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The three shaman talent trees roughly mirror the three roles a shaman can play: Elemental (ranged magical damage), Enhancement (melee damage) and Restoration (healing). In short, a shaman can act as mage, priest or rogue. The two main drawbacks of the class are low mana efficiency (in the two caster roles) and poor aggro management (in the two dps roles). The talent selection process for a shaman is actually quite complex and has started quite a few passionate discussions.

This forum thread by Aryxymaraki might be regarded as the reference for detailed description and assessment of every single talent, combined with an overview and critique of several of the established templates.

Things to keep in mind when considering shaman builds:

  • Shamans cannot main tank end game raids. They may tank in the regular instances up to level 70, but once the endgame raiding starts that's over.
  • Shamans are perhaps the most versatile class which can act in three different roles with one build.
  • Builds with a focus on elemental are spell DPS like mages or warlocks, with improved totems for spellcasters.
  • Putting points in Enhancement results in a melee damage dealer somewhere in between a rogue and a DPS warrior with improved group buffs for melee.
  • Restoration can turn a Shaman into a raid capable main healer, though where they truly shine is "splash healing"

Elemental

The shocks are good nukes with decent damage output and each has a useful side effect. The downside of the shocks is that they are not particularly mana efficient and do not have independent cooldowns. Highlights include Elemental Focus and Elemental Fury.

Talent Ranks Requirements Description
Convection 5

none

Reduces the mana cost of all Shocks and Lightning spells, by X%. Standard entry talent, nearly always taken
Concussion 5

none

Increases the damage from all Shock and Lightning spells by X%. Another standard talent, part of every elemental build
Earth's Grasp 2

5 Elemental

Increases the health of Stoneclaw Totem by {25/50}% and the radius of Earthbind Totem by {10/20}%. This talent doesn't push the usability threshold of these totems far, so it's not very advisable
Elemental Warding 3

5 Elemental

Reduces damage from Fire, Frost, and Nature effects by {4/7/10}%. Marginally useful, mainly a PvP talent
Call of Flame 3

5 Elemental

Increases the damage done by your Fire Totems by {5/10/15}%. Taking this talent is a matter of taste, the fire totems are only marginally useful
Elemental Focus 1

10 Elemental

After critting with any Fire, Frost, or Nature damage spell, clearcasting will reduce the mana cost of the next damage spell by 60%. One of the key talents - take always
Reverberation 5

10 Elemental

Reduces the cooldown of your Shock spells by {0.2/0.4/0.6/0.8/1) sec. Seen in many builds, usually taken for lack of something better
Call of Thunder 5

10 Elemental

Increases the critical strike chance of your Lightning Bolt and Chain Lightning by {1/2/3/4/6}%. Very good talent, Lightning bolt is the main nuke
Improved Fire Nova Totem 2

15 Elemental

Reduces the delay before your Fire Nova Totem activates by {1/2} sec. and decreases the threat generated by your Magma Totem by {25/50}%. Rarely taken, these totems are only limited useful, this talent doesn't make them much better
Eye of the Storm (Talent) 3

15 Elemental

Gives you a {33/66/100}% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time while taking damage. Very good PvP or solo PvE talent, basically useless in groups
Elemental Devastation 3

15 Elemental

Your offensive spell crits will increase your chance to get a critical strike with melee attacks by {3/6/9}% for 10 sec. A nice talent in theory for Elemental/Enhancement hybrids, unfortunately this talent is about the only synergy for that build type
Storm Reach 2

20 Elemental

Increases the range of your Lightning Bolt and Chain Lightning spells by {3/6} yards. Good talent in many situations if the two points can be spared
Elemental Fury 1

20 Elemental

Increases your critical strike damage bonus of your Searing, Magma, and Fire Nova Totems and your Fire, Frost, and Nature spells by 100%. Another no-brainer, simply take it.
Unrelenting Storm 5

20 Elemental

Regenerate mana equal to {2/4/6/8/10}% of your Intellect every 5 sec, even while casting. Very good talent to help remedy the chronic lack of mana
Elemental Precision 3

25 Elemental

Increases your chance to hit with Fire, Frost, and Nature spells by {2/4/6}% and reduces the threat caused by Fire, Frost, and Nature spells by {4/7/10}%. Signature talent for endgame PvE, both effects are extremely important in raids.
Lightning Mastery 5

25 Elemental
5 Call of Thunder

Reduces the cast time of your Lightning Bolt and Chain Lightning spells by {0.2/0.4/0.6/0.8/1) sec. This talent turns the lightnings into viable nukes, it should be part of any elemental build
Elemental Mastery 1

