240 --> 00:40:50,600
So it's super, super rare, but 
when it happens, that means you 

680
00:40:50,600 --> 00:40:52,760
just propped 5 million damage 
for free. 

681
00:40:54,120 --> 00:40:58,720
And then you add in over surge 
from there, which is that when 

682
00:40:58,720 --> 00:41:01,960
you're in ascendance, the totem 
does 150% more damage, which 

683
00:41:01,960 --> 00:41:07,080
includes those pulses. 
So if you proc a sundering reset

684
00:41:07,320 --> 00:41:09,960
as you've proc the deeply rooted
elements, you now get 2 

685
00:41:09,960 --> 00:41:13,640
back-to-back sunderings that 
deal 10 million damage instead. 

686
00:41:13,760 --> 00:41:19,800
And the chance of that happening
is very low, but the payoff is 

687
00:41:20,440 --> 00:41:25,280
ludicrously strong and you have 
0 control over all of it 

688
00:41:25,520 --> 00:41:32,560
entirely. 
And then the other other really 

689
00:41:32,560 --> 00:41:37,840
big talent problem is Flowing 
Spirits, which is the whenever 

690
00:41:37,840 --> 00:41:39,640
you press a button, you might 
spawn a dog. 

691
00:41:40,720 --> 00:41:42,920
And it's based on the element of
the spell that you cast. 

692
00:41:42,920 --> 00:41:47,800
So if you don't take elemental 
spirits, it'll be stone trike 

693
00:41:47,800 --> 00:41:50,320
and Wind fury can proc physical 
wolves and that's it. 

694
00:41:50,320 --> 00:41:51,280
That's your only way of getting 
it. 

695
00:41:52,000 --> 00:41:58,440
And so right now the way that 
that is tuned is that you it's 

696
00:41:58,440 --> 00:41:59,520
based it's a flat percent 
chance. 

697
00:41:59,520 --> 00:42:02,920
I think it's 10% on any instance
of any of those spells. 

698
00:42:03,600 --> 00:42:07,040
You press storm strike a lot, 
you prog wind fury a lot and 

699
00:42:07,040 --> 00:42:10,360
you'll spawn a lot of 
multiplicative dogs. 

700
00:42:10,960 --> 00:42:15,880
I think my record right now is 
24 up at once, which which is 

701
00:42:15,920 --> 00:42:18,560
not helped by the set bonus 
where it also always spawns an 

702
00:42:18,560 --> 00:42:20,720
extra 1, so you're getting 2 
instead of 1. 

703
00:42:21,200 --> 00:42:25,200
And for some reason it's not 
suppressed on the physical ones,

704
00:42:25,200 --> 00:42:27,720
so they last for 15 seconds, not
8. 

705
00:42:28,680 --> 00:42:34,640
And 24 dogs is around about a 
2900% multiplier on physical 

706
00:42:34,640 --> 00:42:36,480
damage. 
So now Star Trek hits really 

707
00:42:36,480 --> 00:42:39,720
hard and you guessed it, the 
storm, the sundering procs on 

708
00:42:39,720 --> 00:42:42,240
the totem hit really, really 
hard. 

709
00:42:42,240 --> 00:42:46,840
So I think that'll that crits 
for around a little shy of 30 

710
00:42:46,840 --> 00:42:51,840
million out of nowhere. 
And we're looking at logs of 

711
00:42:51,840 --> 00:42:55,960
playing through it. 
And when this does happen very 

712
00:42:55,960 --> 00:42:59,600
rarely, you will suddenly see 
the log be very low and flat 

713
00:42:59,600 --> 00:43:02,760
line and a nice like happy one, 
1.2 million. 

714
00:43:03,080 --> 00:43:05,880
And then suddenly it'll spike up
in the middle of nowhere to like

715
00:43:05,880 --> 00:43:07,640
20 million. 
And then it'll go back down and 

716
00:43:07,640 --> 00:43:11,240
you'll never see it again. 
And that is horrendously RNG 

717
00:43:12,840 --> 00:43:14,440
really. 
But you can't plan around it, 

718
00:43:15,560 --> 00:43:19,200
that needs to be super ultra 
fixed before this goes live 

719
00:43:19,200 --> 00:43:22,280
because it will get the spec 
nerfed because it will be 

720
00:43:22,280 --> 00:43:26,560
terrifying to see in practice. 
I don't even know what to say I 

721
00:43:26,560 --> 00:43:31,000
wanted to jump into the PTR and 
just like delete something in 

722
00:43:31,000 --> 00:43:35,360
BRD yeah, that definitely that 
definitely needs to be nerfed. 

723
00:43:35,400 --> 00:43:40,320
I I would have to say that the 
15 seconds instead of eight, it 

724
00:43:40,360 --> 00:43:42,640
just seems it's got to be a bug,
right? 

