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Siege of Orgrimmar Enhancement Shaman Style

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This thread is meant to collect useful pieces of information for Enhancement 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:

Links:


The Fallen Protectors


Tips:
  • Try using a focusing macro on Sun Tenderheart to interrupt her whenever you can.
  • shaman_talent_primalelementalist.jpgPrimal Elementalist can increase your burst when you really need it.
  • If you tend to help healers in the burst damage phases, take inv_glyph_majorshaman.jpgGlyph of Healing Storm - just remember it doesn't affect spell_nature_giftofthewaterspirit.jpgHealing Rain.
  • Co-ordinate with your healers to work out when to use ability_shaman_ancestralguidance.jpgAncestral Guidance (best used in burst phases like Sun's Desperate Measures) and ability_shaman_healingtide.jpgHealing Tide Totem.
  • If you have a free Glyph slot, use inv_glyph_majorshaman.jpgGlyph of Feral Spirit to keep you topped while you're bursting.
  • You can use inv_glyph_majorshaman.jpgGlyph of Fire Elemental Totem to make sure you have burst damage on every one of Sun's Desperate Measures phase. This is especially useful on Heroic.
  • Heroic: Getting your interrupts in on time is essential, check your keybinds to make it easy to reach.

Links:


Norushen


Tips:
  • Don't worry about helping the healers on this fight; the enrage timer is tight so focus as much as you can on optimizing your damage.
  • Use ability_tracking.jpgSpirit Walk in your Test phase to get to the adds faster!
  • shaman_talent_primalelementalist.jpgPrimal Elementalist is fantastic - use it on your Test phase and make sure it's back up for Heroism when you get the Amalgam of Corruption below 50%. Remember: you also have your Earth Elemental, which you can use instead of Fire Elemental in your test if you want to save Fire Elemental for Heroism.
  • Save your DPS cooldowns for when you enter the Test phase (if you go in early) or use them at the start and again when Heroism happens (if you go in late).
  • inv_glyph_majorshaman.jpgGlyph of Feral Spirit can really help out your healers when the second phase comes around and all the DPS are bursting as hard as they can.
  • Heroic: It's been suggested that an Elemental Mastery and Primal Elementalist build works well here - if you have the cooldown reduction trinket, you can go in first and blow your cooldowns as soon as you get out. Then your cooldowns will be ready for when Heroism happens.
  • Heroic: this fight can get especially intense on healing when your healers are in trials, so take inv_glyph_majorshaman.jpgGlyph of Healing Storm and don't be afraid to off-heal using that and ability_shaman_ancestralguidance.jpgAncestral Guidance.

Links:


Sha of Pride


Tips:
  • The large add that spawns at the back of the room can and should be interrupted and stunned. spell_nature_brilliance.jpgCapacitor Totem can work well here.
  • Glyph for inv_glyph_majorshaman.jpgGlyph of Shamanistic Rage in this fight, but ONLY use it when you gain Gift of the Titans. Advanced: You can use your own judgement to tell when you're not going to gain too much Pride and self-dispel when you don't have the buff.
  • If you get Power of the Titans early, use your cooldowns then. Otherwise make sure they're up for Heroism.
  • Use ability_tracking.jpgSpirit Walk when you have to go and unlock someone.
  • When Pride starts getting high in Phase 2, inv_glyph_majorshaman.jpgGlyph of Feral Spirit can help the healers out a bit.
  • Heroic: Since there can be a lot of running around, inv_glyph_majorshaman.jpgGlyph of Spirit Walk can be very useful.
  • Heroic: It's not very useful to spec for Echo of the Elements on this fight due to the low amount of stack and AoE.
  • Heroic: Self-dispelling using the Glyph of Shamanistic Rage doesn't add pride, so make sure to use this to help your healers out.

Links:


Galakras


Tips:
  • ability_shaman_echooftheelements.jpgEcho of the Elements can massively increase your damage on AoE due to Fire Nova procs.
  • inv_glyph_majorshaman.jpgGlyph of Fire Nova will further increase the effectiveness of Fire Nova when the mob packs are large or spreading out a bit.
  • Heavy Mastery builds will further increase your efficiency on the AoE part of the fight.
  • 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.
  • Heroic: Due to the large number of burst moments you need (Minibosses and Shaman), taking shaman_talent_primalelementalist.jpgPrimal Elementalist and inv_glyph_majorshaman.jpgGlyph of Fire Elemental Totem will really help.

