Jump to content
FORUMS
Stoove

[Elemental] T17 Tips & Tricks

Recommended Posts

This thread is for Elemental 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.

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
 

 

Honorable Mention

Uthedicia made this excellent post giving recommendations for all of the Highmaul fights. Sadly, I can't edit his post so I'm unable to link it in the main text. Check it out!


Highmaul

Kargath Bladefist


The Butcher

  • SlashCry recommends using Conductivity on this fight if your healers need support.
  • SlashCry recommends combining Glyphs of Lightning Shield (for damage reduction) and Glyph of Flame Shock (for healing) to keep you alive for the crucial extra time in the Enrage phase.

Tectus


Brackenspore


Ko'ragh

  • SlashCry recommends using Windwalk Totem on this fight to negate Expel Magic: Frost.

Twin Ogron


Imperator Mar'gok

 

  • SlashCry recommends using Windwalk Totem on this fight to negate Slow - the debuff in transition phases.

Blackrock Foundry

Gruul the Subjugated


Oregorger


Blast Furnace


Hans'gar and Franzok


Flamebender Ka'graz


Kromog


Beastlord Darmac


Operator Thogar


Iron Maidens


Blackhand

Share this post


Link to post
Share on other sites

[Windwalk Totem] Useful on some bosses 

For  Ko'ragh :

Removing the slow effect from  [Expel Magic: Frost] for 6 sec. which can help ur raid members to move away and u can combo it with  [Totemic Projection] to place it wherever the frost orb spawn without moving

 

For Imperator Mar'gok :

In intermission phase warmage cast [slow] Debuff which reduce attack/cast/movement speed by 50% for 45sec , If ur a shaman u can save ur healers mana by dispelling it with use Windwalk totem wich cost 1.920~ mana.

And if ur a resto shaman u can also remove first debuff with this totem instead of using [Purify Spirit] which cost 5.248~ mana it will help saving some mana for this long fight.

 

Butcher :

[Glyph of Lightning Shield] useful for every fight specially in Butcher if ur in soaking team it will have alot of uptime and u can combo it with  [Glyph of Flame Shock] will do some little heal sometime it will save ur life ingame

 

If healers got issue in progress fight u can always pick this talent  [Conductivity] and place it in middle when it will hit the 2 soaking group + tanks 

 

Sorry for bad english u can re-edit what i have type biggrin.png

  • Like 1

Share this post


Link to post
Share on other sites

For Highmaul Normal or Heroic

 

Kargath

     - Talents 

          - 1st Tier: Nature's Guardian

          - 2nd Tier: Irrelevant for the fight

          - 3rd Tier: Largely irrelevant, but Totemic Persistence or Totemic Projection can help with keeping damaging totems in range or resetting utility totem cooldowns.

          - 4th Tier: Relatively equal output between Ancestral Swiftness or Elemental Mastery. I usually take Ancestral Swiftness for slight movement requirements.

          - 5th Tier: Largely irrelevant, but I recommend Ancestral Guidance for any unwanted spikes of damage on several players.

          - 6th Tier: Primal Elementalist for the stands or Unleashed Fury when on the arena floor.

          - 7th Tier: Storm Elemental Totem if you are running with light healers or up on the stands. Elemental Fusion on the ground. Stay away from Liquid Magma, even on the stands.

     - Glyphs

            For this I take Lightning Shield, Flame Shock, and Spiritwalker's Focus. These help with movement DPS or survivability. You may substitute Spiritwalker's Focus for Spiritwalker's Grace if going up to the stands.

     - Tips

            During this fight, I strongly suggest you stick to nearby flame pillars, using Spiritwalker's Grace either during Berserker Rush or if you get caught out of position as a pillar expires. Other than that, unless you're going to the stands (in which case don't stand in any bombs and withhold Spiritwalker's Grace until approaching the stands), just follow your rotation and you'll be fine.

 

Butcher

     - Talents

          - 1st Tier: If you know you'll be taking untimely spikes, you can get away with Astral Shift. Otherwise, take Nature's Guardian for when your health drops.

          - 2nd Tier: Irrelevant for the fight

          - 3rd Tier: Largely irrelevant but if healers are struggling, pick up Call of the Elements for Healing Stream Totem resets. 

          - 4th Tier: You could use either Ancestral Swiftness to assist with movement or Elemental Mastery toward burst. I'd lean toward Elemental Mastery if you have hunters in your group.

          - 5th Tier: Ancestral Guidance for burst healing support. 

          - 6th Tier: Primal Elementalist or Unleashed Fury. I'd lean toward Primal Elementalist for the burst but Unleashed Fury has relatively equivalent results.

          - 7th Tier: If using Primal Elementalist, pick up Storm Elemental Totem to pair up with it and to help healers. If using Unleashed Fury, run with Elemental Fusion to sustain DPS. 

     - Glyphs

          For this fight, I'd recommend glyph of Lightning Shield, Flame Shock, and either Flame Elemental for precisely one more use of it for DPS during the encounter or Spiritwalker's Focus for DPSing during the knockback. If your healers can handle it, use the combination of Flame Shock or Lightning Shield and both Spiritwalker's Focus and the Fire Elemental glyph. If the procs from Reactive Shield work, you could try Reactive Shield along with Fire Elemental and Spiritwalker's Focus for maximum DPS efficacy.

     - Tips

          Butcher isn't a lot of movement, just the one knockback every 60 seconds (30 during Frenzy). If you're assigned to hop in and out of the groups, run Primal Elementalist and use Unleash Flame for strictly moving in and out of groups. Mostly, it's just DPSing the boss down and surviving during the fight. The damage will hurt toward the end and on Heroic, so be prepped with your defensive cooldowns or healing tonics. 

 

Brackenspore

     - Talents

          - 1st Tier: I'd strongly recommend Astral Shift for spikes during Infesting Spores. Nature's Guardian could work if you're overgeared for the encounter.

          - 2nd Tier: Windwalk Totem should work for the Mind Fungus to clear out of it quickly.

          - 3rd Tier: Irrelevant for the fight.

          - 4th Tier: Elemental Mastery is extremely good with the Rejuvenating Mushroom. You could pool it for that and it would make your casts extremely quick. 

          - 5th Tier: Ancestral Guidance for burst healing support.

          - 6th Tier: Unleashed Fury for sustained DPS on one target or Primal Elementalist for burst on the adds. 

          - 7th Tier: Elemental Fusion for sustained burst on targets or Storm Elemental for a period of burst. You could withhold Storm Elemental until a Rejuvenating Mushroom for a larger burst of healing.

     - Glyphs

          Since damage is largely magical, use Flame Shock as a survival Glyph. Use Spiritwalker's Focus to help with moving between mushrooms. If you need more reduction, you could try using Healing Stream or Shamanistic Resolve to help mitigate the nature damage coming in. If not, go for Fire Elemental. The CD reduction MIGHT just line up with the Rejuvenation Mushroom. 

     - Tips

          If you're doing the flamethrower, talent Primal Elementalist and put your elementals to work while doing your assigned duty. If not doing the flamethrower, then it is largely a don't stand in stuff fight with timed bursts of damage. Try to save damage reduction cooldowns for Infesting Spores when raid damage is high. 

 

Tectus

     - Talents

          - 1st Tier: Astral Shift works well if it lines up for Tectonic Upheaval, otherwise Nature's Guardian will pop when you need it.

          - 2nd Tier: Irrelevant for the fight unless you can be in range of the melee to give them your Windwalk totem if they absorb the Gift of the Earth. 

          - 3rd Tier: Totemic Projection will give you a lot of DPS uptime with your fire totems. I'd use strictly this talent unless Call of the Elements + Healing Stream Combo is needed.

          - 4th Tier: Elemental Mastery and Ancestral Swiftness are relatively equal but I'd lean toward Ancestral Swiftness for the assistance with casting on the move. 

          - 5th Tier: Ancestral Guidance for the burst healing support.

          - 6th Tier: Primal Elementalist since you're moving around a substantial bit. Too much for Elemental Blast and Unleashed Fury. 

          - 7th Tier: Depends on IF the shards and motes are tanked together in large enough clumps. If so, pick up Liquid Magma and move your fire totem in range BEFORE casting Liquid Magma. If not, then pick up Storm Elemental Totem to pair up with Primal Elementalist. The healers will welcome the splash healing.

     - Glyphs

          If your raid needs it, glyph Healing Stream for Tectonic Upheaval. Otherwise, glyph Flame Shock and Shamanistic Resolve for personal survival. Glyph of Chain Lightning is a DPS increase if ALL 4 motes are tanked together. Glyph of Fire Elemental will help your burst by lining the cooldown up for every other or every 3 Tectonic Upheavals. 

