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Classes Deathknight Demon hunter Druid Evoker Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
Class races DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Quests DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Abilities DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Trainers DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Armor sets DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Useful macros DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Class Halls DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
For related articles, see Category:Shamans.
Swagdog Custom T-shirt Shaman Class Icon

New Class Icon

The shaman is a hybrid class. Thus, depending on how players choose to customize their character's talents, they can specialize in offensive spellcasting, melee damage dealing, or healing. As such, the class is considered one of the most adaptable and versatile in the game. Also, shamans can provide support to a group in the form of stationary totems, which when placed on the ground by the shaman, either provide various benefits to party members, or deal damage to enemies, the range of which is determined by the totem placed.

Background

See also: Shaman (Warcraft III)
Shamanwc3

Shaman unit from Warcraft III.

Shamans are spiritual visionaries of tribes and clans. These gifted warriors who can see into the world of spirits and communicate with creatures invisible to eyes of normal beings. They are beset by visions of the future and use their sight to guide their people through troubled times. Although the shaman may seem wise and serene at first glance, he is a formidable foe; when angered, his wrath is as fierce as those who have a connection to Eternals or nature.[1]

History

Shamanism has existed since the sapient races first discovered the power of the elements of Earth, Air, Fire, and Water. On Draenor, now shattered Outland, the orcs were shamanistic; on Azeroth, trolls and tauren were shamanistic. Though shamanism on Azeroth flourished and still continues to, shamanism on Draenor was all but extinct by the time of the great crossing of the Horde into Azeroth via the Dark Portal. The greatest and yet some of the most vilified orcs were once shaman; Zuluhed the Whacked, Ner'zhul, and even Gul'dan were all previously shaman. However, Kil'jaeden, current lord over the Burning Legion, distorted the shaman's connection with their spirits in the sacred mountain of Oshu'gun, himself taking on the form of the shaman's ancestors to convince the shaman (who held much political sway in the orcish culture) that the Draenei were the enemy. The ensuing massacres upon several Draenei hunting parties offended the spirits, who eventually denied the shaman their powers.

All was set for the transition.

Cut off from their elemental powers, the former shamans turned to the more efficient and masterful powers of the Burning Legion, becoming Warlocks. Though many tried to hang onto their roots, it was impossible. Even Drek'Thar was sucked into the dark magics, though he later repented and to this day has never forgiven himself for the acceptance of the demonic corruption that plagues himself and the orc race. Ner'zhul was the warlock who created the portals from Draenor to many other worlds. The many portals ripped Draenor apart creating the ravaged land of Outland. He repented but was dragged back into the fold by Kil'jaeden who promised him an endless existence of suffering and pain if he did not serve the Legion. Ner'zhul accepted this second chance at serving the Legion and was changed into the mighty being the Lich King and currently inhabits the body of Arthas Menethil his first and most powerful of the second generation of Death knights.

Shamanism in the orcs was all but extinct until Thrall, the son of the deceased Durotan and future chieftain of the Frostwolf clan, grabbed hold of the reins of Warchief of the New Horde ushering in a new generation of shamanism, breaking the crippling lethargy of the captive orcs and outlawing the dark magic of the Burning Legion. At the time of the internment camps, a shaman was a derogatory term for someone who told fantastical and unbelievable stories.[2] Shamanism is now at its peak though, as the New Horde itself is led by a shaman of great power in the new orcish kingdom of Durotar.

Overview

The shaman class was originally only available to three of the Horde races: tauren, orcs, and trolls. Designed as a counterpart to the Paladin, the shaman class was once unavailable to the Alliance. This was said to create much trouble in developing both classes since they needed to be balanced against each other. The release of The Burning Crusade expansion introduced the shaman to the Alliance through the draenei while the Horde gained access to the blood elf Paladin, thus making it possible for both classes to be developed independent of each other.

In dungeons and raids, shaman are the "Jack of All trades, master of none" of WoW. Many buffs provided by totems are less effective than similar buffs provided by other classes. The reasoning can be considered to be that a shaman can fill in for a group where a particular buff is missing. Shaman have an incredible amount of versatility and are a great addition to any group.

