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[Restoration] T17 Tips & Tricks

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This thread is for Restoration Shaman tips, tricks, and discussions in how to best handle the various boss fights throughout Tier 17 including Highmaul and Blackrock Foundry. Feel free to contribute or discuss encounter-specific anything you find from exceptional talent choices to ways to take advantage of class mechanics.

 

You can find some general tips and tricks for healing Highmaul in this thread.

Highmaul
-->Kargath Bladefist
-->The Butcher
-->Tectus
-->Brackenspore
-->Ko'ragh
-->Twin Ogron
-->Imperator Mar'gok

Blackrock Foundry
-->Gruul the Subjugated
-->Oregorger
-->Blast Furnace
-->Hans'gar and Franzok
-->Flamebender Ka'graz
-->Kromog
-->Beastlord Darmac
-->Operator Thogar
-->Iron Maidens
-->Blackhand



Highmaul

Kargath Bladefist

  • Cloudburst Totem is recommended for this fight.

The Butcher

  • Either Cloudburst Totem or High Tide are viable for this fight, depending on your healing style and raid.
  • When The Butcher knocks you back, using Unleash Life will get you both a speed boost and your next Chain Heal will help top the ranged more quickly.

Tectus

  • If your raid has trouble with the Tectonic Upheaval phases, speccing for High Tide will help you deal with these much more easily at the expense of spread-out AoE healing during the main phase.
  • Don't forget to use Ghost Wolf and Unleash Life's speed buff to escape the Red Mist. You can cast Unleash Life in Ghost Wolf form, and the speed buffs stack.

Brackenspore


Ko'ragh


Twin Ogron


Imperator Mar'gok


Blackrock Foundry

Gruul the Subjugated


Oregorger


Blast Furnace


Hans'gar and Franzok


Flamebender Ka'graz


Kromog


Beastlord Darmac


Operator Thogar


Iron Maidens


Blackhand

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Last night my guild finished our first 7/7hc run, and here is some basic impressions so far (after the bosses you've written about):

http://eu.battle.net/wow/en/character/frostmane/Xtotemic/advanced - Character

http://eu.battle.net/wow/en/tool/talent-calculator#Wba!2211000!UjgLDP - Preffered talents

 

Talent mentions:

T1: Most of the times i switch between SBT/Astral shift, SBT can be better on fights with more sustained damage taken.

T2: Windwalk totem is beast, and should be default unless you actually need to root stuff (I'm looking at you siegecrafter blackfuse)

 

T3: I love cloudburst so i will run Totemic persistance atleast for the entirety of this tier. I pop HST+Cloudburst at the same time. Sometimes you may  even SLT+cap totem at the same time, or even Cloudburst + healingtide (i love this one) .The reason I don't like Call of the element is because of the wierdness it presents when running Cloudburst. Because hst + cloudburst already aligns perfectly you don't need any extra totemcasts since that would overwrite the other totem anyways. If you run hightides most of the timies you may run with CotE, otherwise hell no.

 

T4: Echo is cool, but at the start of the expansion i feel like a flat 5% haste wins every time. So i go with AS.

 

T5: I dislike conductivity, Rushingstreams helps throughput and also helps building your cloudburst since you pop HST with cloudburst. AG is probably to nerfed to consider using it.

 

T6: I ran with primal elementalist on Brackenspore because you don't have any mana issues there, Otherwise i am really enjoying Unleashed fury, it's great mana value and it increases your throughput by alot i would dare say. I have not used elemental blast alot but it's probably great if you're struggling with mana.

 

T7: Storm elemental is basically useless, most of my Cloudbursts hit for more healing than a single storm ele. I have not used high tides alot, You're probably forced to play either echo of the elements or riptide glyph for it to be really good.

 

 

 

Brackenspore: One of the few bosses i feel like hightides is an option, it's hard to oom between blue shrooms and you get alot more haste when you stand in the blue shroom. I also ran with primal elementalist.

 

Twin Ogron: Cloudburst is very useful here, alot of movement during the 100 energy boss phases. Echo of the elements are probably decent but the instant cast from AS + the haste passive feels stronger in most situations (Even without the riptide glyphs i never starve for Tidal Waves)

 

Ko'ragh: I used my default talentset here, it's a long and manaexpensive fight and i would advise against using hightides or primal elementalist. Even with the candle trinket this fight was tough on mana. Unleashed Fury felt strong overall but EB is probably very viable here. Windwalking totem does not work on the ice orb from what i saw.

 

Imperator Mar'gok: Man this fight was fun. This is probably more mana intense than Ko'ragh and you have to play cheap or you're mana will not be able to recover. I ran my default talent choices here but EB is probably good aswell. Run with Windwalk totem for cheaper dispells on the slows debuff during transitions. Stone bulwark is probably king on this fight due to the lack of high damage spikes (If your guild fails alot with the branded debuff Astral shift might prove to be better).

 

https://www.warcraftlogs.com/reports/VjHYP2yWzBhq69XM#type=healing - Mar'gok Log

Edited by Xszwow
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XS,

 

I might be wrong, but some theorycrafters already have confirmed that CBT did not absorb other TOTEMS healing...only your healing like Chain Heal, Healing Wave and others

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XS,

 

I might be wrong, but some theorycrafters already have confirmed that CBT did not absorb other TOTEMS healing...only your healing like Chain Heal, Healing Wave and others

 

Okay, i was not aware. But even if that is the case i still think Cloudburst is a very good talent.

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The reason I don't like Call of the element is because of the wierdness it presents when running Cloudburst. Because hst + cloudburst already aligns perfectly you don't need any extra totemcasts since that would overwrite the other totem anyways. If you run hightides most of the timies you may run with CotE, otherwise hell no.

 

Call of the Elements is an utility talent. The reason to take it is more to provide double usage of specific utility totems like Windwalk, Tremor, Capacitor, etc. Resto shamans can and should use all these totems too, not only Water. The possibility to use HST twice in row is a nice addition. 

 

 

Xszwow, on 08 Dec 2014 - 5:55 PM, said:

T4: Echo is cool, but at the start of the expansion i feel like a flat 5% haste wins every time. So i go with AS.

Echo of Elements stacks very nice with the Unleashed Fury talent making UL and unglyphed Riptide usage much more frequent. 

I personally use Ancestral Swiftness with High Tide, not with UF and SBT.

 

 

Xszwow, on 08 Dec 2014 - 5:55 PM, said:

T5: I dislike conductivity, Rushingstreams helps throughput and also helps building your cloudburst since you pop HST with cloudburst. AG is probably to nerfed to consider using it.

Rushing Streams do nothing for CBT totem because it does not gather healing from totems.

Conductivity worth a shot for example on Butcher on melee soaking group or on Brackenspore Mushrooms. I don't say that it will shine, but it worth a try if it suites your play style.

 

 

Xszwow, on 08 Dec 2014 - 5:55 PM, said:

T6: I ran with primal elementalist on Brackenspore because you don't have any mana issues there, Otherwise i am really enjoying Unleashed fury, it's great mana value and it increases your throughput by alot i would dare say. I have not used elemental blast alot but it's probably great if you're struggling with mana.

