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Siege of Orgrimmar Restoration Shaman Style

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This thread is meant to collect useful pieces of information for Restoration 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:
  • Use your healing cooldowns such as spell_fire_elementaldevastation.jpgAscendance when Immerseus recombines. The recombination causes a lot of raid damage.
  • spell_nature_stranglevines.jpgEarthgrab Totem can be used to stop the blobs in their tracks!
  • inv_glyph_majorshaman.jpgGlyph of Healing Stream Totem and inv_spear_04.jpgRushing Streams can both help with the spread raid healing.
  • Speccing for spell_shaman_elementaloath.jpgAncestral Swiftness will allow you to insta-spell_nature_healingwavelesser.jpgGreater Healing Wave the blobs for extra awesomeness. Use this on your second blob with the +50% healing buff to guarantee immediate success.
  • inv_glyph_majorshaman.jpgGlyph of Chaining is not that helpful on this fight because the spread of players is really extreme.
  • Consider using inv_glyph_majorshaman.jpgGlyph of Riptide to cover the raid in HoTs before the recombination of Immersius.
  • You can either use spell_shaman_spiritwalkersgrace.jpgSpiritwalker's Grace when avoiding Spray to provide emergency healing or use it in the Split phase to reach more blobs.
  • Approximate HPS required: 70-90k per healer (first kill).

 

  • Heroic: You need to pay special attention to the transition from Split to Main phase because of the high raid damage. Have cooldowns like Healing Tide Totem planned.
  • Heroic: Prepare to do a lot more healing on the main phase; most raids stay close together for this phase, so spell_nature_giftofthewaterspirit.jpgHealing Rain is your friend!
  • Heroic: Getting those blobs here is super important - the more healing they take, the slower they travel so heal them all up at the same time instead of one by one. If the raid has nearly wiped or hit the berserk timer, you can still kill him if you get enough blobs down in the Split phase! (Spectacular wipe-kill included.)
  • Heroic: Don't neglect the tank. They take huge damage, especially if undergeared.
  • Heroic: You can 2-heal this with the right strategy: throughput and mana regen are important, though.

Links:


The Fallen Protectors


Tips:

 

  • Heroic: The main challenge on this fight is dealing with the increased level of damage from Garrote and Calamity. Both do more damage as the fight goes on. Let's deal with that first;
  • The standard tactic is to put both He and Sun into Desperate Measures at the same time; here, you can co-operate with your fellow healer(s) and use a cooldown rotation.
  • Another viable tactic is to take each Desperate Measures phase separately, but close together. Here, you will have to have cooldowns ready for when Calamity hits. If you're 3-healing, only the last two should be punishing enough that you need cooldowns for them. ability_shaman_healingtide.jpgHealing Tide Totem is perfect - drop it just before Calamity hits to top everyone off.
  • spell_fire_elementaldevastation.jpgAscendance is a perfect spell for Sun's Desperate Measures phase, since everyone will want to stack up.
  • Heroic: For Rook's Desperate Measures phase, you can expect to stack up together. Learn where this happens and place Healing Rain accordingly. spell_shaman_spiritlink.jpgSpirit Link Totem can help to mitigate a lot of the damage that happens in this phase, especially if Calamity is about to hit.
  • Heroic: inv_glyph_majorshaman.jpgGlyph of Chaining isn't recommended for this fight, since there should be plenty of stacking up. This will also help improve your throughput during Ascendance.
  • Heroic: Mana can be a real issue on this fight with all the dispelling. Use spell_frost_summonwaterelemental.jpgMana Tide Totem early and often. A good time to use it first is just after Rook's first Desperate Measures phase finishes.
  • Heroic: Clearing the slow debuff from people who get hit by Rook's keg toss can and will save their lives. If more than one or two people have the debuff, you really really want to use ability_shaman_windwalktotem.jpgWindwalk Totem.
  • Heroic: Since the dispellable debuff can deal a lot of damage, dispelling immediately is essential. Have a system in place with your co-healers to dispel quickly. Consider using the inv_glyph_majorshaman.jpgGlyph of Cleansing Waters when dispelling if you haven't chosen another Glyph.

Links:


Norushen


Tips:
  • Consider ability_shaman_ancestralguidance.jpgAncestral Guidance for burst AoE healing here, if you feel you need it.
  • inv_spear_04.jpgRushing Streams is also a very powerful talent here, so choose that if you need more sustained AoE healing. Many people will find the sustained AoE healing is more beneficial to the raid.
  • inv_spear_04.jpgHealing Stream Totem will heal the NPC's in your Test of Reliance, so don't forget to use it!
  • You can also use spell_nature_skinofearth.jpgEarth Shield on the tank in your Test of Reliance and bounce spell_nature_healingwavegreater.jpgChain Heal off him. Stand in between Sun Tenderheart and the melee for best results.
  • Taking shaman_talent_primalelementalist.jpgPrimal Elementalist will allow you to use your spell_nature_earthelemental_totem.jpgEarth Elemental Totem in your Test of Reliance to damage the enemy mob and finish faster. You can also use spell_fire_elemental_totem.jpgFire Elemental Totem at two points in the fight; early on and late (during heroism) to help on DPS. This can make the difference between a kill and a wipe!
  • Taking inv_glyph_majorshaman.jpgGlyph of Fire Elemental Totem allows you to use your Elemental totem at other key points in the fight as well. Highly recommended.
  • If you're struggling with mana and not using the Legendary Meta, then try taking ability_shaman_echooftheelements.jpgEcho of the Elements.
  • Approximate HPS required: ~100k per healer and good co-ordination of cooldowns when big adds appear.

 

  • Heroic: You have an easy ride if you three-heal this, so help out with as much damage as you can. Save your cooldowns for later in the fight when Icy Fear gets to dealing 100k damage to each raid member.
  • Heroic: If you 2-heal this, you have to work hard. The rest of these tips assume you're 2-healing.
  • Heroic: Get your raid to stack on you in the healing rain. Always try to stay to the side of the boss to increase DPS, but don't move too much.
  • Heroic: Getting through your Trial quickly is essential. Pop Earth Elemental as soon as you get in, and Flame Shock and Lightning Bolt when your NPCs are on high health. You can use ability_shaman_ancestralguidance.jpgAncestral Guidance to get their HP high fast.
  • Heroic: In 10man, whether you use the inv_glyph_majorshaman.jpgGlyph of Chaining is up to you. Just remember that the extra range could save a raid member.
  • Heroic: Icy Fear becomes difficult to manage once the boss gets below 30%. Plan cooldowns with your co-healer to make sure everyone stays alive. Ascendance, Ancestral Guidance, your 4-piece, Spirit Link Totem, potions.
  • Heroic: When you get towards the end of the fight, save Healing Tide Totem for the final few seconds; use it to keep the raid up while you contribute what you can to the DPS to ensure a kill.

Links:


Sha of Pride


Tips:
  • Since you're stacked up, consider using ability_shaman_fortifyingwaters.jpgConductivity for this fight. It will save you quite a lot of mana.
  • However, with clever use ability_shaman_ancestralguidance.jpgAncestral Guidance can also be viable - use it just as the Self-Reflections appear or sha_spell_warlock_demonsoul.jpgSwelling Pride is cast for maximum impact.
  • Tracking ability_shaman_cleansespirit.jpgPurify Spirit's cooldown is essential on this fight, as you will be dispelling as fast as possible when you gain Gift of the Titans.
  • Unless your group is really terrible at stacking up, don't bother using inv_glyph_majorshaman.jpgGlyph of Chaining.
  • Approximate HPS required: ~60-80k per healer. 2-heal-able if you can cope with dispels and your DPS are clever with damage mitigation cooldowns.

 

  • Heroic: There are two distinct tactics for this fight; spreading around the boss, or loosely stacking on top of Gorehowl. Which tactic is chosen depends on your strategy for the fight.
  • Heroic: The spread tactic is challenging, and requires a single-target rotation. Glyph of Riptide and possibly Glyph of Chain Heal will be useful here.
  • Heroic: For stacking, you should be able to reach people with unglyphed Chain Heal, and with Healing Rain. This really boosts your HPS and efficiency, but the downside is that you need extra throughput due to accidental damage taken.
  • Heroic: Cooldown rotations for Swelling Pride are essential; get your raiders using Devotion Aura, Vampiric Embrace, Ancestral Guidance, whatever else they have. SLT + Healing Tide is a good combination for this fight, and so is Ascendance + 4pc Tier Set. Make sure to have the latter available around the 5th Swelling Pride, when the Projections start to appear and movement while healing is crucial.
  • Heroic: If you take the spread out tactic, the splash healing from Ancestral Guidance can come in very useful (in particular towards the end of the fight). Since AG doesn't benefit from Healing Rain, you lose only throughput from Chain Heal - spam Greater Healing Wave instead.