Even though many shaman buffs can be provided by other classes, sometimes to greater effectiveness, shaman are still valuable to any group. Shaman have two very useful Crowd Control spells; Spell shaman hex [Hex] and Spell shaman bindelemental [Bind Elemental]. Additionally, shaman are the only class that can self-resurrect with Spell shaman improvedreincarnation [Reincarnation], making them a great asset for Wipe Recovery.

Originally, shamans were supposed to be capable of tanking through the enhancement talent tree.[3] However, their lack of heavy (plate) armor and the various changes made to their talent trees over time have phased out their tanking potential in favor of healing and damage dealing. While most shamans are capable of adequately tanking instances prior to reaching level 60, higher level areas and instances require tanks to have stronger passive defenses and damage mitigation than shaman have, despite their versatility and healing abilities.

File:Grennanstormspeaker.jpg

Tauren shaman

Notable shamans

Name Role Status Location
HordeIconSmall Drek'Thar Drek'Thar Chieftain and Elder Shaman of the Frostwolf Clan Alive Frostwolf Keep, Alterac Valley
NeutralIconSmall Magatha Magatha Grimtotem Elder of the Grimtotem Clan Alive Elder Rise, Thunder Bluff
NeutralIconSmall Ner'zhul Ner'zhul The Lich King Unknown Unknown
AllianceIconSmall Nobundo Farseer Nobundo First of the draenei shaman Alive The Crystal Hall, Exodar
HordeIconSmall Rehgar Rehgar Earthfury Advisor to Warchief Thrall Alive Unknown
HordeIconSmall Troll Male Rokhan Horde scout Alive Dragon's Fall, Dragonblight
HordeIconSmall Thrall Thrall Warchief of the Horde Alive Grommash Hold, Orgrimmar
NeutralIconSmall Zuluhed Zuluhed the Whacked Chieftain of the Dragonmaw clan Deceased (lore), Killable (WoW) Dragonmaw Fortress, Shadowmoon Valley

Shaman organizations

Races

Main article: Shaman races

The shaman class can be played by the following races:

Race Strength Agility Stamina Intellect Spirit Armor Health Mana
Alliance DraeneiDraenei Draenei Bc icon 22 17 21 21 24 34 59 90
Alliance Wildhammer dwarfWildhammer dwarf Wildhammer dwarf Cataclysm 22 16 23 22 21 90 69 75
Horde GoblinGoblin Goblin Cataclysm 18 22 21 24 20 ? ? ?
Horde OrcOrc Orc 24 17 22 18 24 34 69 73
Horde TaurenTauren Tauren 26 16 22 17 24 32 70 72
Horde TrollTroll Troll 22 22 21 17 23 44 59 72

Until The Burning Crusade, the shaman class was exclusive to Horde, as the Paladins were exclusive to Alliance. The balance of power has been partially upheld, however; only one Alliance race can play shamans, just as only one Horde race can play as Paladins. Note that come Cataclysm, Two Horde races (Tauren and Blood Elf) will be able to be Paladins where as two Alliance races (Draenei and Ironforge Dwarf) will be able to be shamans.

Each Race has its own distinct advantage, no matter its class; consequently, many players who wish to play shamans factor in the advantages and abilities of the various races when starting their characters. Some prefer tauren for their Warstomp racial ability, as shamans themselves do not possess any ability to stun. Others prefer orcs as stun effects don't last as long when used against them, which is helpful versus a rogue, as well as against a shadow priest; likewise, the orcs' Racial orc berserkerstrength [Blood Fury] racial ability can be very useful for a shaman because they get a bonus to both their melee attacks and spell damage. Both of these abilities are very useful in PvP. Still others enjoy playing trolls because of their Inv misc idol 02 [Da Voodoo Shuffle] and Racial troll berserk [Berserking] powers, and the Inv misc pelt bear ruin 02 [Beast Slaying] bonus which can allow them to level more quickly. Players looking for a boost in healing for PvE or PvP may find that the draenei's usable racial ability, Spell holy holyprotection [Gift of the Naaru] is an effective heal over time spell that can be cast on oneself or on another player at no mana cost. In the end, the choice of race is up to the player, and often comes down to a matter of aesthetics more than anything else. As long as the player enjoys the race they have chosen, many will simply ignore the mathematics.

