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Updated Shaman FAQ/Guide 3.0.2Follow

#1 Dec 19 2007 at 8:57 PM Rating: Excellent
***
1,233 posts
** FYI to Shamans new and old ** UPDATE 01/14/2009 ** Although I am playing WoW again, I no longer have the desire, patience, or time to play my Shaman any longer. Any info listed here will not be updated by me, anybody willing to update on their own or wants to make their own FAQ with this info is free to do so. **

~Table of Contents~
1. What is a Shaman?
2. But what is a Shaman, really?
3. What is our role in groups?
4. What is the best race to choose?
 a. Tauren 
 b. Troll 
 c. Orc 
 d. Draenei

5. What are the talent trees?
 a. Elemental 
 b. Enhancement 
 c. Restoration

6. What stats should I look for?
7. What weapons should I use?
8. What is a good spec?
9. Are Shaman good at PvP?
10. What totems do I give my party?
11. What spec should I level with?
12. Anything else I should know?
13. What do I need to carry with me?

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1.What is a Shaman?

Blizzards definition: Shaman are the spiritual leaders of their tribes and clans. They are masters of the elements, using spells and totems that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes. Shamans can wear medium armor, and even wield massive two-handed weapons in combat. They are a versatile class that can wade into battle, restoring their allies while hurling elemental bolts of lightning at their enemies.

2. But what is a Shaman, really?

The Shaman class is arguably one of, if not the most complex and challenging class in the game. With a wide-array of healing, support and damage spells and abilities they can bring a lot to a party or raid. They are rare however, and only occupy about 7%-9% of the active playerbase. When the game was released, Shaman was a Horde only class and was a melee and spell hybrid, mostly feared and highly revered. The First expansion introduced the Alliance to the Shaman class, but unfortunately, as of the TBC expansion pack, Shamans were no longer what many of us consider a combat hybrid and is more or less forced to spec into a specific play-type, rather than be an asset on all fronts.

** Now that Wrath of the Lich King (WOTLK - The 2nd Expansion) is nigh upon is, it seems Blizzard has been attempting to reverse this back to combat hybrid by including and changing several talents and abilities in the most recent few patches. Most noticeable is the ample amount of mana regeneration and spell power bonuses now easily available to Enhancement spec Shaman.

3. What is our role in groups?

Quite possibly our best and worst class trait is the same thing, our totems. Totems provide passive yet powerful and often unique buffs and support to us and our party for a somewhat limited amount of time, and have a short but effective range. No matter what our spec, make sure to lay your totems for the group benefit, either to buff the melee or give spellcasters some extra oomph, we are there to assist where we can. Our primary purpose is to support our party no matter what our spec.

4. What is the best race to choose?

The one you would rather look at for all those levels.. But lets take a look at each of the different racial strenths as they partain to the Shaman class;

Taurens - 5% HP, Warstomp - One of what most believe to be the better choices, mostly due to this race compensating for a large weakness in the pvp aspect of the class with an aoe stun move in Warstomp. Allowing for a quick escape or a much needed breather to cast a heal, etc, and you can't go wrong with 5% extra HP.

Trolls - Berserking, HP Regeneration, Beast-slaying - While Beast-slaying really only applies to PvP vs pets or druids at max level, it can be an effective talent while leveling and should not be quickly overlooked. The HP regen while effective, is mostly minimal but grows over time. Berserking is an interesting talent, that provides a good haste bonus depending on your HP level and is great for helping with Burst potential, both healing and dps.

Orcs - Blood Fury, Hardiness, Axe Specialization - Probably the best of the 4 available races in PvP due to the Hardiness Trait, a passive 15% stun resistance. Very invaluable against any class that stuns often. Blood Fury also acts much like a trinket, with a small but sometimes deadly counter-effect. Axe specialization can also be useful for the melee Shamans, both leveling and endgame.

Draenei - Gift of the Naaru, Inspiring Presence - The only Shaman with an available Heal over Time spell learned early vis a racial talent that does scale with your +healing stat. Also boosts you & your entire parties spell hit% by +1. And is currently the only race available to alliance Shaman.