30 Elemental
1 Elemental Fury

When activated, this spell gives your next Fire, Frost, or Nature damage spell a 100% critical strike chance, and reduces the mana cost by 100%. Just take this whenever possible.
Elemental Shields 3

30 Elemental

Reduces the chance you will be critically hit by melee and ranged attacks by {2/4/6}%. Good PvP talent.
Lightning Overload 5

35 Elemental

Gives Lightning Bolt and Chain Lightning a {1/2/3/4/5}% chance to cast a second, identical spell on the same target at no additional cost. Not that great, usually taken only as prerequisite
Totem of Wrath 1

40 Elemental
5 Lightning Overload

Summons a Totem of Wrath with 5 health at the feet of the caster. The totem increases the chance to hit and critically hit with spells by 3% to all party members if they are within 20 yards. Lasts 2 min. A very good endgame PvE talent, better than the 5% crit Moonkin aura

Enhancement

This tree offers the ability to wield two-handed weapons and dual wield, making Shamans the third highest dual-wielding class in the game in terms of damage output (when it comes to dual wielding), above hunters but below rogues and fury-spec warriors. Highlights include Thundering Strikes and Stormstrike.

Talent Ranks Requirements Description
Ancestral Knowledge 5

none

Increases your maximum mana by {1/2/3/4/5}%. The standard place to put the first five points in this tree
Shield Specialization 5

none

Increases your chance to block attacks with a shield by {1/2/3/4/5}% and increases the amount blocked by {5/10/15/20/25}%. Tanking talent - Shamans are no tanks.
Guardian Totems 2

5 Enhancement

Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by {10/20}% and reduces the cooldown of your Grounding Totem by {1/2} sec. Another talent which buffs mediocre totems, which stay mediocre after the buff
Thundering Strikes 5

5 Enhancement

Improves your chance to get a critical strike with your weapon attacks by {1/2/3/4/5}%. Key talent for any build hoping to do melee damage
Improved Ghost Wolf 2

5 Enhancement

Reduces the cast time of your Ghost Wolf by {1/2} sec. Useful PvP talent
Improved Lightning Shield 3

5 Enhancement

Increases the damage done by your Lightning Shield orbs by {5/10/15}%. Good solo/PvP talent
Enhancing Totems 2

10 Enhancement

Increases the effect of your Strength of Earth and Grace of Air totems by {10/20}%. Good for buffing the melee group in raids (SoE only)
Two-Handed Axes and Maces 1

10 Enhancement

Allows you to use Two-Handed Axes and Two-Handed Maces. Rather optional (and soon to be replaced)
Anticipation 5

10 Enhancement

Increases your chance to dodge by an additional {1/2/3/4/5}%. May be useful in solo/PvP
Flurry 5

15 Enhancement
5 Thundering Strikes

Increases your attack speed by {10/15/20/25/30}% for your next 3 swings after dealing a critical strike. One of the reasons to spend 15 points in this tree is to be able to spend these five.
Toughness 5

15 Enhancement

Increases your armor value from items by {2/4/6/8/10}%. Solo/PvP - Shamans will never tank
Improved Weapon Totems 2

20 Enhancement

Increases the melee attack power bonus of your Windfury Totem by {15/30}% and increases the damage caused by your Flametongue Totem by {6/12}%. Must-have for the shaman which wants to buff the raids melee group
Spirit Weapons 1

20 Enhancement

Gives a chance to parry enemy melee attacks and reduces the threat generated by your melee attacks by 15%. Very cheap, and the aggro reduction is a must-have in group situations
Elemental Weapons 3

20 Enhancement

Increases the melee attack power bonus of your Rockbiter Weapon by {7/14/20}%, your Windfury Weapon by {13/27/40}%, and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by {5/10/15}%. Highly recommended - this should be taken whenever possible
Mental Quickness 3

25 Enhancement

Reduces the mana cost of your instant cast spells by {2/4/6}%. Usually this useful talent is not taken because there are better ones
Weapon Mastery 5

25 Enhancement

Increases the damage you deal with all weapons by {2/4/6/8/10}%. Must-have for all melee builds
Dual Wield 1

30 Enhancement
1 Spirit Weapons

Allows one-hand and off-hand weapons to be equipped in the off-hand. Dualwield FTW
Dual Wield Specialization 3

30 Enhancement
1 Dual Wield

Increases your chance to hit while dual wielding by {2/4/6}%. Essential for dualwielders who hope to hit their targets
Stormstrike 1

30 Enhancement
3 Elemental Weapons

Instantly attack with both weapons and the next two sources of Nature damage dealt to the target within 12 sec. are increased by 20%. Signature move of enhancement shamans - just take it
Unleashed Rage 1

35 Enhancement

Causes your critical melee hits to increase all party member's attack power by {2/4/6/8/10}% for 10 sec. if within 20 yards of the Shaman. Universally highly useful talent
Shamanistic Rage 1

40 Enhancement

Gives your successful melee attacks a chance to regenerate mana equal to 15% of your attack power. Lasts 30 sec. The solution to the mana problem for enhancement shamans - great talent

Restoration

Restoration leans heavily towards turning the Shaman into a healer. Nature's Swiftness is an extremely useful talent for any build, Mana Tide is of nearly legendary fame, and Earth Shield is a very good 41 point talent.