Links:


Iron Juggernaut


Tips:
  • This fight is largely about positioning yourself correctly and avoiding damage.
  • If you co-ordinate with your tanks, you can soak the mines using ability_shaman_astralshift.jpgAstral Shift. This damage is mitigated by armor so acquire a shield and make a weapon-swap macro to help you soak.
  • Heroic: It's important to use your cooldowns to help the raid survive the large amount of damage from the boss. Co-ordinate with your healers for when to use ability_shaman_ancestralguidance.jpgAncestral Guidance and ability_shaman_healingtide.jpgHealing Tide Totem. A good time to suggest would be the first Shock Pulse on each Siege Mode - just before to top people off or just after to recover health.
  • Heroic: you can use inv_glyph_majorshaman.jpgGlyph of Healing Storm to off-heal the damage spikes. Chain Heal when you've landed after Shock Pulse to help the raid's healthbars. Cast Healing Rain on the melee as often as possible.
  • Heroic: If you're not running to boss, just keep spamming heals to help out the healers. You won't be able to dps anyway.

Links:


Kor'kron Dark Shaman


Tips:

 

  • Heroic: Your damage soaking talent should depend on which boss you are attacking. Harrom uses Toxic Mist which is nicely mitigated by ability_shaman_stonebulwark.jpgStone Bulwark Totem and Kardris uses Iron Tomb which is nicely mitigated by ability_shaman_astralshift.jpgAstral Shift.
  • Heroic: Falling Ash is a very big damage dealer on this fight, so pre-cast Healing Rain and even instant Chain Heals to help the raid survive.

Links:


General Nazgrim


Tips:
  • ability_shaman_totemrelocation.jpgTotemic Projection paired with spell_nature_brilliance.jpgCapacitor Totem can stun the adds, especially when Glyphed. You can also use it to relocate spell_nature_strengthofearthtotem02.jpgEarthbind Totem or spell_nature_stranglevines.jpgEarthgrab Totem to slow down the assassins. The latter breaks the Assassins' stealth.
  • inv_glyph_majorshaman.jpgGlyph of Spirit Walk will increase your movement capabilities on this fight.
  • Cycle between ability_shaman_ancestralguidance.jpgAncestral Guidance and ability_shaman_healingtide.jpgHealing Tide Totem each time Warsong is used. This will help the healers stabilize the raid's HP levels.
  • Using spell_nature_shamanrage.jpgShamanistic Rageability_shaman_astralshift.jpgAstral Shift and ability_shaman_stonebulwark.jpgStone Bulwark Totem to soak up damage from Warsong is essential. Always try to have a defensive cooldown up for it.
  • In addition, if there's a Warsong coming up soon and your spell_shaman_feralspirit.jpgFeral Spirit have just come off cooldown, wait until Warsong happens to pop them - this will further stabilise your HP.
  • If you can get a Druid to cast spell_druid_symbiosis.jpgSymbiosis on you, you can use ability_vehicle_sonicshockwave.jpgSolar Beam on the Arcweaver adds to help keep them silenced.
  • spell_nature_groundingtotem.jpgGrounding Totem works on Arcweaver spells. If you want to minmax this, get put in a group without any tanks to maximize the chance of soaking it. (In 10M: in tanks group 3/8, in other group 5/8 chance!)
  • Heroic: Burst is important here, so Primal Elementalist and Elemental Mastery builds are excellent here - you can use them at the beginning and on his Berserker phase.
  • Heroic: You should easily be able to lock down a single add (such as an Arcweaver) using all the silence methods available to you in succession.
  • Heroic: It's a good idea to save Heroism until the second Berserker phase due to the hectic nature of the late fight. Your cooldowns should be back up by then from the start of the fight.
Links:


Malkorok


Tips:
  • Speccing for ability_shaman_ancestralguidance.jpgAncestral Guidance will help build up your shield.
  • inv_glyph_majorshaman.jpgGlyph of Fire Elemental Totem will allow you to use it at the start of every Phase 1.
  •  inv_glyph_majorshaman.jpgGlyph of Feral Spirit helps give you an extra high shield, as does inv_glyph_majorshaman.jpgGlyph of Flame Shock.
  • At the start, under Heroism, blow all your cooldowns (Ascendance, Fire Elemental, Stormlash, Feral Spirits) and use ability_shaman_ancestralguidance.jpgAncestral Guidance for huge healing and some nice shields. Healing Tide Totem also helps with this.
  • From Krakir; "I was using UE/EotE build but the EM/PE haste build is probably better for more burst at the start with AG for more healing."
  • Heroic: ability_shaman_windwalktotem.jpgWindwalk Totem will clear stacks of Displaced Energy, and can be macro'd in with ability_shaman_multitotemactivation.jpgCall of the Elements as Krakir shows here.

Links:


Spoils of Pandaria


Tips:

Links:


Thok the Bloodthirsty


Tips:

Links:


Siegecrafter Blackfuse

Tips:

Links:


Paragons of the Klaxxi

Tips:

/target Amber
/startattack 
  • Krakir also has some comments on using Chain Lightning and Fire Nova.

