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{{Infobox game
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| name = World of Warcraft: Deep Reaches
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| image = AzjolEntrance.jpg
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| caption = Arak's Palace in all its glory.
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}}
 
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{{about||related articles|:Category:Shamans|the correct spelling and more on the word|spelling of shaman}}
 
{{ood}}
 
   
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==Introduction==
[[File:Swagdog Custom T-shirt Shaman Class Icon.jpg|thumb| 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 [[Shaman totem|totems]], of which when placed on the ground by the shaman, either provides various benefits to party members, or deal damage to enemies, of which the range is determined by the totem placed.
 
   
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The kingdom of [[Azjol'Nerub]] was once a great empire of the harsh cold that is [[Northrend]]. Until the cold iron hand of the [[Scourge]] arrived and wiped out their once great empire. [[The Lich King]] brutally slaughtered the [[Nerubians]], until they were a mere percentage of what they used to be. To humiliate the race more, The Lich King brought the dead Nerubians back to life, to be his eternal slaves. The live Nerubians were left few and far between.
==Background==
 
{{seealso|Shaman (Warcraft III)}}
 
[[File:Shamanwc3.gif|frame|Shaman unit from ''Warcraft III''.]]
 
   
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When brave heroes brought about an end to The Lich King and his tyrannical rule, the undead breed of Nerubians were left without a home. Without any leadership, they were forced to walk the bitter wastes of [[Icecrown]] for years. Until the "leader" of the neubians, Ashma'kyll, was contacted telepathically by the Faceless God, Father Dagn'Drah, with a deal. With the power of the Faceless and Nerubians combined, they could retake the underground kingdom of [[Azjol'Nerub]], in exchange for their servitude and promise to awaken Father Dagn'Drah. They found allies willing to aid in the causes, the [[Vrykul]] and [[Darkfallen]]. They became known as the Depth Wakers.
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.<ref>''[[World of Warcraft: The Roleplaying Game]]'', pg 71</ref>
 
   
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==Deep Reaches Expansion Changes and Updates==
===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 (world)|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.
 
   
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'''''UNDER CONSTRUCTION'''''
All was set for the transition.
 
   
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*Kingdom of [[Azjol'Nerub]] has emerged: New content zones have been added - '''Runed Caverns''', '''Saro'Mahk, the Obsidian City''', '''Kira'Thuun the Broken Desert''', '''Eldritch Grove''', and '''Nerubia'''. These zones can be accesed through portals in [[Dalaran]].
Cut off from their elemental powers, the former shamans turned to the more efficient and masterful powers of the Burning Legion, becoming [[Warlock]]s. 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 knight]]s.
 
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*Level cap is set to 90
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*The continent above was not left unchanged. Northrend's quests and zones have been completley altered and improved to fit the changes in [[Cataclysm]].
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*Two New Races. Viscious Vrykul for the Alliance and Ravenous Wolvar for the Horde.
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*New Primary Proffesion: Woodworking
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*New Dungeons and Raids for players to conquer.
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*New Battlegrounds and Arenas for players to do battle. Some may seem familiar, others not so much.
   
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==New Zones==
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.<ref>''[[Lord of the Clans]]'', pg 98</ref> 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]].
 
   
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'''''UNDER CONSTRUCTION'''''
==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.
 
   
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Underneath the layers of earth on this planet, unsuspecting evils do lie...
In parties, shamans make the quintessential fifth member; supplementing the others with powerful buffs (using their totems and shields) along with healing or damage on par with other, more specialized classes. Shamans have the ability to resurrect themselves once every 30 minutes (which can be reduced with talent points to once every 15 minutes) using their {{ability|Reincarnation}} ability. In addition to its uses within a fight, this, in combination with their ability to resurrect other players, makes shamans a viable utility for [[wipe recovery]].
 
   
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*{{neutral}}'''Runed Caverns''': Underneath the [[Storm Peaks]] and [[Crystalsong Forest]], an unending blizzard is raging. The depthes of [[Ulduar]] reach down into here, and is known as Uldamor. Filled with gaping valleys and tall peaks, this place is the least, but not completley, touched by The Depth Wakers. Due to the recent seismic activity caused by Father Dagn'Drah, whos power even reaches this far, the Titan constructs have gone rogue and started attacking those who have created them. Rumors are, Golganneth's presence has been felt heavily in this zone, implicating that he may be near...
Originally, shamans were supposed to be capable of [[tank]]ing through the [[enhancement]] [[talent tree]].<ref>http://www.worldofwarcraft.com/info/underdev/shaman.html</ref> 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 [[healer|healing]] and [[damage dealer|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 shamans have, despite their versatility and healing abilities.
 
[[File:Grennanstormspeaker.jpg|thumb|Tauren shaman]]
 
   
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*{{neutral}}'''Saro'Mahk, the Obsidian City''': Lying beneath [[Howling Fjord]], [[Grizzly Hills]], and [[Zul'Drak]], lies the largest Nerubian city to ever exist. Saro'mahk is not all buildings though, as festering bogs have covered all but the highest tiers of the city. Fungal growths line the walls and stagnant bodies of water give the zone a fetid stench. Tall plateaus circle parts if the area, shaped as though gravity should not let them be. Towers hang from the top of this zone, created by the Nerubians to be impenetrable fortresses. A gigantic crater in northern mountains of this zone is the staple, this is where the remnants of the scourge, now refereed to as Hand of Ten Liches, has held out. They refer to this place as The Ten Malebolge, and treat it as their capital.
== Notable shamans ==
 
