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Shaman

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Category:Shaman

Contents

Background

While many of the original shaman orcs were seduced by the lure of power, and started to turn their back on the spirits of the elements to pursue Gul'dan's new source of magic, there were a few that continued in the ancient traditional ways. The Frostwolf Clan were one of these clans that did not succumb to the promised power by the warlocks of the Shadow Council. When Thrall freed himself from human servitude, he found his tribe in the Alterac Mountains, and was the first new Shaman apprentice in a whole generation. When he became the Warchief of the Horde, he reintroduced the concept of shamanism, and the rediscovery of the orc's proud heritage was spreading in the New Horde, under his wise and honourable command. Shamans are the spiritual leaders of their tribes and clans. They communicate with spirits of the elements, have visions of the future, and guide their people through the darkest of times. Many mistake their wisdom and serenity for a pacifist nature. When challenged, though, shamans have a range of powers available for dealing with threats to the natural order." - Blizzard Entertainment

Introduction

The Shaman is a very balanced, "hybrid-type" class. The Shaman is a very versatile class. A Shaman can be either spell-based or combat-based, or a combination of the two. A Shaman can also focus on healing and defensive spells and/or offensive spells. Your role in a party will be determined by your play style and talent selection. However, if you are most interested in filling the healer role within a party the Priest still reigns supreme in that area.

This class can inflict much more direct damage than their human and dwarven counterparts but that damage is still magic based. They rely on elemental magic as well as spiritual guardians as protection for themselves and team mates. They can also set totems such as stasis fields or sentry wards (Serpent and Healing). They are able to wear cloth, leather, use shields and one-handed maces, one-handed axes and staves.

  • General roles that the class can fulfill in the game.
  • Keep details about "later" gameplay at a minimum.
  • Focus on the "1-60 WoW" mainly.
  • Use information that is unlikely to change with the next content patch.

Which Races Can Be a Class?

Alliance

Draenei

Gemcutting - passive
Jewelcrafting skill increased by 5.

Gift of the Naaru - active
Heals the target 50 + 15/Level over 15 sec - 40 yd range - 1.5 sec cast - 3 min cooldown

Inspiring Presence - passive (Mages/Priests/Shaman only)
Increases the chance to hit with spells by 1% for you and all party members within 30 yards.

Heroic Presence - passive (Hunters/Paladins/Warriors only)
Increases chance to hit by 1% for you and all party members within 30 yards.

Shadow Resistance - passive
Shadow Resistance increased by 10.

Horde

Orcs

Blood Fury - active
Increases base melee attack power by 25% for 15 sec and reduces healing effects on you 50% for 25 sec.

Hardiness - passive
25% resistance to stun and knockout effects.

Command - passive
Pet melee damage increased by 5%.

Axe Specialization - passive
Orcs get +5 to Axe and Two-Handed Axe Expertise.

Troll

Berserking - active
Activate to increase attack and casting speed for 10 seconds. Speed is raised by 10% at full health, increasing as health is lost to a maximum bonus of 30%. 3 minute cooldown.

Regeneration - passive
Increase health regeneration bonus by 10%. Also allows 10% of normal health regen during combat.

Beast Slaying - passive
5% damage bonus to Beasts.

Throwing weapon specialization - passive
Increase Throwing Weapon skill by 5.

Bow specialization - passive
Increase Bow skill by 5.

Tauren

War Stomp - active
Activate to stun up to 5 opponents within 8 yards - lasts 2 sec - 2 min cooldown

Endurance - passive
Max Health increased by 5%

Cultivation - passive
15 skill bonus to Herbalism

Nature Resistance - passive
All Tauren get +10 Nature Resistance

Resources

List of all the resources that Shamans can use (some training at a Weapon Master might be required) and their primary stats.

Category Usability Notes
Resources
Health Yes Shamans that focus on melee combat need most health, but even healers have use for a buffert to stay alive.
Energy No N/A
Mana Yes Shamans uses Mana for Healing and Damage. Important for both.
Rage No N/A
Primary statistics
Strength Important Important for melee Shamans. Used for damage in general. Not important for a pure healer.
Agility Important Important for melee Shamans. Used for increased Crit Chance and Dodge. Not important for a pure healer.
Stamina Important Important for melee Shamans. Used for increased Health. Healers also need some Stamina.
Intellect Important Important for healing Shamans and secondary also for damage Shamans. Used to increase Mana.
Spirit Not Important Spirit is not used by Shamans in general.
Other Bonuses For Healing Healing, MP5
Other Bonuses For Damage Attack Power, Spell Damage, Crit Rating, Spell Crit
Armor Types
Cloth Yes Melee Shamans don't use Cloth. Healing Shamans might.
Leather Yes Shamans use Leather up to lvl 40. Healing Shamans might use it after lvl 40.
Mail Yes Shamans learn to use Mail at lvl 40. Preferred.
Plate No N/A
1-Handed Melee Weapons
1-Handed Axes Yes N/A
Daggers Yes N/A
Fist Weapons No N/A
1-Handed Maces Yes N/A
1-Handed Swords No N/A
2-Handed Melee Weapons
2-Handed Axes Yes Can only be learned with Talents.
2-Handed Maces Yes Can only be learned with Talents.
Staves Yes N/A
2-Handed Swords No N/A
Offhand Equipment
Shields Yes Many Shamans that do not specialise in 2-Handed Weapons with talents use shield.
Weapons Yes Many Shamans that do not specialise in 2-Handed Weapons with talents use dual wielding.
Ranged Weapons
Bows No N/A
Crossbows No N/A
Guns No N/A
Thrown No N/A
Wands No N/A
Class Specific
Idol No N/A
Libram No N/A
Totem Yes Used in "Ranged" slot. Found after lvl 50.