Links:


Galakras


Tips:
  • Your third talent tree is extremely valuable here depending on what is required for your raid;
  • ability_shaman_multitotemactivation.jpgCall of the Elements can allow you to reset the cooldown on inv_spear_04.jpgHealing Stream Totem when spike damage comes out on the trash packs.
  • ability_shaman_totemcooldownrefund.jpgTotemic Persistence gives you some extra burst (Healing Stream and Healing Tide simultaneously).
  • ability_shaman_totemrelocation.jpgTotemic Projection will allow you to set your spell_nature_brilliance.jpgCapacitor Totem into the add packs to reduce raid damage.
  • Which exact talent you choose is down to taste and raid utility, however you will find that mitigating damage by using inv_glyph_majorshaman.jpgGlyph of Capacitor Totem and Totemic Projection cleverly will make the fight significantly easier. You can macro them together.
  • You can and should interrupt the Shaman adds with spell_nature_cyclone.jpgWind Shear.
  • The Dragonmaw War Banners can be targeted easily and destroyed using spell_frost_frostshock.jpgFrost Shock - if you do this, your DPS can concentrate on the other adds.
  • inv_spear_04.jpgRushing Streams is valuable on this fight due to the spread out / chaotic nature of the fight.
  • Save your cooldowns like ability_shaman_healingtide.jpgHealing Tide Totem for the second phase.
  • There is a lot of raidwide damage in this phase and your raid will be burning down the boss as fast as possible. Popping your Elemental Totems here is very useful to help the raid.
  • Approximate HPS required; ~100k depending on how many stuns your DPS have.
  • It's been reported that inv_glyph_majorshaman.jpgGlyph of Grounding Totem allows you to reflect damage from the Fire Arrows.

Links:


Iron Juggernaut


Tips:

Links:


Kor'kron Dark Shaman


Tips:
  • On this fight, having regular damage soaking is better than having BIG damage soaking - use ability_shaman_stonebulwark.jpgStone Bulwark Totem and use it regularly.
  • You can use your spell_nature_brilliance.jpgCapacitor Totem and spell_nature_stranglevines.jpgEarthgrab Totem to stop the Slimes. However, it's not essential to glyph it if you prefer to use your slots otherwise.
  • Pair inv_spear_04.jpgRushing Streams and inv_glyph_majorshaman.jpgGlyph of Healing Stream Totem for extra resistance-spreading goodness! Both are good on this fight, and together they are godly.
  • Using your cooldowns (ability_shaman_healingtide.jpgHealing Tide Totem and spell_fire_elementaldevastation.jpgAscendance) to respond to spikes in damage from ability_creature_poison_02.jpgFoul Geyser is a good idea.
  • Despite the chaos, casting spell_nature_giftofthewaterspirit.jpgHealing Rain on the melee can still be worth doing.
  • spell_nature_groundingtotem.jpgGrounding Totem reportedly soaks Kardris' Froststorm Bolt, increasing the survivability of your tank.
  • Approximate HPS Required: ~100k, getting more intense in the later stages of the fight.

Links:


General Nazgrim


Tips:
  • Add control is key on this fight, so using the Capacitor Totem Macro along with ability_shaman_totemrelocation.jpgTotemic Projection and the Capacitor Totem glyph is really excellent.
  • Absolutely use your Fire and Earth Elementals as well as spell_fire_searingtotem.jpgSearing Totem to deal more damage to the boss (this helps enormously!) and they can damage the boss through Defensive Stance.
  • Your spell_nature_stranglevines.jpgEarthgrab Totem can stop the whirlwind adds for a few seconds AND can break the Assassins out from their stealth - this can be used to awesome effect when your squishy caster has run out of damage reduction cooldowns.
  • ability_shaman_astralshift.jpgAstral Shift is excellent on this fight for soaking damage from Battle Song or Assassins.

Links:


Malkorok


Tips:
  • Because of the shield mechanic, it's a good idea to use all your cooldowns on the pull to maximize the shield. Examples;
  1. Spec into ability_shaman_ancestralguidance.jpgAncestral Guidance for this.
  2. spell_fire_elementaldevastation.jpgAscendance.
  3. ability_shaman_healingtide.jpgHealing Tide Totem.
  • You should find that you only need either 2) or 3) on the pull, so you can save the other for the start of the second phase. The first cooldown should be up again for the start of the third phase - re-use it to ensure shields go up quickly.
  • Glyphing for inv_glyph_majorshaman.jpgGlyph of Riptide will allow you to pre-HoT the raid and gain extra healing through your cooldowns.
  • Save spell_shaman_spiritlink.jpgSpirit Link Totem for the second phase, where damage soaking on the stacked raid is extremely useful.
  • It helps to be able to soak damage regularly, so ability_shaman_stonebulwark.jpgStone Bulwark Totem is really useful here.
  • Using inv_glyph_majorshaman.jpgGlyph of Chaining here isn't very good, since people are very spread out and the "smart" heal isn't useful due to the shields. Remove the glyph to gain extra throughput on the second phase, where it really counts.

Links:


Spoils of Pandaria


Tips:
  • This fight is pretty straightforward from a Healing perspective. In a 10man raid, you can safely treat the fight like a 5-man dungeon.
  • One good thing to do is to always pick up the healer buff from the Pandaren Spirits and always face whatever is most dangerous - the random proc will do a LOT of damage to them.

Links:


Thok the Bloodthirsty


Tips:
  • Getting your healing in around ability_vehicle_sonicshockwave.jpgDeafening Screech is the main challenge here! Some specific tips;
  1. Speccing for ability_shaman_fortifyingwaters.jpgConductivity will mean you can maintain healing while Screech is active. However you can find success with any of the talents in this tier depending on your composition; ability_shaman_ancestralguidance.jpgAncestral Guidance allows for more burst healing earlier on and puts off really major cooldowns for longer. inv_spear_04.jpgRushing Streams is, as ever, very powerful throughout the fight - take it if you're having more problems with sustained healing than burst.
  2. Towards the end while Screech is non-stop, you can use spell_fire_elementaldevastation.jpgAscendance with a Healing Rain buffed by Unleash Life and insta-cast with spell_shaman_elementaloath.jpgAncestral SwiftnessYou can still fit single casts in between screeches even when Thok's stacked up at 20+ stacks.
  3. ability_shaman_totemcooldownrefund.jpgTotemic Persistence can allow you to have Healing Stream and Healing Tide up simultaneously without requiring cast time.
  4. If you have a Paladin, try getting them to bubble you when Deafening Screech is getting bad - there have been reports that this will protect you from the effects of Screech for a while. If so, use Ascendance when Bubble lands on you.
  5. inv_glyph_majorshaman.jpgGlyph of Riptide will allow you to increase throughput by blanketing the raid.
  6. spell_shaman_spiritlink.jpgSpirit Link Totem can be used to mitigate some damage and reduce the amount of healing required.

Links:


Siegecrafter Blackfuse


Tips:
  • This fight is hectic and your raid can become spread out, so inv_glyph_majorshaman.jpgGlyph of Chaining and inv_spear_04.jpgRushing Streams are extremely good.
  • A large part of the damage on this fight is Elemental, so inv_glyph_majorshaman.jpgGlyph of Healing Stream Totem will mitigate a lot of damage.
  • Save your cooldowns for emergencies or when the Electromagnet lands and you are forced to move.
  • spell_nature_giftofthewaterspirit.jpgHealing Rain is best cast on the melee when in doubt, since they move least. Ranged take more damage though, so if you are good at staying close together use it on them instead.
  • While there is lots of regular damage on this fight (making ability_shaman_stonebulwark.jpgStone Bulwark Totem attractive), you might find that you get caught in difficult positions too regularly. In this case, ability_shaman_astralshift.jpgAstral Shift will be a better choice.

Links:


Paragons of the Klaxxi


Tips:
  • This fight has some bursts, but also a lot of movement. Taking inv_glyph_majorshaman.jpgGlyph of Chaining and inv_spear_04.jpgRushing Streams is usually better than speccing for stacked healing or burst.
  • If your healer composition is finding it hard dealing with the Aim mechanic, you might want to switch to ability_shaman_ancestralguidance.jpgAncestral Guidance.
  • The fight is very straightforward when your raid gets to know (all) the mechanics of the fight.

Links:


Garrosh Hellscream


Tips:

 

General

  • You can (and should) interrupt the Farseer Wolf Rider's Ancestral Chain Heal.
  • The Unstable Iron Stars will deal a lot of raidwide damage when they hit the wall, so watch them and be ready! You can even pre-cast a Chain Heal to stabilize the raid immediately.
  • Your Ghost Wolf ability is essential for minimizing damage taken from Desecrate.
  • Regular damage absorption is better than spike mitigation on this fight, so take ability_shaman_stonebulwark.jpgStone Bulwark Totem and use it regularly!
  • inv_glyph_majorshaman.jpgGlyph of Healing Stream Totem isn't very useful on this fight because most of the damage incoming is Shadow.
  • inv_glyph_majorshaman.jpgGlyph of Spiritwalker's Grace can improve your movement capabilities, especially in Phase 3 and in the transition phases.
  • ability_shaman_windwalktotem.jpgWindwalk Totem can break the Hamstring effect that the mobs apply to your tank. This helps them to avoid Iron Stars
  • Since there is a lot of movement, you could consider using inv_glyph_majorshaman.jpgGlyph of Riptide. Additionally, this can be useful before Empoweredd Whirling Corruption to spread on the raid, saving yourself a cooldown.