Links:


Garrosh Hellscream


Tips:
  • Suggested talents;
  1. shaman_talent_primalelementalist.jpgPrimal Elementalist
  2. ability_shaman_echooftheelements.jpgEcho of the Elements
  3. ability_shaman_ancestralguidance.jpgAncestral Guidance
  • Also use inv_glyph_majorshaman.jpgGlyph of Healing Storm - on the transition phases this will buff your Chain Heal to help the healers.
  • Your main DPS focus should be Garrosh himself, but you can spread Flame Shock to the adds and Fire Nova them down. However the main priority is to nuke Garrosh down; extra Fire Novas will deal damage to Garrosh but should be a low priority action.
  • If your group needs more cleave, use inv_glyph_majorshaman.jpgGlyph of Chain Lightning, but if the adds are dying fast enough focus more on Garrosh.
  • Ensure Wind Shear is bound to an easily accessed key (Spacebar is an excellent choice) - you need to interrupt the healing adds and your mind-controlled allies.
  • spell_fire_elementaldevastation.jpgAscendance and 
  • ability_shaman_ancestralguidance.jpgAncestral Guidance can be used together on every transition phase, use them together to help the healers save cooldowns for later in the fight.
  • Don't forget that you can also drop inv_spear_04.jpgHealing Stream Totem and ability_shaman_healingtide.jpgHealing Tide Totemin the transition phases too!
  • Consider using spell_fire_bluecano.jpgFrozen Power to root the adds for better positioning.

Links:

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Galakras:
Pick Echo of the Elements for double Fire Nova procs.

Glyph of Fire Nova increases the radius.

Glyph of Chain Lightning might be viable if the adds are 4+

Heavy mastery build increases your fire dmg.

Edited by Krakir
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Malkorok

Ancestral Guidance.

Glyph of Fire Elemental means you can use it at every start of p1.

Glyph of Feral Spirts helps putting a higher shield on you.

Glyph of Flame Shock helps putting a higher shield on you.

Glyph of Healing Storm can help your healers with MW5 Healing Rains.

 

Bloodlust at start and all your cds (Ascendance, Fire Elemental, Stormlash, Feral Spirits). Popping Ancestral Guidance at the start with all your CDs will help massively on increasing the shield.  You'll probably win healing meter in the first seconds.

Use HTT at start to further increase the shield or use it on stack phase if your healers need help. Same goes with MW5 HR.

 

 

I was using UE/EotE build but the EM/PE haste build is probably better for more burst at the start with AG for more healing.

Edited by Krakir

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I opted for the following choices while in siege as a resto/enhance shaman.

 

Immerseus

Shaman:

                Glyph Healing Stream

                Fire Ele if you are using primal Elementalist

                Earth Grab + Totemic projection

                Rushing streams to assist healers.  To help with spread.

 

Enhance: Healing Storm - to assist with healing blobs

                Feral spirits to heal after blobs recombine

                Fire Nova for groups of blobs

Resto:      Chaning due to spread healing

 

 

The Fallen Protectors

INTERUPT when possible!

I can't recall if the adds can be stunned / Grounding totems effectiveness.

 

Shaman:

                shaman_talent_primalelementalist.jpg Primal Elementalist all around good talent for output boost / damage reduction

                ability_shaman_fortifyingwaters.jpg Conductivity

 

Enhance: Healing Storm - to assist with burst damage phases

                Feral spirits for sustained self heals

                Fire Nova for spread AE

Resto:      Cleansing Waters

I do not recommend Glyph of Chaining at all for this fight. You spend the fight stacked fairly often and this hinders your ability to spam CH.

 

Norushen

INTERUPT THE ADDS!

I can't recall if the adds can be stunned / Grounding totems effectiveness on adds.

 

Shaman:

                Echo of elements all around good for this fight. Overheals not a major issue on this fight.

                Glyph Healing Stream

                shaman_talent_primalelementalist.jpg Primal Elementalist all around good talent for output boost / damage reduction - fire ele for test phase / lust

 

Enhance: Spirit Walk to get to adds avoid beam

                Healing Storm - to assist with burst damage phases

                Feral spirits for sustained self heals

                Fire Nova for spread AE

 

Sha of Pride

INTERUPT THE ADDS!

I can't recall if the adds can be stunned / Grounding totems effectiveness on adds.

 

                  ability_shaman_fortifyingwaters.jpg Conductivity is fantastic due to how much stacking their is

                  shaman_talent_primalelementalist.jpg Primal Elementalist all around good talent for output boost / damage reduction

                 Ancestral guidence coupled with dps/hps cd for an minor healer cd in effectiveness

                 Elemental mastery with power of titans buff very nice temp buff.

 

Resto:      Chainging if your group is bad about grouping for heals

                 Telluric Currents - no regrets for extra damage during test phase

                 Cleansing Waters

 

Enhance: Spirit Walk to get to to locks

                Healing Storm - to assist with burst damage phases

                Feral spirits for sustained self heals

                Shamanistic rage - to self dispel when you have gift of the titans

Edited by Megalithe
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General Nazgrim:

 

Totemic Projection will be very useful with Capacitator Totem to stun certain adds, such as the warshaman or the assassin. You can also use it to relocate earthbind/earthgrab totem to stop the assassin's from getting to the marked target.