725
00:43:42,680 --> 00:43:47,200
There's no way that's Oh yeah. 
The the I think when they've put

726
00:43:47,200 --> 00:43:51,600
it in because they've attached 
it to spells that proc the 

727
00:43:51,600 --> 00:43:54,240
element. 
So they've gone, you know, frost

728
00:43:54,240 --> 00:43:57,520
shock, ice strike is frost wolf 
and so on down the chain. 

729
00:43:59,080 --> 00:44:01,320
They've put it in for elemental 
spirits and they've sort of 

730
00:44:02,000 --> 00:44:05,680
forgot that the non elemental 
spirit ones are going to work. 

731
00:44:05,680 --> 00:44:08,560
And then they've just sort of 
tagged the spell on and they've 

732
00:44:08,560 --> 00:44:10,160
not flagged it to be the reduced
1. 

733
00:44:10,880 --> 00:44:15,240
And so that one's the one that's
abusable because they, for 

734
00:44:15,240 --> 00:44:18,160
whatever reason, there's a lot 
of different spell IDs going on 

735
00:44:18,160 --> 00:44:20,680
and service scripts with wolves 
to begin with. 

736
00:44:21,280 --> 00:44:24,840
And one of them hasn't been 
caught up in that because I mean

737
00:44:24,840 --> 00:44:28,880
the the other bug, you might 
remember Once Upon a time, if 

738
00:44:28,880 --> 00:44:32,160
you happen to have the spirit 
Raptors glyph, which changes 

739
00:44:32,160 --> 00:44:36,040
your dogs into Raptors. 
This has happened once before. 

740
00:44:36,400 --> 00:44:42,320
If you have that glyph, then it 
doesn't have the scripts because

741
00:44:42,320 --> 00:44:46,200
it's not flagged. 
So the so that'll just spawn any

742
00:44:46,200 --> 00:44:50,320
type of dog at all or any type 
of Raptor in this case, without 

743
00:44:50,320 --> 00:44:53,520
any careful what elements 
propped it because who knows, 

744
00:44:53,680 --> 00:44:58,480
but the glyph just changes it. 
So it's no longer a cosmetic 

745
00:44:58,480 --> 00:45:00,400
glyph. 
It's a performance glyph. 

746
00:45:02,160 --> 00:45:05,080
So I think there's been a lot of
there. 

747
00:45:05,080 --> 00:45:08,720
It's just spaghetti in there 
that is all messed up. 

748
00:45:09,120 --> 00:45:14,480
And that talent needs, well, it 
needs God right now before it 

749
00:45:14,480 --> 00:45:16,600
goes live. 
But it is a scary one. 

750
00:45:17,920 --> 00:45:23,680
And the the worst part of it is 
that talent is one that I think 

751
00:45:23,680 --> 00:45:28,200
the spec really, really needs 
because you have to cast Feral 

752
00:45:28,200 --> 00:45:31,280
Spirit a lot and it's not a fun 
button to press. 

753
00:45:31,280 --> 00:45:33,760
It's really cool to have loads 
of dogs, but it's not cool to 

754
00:45:33,760 --> 00:45:36,240
press it because it doesn't do 
anything when you press it. 

755
00:45:36,880 --> 00:45:39,600
So if you have a way to just 
proc them, that feels a lot 

756
00:45:39,600 --> 00:45:45,120
better as an alternative. 
But as it is right now, it's not

757
00:45:45,120 --> 00:45:50,640
in a healthy spot to sort of 
release to the public is my 

758
00:45:50,640 --> 00:45:51,880
concern. 
And Totemic's the one that 

759
00:45:51,880 --> 00:45:56,280
abuses it the most because the 
other stuff in Totemic, it's 

760
00:45:56,280 --> 00:45:58,040
like a big thumbs up. 
The capstone rework is 

761
00:45:58,760 --> 00:46:00,880
fantastic. 
That's so much better. 

762
00:46:01,200 --> 00:46:04,200
The improvement to the imbuement
1 is really good. 

763
00:46:04,200 --> 00:46:09,160
The wind fury, flame tongue 
interaction and sort of the the 

764
00:46:09,160 --> 00:46:12,360
broad scope of pulling it away 
from caring about storm strike 

765
00:46:12,360 --> 00:46:17,320
and Lava lash in opposition and 
more like spenders procs. 

766
00:46:17,840 --> 00:46:20,400
These are the things that matter
for Totemic and keep the tongue 

767
00:46:20,400 --> 00:46:23,800
down. 
It'll never fix the problem of 

768
00:46:23,800 --> 00:46:27,520
having to babysit the tone until
they fix the like how it 

769
00:46:27,520 --> 00:46:30,080
targets, but I I it's a big, big
improvement. 

770
00:46:30,080 --> 00:46:32,520
It just needs a little bit of 
extra work. 

771
00:46:32,880 --> 00:46:36,480
So then. 
Without the bug, the bugs or 

772
00:46:36,480 --> 00:46:41,840
this like out outlier is are we 
going to see Ashley Totemic 

773
00:46:41,840 --> 00:46:47,720
being in a good spot? 
So if you remove the bugs and 

774
00:46:47,720 --> 00:46:54,320
play it as is, it is slightly 
better than it is on live in 

775
00:46:54,320 --> 00:46:56,600
terms of numbers. 
So it's it's numbers aren't good

776
00:46:56,600 --> 00:47:00,640
right now. 
They they've significantly 

777
00:47:00,640 --> 00:47:02,800
nerfed the proc rate on lively 
totems. 