Elemental Blast is a very good talent if you have time and possibility to cast it on CD. It increases one of your secondary stats for 500 every 8 sec from 15 (12 sec CD+cast time), and Spirit for 1000 - it's a big buff.

Unleashed Fury is very nice if you are going to use a lot UL for single-target healing. If you don't use UL or don't do much single-target heal, better to use something else.

 

 

Xszwow, on 08 Dec 2014 - 5:55 PM, said:

T7: Storm elemental is basically useless, most of my Cloudbursts hit for more healing than a single storm ele. I have not used high tides alot, You're probably forced to play either echo of the elements or riptide glyph for it to be really good.

Both CBT and HT are very good talents and both of them are situational. There is no reason to stack with one of them for all the encounters.

You definitely are not forced to use EotE or Glyph of Riptide with HT. I played with and w/o EotE and/or Glyph + HT - to use them or not depends on the fight. 

 

Anyways, what I would like to say to everybody - chose the talents that you feel comfortable with, chose them according to specifics of the fight, your healers setup and your preferred play style.

There are talents that stack better with each other but there are no completely useless talents :)

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Call of the Elements is an utility talent. The reason to take it is more to provide double usage of specific utility totems like Windwalk, Tremor, Capacitor, etc. Resto shamans can and should use all these totems too, not only Water. The possibility to use HST twice in row is a nice addition. 

 

Even so, It's rare to have fights where you actually need say 2x tremor / 2x capacitor etc etc.

 

My talent choice may not be the best, i run with the talents that i perform best with. And because of that Call of the elements will be rarely chosen, because it feels like it IS lackluster.

Edited by Xszwow

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Gonna drop my 2 cents so far after 2/7 mythic.

 

Kargath(Myth): i believe is a joke on whatsoever difficulty , although it requires high mobility in mythic thus i would recommend 

using Glyph of the spiritwalker's focus (reduced cd for reduced duration).

 

Butcher(HC) : (so far until hc in my progress) since there are many ppl in the melee of the boss to share stacks i recommend Conductivity (u ll do insane amount of healing) , also totemic persistence will give you the HST and HTT combo which is very good hps wise especially at >30%

 

Brackenspore(HC): our current focus on mythic requires healing cd rotation , small windows of high mobility , again Glyph of spiritwalker's focus and/or Aspect of the fox gonna help you alot.

 

Tectus(HC) : i ll only add keep mind of ur surroundings , ancestral swiftness can be a oh sh** button when u need to move again the spiritwalker glyph can help u alot, if ur melee take too much damage when the splits are 4+ from red sand/dot debuff consider totemic projection and spirit link. Use ur HTT in a raid healing rotation.

 

Twin Ogron(Myth) : I hate this fight too much movement and we cant stop and heal , rely on totems and unleash life(maybe talent , i prefer to use elemental blast to get the spirit buff) , healing rush and again spiritwalker glyph ur best friends.

 

Ko'ragh (HC) : windwalk totem is the king for ur raid at expel magic:frost , raid healing cds on shadow , consider unleash talent and solo the absorption shield person.

 

 

Tbf i think what can make us abit better atm is Spiritwalker's focus Glyph that i think its huge.Secondly totemic persistence wins me over for the totem combo in tight situations such as the most frequent hst+cbt and the "oh we gonna die" - HTT+HST

As for our lvl 100 talent both CBT and HT are "easy" to say use but difficult to master.

CBT i feel like u need to plan very ahead and think the damage ur raid gonna take and the lack of another healer's big CD or u gonna overheal.
On the other hand the planning for 2+ riptide target and CH with HT might be difficult but u can always welcome the 100% bounce even with 1 riptide in 4-5 targets(consider the glyph too) might be noobish to say its easier controllable for the average shaman.

Alas i believe when the tier is gonna be avalaible HT will be more favoured for the throughput it ll give us.

 

Update: Brackenspore(mythic) finally down.

I advice elemental mastery for the infesting spore periods (if u have the haste trinket it helps a ton during that phase of the fight) - avoid wave and shrooms , again Glyph of Spiritwalker's Focus huge plus while you move.
Healing cds as instructed by the raid leader.

Edited by Garmak

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I'll only talk about one particular Boss now (may add more the other day)

 

Butcher (HC)I've tried several different talents and glyphs, and the best option for me (mastery>>haste>>crit) is working with High Tide, Conductivity, Elemental Blast, Glyph of Chaining and Glyph of Watershield.

As Garmak said, Conductivity provides an insane amount of healing, and you'll always have it ready after the knockback to heal the ranged camp while topping the boss camps and tanks.

Also combining High Tide with Chaining proves extremely viable, as your chainheal may jump from the ranged camp through boss camps all the way to the tanks.

I highly recommend using Glyph of Watershield 'cause you'll constantly get the reactive manareg when ready, due to the constant and massive raidwide damage. If you still feel a lack of Manareg, combine it with EB and you're good to go. Otherwise use Whatever T6 Talent you like, I played with both, feeling no real overall difference whether using Unleashed Fury or Primal Elementalist. But I personally like Primal better, because you may time it really, using Elementals at the start of the fight and have at least one off CD when enterring the 30 % phase, but that's just my humble opinion.

 

In the 30 % phase, don't use HR on ranged camp, the boss camps'll need the healing more, just throw in a chainheal (maybe even on yourself) so it can heal some ppl in the camp and then hightide jump to the front

Also Ancestral Swiftness proves to be better than EotE if your tank drops moderately (I combine it in a macro, on focus riptide, AS, on focus chainheal, while having the active tank on focus, or use it with unleash life and healing surge as single target)

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I'll only talk about one particular Boss now (may add more the other day)

 

Butcher (HC)I've tried several different talents and glyphs, and the best option for me (mastery>>haste>>crit) is working with High Tide, Conductivity, Elemental Blast, Glyph of Chaining and Glyph of Watershield.

As Garmak said, Conductivity provides an insane amount of healing, and you'll always have it ready after the knockback to heal the ranged camp while topping the boss camps and tanks.

Also combining High Tide with Chaining proves extremely viable, as your chainheal may jump from the ranged camp through boss camps all the way to the tanks.

I highly recommend using Glyph of Watershield 'cause you'll constantly get the reactive manareg when ready, due to the constant and massive raidwide damage. If you still feel a lack of Manareg, combine it with EB and you're good to go. Otherwise use Whatever T6 Talent you like, I played with both, feeling no real overall difference whether using Unleashed Fury or Primal Elementalist. But I personally like Primal better, because you may time it really, using Elementals at the start of the fight and have at least one off CD when enterring the 30 % phase, but that's just my humble opinion.

 

In the 30 % phase, don't use HR on ranged camp, the boss camps'll need the healing more, just throw in a chainheal (maybe even on yourself) so it can heal some ppl in the camp and then hightide jump to the front

Also Ancestral Swiftness proves to be better than EotE if your tank drops moderately (I combine it in a macro, on focus riptide, AS, on focus chainheal, while having the active tank on focus, or use it with unleash life and healing surge as single target)

 

I have a bit of concerns regarding some talents / glyph choices here.