 

Glyph of Spirit Walk can be really useful here, as you will spend a lot of time travelling between adds and the boss.

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Mammoth Update

 

Including contributions from Krakir, Coreldan, and Megalithe!

 

 

I opted for the following choices while in siege as a resto/enhance shaman.

 

Immerseus

Resto:      Chaning due to spread healing

 

The Fallen Protectors

Shaman:

                ability_shaman_fortifyingwaters.jpgConductivity

 

Resto:

I do not recommend Glyph of Chaining at all for this fight. You spend the fight stacked fairly often and this hinders your ability to spam CH.

 

Norushen

INTERUPT THE ADDS!

 

Enhance:

                Healing Storm - to assist with burst damage phases

 

I disagree with the selection of points above;

  1. I found on Immersius that there was so much spread that Chain Heal wasn't useful at all. Better to use single-target.
  2. Tend to find on Protectors that there is too much movement for Conductivity to be useful.
  3. Again, on Protectors I found that Glyph of Chaining was excellent as it guaranteed full bounces. Since the cooldown is only 2s now, it's not that big a deal (even in stacked phases like the ones on Protectors).
  4. I don't believe that the adds can be interrupted, all the adds we saw had protected cast bars.
  5. As DPS, you should never be worrying about healing on Norushen - the enrage is too tight.

Otherwise all your suggestions seemed reasonable, Megalithe, and I think it was a very useful compilation. Thanks! :)

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I think there's some linkfail in the Nazgrim part, at least I don't see how Arcane Explosion would help my mobility... biggrin.png

 

EDIT: Fixed now, not sure if it was just my end or your end or who's end biggrin.png

 

EDIT2: Regarding the above comments, I mostly agree. I think Protectors is a pretty good fight to use glyphed CH in, that's what I go for there. Conductivity is terrible there at least the way my guild does it, RS ftw. Immerseus.. the only use I had for CH there was when luckily 3 healable adds spawned close enough to be CHed.. other than that it was useless for me there.

Edited by Coreldan

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I think there's some linkfail in the Nazgrim part, at least I don't see how Arcane Explosion would help my mobility... biggrin.png

 

Nice catch! Fixed. That's what happens when you press "spell" instead of "item" xD

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Agree with you on Protectors. Glyph of Chain Heal is nice. Also Rushing Streams or Ancestral Guidance is a better choice than Conductivity. Players are never gonna stay in same place for 40 sec. Rushing Streams helps with the spread or Ancestral Guidance for burst on Dark Medition. That belongs in the resto thread though.

 

Mammoth Update

 

Including contributions from Krakir, Coreldan, and Megalithe!

 

 

 

I disagree with the selection of points above;

  1. I found on Immersius that there was so much spread that Chain Heal wasn't useful at all. Better to use single-target.
  2. Tend to find on Protectors that there is too much movement for Conductivity to be useful.
  3. Again, on Protectors I found that Glyph of Chaining was excellent as it guaranteed full bounces. Since the cooldown is only 2s now, it's not that big a deal (even in stacked phases like the ones on Protectors).
  4. I don't believe that the adds can be interrupted, all the adds we saw had protected cast bars.
  5. As DPS, you should never be worrying about healing on Norushen - the enrage is too tight.

Otherwise all your suggestions seemed reasonable, Megalithe, and I think it was a very useful compilation. Thanks! smile.png

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Oh, forgot about Nazgrim:

You can use AG and HTT in cycles for Warsong and depending how often your raid gets it, you will fairly often be able to help the healers stabilize the raid after the big raid wide damage. Also it's smart to use Shamanistic rage/Astral shift before every Warsong to minimize damage on yourself (I suppose SBT works too, havnt tried it). You should pretty much be able to always have a defensive CD up. Feral spirits can also be popped for Warsong to heal yourself.

Edited by Coreldan

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Thok
Stone Bulwark Totem: 30 sec dmg reduction. Tie it with Shamanist Rage. 

Ancestral Guidence: Coordinate with your healers when they want the burst heal. They're gonna have rotation on bubbles and devotion auras. You're gonna want to chain your cooldowns with theirs.

 

Glyph of MW5 is a must have. As an enhance you have an arsenal of instant offheals that don't get interrupted. Time your  MW5 procs after the Screech and heal instantly after his roar. Instant Chain Heal was giving me better numbers than HR in 10 man.In our kill i got roughly these numbers: AG: 4,5 M - CH: 1,5M - HTT: 1 M. 

 

You're gonna have to find a balance between giving up your Lightning Bolts for offheals. In some of our tries I was keeping steady 60k hps. Unfortunately we had 2 backups and our overall dps was too low, so I had to focus less on offheals and more on damage. It varies between guilds and their strength and weaknesses. You're gonna have to find that balance that nets you the kill.
 

Glyph of Fire Elemental lets you summon it roughly at the start of every P1. Must have on this fight.