Talent trees

File:ArtDraeneiShaman.jpg

Draenei shaman

Elemental

The elemental tree focuses on the shaman's offensive spell casting ability. It decreases the mana cost and casting time of spells via talents while increasing their damage and critical strike chances.

The most important statistic for elemental is intellect, which increases spell power, mana, mana return, and critical chance. The second-most important statistic is spirit, which is converted by the Spell nature elementalprecision 1 [Elemental Precision] talent into hit rating. Elemental shaman interested in end-game play should focus on achieving a good level of Mastery and Haste while maximizing their spellpower and reaching a hit rating of 446 (420 if Draenei).

The signature ability of an elemental shaman is Spell shaman thunderstorm [Thunderstorm], an AOE spell around the shaman that restores mana and knocks all nearby enemies back. It is granted to the shaman upon choosing the elemental specialization at level 10. They also receive Spell fire volcano [Elemental Fury], which is a passive boost to the shaman's critical strike rate, and Shamanism, an automatic increase in the cast rate of the shaman's damage spells. Through talents, shaman receive a number of direct-damage bonuses, as well as excellent raid and party buffs through Spell fire totemofwrath [Totemic Wrath] and Spell shaman elementaloath [Elemental Oath].

A fresh addition to the elemental shaman playstyle, that was earlier percieved as static, is the new Spell nature unrelentingstorm [Fulmination] mechanic. Similar to the Spell shaman maelstromweapon [Maelstrom Weapon] of enhancement shamans, Fulmination allows an elemental shaman to store Spell nature lightningshield [Lightning Shield] charges and then quickly release them by casting an Spell nature earthshock [Earth Shock] to do an impressive amount of burst damage. Currently, a fulminated Spell nature earthshock [Earth Shock] is worth casting over a Spell nature lightning [Lightning Bolt] at seven or more charges. This choice gives shamans versatility in their rotation and gives you the important choice of choosing when to fulminate.

The final talent of the elemental tree is the new Channeled AOE spell, Spell shaman earthquake [Earthquake]. At its base line it is very similar to Spell frost icestorm [Blizzard] and Spell shadow rainoffire [Rain of Fire]. However Spell shaman earthquake [Earthquake] also has a utility effect in being able to knock down foes caught in its area of effect, making it very versatile in both PvE and PvP settings, when used right. Combining the passive Spell fire selfdestruct [Magma Totem] with Spell shaman earthquake [Earthquake] an elemental shaman can do considerable AOE damage.

Overall, elemental is the best choice for shamans who want to play a ranged damage-dealer and maximize their damage output with their spells.

Enhancement

By spending talent points in the Enhancement tree, a shaman greatly increases their melee damage output.

Signature talents of this tree include Dual Wield, giving shamans the ability to dual wield 1H-Weapons, Ability shaman lavalash [Lava Lash], an instant attack that deals more damage if the offhand weapon is enchanted with Spell fire flametounge [Flametongue Weapon], Ability shaman stormstrike [Stormstrike], which allows the shaman to hit with both weapons at once and causing the target to take more critical strikes from the shaman's spells.

A signature of the enhancement shaman playstyle comes with the Spell shaman maelstromweapon [Maelstrom Weapon] talent where a shaman's strikes have a chance of giving him a stack of Maelstrom Weapon, that at five stacks, allows the shaman to cast a number of spells as if they were an instant spell and mana-free. This makes the enhancement shaman a unique melee class that has a heavy portion of its damage come from spells. When questing, this ability is very useful because it enables Enhancement Shamans to heal themselves efficiently.

Finally, their 31 point talent, Spell shaman feralspirit [Feral Spirit] allows enhancement shamans to summon a pair of immensely powerful spirit wolves which add a fair amount to the shaman's DPS while active, as well as healing the shaman with each strike (and providing some unique utility, in breaking snares, sprinting, stunning, and taunting enemies).

The playstyle of an Enhancement shaman is very active and hectic. Using the right abilities at the right time, combined with the Spell shaman maelstromweapon [Maelstrom Weapon] proc, it's a very engaging spec to play.

Restoration

The restoration tree focuses on the shaman's healing capability, reducing the casting time and mana cost of healing spells, while increasing their effectiveness. Restoration shamans are well suited for any healing situation in the game. On top of that they offer good utility (like Mana Regeneration by Spell frost summonwaterelemental [Mana Tide Totem]) and strong multi-target healing through Spell nature healingwavegreater [Chain Heal] and Spell nature giftofthewaterspirit [Healing Rain]. Their signature ability is Spell nature skinofearth [Earth Shield], which triggers heals whenever the target is damaged for a long duration. Through talents, the shaman acquires Spell nature riptide [Riptide], which is an instant cast heal and a HoT.

An important mechanic of the restoration shaman is the Spell shaman tidalwaves [Tidal Waves] buff, granted upon casting a Spell nature riptide [Riptide] or a Spell nature healingwavegreater [Chain Heal]. This buff has initially two stacks. A single stack is consumed upon casting a Spell nature healingwavelesser [Greater Healing Wave] or a Spell nature healingway [Healing Surge]. A spent charge makes a Spell nature healingwavelesser [Greater Healing Wave] much faster to cast or increases the crit chance of a Spell nature healingway [Healing Surge]. A good management of Spell nature riptide [Riptide], Spell nature healingwavegreater [Chain Heal], Spell shaman tidalwaves [Tidal Waves] and the healing wave spells is essential for a good restoration shaman.

This tree is highly useful in PvP and group PvE, the only drawback being the rather low damage output, so solo play is more difficult. In return, a restoration shaman hardly ever dies while questing/soloing.

Restoration shamans should focus on intellect, spirit, and haste, seeking to maximize their healing output while maintaining enough mana regeneration to sustain through a fight and enough haste to cast their spells quickly.

See also:
Shaman talents
Shaman builds

Equipment

Orcshaman

Orc shaman

Shaman Concept

Shaman concept art

Shamans can initially only wear leather. At level 50, they gain Mail Specialization which makes wearing mail armor so beneficial that Shamans should from then on only wear mail items. It is not uncommon for many Shamans to take up leatherworking as a profession because there is some mail armor that can be made. Additionally, the Dragonscale Leatherworking specialization can make several mail armor items with stat bonuses that are very useful to the shaman class.

Shamans can use daggers, staves, fist weapons, and one-handed and two-handed maces and axes. They can equip shields. Post-patch 2.0, enhancement shamans can dual wield.

For shaman casters, the Turtle Scale collection available from Leatherworkers is good, other items such as the Chain of the Scarlet Crusade are better for melee shamans. Introduced in patch 4.0.1, shamans will benefit from Mail Specialization, receiving a bonus for only wearing mail armor.

There are a number of end-game gear sets for shamans to use ranging from tier 1 to tier 10. There are also sets for PvP and all these sets can be found on the Shaman sets page.

Shamans, along with Druids, Paladins, and Death Knights, do not have a traditional ranged item slot, benefiting instead from a relic item slot introduced in Patch 1.10. Shaman relics are refered to as totems, and can take the place of the Shaman's four totems as of Patch 3.0.2. Prior to Patch 4.0.1 relics enhanced class abilities, but have been changed to be more similar to ranged items, instead having stats and gem sockets.

See also:
Enhancement gear BC
Wrath healing equipment (mail)
Shaman tactics

Abilities

Totems

Totems are unique to the shaman, and must be obtained by completing certain quests. Each Totem corresponds with one of four elements (Earth, Fire, Water, Wind) and only one of each elemental type can be used at a time. Once a totem is put down, it cannot be moved, but a new totem can always be summoned to replace it.