 

This fight's aspects depend on your healer team. Advice differs depending on if you 2-heal or 3-heal this fight.

 

  • If you 2-heal, you should find that you get to Phase 3 before the mechanics in Phase 2 become too hard to deal with - this allows you to save some cooldowns until then.
  • Here, sustained AoE healing is key until Phase 3. inv_glyph_majorshaman.jpgGlyph of Chaining and inv_spear_04.jpgRushing Streams is really a good choice. (Glyph of Chaining is optional here - not using it will help your throughput on Phase 3.)
  • If you do have trouble towards the end of Phase 2, using spell_shaman_spiritlink.jpgSpirit Link Totem when Empowered Whirling Corruption hits will keep the raid stable for a short time.
  • In this setup, your cooldowns are best used in emergencies or midway through Phase 3 to ensure as many people survive as possible.
  • If you do find Empowered Whirling Corruption difficult to deal with, plan your cooldowns with your co-healer; Healing Tide, Ascendance, and Spirit Link Totem can all be used. If you have the Tier 4-piece, then use that as a cooldown if needed. Whether you need this will depend on your composition (with a Druid, you might not have a problem, but with a Monk you might need to plan cooldowns).

 

  • Damage is key in this setup, so using inv_glyph_majorshaman.jpgGlyph of Fire Elemental Totem and ability_shaman_tranquilmindtotem.jpgStormlash Totem during Heroism will really help the raid.
  • Using Fire Elemental regularly will help DPS, and don't be afraid to use your Primal Earth Elemental to increase your healing on Empowered Whirling Corruption.
  • Realm of Y'Shaarj (transition) phases are more difficult to deal with in this composition. Make sure everyone has the 50% damage reduction buff (gained from golden orbs which mobs drop) and make sure they use personal cooldowns. Healing Rain can be placed right on Garrosh and everyone can stand in it. Chain Heal should be able to hit everyone, too! If it can't, your raid is doing it wrong.

 

  • If you 3-heal, you will get more tricky damage spikes towards the end of Phase 2. Taking ability_shaman_ancestralguidance.jpgAncestral Guidance is better so that you can increase your output during these phases.
  • Using your Primal Elementals on Empowered Whirling Corruption more regularly will also help keep your raid alive late in Phase 2.
  • Plan your cooldowns and co-ordinate them with your healing team. This will make them more effective. Aim to hit as many Empowered Whirling Corruptions as possible!

Links:

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Updated with your suggestion of Conductivity, and I was thinking exactly the same thing about Ancestral Guidance. Thanks for the tips, keep them coming! :)

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Updated with your suggestion of Conductivity, and I was thinking exactly the same thing about Ancestral Guidance. Thanks for the tips, keep them coming! smile.png

I gave you ownership of the topic tongue.png

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Malkrorok

Ancestral Guidance

Glyph of Riptide.

 

Before the pull, pre hot up as many players as you can. On the pull pop Bloodlust and Healing Tide Totem. Pop Ascendance and Ancestral Guidence. Remember that Ascendance works on Riptide that were applied before. Start spamming your heals. Keep HR on the Melee/tanks. And just spam with GHW on range. Keep riptide rolling on everybody. This should give you massive shield on your raid.

Save SLT for the stack phase.

Edited by Krakir
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Thok

Conductivity lets you keep HR up for extended period of time and still get heals in when you can't cast because of Deafening Screech. Fewer casts.

Use Ascendance+SLT with Ancestral Swiftness HR during the end when Deafening Screech is non-stop and you can't cast.

Totemic Persistance lets you keep Healing Stream Totem up while HTT is up. Meaning more heals that don't require casts.

Remember to cancel you casts during Deafening Screach and use Riptide instead.

 

You can use HTT at near the end of P1 when you can't cast anymore due to Screech OR use it to help on spread healing during the fire phase when the raid can't stack 100% on HR.

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If you have a glyph slot free, glyph of capacitor can be a benefit on Galakras when paired with totemic projection. Saves those precious couple of ticks fracturing Jaina's frail bones.

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Updated the guide with the last three comments! Thanks SO much for the good suggestions, please keep them coming :)

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You can macro Capacitor Totem and Totemic Projection together for Galakras to make stunning the adds easier and faster;

#showtooltip Capacitor Totem
\cast Capacitor Totem
\cast Totemic Projection

This macro will still work when you don't have the talent selected, so it's on my bars permanently now.

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The Fallen Protectors

Tip:  Even if you are not having mana issues, Use Mana Tide Totem as often as possible to help with the mana demands of the healers

 

Immerseus

Tip:  Use Spiritwalker's Grace when you move out of the way wave and heals are needed.

 

Damage is very spiked in this encounter.  Use Glyph of Riptide and apply Riptide as many as you can prior to the recombination after healing the oozes.

Edited by grautod

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I'll add the Immersius tips, those are awesome. I'll refrain from adding the MTT tip simply because the assumption is all Resto Shaman are using it on cooldown anyway.

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I have not completly spaded this, so sorry if I have gotten this wrong, but on the Galakras fight, if you glyph for Reflection Totem, it will reflect the damage from the burning arrows for the group you are in back to the archers, but it will not consume the Grounding Totem doing so. 

Basicly, you have a 15sec immunity to those burning areas for 5 people.

 

Dont know if this is a bug and will be fixed or not, and I always jump out of it by reflex when DBM shout at me, but yes, it show Reflecting when I stand in the fire from the arrows. (This is on 10m Normal)

Edited by Ferdawoon

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Regarding Thok the Bloodthirsty for resto shamans - most of us fail to remember that Earth Shock does work with Conductivity, and its the only instant ability that does so. Thats 6 extra seconds of Rain even if Thok does back-to-back interrupts. Took me a while to figure that out ...

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Regarding Thok the Bloodthirsty for resto shamans - most of us fail to remember that Earth Shock does work with Conductivity, and its the only instant ability that does so. Thats 6 extra seconds of Rain even if Thok does back-to-back interrupts. Took me a while to figure that out ...

 

I'd still say that 6s of Healing Rain is inferior to Ancestral Guidance's burst, allowing you to pop Ascendance later and thus prolong the phase more :) Will consider adding it.

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I might be late to the party but I want to point out a few things for Thok. 

 

As Stoove says, conductivity is a bad choice. However, I would argue that Rushing streams is the way to go. From my personal experience Ancestral Guidance is inferior to Rushing streams for this encounter. Double HST provides more healing than Guidance. Also, using Earth shock to extend healing rain duration is dumb, you can just as well cast a heal or pop down a new healing rain for the same time investment.

 

Another thing that should be pointed out is that, however quickly the interrupts come, you can ALWAYS fit a chain heal or healing rain in between. I'd say Bopping a shaman is a waste cause we can keep up a chain heal / healing rain rotation almost perfectly without being interrupted. Also, using Swiftness for healing rain is pretty useless, you can hard cast healing rain it between screeches for almost the same time investment. Save swiftness for a chain heal when you're sure someone will die from the next screech.

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@Cup

 

First, your opinion is rather shocking for me, sounds like someone who has never healed it. Second, I was just trying to be helpful and help someone who is going my way of healing it. Third, you seem to not know the mechanics of the encounter or you might've done it in flex/lfr. Fourth, BoPing a shaman followed by Devotion allows for a full stack of 40 sec rain (therefore, hardly a waste) already in the phase of back-to-back interrupts where casts are absolutely impossible. Fifth, that results in steady 220k + hps for a full 40 seconds when screech is full time, and when that expires another earth-shock extended HR + Ascendance allow for even more insanely strong healing and that without the need of a major raid CD.

 

Last, do think before you post, respect different opinions backed by reason, and remember that being a rude keyboard warrior is quite pathetic and generally - not the way to go.

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First of all, sorry, didn't mean to insult anyone. I'm not calling you dumb, I'm saying it's dumb to use Earth Shock when you might as well use any other healing spell for the same purpose. 

 

My point is that it is possible to hard cast in between every screetch (I prove this below), which makes bop and aura mastery (and Earth shock!) unnecessary for the shaman since you can use your spells just as normal, providing you time it right.

 

Having Conductivity let's you "skip" two casts of healing rain for the gain of lets say two chain heals (three casts of chain heal roughly matches the 40 sec duration you get with conductivity). My argument is that having rushing streams talanted provides far more healing than those two, lets even say three, chain heals, which makes Conductivity a very bad choice. 

 

Here's a link to p1 from our first kill. I think we go up to 26 screeches. 