 

Glyph of Healing Stream can reduce the nature/frost/fire dmg from the friendly npcs.

Glyph of Feral Spirit heals you and puts less stress on the healers.

Glyph of Flame shock heals you. Total heal in my kill was 700k. I'll test the wolves next.

Edit: PE/EM builds are probably best suited for this fight since you're gonna want to burst heavy on stack phases and then dps the jailor in p2 and let range dps Thok (less chasing around). I had EtoE/UF build though and it worked fine.

Edited by Krakir
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Siegecrafter:

Didn't find any special setup that worked better than other.
Earthgrap Totem works on mines.
I was going on the Assembly line every 1 minute so no real cooldown that I could use there.
Other than using HTT and/or AG on Overloads to help healers.

Glyph of Healing Stream on Overload. Other than that it was just "don't stand in stuff and dps"


Klaxxi:
Glyph of Fire Elemental was nice since you want to burst as often as you can.

Glyph of Capicator Totem and Totemic Projection are nice to stun the bloods.
Glyph of MW5 helped with some offhealing...it can get a bit hectic.
Not really any massive dmg phase just use AG and/or HTT when you see your raid drop.

Killing the Amber quickly enough was a bit of a problem for the first 1 or 2 tries. So we just made a simple target macro.

/target Amber
/startattack

So as soon as DBM/BigWigs yells at you, just press that and then just dps as you would.

Glyph of Fire Nova is fun but useless. You will get higher dps numbers since you can spread FS, UE+FN but it won't really help since they heal every time somebody dies.

Same as using CL on MW5. It will net you higher numbers but won't help the raid since they'll heal up.
Edited by Krakir

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Glyph of Fire Nova is fun but useless. You will get higher dps numbers since you can spread FS, UE+FN but it won't really help since they heal every time somebody dies.

 

Is one advantage of Fire Nova on many targets that the splash will deal more damage to your main target? So I would guess that using FN whenever you have nothing else to cast would be constructive, no?

 

Otherwise, great tips. Will update when I get time.

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Garrosh
Primal Elementalist

Echo of the Elements
Ancestral Guidance
Glyph of MW5

Focus Garrosh but spread FS to the adds and Fire Nova them down. Depending on how much cleave your group needs, you could use Glyph of CL, but ideally you want to focus Garrosh more down. Again you'll have to find a balance between getting the adds down and pushing Garrosh to p2 quickly as possible.

 

Make sure you are comfortable with Wind Shear, since you're gonna need to interrupt the healing add and your raiders when they get mind controlled.

 

Ascendance and Ancestral Guidance should be up for every transition phase. Pop it every time to help the healers, since they're gonna need to save their cooldowns for the empowered whirling corruption later on.

 

I didn't glyp PE and it was up after every transition. So what I did was Ascendance in transition and PE when we got out. Don't worry the dmg you do in transition phase on Garrosh transfers "to him". The AoE damage in transition phases can just sometimes be high depending on how many got the orb so using a dps cooldown with AG ensures you're healing ALOT and helping the healers. 

 

When AG runs off you can cast CH on MW5 or place HR.

Make sure you have MW5 before Whirling Corruption so you can run to the range group and help with the healing. It can be intense with 2 healers so place HST down as well and off heal in the stack. Glyphing it won't help since its shadow damage.

Edited by Krakir

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Is one advantage of Fire Nova on many targets that the splash will deal more damage to your main target? So I would guess that using FN whenever you have nothing else to cast would be constructive, no?

Yeah that's a valid point. Of course when there's everything on CD, use Fire Nova. But using it as a priority for dps increase instead of single target spell probably isn't gonna help.

 

I decided to check my logs from Garrosh to see how much Fire Nova was doing on him. Fire Nova was nr 1 on my dmg list and split around 12% on Garrosh and 77% on Warbringers, and then rest on transition mobs.

Garrosh took the most damage from. 1) The druid tank 2) Me The Enh Shaman 3) Fury Warrior 4) Affl. Warlock 5) Shadow Priest 7) Fire Mage 8) Balance druid.

In our kill I did use Glyph of CL for more cleaves when the adds were up but didn't use FN uneless everything else was on CD.

So don't be afraid to use AoE, but just don't forget the fight mechancis to win some dps race.

My point was just that the sooner you push Garrosh to phase 2 the more mana your healers are gonna have. The quicker you are bringin him down the less rage he generates. The less rage he generates the easier the fight is gonna be.

Edited by Krakir
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Also forgot on Garrosh I used Frozen Power.

 

The reason beeing because when the adds spawn it tends to get really chaotic, and you DON'T wan't them killed next to each other. Frozen Power allowed me root one to keep it from running around or if you get targeted by two I could CC one, then move away and dps the other one.