With the spell Ability shaman multitotemactivation [Totemic Recall] (available at level 30), shamans can instantly remove all of their totems for no mana and receive 25% of the mana spent on the totems back. However, as of 2.4, shamans who have not yet reached level 30 (and therefore have not yet trained the spell 'Totemic Recall') will see "Totem Timers" below their character portraits. As with buffs, a simple right-click to the "Totem Timer" icon, and the totem will be destroyed with no mana gain.

With the new spells Ability shaman multitotemactivation [Call of the Elements], Spell shaman dropall 02 [Call of the Ancestors] and Spell shaman dropall 03 [Call of the Spirits] shamans have received a sorely needed tool that allows them to place four totems at once. With the three different spells, shamans can have three different sets of totems to place. This allows the shaman to have different sets for different situations where only one Global cooldown is needed to place an entire set of totems. This makes the Call-spells very powerful utility spells that are unique to the shaman playstyle.

  • See the shaman totems page for complete list of totems, and additional details.

Spells

Shaman spells include direct damage spells, heals, and weapon buffs among others. Their spells are mostly based on the elements.

Talents

Shaman talents are split into 3 categories:

  • Elemental — a tree that revolves around ranged DPS via a shaman's spellcasting capability. The 31 point talent is Spell shaman earthquake [Earthquake], a persistent targeted AoE ability.
  • Enhancement — a tree that revolves around melee DPS via a shaman's weapon and totem enhancements while dual wielding by adding extra weapon skills. The 31 point talent is Spell shaman feralspirit [Feral Spirit], a spell that summons forth two spirit wolf pets for 30 seconds.
  • Restoration — a tree that centers on healing and cleansing abilities. The 31 point talent is Spell nature riptide [Riptide], an instant cast heal with a HoT effect attached, that can be consumed to strengthen Spell nature healingwavegreater [Chain Heal].

Talent builders can be found at Official Blizzard site, WoW Den's Talent Calculator, WorldofWar.se, WoW Vault, ThottBot, Merciless, Wowhead.

Shaman also are graced with Spell nature astralrecal [Astral Recall], a spell similar to the Inv misc rune 01 [Hearthstone], but it can only be used when out of combat, and is on a separate shorter cooldown.

Weapons

Two Handed Maces and Axes were originally a 10-point talent (named simply Two-handed Axes and Maces) for Enhancement, but became trainable proficiencies in Patch 2.3.


Cannot use

Note: the inability of shamans to use ranged weapons makes the Troll's Throwing Weapon Specialization and Bow Specialization racial traits worthless for them.

End-game expectations

Totems are a major part of the end game and knowing what totems will benefit the shaman's group members best in different situations is all part of the strategy involved in playing a shaman. While the class is versatile, from Blizzard's overhaul on balancing talent specializations you will now have a much more specific role.

An elemental shaman will be expected to maximise their damage output as a ranged DPS through careful management of their Spell Power and Haste statistics, and usage of their offensive spells such as Spell shaman lavaburst [Lava Burst]. They have access to Spell fire totemofwrath [Totemic Wrath], a powerful spell casting buff for raids and groups, as well as Spell shaman elementaloath [Elemental Oath], another spell casting buff.

An enhancement shaman will be expected to maximise their damage as a melee DPS by stacking Agility (And therefore Attack Power), as well as haste and critial strike rating. They have access to Spell nature unleashedrage [Unleashed Rage], a powerful melee buff that increases the attack power of raid and party members by 10%.

A restoration shaman will be expected to maximise their healing, and much like an elemental shaman requires Spell Power and Haste. They also have access to Spell frost summonwaterelemental [Mana Tide Totem], which is a powerful mana management tool for parties and raids.

  • Remember that the beauty of the shaman is its versatility, and even though you tend to go one way with talents, remember that you still have access to the rest of your spells and abilities. For example, an elemental shaman can still heal moderately well, and are able to support themselves in raids when healing is tight.

Wrath of the Lich King Changes Wrath-Logo-Small

Itemization

Shamans now receive one point of attack power from both strength and agility. Additionally, every point of intellect provides one attack power with the talent Spell nature bloodlust [Mental Dexterity]. Also, critical rating and spell critical rating, as well as hit rating and spell hit rating, have each been condensed into a single stat.

Totems

Totems have been "condensed" into a smaller amount of totems, for example Spell nature invisibilitytotem [Grace of Air Totem] was removed and its agility bonus was merged into Spell nature earthbindtotem [Strength of Earth Totem]. Totems were moved to physical school and cannot be counterspelled. Most totems now also affect raid members, not just the local party.

Weapon enchants

A new weapon enchantment has been added, Spell shaman giftearthmother [Earthliving Weapon]. It increases the healing power of the shaman. Spell fire flametounge [Flametongue Weapon] now gives spell damage bonus to the shaman.

The effect of the Spell nature windfury [Windfury Totem] is not a weapon enchant anymore and has been changed to a buff granting melee haste.

Hex

Shamans were given Spell shaman hex [Hex], a polymorph spell with a 45 second cooldown allowing them to turn an enemy into a frog. The enemy cannot cast or attack but is still in control of his character. It will last up to 10 seconds on PvP targets with diminishing returns, similar to other crowd control, or up to 30 seconds on monsters.

Unleashed Rage

Unleashed Rage affects the raid, not just the party.

Wind Shear

Shamans now have Spell nature cyclone [Wind Shear], a threat-reducing spell that does no damage but has an interrupt effect, eventually replacing the interrupt mechanic of Earth Shock. It is not affected by the global cooldown and, as of patch 3.2, no longer shares a cooldown with Shock spells.

Water Shield

Water Shield got moved to an earlier level and has more ranks now.

Lava Burst

The Lava Burst spell was added at level 75 in the elemental tree.

Earth Shock

As of patch 3.2 the Earth Shock spell was changed from interrupting spellcasting for 2 seconds, to increasing time between attacks by 10% for 8 seconds.

Cataclysm changes Cataclysm

General preview

Cataclysm Class Preview: Shaman | 2010-04-07 16:00 | Blizzard Entertainment Nethaera

In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Shaman Spells

Spell shaman primalstrike [Primal Strike] (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Spell nature healingwavelesser [Healing Wave] (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Spell nature healingwavelesser [Greater Healing Wave], and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Spell nature healingwavelesser [Lesser Healing Wave] and Greater Healing Wave will be used on a more situational basis.

Spell shaman improvedstormstrike [Unleash Elements] (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we're considering for this ability:

  • Spell shaman unleashweapon wind [Windfury Weapon] – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
  • Spell fire flametounge [Flametongue Weapon] – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
  • Spell shaman giftearthmother [Earthliving Weapon] – Heals the target slightly and buffs the shaman's next healing spell by 20%.

Spell nature giftofthewaterspirit [Healing Rain] (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spell shaman spiritwalkersgrace [Spiritwalker's Grace] (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it's necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

  • Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.
  • We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Ability shaman cleansespirit [Cleanse Spirit] as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
  • Spell nature diseasecleansingtotem [Cleansing Totem] will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.
  • Spell fire totemofwrath [Totem of Wrath] now will replace Spell nature guardianward [Flametongue Totem] for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Spell fire searingtotem [Searing Totem], Spell fire selfdestruct [Magma Totem], or Spell fire elemental totem [Fire Elemental Totem] without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Spell shadow demonicpact [Demonic Pact], so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.
  • We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Ability shaman lavalash [Lava Lash] so shaman have time to work other interesting abilities into their rotation.

New Talents and Talent Changes

Mastery Passive Talent Tree Bonuses

Elemental
  1. Spell damage
  2. Spell Crit
  3. Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.
Enhancement
  1. Melee damage
  2. Melee Haste
  3. Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.
Restoration
  1. Healing
  2. Meditation: The amount of mana you regenerate in combat as a function of your Spirit.
  3. Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

Also of note, you only get one set of passive talent tree bonuses: the tree in which you’ve spent the most points. Sub-speccing in another tree will not net you those bonuses in addition.

Last but not least, it's the intention of Primal Strike to let shaman play as an Enhancement at low levels. Currently when leveling in this spec, you end up just using Lightning Bolt a lot so you feel like an Elemental shaman instead. At a higher level, Primal Strike gets replaced by Storm Strike. They share a cooldown so Enhancement just won’t ever use Primal Strike after that, in the same way that Prot warriors don’t use Sunder Armor once they have Devastate or Feral druids don’t use Claw once they get Mangle.[4]

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

View original post

Q&A

Re: Cataclysm Class Preview: Shaman | 2010-04-07 19:21 | Blizzard Entertainment Nethaera

We know there are a lot of additional questions and we'll do our best to answer what we can. Keep in mind, this is merely a preview of things to come.
Will Maelstrom Weapon include Lava Burst?
That’s the plan currently.
How can Elemental Overload proc Lava Burst when Lava Burst already hits so hard in PvP?
We’re going to change almost every number in Cataclysm to adjust for everything from single ranks of spells to larger health pools to new combat ratings. With much higher health pools, hopefully burst damage will go back to being a tool and not the only way to win matches.
What happens to the Lightning Overload talent?
It provides a bonus to Elemental Overload.
Elemental doesn’t want to drop Searing Totem at range. We want to drop Magma Totem.
Searing Totem needs to do more single-target damage than Magma. That said, if we’re happy with the ability to occasionally place totems at range there is no reason it couldn’t apply to any totem. Imagine, “After using this spell, the next totem you drop will appear at the feet of your target.”
Will Elemental have to spend talent points just to get the Spirit to hit conversion?
It will be bundled with another attractive talent, such as Elemental Precision.
Will Unleash Weapon work with Frostbrand?
Yes. We just provided some examples.
Is Healing Rain channeled?
No, it's not a channeled spell.
Is Earthquake channeled?
Probably, but we’ll see.
Will Unleashed Weapon consume your enchants?
No.
Does the 10% spell power buff from Elemental scale with the shaman or the target’s spell power?
It will scale with the target the same as Demonic Pact and other buffs that bring the same benefit.
Are you supporting two-handed weapons for Enhancement?
Once you start to get into the dual-wield talents, then Enhancement is a dual-wield tree.
You didn’t address Enhancement survivability or mobility or X and Y!
This was just a preview and is not a comprehensive list of every change. Much more will be revealed in beta and much will change during beta.
You didn’t answer the most important shaman question! What about Spell nature removecurse [Sentry Totem]?
The Cataclysm is a time of great upheaval. Deathwing’s return to Azeroth tore a hole in the fabric of the universe that tragically resulted in the ultimate and irrevocable destruction of all Sentry Totems. Level designers are contemplating a shrine for the Sentry Totem near that of Uther the Lightbringer. We know shaman players will greet this news with grief, but as with all class changes we’ll have to get into beta before anything is final.
Please make the "nature damage" for the enhance tree "elemental damage" so our bonus for putting points in isn't only affecting our nature damage.
We actually went with Nature damage for that reason. We thought all Elemental damage might end up just feeling like “damage.”; Since Nature damage is only a portion of your damage, choosing between an item with say haste versus mastery (i.e. Nature damage) might be more interesting. With a lot of mastery, you might actually favor other talents or different spell rotations. All of this just theoretical at this point and the passive talent tree bonuses are likely to see much iteration in beta.

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Note

The shaman (prestige class) was replaced with the shaman (core class) in the World of Warcraft RPG.[5]

Videos

Cataclysm Class Changes by TGN on YouTube
Shaman DPS Rundown by TGN on YouTube
Elemental Enhancement

See also

References

 
  1. ^ World of Warcraft: The Roleplaying Game, pg 71
  2. ^ Lord of the Clans, pg 98
  3. ^ http://www.worldofwarcraft.com/info/underdev/shaman.html
  4. ^ Nethaera 2010-04-07. Re: Cataclysm Class Preview: Shaman. Retrieved on 2010-04-08.
  5. ^ World of Warcraft: The Roleplaying Game Conversion Document, 1-2

External links

da:Shaman

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