First: Conductivity as a talent does not provide healing - it increases the duration of Healing Rain by 4 seconds when you cast Healing Wave, Healing Surge and Chain Heal, up to a maximum of 30 seconds. I'm not saying that the talent is bad, just be aware that it does not provide or modify the healing in any way. While Rushing Streams (same tier talent), for example, adds additional person to its healing. I wouldn't say that one of these two talents is definitely better, especially insane better.

Second: there is no constant raid-wide heavy damage on this fight if you are not raiding in 10-man. There is constant heavy damage on one of the two soaking groups, let's say 8-10 people (including tanks) near the boss, so I don't really fond of choosing Glyph of Chaining here when 80% of injured people are stacked in close range. You receive 60 yd range and 3 sec CD on CH - what for?

You are writing "your chainheal may jump from the ranged camp through boss camps all the way to the tanks". Ain't tanks near the boss and soaking groups? 10-15 yards between all of them?

I'm really not sure that Glyph of Chaining benefits somehow on the Butcher fight.

Third: Why to take PE here? This is the fight with heavy damage, so why not to chose UF for 50% buff on single target heal (tanks or members of soaking groups) or EB for mana gain? Taking UF for single target heals + HT for CH boost will pretty much covers and boosts all your healing spells.

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Conductivity provides healing in the sense that it extends the duration,and hence the total amount healed by a single cast of healing rain. It also frees up your time from having to recast healing rain repeatedly, and this lets you get a few more other healing spells off. 

 

It is a good choice for butcher, since you always have people stacked, and healing rain has a high mana efficiency if it hits 6 injured players. 

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@Pandacho:

Regarding your concern about conductivity including what Karanir said a well placed healing rain can be healing both melee grps (at least how we do it)(and in the essence of healing the "injured" grp) while u can be more mana conservative with using healing wave than spam chain heals and healing rush at least until the bleed start stack again.

Tbf as far i did heroic butcher so i d say with a raid cooldown between 2nd and 3rd bleed stack and it goes smoothly for you to not panic and waste ur mana before 30%

 

About Glyph of chaining i wouldn t recommend either due to stacked grps maybe on mythic for mechanic purposes but yeah until i reach there don t quote me on that.

 

And third i ll defend (xD) the PE and our Earth elemental's damage reduction(have to try on mythic to see if we gain more than EB). 

Seriously if u are comfortable with ur mana go for it ,but i wouldn t go for UF in this fight.Tbh i rate it 3rd as an option due to the healing wasted u can get, as a standalone talent it seems well worth it but with 3-4 more healers in raid it feels you get more overhealing from it than actual help.I primary use UL more for the speed boost nowdays than the healing buff #shrugs x/

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I checked Conductivity talent in the previous raid on the Butcher HC and healed today's Butcher w/o it.

While it's right that I have to cast less HR to get to roughly same healing done number for it, dropping Healing Streams talent is just a disaster. I lost more then 1M of healing from HST.

 

                 W/o Conductivity         With Conductivity

HR            12 casts / 1.98M              9 casts / 1.85M

HST           9 casts / 1.80M               9 casts / 750K

 

Logs:

With Conductivity (63% healing rankings)

W/o Conductivity (96% healing rankings)

 

I would say that the difference is so significant for me that I'd prefer to stick to Healing Streams talent.

But still, maybe I don't know to use it right. So, if you have logs to compare, please share smile.png

Edited by Pandacho

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Hello Pandacho, 

 

With regards to use of conductivity, I should have elaborated more on its benefits to make it clearer. I'll try to be clearer in this post. Ultimately, when we choose a talent for a fight, it is because the benefits of the talent help us overcome a particular limitation (maybe, running out of mana, positional issues) or because it's extremely well suited to the fight (dps are all stacked up, for example). 

 

Firstly, lets take a look at the logs. 

 

The difference between crit rate of the healing stream totems on both fights is almost 10%. This could have skewed the results in favour of rushing streams. Also, for healing rain, I noticed that there was a period of 1 min where healing rain wasn't used. Furthermore, there is a time gap between healing rains in the Conductivity case. How are you tracking the increased duration of healing rain? From the logs, it seems that the uptime of healing rain could have been greatly improved for the Conductivity case. It seems to me that the difference in healing throughput probably isn't as high as 1 million. 

 

Secondly, healing rain isn't a pure healing throughput talent like rushing streams. This makes it a bit more difficult for us to compare them directly. Conductivity increases the throughput of healing rain by about 20% because you can now have 100% uptime healing rain instead of wasting two seconds to cast it between healing rains. At the same time, conductivity saves you mana because your healing rain now lasts longer and you recast it less. It also gives you additional casts of healing spells because you reduce the time spent on refreshing healing rain. 

 

Thirdly, I would like to ask some guiding questions to help decide whether Conductivity is a suitable choice. The most obvious thing is that the players must, of course,  be stacked for the whole raid. The more subtle things to consider are:

 

a.) Does your healing rain hit 6 players consistently? If you can’t hit 6 players, then the effectiveness of this talent is greatly reduced.

b.) Do you need additional mana?

c.) Because you refresh healing rain less often, you now have more time to cast other spells. Are you consistently casting heals throughout the fight or is there a lot of free time? If there is a lot of downtime, then this benefit won’t be fully realised. Just off the top of my head, I think the freed up cast time and mana from conductivity should be enough for you to cast an extra chain heal + flash heal combo every 30seconds.

d.) Is the extra healing from these spells every 30s outweigh the loss in healing from Rushing Streams? 

 

In summary, I think that the difference in healing throughput between conductivity and healing stream isn't as large as claimed (1 million). Also, conductivity provides additional benefits in terms of more mana and also more casts of other spells. 

 

Edit: for clarity

Edited by Karanir

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Hi, Karanir.

I want to point once more: I do not say that Conductivity is not a good talent for the Butcher fight. What I'm saying is that Rushing Streams is good enough choice too.

Like I linked here my logs with and without Conductivity talent for the same raid and same fight, I would like to see somebody's else logs - a person who prefer Conductivity - for the Butcher fight (with and without Conductivity). But not the logs from the Rankings please.

Maybe you'll be able share your logs, Karanir?

 

Regarding your questions:

a) my HR hits more than 6 players all the time

b ) I do not need additional mana

c) I do not have even a free second on HC fight - have to cast all the time

d) don't think so, but would like to see somebody's logs (who is good with Conductivity talent) in 19-20-man raid (not in 25-30-man)

 

 

I think that the difference in healing throughput between conductivity and healing stream isn't as large as claimed (1 million).

