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Siege of Orgrimmar Elemental Shaman Style

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This thread is meant to collect useful pieces of information for Elemental Shamans attempting bosses in the Siege of Orgrimmar. We will add some contributions ourselves and hope that the rest will come from comments in this thread smile.png

Table of Contents


Immerseus

Tips:
  • spell_nature_stranglevines.jpgEarthgrab Totem will root the DPS blobs in place, allowing more time for your Hybrids to heal the friendly blobs.
 

Links:


The Fallen Protectors

Tips:

  • Use ability_shaman_ancestralguidance.jpgAncestral Guidance when your raid stacks up for Sun's Desperate Measures phase to help the healers. Works especially well if you can cleave adds with spell_nature_chainlightning.jpgChain Lightning.

Links:


Norushen

  • Since all DPS on adds transfers to the boss, cleave down little adds as fast as possible. You have no damage reduction on the adds.
  • Try to delay Heroism until just after a sha_ability_mage_firestarter.jpgBlind Hatred is finished to reduce movement as much as possible.

Tips:
Links:


Sha of Pride


Tips:
  • You can use inv_glyph_majorshaman.jpgGlyph of Shamanistic Rage to self-dispel the stacking debuff on Phase. Doing this does not give you extra Pride, and helps the healers!

Links:


Galakras

  • Heroic: You might find that you have higher DPS killing the add packs rather than guarding the doors on this fight, thanks to your cleave.
  • A good suggestion might be to save your Ascendance until the second wave of adds, so that the Shaman gets burned down relatively quickly.

Tips:

  • Use ability_shaman_ancestralguidance.jpgAncestral Guidance during the burn phase at the end - the raid damage is high and the healers will appreciate the help when you use it cleverly. The same goes for ability_shaman_healingtide.jpgHealing Tide Totem.
  • It's been reported that inv_glyph_majorshaman.jpgGlyph of Grounding Totem will allow damage to be reflected from Fire Arrows, so glyph for this to use regularly.

Links:


Iron Juggernaut


Tips:

Links:


Kor'kron Dark Shaman


Tips:
  • spell_nature_groundingtotem.jpgGrounding Totem reportedly soaks Kardris' Froststorm Bolt, increasing the survivability of your tank.

Links:


General Nazgrim


Tips:

Links:


Malkorok

Tips:

  • Use inv_glyph_majorshaman.jpgGlyph of Shamanistic Rage to self-dispel yourself in the second phase. This will help the healers a lot.
  • ability_shaman_astralshift.jpgAstral Shift will let you soak the void zones without losing your shield in Phase 1.
  • Use ability_shaman_ancestralguidance.jpgAncestral Guidance on the pull with your cooldowns to help stack up a massive shield on the raid.

Links:


Spoils of Pandaria


Tips:
Links:


Thok the Bloodthirsty


Tips:
  • shaman_talent_primalelementalist.jpgPrimal Elementalist can help sustain damage on Thok late in Phase 1 when you are finding it hard to cast spells.
  • It's been suggested that inv_glyph_majorshaman.jpgGlyph of Fire Elemental Totem will help, since you could get your Fire Elemental up pretty much every time Phase 1 is up.

Links:


Siegecrafter Blackfuse


Tips:
Links:


Paragons of the Klaxxi


Tips:
Links:


Garrosh Hellscream


Tips:

Links:

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A piece of advice for Iron Juggernaut. If a shaman is soaking the crawler mines it is beneficial to make a macro for swapping to a shield if they have it since the explosion is physical damage and, for example, it resulted in about an additional 13% DR for me.

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For Malkorok you should consider using Glyph of Shamanistic Rage so that during second phase you can dispell Displaced Energy yourself when you're away from the raid group freeing healers to worry about dispelling others. I also recomend using Astral Shift because it helps with soaking those void zones so that your Ancient Barrier doesn't get removed and you take damage.

On Thok I recommend using Primal Elementalist talent due to the fact that your goal should be to extend phase 1 as much as possible reaulting in faster and faster Silence casts and your Primal Elemental will be free to hit Thok without an issue.

I haven't tried it yet but Glyph of Fire Elemental might also be useful.

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My guild runs an Enhancement and Elemental Shaman so we have a lot of utility for these fights. On Fallen Protectors, and Malkorok I go with Ancestral Guidance for burst healing as Elemental, while our Enhance Shaman goes with Conductivity + Healing Storm for huge backup healing, especially since these fights involve a high amount of grouping up on certain phases.

 

Also on Galakras as we were progressing, these helped for the last phase when our stacks got pretty high as we burned the boss.

 

Hope this helps!

Edited by tedinski1807

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I can't believe I haven't updated this yet. It's top priority for me now - expect an update tonight or tomorrow morning.

 

I will ignore suggestions for Healing Rain + Healing Storm combos since in 5.4 Healing Storm only affects direct heals (spell_shaman_maelstromweapon.jpgMaelstrom Weapon)

 

Edit: Updated! The more contributions that are left, the more often I'll update the guide!

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Ele Shamans can glyph Shamanistic Rage to dispel themselves on Sha of Pride when you have both Gift of the Titans and Mark of Arrogance.  It doesn't happen too often but when it does, it's helpful to the healers for that extra dispel especially if Gift is landing more on dps and less on heals.

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On General Nazgrim, what should one expect of their DPS as an elemental shaman? I have farmed harder than ever to get to the gear level I have now, and my GL claims that I am not good enough for anything more than Flex, yet I've been told that I outperformed the other shaman in flex today and that other guy is going.

 

~~Dregtal, Moon Guard

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the easy way to do that fight is to get him down to 15% or so before wave ten then get him to 10% just as wave ten dies, then hero and burn adds then him no matter what stance he's in. it's not a dps race.

 

maybe its not that they dont like you, but they just like him better. do you have an armory link for yourself and him?

 

EDIT - Stoove, or any mod, would you move Dregtal's post and mine to its own thread? tyty

Edited by kitsu

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I see that Dretgal posted his own topic on the matter, so I'll leave it to you to talk it out there. I'd have done it otherwise. I've also pitched in my opinion. smile.png

 

Note: I've been ill recently, updates coming as soon as I get well enough to stare at a PC screen for "fun"  =]

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This is just a repeat from the Resto Shaman thread but for Galakras, using Glyph of Grounding Totem will reflect the Flaming Arrows at your group back onto the archers, and it will not eat the Grounding Totem doing so. basicly, 15seconds immunity to Flaming Arrows. Not sure if it damage the mobs but its less dmg done to the raid.

  • Like 2

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Thanks for that great tip!  Those Flaming Arrows are a pain in my backside!

 

On Malkorok, I am pre-casting a Healing Rain around the tanks and melee and using Healing Tide with Ancestral Guidance/Ascendance/FET on the pull to boost the shields a teensy bit more.  Very busy in those first few seconds; lol!

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I'd recommend saving Healing Tide for P2 actually, it's more intensive for the healers. It'll depend on your group though and whether you're 2-healing it.

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Immerseus: All versions (especially heroic) earthroot totem will hold adds in place till you or raid members can get to them.  Does not work on healing globs, but allows for hybrids to heal first then dps.

 

Fallen Protectors.  All versions (especially heroic) when we collapse in Sun's (? think it's sun) bubble I pop Astral Guidance and CL the adds in the bubble then turn to ranged adds.  Helps with initial damage taken from those slow to get in; or in heroic if a puddle is down and you need to manuever around it.

 

Norushen: Heroic.  As an ele I go in close to last, all dps done to little adds transfers to boss so I cleave them down.  You have no damage reduction on little adds so this allows high single target dps to go in first to work the boss down.  Also if you pop hero bottom 30% like we do, wait till you see where the cutter around that time is going, no need for hero when you are running around.

 

Dark Shaman: Heroic: Do not let your raid leader talk you into guarding doors, as ele  you will have top dps on cleaving adds down.  We use a few melee with low aoe and have stuns, and a boomkin with roots to guard doors. I personally save ascendance for second wave, due to the fact that everybody else has their cooldowns going for first pack and they die quickly.  The second pack has the first shaman and it burns it down quicker.  As for arrows, even on heroic we have found you dont have to move right away.  The damage is minimal (maybe from priest bubbles ?) but I can stand there and cleave my heart out.

 

Nazgrim: Normal: work it out that the tank that is tanking the slimes (we use a monk tank who just tanks them) so you can cleave them down quickly without them running all over the place.

 

Garrosh: Normal: When we get zoned into the specials I use my Astral Guidance 5 seconds into the special boss fight then healing tide totem after that is all the cooldowns needed for that room.  It is up every time and can save your healer CD's for more important parts of the fight.

Edited by chevymonster

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I'd recommend saving Healing Tide for P2 actually, it's more intensive for the healers. It'll depend on your group though and whether you're 2-healing it.

 

Thanks for the suggestion.  It's usually back up by P2 and we're three-healing but great suggestion nonetheless. :-)

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Thanks for the suggestion.  It's usually back up by P2 and we're three-healing but great suggestion nonetheless. :-)

 

You're welcome. Another good reason to save it for P2 is because HTT isn't clever enough to heal the people who need shields (as opposed to those who are low on health).

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Nazgrim: Normal: work it out that the tank that is tanking the slimes (we use a monk tank who just tanks them) so you can cleave them down quickly without them running all over the place.

 

Not sure what you're talking about here. Do you mean on Kor'kron Dark Shaman? Most guilds tend to force the blobs to scatter on this fight.

 

Thanks for the rest of the tips though, I updated the guide!

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Yes I did mean the Dark Shaman.  We have a monk tank who can hold them all while him and I cleave them down.  They all die within 3-4 seconds of spawning, so a external CD from a healer is a must.  Editted original post.

Edited by chevymonster

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Started to work on Sha of Pride tonight.  Tried all three different specs through out the night and found the PE with EoE still tops the meters due to the amount of health the little adds have.  Also, I have to watch it more closely tomorrow night, but was using Glyph of Shamanistic Rage to dispell without gift on and I did not see a rage increase.  In 25 man you may get 1 or 2 healers selected for gift, if it's one having the ability to cleanse it with little or no (as I said I did not see my bar move upon doing it) could save you from death.  The debuff ticks very hard. 

****Note this still needs some testing I was going on visual of my corruption bar as I did this, no hard numbers were being shown. Has anybody else tested this or are they goind off earlier assumptions that it could cause corruption.

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i use sham rage on pride a lot and am almost positive that you dont get any pride when you do.

 

i too am a fan of the tank running in a small cirlce for massive ooze cleave on shamans. being able to link chain lightning out from the boss theyre running around ups damage output a ton because your target never dies mid cast. our dk gorefiends them too and they melt in a nice little puddle. 

Edited by kitsu

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Not sure what you're talking about here. Do you mean on Kor'kron Dark Shaman? Most guilds tend to force the blobs to scatter on this fight.

 

Thanks for the rest of the tips though, I updated the guide!

 

 

Why would they force the blobs to scatter?  I use Earthgrasp to hold them in place and slow them so I can CL.  Our hunter also drops a slow trap around them and they die pretty quickly.

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      For Raid Tanking. The highest threat setup & for mobs resilient or immune to nature damage. Good gear and a solid knowledge of tanking is needed. ____________________________________________________________________________________________________________________
      Rotation
      First, on the list is a simple dungeon tank rotation and we’ll be presuming the boss fight is simple.
      Pre-pull: Cast Lightning Shield and assure all possible buffs are present and max duration. Next, place the appropriate totems. Lastly, if it hasn't been done get the addon: KTM Threat, it displays the threat of members. A scenario can turn ugly quick, so watch KTM often. At any moment, you need to be sure of the fitting Earth Shock rank to use. Pulling: Cast Lightning Bolt/Chain Lightning and Earth Shock. If all goes smoothly, Earth Shock again and turn the boss away from the group. If the boss suddenly targets someone or drops aggro, use rank7 Earth shock to aggro them. For future threat problems, see: Threat. Second is a complex rotation mainly for raid tanking, it has great results but requires good gear, buff, etc... Naturally, if you aren't able to perform every single action below don't get discouraged, its mostly to showcase the maximum potential possible.
      Pre-pull: Cast Rank7 Lightning Shield. Place Stoneclaw Totem in front of you & back up 25-30yrds. (It will later halt the boss for 0.5 seconds or the boss hits it) Place Mana Spring Totem. Activate Oil of immolation. Pulling: Equip a spell damage weapon, ex: Staff of Dominance and cast Lightning Bolt, while the bolt travels, equip a healing weapon (ex: Will of Arlokk). As the bolt hits, Cast R6 Lesser Healing Wave on a warlock who recently Life Tap. Equip all normal tanking gear. Immediately after cast R7 Earth Shock. Activate Juju Flurry and Juju Escape, if the situation is ideal. Repeat the appropriate rank Earth Shock until boss is dead. Situational: If mana allows it, cast a suitable rank of Lightning Shield. If mana is foreseeably a problem, use Oil of immolation often. If mana is foreseeably an issue but threat isn't also cast R1 Frost Shock. Note: Versus nature immune bosses, to pull: use Magic Candle (equip spell damage weapon). After, follow the healing-threat tactic above & cast Lesser Healing Wave as much as possible until the boss is at melee range than Frost Shock. If more threat is needed: Flame Shock instead. MUST need Flame Buffet (don't bother otherwise) & similar debuffs. ____________________________________________________________________________________________________________________
      Buffs
      Prioritize obtaining Defensive buffs before acquiring Threat related buffs. Agility for example has the added byproduct of helping with defensive and threat measures. Generally, off-tanks or known as "OT", take less damage, therefore, it's not fully needed to aim for Defensive buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. There is a max of 32 buffs: Talents, Set bonuses & Equip effects don't count. But Gear enchants count with exceptions: (Crusader enchant and enchants from the profession enchanting don't count.) Resistance enchants however need to be reconfirmed as they make it seem now like those should count. Let's move on and explore relevant buffs to our tanking duties. The following buffs are classified into sub-groups to better highlight their usefulness and showcase different options.
      Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: Gnomish Shrink Ray: (can backfire increasing group's attack power) Fengus' Ferocity: From Dire Maul. Trueshot Aura: +50 Attack power. Battle Shout: (Improved by Battlegear of Wrath (3/3) tier set bonus) Juju Might: +40 Attack power. (from repeatable Winterspring quest) Sayge's Dark Fortune of Agility: +10% Agility. From Darkmoon Faire. Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. Grace of Air Totem: +77 Agility (effect is increased through a shaman talent) Call of the Raptor: +12 Agility for 30min. (non-repeatable quest reward item) Grilled Squid: +10 Agility for 10min. (does not stack with other food buffs) Strength of Earth Totem: (effect is increased through a shaman talent) Atiesh, Greatstaff of the Guardian: (can't stack w/Moonkin Form) Slip'kik's Savvy: From Dire Maul. Moonkin Form: +3% Spell Crit. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect. Gnomish Battle Chicken: Upon attacking it might give party +5% Attack Speed for 4 min. Warchief's Blessing: Fist of Shahram (Blackblade of Shahram) : +25% haste to party for 8sec. Juju Flurry: +3% Attack Speed for 20 sec. (Others can cast it on you) Swift Wind: (Only receivable upon finishing the Call of Air totem quest) Mana Spring Totem: +10 mana every 2 sec. (Only causes threat if you cast) Mageblood Potion: +12 mana per 5 sec. (regen effect doesn't cause threat) Innervate: Increases Mana regen by 400% for 20 sec. Oil of Immolation: 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: (Scales with spell damage) Static Barrier: From Electromagnetic Gigaflux Reactivator. Crystal Spire: (From a repeatable quest & anyone can cast it on you) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: (Improved by Cenarion Raiment (3/3) tier set bonus ) Brilliant Wizard Oil: On a swappable weapon for the pulling of a mob. Blessed Wizard Oil: Ideal for Scholomance, Stratholme & Naxx. Flask of Supreme Power: (Can't stack w/Titans, so choose wisely.) Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% damage to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec. Songflower Serenade: Boost melee, ranged, or spell to crit 5%, +15 all stats. Mark of the Chosen: 2% chance when hit of increasing all stats by 25. Spirit of Zandalar: +10% move speed, +15% all stats. Mark of the Wild: +384 armor, +12 all attributes,+27 all resistance. Elixir of Greater Firepower: Bolster fire damage by up to 40 for 30 min. Blessing of Blackfathom: +5 intellect & spirit. +15 frost damage. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min. Dragonbreath Chili: (scales with spell damage and fire increasing buffs) Defensive-Buffs
       Sayge's Dark Fortune of Stamina: +10% Stamina (+10% Armor also exists)  Dirge's Kickin' Chimaerok Chops: (can't stack w/other food buffs)  Rumsey Rum Black Label: From Booty Bay.  Power Word: Fortitude: +54 Stamina.  Mol'dar's Moxie: +15% Stamina overall.  Spirit of Zanza: +50 Stamina, +50 spirit.  Blood Pact: +42 Stamina.  Flask of the Titans: +1200 Hp.  Elixir of Fortitude: +120 Hp.  Regrowth: From the (6/6) Dreamwalker Raiment tier set bonus.  The Lion Horn of Stormwind: (a friendly tank can activate it for you.)  Greater Stoneshield Potion: +2000 Armor for 2min.  Elixir of Superior Defense: +450 Armor.  Polished Armor: (AWAITING CONFIRMATION OF ITS EXISTENCE)  Crystal Ward: From repeatable quest in Un'Goro Crater. (allies can also cast on you)  Inspiration: Increases armor by 25% for 15 sec.  Power Word: Shield: Absorb 1105 dmg for 30 sec. While active...  Scarab Brooch: (Healers can trigger its effect on you before a fight)  Greater Heal Renew: From the (4/4) Vestments of Faith tier set bonus.  Bloodkelp Elixir of Dodging: +3% dodge for 30 min. (one time usable item)  Juju Escape: +5% Dodge for 10 sec.  Healing Stream Totem: Doesn't cause threat for you.  Greater Heal Renew: From (8/8) Vestments of Transcendence tier set.  Rejuvenation: Heal for 888 over 12 sec.  Regrowth: Heal for 1064 over 21 sec.  Renew: Heal for 970 damage over 15 sec.  Stoneskin Totem: Reduce melee damage taken by 30.  Dampen Magic: Useful for magical heavy fights.  Amplify Magic: Useful for physically heavy fights. Resistance Buffs
       Greater Fire Protection Potion: Absorbs fire damage.  Fire Resistance Totem: +60 fire resistance.  Frozen Rune: Absorbs 1500 to 2500 fire damage.  Juju Ember: +15 fire resistance for 10 min.  Greater Frost Protection Potion: Absorbs frost damage.  Frost Resistance Totem: +60 frost resistance.  Juju Chill: +15 frost resistance for 10 min.  Greater Nature Protection Potion: Absorbs nature damage.  Nature Resistance Totem: +60 nature resistance.  Greater Shadow Protection Potion: Absorbs shadow damage.  Crystal Basilisk Spine: +10 Shadow resistance & Frost for 1 min.  Gift of Arthas: +10 Shadow resistance for 30 min. Mind Control Buffs
      It is possible for an Alliance priest to use  Mind Control or someone with engineering to use the head slot item  Gnomish Mind Control Cap versus players on the Horde. For that duration the mind controlled Horde character is now considered an Alliance player. This allows the character to receive buffs from paladins. In the many guild raids I’ve taken part, we'd have 2-3 players on their paladins and priests stationed near the raid entrance for mind control buffing. It's also possible for a priest of any faction to Mind Control certain mobs, which can dish out buffs to all raid members.
      Greater Blessing of Sanctuary: (Will stack w/Stoneskin Totem) Greater Blessing of Wisdom: (Will stack w/Mana Spring Totem). Greater Blessing of Salvation: (can't stack w/Tranquil Air Totem). Greater Blessing of Might: (can't stack w/Strength of Earth Totem) Greater Blessing of Kings: +10% to all stats for 15 min. Improved Lay on Hands: Possible once it expires to go outside to get re-buffed then re-enter the instance & summoned back to allies. BONUS: You can get Fear Ward from dwarf priests and if survivability is secured Curse of Recklessness from horde warlocks. Mind Control Buffs from mobs
       Fury of Ragnaros: From Twilight Emissary in BRD.  Resist Arcane: From Scarlet Medic in Plaguelands.  Resist Fire: From Scarshield Spellbinder in BWL.  Bloodlust: From Gordok Mage-Lord in DM.  Bloodlust: From Hamhock in Stockades. Special Event Buffs:
      On an ending note for buffs, we can also get buffs from special events. An example, is The Midsummer Fire Festival an event celebrating the hottest season of the year. It lasts about two weeks (mid-late June to early July). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion. The following buffs are separated by their event.
      Thunder Bluff Gift Collection: +30 Intellect for 1 hour. Ironforge Gift Collection: +30 Intellect for 1 hour. Stormwind Gift Collection: +30 Intellect for 1 hour. Undercity Gift Collection: +30 Intellect for 1 hour. Orgrimmar Gift Collection: +30 Agility for 1 hour. Darnassus Gift Collection: +30 Agility for 1 hour. Fire Festival Fortitude: (stacks w/stamina buffs above) Midsummer Sausage: Bolsters damage from spells by up to 23. Fire-toasted Bun: +2% hit chance for 1 hr. Fire Festival Fury: +3% spell and melee crit for 1 hr. Elderberry Pie: +13 defense for 1 hr. Buttermilk Delight: +13 defense for 1 hr. Very Berry Cream: Bolsters damage from spells by up to 23. Dark Desire: +2% hit chance for 1 hr. Celebrate Good Times!: +10% to all stats for 30min. Elune's Blessing: All stats increased by 10% for 1hr. Wickerman Festival (October 18th - November 1st) Invocation of the Wickerman: +25% health & mana regen. +25% stamina. Scourge Invasion Soul Revival: +10% to all damage caused for 30 minutes. Debuffs
      There can be a total of 16 debuffs on a boss. Having as many debuffs on a raid boss is crucial. All debuffs on the list below benefit us in either Threat or Defensive aspects and assumed to be at their maximum rank and talent improvement. The following debuffs are placed into sub-groups to better highlight their utility and showcase different options.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Expose Armor: (can't stack w/Sunder Armor but it reduce more armor). Sunder Armor: Reduces armor by 450. Can be applied up to 5 times. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. Improved Shadow Bolt: Curse of Shadow: Reduces Shadow & Arcane resistances by 75... Shadow Weaving: Wail of the Banshee: (affected by spell hit, usually casted by healers.) Insect Swarm: Reduces target's chance to hit by 2%... Thunderfury, Blessed Blade: (can't stack w/Thunder Clap) Thunder Clap: (can't stack w/Thunderfury's slow effect) Improved Scorch: To increase Flame Shock's damage (niche scenario). Flame Buffet: To increase Flame Shock's damage (niche scenario). Curse of the Elements: -75 resistance to Fire & Frost and increase Fire... Winter's Chill: To increase Frost Shock's damage (niche scenario). Stormstrike: Next 2 sources of Nature damage dealt are increased by 20%. Gift of Arthas: If a target strikes you, they have a 30% chance... Nightfall: Spell damage taken by target increased by 15% for 5 sec. Demoralizing Shout: Reduce attack power of mobs by 140 for 30 sec. Curse of Weakness: (effect is increased through a warlock talent) Gear
      If unsure of guild or group performance, carry several focused gear sets: Stamina set, Dodge set & Armor set to cater to any possible encounter. Certain pieces of gear from PvP through Honor Ranking remains the best forever but demands a large amount of Honor grinding.
      Below is a Gear Spreadsheet to help with gear progression.
      - Gear Spreadsheet Link Below are BiS sets by Phase for defensive aspects, see above for threat gear.
      - PreRaid          AoE
      - Phase 1          AoE              Fire resist
      - Phase 2       (no PvP)              AoE
      - Phase 3       (no PvP)
      - Phase 4       (no PvP)           Nature Resist
      - Phase 5       (no PvP)           Nature Resist for Huhuran
      - Phase 6       (no PvP)           Nature Resist Enchants
      Similar to gear, enchants must be tailored against the specific boss you will be facing. Allies can also help us, by enchanting their own cloak with Formula: Enchant Cloak - Subtlety.
      Here is the Enchant Spreadsheet Link. Tank Comparison
      To showcase our max potential a full BiS geared and buffed shaman will be the closest in stats to approach a Druid tank. Let's look at the stats to see the differences. As a guideline, the Example Druid Tank below is BiS/buffed and able to clear most bosses with no issue. A shaman like other tanks tailors his gear versus the boss they're facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a shaman in stats across the board that gets the job done in high-end raids.

      Druids have the luxury of having multiple categories covered and a broader safety net on top of having access to join Alliance for the added advantage of paladins spells, while shaman tanks are required to significantly maximize a specific category for a certain boss.done in high-end raids.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat depends on gear, boss, etc... But in general, the current standing of tanks that can do the most threat are:
      Feral Druid/Warrior. Paladin/Enh Shaman. Dem warlock. Priest tanks AoE Tanking
      Although I slightly talked about it in "Talents". Let me go into more detail here.
      Against 3 targets and/or dungeons, AoE tanking is about Chain Lightning proccing with Eye of the Storm as the main conduit to deal damage and preserve threat on 3 targets. Because it isn't possible to dodge, block, parry while casting, this method is suggested versus mobs dealing little to moderate damage. Against heavy hitting targets it's advisable to grab the weapon Hand of Edward the Odd and wait for its procs to cast. If you don't foresee a random mob being aggroed by someone, cast R1 Frost Shock to save mana and increase the proc chance of Elemental Devastation and Elemental Focus. This is all done while auto attacking a different target after every 4-5 melee hit. Items such as Skull Flame Shield, Force Reactive Disk, Oil of Immolation are beneficial. With a coordinated raid group, it's possible to heal designated players as they "stand in fire" in between boss melee swings. Another way for players to intentionally receive damage is for designated warlocks to use Life Tap alongside items, such as Demonic Rune or Goblin Sapper Charge. Equipping a weapon with bolstering healing attributes such as: Hammer of the Twisting Nether before healing a member wield yield more threat. Raid Composition
      Raid composition differs with each boss but is seen as a skill that evolves over time and reflects the playstyle of a guild or raid. The following composition is an example with minor exceptions differing from the norm. By no means is it perfect since compositions change along side: patches, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp catering to your needs without overstepping.

      In (Group 1): A fellow tank in your party can equip The Lion Horn of Stormwind, granted the trinket slot isn't needed for anything else. A bear can replace a prot warrior in the tank party, if the raid is comfortable enough with the idea and could probarbly use an emergency Innervate or Rebirth Also, only bring the bare minimum of tanks. This will open a spot for either: a lock with Blood Pact, or a hunter with Trueshot Aura. Rogues are favored over fury warrior, they Feint, Sprint, Evasion and Vanish to manage their threat/aggro. Feral cat druids can offer similar utilities as a bear and can Cower and Dash to manage their threat/aggro. Discipline priest with experience and ease of mind may occasionally throw a Power Infusion on a shaman tank during the pull phase. In (Group 6): The shaman is elemental since healing is not an issue and we are relying mostly on Tranquil Air Totem. In the situation, you are taking too much damage this spot can be replaced by a restoration shaman. In (Group 7): A mage could be replaced by a shadow weaving healing priest. In (Group 8): Mages gravitate to Fire Specialization after AQ but keeping a single mage as Frost with the talent Winter's Chill is advisable. A rogue can be replaced by a melee hunter on Nightfall duty. ____________________________________________________________________________________________________________________ Thanks for Reading! If you have any questions regarding shaman tanking, feel free to drop by the Twitch stream to chat.
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