5. What are the talent trees?

Shamans have 3 talent trees, Elemental (Ranged, magic dps), Enhancement (Combat, Melee dps), and Restoration (Healing and support).

Elemental offers an array of damage producing and enhancing abilities as well as several buffs to your most important damage spells. Lightning bolt and Chain Lightning. This tree is effective at pumping out max amounts of burst damage but is pretty mana-intensive if you're casting anything other than lightning bolts. A solid PvE and PvP tree for ranged dps.

** WOTLK expansion has now included new and useful spells to a Shaman's ******* for increased overall effectiveness. ** Although it seems as of now some of them are not well recieved. Lava Burst has been added as an 'alternative' to Lightning bolt spam, several talents have been overhauled or moved to increase ability and Flametongue weapon buff now also increases your spell power.

Enhancement is a Melee oriented tree that focuses primarily on close combat and enhancing totems and group buffs. A solid addition to any raid melee dps group, enhancement Shamans can be very very effective and efficient damage dealers. Shamanistic Rage (the 41 pt talent) helps to keep any raiding Enhancement shaman full on mana for long grueling fights and helps reduce incoming damage in PvP.

** WOTLK expansion and some previous TBC patches have reapplied spell damage and additional mana related assets to an Enhancement Shaman dps rotation. No longer only just a melee spec, healing and damage spells gain a significant boost from talents and gear now as well if specced for it.

For people interested in reading more about Enhancement, the math behind the numbers, the mechanics and the other stuff, go ahead and check out The collected works of theorycraft on Elitist Jerks website. Contains everything you'd ever want to know including the Windfury cooldown, Totem twisting and other tips & tricks to max out your DPS.

Restoration, or the healing tree is often looked at as the raiding tree, and gives incredible buffs to mana longevity and support throughout. Almost every single talent in the tree is helpful or useful in some way either PvE or PvP. Resto Shamans also get several buffs to the best aoe heal in the game, Chain Heal. A very good healing class with great mana efficiency.

** Exceptional looking healing spells have been added to the Restoration tree in the upcoming expansion, including heal over time spells and healing procs and more buffs available to my favorite ability, Earth Shield.

6. What stats should I look for?

Given your spec, the gear you should look for is for the stats that most benefit that playstyle. Elemental Shamans should focus on primarily Spell power & critical strike rating then Hit rating, Intellect and mp/5. Restoration Shamans should focus on +Healing and spell power, mp/5 and Intellect, but keep a good mix of all 3. Enhancement Shamans should focus on Agility/Attack Power, Critical strike rating and Hit rating to max their effectiveness, Strength also gives 1 AP per point so it's useful also, but don't neglect too much Intellect or Stamina either as they are always important.

7. What weapons should I use?

Its generally recommended to use a 2H weapon while leveling up your Enhancement Shaman. Especially with the early addition of the Windfury weapon buff at 30. Additionally Shaman now have the ability to wield 2H weapons no matter what spec they choose. After enhancement Shamans reach 40, they have the opportunity through talents to learn to dual-wield 1H weapons, which is also a powerful option. Restoration and Elemental Shamans should use a 1H+Shield in most situations.

8. What's a good spec for my shaman?

*** **** UNDER REVIEW **** ***

Patch 3.0.2 was release, Talent trees were all reset and changed. Waiting for play and feedback before reposting suggestions.

9. Are Shaman good at PvP?

Short answer - Yes.

Long answer - Each player is ultimately responsible for how 'good' his or her class will be in a PvP environment. As most Shaman realize, we have some rather obvious deficets in a PvP aspect in respect to other classes, however it is not uncommon for many Shaman to succeed nonetheless. Remember that we are a group oriented class and will almost always do better in a group PvP setting rather than one on one encounters.

** WOTLK has me dusting off my Alliance Insignia Smiley: grin

10. What totems do I give my party?

It depends on the makeup, and the tank. Realize that buffing your own dps may not be the best benefit for the group and compensate for it. If you have 2 Warriors in your group, windfury is probably the best option, but if you end up with 3 mages, a wrath of air totem would be more suited. Make sure you plan out your totems ahead of time and make use of totems such as grounding and tremor totems when needed. Be careful with your fire totems, they can sometimes target cc'd enemies and cause them to break early. Do not sacrifice the groups benefit for your own.