{|class="darktable sortable"
 
|-
 
!Name!!Role!!Status!!Location
 
|-
 
|{{Horde}}{{RaceIconExt|Drek'Thar}} [[Drek'Thar]]
 
|Chieftain and Elder Shaman of the Frostwolf Clan
 
|Alive
 
|[[Frostwolf Keep]], [[Alterac Valley]]
 
|-
 
|{{Horde}}{{RaceIconExt|Magatha}} [[Magatha Grimtotem]]
 
|Elder of the [[Grimtotem Clan]]
 
|Alive
 
|[[Elder Rise]], [[Thunder Bluff]]
 
|-
 
|{{Neutral}}{{RaceIconExt|Ner'zhul}} [[Ner'zhul]]
 
|The [[Lich King]]
 
|Unknown
 
|Unknown
 
|-
 
|{{Alliance}}{{RaceIconExt|Nobundo}} [[Farseer Nobundo]]
 
|First of the [[draenei]] shaman
 
|Alive
 
|[[The Crystal Hall]], [[Exodar]]
 
|-
 
|{{Horde}}{{RaceIconExt|Rehgar}} [[Rehgar Earthfury]]
 
|Advisor to [[Warchief Thrall]]
 
|Alive
 
|Unknown
 
|-
 
|{{Horde}}{{RaceIcon|Troll|Male}} [[Rokhan]]
 
|Horde scout
 
|Alive
 
|[[Dragon's Fall]], [[Dragonblight]]
 
|-
 
|{{Horde}}{{RaceIconExt|Thrall}} [[Thrall]]
 
|[[Warchief of the Horde]]
 
|Alive
 
|[[Grommash Hold]], [[Orgrimmar]]
 
|-
 
|{{Neutral}}{{RaceIconExt|Zuluhed}} [[Zuluhed the Whacked]]
 
|Chieftain of the [[Dragonmaw clan]]
 
|Deceased (lore), Killable (WoW)
 
|[[Dragonmaw Fortress]], [[Shadowmoon Valley]]
 
|}
 
   
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*{{neutral}}'''Kira'thuun, the Sunken Desert''': Under [[Silithus]], lies a large empty desert that was created for [[C'thun]] and his twisted projects. When Father Dagn'Drah and Ashma'kyll heard about this, they instantly sent agents there to scout it out for tactical position. From there, they could use the attaching hives to attack many [[Horde]] and [[Alliance]] settlements. The obsidian forges that were used to forge the obsidian destroyers of [[Ahn'Qiraj]] could be used to the Depth Wakers favor. The [[Silithid]] have burrowed their way into the zone, and have already made two major hives known as Zakra and Jiliak. The area hasnt been completley devoid of sentience, in the center is the body of C'thun, that stretches from the top of the zone to the bottom. He has been rendered harmless by the constant watch of the greatest mages the Horde and Alliance have seen. He has shown signs of awakening though, which has caused the heroes distress and worry.
==Shaman organizations==
 
*{{factionIcon|Neutral|Small}}[[Earthen Ring]]: A group of shamans employing all races connected to the elemental spirits, including [[orc]]s, [[tauren]]s, [[troll]]s, [[mag'har]], [[broken]], [[lost one]]s, [[draenei]] and even a few of the [[Wildhammer]] [[dwarf|dwarves]].
 
*{{factionIcon|Alliance|Small}} Unnamed Draenei shaman brotherhood led by [[Farseer Nobundo]].
 
   
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*{{neutral}}'''Eldritch Grove''': [[Tirisfal Glades]] and [[Gilneas]] have been hiding a dark secret for years, since the first elves breached the shores. The evil that was felt was first thought to be an old god, but it turned out to be Father Dagn'Drah. He has been lying in the Eldritch Grove for as long as the old gods have been corrupting the earth. Discovered when he made his presence perfectly clear by assaulting Gilneas and Tirisfal Glades with his dark assailants. The grove is a decaying wasteland of moss and stone. The rivers are not of water, but of the great Faceless one's blood. The Depth Wakers have dominion over this zone, due to their master being here. They fortified his dwelling area into the Hollow Cloister. The zone acted like a prison to the Council of Tirisfal, so many ancient horrors dwell here, giving the zone its name. Even an old, but not forgotten enemy, is still quite a large threat here.
==Races==
 
{{main|Shaman races}}
 
   
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*{{neutral}}'''Nerubia''':
The shaman class can be played by the following races:
 
   
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==New Dungeons and Raids==
<!-- Record the stats by checking in-game, after taking any armor/shield off -->
 
{| class="darktable" style="text-align: center;"
 
|-
 
! colspan="2" | Race !! Strength !! Agility !! Stamina !! Intellect !! Spirit !! Armor !! Health !! Mana
 
|-
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Draenei}} {{bc-inline}}
 
| 22 || 17 || 21 || 21 || 24 || 34 || 59 || 90
 
|- class="alt"
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Wildhammer Dwarf}} {{cata-inline}}
 
| 22 || 16 || 23 || 22 || 21 || ? || ? || ?
 
|-
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Goblin}} {{cata-inline}}
 
| 18 || 22 || 21 || 24 || 20 || ? || ? || ?
 
|- class="alt"
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Orc}}
 
| 24 || 17 || 22 || 18 || 24 || 34 || 69 || 73
 
|-
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Tauren}}
 
| 26 || 16 || 22 || 17 || 24 || 32 || 70 || 72
 
|- class="alt"
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Troll}}
 
| 22 || 22 || 21 || 17 || 23 || 44 || 59 || 72
 
|}
 
   
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'''''UNDER CONSTRUCTION'''''
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.
 
   
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==Dungeons==
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 {{ability|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' {{ability|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 {{ability|Da Voodoo Shuffle}} and {{ability|Berserking}} powers, and the {{ability|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, {{ability|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.
 