     - Tips

          The fight is very movement heavy and a lot of it is the type of movement where Spiritwalker's Grace can't help you recover lost DPS. You just have to move to place the Crystalline Barrage to help the raid manage space and go from there. Assuming the shards and at least 2 motes are being tanked together, you should assume hectic cleave by using Flame Shock on all shards and motes in range while using Chain Lightning to cleave them down. Use Fulmination stacks on shards and motes that matter (the ones that need to die). Do NOT Earthquake here, since the tanks will have to move a LOT. If you have Crystalline Barrage following you and have a paladin on hand, ask them to put a hand of protection on you and you can stand still while it is up, manage the raid space, and keep DPSing. 

 

Twin Ogrons

     - Talents

          - 1st Tier: Nature's Guardian as it is entirely passive. Astral Shift could work if you could line it up for problematic burst but most of the damage that will plague you is Blaze from Quake.

          - 2nd Tier: Irrelevant for the fight

          - 3rd Tier: Call of the Elements + Healing Stream is quite useful here. Totemic Projection is diminished since at least one boss returns to the space in which it was tanked at some point but you could use it for uptime on your fire or healing totems. 

          - 4th Tier: Ancestral Swiftness and Elemental Mastery are relatively equal but I lean toward Ancestral Swiftness for assistance during Quake.

          - 5th Tier: Ancestral Guidance for burst healing support. 

          - 6th Tier: Unleashed Fury and Primal Elementalist are roughly equal here. If they are kept together, Primal Elementalist pulls ahead for cleaving. If intersecting abilities prevent meaningful cleave, then Unleashed Fury and Primal Elementalist are truly equal. 

          - 7th Tier: Liquid Magma can pull ahead if popped while they are kept together. If even one CD is missed or they are pulled apart during it consistently, then I'd stick to Elemental Fusion. If healers are struggling, pick up Storm Elemental Totem.

     - Glyphs

          Glyph of Lightning Shield will help against the majority of physical damage dealt in this fight. Glyph of Spiritwalker's Grace will help during a large part of Quake. Glyph of Healing Stream Totem will help during Quake and Blaze effects. 

     - Tips

          This fight will typically be the bane of your casters and the elemental shaman isn't much of an exception. We have some long-lasting movement CDs but the glyphs guarantee that you'll only be able to avoid Quake's drop off in DPS once every other quake. When you're not in possession of Spiritwalker's Grace, you'll basically be trying to stay still while avoiding Blaze as much as possible but you might just have to drop DPSing altogether to avoid Blaze stacks (1 stack can kill on Mythic and can come REALLY close in heroic). When they are together, assume hectic cleave by using chain lightning as filler and flame shock them both. Prefer the twin in your range or that WILL be in your range for mechanics when they separate... Pol during whirlwind and Phemos during Shield Charge. 

 

Ko'ragh 

     - Talents

          - 1st Tier: Nature's Guardian will proc quite often here, so it will be quite useful. Astral Shift could work if you can line it up with a lot of the Volatile Energies hitting the floor. 

          - 2nd Tier: Windwalk Totem works well here for the frozen orbs. Use them for you or a partner to get to swirls.

          - 3rd Tier: Totemic Projection is the best choice here. You move your Windwalk Totem into range, rather than walking around to place it in the correct spot, often bombing Spiritwalker's Grace to do so. 

          - 4th Tier: Elemental Mastery is great for the burst while shields are down. The movement is just light enough that Ancestral Swiftness isn't needed for it.

          - 5th Tier: Ancestral Guidance to help out during the shadow expel magic and for burst healing support.

          - 6th Tier: This tier has relatively equal results for this fight but I prefer Unleashed Fury since you are dealing with one target mostly. If you're struggling with adds or healing, pick up Primal Elementalist.

          - 7th Tier: Storm Elemental is great for the shadow expel magic but if DPS is paramount, go with Elemental Fusion. Avoid Liquid Magma since if popped at the wrong time, it could trail off into places you don't want it to go. 

     - Glyphs

          Since, you actually have magical debuffs to clear this time, pick up the Glyph of Shamanistic Rage to help your healers. The glyph of Fire Elemental can help line the elemental up during the shield recharge, enabling more frequent bursts. If you're having to do a lot of soaking, pick up the glyph of Spiritwalker's Focus. It will help line up Spiritwalker's Grace more perfectly with Volatile Energy soaks. Otherwise, the magical damage in the fight lends itself to pick up either Glyph of Healing Stream Totem or Glyph of Flame Shock. If you need more DPS on adds, then pick up Glyph of Chain Lightning. 

     - Tips

          This fight requires a moderate amount of movement but it isn't so much that Unleash Flame or Spiritwalker's Grace can't handle it. Save your DPS cooldowns for the shield recharge phase and if you are having to soak it, that would be when to pop Ancestral Guidance and Healing Stream. Other than those two things, watch when you're killing adds so that they are in a suppression zone when dying and DPS as much as possible. 

 

Imperator Mar'gok

     - Talents

          - 1st Tier: Nature's Guardian works great since you will often be at low health at some points. Astral Shift could work well if you lined it up with problematic abilities but most of your damage occurs in frequent pulses or in avoidable bursts. 

          - 2nd Tier: Windwalk Totem works well during transition phases since the mages casts slows which Windwalk Totem can dispel. If you already have Windwalk in the group, Earthgrab Totem can work during phase four replicating adds if you are kiting them.

          - 3rd Tier: Call of the Elements actually works pretty well here if you are utilizing the right totems for it. Avoid pairing it strictly on Healing Stream in this case, instead using it on Earthgrab Totem, Windwalk Totem, or Capacitor Totem. If using Earthgrab Totem or Capacitor Totem frequently, it might pair better with Totemic Projection. 

          - 4th Tier: Ancestral Swiftness and Elemental Mastery are relatively equal here. If you're lacking burst in the comp, go for Elemental Mastery. If you need sustained DPS plus some assistance with DPSing on the move, then take Ancestral Swiftness.

          - 5th Tier: Ancestral Guidance for burst healing support. 

          - 6th Tier: Unleashed Fury for sustained single target, Primal Elementalist if you need to help your healers or are having to deal with Arcane Wrath.

          - 7th Tier: Elemental Fusion for sustained bursts on important adds or the boss. Storm Elemental if the healers are struggling. Liquid Magma can work if you needs adds during phase four cleared quickly. 

     - Glyphs

          Glyph of Fire Elemental Totem is useful as you can pretty much use it four or five times on this fight and is extremely good for burst. Glyph of Chain Lightning can help with phase four adds. Glyph of Flame Shock is good for survival on this fight. Glyph of Spiritwalker's Focus is good for countering the many of the longer movement segments of the fight. Glyph of Shamanistic Rage supplies an additional dispel for personal use during transition phases. You have a lot of choices for this fight... so you can choose between defensive or offensive glyphs, or glyphs tailored toward one difficult segment of the fight for the whole group. Change them as your comp or strategy changes.

     - Tips

          - Phase 1: If you're dealing with brand, make sure to work out with your partner or partners where you're moving to deal with it. Otherwise, kill the adds with everyone else (cleaving off it if you can) and avoid setting off mines. 

          - Phase 2: If you're dealing with brand, be mindful of the now limited space you can move in (denoted by a shimmering circle around the original location in which you received the brand). Otherwise, watch your location when killing adds (again, cleaving off of them) and avoid setting off mines. 

          - First Transition: This is the time where you should be minding who is getting slowed and popping your windwalk totem if you see them being slowed. Flame shock both mages if you can and your wind shears are more effective toward the end of your cast.

          - Phase 3: If you're dealing with brand, it now jumps more times before it dissipates. Have a small CD ready for that or be ready to heal yourself. This fight isn't a DPS check, it is a survival fight. This is where you begin utilizing Spiritwalker's Grace to as you moved away from the marked tank. 

          - Second Transition: Same as the first, except that you're popping heroism/bloodlust either here or Phase 4. If here, make sure to have your potions and cooldowns ready. You'll mostly likely be burning a reaver or burning a mage first. Flame shocking the larger adds can help your burst here. 

          - Phase 4: If you're dealing with brand, you'll now need a minimum of three people to keep the brand localized to who is assigned to deal with it. Otherwise, if you didn't pop heroism in the Second Transition, pop it here. As long as you avoid orbs from the tank, DPS the adds down quickly, and avoid mines... you have no time limit. Do anything you can to help the healers, such as dropping your healing stream totems or pop your own personals. An unglyphed Thunderstorm can take some pressure off your tanks if they are prepped for it. 

          Generally in the fight: Get in practice of dropping your healing stream totems frequently, as much of their healing will likely not go to waste. When not doing that, just watch your spacing during Force Novas or phase two adds. You'll most likely have to use Ancestral Guidance or Storm Elemental during any of the transitions, phase three or phase four. If you've been assigned to deal with some of the damage during those phases, try and save those particular cooldowns for those moments. Otherwise, just use them when health looks dangerously low. 

 

  • Like 1

Share this post


Link to post
Share on other sites

@ Iridar, I find it a bit difficult too but the easiest way to handle that is to stutter step the fight where you can, use Spiritwalker's Grace for periods of movement where it will fit... and then just try to minimize movement where you can. 