11. What spec should I level with?

It's generally agreed that it's easiest to level as Enhancement spec, but if a different playstyle suits you, no one is going to stop you from leveling that way. Reason being is that Enhancement offers a virtually mana-free combat spec, using your mana mostly for heals or shocks, saving you lots of downtime while leveling. It's also easier to obtain melee oriented gear at lower levels.

** This has been partially changed with some recent patches prior to WOTLK, dungeon blues have been upgraded and spell power gear is now far more readily avialable than previous.

12. Anything else I should know?

Each of your totems uses a spot in your bags, make sure you always have 4 slots to keep them in and do not throw them away or destroy them. Also be aware that you can only have one totem of each type - Air, Earth, Water, Fire - down at a time up to four total. Most totems are on a 2 minute timer and are immobile. Most totems have only 5 hp, making them easy targets. And as with any class keep up on your gear and enchantments and make sure to repair when necessary.

13. What do I need to carry with me?

Ankhs. You need these to be able to self resurrect after you die and are a great help to all shamans. They stack in 10s, recommend that you always carry some in your bags. Also be aware that Water Walking and Water breathing also cost reagents to cast, so carry Fish Oil and Shiny Fish scales to be able to cast those buffs as well.


This is a current work in progess, and is made as an addition to the current FAQs and Guides that are currently available. All changes will be read, noted and reviewed for accuracy to promote the best option available.

Thanks for being part of the Shaman community!



Edited, Oct 16th 2008 5:13am by Paracleets

Edited, Nov 2nd 2008 10:04am by Paracleets

Edited, Nov 2nd 2008 10:08am by Paracleets

Edited, Nov 2nd 2008 10:14am by Paracleets

Edited, Jan 14th 2009 8:45pm by Paracleets

Edited, Jul 18th 2009 11:17pm by Wordaen
#2 Dec 19 2007 at 8:58 PM Rating: Excellent
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1,233 posts
Totems

 
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  ____|   _   |____    
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     \|   ¯   |/ 
      |â–‘â–‘â–‘â–‘â–‘â–‘â–‘| 
      |â–’â–’â–’â–’â–’â–’â–’| 
      ¯¯¯¯¯¯¯¯¯ 


Totems are any Shamans best friend and worst enemy. A class defining trait, they bring very unique and powerful support abilities to every Shaman's ******** however immobility and low hp are their downfall. Totems are limited to a 20 yard range initially, which can be increased via talents or specific gear pieces. A Shaman can lay 4 total totems at a time, one of each nature type: Water, Air, Earth and Fire.

During the early stages of the game, each young Shaman is sent on a series of quests to get the different totem types. You are given a totem that will be placed in your bagspace, and will have to stay in your bags from then on. At the level provided, the quests to retrieve your totems can be quite difficult, I'll provide links to the totem quests available to young Shamans.

Here is the WoWwiki link to the Shaman Quests both Horde and Alliance side. They don't go into incredible detail about every little aspect of each quest, if that's what you're looking for you can search for the quest name here on Allakhazam for a better understanding.

Just so that you can understand the strengths and limitations of the totems you'll now posess, lets go over them together.

Air Totems

Wrath of Air - Gives a spell haste benefit to members within range. As you could have guessed, use this totem in caster heavy parties, or parties where a windfury totem wouldn't be prefered.

Windfury - Raises melee and ranged haste to all members within range. Great for all melee groups and hunters. Used to be an on hit/extra hit aggro generating and dps machine that was changed in WOTLK. But it's still a great help for tanking classes aggro generation.

Grounding - Redirects the next harmful spell cast at the Shaman or his party members within range of the totem, to the totem, absorbing the spell. While this totem used to be much more effective against casters in general, it is still effective at catching cc effects or harmful spells. A well timed grounding totem can turn the tide of battle too. In its current state, if a harmful spell is enroute to the totem, such as a fireball, and an instant cast spell is cast at the Shaman or his party that gets redirected. Both spells will be absorbed by the totem.