 

http://worldoflogs.com/reports/rt-v1l19c9k5nrl41qr/xe/?s=12766&e=12859&x=spell+%3D+%22Deafening+Screech%22%0D%0AAND+type+%3D+TYPE_CAST%0D%0AOR+spell+%3D+%22Chain+Heal%22%0D%0AAND+type+%3D+TYPE_CAST%0D%0AOR+spell+%3D+%22Healing+Rain%22%0D%0AAND+type+%3D+TYPE_CAST

 

As you see, there is time to cast a full cast time healing rain / chain heal in between screeches no matter what screech you are at. 

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Another thing that should be pointed out is that, however quickly the interrupts come, you can ALWAYS fit a chain heal or healing rain in between. I'd say Bopping a shaman is a waste cause we can keep up a chain heal / healing rain rotation almost perfectly without being interrupted.

 

100% this. We had our Druid BoP'd so he could channel Tranq.

 

 

First of all, sorry, didn't mean to insult anyone. I'm not calling you dumb, I'm saying it's dumb to use Earth Shock when you might as well use any other healing spell for the same purpose. 

 

Thanks for playing nice, moderators appreciate this kind of thing.

 

Back to the Talent Discussion

 

The reason I like AG for this fight is that popping it relatively early means you can still get multiple Chain Heals in between screeches. It helps keep people topped for longer and puts off having to use a big cooldown like Ascendance or HTT (or Tranq.) This really tipped the balance for us, because it's not so much sustained healing that makes the difference (and which Conductivity or Rushing Streames provide) but the burst healing which really does it. That's why my comp found that AG was better.

 

I updated the guide to reflect this discussion.

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    • By CaperfinWoW
      About
      Hi, my name is Caperfin and welcome to my guide! For a long time there's been some negative stigma surrounding shaman tanking in original World of Warcraft, many players don't consider them tanks and not worth a second look. However, this stigma is typically fueled by misinformation or players refusing to go the extra mile to make it work and much rather give up halfway and play a protection warrior when it comes to tanking.
      Table of Contents
      Introduction Basics Threat Management Shaman Threat Threat Diminishers Rotations Buffs Debuffs Gear + Enchants Totems Profession Race Talents Comparison What If Raid Composition Introduction
      Can Shamans tank in Vanilla? 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 often seen as the more challenging path to take but to many feels like a greater personal achievement. 
      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 shaman could “feasibly” one day dethrone those braggadocious paladin tanks/bear tanks and reach a theoretical semi-optimal echelon. Many shaman tanks will agree their motivation or drive comes from the glory of accomplishing something that the rest of the server population dares not even try. If this sounds like you, I encourage you to continue reading. To reiterate my point, you decide to go a shaman tank if you want a challenge in an otherwise easy to clear raid. For example, Molten Core is on farm status. 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/raid is claimed or 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. All the while researching about tanking and talking to peers to get a feel for it and slowly transition to the world of shaman tanking. If you are a veteran of the game by all means start leveling that shaman.
       
      Basics
      Let 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. I should specify there are non-traditional factors that make tanking easier, such as generally bad server coding, bugged items/talents and traditional factors such as having: Leader of the Pack , Trueshot Aura, tier sets, etc... Regardless, of these implementations and their magnitude a few things never change: 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 personal damage as a protection warrior. But there is a drawback, many spells in our arsenal cost a hefty portion of mana, so be prepared to ask for a few Innervates and 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 the compelling burden it has on threat causing a drastic overhaul in gearing, rotation, etc.. which will be explained in detailed and rectified in the upcoming sections. Outside of guild mates, establishing a reliable and trusted friend list of healers or dps is highly advised for procuring buffs, consumables, etc... as they are more accustomed to the lesser known way of the shaman. In other situations, by all means, carrying a restoration shaman healing set when unsure of the group's competence is advisable.
       
      Threat Management
      Because a plethora of question surrounding aggro/threat are bound to come out of confusion. I'd like to first reference Kenco's and Nocturn's words about how gaining aggro on a mob functions and overall threat:
       
       
      Threat Management
      How does this affect our hybrid buddy? Shamans are on another tier when it comes to outputting threat, but it demands a hefty chunk of dedication comparably to the more laxed protection warrior. Although, this might come as a shock, with proper optimization, their threat is nearly equal to that of a pure protection warrior and in some situation just shy of a bears. Not only on the initial pull, but steadily throughout an entire fight. Of course, the shorter the altercation with a target, the better, since a shaman can freely throw mana around without going out of mana as fast. This results in more dependable damage being dished out and correlates into predictable threat. So without further ado, let me demonstrate how to get creatures more mad at you than unusual.
      Earth Shock is first on the list as it provokes a tremendously high amount of threat because of its 2x damage threat modifier. Akin to other classes in WoW, downranking an ability is imperative and plays a big component in tanking as it can be the distinction between life and death, so pay attention.  To begin with, Rank1 Earth Shock is mainly incorporated in combat to interrupt spells all the while preserving mana. Rank5 Earth Shock is an ordinary threat increase and seen as the most cost efficient. Some shaman tanks might relentlessly use this rank, if a group has an abundance of warriors or warlocks. Rank7 Earth Shock is seen as a way to force the creature to attack the caster by dealing the most threat, this is seen as the closest we will ever get to a warrior's “taunt” effect. This rank is seen as the luxury rank and can be constantly used in raiding once the best gear is acquired. The downsides of our shocks is that nature damage is severely burdened on various fronts: there are no warlock curses that buff it, a low spell coefficient of 40.71% of the caster's spell damage and some of the raid content is particularly resistant to nature. 
      Contrary to popular belief, gear with “increase Nature damage by X” will always be worse than the equivalent amount of regular spell damage gear. Next, as a point of reference, anything that resembles an elemental (noticeable in MC) will have a rather high resistance to nature damage. All the Dragons of Nightmare found in the outside world are also immune to nature damage or tend to have the same kind of lofty resistance to nature that they do to fire (server dependent). 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 is a chart to better explain the notion. Do not fret, there are items to counter this downside, for example: Eye of Moam and the debuff that originates from Thunderfury, Blessed Blade of the Windseeker can help with ES dmg by reducing the target's nature resistance. 
      If a target is completely immune to nature damage there are alternatives, such as: Frost Shock our knight in shining white armor. Capable of hurling a modest amount of frost damage but at the trade-off of less threat. FS does not consume a debuff slot on a boss impervious to movement impairing effects (most bosses). There are additional ways to circumvent this lack of threat which will be peppered throughout the upcoming topics.
      Rockbiter Weapon is second on the drawing board of threat generators and typically is not downranked. Each rank of Rockbiter Weapon triggers a weapon proc that is designed to give a fixed threat per second. At max rank, Rockbiter gives 72 threat per second on successful hits. If you have a 2.6 speed weapon, each successful hit (not a miss, dodge or parry) would add 2.6 * 72 = ~172 threat. This means weapon speed doesn’t matter, but haste (Flurry) does. Haste effects are exceedingly sought after not only to counteract nature defiant mobs but overcome the drawback of having a low percent chance to hit. To give a better impression of threat let’s compare with a warrior’s threat toolkit for the sake of testing. Sunder Armor, a warrior’s bread and butter spell, creates 261 threat. Rank 9 Heroic Strike adds an additional ~172 threat.  So effectively, every swing from a shaman with Rockbiter on a 2.60 speed is equivalent to a Heroic Strike from a warrior using a 2.4 attack speed weapon. Of course this is not discrediting a warrior’s threat, they are kings at threat overall. However, a shaman with Rockbiter on its own will be dealing considerably more threat since max rank Rockbiter with talent improvements gives 665 additional attack power. I should mention, once you achieve a certain auto attack dps threshold (~140) it is no longer optimal to use Rockbiter, instead opt in for the more beneficial: Windfury Weapon.  Lightning Shield and deals damage when hit but it imposes certain conditions to be cost effective. Firstly, Lightning Shield is on the GCD and should not be prioritized over other spells, such as: Earth Shock so properly weigh your mana and threat. Secondly, downranking LS is vital to conserve our resources and maintain productivity. However, the appealing aspect of LS is each charge scales with 33% of total spell damage and its facilitation in securing threat on numerous targets. A small remark that LS is incapable of critting but its damage is increased by Stormstrike. Rank2 Lightning Shield can be indiscriminately done in single and multiple target fights as part of a rotation. Rank4 Lightning Shield alongside relatively adequate gear and conventional raid buffs is a cost efficient enough rank to periodically activate in a fight. Rank7 Lightning Shield is weighed as a luxury and carried out in the pre-pulling phase of an encounter or at personal prudence during short comprehensible fights. Tip: Equip spell damage gear, cast LS and switch back to tank gear before pulling the boss.
      Oil of Immolation might not seem like much but gravitates around fourth on the list. The reason its exact position is unclear is because it resets your swing timer on some servers. However, it is undeniably good to use before a boss pull or against multiple mobs. Luckily, they can be bought on the Auction House or simply created through Alchemy with a profession skill of 220. I suggest stocking up on them or the necessary ingredients when they are affordable and depositing a few in the bank for a later purpose. On top of all its benefits, it does not trigger a GCD so you can continue to wreck havoc uninterrupted. Lightning Bolt or Chain Lightning (depending on number of mobs) are both nature-based direct damage spells that follow the traditional rule for damage to threat conversion. They will be the very first spells that form threat on the target. Luckily, downranking is not as harsh or compulsory since these spells are rarely used: Rank4 Lightning Shield is the economical version of the spell for pulling a target. It is ideal for subpar geared individuals in a less strict raiding environment with threat not being a main priority. Rank10 Lightning Shield can cause devastating damage at the beginning of an encounter. Tip: Move slightly ahead of the group, equip spell damage gear with a mix of spell crit gear and cast LB twice or once (depending on boss distance) then switch into tanking gear. Immediately sit down, drink mana and wait until mana is full or boss is 20 yrds away or forces you to stand up in order to proceed with your rotation.
      Goblin Sapper Charge is great to generate additional threat but unfortunately has a long cooldown. Luckily, there are other bombs with shorter cooldowns. Regardless, it is a definite must have against multiple mobs. The majority of explosives are created through engineering with the exception of the last one in the following list: Here is the list of explosives centered around threat management: Firstly, we have Goblin Sapper Charge the highest threat generating explosive and is also instant cast. (shares a 1min cooldown with other bombs) Secondly, is Dark Iron Bomb deals damage in a 5yrd radius but requires to stand still and a 1 sec cast. The last one is: Crystal Charge, which deals similar damage to its predecessor but in a 3yrd radius and can be cast while moving. Another similarity is that both can be activated before Sapper is off its 5min CD. Major Rejuvenation Potion and similar healing potions as well as mana pots, bandages and eating food are last on the list of threat generators and they produce a very small quantity of threat. To be more accurate, the healing threat is global and normally .5x of the amount replenished. Unfortunately, both health and mana effects cause no threat if already at maximum capacity. Contrary to popular belief, the basic shaman restoration spell: Mana Spring Totem does in fact yield a small amount of threat with each pulse. Seasoned players on brisk coherent fights will often pop a heal pot after using a Goblin Sapper Charge or Major Rejuvenation Potion to induce an immense amount of threat. In the same vein, you can use Flask of the Titans and consume a pot or bandage up oneself to generate threat. Mana and healing over time potions do not generate threat. Here is a list of a few food/consumables centered around threat management. In order of threat:
                          - Major Rejuvenation Potion is the highest threat generator when it comes to regenerative items but it can be expensive.
                          - Major Healthstone is given to us by a warlock.
                          - Demonic Rune converts health into mana.
                          - Dark Rune nearly identical to the previous, however, this item can be traded between characters and bought on the Auction House.
                          - Night Dragon's Breath takes care of mana & health. Very easy to acquire so get a large amount and place them in the bank.
                          - Whipper Root Tuber it only grants health.
                          - Major Mana Potion grants a good chunk of mana and drops throughout the world quite often.
                          - Lily Root is created from a neck item and saves on time, money, etc… (the single root will disappear after 1hr.)
                          - Major Healing Potion is last because the amount ratio of granted health is on a large spectrum and random.
                          - Crystal Restore doesn't generate much threat, but it can be casted onto you by an ally. (this triggers the pot CD for ced ally) 
      These items can relive some pressure from healers as they have to spend less mana to keep you topped off. My personal recommendation is to have a diverse pool of the items featured in this section to cater to any situation that might arise. As you familiarize yourself with a fight and the limits of your raiding partners, it will come intuitively what is the best to use. Its worth mentioning some items don't share a cooldown, thus can follow each other in quick succession. Here are the two different cooldown categories:
                 