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      Introduction Basics Race Profession Shaman Tank Threat Threat Diminishers Totems Talents Rotations Buffs Debuffs Gear + Enchants Comparison Raid Composition Introduction
      Can Shamans tank in original WoW? The short and to the point answer is, yes. You might be rubbing your eyes right now in disbelief of this answer. Perhaps concocting up an entire four page manifesto around how only warriors can and should tank. Although, I could go on a long rant about how there are many other classes that can tank, today, I will be focusing on our totemic friend, the shaman. 
      My intent and statement with this guide is not to upset anyone or downplay different classes but to bring to light a rarely talked about topic of the game. Nothing about what will be detailed in this guide is orthodox, many distinctive elements can be tied to other hybrid classes looking to stray away from the path of normality.   Every possible subject that comes to mind will be dissected to answer any lingering questions you might have. In the likely situation a subject is not addressed or poorly please bring it to my attention. I expect the same amount of scrutiny from readers as I have put into writing this guide, so don't hold back. Before continuing, an important aspect needs to be brought to everyone's attention. For some players this will be old news, but for many others players this will be a much needed revelation. The topic of Viable and Optimal is a highly controversial topic as some people simply don't see the difference or mixed these words up and commonly interject their own misguided philosophy onto it. To put it simply, Optimal is the most efficient and foolproof solution to solve a problem that eliminates as many negative variables as possible and favors a more easy going route. Next, is Viable or commonly referred to as "possible", which is seen as the more challenging path can be bought on the Aubut feels like a greater personal feat.   With all of this in mind, where are shaman tanks placed? Shamans are classified under Viable and with each theorycrafter joining our ranks and contributing their work, perhaps shamans could “feasibly” one day dethrone those braggadocious paladin tanks/bear tanks and reach a theoretical semi-optimal spot. Many shaman tanks will agree their motivation or drive comes from the glory of accomplishing something the the rest of the server population dares not even try. If this sounds like you, I encourage you to continue reading on. To restate my point, you decide to go shaman tank if you want a challenge in an otherwise easy to clear raid. For example, Molten Core can be cleared without any contention. If it wasn't made obvious before, shield bearing is a sizable undertaking. When experienced players pick up a shaman tank and put in the effort, it shines tenfold. Nonetheless, your guild must also be experienced and prepared for a tempestuous task ahead.   You will often see experienced raiders from top guilds play as a restoration shaman in raid and build a tanking set while healing. Eventually, they will transition into shaman tanking due to its extra challenge in an otherwise easy to clear content patch, they usually make the switch after the initial rush to get world first on a boss or raid is claimed and the subsequent following content drought approaches. As I previously stated it is not for the faint of heart, if you are brand spanking new to World Of Warcraft consider leveling up a ranged class, for example: a mage to get an adequate grasp of the PVE raids. ____________________________________________________________________________________________________________________
      Basics
      Can me put your fears to rest, shamans are fully capable of tanking 5mans, 10mans, off-tanking and even main-tanking a few raid bosses. Of course, as stated before, each form of tanking is heavily reliant on personal and guild experience. An important fact needs to be stated before moving on. A shaman's overall armor will never approach a warrior's armor mitigation. This results in a lower mitigation of physical damage. However, you compensate in other areas and provide some beneficial assets as well better threat output on single targets.On this notion, pending any major weird coding or other factors, shaman tanks can do about the same threat as a protection talented warrior. But there is a drawback, many spells are mana intensive, so be prepared to farm some mana regenerative items before a raid. We share the most similarity with feral druid tanks as we don’t have a major block activating ability and rely on a assortment of stats. The next downside is the nature immunity of certain mobs and its burden on threat but don't worry there are solutions which will be explained in the upcoming sections.
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      Race
      Races play a big part as we are grasping for any amount of extra efficiency possible. Unfortunately, shamans aren't on the Alliance side, therefore, we are being relegated to spend our fighting days with the Horde. As for race, choose wisely as once the decision is made there is no going back. Some players might want to choose a certain race to assure the clearing of a specific boss or raid.
      Tauren
      Nature Resistance        War Stomp        Endurance         Cultivation
      What does this mean?: Considered the most suited race for surviving long fights and ideally clearing ZG/AQ, which will be the first raids where difficulties will arise. The 5% hp is great and is inherently based on absolute hp, so it will scale with the amount of hp obtained from gear and world buffs. In regards to War Stomp, be cautious you cannot dodge, block, or parry while casting the spell. However, its overall usefulness outweigh this slight inconvenience. The 15 skill increase to Herbalism is also nothing to scoff at while leveling. Troll