It doesn't have to be 1M difference, what I'm trying to show, that even if there is no difference at all, it makes both talents worth using on the encounter. There are people who are not good with Conductivity, just like there are enough people who are not good with CBT. So it would be nice to give them a choice smile.png

Edited by Pandacho

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We are kinda making the same point. I am not promoting conductivity as the go to talent for butcher. I am just trying to explain the thinking process and the benefits of the talent so that people can make informed choices. The main issue that I felt needed addressing was that conductivity cannot be compared directly to rushing streams cos it has other benefits beyond 'more healing' such as more mana and more casts. Ultimately, I was trying to provoke people into thinking more deeply about their talent choices instead of just taking recommendations blindly.

I wrote a long post for conductivity cos it's a frequently ignored talent and offering more choices for a fight is always good. At the very least, conductivity offers a playstyle change where you get to spend more time doing interesting things like healing surge and chain heal instead of refreshing healing rain

The guiding questions isn't targeted at you. It's a form of Scaffolding to aid the decision making for someone who might be considering the talent.

I'll admit it. I actually use rushing streams on butcher cos I think it's viable (i agree with you) and i am lazy.

Edited by Karanir

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      Tauren
      Nature Resistance        War Stomp        Endurance         Cultivation
      What does this mean?: Considered the most suited race for surviving long fights and ideally clearing ZG/AQ, which will be the first raids where difficulties will arise. The 5% hp is great and is inherently based on absolute hp, so it will scale with the amount of hp obtained from gear and world buffs. In regards to War Stomp, be cautious you cannot dodge, block, or parry while casting the spell. However, its overall usefulness outweigh this slight inconvenience. The 15 skill increase to Herbalism is also nothing to scoff at while leveling. Troll
      Throwing Specialization Bow Specialization           Beast Slaying           Regeneration           Berserking
      What does this mean?: The race focusing on dealing threat instead of anything else. Generally, threat is not an issue, if you glaringly foresee having threat issfessions. The goal is to gather a large sues, than I unquestionably advocate for troll above all other races. Their "Regeneration" racial is insignificant even with a lot of spirit. Troll will especially deal a lot of threat on "Beast" bosses, ex: Magmadar in MC, Whirlaxis and Gahz'ranka in ZG, etc... Orc
      Axe Specialization             Blood Fury             Hardiness            Command
      What does this mean?: Orc sadly fall short in survival & threat aspects. Akin to the troll, orc's focal point is threat. However, they're seen as a more riskier race option considering the -50% to healing from Blood Fury, which is a negative to non-attentive healers. In all honesty, in our strict testing, they surpass other races for dealing threat on short fights but it made the majority of healers very nervous. On the bright side, they proved more effective in the off-tank position. In conclusion, they plunge too deep into the situational category to be justified. Professions
      While leveling, select Herbalism & Alchemy. Herbalism provides reagents for Alchemy and a source of gold for our eventual endgame professions. The goal is to gather a large supply of gold and a bank full of potions the raid might need, for example the potion, Flask of the titans.   After drop Herbalism and go for the late game profession, Engineering. In order to get a few tools, such as: Gnomish battle chicken, Goblin Sapper Charge among many other beneficial gadgets.   Note: If you'll raid tank, get Enchanting for Smoking Heart of the Mountain and feel free to drop Enchanting after. Finally, for secondary professions, I urge grabbing all of them as they all provide valuable assets. In terms of fishing, you can farm those elusive Stonescale Eels that are highly contested after for Flask of the Titans. First aid grants bandages for healing that don't require any mana to use. Lastly, cooking has Dragonbreath Chili a sheer delight as it not only scales with spell damage but also with the trinket: Arcanite Dragonling and its fire increasing debuff: Flame Buffet. The debuff also scales with Goblin Sapper charge. All these items nicely combine into a decent boost in threat. Also, Dragonbreath Chili does stack with another single food buff.
      ____________________________________________________________________________________________________________________
      Shaman Tank Threat
      Because a plethora of questions surrounding aggro/threat are bound to come out of confusion. I'd like to first reference Kenco's words about how gaining aggro on a mob and overall threat functions in World of Warcraft.
      Now, let's examine shaman threat. They're on another tier when it comes to outputting threat, but demand a lot of dedication comparably to the more laxed tanks out there. With proper optimization, their threat is nearly equal to a pure protection warrior and in some situations just shy of a druid tank. Of course, the shorter a fight, the better, since a shaman can freely throw mana around without going out of mana as fast. Resulting in more dependable damage being dished out and correlates into predictable threat. Let's see how to get creatures more mad at you than unusual.
      Earth Shock is first as it deal a high amount of threat because of its 2x damage threat modifier. The downside is nature damage is burdened on three fronts: no warlock curses bolster it, a spell coefficient of 40.71% of the caster's spell damage and some raid content is somewhat resistant to nature. Lastly, downranking our spells is crucial in tanking to be cost-effective. Anything resembling an elemental (noticeable in MC) will have a high resistance to nature damage. All the Dragons of Nightmare are also immune to nature damage or tend to have the same high resistance to nature as to fire. The same applies for some creatures in: AQ, ZG and Naxx. Basically, if an environment has a disease or poison theme, expect nature damage to be hampered. Here's a chart to better explain the notion. Don't fret, items exist to counter this damage dampening downside, ex: Eye of Moam & the debuff from Thunderfury, Blessed Blade of the Windseeker helps with Earth Shock's damage by reducing the target's nature resistance. Frost Shock is used against nature immune targets. Frost Shock or referred as "FS" doesn't consume a debuff slot on a boss impervious to movement impairing effects (most bosses). There are additional ways to circumvent the lack of threat done against nature immune targets, which will be peppered throughout the upcoming topics. Rockbiter Weapon at rank7, is 72 threat per second on hit. With 2.6 speed weapon, each hit is: 2.6 * 72 = ~172 threat. Weapon speed won't matter, but haste does. Haste effects are wanted to counter nature defiant mobs & low percent chance to hit. Once at an auto attack DPS of ~140, Rockbiter isn't optimal, instead use Windfury Weapon. Players use fast daggers because of its higher chance to trigger the effect. Lightning Shield or known as "LS" imposes conditions to be cost effective. Firstly, LS is on the GCD and shouldn't be casted over other spells, such as: Earth Shock so weigh your mana and threat. Secondly, downranking LS is vital to conserve our resources and maintain productivity. Each charge of LS scales with 33% of total spell damage but can't crit. Oil of Immolation might not seem like much but floats around fourth on the list. It will interrupt your swing timer but not trigger a GCD. It's undeniably good before a boss pull or versus many mobs. Can be bought off the Auction House. Lightning Bolt or Chain Lightning (depending on number of mobs) will be the first spells dealing threat on the target. Downranking isn't as harsh or compulsory since these spells are only casted upon engaging a boss. Goblin Sapper Charge and similar bombs are great to deal more threat and a definite must against multiple mobs. The majority of bombs are made through Engineering with the exception of the last two in the list below:
         - Goblin Sapper Charge (It shares a 1 minute GCD w/other bombs)
        d threat from teammates is a  - Dark Iron Bomb will require you to stand still and a 1 second cast.
         - Crystal Charge this can be stacked up to 20 & used when moving.
         - Note: Not a bomb but Clutch of Foresight (shares CD with bombs) is an arcane spell, great versus fire resistant mobs. Major Rejuvenation Potion & similar potions are global and .5x of the amount replenished. Health and mana effects will not cause threat if at maximum capacity. Players on coherent battles will use a heal pot after Goblin Sapper Charge to deal a lot of threat. In order of threat, there is:
         - Major Rejuvenation Potion is the highest threat but can be costly.
         - Major Healthstone is next on the list and given to us by a warlock.
         - Major Mana Potion is buyable on AH. (Shares CD with the above)
         - Demonic Rune / Dark Rune (Shares a CD with the below item)
         - Night Dragon's Breath easy to acquire, so place them in the bank. Thorns is the highest damaging reflective effect. Typically, these type of buffs are great against many mobs but still have relevancy in single target scenarios. You can only have one reflective buff on you at a time with the exception: Gift of Arthas (debuff causes threat). The second highest damaging reflective effect is: Fire Shield. ____________________________________________________________________________________________________________________
      Threat Diminishers
      We’ll be and threat from teammates is a daunting obstacle to tackle. Luckily, there are ways for classes to reduce their threat. Firstly, ranged classes are favored because any aggro they mistakenly get is likely from a 30-40yrd range, so it's easier to supervise. Also classes standing out of the 30-40yrd range will not draw aggro until they exceed the threat level of the mob's current target by 30% as opposed to 10% for melee classes. Here are a few examples of threat reducers or resets, in no particular order:
      Classear, except the weapon & drink mana. Placs:
      Rogue deal with threat thanks to Feint and wipe threat with Vanish. Mage have the talent Frost Channeling and the talent Burning Soul. Druid in cat form can use: Cower & healing druids can get Subtlety. Priest reduce threat with the talent Silent Resolve & the spell: Fade. Shaman who heal can get Healing Grace & use: Tranquil Air Totem. Items:
      Formula: Enchant Cloak - Subtlety: Used by high threat dealers in raids. Limited Invulnerability Potion: Will prevent aggro gain during its effect. Fetish of the Sand Reaver & Eye of Diminution: Available in AQ/Naxx. ____________________________________________________________________________________________________________________
      Totems
      We’ll be asking our shamanistic brothers from the restoration side to land a hand with totem utility, so be kind and compliment each others advantages in the group. keep in mind, there can only be one type of totem per shaman so having another shaman is welcomed. Also, fire totems can crit & scale with spell damage. Each totem below is in order of importance per category.
      Earth
      Strength of Earth Totem: Put by a 2nd shaman w/Enhancing Totems. Stoneskin Totem: Dropped by us or 2nd shaman w/Guardian Totems. Stoneclaw Totem: For AoE tanking a mob in a pack you don't have aggro. Earthbind Totem: A tool for kiting possible unbound trash in an instance. Tremor Totem: This totem will see some relevancy on a few boss battles. Fire
      Frost Resistance Totem: Ideal for fights with high doses of frost damage. Fire Nova Totem: Usually for bursting down low HP adds on encounters. Searing Totem: Damage totems are costly since they don't grant threat. Magma Totem: Superb for AoE damage on high HP adds in encounters. Flametongue Totem: A weak enchant incomparable to other enchants. Air
      Grace of Air Totem: Optimally, put by a shaman w/Enhancing Totems. Nature Resistance Totem: To counteract nature damage, mainly ZG/AQ. Tranquil Air Totem: All raid party groups should have this, except yours. Grounding Totem: Sadly, this totem will rarely if ever used when tanking. Windwall Totem: Never used. I don't recommend purchasing this totem. Windfury Totem: Our Rockbiter enchant is better. But it may help others. Water
      Mana Spring Totem: Usually, put by a shaman w/Restorative Totems. Healing Stream Totem: Place if the before totem is put by a 2nd shaman. Poison Cleansing Totem: Good against a high poison output, ex: AQ/ZG. Fire Resistance Totem: Ideal versus high amounts of fire damage, ex MC. Disease Cleansing Totem: Unfortunately, it will rarely see the light of day. ____________________________________________________________________________________________________________________
      Talents
      Naturally, if you're only doing dungeons the road ahead is much easier and there's more freedom to move talent points. However, raid tanking follows strict guidelines to be effective. The last two talent setups assume you're in a serious guild who confidently clear raids.
      "The Basic"- 14/37/0

