Thursday, April 3, 2008

Shaman – Not So Bad, Actually


Despite getting a bad rap shaman are a pretty good class in my experience.

Although my favorite class remains the hunter, shaman are the next best thing in my book; many deride them for being the proverbial “jack of all trades and master of none”, however this view misses the point of what shaman are all about – shaman are properly viewed as the sum of their parts rather than through the exclusive prism of how they rate on the damage/heal meters.

In other words, the same title “Jack of all trades/master of none” can actually be a strength, if you know how to play your class.

Most classes are optimized heavily toward offense or defense and do great when the fight is on their terms but things tend to get ugly fast when it’s not; and yet when players die, it’s not usually so much that they got flattened by an infinitely superior mob(s) but rather for lack of just a bit more adaptibility to changing circumstances.

If you’ve ever solo’ed as a warrior, think how many near-wins could have been won if someone had tossed you even a single, mediocre heal when you were getting low on HP, or times you’ve played a paladin and wished for a bit more DPS to take out the squishy NPC casters before they all unloaded their heavy spells on you – just a little augmentation in your area of relative weakness would often have made the difference.

These are just general examples – I know full well that creative people can somewhat offset these weaknesses with various specialized trinkets, epic gear and the like however the basic fact remains most classes are deliberately designed to have greater strengths matched by greater weaknesses.

That’s where shaman excel – they may lack the legendary DPS of a fire mage or the tanking strength of a protection warrior, but they also lack the offsetting weaknesses of those classes too (flimsy cloth armor, no heals or etc), and so you will always have options – solo, or in groups/raids where the party needs to adapt quickly to tricky bosses and so forth (i.e. “ok its mega-shield is down for another 10 seconds, everyone switch to DPS! Oops picked up an add, need some more healing!” etc).

The shaman has something in his bag of tools for pretty much any circumstance be it combat or something more obscure like water breathing, water walking, far sight, reincarnation, faster hearth cooldown etc, and this is why I like “shammies”; more options = more interesting to play (which is also a big reason why I like hunters so much, and from what I’ve seen druids also can be very flexible, though I’ve never rolled one).

I’ve been playing my elemental spec shammy for several years now, off and on; the greater part of my experience has been in solo play although I’ve done my share of grouping and raiding as well. I’ve witnessed many different changes to our spec trees, and I’ve learned a few things during that time – through a lot of trial and error which I’m hoping I can spare a few others from. This is by no means a comprehensive list but hopefully it will give you some ideas with your own shaman.

1) Stats. The basics are +spell crit, +INT and +STA, but as with any caster, +mp5 and +spell dmg/healing are also important; if you're gearing up from the auction house you might consider putting sorceror or elder aspect gear on half your slots and invoker on the other half - the main problem here is that no aspect is a perfect fit, since invoker is the only one to provide +spell crit, and that lacks any +STA; the solution in most cases is to seek out quest gear that gives more optimal stat combinations.

2) Elemental Mastery. You should get this talent the minute you hit lvl 40, and hold it back for the multi-mob fights to guarantee an auto-crit chain lightning (followed by a magma totem now that you have a lock on the aggro); this big damage burst greatly weakens most normal mobs and is pivotal to not only surviving multi-mob fights but doing it in style.

3) Weapons. 1h and shield is what you want to use if you’re solo’ing - enhancement shammies are really the only ones who can get mileage out of a 2 hander. Remember your spells are your primary offense not your weapons. For grouping, keep a +spell crit staff in your back pack if you have one, but even then be ready to switch back to 1h/shield if you pick up aggro.

4) Healing. Elemental spec shammies are no more of a main healer than they are of a main tank, i.e. they do it well enough to keep themself propped up when solo’ing, or in a 2 or 3 man quest maybe, but when it comes to full 5 man instance groups you need resto spec to function as a shaman main healer; the elemental shaman always works fine as an assistant healer (you can never have too much healing, and their chain heals are a nice way of keeping everyone topped off), but that’s the extent of it (I once tried doing scholo pre-BC as an elemental main healer and we got flattened just a few steps inside the door).

5) Kiting. Kiting in WoW, if you didn’t know this already, means shooting the mob from a distance while keeping far enough away to avoid getting hit. Although I don’t see this tactic used a lot, the elemental shaman is actually quite good at this, thanks to his frost shock, and the extended range and reduced cooldown on his lightning bolts – you simply alternate 1-2 lightning bolts, frost shock, run away a bit and then repeat as needed. Having the minor speed enchantment on your boots makes this quite a bit easier and will result in several extra bolts over the course of a fight – highly recommend getting this enchantment ASAP and renewing it every time you upgrade your footgear.

6) Totems. Most of these are fairly self explanatory and don’t need special comment, but there are a few I think are noteworthy.

a. Grounding totem. Stops a nasty damage spell every 15 seconds (if you are good about renewing it); kind of high maintenance but well worth it anytime you’re fighting caster or caster-like mobs as it goes a ways toward neutralizing their heightened offense and is key to winning a spell war.

b. Tremor totem. Breaks fear, sleep and charm; you don’t need this terribly often, but when you do need it, you need it, so keep it hotkeyed somewhere close by and remember to use it, because it changes fear using mobs from being difficult to easy.

c. Windwall totem. Kind of an obscure totem, but it will greatly increase your survival rate against archer/marksman types if you remember to use it.

d. Tranquil Air Totem. If you're in a group, and the tanks have less than a perfect lock on aggro, stand way back and drop one of these - and encourage the other casters to stand near you as it lowers threat by 20% for everyone in a 20 yard radius.

7) In melee. Make sure all four of your totems are down at the start of any serious fight; since patch 2.4 these have reduced cooldown and so you can now get a full set planted pretty quickly. Once that’s out of the way I pretty much just use shocks when they're up, and lightning bolts when they're on cooldown – any melee hits I throw are purely incidental.

8) Eject. If things go pear shaped and you need to bail quickly, drop an earthbind totem, switch to ghost wolf form for a faster getaway (they accelerated cast time on GW from 3 seconds to 2 seconds in patch 2.4, which is a big help), and run like hell. As long as the enemies don’t have any nasty slow/root effects this should get you clear.

9) Scryer/Aldor. Don't make the mistake I did of choosing Aldor, and then having to work your way over to Scryer with basilisk eye farming; Scryer is the one to go with for the simple reason that they get the +spell crit shoulder enchantment (Inscription of the Orb) at honored; no matter how good your gear is, it's always nice to have a little more +spell crit.

10) Cool spells at level 62-68+. These are just the "new" spells, to give you an idea of what to expect. I'm holding off talking about the L70 spell as I haven't gotten that far yet.

a. Water Shield (L62). Lasts 10 minutes, passively increases your mana regeneration between fights and actively increases it by a chunk when you get hit. Has to be renewed after 3 hits, but if you stay on top of it you will usually have more mana than you know what to do with. I keep this going at all times.

b. Wrath of Air Totem (L64). Increases spell damage, great if you're going full offense and don't need a grounding totem or tranquil air totem.

c. Earth Elemental Totem (L66). Like having the ability to summon a voidwalker every 20 minutes, these are reasonably tough, and great at taking and holding aggro if you have a ton of mobs on you or just need a tank for something nasty that's immune to kiting.

c. Fire Elemental Totem (L68). This is what you use if you get attacked by a group of casters, or just want some extra dps.

That’s about all I can think of; if any other shaman players happen to read this and want to offer suggestions of their own in the comments I’d be happy to see how other people play the class.

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