      Thorns and similar reflective effects to put it simply are passive buffs that deal damage to attacker when hit. Contrary to popular belief as well as many tooltips, reflective buffs will only damage the attacker if they strike you with in melee range. Although, it provides the lowest amount of threat in our toolkit it is still note worthy. Typically, these buffs are great against multiple mobs however they still maintain some relevancy in single target scenarios, especially versus bosses with high attack speeds. There is no reason to not have the majority of them. All the buffs below stack with each other. Mana and healing over time potions do not generate threat.  In order of threat:                   - Thorns is the highest and originates from druids & its damage is amplified with a druid tier set bonus & a talent in the balance tree.
                        - Fire Shield is second and is casted by a warlock's imp and improved by a warlock talent in the demonology tree.
                        - Crystal Spire is an item any class can cast on you and should be accumulated and stored in the bank for later use.
                        - Razorhide originates from completing a repeatable quest in the Barrens from the NPC, Mangletooth a caged quillboar.
                        - Static Barrier is gained from using the head item: Electromagnetic Gigaflux Reactivator. The effect will stay even while unequipped.
       
      Threat Diminishers
      Aggro and threat from teammates is another daunting obstacle to tackle with. Conveniently, there are ways for heavy hitting classes to reduce their threat. To begin with, ranged classes are highly adored because if they were to mistakenly get aggro, they are likely at that sweet 30-40yrd range, so it's easier to supervise. Also characters 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 diminishers or dumps in no particular order:
      Rogue reduce their threat w/Feint & flat our wipe threat w/Vanish. It might disrupt their rotation but it's appreciated. Mage who have taken the talent: Frost Channeling or the talent Burning Soul is their overall way to reduce threat. Druid who are mainly spending time in cat form have Cower & healing druids can obtain Subtlety through talents. Priest have two of the easiest threat reducers to acquire, within the discipline talent Silent Resolve and the spell Fade Shaman within the restoration talent tree can obtain: Healing Grace & casting the basic spell: Tranquil Air Totem. Additionally, there are some threat reducing items that drop in the latter portion of raiding content that are used in raids to combat the threat produced. This is good news because serious petal to the metal fury warriors generate a tremendous amount of threat. So we are grateful for the melee trinket Fetish of the Sand Reaver and the caster trinket Eye of Diminution used by fire mages and destruction warlocks. Advise your high dpser's to keep an eye out for these items. Also, an honorable mention should be made for the potion Limited Invulnerability Potion and its aggro reassignment effect as well as its halt on additional threat. All that was mentioned is also useful for bosses that reset threat globally due to a unique boss mechanic, a timely potion pop from teammates can help you quickly establish threat. There are some servers, where Flask of Petrification not only removes aggro but the debuff/buff it places can be clickable-off but these instances are rare and its unclear if that was the item's original intention. This guide will continue without considering this item as a key component to tanking.

