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Shaman Guide For Noobs and Veterans
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By: Antarius
1. What is a
Shaman.
Shamans, in World of Warcraft, are a hybrid class of melee and
spellcaster. If there is a class role in World of Warcraft, then the
Shaman is capable of it. The title Jack-of-all trades, master of none
applies to both Druids and Shaman. However, where a Druid shapeshifts
into different forms - Bears to tank, cats to do damage, natural form to
heal/nuke, Shamans have the ability to do all of this equally well at
the same time. Shamans may not be able to tank as well as a druid in
bear form, or heal as well as a druid not shapeshifted, but they can do
both at the same time. Generally though, in a group, the role of a
Shaman is going to be that of a supplemental Healer. When the Priest
dies, the Shaman will still be there to rez, if the Priest runs out of
Mana, the Shaman will be there to continue healing. When not healing the
Shaman is a vital front line combatant in groups. They have the ability
to reduce the amount of damage coming in or increase the damage of the
group, prevent people from being sleeped, and interrupting spellcasters,
all while doing in theredecent damage themselves. All of this while not
being paper thin cloth wearers like Priests or Mages. If a Shaman gains
aggro from healing or nuking too much, they have enough hitpoints and
Armor to take some beating. While you wouldn't want a Shaman to tank for
a group in a High-End Instance, it certainly lets them stay alive a bit
longer when things go bad.
2. Picking the
Race
Shaman are limited to the Horde, until the expansion in 11/06, and can
be either Orc, Troll, Tauren, or Dreinei. Each race has specific
strengths, especially now that Racial Traits are in-game.
Orcs have Battle Rage, the ability to raise their strength, thereby
increasing their damage. This comes at a penalty to their hitpoints, use
with caution. They also have an Axe Proficiency, essentially this allows
the Shaman to swing an axe as if they were 1 level higher than they are.
Their stun resistance, while not much could mean the difference between
life and death.
Tauren have extra hitpoints keeping them alive longer and the addition
of war-stomp to further stop a spellcaster from casting (in addition to
their shock of earth spell). Their Nature resistance will help against
the multitude of spells directed at them from natural sources, mostly
druid and Shaman spells.
Trolls also have nice racial abilities, Berserking will allow them to
cast their spells faster (and melee faster) when they need it the most,
when they are lowest in hitpoints. Their Health Regeration will help
keep them topped off from the hits here and there they are bound to
receive. Beast slaying will help against the large number of beasts in
the game. Even in areas with many humanoid and elemental monsters a few
beasts are sure to abound.
Stat wise, all races start out similiarly. Tauren having 2 more strength
will maybe give them 1 extra damage per hit, and Trolls with 2 extra
spirit perhaps a tiny bit faster health and mana regen. However, these
differences are so small, they really don't need to be considered when
selecting your race.
3. Armor
Shaman start out with the ability to wear leather equipment. Usually you
will want to stick with leather, although there are rare exceptions when
the stat boosts of a piece of cloth gear is much better than any other
leather peices available that cloth actually becomes worthy of wearing.
However, please don't mistake this as an invitation to roll against
cloth wearers. They can ONLY wear cloth. Please be considerate. Shamans
additionally gain the ability to wear Mail starting at level 40. This
helps fortify them compared to the rogues and druids of the world, but
don't start thinking you're going to tank the same as a Warrior or
Paladin.
4. Spell Lineup
Shaman spells are arranged into 3 categories; Enhancement,
Restoration, and Elemental Combat. Enhancement spells are what help the
Melee in your group, including yourself, hit harder or take less damage
per fight, this also includes some utility spells such as Ghost Wolf
which enables you to run faster while outdoors. Restoration is your
healing powers, which also include mana regeneration abilities and
rezzes. Elemental combat, comprises your damage abilities, ranging from
lightning bolts to magma totems.
Specifically of note, in enhancement abilities is your lightning shield
and weapon buffs. The lightning shield is generally unresistable, and
extremely mana efficient. Additionally, it lasts for 10 minutes,
Definatly something to have hotkeyed to be casting all the time. The
weapon buffs, such as Rockbiter or Flametongue are also amazingly mana
efficient in terms of how much extra damage you do per point of mana.
Rockbiter has the added benefit(sometimes hinderance) of grabbing alot
of aggro. On top of a class that is quite capable of doing good dps with
melee and spells combined, the extra aggro can really help keep mobs off
the lesser equipped priests and warlocks.
Restoration spells are fairly basic, there is a fast heal for small
amounts of damage, and a slower heal that heals significant amounts.
Throughout most of your "Shamanistic" life you will be healing
the same as a priest 5-6 levels lower than you. Sometimes you gotta make
sacrifices to wear tougher armor. In addition to healing, Shaman have
the abilities to cure both poisons and diseases.
Elemental combat is one of the greatest strengths of the Shaman's spell
lineup. In addition to our lightning spells, both regular and chain
lightning, Shamans come with the Shock Line of spells, they may not be
terribly mana efficient, but they are instant cast. Earth shock can
instantly interrupt a spell caster and additionally prevent that person
from casting any different spell in that same school for an additional 2
seconds. This is great for those annoying caster mobs that like to stand
back in the distance and just chain nuke. Flame Shock is just pure
unadulterated good damage. Our Ice Shock is a second way to snare in
order to prevent a fleeing enemy. Having a second source of snare will
undoubtedly save the lives of your group many times over during the
duration of your gameplay.
5. Totems
Speaking of totems, the totem is what seperates Shaman from every other
casting class in WoW. Totem spells are unique in that instead of simply
casting a spell, the Shaman will lay down a totem which will set off the
effect. There are 4 totems. Earth, Fire, Water, and Air. In order to use
a totem spell, you must first have the appropriate totem. The Earth
Category includes the strength buffs and the dmg reduction type spells.
Fire includes damaging abilities, from a fire nova type big explosion to
a constant barrage of lower damaging fireballs. Water totems are the
healing and regenerative type. While Air totems have effects such as
absorbing magical spells, allowing extra swings to process or raising
your party's agility. The one thing in common to all totems is that if
used properly they can be very mana efficient.
(9)Totems are obtained via various quests; Call of Earth, Fire, Water,
and Air respectively. Once you have completed the quest to obtain that
totem, you are then free to use any totem spell utilizing that
particular totem. For example, once you get the Water Totem you are able
to use all the water totem abilities like Healing Stream, Mana Stream,
and Fire resistance. You will have to carry these 4 totems around in
your inventory, however, they never "run out" or "have to
be recharged".
6. Talents
Talent Points for the Shaman class fall into 3 areas, similiar to their
spell lines. They can focus on their enhancement abilities, further
enhancing their tanking and melee damage dealing abilities. Restoration,
to help them heal much better, for example when you are the only healer
in an instance. And Elemental Combat, which improves your spell damage
capabilities. Ultimately where you spend your points will make a
difference in how you can play your character. A fully restoration
specced character could very well function as a sole healer in a lot of
grouping situations. A Fully Enhancement based Shaman would be able to
tank most non "uber" monsters, and with the proper equipment,
can dish out good consistent melee damage. However, if one were to
specialize in doing additional magical damage, the additional burst
damage would be noticable. While there is no "correct" way for
playing a Shaman, assigning your talent points to the things you enjoy
the most about your Shaman will help you enjoy your character fully.
7. Solo Play.
Against lower or equal leveled single opponents, a Shaman is fearsome to
behold. Pulling with 2 lightnings can often leave a mob at close to 66%
Health before it even reaches you (depending on levels of course). Open
up with Melee, while your totems are layed out around you, along with
your lightning shield and you've already done another significant chunk
to the enemy's health. lay down a Flame Shock, and as your shocks
refreshes the mob will be running or already close to it, at which point
you can cast a frost shock to stop it dead in it's tracks.
8. Group Play
Here, you will have much more freedom on how to plan your actions, If
your group is low on melee, you can get in there and duke it out much
like solo play. However if your group is low on healers you have the
ability to stay back and watch peoples health, being careful to watch to
prevent runners. This is where your totems really shine, while it is
beneficial to raise your own strength for a small amount of mana. When
you raise the strength of every melee and pet in your party you have
greatly multiplied how much damage is being done to the mobs.
9. Weapons
Shaman begin the game with the ability to use either 1 hand maces (and a
shield) or a staff. Through the various Weapons Masters, Shaman can also
train daggers, axes, and fist weapons (Not currently very many of these
in the game). Additionally through a point in the third teir of
enhancement, Shaman can learn 2-handed axes and maces. Sometimes you
will find a 2h axe or mace that's much nicer than a Staff. This will
enable you to do the extra dps that you should be doing if you aren't
holding a shield. However, if you are taking a beating, A shield can
help block a decent portion of the damage you are taking. While it isn't
going to make you into a warrior, it can help mitigate a small amount of
the damage, and that could make a difference in a close fight. However,
doing extra damage can also end a fight a little bit quicker as well.
10. A note for
those who enjoy PVP
Shaman have many abilities that definatly help out in a pvp environment.
Keeping your buddies alive longer will help keep you alive longer. Ghost
Wolf With 2 talent points invested gives you a 1 second cast 40%
movement buff. Not only will this help get you out of tight spots, both
PVE and PVP, but also allow you to chase down those runners. Purge is
another great spell, stripping away the buffs of your enemies can really
make a difference, especially in close fights. Priest Stamina Buffs
alone can add hundreds of Hitpoints. You can, in effect, cause hundreds
of points of damage instantly. Shaman are not "paper thin",
they have the ability to take a little bit of a beating. While this
won't let you stand toe to toe against a rogue and just stand there. It
will allow you time to get the heck out of dodge. Finally, the windfury
weapon proc, which causes "spotty" damage in pve, is the
perfect weapon in pvp, where you need all your damage to go ALL AT ONCE,
or they'll simply be able to retreat and get healed. While you may have
to wait a bit for it to proc, this can also lull the enemy into thinking
they aren't taking much of a beating, and then WHAM they go from 40%
health to instantly dead when you proc and cast an instant shock spell
at the same time.
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