Share this post


Link to post
Share on other sites

Is anyone else having trouble on Kromog? I play in PUGs, and people choose grasping hands that are quite spread out. My Chain Lightning doesn't chain to more than two targets, so I don't get my EQ buff. What do you guys do in this situation? Is Earthquake worth hard casting on a clump of hands?

Share this post


Link to post
Share on other sites

Radu, that's not really worth it. Elemental AoE suffers from being dependent on stacked or clumped up targets. In the case of Kromog, I would not even talent or play just to deal with hands. Let classes with unhindered range on AE effects deal with it. Just bust out the important targets and you'll do just fine. 

Share this post


Link to post
Share on other sites

For Blackrock Foundry Normal or Heroic, First Five:

 

For ALL fights: Refrain from talenting into anything OTHER than Ancestral Guidance on the 5th Tier. The buff this talent has received has GREATLY increased the healing we do from that talent. As such, I will not be putting a recommendation on 5th Tier talents, simply because the overwhelmingly right choice is Ancestral Guidance. It would be a waste of space to write that for ten fights. 

 

Gruul

     - Talents

          - 1st Tier: Nature's Guardian works quite well here, as you might sit at low health often with stacks of Inferno Strike. Stone Bulwark totem could help mitigate more overall damage but the strength of the absorption is questionable. 

          - 2nd Tier: The selection is irrelevant for the fight, since the talents on that row have no impact on the fight mechanics.

          - 3rd Tier: Also largely irrelevant for the fight. The only benefit I see out of this row is if you need to reset Stone Bulwark or Healing Stream totem. If you're dropping these regularly, then take Call of the Elements. 

          - 4th Tier: It is a tight fight, DPS wise. I would pick up Elemental Mastery here. 

          - 6th Tier: Unleashed Fury works fine here, as the movement requirements here are relatively light. However, for maximum burst, pick up Primal Elementalist. 

          - 7th Tier: If you picked Primal Elementalist, go for Storm Elemental Totem. Otherwise, take Elemental Fusion. 

     - Glyphs

          - Glyph of Fire Elemental Totem is nice if you'd like your burst a bit more often but is otherwise not required.

          - Since a relatively good amount of damage is magical, pick up the Glyph of Flame Shock for a bit of extra survival.

          - If you're throwing out Healing Stream Totem a lot on the fight, the Glyph of Healing Stream Totem will reduce damage taken for some of your raid members a little.

          - Glyph of Spiritwalker's Focus is good for the rather frequent moments of movement in portions of this fight, especially 2nd phase. 

     - Tips

          This fight is essentially a slightly more mobile Butcher fight. Stand with your assigned group, take the appropriate damage from Inferno Strike. Don't stand in any rock slides or near people who are petrifying and you have the fight down to science. Pop heroism during his frenzy. 

 

Oregorger

     - Talents

          - 1st Tier: Nature's Guardian will pop often enough in phase one that it will serve your needs just fine. If you need more insurance or would like to help your healers a bit more, Astral Shift can work too for quite a few Acid Torrents. 

          - 2nd Tier: The selection is irrelevant for the fight, since nothing on that row interacts with any mechanics in the fight.

          - 3rd Tier: Call of the Elements could be useful if you're laying down constant Healing Stream Totems to get more out of them. Otherwise, the row is irrelevant.

          - 4th Tier: Echo of the Elements or Elemental Mastery are fairly equivalent here. Take what is preferential for you.

          - 6th Tier: Elemental Blast or Primal Elementalist are fairly equivalent here and you can pick based on preference. Unleashed Fury is also good here too but I find Unleashed Fury isn't so good for dealing with Ore Crates, so you might get more use out of the other two talents. 

          - 7th Tier: If you've picked Primal Elementalist, go for Storm Elemental Totem. Otherwise, take Elemental Fusion. 

     - Glyphs

          - Glyph of Healing Stream Totem is good if you're constantly laying them down, as Acid Torrent damage reduction can make a difference between life and death.

          - Glyph of Fire Elemental Totem is good for lining it up during phase one.

          - Glyph of Flame Shock is good for a slight bit of survival against the nature damage in this fight.

          - This is one of the few fights where you can actually use another glyph besides Glyph of Spiritwalker's Focus as the sections of movement are so short during phase one that you really should not need to use it. The longer movement sequence of phase two means you could run Glyph of Spiritwalker's Grace for five extra seconds to move around and continue to do damage. 

     - Tips

           - Phase one: If you're assigned to be the ranged stack point for this fight, make sure you are far into the wall as you can get and shuffle to the spots you're assigned to go for the Retched Blackrock. This is a two second movement where you can literally forgo pressing Unleashed Flame if you have an instant cast spell or 12+ charges of Lightning Shield. If you're assigned to interrupt Blackrock Barrage at any point, you need to make sure you're in range to do it or ask to be part of the melee clump, avoiding Explosive Shard as appropriate. Use your defensive CDs on as many Acid Torrents as possible, your healers will love you for it. Pop heroism in the beginning of the fight, as there will be no more suitable portions of the fight to do this. 

           - Phase two: Avoid Oregorger's rolling around as much as possible. He will always roll either left or right, never back the way he came, and toward a pile of ore if it is busted out of the crates. This would be a prime opportunity to pop Spiritwalker's Grace and heal yourself of any damage you sustain on the way to the crates, though a rollover by Oregorger is probably fatal on heroic. 

 

Blast Furnace

     - Talents

          - 1st Tier: Astral Shift works well here if you use it for as many Blasts from the Heart of the Mountain as possible. I would take this over Nature's Guardian due to the constant spike damage faced in this encounter which is the counter to Nature's Guardian.

          - 2nd Tier: The selection here is irrelevant as there is nothing that interacts favorably with any of the mechanics in this fight.

          - 3rd Tier: Call of the Elements is good to take here if you find yourself constantly dropping Healing Stream Totems. Otherwise, the selection here is largely irrelevant.

          - 4th Tier: This is a fight where controlled burst or frequent burst is EXTREMELY important for minimizing specific threats, so this caters to Elemental Mastery. The first phase adds are not enough justification to run Echo of the Elements.

          - 6th Tier: You want burst in this fight, so there is VERY strong incentive to pick up Primal Elementalist here.

          - 7th Tier: Just like with the 4th and 6th tiers, you want burst. Pick up Storm Elemental Totem.

     - Glyphs

          - Glyph of Healing Stream is useful to mitigate the constant sources of fire damage your raid will be pelted with. 

          - Glyph of Flame Shock is good for a bit of healing to counter the magical damage in this fight.

          - Glyph of Fire Elemental Totem is good for the constant burst requirements that the fight demands.

          - Glyph of Spiritwalker's Focus is good for Phase 3 movement requirements but I find this glyph to be a dark horse compared to the other choices.

     - Tips

          - Phase One: During this phase, make sure to take any bombs placed on you or from the bag over to the furnace vent on your side. If you have the side dealing with Foreman Feldspar, watch for any Pyroclasm casts and interrupt them. Either single him out or base your cleave off him... otherwise, base your cleave off the Bellow Operators. 

          - Phase Two: If you've got a slag elemental after you, strafe to the primal elementalists using Spiritwalker's Grace to keep DPSing them as you do so, popping a defensive if you have one available for the remaining fixate duration. If there are no mages in your raid, it falls to you to purge the buff the elementalists get once their shield drops. Interrupt any firecallers that are free casting. 

          - Phase Three: When the Heart of the Mountain himself is out, the raid should be stacked in the back of the room to deal with Melt, moving along the back to buy the raid as much time as possible. Mind that fact if you're the stack point. Pop Heroism at ~30% or when the healers call for it. This is the most stressful portion of the fight for them. 

 

Beastlord Darmac

     - Talents

          - 1st Tier: Nature's Guardian will trigger often enough that it is generally a good choice. Most of the damage is either dealt slowly or it is avoidable, but Stone Bulwark Totem might be helpful if you want to mitigate that damage. Astral Shift could work if you're more concerned about Tantrum damage. 

          - 2nd Tier: The selection here is irrelevant as nothing on this row interacts favorably with mechanics.

          - 3rd Tier: Call of the Elements is an excellent choice if you're constantly dropping Healing Stream Totem or Stone Bulwark Totems. Otherwise, the choices are mostly irrelevant.

          - 4th Tier: If you are being relied on for area damage for adds, then go with Echo of the Elements. If not, or you have quite a few true AoE classes, then stick with Elemental Mastery. The more burst you have, the less pressure the fight generally is. 

          - 6th Tier: For the same reasons as the 4th Tier, go for Primal Elementalist if you need AoE. Otherwise, either Unleashed Fury or Elemental Blast are roughly equal and good choices. 

          - 7th Tier: If you've picked Primal Elementalist, go with Storm Elemental Totem. Otherwise, go with Fusion for emphasis on single target or Liquid Magma if you're counted on for AoE.

     - Glyphs

          - Glyph of Fire Elemental Totem is great for lining up burst with each of Darmac's beasts. 