      Rotations
      First, on the list is a simple rotation and we’ll be presuming the enemy is a simple tank-spank and has very minimal or no nature resistance allowing our totemic friend to freely cause havoc unhindered. For the time being we are sticking with a basic rotation. A more complex rotation will be addressed later on as well as a solution to completely nature immune targets. The following rotation is split into several sections to better highlight the course of action.
      Pre-pull: Begin by casting Lightning Shield Rank7. Next, make sure before pulling the mob all possible buffs are present on you and on their maximum duration. Refer to the section Buffs for suggestions. Next, position the appropriate totems on the ground. Lastly, if it hasn't been done yet, install the addon: KTM Threat, which displays the list of members and the amount of threat they each deal. I can't stress how much a scenario can go from peaceful to chaotic in the blink of an eye, so watch KTM at all times. At any moment, you need to be confident of the fitting Earth Shock rank to use, healers will be especially grateful. Pulling: Face the boss and cast a Rank10 Lightning Shield or Rank4 Chain Lightning and follow it up with a Rank7 Earth Shock. Bearing everything goes smoothly, proceed with a Rank5 Earth Shock and turn the boss away from the group. If the enemy suddenly targets a raid member or drops aggro due to a unique mechanic, lob a Rank7 Earth Shock to effectively redirect the boss to you, if engineering was chosen the next action is to throw a Goblin Sapper Charge. For foreseeable threat problems refer to the previous topic Threat Management. Secondly, is a rotation that deals with some bosses who are completely immune to nature. However, we can rectify this problem by replacing instances of nature damage with Frost Shock or Flame Shock. Because we lost the ability to use a massive threat inducing ability, we must cater to increasing the damage of Frost Shock/Flame Shock as much as possible. This means making sure debuffs, such as: Winter's chill are present. Funnily, enough Flame Shock can come very close to the threat produced by our lost brother, Earth Shock. This is possible with a near constant uptime of the debuff: Flame Buffet by fellow teammates among many other fire related debuffs.
      Thirdly is a rotation and as promised a more complex rotation against non-resistant nature targets, this rotation yields unbelievable results but requires good gear, buffs, etc... Only experienced shaman tanks should consider the following:
      Pre-pull: Equip spell damage gear and cast Rank7 Lightning Shield and drink mana. Equip 3 pieces of Stormcaller's Garb Equip the Augur's Regalia set. Place a Mana Spring Totem (it gives threat to you) Activate Oil of immolation. Place a Stoneclaw Totem in front of you and back up 25-30yrds. (This totem will later on make the boss stop for 0.5 seconds or boss will attack totem) Use Unconscious Dig Rat and cast Rank1 Lightning Bolt on the rat to proc the nature effect or try and get Flurry and Elemental Devastation instead, your choice. (a mage can polymorph the rat, until it triggers.) Pulling: Cast Rank10 Lightning Bolt While the bolt travels, equip tanking gear. Cast R6 Lesser Healing Wave twice on a warlock that has recently life-tapped. Cast R4 Chain Lightning, immediately after cast R7 Earth Shock. Activate Juju Flurry and Juju Escape, if the situation is ideal. Repeat max rank Earth Shock until boss is dead. Buffs
      As you probably know a character can have a theoretical cap of 32 beneficial buffs. The limit may differ from server to server or what is acknowledged as a buff. Prioritize collecting survival buffs before acquiring damage buffs, Agility for example has the added byproduct of helping with survival and threat. Disclaimer: because of the nature and duties of an OT, less damage is taken, therefore, it is not 100% necessary to aim for survival buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. On a side note, I suggest installing NirkBuffRemover/NBR to help with overall buff management and ease of mind. Down below is a table of relevant buffs, separated into sub groups to better highlight their usefulness. Resistance buffs/totems are disregarded.
            Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: +140 Attack power, +10% spell crit & +5% melee. Fengus' Ferocity: +200 Attack power Trueshot Aura: +50 Attack Power. Battle Shout: +185 Attack power for 2 min. (increased by warrior talent & T2 warrior set equipped before casting) Juju Might: +40 Attack power.   
      Sayge's Dark Fortune of Agility: +10% Agility or +10% damage. (A damage version of this buff also exists) Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. (the agi won't stack w/Agamaggan's Agilitiy but the crit will) Agamaggan's Agility: +10 Agility for 30min. 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: +77 Strength. (effect is increased through a shaman talent) Agamaggan's Strength: +10 Strength for 30 min.  
      Atiesh, Greatstaff of the Guardian: +2% spell crit to all party members within 30 yards. (Can't stack with Moonkin Form) Slip'kik's Savvy: +3% Spell Crit. Moonkin Form: +3% Spell Crit.   Wisdom of Agamaggan: +10 Intellect for 30 min. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect.  
      Gnomish Battle Chicken: +5% Attack Speed for 4 min. Warchief's Blessing: +15% Melee Haste, +300 Hp, 10 mana regen every 5 seconds. Fist of Shahram: Grants 25% haste to the party for 8 sec. Juju Flurry: +3% Attack Speed for 20 sec. Swift Wind: +40% run speed & +30% attack speed for 1 hr. (Only receivable upon completing the Call of Air shaman quest)  
      Mana Spring Totem: +10 mana every 2 sec. Mageblood Potion: +12 mana per 5 sec. Innervate: Increases Mana regen by 400% for 20 sec.  
      Oil of Immolation: Deals 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: Deals 226 Nature dmg to melee attackers until 3 charges are struck off by the enemy. Static Barrier: Deals 5 Nature dmg to melee attackers. Crystal Spire: Deals 12 Nature dmg to melee attackers. (the quest is repeatable and any class can cast this) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: Deals 18 Nature dmg to melee attackers.(32 dmg talented + tier set)  
      Flask of Supreme Power: +150 damage done by magical spells & effects for 2 hr. Only 1 flask can be active at a time. Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% dmg to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec.  
      Songflower Serenade: Increases a melee, ranged, or spell to crit by 5%, +15 all stats. Mark of the Chosen: 2% chance when struck in combat of increasing all stats by 25 for 1 min. Spirit of Zandalar: +10 move speed, +15 all stats. Mark of the Wild: +384 armor, +162 all attributes,+270 all resistance.  
      Elixir of Greater Firepower: Increases spell fire damage by up to 40 for 30 min.  Blessing of Blackfathom: Increases intellect and spirit by 5 and frost damage done by 15. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min.  
      Dragonbreath Chili: Often deals ~68 dmg at targets in melee. (scales w/spell damage) (can't stack with other food buffs). Here is a screenshot of common threat dealing buffs. With the Threat Increasing buffs out of the way, lets proceed to look at buffs that increase our chances of surviving a fight. Although, there is no strict order, you should still prioritize getting world buffs before obtaining other buffs. In the scenario some of the following buffs are not obtainable for whatever reason, they will be separated into categories to provide alternative solutions.
            Survival Increasing Buffs
      Sayge's Dark Fortune of Stamina: +10% Stamina or +10% Armor. (A armor version of this buff also exists) Dirge's Kickin' Chimaerok Chops: +25 Stamina. (does not stack with other food buffs) Rumsey Rum Black Label: +15 Stamina. Power Word: Fortitude (Priest): +54 Stamina. Mol'dar's Moxie: +15% Stamina overall. Spirit of Zanza: +50 Stamina, +50 spirit. Admiral's Hat: +10 Stamina (must be applied by group member & then they logout) Blood Pact: +42 Stamina (the amount of stamina can be increased through a warlock talent)  
      Flask of the Titans: +1200 Hp. Elixir of Fortitude: +120 Hp. Regrowth Dreamwalker Raiment tier set bonus 6/6 (Druid): Increase max hp of target by 50, stacks 7 times.  
      The Lion Horn of Stormwind: When hit has a 1% chance of increasing the party's armor by +250. (2 can be equipped) Greater Stoneshield Potion: +2000 Armor for 2min. Elixir of Superior Defense: +450 Armor. Crystal Ward (allies can also cast): +200 Armor. Inspiration (Priest): Increases armor by 25% for 15 sec. (might not stack with Razorhide buff).  
      Power Word: Shield: Absorb 1105 dmg for 30 sec. When active, casting isn't interrupted by dmg... Scarab Brooch: Heals give a shield absorbing dmg equal to 15% of the amount healed for 30 sec. (can be item swapped) Greater Heal Vestments of Faith tier set bonus 4/4 (Priest): On critical hits, cast shield absorbing 500 damage.  
      Bloodkelp Elixir of Dodging: +3% dodge for 30 min. Juju Escape: +5% Dodge for 10 sec.  
