Jump to content
FORUMS
Zixx

My approach, your opinions?

Recommended Posts

I read through the resto shaman guide on a monthly basis sometimes every other week even. My shaman is one of the main healers for our flex and 10N raids, the other one being a Disc priest. To be fair I am quite new to the raiding scene, only started very late patch 5.3.

There is no real issue with the healing in our raids. Though my method has become quite unorthodox in gemming and reforging. And this is where I want your opinion.

 

My character

http://eu.battle.net/wow/en/character/the-maelstrom/Magume/advanced

My stat priority: Haste (5676)>Mastery(5400)>Crit>Spirit

 

This already screams a big "WHAT?!" from a lot of you here. So I'll give my reasoning. The gear from SoO I have won so far has no haste on it but an excsessive amount of spirit. The haste cap I feel most comfortable at is 5676 and to achieve this I am actually going down in my other stats.

I was more than happy when I started raiding to have a combat regen of 12000, I had no issue with my mana and when I did, I had my lightning bolt and my mana tide (yes, I do use MTT when the other healers need it too, not just myself).

When I started winning gear my mana regen went up to 17000. I do not need this.

 

The gemming asks for spirit spirit and a bit of other stats depending on the colour. As I said before I have too much spirit on my gear, let alone gems.

So I got the idea to gem mostly haste. And as I gain new pieces this is becoming more and more the case. What this does is actually make it way easier to reach my preferred softcap.

 

I also got the crazy idea of reforging spirit. As I said before, I had too much purely on my gear. And by reforging spirit into haste and crit (mastery is too high, thats always reforged instead of spirit) I firstly reach the haste soft cap easily and secondly lets me indulge in crit quite a lot.

 

Crit also gives me my mana back beautifully and I really can not complain about the extra heals it gives nor the critical heals in general.

 

I have actually seen a larger improvement these past two weeks in my healing (so has the disc priest) since I have used my method than the one we all know and trust.

 

What's your opinion on what I've done?

Share this post


Link to post
Share on other sites

My advice: If its not broken, don't fix it.

Basically if your group is killing bosses and people are not dying then you're good.

 

Most shamans that are progressing heroic do go pretty hard on spirit like maybe ~15 unbuffed, get to a haste cap and then go all out on crit. Mastery isn't really worth it unless your group is dropping far down, which it rarely does. The reason for spirit/crit is mainly  because there so much spamming. Constant casting, keeping HR 100% down, and filling with riptides, ch and surges. Which will get a player oom realy fast. In flex you don't have that insane damage so there's less constant spamming.

You can check out RestoShamanStats addon to see how much your mastery is actually healing. http://www.curse.com/addons/wow/restoshamanstats

 

Install it, kill a boss, and see a report of how much crit vs mastery did. But overall, if its working and your group is happy and you enjoy the playstyle then you're good smile.png

Edited by Krakir

Share this post


Link to post
Share on other sites

My personal opinion;

 

That's probably a good build for Flex. I wouldn't rate it later in the Normal mode bosses though. Some points;

 

  1. Telluric Currents (Lightning Bolt) is not a good regen tool. Good for filler, but it's better to have more healing glyphs.
  2. You don't get extra heals OR resurgence from Riptide ticks, Healing Totem ticks, or Healing Rain. You need to bear that in mind for later fights where these spells will make up a huge proportion of your healing.

Overall though, I think it's a cool build and I'm glad it works for you!

 

 

Most shamans that are progressing heroic do go pretty hard on spirit like maybe ~15 unbuffed, get to a haste cap and then go all out on crit. Mastery isn't really worth it unless your group is dropping far down, which it rarely does. The reason for spirit/crit is mainly  because there so much spamming. Constant casting, keeping HR 100% down, and filling with riptides, ch and surges. Which will get a player oom realy fast. In flex you don't have that insane damage so there's less constant spamming.