Nature Resistance - Put you at a moderate level of Nature Resistance, does not always stack with other nature resistance buffs. Sparingly useful, use it to increase your parties nature resistance.

Sentry - Puts down a sentry totem at your location with 100 health that allows you to see from the totems point of view. Also shows you when it gets destroyed. You can right-click the buff to switch views between your character and the totem. Has very very limited use.

Earth Totems

Tremor - Every 5 seconds this totem pulses the ground, removing any fear, charm or sleep effect to party members within the totems 20 yard range, including Seduction and Mind Control. Due to the nature of fear, and the short range of the totem, often times you will run out of range of the totem while feared and the effect will not be removed. Still a useful totem to put down in fights regardless.

Strength of Earth - Adds a moderate amount of Strength and Agility to members within range. Very useful for all melee classes and ranged classes that benefit from Strength and Agility.

Stoneclaw - "Taunts" the area directly surrounding the totem in an attempt to get enemies to attack it, rather than the caster. The totem has a moderate amount of HP and can generally* tank a like-level mob for a few seconds. Great for when you get passing aggro or multiple mobs on a pull while soloing. Each hit against the totem has a 50% chance to stun the attacker. Can also be a great way to juke other players in a pvp environment, can sometimes work to stun the other unsuspecting player who may be following you destroying your totems. *not a recommended CC for any instance

Stoneskin - Adds a set amount of armor to members within range of the totem. Useful if you need that extra amount of armor for tough mobs or hard pulls.

Earthbind - Applies a snare effect debuff to enemies in range of the totem (10 yards) that reduces their run speed by 50%. No longer breaks stealthed enemies out of stealth. Has a 15 second cooldown. Very effective snaring totem if not killed instantly. Useful for kiting similar to a Hunter's Frost trap, only it's destroyable.

Water Totems

Healing Stream - Returns a small amount of HP every 2 seconds to each group member within range. Can be improved via restoration talents to become much more effective. It sounds insignificant, but it scales with your +healing, 6% of it each tick actually. With a lot of +healing this totem can really become a huge benefit, and often tick every 2 seconds for 140 or more hp, making it an very effective and cost efficient heal over time spell.

** I have actually healed an entire instance using nothing but Earthshield and this totem. True story.

Mana Spring - Returns a moderate amount of mana every 2 seconds to party members within range. Can be improved via restoration talents to be more effective. This was recently changed to restore a larger amount of mana than it previously did. Great for use in almost any situation. More often than not, this will be your preferred water totem to use in groups.

Poison Cleansing - Attempts to remove one poison effect from party members within range every 2 seconds. Selectively useful, a powerful totem in the right situation. Especially useful in fights such as Quagmirran (last boss Slave Pens). Also good for use in PvP against rogues and hunters to prevent negative poison effects on your party. No longer works against Blind.

Disease Cleansing - Attempts to remove one disease effect from party members within range every 2 seconds. Very sparingly useful, can be used while in party or soloing against enemies that use disease attacks often.

Fire Resistance - Puts you at a moderate level of Fire Resistance, does not always stack with other fire resistance buffs. Sparingly useful, use it to increase your parties fire resistance. Usually not recommended for use as other water based totems can often be more beneficial in weathering the incoming fire damage.

Mana Tide - Gained via restoration talents. Restores 6% of total mana to each group member within range on a 5 minute cooldown. Extremely useful and powerful in all aspects of play. A large downfall is its very obvious graphic display making it extremely susceptable to early termination in pvp.

Fire Totems

Flametongue - Enchants party member's main weapon with flame, adding a bonus amount of +spell power to group members in range. Was changed from a weapon buff to caster buff when they changed the wrath of air totem in the last patch. Useful in caster oriented groups and with paladin tanks, and it's a fire totem that won't randomly break cc'd targets.