   
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*'''Halls of Fire''':The ancient hammer [[Vulraiis]] lies here. The hammer that was used by the [[Titan]] [[Khaz'goroth]] to forge Azeroth. The power that this mallet holds is unfathomable, and in the wrong hands, could undo all the great Titan has done.
==Talent trees==
 
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**{{RaceIconExt|FlameLeviathan|Small}}'''The Atom Smasher''': The titanic machine that crushes atoms with potent flames.
[[File:ArtDraeneiShaman.jpg|thumb|right||[[Draenei]] shaman]]
 
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**{{RaceIconExt|EarthenNorth|Small}}'''Dulgra Onyxheel''': General of the [[Iron Dwarves]].
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**{{RaceIcon|Human|Male}}'''Sky Watcher Hoth''': Astronomer of Hand of Ten Liches, apprentice to Orias.
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**{{RaceIconExt|IronGiant|Small}}'''Mighty Saronite Colossus''': Monstrous creation of saronite and dark power.
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**{{RaceIconExt|Kologarn|Small}}'''Ralm''': Titan guardian of Vulraiis.
   
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*'''Halls of Life''':The Essence of [[Eonar]] is located here, which gives Sholazar its jungles and wildlife. The Depth Wakers are corrupting this essence to corrupt Sholazar Basin, and they are close to succeeding.
====Elemental====
 
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**{{RaceIconExt|Tentacle|Small}}'''Twistlash''': A living vine of venom and spikes.
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.
 
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**{{RaceIconExt|FrostNymph|Small}}'''Grand Doctor Adgyn''': Large Dryad, a highly respected medic in Titan lore.
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**{{RaceIconExt|FacelessoftheDeep}}'''Infiltraitor Xyssir'Olfram''': Faceless berserker that harnesses blood and steel.
   
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*'''Venomgore Fen''': The highest plateau of Saro'mahk hides a viscous secret. With no connection to the ground, things up here have begun to evolve and mutate rapidly.
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 [[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).
 
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**{{RaceIconExt|Moth|Small}}'''Gothramia''': Queen of the moths that lurk in the fen.
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**{{RaceIconExt|Rat|Small}}'''Falhash''': Giant rat that is worshipped as a god by Kobolds.
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**{{RaceIconExt|Nerubian|Small}}'''Courier Fla'ark''': Personal courier to Ashma'kyll that made a wrong turn.
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**{{RaceIconExt|Ooze|Small}}'''Venomgore''': The evils of the swamp condense into a large bubbling mass of ooze.
   
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*'''Hanging City of Dolkra'th''': Hanging over the giant ley-line fracture, arcane energies run wild here. The ancient obsidian-breaker race hides out here, and they wont expose their secrets so easily.
The signature ability of an elemental shaman is [[Thunderstorm]], an [[Area of Effect|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 [[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 [[Totemic Wrath]] and [[Elemental Oath]].
 
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**{{RaceIconExt|ObsidianDestroyer}}'''Galaj''': Second Obsidian Breaker ever made, paling in comparison to Moam.
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**{{RaceIconExt|Bat}}'''Kuh'hruk the Singer of Night''': Large bat that is being drained of power by the ley lines.
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**{{RaceIconExt|Azuregos}}'''Glacingos''': Blue dragon sent by Kalecgos and taken hostage by the wild energies here.
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**{{RaceIconExt|ObsidianDestroyer}}'''Hemanhotep Ebonshaper''': Pharaoh of the current Tol'vir in Northrend.
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**{{RaceIconExt|Arcane|Small}}'''Aethik and Etheran''': Two void lords representing matter and antimatter.
   
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*'''Xarak'Saer''': A mine running deep into the earth, mining pure saronite for armor and weapons. To foil The Depth Waker's plans, the heroes must take out the dreaded foreman of the mine.
A fresh addition to the elemental shaman playstyle, that was earlier percieved as static, is the new [[Fulmination]] mechanic. Similar to the [[Maelstrom Weapon]] of enhancement shamans, Fulmination allows an elemental shaman to store [[Lightning Shield]] charges and then quickly release them by casting an [[Earth Shock]] to do an impressive amount of burst damage. Currently, a fulminated [[Earth Shock]] is worth casting over a [[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.
 
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**{{RaceIconExt|Spider|Small}}'''Anuhuk the Sweeper''': Shalak's large beast used to plow through the earth.
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**{{RaceIconExt|Colossus|Small}}'''Rawkrom''': Behemoth found sleeping within the earth.
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**{{RaceIconExt|Nerubian|Small}}'''Foreman Shalak''': Oversees the operations at Xarak'Saer.
   
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*'''Ahn'Qiraj Catacombs''': The lower levels of the City of Ahn'Qiraj, C'thun was not the only terrible horror imprisoned there. The advisor to C'thun lies here, an ancient [[Forgotten One]], and he is working with The Depth Wakers, although he may have some alterior motives.
The final talent of the elemental tree is the new [[Channeled]] [[Area of Effect|AOE]] spell, [[Earthquake]]. At its base line it is very similar to [[Blizzard]] and [[Rain of Fire]]. However [[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 [[Magma Totem]] with [[Earthquake]] an elemental shaman can do considerable [[Area of Effect|AOE]] damage.
 
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**'''Ahn'Qiraj Onslaught''': Waves upon waves of silithid flock from the nearby hives.
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**'''General She'prad''': General of the Qiraji forces roaming the catacombs.
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**'''Bouros''': Ouro's mate that lies in the only uncorrupted area in the catacombs.
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**'''Haliss the Slaughterer''': Sand Reaver that pulls the emperor's personal chariot.
  +
**'''Council of Honor''': Made up of two Anubisath named Memph and Hopol, and the Horusath Helio.
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**'''H'ro''': Forgotten one that is C'thuns second in command.
   