778
00:47:02,880 --> 00:47:08,080
So you don't get many searing 
totems out and just the tuning 

779
00:47:08,080 --> 00:47:09,880
points of a lot of things, 
especially sundering, which is 

780
00:47:09,880 --> 00:47:13,280
supposed to carry a lot of 
weight for this is basically not

781
00:47:14,800 --> 00:47:17,160
because it just doesn't do 
enough damage and it doesn't 

782
00:47:17,160 --> 00:47:19,880
proc wind fury despite being a 
main hand attack because it's a 

783
00:47:19,880 --> 00:47:22,120
proc. 
There's a whatever the intention

784
00:47:22,120 --> 00:47:26,680
is, it doesn't do that and it's 
relying on the totem a lot. 

785
00:47:27,360 --> 00:47:30,600
So it's a lot of pick all the 
talents above the totem and some

786
00:47:30,600 --> 00:47:33,600
of those talents just still 
don't work that well together 

787
00:47:33,640 --> 00:47:36,480
because that's the only way you 
sort of extract damage out of 

788
00:47:36,480 --> 00:47:41,040
the tree. 
And that could very easily fix 

789
00:47:41,040 --> 00:47:44,080
be fixed by just changing some 
of the numbers around to weight 

790
00:47:44,080 --> 00:47:47,400
it away from the totem and more 
into what you do with the totem.

791
00:47:49,120 --> 00:47:51,680
And I think they can do that. 
They're sort of running out of 

792
00:47:51,680 --> 00:47:55,280
time, which puts me in a bit of 
an alarming position because I 

793
00:47:55,280 --> 00:47:59,560
don't super want to write about 
like guide updates of ignore 

794
00:47:59,560 --> 00:48:02,960
everything and just full send 
buff the totem and hope that you

795
00:48:02,960 --> 00:48:07,680
proc really well. 
But should those numbers be 

796
00:48:07,680 --> 00:48:11,760
fixed and these horrendous bugs 
reined in, I'd say that like in 

797
00:48:11,760 --> 00:48:16,120
single target, you've got a 
pretty reasonable chance that it

798
00:48:16,120 --> 00:48:23,560
will just about maybe break even
with your average storm bringer 

799
00:48:23,960 --> 00:48:26,360
pass. 
But where it stands right now, 

800
00:48:26,360 --> 00:48:30,200
it will still just be like out. 
It's just much more likely that 

801
00:48:30,200 --> 00:48:35,200
they can fix it at some point if
they care to then before, before

802
00:48:35,200 --> 00:48:37,800
it wasn't fixable, it was sort 
of a lost cause. 

803
00:48:38,600 --> 00:48:42,760
So I think they've done a good 
job, just not all of the job 

804
00:48:42,760 --> 00:48:44,600
that they needed to do. 
OK. 

805
00:48:45,560 --> 00:48:48,200
I feel like the biggest fear 
that I have with that is that so

806
00:48:48,200 --> 00:48:52,680
much of it is like this guardian
pet damage, not what I got into 

807
00:48:52,920 --> 00:48:57,960
shaman for, but unfortunately 
going over to elemental, I feel 

808
00:48:57,960 --> 00:49:01,880
like so much of it is elemental 
damage. 

809
00:49:02,760 --> 00:49:06,160
Hawk, please tell me what does 
it look like for Pharcy for 

810
00:49:06,160 --> 00:49:08,920
elemental? 
How are they sitting and do I 

811
00:49:08,920 --> 00:49:13,320
still need to have elemental as 
like my core part of my damage? 

812
00:49:14,360 --> 00:49:17,600
I mean, as I said earlier, 
right, like Farsio currently is 

813
00:49:17,880 --> 00:49:21,880
functionally non viable and if 
if you're trying to be optimal 

814
00:49:21,880 --> 00:49:24,840
about it, right, like Farsio 
will be 5% behind the single 

815
00:49:24,840 --> 00:49:29,480
target and just completely out 
and AOE more or less, right? 

816
00:49:29,640 --> 00:49:35,840
I think, I think the damage 
itself that the Farsias do 

817
00:49:35,840 --> 00:49:38,800
currently on life, it's about 
30% plus or something, and it 

818
00:49:38,800 --> 00:49:43,040
goes down to like 20% plus just 
because the way that the Farsi 

819
00:49:43,040 --> 00:49:46,000
years work right is that every 
time you cast a spell, they do a

820
00:49:46,000 --> 00:49:48,960
flat amount of damage. 
Basically they throw a lava 

821
00:49:48,960 --> 00:49:53,000
burst that's always a quit. 
So that's basically constant 

822
00:49:53,000 --> 00:49:56,480
number. 
And with the high uptime that we

823
00:49:56,480 --> 00:50:00,000
have on Storm Ali, we can just 
get a lot of lightning bolts 

824
00:50:00,080 --> 00:50:04,920
into that window and they do a 
lot of damage with Storm 

825
00:50:04,920 --> 00:50:07,440
elemental. 
First of all, it's being changed

826
00:50:07,440 --> 00:50:10,000
to give haste now instead of car
speed reduction and 

827
00:50:10,000 --> 00:50:13,240
significantly less haze than it 
did car speed reduction because 

828
00:50:13,440 --> 00:50:15,120
also it affects all spells now, 
right? 