 

I completely disagree with the point about Mastery. It's the best stat for Hardmode raiding due to the generally low HP levels of the raid. In fact, for Healing Rain (which is a large healer on many fights), Mastery outperforms Crit massively. However, Mastery isn't as good for lower levels of raiding for the reasons Krakir stated. In addition, we tend to get a lot of Mastery anyway without trying. This might explain why a lot of highly geared Shaman aren't stacking it; with a lot of gear you tend to have enough base Mastery to get you through even hardmodes this tier.

 

 

Basically if your group is killing bosses and people are not dying then you're good.

 

I do agree with this, especially if you're happy with the build. You *can* always do better though, and I enjoy chasing that :)

Share this post


Link to post
Share on other sites

 

I completely disagree with the point about Mastery. It's the best stat for Hardmode raiding due to the generally low HP levels of the raid. In fact, for Healing Rain (which is a large healer on many fights), Mastery outperforms Crit massively. However, Mastery isn't as good for lower levels of raiding for the reasons Krakir stated. In addition, we tend to get a lot of Mastery anyway without trying. This might explain why a lot of highly geared Shaman aren't stacking it; with a lot of gear you tend to have enough base Mastery to get you through even hardmodes this tier.

 

In theory it sounds like the best stat for hardmode raiding, but in reality I've never seen it perform that well. I've been using RSS on fights like Juggernut HC and Protectors HC. I'm playing resto OS, and with disc priest, people aren't really droping low. Even at the pulses from Juggernut HC the priest has already spirit shelled the whole raid and then uses barrier for the next one. Same with Paladin's mastery shield (even aftert the nerf), the hot blanketing from him and riptide blankes from me. Also him and the pala rotate devotion aura. The boomkin tranqs and the spriest uses Halo and Vampiric Embrace. People are using personal cooldowns and healthstones. The druid tank pops Heart of the Wild and heals for insane amount.

Since its my OS I'm only at 547ish (vs 567 ms) but using RSS  addon I'm getting similar numbers from Crit and Mastery. Crit slightly above. But even if they were equal in value, crit is always gonna win because of the mana return.

Healers in a real heroic progressing guild (we just raid 6-8 hrs a week) with full resto ms gear are sitting at 570+ ilevel. They're gonna have 50-60% mastery even if they reforge everything from mastery to crit.

Of course this is just my experience and like I stated before: If you're killing bosses and people are staying alive then you're good.

Share this post


Link to post
Share on other sites

Last night was my guild's first normal run of the week, we got all the way to down the Dark Shamans in our 2 hour session. One wipe on Iron Juggernaught because of a tanking mistake. I did finally notice some mana issues, particularly at Norushen, Sha of Pride and the Iron Juggernaut


  1. Telluric Currents (Lightning Bolt) is not a good regen tool. Good for filler, but it's better to have more healing glyphs.

I finally understand why it isn't amazing, it has a 2 second cast (as long as my chain heal) and gives quite little mana. Its a drop in healing to regain minimal mana. What do you suggest for healing glyphs to replace Telluric Currents and Eternal Earth?

 

Most shamans that are progressing heroic do go pretty hard on spirit like maybe ~15 unbuffed, get to a haste cap and then go all out on crit. Mastery isn't really worth it unless your group is dropping far down, which it rarely does.

As I said above, Iron Juggernaut I was running low most of the fight, below 100k half the time. Norushen I never went below 60k, though its not handy. So today I reforged back all the spirit I had removed and am sitting on 13600 unbuffed, I still stand by what I said concerning my gemming smile.png  Blue sockets will be int and spirit gems though. I am now still quite surpisingly (to my delight) on 19% cirt which is a number I can't complain about unbuffed.

And mastery is a nice stat in my opinion, its just not terribly needed above 55% and that is mostly a given, if not way more than that. Either way, thanks for your in put and I will see how Sunday's Normal goes.

Share this post


Link to post
Share on other sites

I think we're all in agreement that Mastery is the go-to stat until you hit about 50%. In current gear levels, that's absurdly easy. This is probably why we see hardmode Resto Shaman reforging out of it. The Crit is awesome for throughput, but then remember that crit is RNG whereas Mastery saves lives. This is particularly why Mastery is a good solid stat. Overall, it's the sheer amount of it that we can get that makes it less wanted.