      Healing Stream Totem (Shaman): Place a totem for 1 min healing group members within 20 yards for 14 every 2 sec. Greater Heal Renew Vestments of Transcendence tier set bonus. GH is now a Hot & equivalent to a rank5 Renew. Rejuvenation (Druid): Heal for 888 over 12 sec. Regrowth (Druid): Heal for 1064 over 21 sec. Renew (Priest): Heal for 970 damage over 15 sec.  
      Stoneskin Totem: Reduce melee damage taken by 30. (effect is increased through a shaman talent). Dampen Magic (Mage): Decreases damage from spells by 135 & healing spells by 270.  Amplify Magic: Increase dmg taken from spells by 112 & healing spells by up to 225.  
      Mind Control Buffs
      I wouldn't be thorough if I didn't mention the wonderful world of Mind Control buffing. It is possible for an alliance priest to use their basic shadow spell: Mind Control or someone with the engineering to create and use the head slot item Gnomish Mind Control Cap against players of the opposing faction. 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 log onto to their lvl 60 pallies and level 60 priests and stationed themselves near the raid entrance or zone for mind control buffing. Before undertaking this endeavor, be sure that the server allows for the Mind Control possibility and find out its exact limits. Tip: Try and get Fear Ward from a dwarf priest and if survivability is not and issue get Curse of Recklessness from a horde warlock as well.
      Greater Blessing of Sanctuary: Reduce dmg from all sources by 24. If you block a melee attack the attacker takes 35 Holy dmg.  Greater Blessing of Salvation: Reducing the amount of all threat generated by 30% for 15 min. (higher threat reduction than Tranquil Air Totem) Tip: Although, this is not beneficial for a shaman tank, raid members with high threat should get this. Note: Sadly, this does not stack with Tranquil Air Totem.  Greater Blessing of Wisdom: +45 mana per 5 seconds. Note: Icon vanishes if Mana Totem casted but effect remains. Greater Blessing of Might: +222 melee attack power for 15min. (Grants more attack power than Strength of Earth Totem.) Note: Try and convince the others in the group to forgo WF totem (pref. tank group) because WF totem does not stack with Strength of Earth Totem or Might. However, Imp. Greater Blessing of Might has its place in a group without a shaman. Greater Blessing of Kings: +10% to all stats for 15 min.  Improved Lay on Hands: +30% bonus to armor value from items for 2 min. Tip: When the buff expires, leave raid & get rebuffed by nearby paladin/priest & resummon back into the instance.
      The fun doesn't stop there. It is also possible for a priest of any faction to Mind Control certain mobs which can be controlled to dish out beneficial buffs to all raid members. In order, to fully utilize the duration of these buffs, its advised to have warlock be ready for immediate summoning.
      Fury of Ragnaros: From Twilight Emissary in BRD, he increases the magical damage dealt by an ally by 25 for 30 min. Resist Arcane: From Scarlet Medic in Plaguelands, increases Arcane resistance by 78 for 1 hr.  Resist Fire: Scarshield Spellbinder in BWL, he increases an ally's Fire resistance by 81 for 1 hr.  Bloodlust: Gordok Mage-Lord in DM, increases an ally's attack speed by 60% for ONLY 30 sec.  Bloodlust: Hamhock in Stockades, increases an ally's attack speed by 30% for ONLY 30 sec.
        Special Event Buffs
      On an ending note for buffs, we can also get buffs from special events/holidays. An example, is The Midsummer Fire Festival a seasonal event that celebrates the hottest season of the year. It starts on the (earthly) northern summer solstice, and lasts about two weeks (mid-late June to early July, usually). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion that all feature some useful buffs for tanking. It is possible for the Love is in the Air Capital Gift Collection buffs to be stacked with each other, ask around to find out its exact limits. The following buffs are separated by their event.
      Stormwind Gift Collection: Increases Intellect by 30 for 1 hour. Undercity Gift Collection: Increases Intellect by 30 for 1 hour.  Orgrimmar Gift Collection: Increases Agility by 30 for 1 hour.  Darnassus Gift Collection: Increases Agility by 30 for 1 hour. Ironforge Gift Collection: Increases Stamina by 30 for 1 hour.  Thunder Bluff Gift Collection: Increases Stamina by 30 for 1 hour.   
      Fire Festival Fortitude: Increases Stamina by 30 for 1 hour. (stack with the stamina buff above) Midsummer Sausage: Increases damage done from spells by up to 23 for 1 hr.  Bonfire's Blessing: 30% chance to deal 60 Fire dmg on any melee, ranged, or spell attack. (works outside only) Fire-toasted Bun: Improves your chance to hit by 2% for 1 hr. Fire Festival Fury: Increases critical strike percent and spell critical strike percent by 3% for 1 hr.  
      Elderberry Pie: Increases Defense by 13 for 1 hr. Buttermilk Delight: Increases Defense by 13 for 1 hr. Very Berry Cream: Increases damage done from spells by up to 23 for 1 hr. Dark Desire: Improves your chance to hit by 2% for 1 hr.  
      Celebrate Good Times!: +10% to all stats for 30min.  
      Elune's Blessing: All stats increased by 10% for 1hr.  
      Invocation of the Wickerman: Increase health & mana regeneration by 25% and Stamina by 25%.  
      Soul Revival: Increases all damage caused by 10% for 30 minutes.
        Debuffs
      Having as many debuffs on the boss as possible is of paramount importance to tanking. Therefore, our interests are heavily tied to the release of patch 1.7, due to its extra 8 debuff slots introduction totaling to 16 debuffs. Tanking before patch 1.7 can be quite a troublesome route. All debuffs on the list below benefit us in either threat or survival and assumed to be at their maximum rank/talent improvement.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Only 1 curse can be active on any 1 target. Expose Armor: Reduce armor per combo point. (can't stack w/Sunder Armor but reduces more than it)  Sunder Armor: Reduce armor by 450. Can be applied up to 5 times. Lasts 30 sec. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. While active, the target cannot stealth or go invisible.  
      Imp. Shadow Bolt (Warlock): Shadow Bolt critical strikes bolster Shadow damage dealt to target by 20% until 4 non... Curse of Shadow: Reduce Shadow & Arcane resistance by 75 & increasing Shadow & Arcane damage taken by 10%.  Shadow Weaving (Priest): Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.   
      Wail of the Banshee: After a 1.5sec cast, reduce target's chance to hit by 10% for 12 sec. (usually casted by healers)  Insect Swarm (Druid): Reduce target's chance to hit by 2% & causes 324 Nature damage over 12 sec.   
      Thunderfury, Blessed Blade of the Windseeker: Periodically deal 300 Nature dmg & jumping to 5 nearby enemies. Each jump reduces the victim's Nature resistance by 25. The primary target is consumed by a cyclone, slowing attack speed by 20% for 12 sec.  Thunder Clap: Increases the time between attacks by 10% for 30 sec. Will affect up to 4 targets.   
      Improved Scorch: Scorch has a 100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to the target by 3% and lasts 30 sec. Stacks up to 3 times. Flame Buffet (Arcanite Dragonling): Inflicts Fire damage to an enemy and increases the Fire damage it takes by 40 for 45 sec. Stacks 5 times. (The numbers in the toolitp are possibly not exact) Curse of the Elements: -75 resistance to Fire & Frost and increase Fire & Frost damage taken by 10%. Only 1 Curse per... Winter's Chill: Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.  
      Gift of Arthas: If an enemy strikes the imbiber, the attacker has a 30% chance of being inflicted with disease that increases dmg taken by 8 for 3 min. Lasts 30 min.   
      Nightfall: Spell damage taken by target increased by 15% for 5 sec.   
      Demoralizing Shout (Warrior): Reduce melee attack power of enemies within 10 yards by 140 for 30 sec.  
      Curse of Weakness: Damage caused by target is reduced by 31 for 2 min. (effect is increased through a warlock talent)
        Gear
      Finding the perfect balance of gear will be the hardest aspect of this subject. To this day there is still a debate between the usefulness of stamina over dodge in the tanking community. If unsure of your guild’s performance, I recommend carrying several focused gear sets: a Stamina, Dodge and armor set in your bags to accommodate any encounters that might arise. For some players, a mix and match of particular gear stats may be needed, to compensate in other lacking aspects. Down below is a document with a plethora of options for proper gearing.
                  Gear Spreadsheet Link
      A few things need to be remembered while gearing. Down the road, the universally top-grade gear gives hit chance as an unintended byproduct. Install the addon: “Outfitter” to assist with handling specific sets of gear against the numerous bosses out there. To give an example of a gear set, down below on image #1 is an armor centric set designed for bosses that deal high physical damage but don't require much threat. Image #2 to the right is a gear set focused on generating threat while retaining some survivability.