          - Glyph of Lightning Shield is great for mitigating some of the physical damage dealt in the encounter.

          - Glyph of Flame Shock is great for countering some of the magical damage dealt in the encounter.

          - Glyph of Chain Lightning is required if you're dealing with adds. The multistrike chance per cast ensures you won't have much trouble setting up Earthquake.

          - This is another fight where Glyph of Spiritwalker's Focus is unnecessary as movement segments are too short to fully utilize the shorter cooldown this spell will have. Nonetheless, this glyph could help you if you are having to go to distant adds or go get a far off spear.

          - Glyph of Healing Stream Totem is great for assisting the raid with slightly mitigating the fire damage sustained but this glyph is a dark horse compared to other options. Only take this if healers are struggling.

     - Tips

          - Darmac: At all times, avoid spears. If you are asked to avoid DPSing them in the beginning to get more uptime, simply up a flame shock on them to whittle them down slowly and gain a slightly bigger single target burst for doing so. Pop defensive cooldowns during tantrum. Pop heroism during the last phase where it is just Darmac once again. 

          - Cruelfang: Not too much different from Darmac himself, just watch the charging path on Rend and Tear. Unleashed Fire works well to get out of the way. 

          - Ironcrusher: Again, nothing much changes here. Just pop Shamanistic Rage or another similar defensive during it. 

          - Dreadwing: Here is two things change. The spears become a top priority to clear, so you'll be switching targets fairly often. Avoid the breath attack or you're really going to regret it, fast. Unleashed Flame works wonders for that too. If healers are struggling, here would be the more appropriate time to begin timing Healing Stream Totem. 

 

Operator Thogar

     - Talents

          - 1st Tier: Most of the damage is avoidable or slow to dish out, so you won't get too much out of any of them. If you'd like to mitigate some of it, Stone Bulwark Totem is good here. Otherwise, go for Nature's Guardian.

          - 2nd Tier: The selection on this row has no favorable interactions with mechanics, so this tier is irrelevant.

          - 3rd Tier: Call of the Elements could pan out in your favor if you're dropping a lot of Healing Stream Totems or Stone Bulwark Totems but otherwise, this row is largely irrelevant.

          - 4th Tier: Echo of the Elements will work out well here thanks to the dozens of add clumps. If your AoE isn't needed, go for Elemental Mastery. 

          - 6th Tier: Primal Elementalist is good here due to the amount of quick movements which may render Elemental Blast useless. Unleashed Fury is ill-advised due to the many short movement sequences. 

          - 7th Tier: This and Iron Maidens are two fights where Liquid Magma would be the wisest choice. Just time it carefully. If you're going to have to move more than a lane away, wait to pop Liquid Magma when you're closer to the add pack or you might end up wasting a GCD. If you struggle with this, go for Storm Elemental Totem. 

     - Glyphs

          - Glyph of Chain Lightning is required to deal with the many large add packs. 

          - Glyph of Spiritwalker's Focus is great due to the many sequences of movement that are sometimes up to 6 seconds long. 

          - Glyph of Fire Elemental Totem is great for lining up with many raid splits. 

          - Glyph of Flame Shock is great for passive self-healing, since most of the damage is avoidable. You will find moments where healers will cast nothing on you and this glyph can slowly bring you up to full health.

     - Tips

          - Traffic Phase: This is where most of the movement occurs. Won't be moving that often and the train cooldown is such that you will have a movement CD or instant cast of some sort during each, so get used to popping them here. Same logic for Liquid Magma goes for Earthquake. If you see a train coming, denoted by open gates or lanterns on the gates denoting train type, avoid casting it unless you know it isn't coming through your lane. If possible, if you know the Split is coming, delay your CDs slightly to have them ready for that moment. Pop heroism at the start here. 

          - Split Phase: Here, you're trapped with your assigned group, not doing much movement. Here, you'll pop your AoE oriented CDs here if you have them and watch the pack just melt down. It would most likely be 2nd and 4th splits, if there is a 4th split, where you'd have your AoE CDs ready. Pop Ancestral Guidance on these packs too, it will give your healers a bit of breathing room. 

 

I'll work on getting the next five fights with tricks, talents, and glyph choices written down most likely tomorrow or Sunday. 

  • Like 1

Share this post


Link to post
Share on other sites

 - 4th Tier: This is a fight where controlled burst or frequent burst is EXTREMELY important for minimizing specific threats, so this caters to Elemental Mastery. The first phase adds are not enough justification to run Echo of the Elements.

 

Depending on your raid comp, I would actually recommend running echo to be able to get rid of adds as much as possible, particularly if you can stack firecallers & guards close to primal elementalists in P2 for very efficient earthquakes.

 

Generally I'm not sure why you advise SET over EF "IF" you use PE. I assume this is a utility concern since last time I checked PE didn't buff SET's dps, and because SET is now very close and even overtakes EF with appropriate use ?

 

I really, really don't like glyph of fire elemental if the duration of the fight doesn't allow you one extra use, since the gcd and the movement + target capture time of the elemental make up for the extra cooldowns you can use to boost him (especially since you want echo most of the time anyway).I could see it if you need a bit of extra ST burst regularly but that's not really the case on most fights since the cooldown is still a bit too long : for Furnace certainly, for Darmac most likely as well and since it's a very long fight you'll most likely be using FET several times anyway.

 

Very solid advice overall though, and my experience could be warped a bit because I don't run BRF heroic on my shaman anymore (apart from blackhand).

Share this post


Link to post
Share on other sites

Micro, I agree with you on the point of taking EotE on Furnace if your group does that. My group does not do this, so my analysis and recommendation was a bit colored there. I should have been thinking about that, and for that, I apologize. I also apologize for my oversight with SET's damage with PE. I just assumed that it did amplify the damage until I read the fine print. As far as Glyph of Fire Elemental Totem, I'm not a fan of the glyph either... and I'm probably not doing all the right math to determine whether I can get away with the same usages per fight or not. I will learn from these things and rectify this in my future writing as I am able. 

Share this post


Link to post
Share on other sites

Blackrock Foundry Normal or Heroic, Second Five:

 

Hans'gar and Franzok

     - Talents

          - 1st Tier: Nature's Guardian will serve the purpose well enough but if you feel you need to mitigate incoming damage, prefer Stone Bulwark Totem. 

          - 2nd Tier: The selection has no favorable interactions with mechanics and is irrelevant. 

          - 3rd Tier: If you find yourself dropping constant Healing Stream or Stone Bulwark Totems, take Call of the Elements. Otherwise, the tier is irrelevant for the fight.

          - 4th Tier: Echo of the Elements and Elemental Mastery are relatively equal but Echo of the Elements should pull ahead if you manage the interactions between it and Elemental Fusion correctly.

          - 6th Tier: If you think you can get away with it during the fight, go for Elemental Blast. If not, stick with Primal Elementalist and you won't notice much of a difference.

          - 7th Tier: Elemental Fusion works well here if you can keep empowered Flame Shocks on both bosses. If healers are somehow struggling, take Storm Elemental Totem.

     - Glyphs

          - Glyph of Lightning Shield is good for mitigating some of the physical damage throughout the fight. 

          - Glyph of Flame Shock is good for a bit of self healing. You will often not be sitting at full health so this glyph will not overshoot the mark on healing too badly.

          - Glyph of Spiritwalker's Focus is great for handling the more frequent stamper movement in the fight.

          - Alternatively, Glyph of Spiritwalker's Grace is also great for handling the stamper movement in the fight. Choose how you'd like to do it, frequent bursts of movement or one long stream of movement. 

     - Tips

          - Bosses together: Find a piece of solid ground where the conveyor belt isn't, make sure nobody else is nearby, and then enjoy standing still for a while. Make sure to have Flame Shock rolling on the targets as much as possible, since they share health and those two ticking will ensure you have enough Lava Bursts to send them to their earthen graves. Pop heroism during the beginning portion when they are both down, though you might have to hold it until the last 15% of their health if healers are struggling.

          - Searing Plates: Keep still on that piece of solid ground you found. Unlike the stampers, these plates don't completely cover the conveyor belt lanes, so just move to the side of solid ground that isn't covered. 

          - Stampers: This is the part I'd save Spiritwalker's Grace for. There are three different patterns. There is an 0 shaped pattern, an S shaped pattern, and a V shaped pattern. Try to just cast through it all with Spiritwalker's Grace. You do not want to go Ghost Wolf if you don't have to, you'll lose MASSIVE amounts of DPS. No DPS loss is worth your life though, so if you run out of options and you are required to move out, move out.

 

Flamebender Ka'graz

     - Talents

          - 1st Tier: A good portion of the damage is avoidable but if you would prefer to mitigate large spikes or Firestorm, take Astral Shift. Otherwise, Nature's Guardian is a good choice.

          - 2nd Tier: The selection has no favorable interactions with mechanics, so they are irrelevant. 

          - 3rd Tier: If you find yourself consistently dropping Healing Stream Totem, take Call of the Elements. Otherwise, the choices are largely irrelevant.

