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It is my vision on build Yrel for quick matches and non-high (diamond/ml/gml) league.
Wanna show it, because I disagree with guide, what is presented here. Guide https://www.icy-veins.com/heroes/yrel-build-guide maybe good, but it designed not for casual players.
Following this guide, you'll pretty good brusher-tank (Yrel have 2679 HP right now on level 1, only 8 characters in game have more HP), with super-mobility and good damage after 16 lvl. Our specialisation - defend objectives on map. Noone in this game now can't do it better, then Yrel.
My prefer talent build is: 2, 2, 3, 2, 1, 3, 4.
Another form: Dauntless, Gift of the Naaru, Divine Steed, Sacred Ground, Aldor Peacekeeper, Holy Wrath, Seraphim.
Also, if you have a good tank, and all what you team need is damage, or if we on bad map to us (see below) : 1, 3, 2, 1, 2, 3, 1/4.
Another form: Light of Karabor, Hand of Freedom, Holy Avenger, Ardent Defender, Repentance, Holy Wrath, Word of Glory/Seraphim.
Our playstyle: do a simple brusher work, before get level 4, or start ivent on map. After level 4, try be near our teammates, for get maximum profit from Gift of the Naaru, but without fanatism 😄. After level 7, you can soak exp from 2 lines with Divine Steed, try get more exp to team (again, without fanatism, on largest maps like warhead juction it will be dumb). When your team get ultimates, start playing more aggresively.
Mid game: defend targets, defend teams, kill everything what moving (and what doesn't moving - move it and kill! 😄) with help some assassin in your team. Help to push and get camps. After level 16, when you pick Holy Wrath, you may get camp solo, and it will be fast (before 16 lvl, you also can do it, but it will too long - waste of time and mana).
Late game: PUSH PUSH PUSH PUSH PUSH PUSH! You have all things to win. Just win teamfight (be prepared), get camps and go to core. Not in our plans play in deep late (but we can!), then just finish game.
More about talents:
In first tier (1 lvl), Dauntless give 50% kinetic armor for 2.5 sec - is too many to be skiped, any autoattack assassin will be hate you, but if opponents haven't autoattack assassin, pick Light of Karabor for synergy with 13'th level talent (Aldor Peacekeeper) and still have good sustain. Maraad's Insight deal smallest profit in late game, and most games will be long, because we're in game 😎.
Second tier (4 lvl), Gift of the Naaru give to you free (!) healing to teammate on 7 sec cooldown (!!!), what can help to survive low-hp teammate, and he can escape, but if you trust in your healer, you can pick Hand of Freedom. Aegis of Light just doesn't work - we initiate fights, or follow opponent, or run away. No useful case to team.
Third tier (7 lvl) - all talents can be used, but I prefer Divine Steed, because it is + mobility (fast soak exp on 2 lines, complete it and go to objective on map, for example), +1 option to escape, +1 option to following low-hp opponent to kill him (especially after 16lvl). If you not like it, or wanna deal more damage, you can pick Holy Avenger for combo like a D+E+Full-E. Righteous Momentum, truthly, can be picked only in full-party, when your team need more ground control. I don't see any other cases for it, but talent still can be picked.
Ultimate (10 lvl) - always Sacred Ground, exeptly maps, where you absolutely doesn't need defend objective, or if you already have good tank with zoning option. 45 sec cd is so small, what sometimes it can be ready when your Sacred Ground still active. 😄
Ardent Defender we can pick, when we have a good tank, who know what he need to do. Usually, you get it before level 10. It's best save ability in game, also 120 sec cd is not so long, but we do less profit to team then what we can do with Sacred Ground.
Fifth tier (13 lvl) - all talents are teoritly playable, but I prefer Aldor Peacekeeper, because it's good combo: instant Divine Purpose + Vindication, you got heal and kinetic shield, heal teammate, and you can tank 'cuz -25% damage for all sources near you, and under Sacred Ground you will be unbreakable, especially if you chosen Light of Karabor in tier 1. Repentance you can pick when Holy Avenger already picked in third tier - more control is more control. 😄 Also wanna clarify, what Velen's Chosen minorly upgrade damage, and have less profit then Aldor Peacekeeper and Repentance.
Sixth tier (16 lvl) - always Holy Wrath, because it greatly increase our damage. From this moment, you will be a great threat to opponents, and they'll try to kill you, switching damage in you first, but they can't kill you 😄 (R+D+Q). Templar's Verdict, theoretically, can be use in well-played team to increase team damage and target kills, but for ultimate benefit of this talent, I repeat, we need at least 2 teammate with good fast switch in priority target for fast kill.
Seventh tier (20 lvl) - depends of talent in fourth tier (Ultimate). If Ardent Defender picked - upgrade it (Word of Glory), exept if you have good aoe healer (like a morales/alextraza/brightwing/etc.). If Sacred Ground - pick Seraphim. Active ability, every 10 seconds (!) deal 2 sec unstoppable - it's always full charged basic ability, what cannot be interrupted for blinding/stun/sleep/etc., also it's another option to escape.
Upgrading Sacred Ground with Hallowed Ground - useless, because if you used it - stay here to death, but give time to escape to your teammates, in other cases you win teamfight ever, becuase on level 20 and higher, most teamfights end with death 3-5 ppl in team.
Bubble Hearth - garbadge, if you wanna win. Ultimate escape, but if you find yourself in a situation, where you want to press this ability, your team will lose teamfight, and then - that game.
Leaving your team in the minority is not the way of true light protectors!
Our stronger maps: Braxis Holdout, Cursed Hollow, Infernal Shrines, Sky Temple, Warhead Junction, Volskaya Foundry.
Our weaker maps: Tomb of the Spider Queen, Battlefield of Eternity, Blackheart's Bay (?).
Our nightmare: Johanna, Garrosh, Malthael, Rexxar.
Avoid downtime Divine Purpose! If you're not in fight, heal yourself instantly with Divine Purpose + Vindication, it cost no mana, and also you help to your healer (especially with Gift of the Naaru). If you pick Holy Avenger, start full-prepared Avenging Wrath without Divine Purpose, for combining it after first use. You start fight, and keep your damage strong full time in duel. It is good idea to use full-prepared Avenging Wrath in backline opponent team to help your assassins kill prefer target with Divine Purpose + Righteous Hammer, or separate and destract them healer. When you use Avenging Wrath just deal damage, don't wait full charge - it spell have a fixed damage, and charging in this situation is waste of time and damage from autoattack. Will be glad to any responce!
Thanks for reading!
See you in Nexus!
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. ____________________________________________________________________________________________________________________
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.
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.
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. ____________________________________________________________________________________________________________________
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:
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. ____________________________________________________________________________________________________________________
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.
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. ____________________________________________________________________________________________________________________
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. ____________________________________________________________________________________________________________________
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. ____________________________________________________________________________________________________________________
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.
I've been a Healer main since I started playing this game, and Auriel is one of my favorites. Even though we have Deckard, Ana and other powerful Heroes for Support, I still consider Auriel one of the best Healers in the game given her very strong lane presence, as she doesn't use mana as resource, therefore being able to stay in battle as long she has someone to provide energy through her trait, Bestow Hope. And the fact she can endlessly increase her own energy with Reservoir of Hope, she can potentially be the strongest healer in the game in terms of raw healing output.
Ever since her launch, I have been testing Auriel's energy generation with a huge batch of heroes. In general, Ranged Assassins are absolutely bonkers for that. So I decided to compile a list with the Top "Hope Bearers" in the game to give her that sweet sweet energy.
This guide will be updated constantly as new Heroes are launched and/or existing Heroes are reworked in a way that affects their DPS.
This is the build I currently use, by the way.
Cho'gall: they were mentioned in the guide already, but still... They provide huge lane presence, combined with 8 skills in total makes them a fantastic pair with Auriel to generate energy in double. While they lack the burst of other heroes, they will be constantly pressuring damage due their low cooldowns and combined abilities, which will translate in energy really fast. Cho'gall + Auriel is often a powerful combo even in ranked, although rarely picked. Lunara: a good Lunara will know how to spread her poison among various targets, giving Auriel a healthy sustain in energy, becoming much stronger at later levels. Raynor: even after his nerfs, he still is one of the best Heroes in the game for sustained damage and situational burst, which translates into energy for Auriel really fast. Fenix: high sustained damage and exceptional poke makes Fenix a really good hope bearer, specially since his high self sustain through his shields allows Auriel to focus her heals on other allies. Valla: a combination of high burst damage and sustained damage, which makes her a fantastic source of energy, regardless of her build. Cassia: much like Valla, she has a bit of everything: burst and sustained damage. If she hits at least two blinded enemies with Fend your energy will skyrocket. Hanzo: long range poke that makes him pretty reliable for getting energy from afar. In specific maps his Scatter Arrow is insane for energy generation. Kael'thas: high AoE burst. Living Bomb is specially powerful since it can easily spread to other targets in chains. Phoenix is specially useful to generate energy as well when defending objectives. Sylvanas: given the right circumstances she can surpass Lunara in energy generation, if she follows the Shadow Dagger build and gets enough stacks. Gul'dan: combines the best of both worlds: spike damage and damage over time. The low cooldown on Fel Flame makes him a giving constant damage in the form of energy. The damage over time from Corruption is decent to generate hope, but only if it hits multiple targets. Chromie: huge damage spikes with her skillshots. A Chromie with good aim for Sand Blast will fill the gauge really fast. Dragon's Breath is absolutely fantastic as well and will often max the gauge in one go if used on a crowd of Heroes + minions/structures. Sgt. Hammer: while in Siege Mode she can generate huge amounts of energy if positioned correctly. Auriel can also stay near to peel for Hammer with Detainment Strike if needed. Alarak: can potentially become the one of the strongest candidates for Bestow Hope if he manages to get over 150 stacks of Sadism. Other than that, he is pretty solid with a point-and-click poke in the form of Lightning Surge (specially if related talents are picked) and high burst with Discord Strike. Mephisto: very high AoE sustained damage. Lightning Nova can fill the energy really fast if it hits at least two heroes. Consume Souls is fantastic because it provides a global source of energy. Kel'Thuzad: potential for overflowing energy thanks to his eye-watering combos. However, this reliance makes hard to keep her trait on him all the time since he is very cooldown reliant. Orphea: in a similar fashion to Kel'Thuzad, she relies a bit too much into landing her combos to provide consistent energy, but it is still very reliable and above average. Zagara: can provide fantastic pressure with her basic attacks and abilities, with a lot of sustained damage that will rapidly fill energy for Auriel. Since she will most of the time have a Roachling or Hunter out, this translates into more damage. Zarya: her synergy with Auriel is fantastic since neither use Mana as resource, meaning less needs to visit the Healing Well. Zarya's piercing splash damage from her basic attacks also results in constant amounts of small energy that holds really well. Jaina: her potential rivals Kael'thas, with a very strong burst potential. However, this is gated by her very high cooldowns and over-reliance on the rest of the team to setup ideal situations for her damage to flow. However, if you notice your Jaina pops Icy Veins and either of her Heroic Abilities during a teamfight, swap your Bestow Hope for her. Ragnaros: very high burst damage, although he needs to be in range to do so. However, he can be affected by Auriel's trait even while under his Molten Core. Nazeebo: I absolutely love pairing with Nazeebo for the simple fact he can make Zombie Walls every 14 secs, which is great to stun opponents with Detainment Strike. However, both his meta builds can grant a lot of energy. Malthael: provides a very large sustained damage through his trait. Not as good as Lunara's, though. Zul'jin: potentially the best energy generator for Auriel in the entire game due his Twin Cleaves and high damage from basic attacks. However, he is ranked so low because he can only be this fantastic hope bearer once he completes his "You Want Axe?" quest, which is usually late in the game. Qhira: combines damage-over-time with burst, in a similar vein to Gul'dan, being capable of giving consistent damage. The only thing that gates her from being higher is her reliance on Basic Attacks, meaning she won't always give consistent energy; but will do so in long teamfights. Azmodan: massive burst damage once he completes his quest. Ranked so low for similar reasons to Zul'jin. He is also very cooldown dependent (more than Kel'Thuzad), meaning he is unable to contribute with energy at regular basis. However, should you notice he is about to use his globe, put the trait on him. Tassadar: great waveclear and his access to Force Wall can create the walls that Auriel needs to stun her enemies. The Butcher: once he completes the Fresh Meat quest, he deals insane amounts of damage fills up the energy in couple of seconds. However, since a good Butcher will not engage recklessly, he will only generate energy reliably during Team Battles and skirmishes.
As a Ana enthusiast (she pratically became my main over Auriel, specially after the rework), I absolutely love trying out combos with Nano Boost. In a similar fashion to my Auriel's Best Hope Bearers topic, this list aims to rank my personal experiences with Nano Boost (as well Nano Infusion) and the best Heroes to use it with.
Heroes that already have some sort of cooldown-reduction talent will often work wonders with Nano Boost, as their effects stack.
This guide will be updated constantly as new Heroes are launched and/or existing Heroes are reworked in a way that affects their DPS.
Cho'gall: unsurprisingly, Cho'gall is arguably the best candidate for Nano Boost as it affects both Cho AND Gall, meaning they can use their already low cooldown abilities much faster, and with greater impact. Under the effects of Nano Infusion, Cho'gall is pratically unkillable, specially if Gall has picked Shadow Bolt Volley with the Shadowfury upgrade, resulting in a massive self-sustain. Malthael: given Soul Rip's very low cooldown, Malthael can madly spam it while under the effects of Nano Boost, melting everything. He can become pratically unkillable by using Tormented Souls (with Reaper of Souls) combined with Nano Infusion, with an uptime almost matching Nano Boost itself (even more if he manages to kill Heroes while under it, thus resetting the duration). Alarak: low cooldowns and obscene damage output with high stacks of Sadism makes Alarak a fantastic candidate for Nano Boost, allowing him to deal eye-watering damage. Jaina: can annihilate the entire enemy team with Nano Boost in mere seconds, specially when combined with Icy Veins and Ring of Frost. Chromie: with Nano Boost, Chromie can destroy even high health tanks with her combo combining Temporal Loop and Blessing of the Bronze, allowing her the to achieve the highest cooldown-reduction rate in the entire game. Kael'thas: in a similar fashion to Jaina, he can deal nasty damage with Nano Boost, particularly with Living Bomb. Pyroblast can one-shot low health Heroes while Nano Boosted. Kel'Thuzad: can one-shot most enemies with his combo when Nano Boosted. If the conditions are right, he can use his combo up to two times before Nano Boost ends. Sonya: has a lot of potential under Wrath of the Berserker, which, combined with Nano Boost AND Nano Infusion, can make her more destructive than Malthael. However, Sonya requires to be really close to deal damage consistently, and unfortunately she can be kited easily, which is why she ranked lower than Malthael. Sylvanas: after her rework, Sylvanas became a deadly mid-range Assassin that can deal surprisingly high burst damage with the proper build, making her a fantastic candidate for Nano Boost. Genji: even after the nerfs to this combo a long time ago, it still is a very powerful one, assuming Genji has enough crowd-control by his side to make the fullest of Dragonblade. Greymane: can deal massive damage regardless of his build. Nano Infusion also provides Greymane with very needed self-sustain, which is his greatest weakness. Gul'dan: can spam Fel Flame like crazy under the effects of Nano Boost. If the circumstances are right, he can use Corruption up to three times or more before Nano Boost ends; assuming Bound by Shadow is taken and he hits as many enemies as possible with Fel Flame. Valla: being a hybrid of basic attacker and spell damage dealer, she can deal surprisingly high damage under the effects of Nano Boost regardless of her build, although her Hungering Arrow can be relatively easy to avoid. Cassia: can make a mess with Nano Boost regardless of her build, although she is particularly more effective with the Lightning Fury build with Ball Lightning. Zeratul: absurdly high burst that becomes even more insane under the effects of Nano Boost. Not ranked as high as other Assassins because he requires a LOT of skill to make the fully use of Nano Boost. Li-Ming: innate cooldown resets upon takedowns combined with already low cooldowns makes Li-Ming a beast under the effects of Nano Boost. If the circumstances are right, she can spam her abilities like crazy. However, her skillshots are relatively easy to avoid. Mephisto: innate cooldown reduction on his abilities due to his trait, Lord Of Hatred, makes him a fantastic candidate to Nano Boost. However, much like Li-Ming, he is ranked lower than the other "mages" because he can not guarantee to get many resets in succession. On the other hand, Consume Souls (with Consumed by Hatred) can potentially wipe the entire enemy team. Orphea: quick resets on Shadow Waltz combined with strong sustained damage makes her a good candidate for Nano Boost, however she falls in a similar category as Li-Ming, since her skillshots are relatively easy to avoid; plus she is a mid-range "mage", which makes approaches harder. Qhira: can deal a huge burst damage with Blood Rage and either Heroic Ability, making her a viable candidate for Nano Boost. Azmodan: when fully stacked, Azmodan can decimate the entire enemy team with a Black Pool-infused Globe of Annihilation while under the effects of Nano Boost. He is not ranked so high, however, because his cooldowns are very long, resulting on him not making full potential of the 8 second duration of Nano Boost, even with 150% recharge rate. Kerrigan: in a similar fashion to Greymane, can deal massive damage in seconds, and Nano Infusion makes her even more durable. However, she is ranked lower than him because her combo requires proper setup to work. Thrall: he falls in a similar category as Sonya, as he can deal a lot of damage but can be relatively easy to kite, making his usefulness under Nano Boost not the best one, but still very powerful, specially with the Chain Lightning build. Junkrat: with the Frag Launcher build, Junkrat can deal A LOT of damage when Nano Boosted. He is ranked low, however, because his grenades are easy to avoid. On the other hand, RIP-Tire can really make a mess. Ragnaros: much like Kerrigan and Sonya, he must be really close to deal proper damage, but can deal a lot if given the chance, making him a potential candidate for Nano Boost. He cannot be Nano Boosted while on Molten Core, and will not retain its effects if he gets Nano Boost and then activates Molten Core. Zul'jin: with the Twin Cleave + Guillotine build, he can deal a LOT of damage in quickly succession. However, given the high cooldowns of both abilities, as well the condition of requiring lower health to deal maximum damage with Guillotine, he doesn't work as good under Nano Boost compared to other characters. Maiev: while she has a lot of potential under the effects of Nano Boost because of her Fan of Knives resets, she needs to hit at least two Heroes with it, making the combo more situational. Fenix: while being mostly a basic attacker, he can deal surprisingly high damage with Plasma Cutter, and both his Heroic abilities become even more dangerous with Nano Boost. Murky: can become ridiculously hard to kill with the Slime build + Living the Dream + Fish Tank. Combine that with Nano Infusion, and the murloc can go on a rampage! Not ranked so high because of his low health.
<Exo> is an old guild from Dragonblight which transferred to Stormrage in search of mythic raiders. We are a guild full of experienced raiders always looking to expand our roster.
We are not a world first guild nor do we aim to be. Our primary goal is to get loot and have a good time, however this still means on progression nights we do expect you to show up, put on your serious face, and kill some *filtered*.
Our raids are on 3 nights a week; Monday, Tuesday, and Wednesday from 9pm-12 Server Time (EST). The Monday raids are optional farm/alt nights (Normal/Heroic) with Tuesday/Wednesday being mandatory progression nights.
Currently we are accepting applications for any role, off specs are always a welcome addition but not required. Performance and skill will be looked at above gear, experience, or class.
We do not have a minimum item level required to join our raid team, however we will require you to catch up in our Monday farm-runs up until you are at a mythic level.
If you have any questions or are interested in joining or trialing with us please add Pasha#1800, Java#1849 or Bushido#1988 on bnet to talk with an officer.