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*'''Grounds of Evil''': A college of sorts for the Faceless legions. Here is where the Faceless are prepped for the battle field. Their sheer mass is what gives the Grounds of Evil its terrible reputation.
Overall, elemental is the best choice for shamans who want to play a ranged damage-dealer and maximize their damage output with their spells.
 
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**{{RaceIconExt|FacelessShadoweaver}}'''Hellwaker Denjak''': Grand warlock professor of the Grounds.
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**{{RaceIconExt|SilithidWasp}}'''Shura the Huntress''': Colossal wasp that has taken up residence in the highest tower.
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**{{RaceIcon|Darkfallen|Male}}'''Prince Mathid''': Darkfallen prince that is acting as an advisor for Ashma'kyll.
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**{{RaceIconExt|FacelessoftheDeep}}'''Jjahl'ehm the Mongrel''': Test subject of the Grounds, empowered by C'thun.
   
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*'''Basilica of Dead Thorns''': On the outskirts of the Hollow Cloister, the Basilica of Dead Thorns lies as a monument to the evils of the Scourge. They managed to find their way from the Eastern Plaugelands and build a glorious monument to their deceased king.
====Enhancement====
 
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**{{RaceIcon|Undead|Male|Small}}'''Bishop Darren''': Resurrected as a powerful faceless by Father Dagn'Drah.
By spending talent points in the Enhancement tree, a shaman greatly increases their melee damage output.
 
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**{{RaceIconExt|PitLord|Small}}'''Milophades''': Pit Lord agent of Sargeras sent to scout out the area.
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**{{RaceIconExt|Kel'Thuzad|Small}}'''Brorges the Suffering''': The 8th of the Council of Ten Liches.
   
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*'''Marosh'karis the Cold City''': The city that was lost to the slow moving glaciers and thought to have been lost forever. Buried beneath the permafrost, many of the trapped Nerubians began to adapt and evolve into beings adept at living in the cold. The Wakers see this as a strategic bottleneck leading to the Sundered Monolith, so they have quite an interest in it.
Signature talents of this tree include [[Dual Wield (shaman talent)|Dual Wield]], giving shamans the ability to dual wield 1H-Weapons, [[Lava Lash]], an instant attack that deals more damage if the offhand weapon is enchanted with [[Flametongue Weapon]], [[Stormstrike]], which allows the shaman to hit with both weapons at once, also causing the target to take more nature damage from the shaman in the next 2 hits.
 
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**{{RaceIconExt|Vargul}}'''Chillcaster Vrall''': An undead vrykul frost mage.
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**{{RaceIcon|Darkfallen|Male}}'''Prince Aled'Thra''': A darkfallen prince that is a master of plague energies.
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**{{RaceIconExt|Nerubian|Small}}'''Milliax''': Nerubian priest that has been trapped in a glacier.
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**[[Image:IconSmall DragonRed.gif]]'''Verdastrasz''': A red dragon of Alextrasza's brood that has been frozen and needs help.
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**{{RaceIconExt|NerubianSpiderling|Small}}'''Rohad'lihr the Winters Breath''': Colossal nerubian flyer with an anger problem.
   
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*'''Fahlar the Crawling City''': Where live Nerubians of the Yilithar Breed are being held and forced to reproduce for the new generation of creeping evil. The children are then raised to the right age and sacrificed, just to be brought back as undead.
A signature of the enhancement shaman playstyle comes with the [[Maelstrom_Weapon|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 any spell as if it was an instant spell. This makes the enhancement shaman a unique melee class that has a heavy portion of its damage come from spells.
 
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**{{RaceIconExt|Nerubian|Small}}'''The Revivers''': Made up of Deyrk Holycurse and Uram'lik Deathbless.
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**{{RaceIconExt|Kel'Thuzad|Small}}'''Sytri, Lord of Greed''': The 10th of the Council of Ten Liches.
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**{{RaceIconExt|CryptLord|Small}}'''Hlak'arak''': King of the Yilithar being mind controlled.
   
Finally, their 51 point talent, [[Feral Spirit]], enhancement shamans summons a pair of immensely powerful wolves which add a huge amount to the shaman's DPS while active, as well as healing the shaman with each strike.
 
   
  +
==Raids==
The playstyle of an Enhancement shaman is very active and hectic. Using the right abilities at the right time, combined with the [[Maelstrom_Weapon|Maelstrom Weapon]] proc, it's a very engaging spec to play.
 
   
  +
*'''Primordial Lair''': In a cavern in the eastern part of Runed Caverns, the Depth Wakers are attempting to awaken four evil forces of nature. Midgarmungard the colossal [[Proto-dragon]], Fafnus the cunning [[Snake]], Fenmor the mighty [[Worg]], and Hogniid the vile [[Jormungar]].
====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 [[Mana Tide Totem]]) and strong multi-target healing through [[Chain Heal]] and [[Healing Rain]]. Their signature ability is [[Earth Shield]], which triggers heals whenever the target is damaged for a long duration. Through talents, the shaman acquires [[Riptide]], which is an instant cast heal and a [[HoT]].
 
   
  +
*'''Khroll'sherub Warfront''': Even in the midst of a war, the evil General Khroll'sherub finds entertainment in violently attacking the forces of the Horde and Alliance. The heroes must find a way to fight past the legions of spiders to find Ashma'kylls most trusted advisor.
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.
 