Fire Nova - Plants a totem at the caster's feet, if not destroyed within 4 seconds (2 with talents) the totem will explode, dealing a large amount of fire damage to all enemies within 10 yards range. Great for aoe damage or pvp situations for extra burst. Not recommended for soloing as mobs tend to destroy the totem before it detonates. Also benefits from the Call of Flame talent.

Magma - Plants a totem at the caster's feet that pulses every 2 seconds hitting surrounding enemies for a small amount of fire damage. Slightly affected by +spell power. Great for groups of mobs, not for single pulls. Be wary of using in groups as the pulse can sometimes break a CC'd target if it gets close enough to the totem. Also benefits from the Call of Flame talent.

Searing - Randomly selects an enemy within 20 yards and continuously attacks that target until it is killed or the target leaves the range of the totem, at which time it randomly selects a different target. Very useful in PvP for extra consistant damage that some players will just ignore rather than destroying. Be wary as the totems nature can often break CC in groups. Each attack gains 8% of your +spell damage. Also benefits from Call of Flame talent.

Frost Resistance - Puts you at a moderate level of Frost Resistance, does not always stack with other frost resistance buffs. Sparingly useful, use it to increase your parties frost resistance. Very useful in PvP against Frost mages or other instance encounters involving frost damage.

Totem of Wrath - Adds spell power and spell crit to group and raid members in range of the totem. Often debated as a bad 41 point Elemental talent, this is a very useful totem in caster raid groups, albeit easily destroyed and less than stellar for pvp. Was buffed after complaints of being too underpowered in raid settings pre WOTLK.

Elemental Pet Totems

Earth Elemental - Summons an Earth elemental for 2 minutes that taunts and attacks all enemies in range. A very powerful aoe taunt is cast every few seconds and the elemental is immune to any nature damage. A useful emergency totem, can save the group from wiping both in instances or in the outside world. 20 minute cooldown. Has a fair amount of health.

Fire Elemental - Summons a Fire elemental for 2 minutes that attacks all enemies in range. Has a low amount of mana and regens it very slowly. Casts an aoe Fire Nova ability as well as pulses fire damage to any enemies nearby. All attacks are fire based, and the elemental is immune to fire damage. Deals a lot of damage quickly but is pretty fragile also. Useful for group farming or in emergency situations.

Totem Relics

A Totem is also the Shaman-specific relic for your armor slot. Acts similarly to a trinket in that it usually provides a passive benefit to the Shaman or one of their abilities. A list of Totems can be found here.



Edited, Nov 1st 2008 11:03am by Paracleets
#3 Dec 19 2007 at 8:59 PM Rating: Excellent
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1,233 posts
While I had originally intented to go over the whole of Shaman abilities in the guide, I think that overviewing a well layed out site such as this one, can accomplish just that. Check out the link for a list of Shaman abilities, by level and there are links for each for a more detailed understanding.

Gearing up your Shaman.

Props to their respective authors, these gear guides can show you the basic gear you'll want to get when you're newly 70 and ready for end-game content.

~Bigdaddyjug's guide for all specs~
-A Restoration Shaman's guide to gear by grandmother baelnic-
Skyhoof's Elemental Raiding Gear guide
Skyhoof's Healing Gear for Raiders II

Also check out "How to heal like a pro" Includes math, procedures, downranking, spec, everything you could ever need. Helped me out even and is very worth checking out.

Shaman PVP

A sensitive subject to most Shaman and arguably the most often asked question. Are we good at PvP? As stated before, each Shaman is ultimately responsible for how "good" they are in PvP, but what makes the class unique and challenging in that kind of environment.

Before the TBC expansion pack, Shamans were looked at in a totally different light. Able to be exceptional hybrids, Shamans often could kill any other class with ease with a good combination of windfury shocks and heals, along with the always powerful lightning spells. Usually feared and often hated, Shamans had always been a considerable force.

Due to a steady stream of nerfs and class mechanics changes, Shaman no longer hold enemies in fear as they used to, but due to Shaman being a burst class, it's still constantly hounded by other players crying nerf to exceptional abilities like windfury. Mostly due to well geared Shamans literally able to get a lucky triple windfury proc with all crits and one shot a cloth wearing class.