          - 4th Tier: Echo of the Elements and Elemental Mastery are relatively equal here. There is no specific encounter goal other than DPSing wolves down at a equal rate and that's accomplished through group tactics. Take your choice on preference.

          - 6th Tier: Any of the choices here are relatively equal here. If you feel like you'd end up being unlucky with movement, you can go with Primal Elementalist or Elemental Blast, with a slight preference for Primal Elementalist. 

          - 7th Tier: Elemental Fusion is probably the preferred choice with Echo of the Elements. If your healers are struggling, take Storm Elemental Totem.

     - Glyphs

          - Glyph of Flame Shock is good for helping against the fire damage in this fight.

          - Glyph of Healing Stream Totem is good for helping the raid mitigate the fire damage in this fight. 

          - Glyph of Spiritwalker's Focus is good if you get caught kiting the wolf for its fixate. 

     - Tips

          - Watch where you stand. Stay spread out, avoid any ground effects, and take the Molten Torrent to the melee and tanks. It is tempting to use Spiritwalker's Grace on Molten Torrent. Resist this urge, as you need to be sure you're not going to get a fixate later. Use any instant casts, Unleashed Fire, and totem refreshes to minimize your loss on the way there and back. If your healers need help, do not hesitate to pop Ancestral Guidance and Healing Stream Totem during Firestorm. For wolves, if you've got the fixate, this is the time to pop your Spiritwalker's Grace and kite it. being sure not to kite into other players as much as you can help it, though they need to mind you as well and move. Pop heroism during the start of the fight since there will be no other reasonable times to DPS fully unfettered. 

 

Kromog

     - Talents

          - 1st Tier: Most of the damage is avoidable, slow to dish out, or is handled by a mechanic. Nature's Guardian will serve the purpose well enough by triggering likely when you need it but if you prefer to mitigate damage, Stone Bulwark Totem is good for handling damage you'll be dealt by the breaths in the encounter. If you are concerned with mitigating larger amounts of damage less frequently, Astral Shift can be useful (thanks to Raz415 for this tip)

          - 2nd Tier: The selection has no favorable interactions for the encounter, so they are irrelevant.

          - 3rd Tier: Also largely irrelevant, but if you drop Healing Stream Totem or Stone Bulwark Totem consistently, then take Call of the Elements.

          - 4th Tier: Do NOT be fooled by the Grasping Runes of the encounter. It is easy to say that Echo of Elements is a prime choice for removing them, when it is not. The runes are spread apart in such a way that your AoE and cleaving will be rendered largely useless. Talent into Elemental Mastery to help with bursting Kromog down. 

          - 6th Tier: As with 4th Tier, you want burst. Take Primal Elementalist here.

          - 7th Tier: As with 6th Tier, you want burst. Grab Storm Elemental Totem. Your healers here will love you a lot while it is up. 

     - Glyphs

          - Glyph of Lightning Shield is good for handling the physical damage of the encounter. 

          - Glyph of Healing Stream Totem is good during Grasping Runes to offset the nature damage the runes do while protecting your raid. 

          - Glyph of Spiritwalker's Focus is good for the moving out of the Rippling Smashes that happen. 

          - Glyph of Flame Shock is decent for a bit of self healing but it is a dark horse compared to the other three glyphs.

     - Tips

          - For this fight, single target burst and busting important grasping runes down is the most important thing, along with avoiding all kinds of avoidable damage. Use Spiritwalker's Grace to get out of a rippling smash if it is in your general direction. Use Unleashed Fire to avoid Reverberations. Use any instant cast spell you have to allow yourself to move out of Runes of Crushing Earth. During Grasping Runes, be sure to drop your Healing Stream Totem if you've glyphed it. Bust out tanks first, then healers, then melee DPS, then ranged DPS and yourself. Pop heroism during the last 30% when he frenzies and becomes extremely dangerous. 

 

Iron Maidens

     - Talents

          - 1st Tier: Astral Shift is preferable here to handle damage spikes, which are quite frequent throughout the fight. These spikes perfectly counter Nature's Guardian and Stone Bulwark Totem will not stand up to the damage. 

          - 2nd Tier: Nothing on this row interacts favorably with the mechanics, so the choices are irrelevant.

          - 3rd Tier: Largely irrelevant but if you find yourself dropping Healing Stream Totem or Capacitor Totem consistently, you can take Call of the Elements.

          - 4th Tier: Echo of the Elements wins by a landslide here. Use this to help you evenly DPS the Maidens. Just be wary of popping Earthquake when severe disparities of health exist between them. 

          - 6th Tier: Primal Elementalist is pretty decent for the cleaving on this fight. Too much movement throttles Unleashed Fury here, and Elemental Blast doesn't really help you do the job you are supposed to do in the encounter. 

          - 7th Tier: Liquid Magma also wins by a landslide here. If all three Maidens are together, the gobs of magma will get all three. Just like with Earthquake, be aware of differing health percents between the Maidens. If healers are struggling, you can take Storm Elemental Totem.

     - Glyphs

          - Glyph of Fire Elemental Totem is good for the maximizing the usage of Primal Elementalist bonuses here. You can easily get 3-4 uses out of it. 

          - Glyph of Spiritwalker's Focus is good for the many medium (4-6 seconds) length movements in the encounter. 

          - Glyph of Flame Shock is good for mitigating the magical damage of the encounter. 

          - Glyph of Shamanistic Rage is good for dispelling debuffs off yourself here, just be wary of using it in this way since you may not have it for the damage spikes you need it on. 

          - Glyph of Lightning Shield is decent for mitigating slightly the instances of physical damage but it is a dark horse compared to the other glyphs. 

     - Tips

          - Garan: This Maiden will be shooting up the raid a fair bit and her damage is split evenly between physical and fire damage. Your primary concern with her abilities comes up with Penetrating Shot and Rapid Fire. Move in using instant casts and Unleashed Fire for Penetrating Shot while using Spiritwalker's Grace for Rapid Fire, since you'll be doing the most movement for this mechanic. Once Turrets deploy, watch the fireballs. Either switch with the other ranged to kill that turret or avoid the fireballs for the remainder of Iron Fury. 

               - Garan's Dreadnought: If you get assigned to deal with Dreadnoughts, make sure that you watch for Earthen Barrier and Earthen Pool casts, while spreading out to deal with Chain Lightning and Grapeshot Blast.

          - Marak: This maiden will be cleaving up the raid and tanks with her various blood abilities that deal shadow or physical damage. Use any instant casts to avoid Blood Ritual unless you are the recipient, in which case, stay PERFECTLY still. Use Unleashed Fire to help create some distance for Bloodsoaked Heartseeker. When she starts using Sanguine Strikes, this is where you want your defensive cooldowns available. 

               - Marak's Dreadnought: If you get assigned to deal with Dreadnoughts, make sure that you overlap as many Corrupted Blood pools as possible. This is the perfect time to practice your "stutterstepping" DPS routine. No other abilities exist for this dreadnought.

          - Sorka: This maiden teleports around and is the madhouse of the Maidens, with her abilities dealing a mix of physical or shadow damage. Stay spread out for Blade Dash. Self-dispel Convulsive Shadows if you're about topped off or tell healers to let yours tick down slowly. When she starts using Dark Hunt, be prepped with a defensive cooldown when the debuff is about to drop off if you can.

               - Sorka's Dreadnought: If you get assigned to deal with Dreadnoughts, stack on top of Gorak and let loose with your AoE abilities here. Pop Healing Stream Totem and Ancestral Guidance to help with the increased damage from stacking up like this. After your healing lets up, pop Capacitor Totem and the stun will help with decreasing damage further from fixated adds. Here is where you'll get the most use out of your Call of the Elements if you've taken it, using it to get a 2nd Capacitor Totem and 2nd Healing Stream totem consecutively. 

          - Miscellaneous: If you're not doing Dreadnoughts, watch for the bomb pattern. If you've got Spiritwalker's Grace ready, you can use it here to DPS while most of the bombs are falling and detonating. Ancestral Guidance needs to be ready toward the end of the fight for you to help your healers, so hold it if you have to. Pop heroism during Iron Fury and probably focus on either Garan or Marak, depending on what your raid finds difficult to deal with. 

 

Blackhand

     - Talents

          - 1st Tier: Stone Bulwark Totem is a good choice for a lot of the periodic damage of the fight but if spikes are a major concern, run Astral Shift. 

          - 2nd Tier: Nothing in this tier has any favorable interactions with mechanics, so it is totally irrelevant. 

          - 3rd Tier: Due to the constant fire damage being dispensed, Call of the Elements is a very solid choice for consistently dropping Healing Stream Totem and Stone Bulwark Totems. Otherwise, the choices are largely irrelevant. 

          - 4th Tier: Burst is your best friend here. The faster you push Blackhand, the faster the fight is done, and the faster the damage periods end for healers. Pick up Elemental Mastery here. 

          - 6th Tier: Just like with 4th Tier, go for burst damage. Pick up Primal Elementalist. The really chaotic movement in the phases ensures the other two talents in this row are rendered absolutely useless. 

          - 7th Tier: Elemental Fusion and Storm Elemental Totem are roughly equal but you're really going to want the burst and additional healing that Storm Elemental Totem provides in 1st and 3rd phases.

     - Glyphs

          - Glyph of Flame Shock is good for a bit of self-healing. Due to constantly streaming bits of damage, you'll often be sitting below full health. This makes this glyph do less overhealing and is a good choice defensively. 

          - Glyph of Healing Stream Totem is good for mitigating the fire damage the raid takes throughout the fight. Your healers will love you if you choose this. 

          - Glyph of Spiritwalker's Focus helps for some of the medium length movement segments in the fight. It also helps you immensely if you are assigned to kite Siegemaker Machines in phase 2. 

          - Glyph of Fire Elemental is good as it might allow you to squeeze in more burst more often, especially if you've taken Elemental Fusion. It becomes a dark horse if you've taken Storm Elemental Totem since it interferes with maximizing Fire Elemental usage. 

     - Tips

          - 1st Phase: This phase is the easiest to deal with but if the raid messes up a bunch, you might be seeing a lot of it. Stay in the center of the room to get the debris to fall there and make it real easy to predict which direction the Impale is going to go. Do not confuse that sentence for NOT moving as far away from the debris piles as possible while they are falling... you just need to not go where the tanks are going to kite the slag mines or other abilities. 

          - 2nd Phase: This phase is of medium difficulty. If you're not kiting the Siegemaker (leave it to a hunter or two if possible), then stay in the relative middle of the room. Avoid the notion of not having to move though. Fire or impales makes staying still hard to do. Take an impale to the siegemaker to down it faster, using Spiritwalker's Grace or Unleashed Fire to do so. If you are kiting Siegemakers, do as much as you can with Spiritwalker's Grace but you are almost effectively dead weight. Put flame shocks on Blackhand and Siegemakers, spend anything instant you can, and then just do the job you are assigned. That's all you can do. 

          - 3rd Phase: This phase is the hardest. Essentially, impales need to be taken toward the center of the room and slag bombs toward the edge of the room and overlapped when possible while not detonating the bombs on other players. Use Unleashed Flame or Spiritwalker's Grace in either case. Pop any defensive cooldowns during the Shattering Smashes, and use Heroism either right after the first knockback or during the last 40 seconds of the fight.  

Edited by Uthedicia
  • Like 1

Share this post


Link to post
Share on other sites

On Flamebender Ka'graz, I like to use Storm Elemental Totem and Primal Elementalist. Using SET on pull, I have found that the first pack of wolves comes a few seconds after the 1 minute shared cooldown of the Fire Elemental is over. For the second pack, Ascendance will be off cooldown again. Although I have to admit, it's not that great if you get Fixated during Ascendance, even with Spiritwalker's Grace.

 

On Kromog, I agree with everything except for the first tier. I think that Astral shift is best, to mitigate as many of the Stone Breaths as possible (as most of damage taken comes from those if you properly avoid damage). Having 2 damage reduction skills on short CDs is too good to pass up imo. Echo of the Elements is good if the other damage dealers are struggling with Hands, but there are many other classes that can handle them much better (hunters with barrage, warriors with bladestorm and ravager). If the others are doing their job properly, Echo of the Elements is a waste, because the hands will be melted down quick anyway.

Share this post


Link to post
Share on other sites

I did not consider it that way, Raz. That probably would be somewhat valuable since Stone Breaths are a large concern. However, they occur so often that you are taking many of them unmitigated. Astral Shift has a longer CD, so the additional reduction that comes with it is balanced out. Not to mention, if you're taking Call of the Elements, as NONE of the fights benefit from Totemic Projection or Totemic Persistence, Stone Bulwark Totem can be used quite a bit more often. It could probably lean toward either talent in any case, so I'll pen it in. Thanks for your insight. 

Share this post


Link to post
Share on other sites

Feldar, it isn't that Ancestral Swiftness is bad but it doesn't really interact favorably with anything in the rotation. 

Share this post


Link to post
Share on other sites

Join the conversation

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

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

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

×   Your previous content has been restored.   Clear editor

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

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By 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    

    • By CaperfinWoW
      About
      Hi, my name is Caperfin and welcome to my guide! For a long time there's been some negative stigma surrounding shaman tanking in original World of Warcraft, many players don't consider them tanks and not worth a second look. However, this stigma is typically fueled by misinformation or players refusing to go the extra mile to make it work and much rather give up halfway and play a protection warrior when it comes to tanking.
      Table of Contents
      Introduction Basics Threat Management Shaman Threat Threat Diminishers Rotations Buffs Debuffs Gear + Enchants Totems Profession Race Talents Comparison What If Raid Composition Introduction
      Can Shamans tank in Vanilla? The short and to the point answer is, yes. You might be rubbing your eyes right now in disbelief of this answer. Perhaps concocting up an entire four page manifesto around how only warriors can and should tank. Although, I could go on a long rant about how there are many other classes that can tank, today, I will be focusing on our totemic friend, the shaman. 
      My intent and statement with this guide is not to upset anyone or downplay different classes but to bring to light a rarely talked about topic of the game. Nothing about what will be detailed in this guide is orthodox, many distinctive elements can be tied to other hybrid classes looking to stray away from the path of normality. Every possible subject that comes to mind will be dissected to answer any lingering questions you might have. In the likely situation a subject is not addressed or poorly please bring it to my attention. I expect the same amount of scrutiny from readers as I have put into writing this guide, so don't hold back. Before continuing, an important aspect needs to be brought to everyone's attention. For some players this will be old news, but for many others players this will be a much needed revelation. The topic of Viable and Optimal is a highly controversial topic as some people simply don't see the difference or mixed these words up and commonly interject their own misguided philosophy onto it. To put it simply, Optimal is the most efficient and foolproof solution to solve a problem that eliminates as many negative variables as possible and favors a more easy going route. Next, is Viable or commonly referred to as possible, which is often seen as the more challenging path to take but to many feels like a greater personal achievement. 
      With all of this in mind, where are shaman tanks placed? Shamans are classified under Viable and with each theorycrafter joining our ranks and contributing their work, perhaps shaman could “feasibly” one day dethrone those braggadocious paladin tanks/bear tanks and reach a theoretical semi-optimal echelon. Many shaman tanks will agree their motivation or drive comes from the glory of accomplishing something that the rest of the server population dares not even try. If this sounds like you, I encourage you to continue reading. To reiterate my point, you decide to go a shaman tank if you want a challenge in an otherwise easy to clear raid. For example, Molten Core is on farm status. If it wasn't made obvious before, shield bearing is a sizable undertaking. When experienced players pick up a shaman tank and put in the effort, it shines tenfold. Nonetheless, your guild must also be experienced and prepared for a tempestuous task ahead. You will often see experienced raiders from top guilds play as a restoration shaman in raid and build a tanking set while healing. Eventually, they will transition into shaman tanking due to its extra challenge in an otherwise easy to clear content patch, they usually make the switch after the initial rush to get world first on a boss/raid is claimed or the subsequent following content drought approaches. As I previously stated it is not for the faint of heart, if you are brand spanking new to World Of Warcraft consider leveling up a ranged class, for example: a mage to get an adequate grasp of the PVE raids. All the while researching about tanking and talking to peers to get a feel for it and slowly transition to the world of shaman tanking. If you are a veteran of the game by all means start leveling that shaman.
       
      Basics
      Let me put your fears to rest, shamans are fully capable of tanking 5mans, 10mans, off-tanking and even main-tanking a few raid bosses. Of course, as stated before, each form of tanking is heavily reliant on personal and guild experience. I should specify there are non-traditional factors that make tanking easier, such as generally bad server coding, bugged items/talents and traditional factors such as having: Leader of the Pack , Trueshot Aura, tier sets, etc... Regardless, of these implementations and their magnitude a few things never change: A shaman's overall armor will never approach a warrior's armor mitigation. This results in a lower mitigation of physical damage. However, you compensate in other areas and provide some beneficial assets as well better threat output on single targets. 
      On this notion, pending any major weird coding or other factors, shaman tanks can do about the same personal damage as a protection warrior. But there is a drawback, many spells in our arsenal cost a hefty portion of mana, so be prepared to ask for a few Innervates and farm some mana regenerative items before a raid. We share the most similarity with feral druid tanks as we don’t have a major block activating ability and rely on a assortment of stats. The next downside is the nature immunity of certain mobs and the compelling burden it has on threat causing a drastic overhaul in gearing, rotation, etc.. which will be explained in detailed and rectified in the upcoming sections. Outside of guild mates, establishing a reliable and trusted friend list of healers or dps is highly advised for procuring buffs, consumables, etc... as they are more accustomed to the lesser known way of the shaman. In other situations, by all means, carrying a restoration shaman healing set when unsure of the group's competence is advisable.
       
      Threat Management
      Because a plethora of question surrounding aggro/threat are bound to come out of confusion. I'd like to first reference Kenco's and Nocturn's words about how gaining aggro on a mob functions and overall threat:
       
       
      Threat Management
      How does this affect our hybrid buddy? Shamans are on another tier when it comes to outputting threat, but it demands a hefty chunk of dedication comparably to the more laxed protection warrior. Although, this might come as a shock, with proper optimization, their threat is nearly equal to that of a pure protection warrior and in some situation just shy of a bears. Not only on the initial pull, but steadily throughout an entire fight. Of course, the shorter the altercation with a target, the better, since a shaman can freely throw mana around without going out of mana as fast. This results in more dependable damage being dished out and correlates into predictable threat. So without further ado, let me demonstrate how to get creatures more mad at you than unusual.
      Earth Shock is first on the list as it provokes a tremendously high amount of threat because of its 2x damage threat modifier. Akin to other classes in WoW, downranking an ability is imperative and plays a big component in tanking as it can be the distinction between life and death, so pay attention.  To begin with, Rank1 Earth Shock is mainly incorporated in combat to interrupt spells all the while preserving mana. Rank5 Earth Shock is an ordinary threat increase and seen as the most cost efficient. Some shaman tanks might relentlessly use this rank, if a group has an abundance of warriors or warlocks. Rank7 Earth Shock is seen as a way to force the creature to attack the caster by dealing the most threat, this is seen as the closest we will ever get to a warrior's “taunt” effect. This rank is seen as the luxury rank and can be constantly used in raiding once the best gear is acquired. The downsides of our shocks is that nature damage is severely burdened on various fronts: there are no warlock curses that buff it, a low spell coefficient of 40.71% of the caster's spell damage and some of the raid content is particularly resistant to nature. 
      Contrary to popular belief, gear with “increase Nature damage by X” will always be worse than the equivalent amount of regular spell damage gear. Next, as a point of reference, anything that resembles an elemental (noticeable in MC) will have a rather high resistance to nature damage. All the Dragons of Nightmare found in the outside world are also immune to nature damage or tend to have the same kind of lofty resistance to nature that they do to fire (server dependent). The same applies for some creatures in: AQ, ZG and Naxx. Basically, if an environment has a disease or poison theme, expect nature damage to be hampered. Here is a chart to better explain the notion. Do not fret, there are items to counter this downside, for example: Eye of Moam and the debuff that originates from Thunderfury, Blessed Blade of the Windseeker can help with ES dmg by reducing the target's nature resistance. 
      If a target is completely immune to nature damage there are alternatives, such as: Frost Shock our knight in shining white armor. Capable of hurling a modest amount of frost damage but at the trade-off of less threat. FS does not consume a debuff slot on a boss impervious to movement impairing effects (most bosses). There are additional ways to circumvent this lack of threat which will be peppered throughout the upcoming topics.
      Rockbiter Weapon is second on the drawing board of threat generators and typically is not downranked. Each rank of Rockbiter Weapon triggers a weapon proc that is designed to give a fixed threat per second. At max rank, Rockbiter gives 72 threat per second on successful hits. If you have a 2.6 speed weapon, each successful hit (not a miss, dodge or parry) would add 2.6 * 72 = ~172 threat. This means weapon speed doesn’t matter, but haste (Flurry) does. Haste effects are exceedingly sought after not only to counteract nature defiant mobs but overcome the drawback of having a low percent chance to hit. To give a better impression of threat let’s compare with a warrior’s threat toolkit for the sake of testing. Sunder Armor, a warrior’s bread and butter spell, creates 261 threat. Rank 9 Heroic Strike adds an additional ~172 threat.  So effectively, every swing from a shaman with Rockbiter on a 2.60 speed is equivalent to a Heroic Strike from a warrior using a 2.4 attack speed weapon. Of course this is not discrediting a warrior’s threat, they are kings at threat overall. However, a shaman with Rockbiter on its own will be dealing considerably more threat since max rank Rockbiter with talent improvements gives 665 additional attack power. I should mention, once you achieve a certain auto attack dps threshold (~140) it is no longer optimal to use Rockbiter, instead opt in for the more beneficial: Windfury Weapon.  Lightning Shield and deals damage when hit but it imposes certain conditions to be cost effective. Firstly, Lightning Shield is on the GCD and should not be prioritized over other spells, such as: Earth Shock so properly weigh your mana and threat. Secondly, downranking LS is vital to conserve our resources and maintain productivity. However, the appealing aspect of LS is each charge scales with 33% of total spell damage and its facilitation in securing threat on numerous targets. A small remark that LS is incapable of critting but its damage is increased by Stormstrike. Rank2 Lightning Shield can be indiscriminately done in single and multiple target fights as part of a rotation. Rank4 Lightning Shield alongside relatively adequate gear and conventional raid buffs is a cost efficient enough rank to periodically activate in a fight. Rank7 Lightning Shield is weighed as a luxury and carried out in the pre-pulling phase of an encounter or at personal prudence during short comprehensible fights. Tip: Equip spell damage gear, cast LS and switch back to tank gear before pulling the boss.
      Oil of Immolation might not seem like much but gravitates around fourth on the list. The reason its exact position is unclear is because it resets your swing timer on some servers. However, it is undeniably good to use before a boss pull or against multiple mobs. Luckily, they can be bought on the Auction House or simply created through Alchemy with a profession skill of 220. I suggest stocking up on them or the necessary ingredients when they are affordable and depositing a few in the bank for a later purpose. On top of all its benefits, it does not trigger a GCD so you can continue to wreck havoc uninterrupted. Lightning Bolt or Chain Lightning (depending on number of mobs) are both nature-based direct damage spells that follow the traditional rule for damage to threat conversion. They will be the very first spells that form threat on the target. Luckily, downranking is not as harsh or compulsory since these spells are rarely used: Rank4 Lightning Shield is the economical version of the spell for pulling a target. It is ideal for subpar geared individuals in a less strict raiding environment with threat not being a main priority. Rank10 Lightning Shield can cause devastating damage at the beginning of an encounter. Tip: Move slightly ahead of the group, equip spell damage gear with a mix of spell crit gear and cast LB twice or once (depending on boss distance) then switch into tanking gear. Immediately sit down, drink mana and wait until mana is full or boss is 20 yrds away or forces you to stand up in order to proceed with your rotation.
      Goblin Sapper Charge is great to generate additional threat but unfortunately has a long cooldown. Luckily, there are other bombs with shorter cooldowns. Regardless, it is a definite must have against multiple mobs. The majority of explosives are created through engineering with the exception of the last one in the following list: Here is the list of explosives centered around threat management: Firstly, we have Goblin Sapper Charge the highest threat generating explosive and is also instant cast. (shares a 1min cooldown with other bombs) Secondly, is Dark Iron Bomb deals damage in a 5yrd radius but requires to stand still and a 1 sec cast. The last one is: Crystal Charge, which deals similar damage to its predecessor but in a 3yrd radius and can be cast while moving. Another similarity is that both can be activated before Sapper is off its 5min CD. Major Rejuvenation Potion and similar healing potions as well as mana pots, bandages and eating food are last on the list of threat generators and they produce a very small quantity of threat. To be more accurate, the healing threat is global and normally .5x of the amount replenished. Unfortunately, both health and mana effects cause no threat if already at maximum capacity. Contrary to popular belief, the basic shaman restoration spell: Mana Spring Totem does in fact yield a small amount of threat with each pulse. Seasoned players on brisk coherent fights will often pop a heal pot after using a Goblin Sapper Charge or Major Rejuvenation Potion to induce an immense amount of threat. In the same vein, you can use Flask of the Titans and consume a pot or bandage up oneself to generate threat. Mana and healing over time potions do not generate threat. Here is a list of a few food/consumables centered around threat management. In order of threat:
                          - Major Rejuvenation Potion is the highest threat generator when it comes to regenerative items but it can be expensive.
                          - Major Healthstone is given to us by a warlock.
                          - Demonic Rune converts health into mana.
                          - Dark Rune nearly identical to the previous, however, this item can be traded between characters and bought on the Auction House.
                          - Night Dragon's Breath takes care of mana & health. Very easy to acquire so get a large amount and place them in the bank.
                          - Whipper Root Tuber it only grants health.
                          - Major Mana Potion grants a good chunk of mana and drops throughout the world quite often.
                          - Lily Root is created from a neck item and saves on time, money, etc… (the single root will disappear after 1hr.)
                          - Major Healing Potion is last because the amount ratio of granted health is on a large spectrum and random.
                          - Crystal Restore doesn't generate much threat, but it can be casted onto you by an ally. (this triggers the pot CD for ced ally) 
      These items can relive some pressure from healers as they have to spend less mana to keep you topped off. My personal recommendation is to have a diverse pool of the items featured in this section to cater to any situation that might arise. As you familiarize yourself with a fight and the limits of your raiding partners, it will come intuitively what is the best to use. Its worth mentioning some items don't share a cooldown, thus can follow each other in quick succession. Here are the two different cooldown categories:
                 
      Thorns and similar reflective effects to put it simply are passive buffs that deal damage to attacker when hit. Contrary to popular belief as well as many tooltips, reflective buffs will only damage the attacker if they strike you with in melee range. Although, it provides the lowest amount of threat in our toolkit it is still note worthy. Typically, these buffs are great against multiple mobs however they still maintain some relevancy in single target scenarios, especially versus bosses with high attack speeds. There is no reason to not have the majority of them. All the buffs below stack with each other. Mana and healing over time potions do not generate threat.  In order of threat:                   - Thorns is the highest and originates from druids & its damage is amplified with a druid tier set bonus & a talent in the balance tree.
                        - Fire Shield is second and is casted by a warlock's imp and improved by a warlock talent in the demonology tree.
                        - Crystal Spire is an item any class can cast on you and should be accumulated and stored in the bank for later use.
                        - Razorhide originates from completing a repeatable quest in the Barrens from the NPC, Mangletooth a caged quillboar.
                        - Static Barrier is gained from using the head item: Electromagnetic Gigaflux Reactivator. The effect will stay even while unequipped.
       
      Threat Diminishers
      Aggro and threat from teammates is another daunting obstacle to tackle with. Conveniently, there are ways for heavy hitting classes to reduce their threat. To begin with, ranged classes are highly adored because if they were to mistakenly get aggro, they are likely at that sweet 30-40yrd range, so it's easier to supervise. Also characters standing out of the 30-40yrd range will not draw aggro until they exceed the threat level of the mob's current target by 30% as opposed to 10% for melee classes. Here are a few examples of diminishers or dumps in no particular order:
      Rogue reduce their threat w/Feint & flat our wipe threat w/Vanish. It might disrupt their rotation but it's appreciated. Mage who have taken the talent: Frost Channeling or the talent Burning Soul is their overall way to reduce threat. Druid who are mainly spending time in cat form have Cower & healing druids can obtain Subtlety through talents. Priest have two of the easiest threat reducers to acquire, within the discipline talent Silent Resolve and the spell Fade Shaman within the restoration talent tree can obtain: Healing Grace & casting the basic spell: Tranquil Air Totem. Additionally, there are some threat reducing items that drop in the latter portion of raiding content that are used in raids to combat the threat produced. This is good news because serious petal to the metal fury warriors generate a tremendous amount of threat. So we are grateful for the melee trinket Fetish of the Sand Reaver and the caster trinket Eye of Diminution used by fire mages and destruction warlocks. Advise your high dpser's to keep an eye out for these items. Also, an honorable mention should be made for the potion Limited Invulnerability Potion and its aggro reassignment effect as well as its halt on additional threat. All that was mentioned is also useful for bosses that reset threat globally due to a unique boss mechanic, a timely potion pop from teammates can help you quickly establish threat. There are some servers, where Flask of Petrification not only removes aggro but the debuff/buff it places can be clickable-off but these instances are rare and its unclear if that was the item's original intention. This guide will continue without considering this item as a key component to tanking.

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

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

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

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

      21/30/0
      https://classicdb.ch/?talent#hAczx0hoZxV00Exuo This is the solution to individuals heavily resilient or completely immune to nature damage. Good gear alongside a solid understanding of shaman tanking is required since we loose the ability to cast Earth Shock. Therefore, we will be casting max rank Frost Shock often and require the necessary mana related item to back it up. This path is frequently taken as a player reaches 3% hit chance from gear. Among the many other topics that briefly explain potential threat solvers, also refer to the Threat Management section for help.
      ________________________________________________________________________________________________________________________________________________
      Tank Compare
      On patch 1.12 a full BIS and buffed shaman will be the closest in stats to approach a feral bear tank, let take an in-depth look at the stats to see the differences. As a guideline, the Example Druid Tank below is BIS/buffed and able to clear most bosses without a problem. A shaman like other tanks tailors his gear in accordance with the boss he will be facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a shaman in stats across the board that gets the job done in raids.

      Druids have the luxury of having multiple categories covered and a broader safety net on top of having access to join Alliance for the added advantage of paladins spells, while shaman tanks are required to significantly maximize a specific category for a certain boss.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat will depend on gear, boss mechanics, etc... But in general, the current standing of tanks that can do the most threat are:
            1. Feral Druid/Warrior.
            2. Paladin/Enh Shaman.
            3. Dem warlock.
            4. Priest tanks.
      The threat we can produce comes extremely close to Paladin Tanks using Holy Mightstone, if they don't use it we surpass them. We can reach an even higher threat ranking against bosses who have little to no nature resistance or the raiding group is capable of maintaining a consistent uptime of the Flame Buffet debuff.
       
      What If
      This section explores past private server bugs and theoretical bugs that push Shaman Tanks to new heights on the raiding content spectrum. An example, is: Inspiration or/and Healing Way can be applied multiple times through different ranks. Before continuing, be sure to read the section: Comparison, to know where we initially stand with other tanks. Down below, is a compiled list in no particular order:
      Razorhide's armor buff can stack with Inspiration. Rockbiter Weapon or Windfury Weapon triggers even if your auto attacks are dodged, parry, missed, etc.. Searing Totem can trigger ED and/or generate threat for the shaman. The talent: Toughness scales with the armor granted from agility. The buff cap is increased to 35 or some buffs are not considered buffs and do not consume a slot. The Windfury Weapon enchant can trigger weapon procs among other procs.  
      Raid Composition
      Raid composition differs with each boss but its considered an acquired technique that develops over time and reflects the playstyle of a guild or raid. The following image is an example raid comp with a few minor exceptions that differ from the norm. This image is by no means the perfect raid comp since raid comps drastically fluctuate along side: content patch, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp that caters to your needs without overstepping. A decent raid will always make sure that every group has a Tranquil Air Totem enforced by restoration shamans.

      In (Group 1): On the topic of suvivability, a fellow tank in your party can equip The Lion Horn of Stormwind, granted they don't need the trinket slot for anything else. A bear can replace a prot warrior in the tank party, if the raid is comfortable enough with the idea and could probarbly use an emergency Innervate or Rebirth Also, only bring the bare minimum of tanks. This will open a spot for either: a lock with Blood Pact, or a hunter with Trueshot Aura. Rogues are favored over fury warrior, they Feint, Sprint, Evasion and Vanish to manage their threat/aggro. Feral cat druids can offer similar utilities as a bear and can Cower and Dash to manage their threat/aggro. Discipline priest with experience and ease of mind may occasionally throw a Power Infusion on a shaman tank during the pull phase to help the tank gain a larger amount of threat. In (Group 6): The shaman is elemental since healing is not an issue and we are relying mostly on Tranquil Air Totem. In the situation, you are taking too much damage this spot can be replaced by a restoration shaman. In (Group 7): A mage could be replaced by a shadow weaving healing priest. In (Group 8): Traditionally, mages tend to switch to Fire Specialization after AQ, however, keeping a single as Frost with the talent Winter's Chill is advisable. A rogue can be replaced by a melee hunter on Nightfall duty. Thanks for reading!

      I hope you enjoyed exploring one of my favorite classes in World of Warcraft. If you are left with some lingering questions after having read the guide, feel free to swing over to the Discord: https://discordapp.com/invite/GYF3uNf and I would be more than happy to answer them. I will be continuously updating this guide as we learn more about Classic WoW.
    • By positiv2
      This thread is for comments about our Aggro Shaman deck.
    • By Chumani
      Inevitable Destiny   (H)Corrupted Destiny guild Skywall/Drak'thul US realm😎   Corrupted Destiny IS one of Skywall's oldest and largest standing guilds - very active with a large player base! We’ve always got something going on: mythic dungeons, normal runs for alts, Island Expeditions, Warfronts, Incursions, Transmog runs (aka 'Chu's Shopping Trips), Raiding, Brawler’s guild activities...  Even random activities like fishing at Darkmoon Faire while standing on water and wearing a fish head side by side!! All adult guild 18+ years old. 
       
      Raid-wise we are 9/9 N Dazar'alor and have members with 9/9 H experience. Our raid schedule currently is 5:30pm PST (8:30pm EST) to 9pm PST (11pm EST) Thursday and Monday. (Subject to change as we try to accommodate more members).
      We have an active FB page and Discord server that is up to date on ALL game info as it happens, and of course fun stuff... as it happens as well!
      As always, we are recruiting. Looking for raiders (healers preferred but all are welcome), casuals, in betweens, anyone who is looking for a guild! Do NOT be intimidated to ask to join us even though you are not level 120! Come and join us! We maintain a ZERO drama policy!!
      Come experience the reason a guild as old as CD continues to stand and stand strong year after year after year! Come...... and get.... CORRUPTED!!!
      Chu#12466 - Wanheda#11925
       
       

    • By positiv2
      This thread is for comments about our Dalaran Heist Shaman Guide.
×
×
  • Create New...