Abilities

Enhancements (Buffs) Enhancements build on the Shaman's ability to deal damage indirectly while resisting attacks. Weapon buffs, damage shields, and totems add to resistances, increase attributes, and do magical damage. Enhancements aid the Shaman in basic survival while increasing damage to their enemies.

Restoration (Healing) Restoration spells are how shaman keep thier allies and themselves alive during harsh battles. These spells turn the Shaman into a secondary healer and even resurrect the fallen.

Elemental Combat (Offensive/Defensive) Elemental Combat offers the damage dealers of the Shaman spellbook. They deal direct damage through offensive spells and totems. Deal multiple strikes with Chain Lightning or taunt enemies away from you with StoneClaw Totems. Elemental Combat can get the job done.

Totems Totems are a type of spell unique to the Shaman. It is a small, magical totem that appears on the ground where the Shaman casts it. A totem has a radius in which it is effective and outside of this "perimeter" it doesn't do anything. Totems are stationary and do not move. There are 4 elemental totems available to the Shaman: Earth, Fire, Water and Air. Each Totem spell requires a physical elemental Totem to be carried in the inventory of the caster. The totem for each element is gained through questing and has unlimited uses once it is obtained.

Once the player has the physical totem in his inventory for a specific element, he or she can cast all the spells of that element that they have. For example, if a player has the Fire totem in their inventory, then they can cast Searing totem as a spell. You can only have 1 totem of each element cast at a time. If you cast two totems from the same elemental tree, the most recently cast one will be in effect and negate the older totem.


  • General information on the Class' abilities


List of All Shaman Skills


Unconfirmed Spells and Talents in Wrath of the Lich King

Here is a list of spells and talents that are completely unconfirmed, but quoted from various sources on the net:

  • Mind Shock - Shocks an enemy with concussive force, inflicting Nature damage and slowing attack and casting speeds by % for %.Time between attacks increased by %.
  • Temporal Rift - Channels a temporal rift on an enemy target for %. While trapped in the rift, all damage done to the target is increased by %. In addition, for every 2000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated.
  • (Unknown name) - "Halts the passage of time, freezing all enemies within % in place for %. This attack applies 5 Shock Charges to each affected target

Specialisation

The Shaman is a mix between Mage, Warrior with a bit of healing mixed into it, and have attributes for all three venues. As such, he can either deal out damage with hits and spells, or be a good healer to his party or help his raid. While not having as high armor as a Warrior or Paladin damage character, his Mail armour will protect him enough to be able to withstand the heat of close combat.

Healer - Restoration

Strengths

  • Fast heals.
  • Some are of effect heals (chain heal).
  • Totems for whole party for mana or other effects.

Weaknesses

  • Not that powerful heal as a Priest.
  • Not as mana efficient as a Paladin.

Important Healing Talents

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Important Healing Stats

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Damage - Enhancement & Elemental

Important Damage Talents

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Important Damage Stats

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  • Main ways the character can specialise in talents and gear.
  • Link to Build Page

Essential Quests

All Shaman Quests

Gaining Earth Totem (lvl 4)

Gaining Fire Totem (lvl 10)

Gaining Water Totem (lvl 20)

Gaining Air Totem (lvl 30)

Endgame Roles

If you are interested in playing a Shaman, and continue to play after you reach the maximum experience level of 70, it can be good to know a bit about what you can expect for the huge part of the game that takes place after the leveling is completed. Shamans will either heal in a raid, or do damage.

2.1.3

Currently, many Shaman players have expressed concern that their "usefullness" (as in damage + utility, and the total usefullness in a raid from that) does not match other classes, such as a Shadow Priest, when they are doing damage. In many cases Shamans end up healing. Blizzard have promised to look at this, and to improve this situation over the patches that come.

Mainly Elemental Specc

No info available.

Mainly Enhancement Specc

Most common DPS specc, but not always welcome to a raid.

Mainly Restoration Specc

Most common raid specc, as almost all Shamans are healers.

Starting Statistics

Below are the starting stats and attributes of the Paladin. Paladins can learn to use other weapons at a Weapon Master.

Attributes Draenei Orc Tauren Troll
Strength 22 24 26 22
Agility 17 17 15 22
Stamina 20 23 23 22
Intellect 22 18 16 17
Spirit 24 25 24 23
Armor 36 48 44 58
Melee Attack 1 1 1 1
Power 26 30 34 26
Damage 4-7 5-8 5-8 4-7
Ranged Attack N/A N/A N/A N/A
Power N/A N/A N/A N/A
Damage N/A N/A N/A N/A
Class Skills
Elemental X X X X
Enhancement X X X X
Restoration X X X X
Weapon Skills Blood Elf Draenei Dwarf Human
Defense X X X X
1-Hand Maces X X X X
Staves X X X X
Unarmed X X X X
Can Learn (at a Weapon Master)
1-Hand Axes X X X X
Daggers X X X X
Mail Armor X X X X
Can Learn (with talents)
2-Handed Axes X X X X
2-Handed Maces X X X X
Armor
Cloth X X X X
Leather X X X X
Shields X X X X

Further Class Reading and Resouces