      An item of notable value in the image#1 is: Zandalarian Hero Badge in the first trinket slot. This trinket can be activated before a boss fight and swap out for another item, these types of items are referred to as "Pre-Activated Items". Note: Pre activating items are very situational and not included in the google doc spreadsheet above. However, some will be listed below.
      Zandalarian Hero Badge: Can be switched out for another trinket before pulling the boss.  Defender of the Timbermaw: Can be switched out... lasts 40 sec, will heal if caster is below 50%. Petrified Scarab: Can be switched... great against bosses that cast spells.  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 Note: To avoid constantly having to re-enchant a piece of gear to tailor to a specific boss fights, have different versions of that gear in the bank or backpack to save on time and money. Also, the talent: Toughness does not scale with armor enchants. Down below is a spreadsheet of enchants suited for our tanking duties:
                  Enchant Spreadsheet Link
      I also suggest to keep on you Faintly Glowing Skull if you are aiming to assure the takedown of a specific boss and stay on top of aggro. The skull scales with spell damage and shadow buffs alongside related debuffs.
       
      Totems
      We’ll be asking our shamanistic brothers from the restoration side to land a hand in optimizing totem utility, so be considerate and compliment each others strengths within the group. Each individual totem listed below is in order of importance per category. Keep in mind, there can only be one type of totem per shaman so having another totem slave in the group is largely welcomed. Also the handful totems in our stockpile have different durations and don’t scale with spell damage or similar effects.
            Earth
      Stoneskin Totem: Provides a decent bulk of melee damage mitigation and generally is placed by the tanking shaman or a fellow totem brother with 2/2 Guardian Totems in the enhancement talent tree within the group. Strength of Earth Totem: Boost to attack power. Alongside benefiting the dmg of other melee users in the group. Stoneclaw Totem: Diverts loose mobs off your tail and quickly allows readjusting of a target's positioning. Tremor Totem: Mainly a situational totem to use when a boss encounter has fear, charm and sleep mechanics. Earthbind Totem: A tool for kiting/running possible unbound trash in an instance.       Fire
      Searing Totem: Damaging fire totems are a luxury during a fight. All fire totems can crit but do not cause threat to the caster. Fire Nova Totem: Ideal for bursting down low hp adds on encounters. Magma Totem: Great for tanking multiple mobs. Frost Resistance Totem: Beneficial for fights involving high doses of frost damage.       Air
      Grace of Air Totem: Roughly comes out to about 4% dodge and agi is always a pleasant stat to have and also is appreciated by the majority of other classes. A priority totem within the air types that should be taken seriously. Windfury Totem: Sadly, we are unable to benefit from this totem's effect since it is a temporary effect enchant to weapons and we already have an active temporary effect enchant, Rockbiter. However, it is appreciated by melee dps in the group and enforced by a restoration shaman with 2/2 Enhancing Totem with nothing else to do. Nature Resistance Totem: Advantageous for fights involving high doses of nature damage, such as: Ahn’Qiraj. Tranquil Air Totem: Avoid dropping in the tank group within a raid. Grounding Totem: Useful for redirecting ranged spells from susceptible mobs and bosses. Windwall Totem: Unfortunately, doesn't see much utility in most fights.       Water
      Mana Spring Totem: A very valuable totem in our arsenal. Optimally, it should be arranged by a resto shaman in the group who has the talent: Restorative Totem within the restoration talent tree. Healing Stream Totem: Typically, is planted by a resto shaman if you both come to a mutual understanding and comfortable with not having an improved Mana Spring Totem with 5/5 in the Restorative Totems. In this scenario, return the favor by placing a regular MST. HST does not generate any threat. Poison Cleansing Totem: Indispensable on fights with high poison output, ex: AQ bosses. Fire Resistance Totem: Pragmatic for fights involving high amounts of fire damage, ex MC. Disease Cleansing Totem: Unfortunately, rarely sees the light of day.
        Professions
      During the harsh and lengthy process of leveling, select Herbalism and Alchemy. A valid case can be made for also having a lvl 5 alt stationed permanently in a major city to disenchant unwanted items through mail and store items at a bank for later use. Back to the subject at hand, herbalism contributes convenient reagents for alchemy and a strong source of revenue for our eventual endgame professions. It also prevents players from spending an exorbitant portion of time pestering strangers in Orgrimmar to craft potions. The objective is straightforward, gather a substantial supply of gold and a bank chock-full of fruitful potions the raid might need. Next, I advise dropping Herbalism once the quantity of gold in one’s bags is overflowing and adopt the late game profession: engineering to scoop up a few useful tools, such as: Goblin Sapper Charge and Gnomish Battle Chicken. 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 dont require any mana to use. Lastly, cooking has Dragonbreath Chili a sheer delight as it not only scales with spell damage but also alongside the trinket: Arcanite Dragonling fire increasing debuff. The fire debuff scales with Goblin Sapper charge as well. All these items nicely combine into a decent boost in threat. But be mindful as only one food buff can be active at a time, cautiously evaluate the best possible food buff for the specific fight.
       
      Races
      Races play a big part as we are grasping for any amount of extra efficiency possible. Unfortunately, shamans do not exist 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
      War Stomp: After 0.5 sec, stun up to 5 enemies within 8 yds for 2 sec. 2min cooldown. Endurance: Total Health increased by 5%. Cultivation: Herbalism skill increased by 15. Nature Resistance: Nature Resistance increased by 10. 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 helpful and nothing to scoff at while leveling.
       
      Troll
      Throwing/Bow Specialization: Skill with Throwing/Bow Weapons increased by 5. Regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. Beast Slaying: Damage dealt versus Beasts increased by 5%. Berserking: Increases your casting and attack speed by 10% to 25%. At full health the speed increase is 10% with... What does this mean?: The second leading race that converges more on setting up threat instead of having extra health as an option. Generally, threat is not problematic, if you glaringly foresee having threat issues, than I unquestionably advocate for troll above all other races. Berserking intertwined with Rockbiter Weapon is seen as an “emergency button” that alleviates healers of anxiety as a random group member quickly escalates the hate list, this is a great solution to further extend the gap in threat. Additionally, Berserking proves handy against nature immune targets. To be as thorough as possible, our long legged friends do gain an added benefit from spirit because it synergizes with their passive racial Regeneration. However, the end amount of spirit when fully buffed is insignificant to make a big impact in tanking. Trolls will also produce more threat than any other race on bosses that are beast, such as: Magmadar in MC, Whirlaxis and Gahz'ranka in ZG, etc...
       
      Orc
      Blood Fury: Increases base melee attack power by 25% for 15 sec and reduces healing effects on you by 50% for 25... Hardiness: Chance to resist Stun effects increased by an additional 25%. Command: Damage done by Hunter and Warlock pets increased by 5%. Axe Specialization: Skill with Axes and Two-Handed Axes increased by 5. What does this mean?: Last on the lineup, as Orcs sadly fall short in both survival and threat categories. Akin to the troll our green comrades focal point is threat at the compromise of potential health points and is seen as a more riskier race option considering the -50% to healing, especially detrimental for non-attentive healers. In all honesty, through our rigorous testing, they do in fact come out on top of all other races for instituting threat 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.
       
      Talents
      For the sake of generality and simplicity these talents setups assume a server between patch 1.9 - 1.12 and taking part in a serious guild who are confidently clearing raids. As stated earlier, the later a patch is, the easier the content is to tank. 

      14/37/0
      https://classicdb.ch/?talent#hEczZxV0bExut The default talent Image build centered around this guide, calculated as the safest to pursue and viewed as a preliminary starter pack into the world of tanking 5mans/10mans/pre-raids. Highly, suggested if you are unsure of an upcoming boss fight or are still in the learning phase of tanking. If you are desperately in need of faster threat generation, withdraw 3 points from Convection and deposit them in Reverberation or Improved Lightning Shield.
      ________________________________________________________________________________________________________________________________________________

      21/30/0
      https://classicdb.ch/?talent#hE0kVc0oZEV00vxz This talent setup is mostly centered around tanking multiple targets and revolves around Chain Lightning proccing with Eye of the Storm as the main conduit for dealing damage and preserving threat on multiple targets. Because it is not possible to dodge, block, parry while casting it is ideal to employ this build versus mobs that deal little to moderate damage. Against heavy hitting targets it is advisable to grab the weapon Hand of Edward the Odd and use EOTS procs occasionally during phases with less damage or avoid points in EOTS altogether and cater to proccing Edward as much as possible by prioritizing crit and haste. Feel free to use R1 Earth Shock to not only save mana but to increase the proc chance of ED and Elemental Focus, if you don't foresee at that instant a random mob leaving you to attack a teammate. Fiery Blaze Enchantment is also recommended for this type of tanking and “possibly” scales with EF and Elemental Focus. (ask around) Refer to: Gear, for additional help on this particular subject.
      ________________________________________________________________________________________________________________________________________________

      21/30/0
      https://classicdb.ch/?talent#hAczx0hoZxV00Exuo This is the solution to individuals heavily resilient or completely immune to nature damage. Good gear alongside a solid understanding of shaman tanking is required since we loose the ability to cast Earth Shock. Therefore, we will be casting max rank Frost Shock often and require the necessary mana related item to back it up. This path is frequently taken as a player reaches 3% hit chance from gear. Among the many other topics that briefly explain potential threat solvers, also refer to the Threat Management section for help.
      ________________________________________________________________________________________________________________________________________________
      Tank Compare
      On patch 1.12 a full BIS and buffed shaman will be the closest in stats to approach a feral bear tank, let take an in-depth 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 without a problem. A shaman like other tanks tailors his gear in accordance with the boss he will be 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 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.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat will depend on gear, boss mechanics, etc... But in general, the current standing of tanks that can do the most threat are:
            1. Feral Druid/Warrior.
            2. Paladin/Enh Shaman.
            3. Dem warlock.
            4. Priest tanks.
      The threat we can produce comes extremely close to Paladin Tanks using Holy Mightstone, if they don't use it we surpass them. We can reach an even higher threat ranking against bosses who have little to no nature resistance or the raiding group is capable of maintaining a consistent uptime of the Flame Buffet debuff.
       
      What If
      This section explores past private server bugs and theoretical bugs that push Shaman Tanks to new heights on the raiding content spectrum. An example, is: Inspiration or/and Healing Way can be applied multiple times through different ranks. Before continuing, be sure to read the section: Comparison, to know where we initially stand with other tanks. Down below, is a compiled list in no particular order:
      Razorhide's armor buff can stack with Inspiration. Rockbiter Weapon or Windfury Weapon triggers even if your auto attacks are dodged, parry, missed, etc.. Searing Totem can trigger ED and/or generate threat for the shaman. The talent: Toughness scales with the armor granted from agility. The buff cap is increased to 35 or some buffs are not considered buffs and do not consume a slot. The Windfury Weapon enchant can trigger weapon procs among other procs.  
      Raid Composition
      Raid composition differs with each boss but its considered an acquired technique that develops over time and reflects the playstyle of a guild or raid. The following image is an example raid comp with a few minor exceptions that differ from the norm. This image is by no means the perfect raid comp since raid comps drastically fluctuate along side: content patch, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp that caters to your needs without overstepping. A decent raid will always make sure that every group has a Tranquil Air Totem enforced by restoration shamans.

      In (Group 1): On the topic of suvivability, a fellow tank in your party can equip The Lion Horn of Stormwind, granted they don't need the trinket slot 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 to help the tank gain a larger amount of threat. 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): Traditionally, mages tend to switch to Fire Specialization after AQ, however, keeping a single 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!

      I hope you enjoyed exploring one of my favorite classes in World of Warcraft. If you are left with some lingering questions after having read the guide, feel free to swing over to the Discord: https://discordapp.com/invite/GYF3uNf and I would be more than happy to answer them. I will be continuously updating this guide as we learn more about Classic WoW.
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