      Throwing Specialization Bow Specialization           Beast Slaying           Regeneration           Berserking
      What does this mean?: The race focusing on dealing threat instead of anything else. Generally, threat is not an issue, if you glaringly foresee having threat issfessions. The goal is to gather a large sues, than I unquestionably advocate for troll above all other races. Their "Regeneration" racial is insignificant even with a lot of spirit. Troll will especially deal a lot of threat on "Beast" bosses, ex: Magmadar in MC, Whirlaxis and Gahz'ranka in ZG, etc... Orc
      Axe Specialization             Blood Fury             Hardiness            Command
      What does this mean?: Orc sadly fall short in survival & threat aspects. Akin to the troll, orc's focal point is threat. However, they're seen as a more riskier race option considering the -50% to healing from Blood Fury, which is a negative to non-attentive healers. In all honesty, in our strict testing, they surpass other races for dealing threat on short fights but it made the majority of healers very nervous. On the bright side, they proved more effective in the off-tank position. In conclusion, they plunge too deep into the situational category to be justified. Professions
      While leveling, select Herbalism & Alchemy. Herbalism provides reagents for Alchemy and a source of gold for our eventual endgame professions. The goal is to gather a large supply of gold and a bank full of potions the raid might need, for example the potion, Flask of the titans.   After drop Herbalism and go for the late game profession, Engineering. In order to get a few tools, such as: Gnomish battle chicken, Goblin Sapper Charge among many other beneficial gadgets.   Note: If you'll raid tank, get Enchanting for Smoking Heart of the Mountain and feel free to drop Enchanting after. Finally, for secondary professions, I urge grabbing all of them as they all provide valuable assets. In terms of fishing, you can farm those elusive Stonescale Eels that are highly contested after for Flask of the Titans. First aid grants bandages for healing that don't require any mana to use. Lastly, cooking has Dragonbreath Chili a sheer delight as it not only scales with spell damage but also with the trinket: Arcanite Dragonling and its fire increasing debuff: Flame Buffet. The debuff also scales with Goblin Sapper charge. All these items nicely combine into a decent boost in threat. Also, Dragonbreath Chili does stack with another single food buff.
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      Shaman Tank Threat
      Because a plethora of questions surrounding aggro/threat are bound to come out of confusion. I'd like to first reference Kenco's words about how gaining aggro on a mob and overall threat functions in World of Warcraft.
      Now, let's examine shaman threat. They're on another tier when it comes to outputting threat, but demand a lot of dedication comparably to the more laxed tanks out there. With proper optimization, their threat is nearly equal to a pure protection warrior and in some situations just shy of a druid tank. Of course, the shorter a fight, the better, since a shaman can freely throw mana around without going out of mana as fast. Resulting in more dependable damage being dished out and correlates into predictable threat. Let's see how to get creatures more mad at you than unusual.
      Earth Shock is first as it deal a high amount of threat because of its 2x damage threat modifier. The downside is nature damage is burdened on three fronts: no warlock curses bolster it, a spell coefficient of 40.71% of the caster's spell damage and some raid content is somewhat resistant to nature. Lastly, downranking our spells is crucial in tanking to be cost-effective. Anything resembling an elemental (noticeable in MC) will have a high resistance to nature damage. All the Dragons of Nightmare are also immune to nature damage or tend to have the same high resistance to nature as to fire. The same applies for some creatures in: AQ, ZG and Naxx. Basically, if an environment has a disease or poison theme, expect nature damage to be hampered. Here's a chart to better explain the notion. Don't fret, items exist to counter this damage dampening downside, ex: Eye of Moam & the debuff from Thunderfury, Blessed Blade of the Windseeker helps with Earth Shock's damage by reducing the target's nature resistance. Frost Shock is used against nature immune targets. Frost Shock or referred as "FS" doesn't consume a debuff slot on a boss impervious to movement impairing effects (most bosses). There are additional ways to circumvent the lack of threat done against nature immune targets, which will be peppered throughout the upcoming topics. Rockbiter Weapon at rank7, is 72 threat per second on hit. With 2.6 speed weapon, each hit is: 2.6 * 72 = ~172 threat. Weapon speed won't matter, but haste does. Haste effects are wanted to counter nature defiant mobs & low percent chance to hit. Once at an auto attack DPS of ~140, Rockbiter isn't optimal, instead use Windfury Weapon. Players use fast daggers because of its higher chance to trigger the effect. Lightning Shield or known as "LS" imposes conditions to be cost effective. Firstly, LS is on the GCD and shouldn't be casted over other spells, such as: Earth Shock so weigh your mana and threat. Secondly, downranking LS is vital to conserve our resources and maintain productivity. Each charge of LS scales with 33% of total spell damage but can't crit. Oil of Immolation might not seem like much but floats around fourth on the list. It will interrupt your swing timer but not trigger a GCD. It's undeniably good before a boss pull or versus many mobs. Can be bought off the Auction House. Lightning Bolt or Chain Lightning (depending on number of mobs) will be the first spells dealing threat on the target. Downranking isn't as harsh or compulsory since these spells are only casted upon engaging a boss. Goblin Sapper Charge and similar bombs are great to deal more threat and a definite must against multiple mobs. The majority of bombs are made through Engineering with the exception of the last two in the list below:
         - Goblin Sapper Charge (It shares a 1 minute GCD w/other bombs)
        d threat from teammates is a  - Dark Iron Bomb will require you to stand still and a 1 second cast.
         - Crystal Charge this can be stacked up to 20 & used when moving.
         - Note: Not a bomb but Clutch of Foresight (shares CD with bombs) is an arcane spell, great versus fire resistant mobs. Major Rejuvenation Potion & similar potions are global and .5x of the amount replenished. Health and mana effects will not cause threat if at maximum capacity. Players on coherent battles will use a heal pot after Goblin Sapper Charge to deal a lot of threat. In order of threat, there is:
         - Major Rejuvenation Potion is the highest threat but can be costly.
         - Major Healthstone is next on the list and given to us by a warlock.
         - Major Mana Potion is buyable on AH. (Shares CD with the above)
         - Demonic Rune / Dark Rune (Shares a CD with the below item)
         - Night Dragon's Breath easy to acquire, so place them in the bank. Thorns is the highest damaging reflective effect. Typically, these type of buffs are great against many mobs but still have relevancy in single target scenarios. You can only have one reflective buff on you at a time with the exception: Gift of Arthas (debuff causes threat). The second highest damaging reflective effect is: Fire Shield. ____________________________________________________________________________________________________________________
      Threat Diminishers
      We’ll be and threat from teammates is a daunting obstacle to tackle. Luckily, there are ways for classes to reduce their threat. Firstly, ranged classes are favored because any aggro they mistakenly get is likely from a 30-40yrd range, so it's easier to supervise. Also classes standing out of the 30-40yrd range will not draw aggro until they exceed the threat level of the mob's current target by 30% as opposed to 10% for melee classes. Here are a few examples of threat reducers or resets, in no particular order:
      Classear, except the weapon & drink mana. Placs:
      Rogue deal with threat thanks to Feint and wipe threat with Vanish. Mage have the talent Frost Channeling and the talent Burning Soul. Druid in cat form can use: Cower & healing druids can get Subtlety. Priest reduce threat with the talent Silent Resolve & the spell: Fade. Shaman who heal can get Healing Grace & use: Tranquil Air Totem. Items:
      Formula: Enchant Cloak - Subtlety: Used by high threat dealers in raids. Limited Invulnerability Potion: Will prevent aggro gain during its effect. Fetish of the Sand Reaver & Eye of Diminution: Available in AQ/Naxx. ____________________________________________________________________________________________________________________
      Totems
      We’ll be asking our shamanistic brothers from the restoration side to land a hand with totem utility, so be kind and compliment each others advantages in the group. keep in mind, there can only be one type of totem per shaman so having another shaman is welcomed. Also, fire totems can crit & scale with spell damage. Each totem below is in order of importance per category.
      Earth
      Strength of Earth Totem: Put by a 2nd shaman w/Enhancing Totems. Stoneskin Totem: Dropped by us or 2nd shaman w/Guardian Totems. Stoneclaw Totem: For AoE tanking a mob in a pack you don't have aggro. Earthbind Totem: A tool for kiting possible unbound trash in an instance. Tremor Totem: This totem will see some relevancy on a few boss battles. Fire
      Frost Resistance Totem: Ideal for fights with high doses of frost damage. Fire Nova Totem: Usually for bursting down low HP adds on encounters. Searing Totem: Damage totems are costly since they don't grant threat. Magma Totem: Superb for AoE damage on high HP adds in encounters. Flametongue Totem: A weak enchant incomparable to other enchants. Air
      Grace of Air Totem: Optimally, put by a shaman w/Enhancing Totems. Nature Resistance Totem: To counteract nature damage, mainly ZG/AQ. Tranquil Air Totem: All raid party groups should have this, except yours. Grounding Totem: Sadly, this totem will rarely if ever used when tanking. Windwall Totem: Never used. I don't recommend purchasing this totem. Windfury Totem: Our Rockbiter enchant is better. But it may help others. Water
      Mana Spring Totem: Usually, put by a shaman w/Restorative Totems. Healing Stream Totem: Place if the before totem is put by a 2nd shaman. Poison Cleansing Totem: Good against a high poison output, ex: AQ/ZG. Fire Resistance Totem: Ideal versus high amounts of fire damage, ex MC. Disease Cleansing Totem: Unfortunately, it will rarely see the light of day. ____________________________________________________________________________________________________________________
      Talents
      Naturally, if you're only doing dungeons the road ahead is much easier and there's more freedom to move talent points. However, raid tanking follows strict guidelines to be effective. The last two talent setups assume you're in a serious guild who confidently clear raids.
      "The Basic"- 14/37/0

      The new player starter pack in 5mans. Pick if unsure of an upcoming boss fight or are still learning about dungeon shaman tanking. "The AoE" - 23/28/0

      For tanking many targets at a time in raids. It mainly uses Chain Lightning alongside Eye of the Storm for threat. Against +3 mobs, see: AoE Tanking. "The Advanced"- 21/30/0

      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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