829
00:50:17,680 --> 00:50:19,440
It just means that we can fit a 
lot. 

830
00:50:19,520 --> 00:50:24,120
And also the up time is we do 
significantly just because we 

831
00:50:24,120 --> 00:50:29,960
lose flash of lightning, right? 
So the faster the ancestors 

832
00:50:29,960 --> 00:50:32,480
themselves, we'll just do a lot 
less damage overall. 

833
00:50:34,280 --> 00:50:38,120
The bigger issue here that I'm 
seeing with the removal of Flash

834
00:50:38,120 --> 00:50:42,400
of Lightning specifically is 
defensive because currently what

835
00:50:42,400 --> 00:50:45,280
Flash of Lightning does is it 
reduces every nature spell, 

836
00:50:45,280 --> 00:50:47,000
right? 
This doesn't mean every 

837
00:50:47,000 --> 00:50:49,080
offensive nature spell. 
That means every nature spell 

838
00:50:49,080 --> 00:50:51,880
including wind shear, which is 
the interrupt, right? 

839
00:50:52,120 --> 00:50:54,960
Which also includes Astro Shift,
which is the defensive, which 

840
00:50:54,960 --> 00:50:59,560
also it just reduces everything.
We have 5 or 6 second cooldown 

841
00:50:59,560 --> 00:51:02,720
on the kick. 
We can basically mitigate 

842
00:51:02,720 --> 00:51:06,080
everything at this point. 
Or that's kind of what it feels 

843
00:51:06,080 --> 00:51:08,960
like. 
And they will remove that, 

844
00:51:08,960 --> 00:51:10,640
right? 
So suddenly every single 

845
00:51:10,640 --> 00:51:14,520
defensive coolant basically goes
up by 100%, right? 

846
00:51:14,520 --> 00:51:17,480
It just double S again. 
That's at least the feeling that

847
00:51:17,480 --> 00:51:19,880
the player base will have when 
they go to the next patch. 

848
00:51:21,560 --> 00:51:27,320
I'm not sure how drastically 
necessary it is to address this.

849
00:51:28,200 --> 00:51:32,560
I know that most people that I 
talk to that are rating very 

850
00:51:32,560 --> 00:51:36,760
high level rates are doing queen
proc and stuff think they should

851
00:51:36,760 --> 00:51:40,680
probably still be fine. 
Enhancement, for example, has 

852
00:51:40,680 --> 00:51:43,960
the full cool down duration on 
those defensives anyway, and 

853
00:51:43,960 --> 00:51:47,160
they seem to be mostly fine, I 
think. 

854
00:51:48,200 --> 00:51:51,200
So it's probably a workable 
situation, right? 

855
00:51:51,560 --> 00:51:55,360
But just having some kind of 
compensation for the amount that

856
00:51:55,360 --> 00:51:58,920
we're losing would probably be a
nice gesture, right? 

857
00:51:58,920 --> 00:52:02,440
In the Wild article that came 
out yesterday from recording 

858
00:52:02,440 --> 00:52:07,280
right, I mentioned that it would
be an option to reduce the 

859
00:52:07,320 --> 00:52:11,720
cooldown on the Stoneskin totem 
or Stone Bull Walk totem, I 

860
00:52:11,720 --> 00:52:15,840
think to two minutes, Which 
first of all just means we have 

861
00:52:15,840 --> 00:52:18,000
it more often, right? 
And also means that we can to 

862
00:52:18,000 --> 00:52:20,360
tamic recall it and get some 
more value out of that. 

863
00:52:21,800 --> 00:52:25,160
It wouldn't be a big thing. 
The totem itself is numerically 

864
00:52:25,160 --> 00:52:28,640
pretty bad in my opinion, so 
probably wouldn't break the spec

865
00:52:28,640 --> 00:52:32,440
or anything, but would probably 
just be a welcome change in that

866
00:52:32,440 --> 00:52:35,240
direction. 
How they are going to, I mean, 

867
00:52:35,840 --> 00:52:37,720
how they're going to compensate 
for the utility. 

868
00:52:37,720 --> 00:52:39,000
They probably just don't need 
to. 