PvP has changed also with the introduction of resilience and a large increase in Stamina. Alot of Shaman talents that focus on increasing damage after crits or crit damage itself has really taken a hit due to resilience.

Still, Shaman can be very powerful. We have the best offensive dispel in the game in Purge, and arguably the best group pvp buff in Heroism.

Here's a few good links and strategies to look at:

Shaman PvP Tricks
Enhancement Shaman PvP
Jedik's Elemental PvP Guide

More links when I find them or are pointed out to me, also gonna browse the o-boards see if they have any as well.

Some Recent Patch Notes from 3.0 and 3.0.2

  • All totems are now considered on the "Physical" school, and no longer magical spells
  • Anticipation (Enhancement): Now is a 3-point talent, down from a 5-point talent and now reduces the duration of disarm effects on you by 16/25/50%
  • Ancestral Knowledge (Enhancement): Now increases your Intellect by 2/4/6%, instead of increasing your total Mana by 2/4/6/8/10%
  • Call of Flame (Elemental): Now also increases the damage of your Lava Burst spell by 2/4/6%
  • Concussion (Elemental) now increases the damage of your Thunder and Lava Burst spells
  • Convection (Elemental) is now a 3-point talent, down from a 5-point talent. Now lowers the mana cost of Thunder and Lava Burst
  • Dual Wield Specialization will now increase the chance to hit while dual wielding by an additional 1/2/3%
  • Elemental Devastation (Elemental) is now a tier-2 talent, up from tier-4
  • Flametongue Weapon: Now has a passive spell damage
  • Maelstrom Weapon proc chance reduced to 3/6/9/12/15% on critical hit when you deal damage with a melee weapon. Now also affects chain heal
  • Improved Lightning Shield (Enhancement) is now Improved Shields, and is in Tier-2
  • New Talent: Elemental Shields (Enhancement): Increases the damage done by your Lightning Shield orbs by 5/10/15%, increases the amount of mana gained from your Mana Shield orbs by 5/10/15% and increases the amount of healing done by your Earth Shield orbs by 5/10/15%
  • New Talent: Mental Dexterity (Enhancement) - Increases your Attack Power by 33/66/100% of your Intellect
  • Shapeshifting will no longer cancel Water Walking
  • Stoneclaw Totem: Health of the Stoneclaw totem is increased by 5% of the Shaman's total health
  • Stoneskin Totem now increases armor instead of reducing physical damage
  • Stormstrike will no longer affect Fire or Frost damage
  • Strength of Earth Totem now also increases agility
  • The range of all "friendly totems" has been increased to 30 yards, up from 20
  • Tranquil Air Totem has been removed. (Threat is being addressed by modifications to the base threat of players and/or "baked" into tanking abilities.)
  • Unleashed Rage is now raid wide and increases melee and ranged attack power within 45 yards
  • Windfury Totem is now a flat 20% melee haste totem. All ranks have been modified
  • Windwall Totem has been removed
  • Ancestral Awakening and Improved Water Shield will now affect Riptide
  • Call of Thunder (Elemental) now also increases the critical strike chance of your Thunder spell
  • Earth's Grasp (Elemental) is now a tier-1 talent, up from tier-2
  • Elemental Focus (Elemental): Now also can proc off Lesser Healing Wave and Healing Wave, and can be used on all healing spells
  • Elemental Fury (Elemental) now requires Elemental Focus as a pre-requisite
  • Elemental Precision (Elemental): Chance to hit reduced to 1/2/3% from 2/4/6%, but threat reduction increased to 10/20/30% up from 4/7/10%
  • Enhancing (Enhancement) Totems is now a Tier 1 talent, up from Tier-2
  • Fire Resistance Totem will now increase fire resistance by 130 and lasts for 5 minutes
  • Flametongue Totem is now a flat spell damage totem. All ranks have been modified
  • Flurry now increases attack speed by 5/10/15/20/25% for your next 3 swings after dealing a critical strike
  • Frostbrand's snare effect has been increased to 50%, up from 25%
  • Ghost Wolf's mana cost is now 13% base
  • Grace of Air Totem has been removed. (Agility has been rolled over into Strength of Earth Totem)
  • Healing Grace (Restoration): Healing Way and Ancestral Fortitude are now affected by the dispel resistance portion of this talent
  • Improved Fire Totems (Elemental) is now (again) Improved Fire Nova Totem. It now has a 50/100% chance to stun all targets for 2 sec
  • Nature's Blessing no longer increases spell damage from Intellect, and the effect has been reduced to 5/10/15% from 10/20/30%. This is in result of the new spell power system
  • New ranks have been added of Water Shield, starting at level 20. (Level 20, 27, 34, 41, 48, 55, 62, 69)
  • New Spell: Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by x and each heal has a 20% chance to proc Earthliving on the target, healing an additional amount over 12 sec. Lasts 30 minutes
  • New Talent: Cleanse Spirit (Restoration) - Cleanse the spirit of a friendly target, removing 1 poison effect, 1 disease effect, and 1 curse effect
  • New Talent: Tidal Force(Restoration): Increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60%. Each critical heal reduces the chance by 20% and lasts 20 seconds
  • Rockbiter ranks 5 through 9 have been removed
  • Storm Reach (Elemental): Now also increases the radius of your Thunder spell by 10/20%
  • Tidal Focus (Restoration): Now works with Earth Shield
  • Totemic Mastery talent removed and replaced with "Tidal Force"
  • Totem of Wrath will now last 5 minutes
  • Wrath of Air is now a flat 10% spell haste totem