 

 

I finally understand why it isn't amazing, it has a 2 second cast (as long as my chain heal) and gives quite little mana. Its a drop in healing to regain minimal mana. What do you suggest for healing glyphs to replace Telluric Currents and Eternal Earth?

 

Yes, but it varies fight-to-fight. Riptide, Chain Heal, and Fire Elemental are all useful glyphs. I also almost always go for glyphing Healing Stream Totem on fights with elemental type damage (Fire, Frost, Nature).

Share this post


Link to post
Share on other sites

Mastery is the go-to stat until you hit about 50%

 

This is getting really off-topic, but I gotta ask. Sorry smile.png

 

Could you point me to the source of that? Because I see this pop up regularly but I can't find where this orginated or the calcuation for this. Mastery is a totally linear stat and has no breakpoints like for haste. Meaning that

- 50% mastery heals 1% hp target by 50% more. 

- 40% mastery heals 1% hp target by 40% more.

That basically means that IF crit is better than mastery it is so at every hp level. In a normal or a heroic raid people aren't really dipping that low for a long period of time time and when there is a burst damage it's usually mitigated by hot-blankets, shields, dmg reduction cooldowns and throughput cooldowns.

I am though, since i like crunching numbers, really interested to find where this 50% mastery number comes from. 

 

Disclaimer: I'm all for people playing the playstyle they enjoy the most. But I also do agree with you on "You can always do better and I do enjoy chasing that"

Edited by Krakir
  • Like 1

Share this post


Link to post
Share on other sites

You absolutely can ask that! It's a piece of theorycraft dating back to early Cataclysm (when Mastery was introduced) by Vixsin. She found that at certain average health points, Crit and Mastery swap priority; if you are stacking more Mastery and you're above the threshold then you'll lose HPS, but if you're below you'll gain HPS.

 

The surprising result was that when she calculated the gains/losses for different distributions of Mastery/Crit, the more extreme the distribution the more HPS you lose in unfavourable circumstances. For e.g;

 

  1. I have 9:1 distribution Crit:Mastery. When hp is high I gain a lot, and when hp is low I lose a lot.
  2. I have a 1:9 distribution Crit:Mastery. When hp is low I gain a lot, and when hp is high I lose a lot.
  3. I have a 5:5 distribution of Crit:Mastery. I lose considerably less in both cases, and proportionally I actually GAIN if I have people at lots of different hp levels.

The upshot is that essentially, the more Mastery (or Crit) you stack, if you're not taking advantage of it then you lose proportionally a lot more.

 

It seems to turn out that 50% Mastery is (roughly) a sweet spot for this kind of thing, although the 50% is a rule of thumb rather than a specific value. Please note that this summary is glossing over a lot of very beautiful theorycraft, and significantly simplifying the story.

 

The original theorycraft is here and the MoP update is here. (If Vixsin ever reads this: I hope I didn't completely demolish your beautiful theorycraft <3)

Share this post


Link to post
Share on other sites

Disclaimer: I'm all for people playing the playstyle they enjoy the most. But I also do agree with you on "You can always do better and I do enjoy chasing that"

 

/hugs

Share this post


Link to post
Share on other sites

You absolutely can ask that! It's a piece of theorycraft dating back to early Cataclysm (when Mastery was introduced) by Vixsin. She found that at certain average health points, Crit and Mastery swap priority; if you are stacking more Mastery and you're above the threshold then you'll lose HPS, but if you're below you'll gain HPS.

 
Yeah I follow Vixsin and have read those articles and realize the interaction between those stats. That at a certain point one stat becomes stronger. I am completely with you on that one. That's not my argument smile.png
 

 

It seems to turn out that 50% Mastery is (roughly) a sweet spot for this kind of thing, although the 50% is a rule of thumb rather than a specific value.

 

This! This I can't find in her article. Only thing I she is her statement that the value of mastery since Cata has diminished. She even says.