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

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

      For Raid Tanking. The highest threat setup & for mobs resilient or immune to nature damage. Good gear and a solid knowledge of tanking is needed. ____________________________________________________________________________________________________________________
      Rotation
      First, on the list is a simple dungeon tank rotation and we’ll be presuming the boss fight is simple.
      Pre-pull: Cast Lightning Shield and assure all possible buffs are present and max duration. Next, place the appropriate totems. Lastly, if it hasn't been done get the addon: KTM Threat, it displays the threat of members. A scenario can turn ugly quick, so watch KTM often. At any moment, you need to be sure of the fitting Earth Shock rank to use. Pulling: Cast Lightning Bolt/Chain Lightning and Earth Shock. If all goes smoothly, Earth Shock again and turn the boss away from the group. If the boss suddenly targets someone or drops aggro, use rank7 Earth shock to aggro them. For future threat problems, see: Threat. Second is a complex rotation mainly for raid tanking, it has great results but requires good gear, buff, etc... Naturally, if you aren't able to perform every single action below don't get discouraged, its mostly to showcase the maximum potential possible.
      Pre-pull: Cast Rank7 Lightning Shield. Place Stoneclaw Totem in front of you & back up 25-30yrds. (It will later halt the boss for 0.5 seconds or the boss hits it) Place Mana Spring Totem. Activate Oil of immolation. Pulling: Equip a spell damage weapon, ex: Staff of Dominance and cast Lightning Bolt, while the bolt travels, equip a healing weapon (ex: Will of Arlokk). As the bolt hits, Cast R6 Lesser Healing Wave on a warlock who recently Life Tap. Equip all normal tanking gear. Immediately after cast R7 Earth Shock. Activate Juju Flurry and Juju Escape, if the situation is ideal. Repeat the appropriate rank Earth Shock until boss is dead. Situational: If mana allows it, cast a suitable rank of Lightning Shield. If mana is foreseeably a problem, use Oil of immolation often. If mana is foreseeably an issue but threat isn't also cast R1 Frost Shock. Note: Versus nature immune bosses, to pull: use Magic Candle (equip spell damage weapon). After, follow the healing-threat tactic above & cast Lesser Healing Wave as much as possible until the boss is at melee range than Frost Shock. If more threat is needed: Flame Shock instead. MUST need Flame Buffet (don't bother otherwise) & similar debuffs. ____________________________________________________________________________________________________________________
      Buffs
      Prioritize obtaining Defensive buffs before acquiring Threat related buffs. Agility for example has the added byproduct of helping with defensive and threat measures. Generally, off-tanks or known as "OT", take less damage, therefore, it's not fully needed to aim for Defensive buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. There is a max of 32 buffs: Talents, Set bonuses & Equip effects don't count. But Gear enchants count with exceptions: (Crusader enchant and enchants from the profession enchanting don't count.) Resistance enchants however need to be reconfirmed as they make it seem now like those should count. Let's move on and explore relevant buffs to our tanking duties. The following buffs are classified into sub-groups to better highlight their usefulness and showcase different options.
      Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: Gnomish Shrink Ray: (can backfire increasing group's attack power) Fengus' Ferocity: From Dire Maul. Trueshot Aura: +50 Attack power. Battle Shout: (Improved by Battlegear of Wrath (3/3) tier set bonus) Juju Might: +40 Attack power. (from repeatable Winterspring quest) Sayge's Dark Fortune of Agility: +10% Agility. From Darkmoon Faire. Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. Grace of Air Totem: +77 Agility (effect is increased through a shaman talent) Call of the Raptor: +12 Agility for 30min. (non-repeatable quest reward item) Grilled Squid: +10 Agility for 10min. (does not stack with other food buffs) Strength of Earth Totem: (effect is increased through a shaman talent) Atiesh, Greatstaff of the Guardian: (can't stack w/Moonkin Form) Slip'kik's Savvy: From Dire Maul. Moonkin Form: +3% Spell Crit. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect. Gnomish Battle Chicken: Upon attacking it might give party +5% Attack Speed for 4 min. Warchief's Blessing: Fist of Shahram (Blackblade of Shahram) : +25% haste to party for 8sec. Juju Flurry: +3% Attack Speed for 20 sec. (Others can cast it on you) Swift Wind: (Only receivable upon finishing the Call of Air totem quest) Mana Spring Totem: +10 mana every 2 sec. (Only causes threat if you cast) Mageblood Potion: +12 mana per 5 sec. (regen effect doesn't cause threat) Innervate: Increases Mana regen by 400% for 20 sec. Oil of Immolation: 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: (Scales with spell damage) Static Barrier: From Electromagnetic Gigaflux Reactivator. Crystal Spire: (From a repeatable quest & anyone can cast it on you) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: (Improved by Cenarion Raiment (3/3) tier set bonus ) Brilliant Wizard Oil: On a swappable weapon for the pulling of a mob. Blessed Wizard Oil: Ideal for Scholomance, Stratholme & Naxx. Flask of Supreme Power: (Can't stack w/Titans, so choose wisely.) Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% damage to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec. Songflower Serenade: Boost melee, ranged, or spell to crit 5%, +15 all stats. Mark of the Chosen: 2% chance when hit of increasing all stats by 25. Spirit of Zandalar: +10% move speed, +15% all stats. Mark of the Wild: +384 armor, +12 all attributes,+27 all resistance. Elixir of Greater Firepower: Bolster fire damage by up to 40 for 30 min. Blessing of Blackfathom: +5 intellect & spirit. +15 frost damage. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min. Dragonbreath Chili: (scales with spell damage and fire increasing buffs) Defensive-Buffs
       Sayge's Dark Fortune of Stamina: +10% Stamina (+10% Armor also exists)  Dirge's Kickin' Chimaerok Chops: (can't stack w/other food buffs)  Rumsey Rum Black Label: From Booty Bay.  Power Word: Fortitude: +54 Stamina.  Mol'dar's Moxie: +15% Stamina overall.  Spirit of Zanza: +50 Stamina, +50 spirit.  Blood Pact: +42 Stamina.  Flask of the Titans: +1200 Hp.  Elixir of Fortitude: +120 Hp.  Regrowth: From the (6/6) Dreamwalker Raiment tier set bonus.  The Lion Horn of Stormwind: (a friendly tank can activate it for you.)  Greater Stoneshield Potion: +2000 Armor for 2min.  Elixir of Superior Defense: +450 Armor.  Polished Armor: (AWAITING CONFIRMATION OF ITS EXISTENCE)  Crystal Ward: From repeatable quest in Un'Goro Crater. (allies can also cast on you)  Inspiration: Increases armor by 25% for 15 sec.  Power Word: Shield: Absorb 1105 dmg for 30 sec. While active...  Scarab Brooch: (Healers can trigger its effect on you before a fight)  Greater Heal Renew: From the (4/4) Vestments of Faith tier set bonus.  Bloodkelp Elixir of Dodging: +3% dodge for 30 min. (one time usable item)  Juju Escape: +5% Dodge for 10 sec.  Healing Stream Totem: Doesn't cause threat for you.  Greater Heal Renew: From (8/8) Vestments of Transcendence tier set.  Rejuvenation: Heal for 888 over 12 sec.  Regrowth: Heal for 1064 over 21 sec.  Renew: Heal for 970 damage over 15 sec.  Stoneskin Totem: Reduce melee damage taken by 30.  Dampen Magic: Useful for magical heavy fights.  Amplify Magic: Useful for physically heavy fights. Resistance Buffs