869
00:52:39,000 --> 00:52:42,640
It was ridiculous, especially 
with how they changed interrupts

870
00:52:42,640 --> 00:52:44,440
to work. 
Having actual interrupts is a 

871
00:52:44,440 --> 00:52:47,000
lot more valuable this season or
this expansion that was 

872
00:52:47,000 --> 00:52:49,520
previously right. 
And being able to basically just

873
00:52:49,520 --> 00:52:55,280
solo kick a pack if necessary, 
just completely uncoordinate, 

874
00:52:55,280 --> 00:52:57,360
just go in there. 
I just kick everything that's 

875
00:52:57,360 --> 00:53:00,560
necessary. 
Don't worry, was probably a bit 

876
00:53:00,560 --> 00:53:05,800
much anyway, right? 
So yeah, it's it's still a very 

877
00:53:05,800 --> 00:53:08,800
hard loss, but we will probably 
manage. 

878
00:53:10,760 --> 00:53:15,280
But yeah, in terms of box that 
we have, right, like the fusion 

879
00:53:15,280 --> 00:53:17,320
thing, that prox DIE we 
mentioned earlier. 

880
00:53:17,680 --> 00:53:21,400
And then we have a lot of things
where the numbers just kind of 

881
00:53:21,400 --> 00:53:26,360
don't work in AOE because of the
way that they redid the mastery 

882
00:53:26,360 --> 00:53:30,400
with the previous rework. 
They just shuffled some parts of

883
00:53:30,400 --> 00:53:35,440
their internal spell data won't.
But that just means that 

884
00:53:36,200 --> 00:53:39,680
earthquakes currently are doing 
100 or earthquake overloads 

885
00:53:39,680 --> 00:53:42,440
currently are just doing 100% 
too much damage on PTR. 

886
00:53:43,320 --> 00:53:49,160
And I think during a sentence 
they are fine, but it's very 

887
00:53:49,160 --> 00:53:51,640
hard to say because there's like
3 different bugs or four 

888
00:53:51,640 --> 00:53:53,440
different bugs that are 
interacting with each other. 

889
00:53:53,760 --> 00:53:56,640
And I am not entirely sure if 
the math that I'm doing there is

890
00:53:56,640 --> 00:54:00,320
correct because they forgot to 
apply some nerves again and 

891
00:54:00,320 --> 00:54:02,680
stuff like this. 
It's the usual stuff that always

892
00:54:02,680 --> 00:54:08,320
happens kind of. 
But yeah, just generally I think

893
00:54:08,720 --> 00:54:12,000
if it comes purely to box, we 
are in a much better position 

894
00:54:12,000 --> 00:54:13,920
than the enhancement Charmans 
right now. 

895
00:54:14,760 --> 00:54:17,760
I'm just scared that if they 
want to address the actual 

896
00:54:18,920 --> 00:54:22,640
numbers issues that they 
currently have, because I think 

897
00:54:22,640 --> 00:54:25,640
we will eat some nerve to 
ascendance to AOE in some form 

898
00:54:25,640 --> 00:54:28,000
or fashion. 
Even after they fix the box, I 

899
00:54:28,000 --> 00:54:29,480
think it's still probably too 
strong. 

900
00:54:29,920 --> 00:54:32,800
But if they aren't very careful 
as to how they're going to 

901
00:54:32,800 --> 00:54:36,400
change it, they might just 
completely nerf the spec into 

902
00:54:36,480 --> 00:54:39,440
oblivion and then they will have
to actually buff it again. 

903
00:54:39,960 --> 00:54:44,000
And if they make a sentence less
interesting numerically, even 

904
00:54:44,880 --> 00:54:47,440
people will probably see that as
a loss of enjoyment just 

905
00:54:47,440 --> 00:54:50,760
generally in how the spec plays.
Because I think right now on PTR

906
00:54:50,760 --> 00:54:54,160
and single target, it feels 
really, really, really good to 

907
00:54:54,160 --> 00:54:56,240
play. 
OK. 

908
00:54:56,880 --> 00:55:01,200
So we are a week away from this 
going live, so they've got a lot

909
00:55:01,200 --> 00:55:05,400
of work to do. 
If you could ask the developers 

910
00:55:05,400 --> 00:55:13,360
for one thing to to encapsulate 
what what shamans need, word up.

911
00:55:13,360 --> 00:55:15,200
We'll start with you. 
What would you ask for? 

912
00:55:15,800 --> 00:55:18,920
Well. 
You you can't, you can't fix the

913
00:55:18,920 --> 00:55:22,080
problems right now with one 
thing because it's sort of a lot

914
00:55:22,080 --> 00:55:25,320
of little individual things that
need to be sort of teased out 

915
00:55:26,800 --> 00:55:31,960
like in order of priority. 
Like very, very, very, very top 

916
00:55:31,960 --> 00:55:34,760
of the list is that flowing 
spirits need someone to like go 

917
00:55:34,760 --> 00:55:39,000
into the office and just spend 
the day and work out what makes 

918
00:55:39,000 --> 00:55:42,040
this an acceptable level in 
their head. 

919
00:55:42,480 --> 00:55:44,800
Likely like RPPM is probably a 
good idea. 

920
00:55:44,800 --> 00:55:48,600
Flat percent chance, pretty 
dangerous and you just have 

921
00:55:48,600 --> 00:55:50,240
different RPPMS for each 
element. 

922
00:55:50,240 --> 00:55:52,520
That's probably healthier than 
right now. 

923
00:55:52,840 --> 00:55:55,680
But however they choose to 
address that, that needs to be 

924
00:55:55,680 --> 00:55:59,840
addressed before live, not after
in post before, because that'll 

925
00:55:59,840 --> 00:56:01,720
be really bad if that goes goes 
live. 

926
00:56:03,440 --> 00:56:08,200
The sundering reset is one that 
I I sort of picked out one. 

927
00:56:08,440 --> 00:56:11,200
You need to buff sundering no 
matter like that's the the 

928
00:56:11,200 --> 00:56:13,720
bottom line. 
That spell needs buffing the 

929
00:56:13,720 --> 00:56:16,680
reset. 
Personally I'd rather go with 

930
00:56:17,600 --> 00:56:20,800
ticking Cdr instead. 
Just take it from flame shock or

931
00:56:20,800 --> 00:56:22,640
something. 
Just make it trickle in. 

932
00:56:22,680 --> 00:56:25,920
Make it more predictable than 
what it is because we can't have

933
00:56:26,320 --> 00:56:27,440
I I. 
I don't know if you played in 

934
00:56:27,440 --> 00:56:31,120
shadow lands with enhancement, 
but if you remember firewalls 

935
00:56:31,320 --> 00:56:35,720
and hot hand, it wasn't fun to 
have to roll for one to get the 

936
00:56:35,720 --> 00:56:39,200
other one to then go nuclear 
because you've already got the 

937
00:56:39,200 --> 00:56:40,880
good one. 
I don't need to wait for the 

938
00:56:40,880 --> 00:56:45,920
other one to make it super good.
So having the two layered super 

939
00:56:45,920 --> 00:56:51,480
RNG pick one, ideally the 
ascendants proc and make the 

940
00:56:51,480 --> 00:56:54,280
other one predictable. 
That one is another one. 

941
00:56:56,680 --> 00:56:58,960
Ascendance. 
Ascendance feels awesome. 

942
00:56:58,960 --> 00:57:00,280
By the way, I didn't touch on 
this. 

943
00:57:00,480 --> 00:57:04,400
Two charges on storm strike is 
really really fun for the new 

944
00:57:04,400 --> 00:57:07,440
ascendants. 
Well, old ascendants, but it 

945
00:57:07,440 --> 00:57:12,480
feels new. 
Dre just needs to be scaled off 

946
00:57:12,480 --> 00:57:13,680
the amount of males from you 
spend. 

947
00:57:13,680 --> 00:57:17,280
Bottom line, I know that it puts
it in overlap with Tempest. 

948
00:57:17,440 --> 00:57:21,520
That's OK in my opinion anyway, 
just let's let's go with that 

949
00:57:21,520 --> 00:57:25,200
route. 
Then all of the finicky bugs of 

950
00:57:25,480 --> 00:57:32,480
hidden casts and one of the 
little thing that in case it 

951
00:57:32,480 --> 00:57:36,320
goes live for the sake of 
literally everyone else who 

952
00:57:36,320 --> 00:57:39,720
plays with enhancement of the 
potential problem it may cause. 

953
00:57:40,720 --> 00:57:44,520
Imbuement mastery, the procking 
flame tongue, AOI off wind fury 

954
00:57:46,120 --> 00:57:49,400
make it 1 hit not 3 ticks 
please. 

955
00:57:49,640 --> 00:57:53,320
Because the combat log if you 
look at like a 5 minute combat 

956
00:57:53,320 --> 00:57:56,560
log of enhancement in AOE, you 
you'll usually see like around 

957
00:57:57,080 --> 00:57:59,640
5000 combat like entry log 
entries. 

958
00:57:59,920 --> 00:58:04,920
Maybe that's that's pretty high.
But like if you add that talent 

959
00:58:04,920 --> 00:58:09,640
in there, it suddenly goes to 
like 10,000 or 12,500. 

960
00:58:09,920 --> 00:58:15,640
And if you played in wads, you 
might remember that if you used 

961
00:58:15,760 --> 00:58:18,600
Ancestral Guidance and then 
pressed Fire Nova, the entire 

962
00:58:18,600 --> 00:58:23,560
raid lags immediately. 
And as fun as it is to have a 

963
00:58:23,560 --> 00:58:26,480
kill switch on the entire raid 
to be able to press it and make 

964
00:58:26,480 --> 00:58:29,840
everyone lag, no one likes 
playing with you when you do it 

965
00:58:30,600 --> 00:58:32,600
more than once because the joke 
goes away. 

966
00:58:33,040 --> 00:58:36,880
Just like no one like playing 
with an Holly DK on Demathrius. 

967
00:58:36,880 --> 00:58:39,000
They press over the epidemic and
then you can't play. 

968
00:58:40,320 --> 00:58:44,600
Please just change that, because
if Totemic is good, people still

969
00:58:44,600 --> 00:58:48,320
won't let you play it. 
But yeah, the key things is 

970
00:58:48,320 --> 00:58:54,560
sundering flowing spirits. 
Dre, look at them again, I will 

971
00:58:54,560 --> 00:58:57,840
say. 
One thing that I I am really 

972
00:58:57,840 --> 00:59:00,640
happy with with the flowing 
spirits is that you can control 

973
00:59:00,640 --> 00:59:03,840
your wolves. 
Just that alone makes me want it

974
00:59:03,840 --> 00:59:07,280
more than than the roll. 
The wolves that we have on live 

975
00:59:07,280 --> 00:59:10,120
right now that Yeah. 
That is, it is really cool that 

976
00:59:10,120 --> 00:59:12,640
they thought of that in the 
process because it that that 

977
00:59:12,640 --> 00:59:16,080
wasn't completely like agnostic 
of us saying anything. 

978
00:59:16,400 --> 00:59:19,240
They went on their own with that
one and it is really cool. 

979
00:59:19,560 --> 00:59:21,360
And then? 
I, I, I got to give you the 

980
00:59:21,360 --> 00:59:22,600
list. 
I gave word up the list. 

981
00:59:22,840 --> 00:59:25,680
What are the priorities of 
things that they need to fix for

982
00:59:25,680 --> 00:59:27,440
Elemental? 
Yeah, I mean a few. 

983
00:59:27,440 --> 00:59:31,520
Things overlap, right? 
Like DAE Maelstrom just bug 

984
00:59:31,520 --> 00:59:37,440
fixing generally, right? 
Like everything that's there for

985
00:59:37,440 --> 00:59:42,680
us, like I said, I, I will, I'm 
expecting a change to a 

986
00:59:42,680 --> 00:59:44,240
sentence. 
I'm expecting a nerve there, but

987
00:59:44,240 --> 00:59:47,240
I just want them to be real 
careful about it and just keep 

988
00:59:47,240 --> 00:59:50,720
it fun, right? 
So just specifically nerve the 

989
00:59:50,720 --> 00:59:53,880
AOE component if that's 
possible, and try to keep it 

990
00:59:54,240 --> 00:59:56,800
similar or exactly the same in 
single target. 

991
00:59:58,120 --> 01:00:00,880
When it comes to actually actual
changes, it's mostly stuff that 

992
01:00:00,880 --> 01:00:03,880
I haven't talked about yet. 
It's fire elemental and the new 

993
01:00:03,880 --> 01:00:07,360
talent Erupting Lava, which I 
don't think fire elemental 

994
01:00:07,360 --> 01:00:11,040
basically is so bad now in 
comparison to Storm Melly that 

995
01:00:11,040 --> 01:00:14,120
they just need to do something 
with it that just put anything 

996
01:00:14,120 --> 01:00:16,040
on it and it's going to be 
better basically. 

997
01:00:16,640 --> 01:00:19,960
And the other talent are just 
erupting lava. 

998
01:00:20,440 --> 01:00:24,800
I just, I I like the concept, I 
just don't think it works 

999
01:00:24,800 --> 01:00:26,280
entirely well. 
It's a thing where every time 

1000
01:00:26,280 --> 01:00:29,080
you press lava burst you eat up 
a bit of your flame shock. 

1001
01:00:29,520 --> 01:00:32,680
And this whole dot management 
thing is not something that the 

1002
01:00:32,680 --> 01:00:35,600
community generally enjoys and 
that is really part of the spec.

1003
01:00:35,920 --> 01:00:39,960
So especially with the amount of
passive eating up of the dot 

1004
01:00:39,960 --> 01:00:41,760
that happens right now, you're 
basically just pressing the 

1005
01:00:41,760 --> 01:00:44,480
button like you're just pressing
flame shock every 5 seconds. 

1006
01:00:45,240 --> 01:00:48,400
Not even to mention that it's 
just under tuned and it just 

1007
01:00:48,400 --> 01:00:51,720
doesn't compete. 
But yeah, just keep an eye on 

1008
01:00:51,720 --> 01:00:55,120
the stuff that doesn't work, 
that will not be picked and 

1009
01:00:55,880 --> 01:00:58,320
those few things. 
Ascendance die. 

1010
01:00:58,400 --> 01:01:02,080
I'm going to. 
I'm going to just throw out my 

1011
01:01:02,080 --> 01:01:05,920
suggestion for that. 
My suggestion is simply that 

1012
01:01:06,000 --> 01:01:10,120
every time it would proc, it 
just empowers the next couple of

1013
01:01:10,120 --> 01:01:13,000
ticks. 
Just rather than having a a like

1014
01:01:13,000 --> 01:01:16,120
it munch away the three seconds,
which I believe in your article,

1015
01:01:16,120 --> 01:01:19,320
you showed a a case scenario 
where you're basically eating up

1016
01:01:19,320 --> 01:01:23,680
the entirety of the the flame 
shocks you put out just empower 

1017
01:01:23,680 --> 01:01:25,280
the next couple of ticks. 
So you get some like extra 

1018
01:01:25,280 --> 01:01:26,840
damage and you want to pump it 
in. 