Talent Ranks Requirements Description
Improved Healing Wave 5

none

Reduces the casting time of your Healing Wave spell by {.1/.2/.3/.4/.5} sec. Good talent for healing builds
Tidal Focus 5

none

Reduces the Mana cost of your healing spells by {1/2/3/4/5}%. Default entry point to this tree for all builds
Improved Reincarnation 2

5 Restoration

Reduce cooldown of Reincarnation by {10/20} min and increase the amounts of health and mana after reincarnation by {10/20}%. Recommended for raiding builds, less useful for small groups, solo or PvP
Ancestral Healing 3

5 Restoration

Increases your target's armor value by {8/16/25}% for 15 sec after getting a critical effect from one of your healing spells. Nice proc for healing builds
Totemic Focus 5

5 Restoration

Reduces the Mana cost of your totems by {5/10/15/20/25}%. Universally useful talent, but not mandatory
Nature's Guidance 3

10 Restoration

Increases the chance to hit with melee attacks and spells by {1/2/3}%. Great talent, early in the tree, highly useful for all DPS builds (exc. endgame elemental which has enough +hit by itself)
Healing Focus 5

10 Restoration

Gives you a {14/28/42/56/70}% chance to avoid interruption caused by damage while casting any Shaman healing spell. Very good PvP/solo talent, marginally useful in group environments
Totemic Mastery 1

10 Restoration

The radius of your totems that affect friendly targets is increased to 30 yd. Just take it
Healing Grace 3

10 Restoration

Reduces the threat generated by your healing spells by {5/10/15}%. Essential for all healing builds
Restorative Totems 5

15 Restoration

Increases the effect of your Mana Spring and Healing Stream Totems by {5/10/15/20/25}%. Marginally useful, usually only taken as prerequisite for Mana Tide
Tidal Mastery 5

15 Restoration

Increases the critical effect chance of your healing and lightning spells by {1/2/3/4/5}%. Good talent, for healers with Ancestral Healing, and for elemental DPS builds too
Healing Way 3

20 Restoration

Healing Wave gains a {33/66/100}% chance to increase the effect of subsequent Healing Waves on that target by 6%, effect can stack up to 3 times. Mandatory for all main healers, although it works only for Healing Wave (not LHW)
Nature's Swiftness 1

20 Restoration

When activated, your next Nature spell with a casting time of less than 10 sec becomes an instant cast spell. Considered by many to be the best Shaman talent overall, the universal panic button. Invaluable in PvP
Focused Mind 3

20 Restoration

Reduces the duration of Silence and Interruption mechanics by an additional {5/10/15}%. Good PvP talent, only marginally useful in PvE
Purification 5

25 Restoration

Increases the effectiveness of your healing spells by {2/4/6/8/10}%. Must-have for all healing builds
Mana Tide Totem 5

30 Restoration
5 Tidal Mastery

Summon a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 6% of total mana every 3 seconds to group members within 20 yards. Highly valued talent in all grouping environments, in raids in particular
Nature's Guardian 5

30 Restoration

Whenever a damaging attack is taken that reduces you below 30% health, there is a {10/20/30/40/50}% chance to heal for 10% of total health and reduce your threat level on that target. 5 second cooldown. Great PvP/solo talent, it makes non-raiding builds very hard to kill
Nature's Blessing 3

35 Restoration

Increases your spell damage and healing by {10/20/30}% of your Intellect. One of the best talents in this tree
Improved Chain Heal 2

35 Restoration

Increases the amount healed by your Chain Heal spell by {10/20}%. Many player believe that this turns Chain Heal into the best healing spell in the game
Earth Shield 1

40 Restoration
3 Nature's Blessing

Protects the target with an earthen shield, giving a 30% chance of ignoring spell interruption when damaged and causing melee attacks to heal the shielded target for 270, once every few seconds. 10 charges, lasts 10 min. It can only be placed on one target at a time. The healing aggro goes to the person wearing the shield, not the shaman (unless he casts it on himself). The only drawback is that the insane amounts healed by this shield are awarded to the tank, not the shaman in the healer meters. Highly useful.

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