Jump to content
Sign in to follow this  

[WoD] Enhancement Shaman Changes

Recommended Posts

The Giant Enhancement Shaman Changes Thread


This thread is the official Shaman section thread devoted to tracking known changes in Enhancement Shaman mechanics, spells, and talents. This is basically a direct derivative of Stoove’s Resto thread and my own Elemental thread.


You can find the Elemental version of this thread here:

[WoD] Elemental Shaman Changes


And you can find the Restoration version of this thread here:

[WoD] Restoration Shaman Changes


Contributions to the guide are welcome, just comment below!


The changes are laid out as follows;


  1. New Level 100 Talents

  2. Other Talent Changes

  3. General Changes

  4. Levelling Perks (91-99)
  5. Enh Specific Changes

  6. Other Resources

  7. Frequently Asked Questions


New Level 100 Talents


These are the talents we’ve seen so far, and their current Alpha state with analysis.


1. Elemental Fusion


Elemental Fusion




Your Lava Burst and Lava Lash increase the damage of your next Shock by 50%, stacking up to 2 times.


Known Features

  • The application of this talent will be quite passive, as one of your main rotational abilities will trigger it's effect.

  • The buff will allow you to 'snapshot' Flame Shock, and will stack with Unleash Flame multiplicatively.

  • The talent will to scale very strongly with stats, and offer the most consistent pacing on damage.

  • Will scale directly with the new Echo of the Elements, making Echo a significantly more viable choice for Enh.



  • Hybrys has done some simple theorycrafting re: Elemental Fusion.  You can find it here.
  • If you see any other relevant information, post it below and we may include it here!


External Links:

  • We don’t have any yet!  If you see any relevant information, post it below and we may include it here.


2. Storm Elemental Totem


Storm Elemental Totem


5 min cooldown


Summons an Air totem which calls forth a Greater Storm Elemental, which hurls gusts of wind at the caster's enemies. Each gust does damage to the enemy, and then heals allies within 15yds for 100% of the damage dealt, split evenly.


Known Features:

  • The elemental does interact with Primal Elementalist to give you a Primal Storm Elemental with a long cooldown single target knock-down called Gale Force, and a short range AoE movement speed buff called Eye of the Storm

  • There’s also a cast/buff that the elemental can do called Call Lightning.  It’s a 3 second cast, with a 100% damage/healing buff attached.  This might be used by both the normal and Primal elemental version.

  • Acts as another Ancestral Guidance-type cooldown, which would also scale with cleavable targets.



  • Hybrys has done some simple theorycrafting re: Storm Elemental Totem.  You can find it here.
  • If you see any other relevant information, post it below and we may include it here!


External Links:



3. Liquid Magma


Liquid Magma


Instant - 45 sec cooldown


Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at random enemies within 40 yards every 0.5 sec for 10 sec. Each glob of lava deals 1 (+ 50% of Spell power) Fire damage to all enemies within 4 yards.


Known Features

  • Used on cooldown, should be competitive to Shocking Lava in single target damage contribution, and far superior on 2+ targets.

  • Must have a Fire Totem down to activate; If the Fire Totem expires, so does the Liquid Magma buff.  Might not synergize well with Glyph of Fire Elemental Totem for that reason.

  • It behaves the same as Searing Totem; it won’t scale with haste/mastery, but does scale well with spell power/crit.



  • Hybrys has done some simple theorycrafting re: Liquid Magma.  You can find it here.
  • If you see any other relevant information, post it below and we may include it here!


External links:

  • We don’t have any yet!  If you see any relevant information, post it below and we may include it here.


Other Talent Changes


Echo of the Elements


Echo of the Elements




Your spells and abilities have a chance to trigger Echo of the Elements.

Echo of the Elements causes your next short cooldown spell or ability

Lava Lash, StormstrikeFrost Shock, or Fire Nova

to not incur its cooldown.


Known Features

  • Does not reset the cooldown, just allows the abilities next cooldown to not start.
  • If you're using Elemental Fusion, most instances of this buff should be used with Lava Lash.
  • If you're not using Elemental Fusion, it will be better to use whichever comes up first, to make sure you don't waste the buff.