 

 

Whereas a theorycrafter might be inclined to think that the data would behave as if it had a single pivot point, in fact, it shows us that as you begin to stack more and more Mastery, the point of rotation (the point of intersection between that line and another) actually decreases.

 

Which basically means that the point where mastery overtakes crit is not constant. I never see her mention that 50% mastery. The results that she puts out there is the following:

 

 

The breakpoints where Mastery contributes a greater amount of throughput than Crit are: approximately 43% HP for heals that can trigger AA, and approximately 65% for heals that can’t trigger AA.

 

Again I am not disagreeing with her on that. Hard to argue against hard data. My point is that in a 7-10 min fight the raid is never at 43% or 65% HP for a long period of time. I would love to let my MT sink down to 40%, and throw a UE+GHW on him to top him off in one heal. Because that's when my mastery shines and that's what I can do as shaman. In my group though if he's at dropping to 40% he's popping cooldowns and the paladin is spamming him to bring him up asap, so in those GCDs+Cast Time, he's back to 80%.

 

That's pretty much my point on mastery. It works on paper, but in raids it rarely delivers.

Edited by Krakir

Share this post


Link to post
Share on other sites

Which basically means that the point where mastery overtakes crit is not constant. I never see her mention that 50% mastery.

 

I think that we need to be careful when talking about this because there are three ways percentages are used in this discussion;

  1. To talk about the amount of Mastery you have - i.e. the amount of extra healing you do on low hp target ("50% Mastery")
  2. To talk about health levels of the target. (i.e. "50% hp")
  3. To talk about distribution of stat points between Crit and Mastery. (i.e. 50:50 split between Mastery and Crit.)

You have at some point mixed these up! What we care about here is the first point, but part of the response you just posted was mixing it up with the second point. The quote I used above is where. When Vixsin is talking about "the points of intersection move", she is talking about hp levels (point 2) rather than amount (point 1). So yes, the points change but not in the specific way that we care about here.

 

The way I like to think of it is this; by setting Mastery ~ 50% (and assuming you're stacking Crit otherwise) you've put your Mastery to a point where you're not losing much healing when the health percentages are unfavourable. That's roughly the point where you're at a 50:50 distribution between Crit and Mastery when reforged etc. Or, at least it was in the previous tier and we don't seem to worry about whether it has changed since then.

 

And that's all this oft-quoted number is - it's a good estimate of the "least loss" point. It's also convenient because it's difficult to go below in current gear.

Share this post


Link to post
Share on other sites

I think that we need to be careful when talking about this because there are three ways percentages are used in this discussion;

  1. To talk about the amount of Mastery you have - i.e. the amount of extra healing you do on low hp target ("50% Mastery")
  2. To talk about health levels of the target. (i.e. "50% hp")
  3. To talk about distribution of stat points between Crit and Mastery. (i.e. 50:50 split between Mastery and Crit.)

You have at some point mixed these up! What we care about here is the first point, but part of the response you just posted was mixing it up with the second point. 

No not mixing up at all. That was my point exactly. That she never mentions the set amount of mastery which players should aim for or or that the amount of mastery that is "least loss" point is near the 50% mark.

 

She mentions HP levels. That was my point. That at these HP levels mastery gets stronger than crit, and I agree with that. But I can't see the connection that because of these findings that the 50% mastery mark is something we should keep in mind. She even says, and I quote:

 

With this information, it then becomes a question for each Resto Shaman to identify which heals make up the majority of your effective healing, and if encounter mechanics are hitting hard enough to drop your raid consistently below those Mastery v. Crit thresholds

My experience (and hence point against mastery) is that with all the cooldowns, damage mitigations, hots and shields not to mention burst healing "the raid isn't dropping consistently beloww those Mastery vs Crit thresholds". Making mastery a weaker stat. I like the idea of mastery but I never see it actually work in practice. 50% or otherwise.

 

The way I like to think of it is this; by setting Mastery ~ 50% (and assuming you're stacking Crit otherwise) you've put your Mastery to a point where you're not losing much healing when the health percentages are unfavourable.