Edited, Nov 1st 2008 11:28am by Paracleets
#4 Dec 20 2007 at 12:21 PM Rating: Good
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2,069 posts
Remember when Ankhs only stacked in 5s? Good Times
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#5 Dec 20 2007 at 1:37 PM Rating: Excellent
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1,245 posts
Excellent. This is what the shaman forum needed.
#6 Dec 20 2007 at 9:54 PM Rating: Excellent
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427 posts
This is a wonderful FAQ, sticky please!

Paracleets wrote:
Remember that we are a group oriented class and will almost always do better in a group PvP setting rather than one on one encounters.


Pinned the nail on the head. Bam!
#7 Dec 21 2007 at 10:24 PM Rating: Excellent
very very nice, i just got a shammy to 40, so this helps me with the talent tree setup, thank u very much
#8 Dec 21 2007 at 11:10 PM Rating: Excellent
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281 posts
Rate up, bump, and request for sticky. Smiley: laugh
#9 Dec 22 2007 at 9:38 AM Rating: Excellent
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427 posts
/bump
/request sticky
/request un-sticky of Draeneipally's lolfaq
#10 Dec 23 2007 at 6:40 PM Rating: Excellent
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1,233 posts
Yeah thanks, I know SunSoarer was going to try to make one of these, I got bored one night at work and decided what the heck.

Just thought I'd also throw in here the things I still want to get added into this before It's more or less finished, then ask what you'd like to see.

PvP tactics
Totem explanations
Possible patch histories?
Totem quest walkthroughs

peace
#11 Dec 26 2007 at 8:33 PM Rating: Excellent
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1,245 posts
Bump. This should be stickied as soon as possible.
#12 Dec 28 2007 at 10:36 AM Rating: Excellent
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427 posts
Raglu wrote:
Bump. This should be stickied as soon as possible.




Edited, Feb 10th 2008 6:01pm by GWynand
#13 Jan 01 2008 at 5:11 PM Rating: Excellent
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1,233 posts
Updated to most everything I can think of for now, anything else you guys want me to add?
#14 Jan 01 2008 at 5:22 PM Rating: Excellent
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427 posts
Remember that Elemental Shamans need spell crit more than anything. If I'm wrong about that, correct me, but my understanding is that spell crit is even more important than spell damage! Maybe I'm wrong about that, but I think I'm right.

Also, mp5 isn't on a lot of Ele gear, so that isn't really a top priority stat either.

Again, I'm Resto primarily, so if that's wrong please correct me.
#15 Jan 01 2008 at 6:07 PM Rating: Excellent
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1,233 posts
Oh, right on. I changed that once then the update was laggy and it reverted- will change it back and reword it a little. And with the changes to watershield you probably wont need much mp/5 at all for elemental.

On a side note though, I really don't think Spell crit is more important than spell damage, myself having had experience with Elemental raiding. The more Spell Damage you have actively increases the base amount of damage you deal, AND actively doubles that amount when you crit.

Here's what wowwiki says:

Spell damage rating increases dps by a flat value, and as such the less of it you have, the more adding one spell damage will (relatively) increase the damage you deal – in other words, at 100 +damage adding 1 spell damage will have a larger relative effect than if you have 1000 +damage. Spell crit scales with overall dps, thus one rating has the same effect on your overall dps no matter your spell damage – that is, adding 1% spell crit will raise your dps by the same relative amount whether you have 100 or 1000 +damage. With increasingly high spell damage, spell crit's absolute value rises dramatically.

So until you have a large pool of spell damage, it is more effective, then after you have a large base amount, spell crit would be more effective. In my elemental gear/spec I sit at 882 spell damage unbuffed, which in my opinion is not enough even with 42% crit rating on lightning spells after talents.

Edited, Jan 1st 2008 7:12pm by Paracleets
#16 Jan 03 2008 at 12:25 AM Rating: Excellent
32 posts
Why isnt this stickied yet? Its been really useful to me.
#17 Jan 03 2008 at 1:38 AM Rating: Excellent
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427 posts
From my understanding, spell crit is their mp5. Clearcasting is a result of spell crit, so they want to crit often. Much like a Holy Paladin.
#18 Jan 03 2008 at 5:12 PM Rating: Good
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1,245 posts
GWynand wrote:
From my understanding, spell crit is their mp5. Clearcasting is a result of spell crit, so they want to crit often. Much like a Holy Paladin.


Exactly. Even with a shadow priest, a shaman wants lots of spell crit for their mana efficiency. Spell damage will help with DPS more than spell crit until ridiculously high spell damage numbers, but spell crit will still boost DPS while dramatically increasing a shaman's efficiency.

#19 Jan 04 2008 at 2:09 PM Rating: Excellent
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1,502 posts
As I've just revisited my Shaman, I was in need of a decent FAQ so I was up-to-date.

This one is easily the best one in the forum. Why is it not stickied, and an inferior one is?

Rate-up to Paracleets for the effort.
#20 Jan 05 2008 at 6:29 AM Rating: Excellent
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1,233 posts
Eh, maybe you guys are right I'll have to respec again and look into it. I don't gem or gear for crit and I sit at 42% as elemental raid spec self-buffed. I haven't been elemental since the last few patches so I'll have to check it out and report back, then look up some math on whats best for dps.
#21 Jan 06 2008 at 6:21 PM Rating: Good
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1,233 posts
I respecced Enhancement for my guild's Karazhan run the other night, then tried to PvP a little with it afterwards.

Lol.

That was tasty. I had the top damage with just under 200k and most deaths with 18 in a 22 minute AB game we ended up losing. More glass cannon than the mages next to me, but it was interesting.

Keep on keepin' on
#22 Jan 08 2008 at 4:31 AM Rating: Good
Excellent post sticky please.
#23 Jan 09 2008 at 8:49 PM Rating: Good
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1,245 posts
So, who goes about stickying threads here anyway? 'cause this one needs some serious post-it gunk.
#24 Jan 12 2008 at 10:23 PM Rating: Good
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427 posts
Raglu wrote:
So, who goes about stickying threads here anyway? 'cause this one needs some serious post-it gunk.
#25 Jan 13 2008 at 9:20 AM Rating: Excellent
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978 posts
Yay, I got it stickied! I posted in the Forum and Site Feedback place requesting a sticky and it worked, so I guess that's the way to go about doing it. :D
#26 Jan 15 2008 at 12:29 PM Rating: Good
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427 posts
/target Khalane
/ty
/cheer
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