   
  +
*'''The Sundered Monolith''': A colossal obelisk in the barren wastes of Nerubia, the once great monument that stood the test of time has now become a vile place, paying homage to the dreaded king Ashma'kyll. Rumors circulating through the taverns and bars say that they managed to revive the most ancient dragon...
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==
 
[[File:orcshaman.JPG|thumb|Orc shaman]]
 
[[File:Shaman Concept.gif|thumb|Shaman concept art]]
 
 
Shamans can wear [[leather]] and [[mail]] armor. It is not uncommon for many shamans 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 beneficial to the shaman class.
 
 
Shamans can use [[dagger]]s, [[stave]]s, [[fist weapon]]s, and [[one-handed]] and [[two-handed]] [[mace]]s and [[axe]]s. They can equip [[shield]]s. Post-[[patch 2.0]], enhancement shamans can [[dual wield]].
 
 
For shaman casters, the [[Turtle Scale collection]] available from [[Leatherworker]]s 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 [[Armor Specialization#Shaman|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 [[Totem (relic)|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 instead been changed to be more similar to ranged items, having [[stats]] and [[gem]] [[socket]]s.
 
 
;'''See also:'''
 
:[[Enhancement gear BC]]
 
:[[Wrath healing equipment (mail)]]
 
:[[Shaman tactics]]
 
 
==Attributes==
 
{{ood|reason=4.0 changes everything!}}
 
See the main article [[Attributes]]. This breaks down specifically for shamans as follows [http://forums.worldofwarcraft.com/thread.aspx?fn=wow-shaman&t=36420&tmp=1#post36420]:
 
 
* At level 70, it takes 40 agility to gain 1% to critical strike chance.
 
* At level 70, it takes 22 critical strike rating to gain 1% to critical strike chance.
 
* Your level's worth of agility will increase your chance to dodge by about 3% (e.g., +60 agility will give a level 60 shaman +3% to dodge).
 
* Every point of agility provides 1 melee [[attack power]] (e.g., +70 agility will give any shaman +70 [[AP]]).
 
** This means that every 14 agility provides 1 additional [[damage per second]] (e.g., +140 agility will give any shaman +10 [[DPS]]).
 
* Every point of strength provides 1 melee [[attack power]] (e.g., +70 strength will give any shaman +70 [[AP]]).
 
** This means that every 14 strength provides 1 additional [[damage per second]] (e.g., +140 strength will give any shaman +10 [[DPS]]).
 
* Every point of strength increases the amount of damage you [[block]] with a [[shield]].
 
 
* Every point of intellect adds 15 mana ([[MP]]).
 
* Your level's worth of intellect will increase your chance to crit with spells by about 1% (e.g., +60 intellect will give a level 60 shaman +1% to crit with spells; at level 70 it takes +70 int.)
 
 
* Every point of stamina adds 10 health ([[HP]]).
 
 
* Every 10 points of spirit regenerates 1 mana per second. This can also be described as "five spirit yields 1 mana per tick" or "2 spirit restores 1 [[mana per five seconds]]" ([[MP5]]). ''See also [[Formulas:Mana Regen]].''
 
 
* Every 18 spirit increases health regeneration by 1 health per second (i.e., 9 spirit restores 1 point of health per tick).
 
 
* As of [[patch 3.0]] every point of [[Intellect]] provides 1 [[attack power]] with the talent [[Mental Dexterity]] (e.g., +70 intellect will give the shaman +70 [[AP]])
 
 
==Abilities==
 
====Totems====
 
[[Shaman totem|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 [[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 [[Call of the Elements]], [[Call of the Ancestors]] and [[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 totem]]s page for complete list of totems, and additional details.
 
 
====Spells====
 
[[Shaman abilities|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 {{ability|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 {{ability|Feral Spirit}}, a spell that summons forth two spirit wolf pets for 45 seconds.
 
 
* '''Restoration''' — a tree that centres on healing and cleansing abilities. The 31 point talent is {{ability|Riptide}}, an instant cast heal with a HoT effect attached, that can be consumed to strengthen {{ability|Chain Heal}}.
 
 
Talent builders can be found at [http://www.worldofwarcraft.com/info/classes/shaman/talents.html Official Blizzard site], [http://wowden.com/tools/talent-calculator.php WoW Den's Talent Calculator], [http://www.worldofwar.se/talents/talents.php?class=Shaman WorldofWar.se], [http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=9 WoW Vault], [http://www.thottbot.com/?ti=Shaman ThottBot], [http://talentcalculator.merciless-gilde.com/?class=7&lang=en Merciless], [http://www.wowhead.com/?talent=h Wowhead].
 
 
Shaman also are graced with {{ability|Astral Recall}}, a second hearthstone which sits on a separate cooldown that is half as long as a traditional Hearthstone.
 
 
===Weapons===
 
* [[Mace]]s ([[one-handed|1-handed]]) ([[two-hand|2-handed]])
 
* [[Staff|Staves]] ([[two-handed|2-handed]])
 
* [[Shield]]s ([[off-hand]])
 
* [[Dagger]]s ([[one-hand|1-handed]])
 
* [[Fist Weapon]]s ([[one-hand|1-handed]])
 
* [[Axe]]s ([[one-hand|1-handed]]) ([[two-hand|2-handed]])
 
 
[[Two Handed]] [[Mace]]s and [[Axe]]s were originally a 10-point [[talent]] (named simply ''Two-handed Axes and Maces'') for Enhancement, but became trainable proficiencies in [[Patch 2.3]].
 
 
Since patch 4.0.1, Shaman's are now able to Dual Wield weapons regardless of talent specialization.
 