 

I can't find the calculations for this. At 50% mastery you're healing a 1% HP target by 50% more. The health percentages that are unfavourable are 43% and 65%. So lets caclulate the increase for an AA heal like HW that heals maybe for 50k with 40% and 50% mastery respecively.

Bonus Heal = (1-(HP%/100)*Mastery contribution

1) 40% mastery at 43% HP target => 22.8% => 61.4k

2) 50% mastery at 43% HP target => 28.5% => 64.5k

Can't see how really much it matters if I have 40%, 45% or 50% mastery. I  do agree that mastery is needed regarding how our heals work, but this 50% mastery number. I honestly think that some online-site put it in the beginning of MoP where it was hard to reach it to give players something to aim at, people just stuck with it. I can't see there's any more value to it than 40% mastery.

But I guess, we're not gonna find a common ground for this one. So I'm gonna leave it. Although I've enjoyed throwing this back and forth in a civilized manner.smile.png

 

Edited by Krakir

Share this post


Link to post
Share on other sites

She mentions HP levels. That was my point. That at these HP levels mastery gets stronger than crit, and I agree with that. But I can't see the connection that because of these findings that the 50% mastery mark is something we should keep in mind. She even says, and I quote:

 

And what I'm trying to say is that the "least loss" point is just an estimate based on current gear. That's all it is. I agree that the posts I linked are more like background than anything, I suppose that was a bit of a wild goose chase (sorry!).

 

Ultimately, if you're at the point where you're trying to assess whether 50% or 45% Mastery is better then the guideline doesn't work. Honestly, though, I have trouble even getting down to 50% these days.

 

 

My experience (and hence point against mastery) is that with all the cooldowns, damage mitigations, hots and shields not to mention burst healing "the raid isn't dropping consistently beloww those Mastery vs Crit thresholds". Making mastery a weaker stat. I like the idea of mastery but I never see it actually work in practice. 50% or otherwise.

 

Well I do have two points for this, and neither are specifically criticisms of you.

  1. The more one pre-casts for raid spikes, the better Mastery gets. I think that one of the essential skills for Resto for a long time has been precasting before damage spikes. That is where Mastery is really important, and where Crit loses out.
  2. Honestly, if you're finding that the raid isn't dipping below those Mastery points then it's not worth using Mastery at all. I think that's an important point because you will only care about a Mastery "least loss" point when your raid dips. The important thing is that composition comes into this so your comp is probably absorbing a lot more than mine does.

 

But I guess, we're not gonna find a common ground for this one. So I'm gonna leave it. Although I've enjoyed throwing this back and forth in a civilized manner.smile.png

 

 

Perhaps not, but you have given a good opinion on it and I hope we've given everyone a good chance to see where some of the uncertainty is. I admit it's an open debate right now. Perhaps I will end up adding "depending on your healing team" to every post where I suggest 50% Mastery. Well debated! :)

Share this post


Link to post
Share on other sites

What theorycrafting tends to miss - and this thread is a great example of it - is that mastery is clutch.

 

By that I mean to say, that mastery consequently contributes when you need it, i.e. at lower health levels.
From a hps perspective this is not amazing (as Vixsin proves convincingly), but from a practical perspective it is the best thing since sliced bread.

 

It's a question of timing, and timing is the essential healer skill - and also the reason haste has long been so popular among healers, even though it's usually mana-negative. Timing means that you land a heal when it is needed. And mastery, for resto shamans, means that if you time it well you can prevent a wipe with a single cast.

Traditionally crit has performed in exactly the opposite way. Rng double healing might increase your overall hps, but it's unreliable and basically a gamble. Now a days this has been somewhat mitigated by resurgence and similar effects, which proc from critical heals.

 

Still the fact remains that crit leaves you either reacting or gambling. If the target is low on hp you'll never know whether the heal you're casting will be enough to cover the damage done, or - if you cast your bigger heal and it crits - you'll be pumping numbers into overhealing, just to be on the safe side.

I'm not saying crit is always bad, in fact - just like mastery - it can really save your butt (red. tank) when you get a critical heal out on a low hp target, but crit is unreliable and impossible to time. I think this is a major drawback which theorycraft does nothing to point out. As a healer you want clutch. And clutch is getting that life saving heal out just when you need it. Crit does nothing to help you with that, haste and mastery does.

(Which is why haste > mastery > crit seems like a nice priority in general - though the crit procs remain awfully strong for resto shamans, and haste and mastery tends to hit a roof since we get so much of it so easily...)

Share this post


Link to post
Share on other sites

And what I'm trying to say is that the "least loss" point is just an estimate based on current gear. That's all it is

 

Well I do have two points for this, and neither are specifically criticisms of you.

  1. The more one pre-casts for raid spikes, the better Mastery gets. I think that one of the essential skills for Resto for a long time has been precasting before damage spikes. That is where Mastery is really important, and where Crit loses out.
  2. Honestly, if you're finding that the raid isn't dipping below those Mastery points then it's not worth using Mastery at all. I think that's an important point because you will only care about a Mastery "least loss" point when your raid dips. The important thing is that composition comes into this so your comp is probably absorbing a lot more than mine does.

 

 

Perhaps not, but you have given a good opinion on it and I hope we've given everyone a good chance to see where some of the uncertainty is. I admit it's an open debate right now. Perhaps I will end up adding "depending on your healing team" to every post where I suggest 50% Mastery. Well debated! smile.png

Yeah totally agree on these posts. I'm all for keeping a healthy balance of mastery. I like the stat, I do. I just get a bit defensive when I see numbers that I can't see pure calculation on (sorry engineer here). 

I think we're on the same page (at least 99%).

Share this post


Link to post
Share on other sites

(Which is why haste > mastery > crit seems like a nice priority in general - though the crit procs remain awfully strong for resto shamans, and haste and mastery tends to hit a roof since we get so much of it so easily...)

Armory top progressing resto shamans would show you:

1. Comfortable spirit level

2. Haste to breakpoints.

3. Crit

4. Mastery at healthy levels (which comes pretty easily at current gear levels)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • 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. If you have more shaman tank questions, drop by the Twitch stream to chat.
      Table of Contents
      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
      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. 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.
      ____________________________________________________________________________________________________________________
      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 issues, 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 plan to raid tank, get Enchanting for Smoking Heart of the Mountain and feel free to drop Enchanting afterwards. 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. Contrary to popular belief, Dragonbreath Chili does stack with another food buff.
      ____________________________________________________________________________________________________________________
      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 output additional 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)
      - 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 and similar reflective effects are last. Typically, these type of buffs are great against multiple mobs and remain relevant in single target scenarios. You can only have one reflective buff on you at a time. The second highest dealing damage reflective effect is: Fire Shield from a warlock's imp. ____________________________________________________________________________________________________________________
      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:
      Classes:
      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: Equip a spell damage gear set (ex: Gear Set +  Brilliant Wizard Oil), cast Rank7 Lightning Shield. Equip normal tanking gear, except the weapon & drink mana. Place Stoneclaw Totem & back up 25-30yrds. (It will later halt the boss for 0.5 seconds or the boss attack's it) Equip 3 pieces of Stormcaller's Garb Place Mana Spring Totem. Activate Oil of immolation. Cast Rank1 Lightning Bolt on Unconscious Dig Rat to proc the previous nature effect or try to get Flurry & Elemental Devastation instead, your choice. (a mage can polymorph the rat, until it triggers.) Pulling: Lightning Bolt, while it travels, equip a healing weapon (ex: Jin'do's Hexxer) As the bolt hits, cast R6 Lesser Healing Wave on a warlock who recently Life Tap. Equip a spell damage weapon (preferably staff). Cast R4 Chain Lightning. 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.
    • By positiv2
      This thread is for comments about our Aggro Shaman deck.
    • By positiv2
      This thread is for comments about our Dalaran Heist Shaman Guide.
    • By positiv2
      This thread is for comments about the Dog's Mecha'thun Shaman deck.
    • By positiv2
      This thread is for comments about our Control Shaman deck.
×
×
  • Create New...