1019
01:01:26,880 --> 01:01:28,520
Yeah, sure. 
Oh. 

1020
01:01:28,840 --> 01:01:32,080
I, I can't, I can't go someone, 
someone will eat my head off if 

1021
01:01:32,080 --> 01:01:33,640
I don't say it. 
The follow up talents, the 

1022
01:01:33,640 --> 01:01:37,880
primordial wave for us, either 
delete them because you clearly 

1023
01:01:37,880 --> 01:01:40,960
hate them or do something to 
them because no one is ever 

1024
01:01:40,960 --> 01:01:42,360
going. 
They're going to pass down there

1025
01:01:42,360 --> 01:01:48,080
anymore because it is so it has 
been crippled so much by repeat 

1026
01:01:48,080 --> 01:01:50,480
nerves that you can't pat down 
there anymore. 

1027
01:01:51,400 --> 01:01:54,120
Either add something to it, 
please, so that there's a little

1028
01:01:54,120 --> 01:01:57,680
bit of like friction or choice 
or delete them because they have

1029
01:01:57,680 --> 01:02:01,200
no place anymore. 
Thank you that I have to say 

1030
01:02:01,240 --> 01:02:04,640
that because someone will be at 
my throat otherwise I I think. 

1031
01:02:04,680 --> 01:02:07,080
Ever since Amir Dasil, they're 
just like, no, you can't have 

1032
01:02:07,080 --> 01:02:11,720
that much haste on demand. 
So hopefully they will do 

1033
01:02:11,720 --> 01:02:14,160
something like that. 
But again, we could keep going 

1034
01:02:14,160 --> 01:02:16,920
for for hours. 
There's so much to talk about 

1035
01:02:16,920 --> 01:02:18,760
with Shaman. 
This is something I've really 

1036
01:02:18,760 --> 01:02:20,000
wanted to do for a long time. 
Sorry. 

1037
01:02:20,000 --> 01:02:24,440
Thank you guys for coming out. 
Where can people find you when 

1038
01:02:24,440 --> 01:02:27,280
you're not here talking about 
Shaman Hawk, Let's start with 

1039
01:02:27,280 --> 01:02:28,920
you. 
Yeah, I mean. 

1040
01:02:29,000 --> 01:02:32,960
I'm chronically online on 
Earthshine basically, so if 

1041
01:02:32,960 --> 01:02:36,880
people want to get a hold of me,
just ping me or mention my name.

1042
01:02:36,880 --> 01:02:38,880
If you say it three times, I'd 
probably just appear or 

1043
01:02:38,880 --> 01:02:42,680
something. 
And other than that, it's just 

1044
01:02:42,680 --> 01:02:44,920
stuff like Wowhead and things, 
right? 

1045
01:02:45,400 --> 01:02:49,040
Well, just right guides and. 
Word up, where can people find 

1046
01:02:49,040 --> 01:02:52,120
you if they need to know 
something about enhancement? 

1047
01:02:52,520 --> 01:02:54,440
I'm the same. 
You'll find me on Earth trying, 

1048
01:02:55,360 --> 01:02:57,760
lurking more, more so than 
anything at the moment, because 

1049
01:02:57,760 --> 01:03:01,520
I'm playing the game and they'll
be like, there's Wildhead and 

1050
01:03:01,520 --> 01:03:03,120
Icy Veins. 
They're always updated by me 

1051
01:03:03,120 --> 01:03:04,960
too. 
They're the best places. 

1052
01:03:04,960 --> 01:03:07,880
And if anything super important 
happens, I'll probably tweet 

1053
01:03:07,880 --> 01:03:11,280
about it. 
But that's basically where you 

1054
01:03:11,280 --> 01:03:13,800
can find me. 
I attempt to keep to myself at 

1055
01:03:13,800 --> 01:03:15,480
the moment when it's this busy 
at the expansion. 

1056
01:03:15,800 --> 01:03:19,800
Definitely I've. 
I've been enjoying the Game 2 

1057
01:03:19,960 --> 01:03:23,320
just pre pre show talk. 
I was just saying I don't know 

1058
01:03:23,320 --> 01:03:26,360
if I should be learning PTR 
stuff or I should be learning 

1059
01:03:26,360 --> 01:03:30,360
live and every time I jump into 
it takes me just a couple of 

1060
01:03:30,360 --> 01:03:32,880
pools before I realize which 
version of the game I'm in. 

1061
01:03:33,080 --> 01:03:36,720
So there's a lot to enjoy both 
on live and upcoming. 

1062
01:03:37,720 --> 01:03:42,240
We will definitely talk more 
about what those impacts are as 

1063
01:03:42,240 --> 01:03:47,080
11.0 point five hits. 
But until next time guys, may 

1064
01:03:47,080 --> 01:03:48,520
all your hits be crits.