 
====Cannot use====
 
*[[Sword]]s ([[one-hand|1-handed]] or [[two-hand|2-handed]])
 
*[[Polearm]]s
 
*Ranged weapons ([[wand]]s, [[bow]]s, [[thrown|throwing weapon]]s, [[crossbow]]s, [[gun]]s; the ranged weapon slot for shamans is replaced with a [[relic]] slot)
 
 
'' '''Note:''' the inability of shamans to use ranged weapons makes the [[Troll|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 {{ability|Lava Burst}}. They have access to {{ability|Totemic Wrath}}, a powerful spell casting buff for raids and groups, as well as {{ability|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 {{ability|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 {{ability|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 {{wotlk-inline}} ==
 
;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 [[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 [[Grace of Air Totem]] was removed and its agility bonus was merged into [[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, [[Earthliving Weapon]]. It increases the healing power of the shaman. [[Flametongue Weapon]] now gives spell damage bonus to the shaman.
 
 
The effect of the [[Windfury Totem]] is not a weapon enchant anymore and has been changed to a buff granting melee haste.
 
 
;Hex
 
Shamans were given [[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 [[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 {{Cata-inline}}==
 
===General preview===
 
{{bluepost
 
| poster = Nethaera
 
| title = Cataclysm Class Preview: Shaman
 
| date = 04/07/2010 09:00:08 AM PDT
 
| body = 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====
 
 
'''{{ability|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.
 
 
'''{{ability|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 {{ability|Greater Healing Wave}}, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. {{ability|Lesser Healing Wave}} and Greater Healing Wave will be used on a more situational basis.
 
 
'''{{ability|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:
 
 
* {{ability|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.
 
* {{ability|Flametongue Weapon}} – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
 
* {{ability|Earthliving Weapon}} – Heals the target slightly and buffs the shaman's next healing spell by 20%.
 
 
'''{{ability|Healing Rain}} (level 83)''': An [[AoE|area-effect]] [[HoT|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.
 
 
'''{{ability|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|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.
 
* {{ability|Cleansing Totem (shaman ability)|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.
 
* {{ability|Totem of Wrath}} now will replace {{ability|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 {{ability|Searing Totem|Searing}}, {{ability|Magma Totem|Magma}}, or {{ability|Fire Elemental Totem}}s without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's {{ability|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|Lava Lash}} so shaman have time to work other interesting abilities into their rotation.
 
 
====New Talents and Talent Changes====
 
 
* {{ability|Elemental Reach}} will be simplified so shaman have a more consistent spell range.
 
* We plan to add {{ability|Earthquake}} as a deep Elemental talent for targeted and persistent AoE.
 
* {{ability|Spirit Link}} will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
 
* Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their [[Hit rating]].
 
* {{ability|Ancestral Knowledge}} will boost mana pool size, not Intellect.
 
* {{ability|Enhancing Totems}} will be replaced with {{ability|Focused Strikes}}, which will improve the damage of the new spell {{ability|Primal Strike}} and {{ability|Stormstrike}}.
 
* With the [[Mastery]] system, we're also considering removing a number of talents that grant passive bonuses, such as {{ability|Mental Quickness}}, {{ability|Improved Windfury Totem}}, {{ability|Mental Dexterity}}, {{ability|Call of Thunder}}, {{ability|Tidal Mastery}}, {{ability|Purification}}, {{ability|Nature's Blessing}}, and others, to allow players more freedom to choose more interesting talents.
 
 
====Mastery Passive Talent Tree Bonuses====
 
 
;Elemental
 
#Spell damage
 
#Spell Crit
 
#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
 
#Melee damage
 
#Melee Haste
 
#Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.
 
 
;Restoration
 
#Healing
 
#Meditation: The amount of mana you regenerate in combat as a function of your Spirit.
 
#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.<ref>{{ref web|url=http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1&pageNo=20#394|title=Re: Cataclysm Class Preview: Shaman|author=Nethaera|date=04/07/2010 10:27:44 AM PDT|accessdate=2010-04-08}}</ref>
 
 
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.
 
| link = http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1
 
}}
 
 
===Q&A===
 
{{Bluepost|poster=Nethaera|title=Re: Cataclysm Class Preview: Shaman|date=04/07/2010 12:21:14 PM PDT|link=http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&sid=1&pageNo=37#735|body=
 
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 {{ability|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.
 
}}
 
   
== Note ==
+
==Upcoming Raids==
The shaman ([[prestige class]]) was replaced with the shaman ([[core class]]) in the ''World of Warcraft RPG''.<ref>''World of Warcraft: The Roleplaying Game Conversion Document'', 1-2</ref>
 
   
  +
*'''Utgarde Catacombs''':
== Videos ==
 
{| class="darktable"
 
|- valign=top
 
! Cataclysm Class Changes by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
 
|-
 
! <youtube>QGAmEhNGVow</youtube>
 
|}
 
{| class="darktable"
 
|- valign=top
 
! colspan=2 | Shaman DPS Rundown by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
 
|-
 
! Elemental || Enhancement
 
|-
 
! <youtube>VPjUqqsJhaY</youtube>
 
! <youtube>Ew_JeMFUN1g</youtube>
 
|}
 
   
  +
*'''Uldamor''':
==See also==
 
* See [[Shamanism and nature worship]] to learn more about the shamans' beliefs.
 
* See [[List of shamans]] for named shamans from lore and in-game.
 
* [[Spell power coefficient]].
 
* A list of [[useful macros for shamans]].
 
   
  +
*'''Forges of Ahn'Qiraj''':
== References ==
 
{{reflist}}
 
   
  +
*'''The Ten Malebolge''':
==External links==
 
<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
 
Links that do not conform to the rules will be DELETED.
 
Repeat violations may result in a BAN.
 