  • We don't know of anyone who has theorycrafted this talent yet.


External links:

  • We don’t have any yet!  If you see any relevant information, post it below and we may include it here.


Ancestral Guidance


Ancestral Guidance


120 second cooldown


When you deal direct damage or healing for the next 10 sec, 20% of the damage or healing is copied as healing to up to 3 nearby injured party or raid members.


Known Features

  • Reduction of healing from 40% damage and 60% healing to 20% damage and 20% healing.
  • Related to the raid cooldown stacking changes; will still be the most effective talent of that row for Enh unless Healing Rain or Healing Stream Totem are dramatically changed.



  • We don't know of anyone who has theorycrafted this talent yet.


External links:

  • We don’t have any yet!  If you see any relevant information, post it below and we may include it here.



  • Initial Post - April 26, 2014
  • Changed the names of the new l100 talents, based on the latest Alpha build - June 13, 2014
Edited by Hybrys

Share this post

Link to post
Share on other sites

General Changes
Several huge changes were announced for Shamans in the 6.0 Alpha Patch Notes update. The most significant changes are general system changes that are being introduced with WoD.
Stat Squish
The way items scale with item level is dramatically changing in WoD, with damage and healing seeing dramatic changes in number size, but we should see similar scaling factors.  This applies universally, and creatures' power will change accordingly.
Healthpool Increases
At the same time, health pools are doubling, after the stat squish. This is intended to be able to remove PvP Player Resilience and make PvP overall less bursty, but it will have consequences for PvE as well.
Because of these changes, the amount of health per Stamina has approximately doubled, and the curve on this calculation has been smoothed out as well, so the exact amount varies slightly by level.  
Maximum mana has also been approximately doubled to keep pace with the expected health from new Stamina calculations, all consumables have had their healing and mana regeneration values approximately doubled, and all creatures have had their melee damage, spells and abilities doubled as well.
Less Intelligent Smart Healing
Smart heals will now randomly pick any injured target within range, instead of always picking the most injured target.  This won't affect Enhancement Shamans as much as Resto, the current kings of smart healing, but does significantly tone down the effectiveness of our Ancestral Guidance and, to a lesser extent, Healing Stream Totem.
Primary Stat and Damage Scaling Changes
Most spells will no longer have a base damage/healing, and your abilities will be entirely determined by your spell power, attack power, or weapon damage.  Agility and Intellect will also no longer increase your Critical Strike chance.

  • The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.
  • To compensate for the Agility change, melee specalizations now recieve a passive called Critical Strikes that increases their chance to hit critically by 10%.

  • Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.
  • Weapon Damage values on all weapons have been reduced by 20%.
  • Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).
  • Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.

New Secondary Stats & Balancing
Warlords of Draenor also introduces two new secondary stats available on gear.  These are:

  • Multistrike - A chance to launch two additional attacks after any attack lands, for 33% of the original attacks damage.
  • Versatility - 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It’s a straightforward, obvious upgrade to your primary role’s performance, but also gives significant boosts to secondary role performance and survivability.  Blizz is saying that it will not be anyones highest throughput stat.
  • Readiness - A reduction of specific abilities' cooldowns.  For Enhancement, this affects Feral Spirit, Shamanistic Rage, Earth Elemental Totem, Fire Elemental Totem, Spiritwalker's Grace, and Ascendance. Readiness has unfortunately been put aside for now.


The Removal of Reforging & No More Misses
Blizzard has decided that reforging takes some of the fun out of getting a new item, or the best item for a certain slot.  The removal of that level of gear customization has some big consequences, but we've been assured that each stat will be relatively close in value.
That also means they're removing our mechanic for getting to and manipulating our Hit cap.  Well, lucky for us, we're all grown up now, and have no chance to miss with our spells or special attacks!  This means that we have NO mandatory stat caps, and can be much more flexible in our pre-BiS gearing gearing.


Dual Wielding still imposes a 17% chance to miss.  A 3% chance to be parried from the front will still apply to melee DPS specializations, but not to tanks.

DoT Snapshotting
DoTs will no longer 'snapshot' your current Crit/Haste/Mastery, and will instead dynamically update based on any procs you get while a DoT is ticking.  There will also no longer be any hard Haste breakpoints that offer extra ticks.


Recasting DoTs/HoTs that are already on the target now extends those effects to up to 130% of the normal duration of the effect.  Because of that, you can recast Flame Shock with no time loss at 9 seconds or less.


Flame Shock will still snapshot with Elemental Fusion or Unleash Flame, and managing that will still be a large part of our gameplay.
Discuss what you think about these changes in the comments below, and the best points will be added to the list here!
External Links:


Leveling Perks
Levelling perks are modifications which you will gain as you level between 91 and 99, in lieu of new spells. They add functionality to some of your spells. We're going to split them into three categories - Direct Damage Gain, Indirect Damage Gain, and Utility/QoL perks.
Direct Damage Gain

Indirect Damage Gain

  • Improved Flame Shock - Your Flame Shock ticks have a 15% chance to reset the cooldown of Lava Lash.
  • Improved Lava Lash - Increases the number of targets Flame Shock spreads to by 2.
  • Improved Maelstrom Weapon - Maelstrom Weapon now also causes your spells to deal 20% additional damage per stack of Maelstrom Weapon.

Utility or Quality of Life Changes

Discuss what you think about these changes in the comments below, and the best points will be added to the list here!

  • Hybrys has done some simple theorycrafting re: the new leveling perks.  You can find it here.
  • If you see any other relevant information, post it below and we may include it here!

External Links:

  • We don’t have any yet!  If you see any relevant information, post it below and we may include it here.


  • Initial Post - April 26, 2014
  • Several changes, including the addition of Versatility and finalization of our TBD perk - June 13, 2014
Edited by Hybrys

Share this post

Link to post
Share on other sites

Enh Specific Changes and Additions


In addition to the general changes and talent additions, there have been some significant changes to Enhancement Shamans in the latest 6.0 Alpha Patch Notes.



Spells Removed


Blizzard has been attempting to remove button bloat, and further simplify our lives by removing archaic and under-used spells.  Enhancement Shamans see a lot of their passives disappear, and their damage contributions getting rolled into their main abilities.




Other Changes and Glyphs


These are the list of other changes included in the 6.0 patch notes, filtered for those that affect Elemental only.  We're going to split them into three categories - Direct Damage, Indirect Damage, and Utility/QoL perks.


Direct Damage

  • Earth Elementals deal 90% less Auto Attack damage.

  • Primal Earth Elemental's Pulverize ability no longer deals damage.

  • Ascendance for the Enhancement specialization now changes the Shaman's auto attacks and Stormstrike to deal Wind-based physical damage that bypasses armor.
  • Feral Spirits’ damage has been increased by 100%.
  • Searing Totem’s damage increased by 65%, to 1 + 12.87% spell power.

  • Unleash Flame no longer deals direct damage, but now increases the damage of the Shaman's next Fire spell by 40% (up from 30%)..

  • Lightning Bolt now scales with 72% of Spell Power (up from 54%)
  • Elemental Blast now scales with 205% of Spell Power, up from 4,726 + 156.2% of Spell Power.
  • Frost Shock’s damage has been reduced by 50%.
  • Unleash Wind no longer deals direct damage, but now increases attack speed by 60% (up from 50%).
  • Using Unleashed Fury with Windfury Weapon imbue active now increases Multistrike chance by 10%.


Indirect Damage


Utility and Quality of Life





Discuss what you think about these changes in the comments below, and the best points will be added to the list here!



  • Ashunera at Wind Lashed covered the LB moving change.  You can check it out here.

  • If you see any other relevant information, post it below and we may include it here.


External Links:

  • We don’t have any yet!  If you see any relevant information, post it below and we may include it here.

Other Useful Resources


Here is a list of other resources which have covered changes in various things so far;


Blizzard Entertainment

MMO Champion


Sentry Totem


It's Dangerous to Go Alone



  • Initial Post - April 26, 2014




I want my blogpost / theorycraft / newscoverage mentioned here! More than happy to add your link! Get in contact with Hybrys via PM, or with Stoove via Twitter or PM. The comments are not the place to ask for it, and comments to this effect will be deleted.


Why have you not covered X? Likely because I have missed it. Get in contact with Hybrys via PM, or Stoove via Twitter or PM, or comment below!


Why have you not included my point about Y in the summary? The Discussion sections are editorialised or approved by Stoove. It's either because he disagrees strongly, because there isn't room, or because he doesn't think it's important enough. If you disagree, contact him personally - comments below to this effect will be deleted.


Why is this a near direct copy from Stoove’s thread?  With his permission, I’ve copied the layout with some of the content, and I will curate this thread.  However, Stoove is the moderator of this forum and topic, and his word is law.

Edited by Hybrys

Share this post

Link to post
Share on other sites

Hybrys' Theorycrafting:


Elemental Fusion:


Elemental Fusion


This talent is going to be very dependent on your application of the buff, as well as Lava Lash procs.


Earth Shock has been made Elemental ONLY in the latest Alpha build, see the note below for more details.



Earth Shock does 0 + 36% SP

Flame Shock does 26.8% SP and applies a DoT that ticks for 16.1% Spell Power every 3 seconds over 30 seconds..


So, off the bat, Earth Shock is always worth more than Flame Shock, as long as Flame Shock has more than 9 seconds remaining.  But Flame Shock's value comes ahead with the 40% Unleash Flame buff.  Infact, Flame Shock's initial damage becomes higher than Earth Shock's total damage at that point.


End result:

Maintain 2 stack UF Flame Shock > Maintain 2 stack Flame Shock > Maintain Flame Shock

Use Flame Shock w/ UF/2 stacks > Use Earth Shock w/ 2 stacks


It’s DPS contribution is very fluid, scaling directly with your Shock damage (and thus Agi/AP/Mastery), but hard to pinpoint.  It should result in a near doubling of Flame Shock damage, which scales well with haste/crit/mastery, and a doubling of Earth Shock damage, which scales well with crit/mastery.


It's important to note that the AoE value of this is going to be amazing.  The way Lava Lash works is that it spreads your current Flame Shock, and it's power, on to each target.  Having a 2 stack of Shocking Lava and the Unleash Flame buff, and then being able to spread it on to up to 6 other targets will be insanely powerful.


June 13, 2014 Note:


Earth Shock has been removed for Enhancement Shamans, making this talent less and less desirable, since for the full effect you'd want 2 stacks to be used in conjunction with Unleash Elements for Flame Shock, and for that double snapshotting to be maintained, thus you'll be holding 2 stacks until your next Unleash to apply another Flame Shock.


According to the latest Alpha Patch Notes, Frost Shock has been slotted to be the replacement for Earth Shock.  The damage for it hasn't been tuned upwards yet, and I'm going to wait for that to happen before redoing the theorycrafting.



Storm Elemental Totem:


Storm Elemental Totem


It’s sort of a hard thing to theorycraft, but I can always talk about the pros/cons.


It’s another cooldown, but you typically can’t stack it with other CDs, because Fire Ele totem fills that role.  On the other hand, it’s also another AG-style cooldown, and with the healing changes it might have great value.  Along with that, it’s power might be pretty good, especially if it’s meant to be competitive with the other l100 talents.


I could see it’s applications being fights were mechanics include two separate ‘burn’ or increased damage phases where you spent Fire Ele on the first.  Another application could be a fight requiring multiple phases of burst AoE, or with a fight requiring multiple phases of burst healing.  With that 'Eye of the Storm' movement speed aura, it may also be beneficial if there's a fight with a large number of target swaps.


I should hopefully have some more solid numbers on it's ability to DPS soon.


Liquid Magma:


Liquid Magma


By the looks of it, this talent will be relegated to AoE w/ a large number of targets, or an AoE pack that you can't get to.


But what's the value on single target, just for comparison's sake.  When used, it does one attack every .5 seconds for 10 seconds, at a power of 1 + 37.5% spell power, and it has a 45 second CD, making it have a 35 second CD.


From that, we can estimate approximately 16.66~% (repeating, of course) spell power DPS on a single target, if used exactly on cooldown, and not counting crits.  In it's current state, it probably wouldn't be able to compete with Shocking Lava, even early on, and scales poorly as the expansion progresses.  This is also per target, so it really quickly scales up with AoE situations, but Shocking Lava will still most likely be better unless there are over 6 targets available.



Leveling Perks


Most of the changes constitute a direct and clear damage gain, and don’t change the majority of our gameplay.


Searing Totem w/ Searing Flames is currently a fairly boring and mostly passive mechanic, simply increasing the damage of your Lava Lash and making Searing Totem necessary.  With the perk, along with the general change of a 65% damage increase and the removal of Searing Flames, it becomes an independant and important DPS gain.


Splitting Frost Shock from the Shock cooldowns is also a very important change for us for PvP, giving us the freedom to soft CC without such a large sacrifice to burst DPS.  This perk was recently reverted on April 24th, but we'll see if it comes back in the coming weeks.


Glossary of terms:


LB = Lightning Bolt

LvB = Lava Burst

CL = Chain Lightning

EQ = Earthquake

SP = Spell Power (typically used as Spell Power Damage)

SPD = Spell Power Damage (see above)

DPET = Damage per execute time

Edited by Hybrys

Share this post

Link to post
Share on other sites

We've been hearing some talk from Celest's twitter about the Frost Shock de-linking perk being reverted.  It looks like, they'll be changing it to Improved Unleash Elements, still with mobility in mind.


"Unleash Elements also increases movement speed by 30% for 4sec."


So, a free Ghost Wolf with the ability to melee, but linked to one of our rotational abilities.  With good usage, I could see this being useful as a short gap closer and a powerful PvP perk, but Spirit Walk already fills that role well with an extremely short CD for a 60% speed bonus.


I won't be updating the guide until the next Alpha build, so we'll see how this pans out in the meantime.

Edited by Hybrys

Share this post

Link to post
Share on other sites

The latest Alpha build saw very few changes for Shamans, besides a damage tuning pass.


Remember that these numbers don't necessarily constitute a nerf, and are part of a wider tuning pass.  Most of the other classes saw similar reductions.

  • Lightning Bolt now does 71.28% of Spell Power damage, down from 72%.
  • Chain Lightning now does 28.65% of Spell Power damage, down from 38%
  • Earth Shock now does 33.6% of Spell Power damage, down from 44.8%.
  • Flame Shock now does 25.05% of Spell Power damage, down from 33%.  The damage over time component is reduced 150.3% of Spell Power damage, down from 200%.  
  • Lightning Shield now does 21.15% of Spell Power damage, down from 28%
  • Searing Totem now does 9.65% of Spell Power damage, down from 12.9%.
  • Frost Shock now does 28.5% of Spell Power, up from 19%.
  • Stormstrike/Windstrike now does 120% weapon damage, down from 180%.
  • Fire Nova now does 44.92% of Spell Power damage, down from 60%.
  • Lava Lash now does 185% of the offhand weapon's damage, down from 280%
  • Magma Totem now does 3.98% of Spell Power damage, down from 5.3%.
  • Elemental Blast now does 153.75% of Spell Power damage, down from 205%.
  • Spew Lava now does 37.5% of Spell Power damage, down from 50%.
  • Unleashed Fury - Windfury Weapon: For 8 sec, your multistrike chance is increased by 5%, up from 4%.

Share this post

Link to post
Share on other sites

About shocking lava, lava lash and flame shock and the maelstrom perk.

Improved Maelstrom Weapon - Maelstrom Weapon now also causes your spells to deal 20% additional damage per stack of Maelstrom Weapon

I wouldn't be surprised if we keep maelstrom x5 on,then spread the 2x buffed (with shocking lava) flameshock on AoE situations and never do chain lightnings!

Theorycrafters should work out if a chain lightning will give more dmg on X targets than 5x maelstrom kept indefinitely and spreading and AoEing with fire nova only. I am pretty sure that the chain lightning glyph will play a role here at some point, unless

Share this post

Link to post
Share on other sites

About shocking lava, lava lash and flame shock and the maelstrom perk.

I wouldn't be surprised if we keep maelstrom x5 on,then spread the 2x buffed (with shocking lava) flameshock on AoE situations and never do chain lightnings!

Theorycrafters should work out if a chain lightning will give more dmg on X targets than 5x maelstrom kept indefinitely and spreading and AoEing with fire nova only. I am pretty sure that the chain lightning glyph will play a role here at some point, unless

I'm not 100%, but I'm FAIRLY sure that the Perk only affects spells affected by Maelstrom Weapon in the first place, not instants.


If it were as you described, it would be too powerful and may lead to indefinitely holding stacks, even on two targets, or if you had a target swap in the next 10 seconds.

Share this post

Link to post
Share on other sites

As usual, the last build brought us a fair number of changes, some huge and some rather minor.


Major Changes

  • Weapon Imbues have been removed.  Enhancement gains their effects via a new passive called Enhanced Weapons, exactly mimicking current Windfury/Flametongue imbues.  
  • All previous damage bonuses (such as Lava Lash's contribution from Flametongue Weapon) are now built into the spell itself.  
  • Spell damage attacks that previously benefited from Flametongue Weapon's increase have also been buffed to compensate for the change.  (IE: Fire Nova, Flame Shock, etc.)
  • Unleash Elements has been split into three spells, one for each specialization.  The Enhancement version reads: "Unleashes elemental forces of Flame and Wind, increasing the damage done by the Shaman's next Fire spell by 40%, and increasing the Shaman's attack speed by 60% for the next 6 swings or until 12 sec have elapsed."
  • Unleashed Fury has been split into three spells, one for each specialization.  The Enhancement version reads: "Empowers your Unleash Elements, increasing the enemy target's damage taken from your Lightning Bolt by 30% for 10 sec, and increasing your multistrike chance by 5% for 8 sec"
  • Earth Shock has been removed, and made Elemental only.
  • Chain Lightning has been removed, and made Elemental only.
  • Chain Heal has been removed, and made Restoration only.
  • Elemental Blast can now increase your Multistrike as well as Agility, Haste, Crit, and Mastery.
  • Haste Attunement has been added, increasing the Haste you gain from all sources by 5%.  This means that any gear/gems/enchants/flasks/potions will now increase your Haste by 105% of their original value.
  • Grace of Air now also provides 5% haste, meaning that any specialization of shaman can provide the haste buff.

Minor Changes:

Share this post

Link to post
Share on other sites

Oops, I put the Elemental Shaman changes in the wrong thread!


The latest Alpha Notes are out, and they completed their second pruning pass, and a couple of Enhancement tweaks!


  • Bind Elemental has been removed.
  • Totemic Recall has been removed, and totem proximity aggro range has been removed.  A totem cannot enter combat with something you're not in combat with.
  • Earth Shock has been removed, and made Elemental Shaman only.  The patch notes specifically note that Frost Shock should take it's place as the spell to use when not refreshing Flame Shock.
  • Flurry has been redesigned.  Haste effects now reduce the global cooldown and cooldowns of Stormstrike, Lava Lash, Shock spells, Unleash Elements, and Fire Nova.  Lava Lash and Fire Nova had their cooldowns tweaked upwards slightly to compensate (to 10.5 and 4.5 respectively), and Stormstrike had it's cooldown tweaked downwards to 7.5 seconds.  It is unknown if this affect is in addition to or replacing the current Flurry effect.
  • Primal Wisdom has been removed, and base mana regeneration has been increased.

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.

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.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By CaperfinWoW
      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. ____________________________________________________________________________________________________________________
      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:
      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.
    • 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...