       Greater Fire Protection Potion: Absorbs fire damage.  Fire Resistance Totem: +60 fire resistance.  Frozen Rune: Absorbs 1500 to 2500 fire damage.  Juju Ember: +15 fire resistance for 10 min.  Greater Frost Protection Potion: Absorbs frost damage.  Frost Resistance Totem: +60 frost resistance.  Juju Chill: +15 frost resistance for 10 min.  Greater Nature Protection Potion: Absorbs nature damage.  Nature Resistance Totem: +60 nature resistance.  Greater Shadow Protection Potion: Absorbs shadow damage.  Crystal Basilisk Spine: +10 Shadow resistance & Frost for 1 min.  Gift of Arthas: +10 Shadow resistance for 30 min. Mind Control Buffs
      It is possible for an Alliance priest to use  Mind Control or someone with engineering to use the head slot item  Gnomish Mind Control Cap versus players on the Horde. For that duration the mind controlled Horde character is now considered an Alliance player. This allows the character to receive buffs from paladins. In the many guild raids I’ve taken part, we'd have 2-3 players on their paladins and priests stationed near the raid entrance for mind control buffing. It's also possible for a priest of any faction to Mind Control certain mobs, which can dish out buffs to all raid members.
      Greater Blessing of Sanctuary: (Will stack w/Stoneskin Totem) Greater Blessing of Wisdom: (Will stack w/Mana Spring Totem). Greater Blessing of Salvation: (can't stack w/Tranquil Air Totem). Greater Blessing of Might: (can't stack w/Strength of Earth Totem) Greater Blessing of Kings: +10% to all stats for 15 min. Improved Lay on Hands: Possible once it expires to go outside to get re-buffed then re-enter the instance & summoned back to allies. BONUS: You can get Fear Ward from dwarf priests and if survivability is secured Curse of Recklessness from horde warlocks. Mind Control Buffs from mobs
       Fury of Ragnaros: From Twilight Emissary in BRD.  Resist Arcane: From Scarlet Medic in Plaguelands.  Resist Fire: From Scarshield Spellbinder in BWL.  Bloodlust: From Gordok Mage-Lord in DM.  Bloodlust: From Hamhock in Stockades. Special Event Buffs:
      On an ending note for buffs, we can also get buffs from special events. An example, is The Midsummer Fire Festival an event celebrating the hottest season of the year. It lasts about two weeks (mid-late June to early July). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion. The following buffs are separated by their event.
      Thunder Bluff Gift Collection: +30 Intellect for 1 hour. Ironforge Gift Collection: +30 Intellect for 1 hour. Stormwind Gift Collection: +30 Intellect for 1 hour. Undercity Gift Collection: +30 Intellect for 1 hour. Orgrimmar Gift Collection: +30 Agility for 1 hour. Darnassus Gift Collection: +30 Agility for 1 hour. Fire Festival Fortitude: (stacks w/stamina buffs above) Midsummer Sausage: Bolsters damage from spells by up to 23. Fire-toasted Bun: +2% hit chance for 1 hr. Fire Festival Fury: +3% spell and melee crit for 1 hr. Elderberry Pie: +13 defense for 1 hr. Buttermilk Delight: +13 defense for 1 hr. Very Berry Cream: Bolsters damage from spells by up to 23. Dark Desire: +2% hit chance for 1 hr. Celebrate Good Times!: +10% to all stats for 30min. Elune's Blessing: All stats increased by 10% for 1hr. Wickerman Festival (October 18th - November 1st) Invocation of the Wickerman: +25% health & mana regen. +25% stamina. Scourge Invasion Soul Revival: +10% to all damage caused for 30 minutes. Debuffs
      There can be a total of 16 debuffs on a boss. Having as many debuffs on a raid boss is crucial. All debuffs on the list below benefit us in either Threat or Defensive aspects and assumed to be at their maximum rank and talent improvement. The following debuffs are placed into sub-groups to better highlight their utility and showcase different options.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Expose Armor: (can't stack w/Sunder Armor but it reduce more armor). Sunder Armor: Reduces armor by 450. Can be applied up to 5 times. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. Improved Shadow Bolt: Curse of Shadow: Reduces Shadow & Arcane resistances by 75... Shadow Weaving: Wail of the Banshee: (affected by spell hit, usually casted by healers.) Insect Swarm: Reduces target's chance to hit by 2%... Thunderfury, Blessed Blade: (can't stack w/Thunder Clap) Thunder Clap: (can't stack w/Thunderfury's slow effect) Improved Scorch: To increase Flame Shock's damage (niche scenario). Flame Buffet: To increase Flame Shock's damage (niche scenario). Curse of the Elements: -75 resistance to Fire & Frost and increase Fire... Winter's Chill: To increase Frost Shock's damage (niche scenario). Stormstrike: Next 2 sources of Nature damage dealt are increased by 20%. Gift of Arthas: If a target strikes you, they have a 30% chance... Nightfall: Spell damage taken by target increased by 15% for 5 sec. Demoralizing Shout: Reduce attack power of mobs by 140 for 30 sec. Curse of Weakness: (effect is increased through a warlock talent) Gear
      If unsure of guild or group performance, carry several focused gear sets: Stamina set, Dodge set & Armor set to cater to any possible encounter. Certain pieces of gear from PvP through Honor Ranking remains the best forever but demands a large amount of Honor grinding.
      Below is a Gear Spreadsheet to help with gear progression.
      - Gear Spreadsheet Link Below are BiS sets by Phase for defensive aspects, see above for threat gear.
      - PreRaid          AoE
      - Phase 1          AoE              Fire resist
      - Phase 2       (no PvP)              AoE
      - Phase 3       (no PvP)
      - Phase 4       (no PvP)           Nature Resist
      - Phase 5       (no PvP)           Nature Resist for Huhuran
      - Phase 6       (no PvP)           Nature Resist Enchants
      Similar to gear, enchants must be tailored against the specific boss you will be facing. Allies can also help us, by enchanting their own cloak with Formula: Enchant Cloak - Subtlety.
      Here is the Enchant Spreadsheet Link. Tank Comparison
      To showcase our max potential a full BiS geared and buffed shaman will be the closest in stats to approach a Druid tank. Let's look at the stats to see the differences. As a guideline, the Example Druid Tank below is BiS/buffed and able to clear most bosses with no issue. A shaman like other tanks tailors his gear versus the boss they're facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a shaman in stats across the board that gets the job done in high-end raids.

      Druids have the luxury of having multiple categories covered and a broader safety net on top of having access to join Alliance for the added advantage of paladins spells, while shaman tanks are required to significantly maximize a specific category for a certain boss.done in high-end raids.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat depends on gear, boss, etc... But in general, the current standing of tanks that can do the most threat are:
      Feral Druid/Warrior. Paladin/Enh Shaman. Dem warlock. Priest tanks AoE Tanking
      Although I slightly talked about it in "Talents". Let me go into more detail here.
      Against 3 targets and/or dungeons, AoE tanking is about Chain Lightning proccing with Eye of the Storm as the main conduit to deal damage and preserve threat on 3 targets. Because it isn't possible to dodge, block, parry while casting, this method is suggested versus mobs dealing little to moderate damage. Against heavy hitting targets it's advisable to grab the weapon Hand of Edward the Odd and wait for its procs to cast. If you don't foresee a random mob being aggroed by someone, cast R1 Frost Shock to save mana and increase the proc chance of Elemental Devastation and Elemental Focus. This is all done while auto attacking a different target after every 4-5 melee hit. Items such as Skull Flame Shield, Force Reactive Disk, Oil of Immolation are beneficial. With a coordinated raid group, it's possible to heal designated players as they "stand in fire" in between boss melee swings. Another way for players to intentionally receive damage is for designated warlocks to use Life Tap alongside items, such as Demonic Rune or Goblin Sapper Charge. Equipping a weapon with bolstering healing attributes such as: Hammer of the Twisting Nether before healing a member wield yield more threat. Raid Composition
      Raid composition differs with each boss but is seen as a skill that evolves over time and reflects the playstyle of a guild or raid. The following composition is an example with minor exceptions differing from the norm. By no means is it perfect since compositions change along side: patches, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp catering to your needs without overstepping.

      In (Group 1): A fellow tank in your party can equip The Lion Horn of Stormwind, granted the trinket slot isn't needed for anything else. A bear can replace a prot warrior in the tank party, if the raid is comfortable enough with the idea and could probarbly use an emergency Innervate or Rebirth Also, only bring the bare minimum of tanks. This will open a spot for either: a lock with Blood Pact, or a hunter with Trueshot Aura. Rogues are favored over fury warrior, they Feint, Sprint, Evasion and Vanish to manage their threat/aggro. Feral cat druids can offer similar utilities as a bear and can Cower and Dash to manage their threat/aggro. Discipline priest with experience and ease of mind may occasionally throw a Power Infusion on a shaman tank during the pull phase. In (Group 6): The shaman is elemental since healing is not an issue and we are relying mostly on Tranquil Air Totem. In the situation, you are taking too much damage this spot can be replaced by a restoration shaman. In (Group 7): A mage could be replaced by a shadow weaving healing priest. In (Group 8): Mages gravitate to Fire Specialization after AQ but keeping a single mage as Frost with the talent Winter's Chill is advisable. A rogue can be replaced by a melee hunter on Nightfall duty. ____________________________________________________________________________________________________________________ Thanks for Reading! If you have any questions regarding shaman tanking, feel free to drop by the Twitch stream to chat.
    • By RelliksPast
      Introduction
      This build is fairly interesting, and relies on two commonly overlooked aspects of the Necromancer's kit. The first being Maltorius' Petrified Spike, a legendary item that boosts your bone spear by 700%, and Bone SpearTeeth, a skill that sprays half the map in death and shoddy dentistry. The Spike itself has fairly terrible stats, but it's unique ability and enough intelligence make up for this aspect.
       
      Gameplay and Strategy
      This is a very easy build to execute and yields extraordinarily high results. It's more of a medium range build, with plenty of variance as it only relies on a small combo. The rest of the build is mostly just to optimize the amount that you can use Bone SpearTeeth and making sure you survive well, with a fair bit of boss killers, such as Command SkeletonsFrenzy and Corpse LanceBrittle Touch. You can alter the range and play style with substitutions, and overall this is a very solid and general build for beginners and experienced players alike. 
       
      Your main combo rotation is going to be using  SimulacrumReservoir and spamming Bone SpearTeeth. Then follow up with Corpse LanceBrittle Touch to finish off any remaining units. Corpse lance does not consume any essence to cast, and is very resource efficient while still dishing out significant damage. You may ask, why pick these runes. Well, Reservoir provides more resource, Brittle Touch helps with higher health bosses, and Teeth is actually a bit complicated. Now this may be a bug, but it certainly seems like the splinters from Bone SpearTeeth do too much damage, especially when combined with Maltorius' Petrified Spike. Because of this damage, you can easily clear massive waves and bosses alike. 
      Your other core skill is going to be Blood Rush. Every class ought to have a mobility skill in order to more efficiently clear floors and to speed up your farming. I prefer to use Molting to start a Corpse Lance chain in adventure runs, but the rune you choose is mostly up to preference. Potency is also a powerful rune, especially if you choose the close range variant of this build
       
      Other skills include your essence regain, either Grim ScytheDual Scythes or Siphon BloodPower Shift.  I like Dual Scythes simply because its a larger area (and therefor more essence), pulls enemies in front of you, and efficiently lines up the highest damage Bone SpearTeeth. An alternative to Dual Scythes is Grim ScytheExecution or Grim ScytheCursed ScytheSiphon BloodPower Shift is an excellent choice for melting bosses when low on essence. Other options include Siphon BloodSuppress, Siphon BloodBlood Sucker, or Bone SpikesBlood Spikes. Your choice of basic attack will determine your range for this build. Keep in mind that Teeth does more damage close up (like a shotgun) but due to Maltorius' Petrified Spike you can still use it at a range to great effect. For your non-combo damage ability, you want to choose based on your range. If you choose Siphon Blood, pick Command Skeletons with either Frenzy or Kill Command. If you choose Grim Scythe, go with either Bone ArmorDislocation or Death NovaBlight. Death nova does significant AOE damage, while Bone Armor is primarily a defensive skill, especially useful to preserve your Blood Rush cooldown. I personally prefer Frenzy for ranged and Bone ArmorDislocation for a closer range build. 
       
      Passives
      Your passives will once again depend on your variant of the build. You will want Overwhelming Essence and Blood is Power regardless, but the other two slots will vary.  Overwhelming Essence and Blood is Power are both integral skills to any ability and cooldown-based build. You want to minimize your cooldowns, and despite the intimidating requirement of Blood is Power, it triggers rather often. It counts premitigation damage, meaning damage before your armor and resistances. In any high level battle, you will proc this passive often. Overwhelming Essence is rather straightforward, as it simply increases your resource. 
       
      For the close range variant, I would recommend Stand Alone and Draw Life. Together, these passives will make you significantly more bulky and make up for a lack of sustain within your skills. An alternative to Draw Life is taking Life from Death and DevourSatiated over Corpse LanceBrittle Touch. This will somewhat lower your damage to bosses, but provide for more spam and sustain overall. 
      For the range variant, I would Aberrant Animator and Final Service. These both combine nicely with your Command Skeletons, while Final Service helps to improve your general lack of tankiness. Aberrant Animator gives your skeletons double your Thorns damage, while Final Service is your cheat death mechanic. 
      Skill list
      A- Grim ScytheDual Scythes/Siphon BloodPower Shift
      B- Bone SpearTeeth
      X-  Command SkeletonsFrenzy/ Command SkeletonsKill Command/Bone ArmorDislocation/Death NovaBlight
      Y-  Corpse LanceBrittle Touch
      ZL-SimulacrumReservoir
      ZR-Blood RushMolting/Blood RushPotency
       
      Passives
      Overwhelming Essence Blood is Power Stand Alone / Aberrant Animator Draw Life / Life from Death / Final Service  
      Now, into the parts that honestly don't matter nearly as much. Most of the build is in your hands, now this is just the nitpicky optimizations that I will honestly spend far too much/little time on. For the next sections I will be discussing gear, gems, Kanai's Cube, and paragon points. 
      For Gear I recommend going for a Legacy of Dreams build. This is rather standard, gives you an insane damage boost, and overall is versatile and workable. Make sure that you haveMaltorius' Petrified Spike. Another recommendation is your helm. Leoric's Crown is ideal for general battling, but Broken Crown is my preference for base gem farming, for hopefully obvious reasons. Honestly, just use common sense. LoD builds are incredibly player dependent, and you can build them just about however you want. Just prioritize whatever will feed into the general gameplan of spamming SimulacrumReservoir and Bone SpearTeeth. 
      For Kanai's Cube, you want to slot in Reilena's Shadowhook as your weapon, Krysbin's Sentence for jewlery, and the worse of either Reaper's Wraps or Nemesis Bracers. Shadowhook scales your damage based on your maximum essence, and with Overwhelming Essence and SimulacrumReservoir you're pretty well maxed out on your essence. 
      For Paragon Points you want to basically use common sense. This build is an ability spam build with limited sustain. Play to that. For example, you want to invest heavily into Essence, Cost Reduction, and Cooldown reduction. As far as defense, I recommend investing in armor so that Blood is Power is easier to proc. 
      For  Gems you should put Bane of the Trapped, Enforcer, and Legacy of Dreams in your ring slots. Zei's Stone of Vengeance is a solid alternative. For your Helm, slot in  Flawless Royal Topaz to provide resource cost reduction or Flawless Royal Diamond for CDR. Personally, since this is a teeth build you should go Topaz. For your weapon, you should go Flawless Royal Topaz if going the ranged build, and Flawless Royal Emerald for the close range build. And for your other slots, you should go (you guessed it) Flawless Royal Topaz. In my honest opinion, Topaz is the best base gem for necromancer. It provides Intelligence, thorns, and resource reduction. Sure, the thorns are only especially ridiculous with Aberrant Animator but once again, topaz is a godsend for Necromancer. 
       
       
      Changelog: 10/2/19 Fixed some grammar errors, clarified poor usage, and added more details to the build    

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