Once the enemies are in your face, your melee abilities like [ Lava Lash ] and [ Stormstrike ] will let you make quick work of them. For groups of mobs, put a [ Flame Shock ] on one of them, then use [ Lava Lash ] to spread it to the others. Once you hit the mids, [ Fire Nova ] will make this one of your most powerful damage-dealing rotations. Because you dual-wield, you can use two weapon enhancements. For the time being, just put [ Flametongue Weapon ] on both of your weapons.
When you hit level 30, you'll want to use [ Windfury Weapon ] on your main-hand weapon and [ Flametongue Weapon ] on your off-hand. Enhancement shaman really only use mana in emergencies, so you'll want to keep [ Lightning Shield ] on yourself at all times. This will also improve the damage of your [ Stormstrike ] and [ Static Shock ]. As Enhancement, you want to ditch your shield as soon as possible after level Take an offhand weapon instead: this will significantly improve the damage output of your [ Lava Lash ] one of the core Enhancement spells and make your [ Flame Shock ] even more destructive.
Once you get to level 80, Mastery is also very helpful to enhancement shaman. Most other statistics Intellect , Spirit , etc. Restoration shaman can generally follow the same advice given to elemental shaman, with one key difference: as a healer, in addition to intellect, you want gear with Spirit in order to significantly improve your mana regeneration. Although totems have decreased in importance since Cataclysm, they're still an important part of every shaman's rotation.
Your first totem, [ Searing Totem ] , will do a good deal of damage to a single enemy, and should be used in most single-target encounters. Especially for enhancement shaman who benefit from [ Searing Flames ].
As you level up, you'll begin swapping it out for [ Magma Totem ] , which does less damage, but hits every enemy within an 8-yard range. You'll gradually acquire more and more totems as you level up, and using them effectively is what differentiates good shaman from poseurs. Some totems are primarily useful in PVP, others in PVE, and some for solo play: check out the full list of totems for more information.
Although shaman start out wearing leather armor, they change over to mail at level 40, which can complicate profession selection. If you take leatherworking, it becomes much less useful at 40; if you take blacksmithing, it doesn't really kick in until you're halfway to With this in mind, there's really no right or wrong combination of professions for a shaman to take. Most players find it helpful to take a "matching pair" e.
Purely a PVP perspective, but ele is in a really good place right now I only play ele, but resto and enhance also seem to do well. The burst damage is fantastic and there are so many fun tricks to pull. It feels like there is always more to learn, or one other thing you can do better with.
I thought I would be playing frost DK, Spriest or affliction this expansion, but elemental is just way more fun for me. Welcome to the shaman fold! No spec is particularly broken this xpac. However, ele is high middle of the pack for raid dps and enh is low middle of the pack.
But worst of all, none of the covenants are great for all 3 specs. Necro is good for ele and resto, but bad for enh. Venthyr is good for enh, but mediocre for ele and resto. Night Fae is okay for enh, poor for ele and resto. I think Kyrian makes for the best all-around covenant, simply by being mediocre for all three specs…. I am always weary about posting anything as I never know what kind of responses I might get. Glad I put this post out there. I browse every single class forum, and all of them are just filled with whining about how underpowered their class is.
That said, I actually think Shaman forums are quite possibly the least-whiny out of all the ones I visit regularly. Which does make sense, since all three of our specs are fairly viable.
Aside from your legendary and a few other small things, moving between elemental and resto is fairly easy depending on the content you are intent on. This my subjective and biased opinion. Comment by I love my shaman they are fun to heal with and dps with and i wouldnt stop playing em. Comment by Here is my opinion on Restoration I would recommend resto shaman without hesitation.
Learning this healing class is a breeze. The mechanics have been simplified, attributes are very homogenized, and rotation priority is easy to figure out. Though shaman are nowhere near the healers we once were comparing to previous expansions You can still go a looooong way if you spend the time and effort learning to play this class properly As far as PVP goes.
Its up to you to decide if we are "good" or not :-P My credentials: Resto shaman was my pve main throughout WoTLK After I leveled it to 85 when cata released, my shaman sat collecting dust for about a year till 4. Comment by sandreid87 I've always wondered why it's Balance Druids, and not Elemental Shamans, who have the spell Tyhpoon. Summoning a wave of water, and pushing it forward, to knock targets away from you, is NOT cosidered manipulating the element water?
What the! Comment by JBushido Must say I'm not a fan of the new totem situation Comment by Bifur28 If you play Warcraft 3 the orcs can make shaman. When they are created they yell "Storm, Earth and Fire, heed my call! Comment by perculia 5. In addition, Healing Rain now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted Wild Imps, Bloodworms, Snakes from Snake Traps, etc. There has been no change to the total amount of healing granted by the ability.
Talents Astral Shift now has a cooldown of 90 seconds, down from seconds. Damaging an enemy with , , Earth Shock , or Stormstrike increases the duration of Healing Rain by 4 seconds. Echo of the Elements ' spell duplication effect can no longer occur more than once every 4 seconds when used on friendly or hostile players and player pets or guardians.
Healing Tide Totem is no longer a talent and is a baseline ability for all Shamans. Additionally, this totem will now heal 12 raid members up from 5 when used in a player instance.
New Talent: Rushing Streams. Totemic Restoration has been replaced with a new talent, Totemic Persistence. New talent: Totemic Persistence. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one non-Fire totem can benefit from this effect at a time. This cannot cause Earth Shield to exceed 9 charges. Charred Glyph : Successfully Purging a target now grants a stack of.
Major Glyphs Charred Glyph now increases the cooldown on Chain Heal by 2 seconds, down from a 4 second increase. Charred Glyph now reduces the cooldown of by 2 seconds.
Charred Glyph now increases the cooldown of after reflecting a harmful spell by 20 seconds down from a second cooldown increase. Charred Glyph no longer increases the healing of Healing Rain. Charred Glyph : Hex now transforms enemies into a Compy.
Familiars of different types have a tendency to fight each other. Glyph of Lingering Ancestors : Resurrecting someone with Ancestral Spirit causes a ghostly ancestor to follow them around for a short time. Charred Glyph : Allows the Shaman to summon a rain storm of frogs at a targeted location.
Charred Glyph : Ghost Wolf can be now be used while the Shaman is a ghost. It now allows to be triggered once every 1. Enhancement Shaman 4-piece PvP set bonus Frostflame Weapon now causes the Shaman's to also reduce the target's movement speed for 3 seconds. Enhancement Feral Spirit 's summoned Spirit Wolves are now immune to root and snare effects.
Patch 5. Lava Beam's damage now increases with jumps. Master of the Elements now has a 90 second cooldown was 2 minutes. Charred Glyph now adds a 6 second cooldown to Purge. Elemental Blast now has a chance to increase the caster's Agility for Enhancement Shaman s. Charred Glyph has been redesigned. The talent Totemic Persistence now has an additional effect. Any totems that have been destroyed or replaced behave as if the totem had been active for at least 1 second.
The talent Nature's Guardian now preserves the player's health percentage when its maximum health boosting effect expires. Mists of Pandaria Changes Level 87 ability, Ascendance : The Shaman surrenders his physical form to the power of the elements, gaining the ability to transform into a being of raw elemental energy for 15 sec.
Echo of the Elements : When one of your spells causes direct damage or healing, you have a chance to gain Echo of the Elements, duplicating that spell's effect. Elemental Changes: now grants spell haste instead of critical strike. Master of the Elements is now an optional Tier 4 talent. Enhancement Changes: is now a stacking buff on the player instead of a debuff on the boss. Now unattached from Feral Spirit. Nature's Blessing has been added into Earth Shield. Cleansing Waters is now a glyph: Charred Glyph is now an optional Level 60 talent.
Charred Glyph replaces the ability Telluric Currents and is a much weaker form. Totem Changes Totems have undergone many changes in Mists of Pandaria: Blizzard wanted to get away from having players drop four easy ones at all times. Flametongue Totem was removed, but takes its place.
Spells allowing you to drop 4 totems at once are gone: Call of the Elements Six new totems have been added. Stone Bulwark Totem : Summons an Earth Totem with 5 health at the feet of the caster for 30 sec that grants the caster a shield. Earthgrab Totem : Summons an Earth Totem with health at the feet of the caster for 20 sec. The totem pulses every 2 sec, causing roots to ensnare the legs of all enemies within 10 yards for 5 sec, preventing movement. Windwalk Totem : Summons an Air Totem with 5 health at the feet of the caster for 6 sec, granting raid members within 40 yards immunity to movement-impairing effects.
While empowered, allies' spells and attacks will trigger bursts of electricity, dealing additional Nature damage to their target. Lasts 10 sec. I find it kinda funny that for a Class who has control over the four elements can only use two damage dealing frost spells. But I guess that's where their proficiency of using the "cleansing power of water" to heal, for their mastery over the element of water.
Comment by Avalionis didn't shamans have the ability to breath underwater too?
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