Have a nice day. :) -->
 
   
  +
*'''Felflame Depthes''':
{{elink|type=wowus|link=http://forums.worldofwarcraft.com/board.html?forumId=10021&sid=1|desc=Forums &gt; Classes &gt; SHAMAN}}
 
:{{elink|type=wowus|site=Shaman forum|link=http://forums.worldofwarcraft.com/thread.html?topicId=12021519&postId=120003879&sid=1|desc=Shaman FAQ Pre-2.0 - Still decent relevance}}
 
:{{elink|type=wowus|site=Underdevelopment: Shaman Q&A with Ghostcrawler|link=http://www.worldofwarcraft.com/info/underdev/shaman.html|desc=June 2009, details history and future of the class for [[Patch 3.2]]}}
 
{{elink|type=wikipedia|link=http://en.wikipedia.org/wiki/Shaman}}
 
{{Elink|site=Shaman Balancing|link=http://homepages.nyu.edu/~ama459/|desc=Describes the numerous changes to Shaman along with other classes in immense detail}}
 
{{elink|icon=tentonhammer|site=TenTonHammer|link=http://www.tentonhammer.com/wow/guides/classes/shaman|desc=TenTonHammer's Shaman Guide}}
 
{{elink|type=wowinsider|link=http://www.wowinsider.com/category/totem-talk/|desc=Totem Talk - weekly shaman feature}}
 
{{elink|site=elitistjerks.com|link=http://elitistjerks.com/f47/t20765-shaman_enhancement/|desc=Elitist Jerks Enhancement Shaman TheoryCraft Think Tank}}
 
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*'''Hollow Cloister''':
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*'''Arak's Palace''':
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Revision as of 21:11, 19 March 2011

World of Warcraft: Deep Reaches
AzjolEntrance
Arak's Palace in all its glory.

Introduction

The kingdom of Azjol'Nerub was once a great empire of the harsh cold that is Northrend. Until the cold iron hand of the Scourge arrived and wiped out their once great empire. The Lich King brutally slaughtered the Nerubians, until they were a mere percentage of what they used to be. To humiliate the race more, The Lich King brought the dead Nerubians back to life, to be his eternal slaves. The live Nerubians were left few and far between.

When brave heroes brought about an end to The Lich King and his tyrannical rule, the undead breed of Nerubians were left without a home. Without any leadership, they were forced to walk the bitter wastes of Icecrown for years. Until the "leader" of the neubians, Ashma'kyll, was contacted telepathically by the Faceless God, Father Dagn'Drah, with a deal. With the power of the Faceless and Nerubians combined, they could retake the underground kingdom of Azjol'Nerub, in exchange for their servitude and promise to awaken Father Dagn'Drah. They found allies willing to aid in the causes, the Vrykul and Darkfallen. They became known as the Depth Wakers.

Deep Reaches Expansion Changes and Updates

UNDER CONSTRUCTION

  • Kingdom of Azjol'Nerub has emerged: New content zones have been added - Runed Caverns, Saro'Mahk, the Obsidian City, Kira'Thuun the Broken Desert, Eldritch Grove, and Nerubia. These zones can be accesed through portals in Dalaran.
  • Level cap is set to 90
  • The continent above was not left unchanged. Northrend's quests and zones have been completley altered and improved to fit the changes in Cataclysm.
  • Two New Races. Viscious Vrykul for the Alliance and Ravenous Wolvar for the Horde.
  • New Primary Proffesion: Woodworking
  • New Dungeons and Raids for players to conquer.
  • New Battlegrounds and Arenas for players to do battle. Some may seem familiar, others not so much.

New Zones

UNDER CONSTRUCTION

Underneath the layers of earth on this planet, unsuspecting evils do lie...

  • NeutralRuned Caverns: Underneath the Storm Peaks and Crystalsong Forest, an unending blizzard is raging. The depthes of Ulduar reach down into here, and is known as Uldamor. Filled with gaping valleys and tall peaks, this place is the least, but not completley, touched by The Depth Wakers. Due to the recent seismic activity caused by Father Dagn'Drah, whos power even reaches this far, the Titan constructs have gone rogue and started attacking those who have created them. Rumors are, Golganneth's presence has been felt heavily in this zone, implicating that he may be near...
  • NeutralSaro'Mahk, the Obsidian City: Lying beneath Howling Fjord, Grizzly Hills, and Zul'Drak, lies the largest Nerubian city to ever exist. Saro'mahk is not all buildings though, as festering bogs have covered all but the highest tiers of the city. Fungal growths line the walls and stagnant bodies of water give the zone a fetid stench. Tall plateaus circle parts if the area, shaped as though gravity should not let them be. Towers hang from the top of this zone, created by the Nerubians to be impenetrable fortresses. A gigantic crater in northern mountains of this zone is the staple, this is where the remnants of the scourge, now refereed to as Hand of Ten Liches, has held out. They refer to this place as The Ten Malebolge, and treat it as their capital.
  • NeutralKira'thuun, the Sunken Desert: Under Silithus, lies a large empty desert that was created for C'thun and his twisted projects. When Father Dagn'Drah and Ashma'kyll heard about this, they instantly sent agents there to scout it out for tactical position. From there, they could use the attaching hives to attack many Horde and Alliance settlements. The obsidian forges that were used to forge the obsidian destroyers of Ahn'Qiraj could be used to the Depth Wakers favor. The Silithid have burrowed their way into the zone, and have already made two major hives known as Zakra and Jiliak. The area hasnt been completley devoid of sentience, in the center is the body of C'thun, that stretches from the top of the zone to the bottom. He has been rendered harmless by the constant watch of the greatest mages the Horde and Alliance have seen. He has shown signs of awakening though, which has caused the heroes distress and worry.
  • NeutralEldritch Grove: Tirisfal Glades and Gilneas have been hiding a dark secret for years, since the first elves breached the shores. The evil that was felt was first thought to be an old god, but it turned out to be Father Dagn'Drah. He has been lying in the Eldritch Grove for as long as the old gods have been corrupting the earth. Discovered when he made his presence perfectly clear by assaulting Gilneas and Tirisfal Glades with his dark assailants. The grove is a decaying wasteland of moss and stone. The rivers are not of water, but of the great Faceless one's blood. The Depth Wakers have dominion over this zone, due to their master being here. They fortified his dwelling area into the Hollow Cloister. The zone acted like a prison to the Council of Tirisfal, so many ancient horrors dwell here, giving the zone its name. Even an old, but not forgotten enemy, is still quite a large threat here.
  • NeutralNerubia:

New Dungeons and Raids

UNDER CONSTRUCTION

Dungeons

  • Halls of Life:The Essence of Eonar is located here, which gives Sholazar its jungles and wildlife. The Depth Wakers are corrupting this essence to corrupt Sholazar Basin, and they are close to succeeding.
  • Hanging City of Dolkra'th: Hanging over the giant ley-line fracture, arcane energies run wild here. The ancient obsidian-breaker race hides out here, and they wont expose their secrets so easily.
    • IconSmall ObsidianDestroyerGalaj: Second Obsidian Breaker ever made, paling in comparison to Moam.
    • IconSmall BatKuh'hruk the Singer of Night: Large bat that is being drained of power by the ley lines.
    • IconSmall AzuregosGlacingos: Blue dragon sent by Kalecgos and taken hostage by the wild energies here.
    • IconSmall ObsidianDestroyerHemanhotep Ebonshaper: Pharaoh of the current Tol'vir in Northrend.
    • File:IconSmall Arcane Small.gifAethik and Etheran: Two void lords representing matter and antimatter.
  • Ahn'Qiraj Catacombs: The lower levels of the City of Ahn'Qiraj, C'thun was not the only terrible horror imprisoned there. The advisor to C'thun lies here, an ancient Forgotten One, and he is working with The Depth Wakers, although he may have some alterior motives.
    • Ahn'Qiraj Onslaught: Waves upon waves of silithid flock from the nearby hives.
    • General She'prad: General of the Qiraji forces roaming the catacombs.
    • Bouros: Ouro's mate that lies in the only uncorrupted area in the catacombs.
    • Haliss the Slaughterer: Sand Reaver that pulls the emperor's personal chariot.
    • Council of Honor: Made up of two Anubisath named Memph and Hopol, and the Horusath Helio.
    • H'ro: Forgotten one that is C'thuns second in command.
  • Grounds of Evil: A college of sorts for the Faceless legions. Here is where the Faceless are prepped for the battle field. Their sheer mass is what gives the Grounds of Evil its terrible reputation.
    • IconSmall FacelessShadoweaverHellwaker Denjak: Grand warlock professor of the Grounds.
    • File:IconSmall SilithidWasp.gifShura the Huntress: Colossal wasp that has taken up residence in the highest tower.
    • IconSmall Darkfallen MalePrince Mathid: Darkfallen prince that is acting as an advisor for Ashma'kyll.
    • IconSmall FacelessoftheDeepJjahl'ehm the Mongrel: Test subject of the Grounds, empowered by C'thun.
  • Basilica of Dead Thorns: On the outskirts of the Hollow Cloister, the Basilica of Dead Thorns lies as a monument to the evils of the Scourge. They managed to find their way from the Eastern Plaugelands and build a glorious monument to their deceased king.
  • Marosh'karis the Cold City: The city that was lost to the slow moving glaciers and thought to have been lost forever. Buried beneath the permafrost, many of the trapped Nerubians began to adapt and evolve into beings adept at living in the cold. The Wakers see this as a strategic bottleneck leading to the Sundered Monolith, so they have quite an interest in it.
    • IconSmall VargulChillcaster Vrall: An undead vrykul frost mage.
    • IconSmall Darkfallen MalePrince Aled'Thra: A darkfallen prince that is a master of plague energies.
    • File:IconSmall Nerubian Small.gifMilliax: Nerubian priest that has been trapped in a glacier.
    • IconSmall DragonRedVerdastrasz: A red dragon of Alextrasza's brood that has been frozen and needs help.
    • File:IconSmall NerubianSpiderling Small.gifRohad'lihr the Winters Breath: Colossal nerubian flyer with an anger problem.
  • Fahlar the Crawling City: Where live Nerubians of the Yilithar Breed are being held and forced to reproduce for the new generation of creeping evil. The children are then raised to the right age and sacrificed, just to be brought back as undead.


Raids

  • Primordial Lair: In a cavern in the eastern part of Runed Caverns, the Depth Wakers are attempting to awaken four evil forces of nature. Midgarmungard the colossal Proto-dragon, Fafnus the cunning Snake, Fenmor the mighty Worg, and Hogniid the vile Jormungar.
  • Khroll'sherub Warfront: Even in the midst of a war, the evil General Khroll'sherub finds entertainment in violently attacking the forces of the Horde and Alliance. The heroes must find a way to fight past the legions of spiders to find Ashma'kylls most trusted advisor.
  • The Sundered Monolith: A colossal obelisk in the barren wastes of Nerubia, the once great monument that stood the test of time has now become a vile place, paying homage to the dreaded king Ashma'kyll. Rumors circulating through the taverns and bars say that they managed to revive the most ancient dragon...

Upcoming Raids

  • Utgarde Catacombs:
  • Uldamor:
  • Forges of Ahn'Qiraj:
  • The Ten Malebolge:
  • Felflame Depthes:
  • Hollow Cloister:
  • Arak's Palace: