Beginners Guide to Shaman Combat menu

Shout-Out

User Tag List

Results 1 to 6 of 6
  1. #1
    grassynole's Avatar Elite User
    Reputation
    339
    Join Date
    Aug 2008
    Posts
    387
    Thanks G/R
    1/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Beginners Guide to Shaman Combat

    Hello Impi here, for a while now i wanted to construct a easy guide to assist Shaman players in general combat. Researching through the guides posted throughout the Shaman community and other class boards its pretty easy to find references for common subjects such as Talents, Gemming, Rotations etc but there was little instruction on the topic of spell utilization and general counter combat. I hope this constructed guide assists in providing Shaman players with some tactical combat knowledge to somewhat reduce the Learning step within the class



    One of the most powerful spells in the shamans arsenal is the ability to dispel enemy's magical “buffs” Always keep in mind that Shaman are designed as an offensive healer, because of this its important to Utilize your purge spell whenever possible. Ofc its possible to purge a wide variety of beneficial buffs from each class but in particular its the “cooldown” spells that award the greatest benefit when purged, Here's a small breakdown of those most important buffs to grab off enemy's and what to look for.

    Hunter
    N/A Hunters have no personal abilities to potentially purge.

    Mage
    Mana Shield – Tends to be more relevant to fire Mages but Remove this damage absorb shield when necessary.
    Ice Barrier – Frost Mages require this buff to absorb damage and with it being on a 24 second cd, purging it is vastly beneficial . Remove whenever possible.
    Fire/Frost Ward – Sneaky Mages use this to absorb damage from the relevant school of magic but also have the possibility to Reflect said spells against the caster when active. Remove whenever possible.
    Slow Fall - Remove and watch the Mage fall like a sack of shite. (Location specific)
    Arcane Power – A exceptionally powerful burst cooldown that increases damage. Remove immediately.

    Rogue
    N/A Rogues have no personal abilities to potentially purge.

    Death Knight
    N/A Death Knights have no personal abilities to potentially purge.

    Druid
    Barkskin – A hugely powerful survival cooldown used by all druids. Remove immediately
    Innevate – Again a exceptionally powerful cooldown used for mana regen, anticipate the cast and maintain LoS with the druid. Remove immediately
    Natures Grasp – An escape mechanic worked into a magical buff to entangle melee attackers. Remove whenever possible.
    Natures Swiftness – A cooldown used to cast cast a spell instantly. Usually macrod for speed but remove immediately if possible (You’ll need a keen eye)

    Warrior
    N/A Warriors have no personal abilities to potentially purge.

    Warlock
    Nether Protection – Warlocks often proc this shield that protects them from recently cast magic schools. Remove when Necessary.
    Sacrifice – A survival pet cooldown that shields damage, only usable when voidwalker is active. Remove whenever possible.
    Nightfall – Again another proc buff, Remove immediately to deprive the warlock of an instant cast Shadowbolt (You’ll need a keen eye)
    Shadow Ward – Similar in respect to Mages ward spells .Although the ward has little to no affect against you as a shaman, if your Playing with a partner who dishes out shadow damage be sure to remove whenever possible.

    Priest
    Power Word: Shield –A simple damage absorption bubble. Remove whenever possible.
    Power Infusion – A powerful haste Cooldown. Remove immediately.
    Pain Suppression – A hugely powerful survival cooldown Remove immediately.
    Levitate – A slow fall like buff, remove and watch the priest fall like a sack of shite. (Location specific)

    Paladin
    Hand of Protection – A powerful survival cooldown to become invulnerable to physical dmg, Remove immediately.
    Divine Plea – A exceptionally powerful cooldown used for mana regen, anticipate the cast and maintain Los with the Paladin. Remove immediately.
    Hand of Freedom – In addition to the norm immunity to movement impairing effects, ret paladins can also remove stun effects. Remove immediately.
    Avenging Wrath – A exceptionally powerful burst cooldown that increases damage. Remove immediately. (Often referred to as wings)
    Note: In addition to represented buffs both the Hands and Avenging Wrath are easily visible through a distinct and unique visual animation.

    Shaman
    Bloodlust/Heroism – You know wat it is... Remove it fast before it has drastic effect.
    Ghost Wolf – Manage to continually purge this and you’ll seriously gimp the shaman from escaping damage.
    Earth Shield – Remove to prevent heals during melee damage. Remove when necessary
    Water Shield - Remove to prevent mana regen during melee damage. Remove whenever possible.



    Note: In addition to these all important spells, circumstances may ofc require you to also remove Healing effects or “Hots” Because of the importance of some of these more serious cooldowns certain classes have the capability to protect them using talented dispel resistance. Although this means it may be more difficult to purge u can still improve your odds by preparing beforehand and removing any active “trash” buffs or buffs they have alongside to assist in successful purging.
    Totems

    ShamanVS Hunter

    Earth Totems

    - Earthbind > Used in conjunction with Frost shock to keep the opposing hunter within close combat.
    - Stoneclaw (glyphed) > Use effectively, my personal preference is to use the shield after each range gaining cd such as disengage, Pin (crab pet) or concus shot
    Water Totems
    - Fire Resistance Totem > with soo many survival hunters nowadays this is useful to negate a chunk of dmg from explosive shot.
    - Cleansing Totem > Placed to cure Wyvern Sting mostly. Serpent sting is easy enough to manually remove.
    Fire Totems
    - Searing Totem > is an option but is likely out ranged.
    - Magma totem > Place immediately after snake trap to kill the pesky snakes instantly.
    Air Totems
    - Grounding > can be used to absorb "Freezing Trap" (not Frost Trap)

    Shaman VS Mage


    Earth totems
    - Stoneclaw (glyphed) > U want to use it pretty much whenever its off cd but not waste it, a nice idea is to use it when u cant trinket the 2nd deep freeze. Make placement as soon as they frost nova u.
    Water Totems
    - Mana Spring > keep the mana pool nice
    - Fire Resistance > dependant on mages spec, place down for incoming fire dmg.
    Fire Totems
    - Searing Totem > Keeps the dmg rolling and the combat on them.
    - Frost resist > dependant on spec, place down for incoming frost dmg.
    Air Totems
    - Grounding > Absorb the hefty hits you may take, but be mindful use late in the enemys cast and save it for the large hits.
    - Windfury Totem > Waaa..? Being as many players fail to read totems and judge the totem by its colour its quite easy to use windfury as a fake Grounding totem.

    Shaman VS Rogue

    Earth Totems
    - Stoneskin > useful if u can get it down before the initial jump to negate dmg.
    - Earthbind > Help Slow target as u gain distance using Ghost Wolf
    - Stoneclaw (glyphed) > Priority order once out of stuns should usually be Stoneclaw first. Try to drop it after a rogues restealth (he cant wait the shield out so hes forced to jump u whilst its up)
    Water Totems
    - Cleansing Totem > remove those nasty poisons, you'll most likely also need manually cure in addition to this.
    Fire Totems
    - Searing Totem > Keep up the pressure and the combat on them. In addition u can now use a fire nova blast from this totem for extra dmg or a well timed explosion could reveal a stealthed rogue.
    - Flametongue > Can be used to boost power of heal spells and Earth Shield
    Air Totems
    - Very little use, Natures Resistance can be used to resist some of the poison dmg.

    Shaman VS Death Knight

    Earth Totems
    - Earthbind > Help gain distance from your opponenet.
    - Stoneclaw (glyphed) > Just use to avoid as much dmg as possible, i personally like to make use of it during the short periods i switch to water shield
    Water Totems
    - Disease Clensing Totem > Cure those nasty disease's in addition to manual cleansing.
    - Mana Spring > Keep the mana pool nice.
    Fire Totems
    - Searing Totem > keep the dmg rolling.
    - Frost Resistance > Can be used to negate frost from certain attacks and diseases
    Air Totems
    - Grounding > Try to grab the important spells with it grounding a death coil is a bit of a waste u want to catch somin nasty like Death Grip or Srangulate (Tip: If they pop gargoyle or rune weapon its usually a sign of a incoming Strangulate)

    Shaman VS Druid

    Earth Totems
    - Earthbind > to help gain distance from opponent or to keep enemy in close combat. alternate with frost shock to slow them after a shift.
    - Stoneclaw (glyphed) > make placement to negate some dmg in large hits when incapable e.g befoer incoming stuns or due to wind shear / grounding cooldowns
    Water Totems
    - Mana Spring > keep mana pool nice.
    - Disease Clensing Totem > Is an option to cleanse Infected Wounds but with it no longer stacking manual cleansing is a preferred method.
    Fire Totems
    - Searing totem > keep pressure up and combat on them.
    - Fire Nova > push out that extra dmg.
    Air totems
    - Grounding > help stop cyclones, roots and incoming casts.
    - Natures Resistance Totem > Negate some dmg from Wrath and Insect swarm

    Shaman VS Warrior

    Earth Totems
    - Earthbind > used in conjunction with frost shock and ghost wolf to gain distance when under Hamstring.
    - Stoneskin > Take the chance to increase your armour and reduce physical dmg when not using Earthbind.
    - Stoneclaw (glyphed) Warriors truely rip us apart use whenever possible! I like to make sure i drop it just before every intercept
    Water Totems
    - Not too much really, preference of choice could use Mana for long duration fights or Healing to cover bleed damage.
    Fire Totems
    - Searing Totem > keep pressure up and combat on them.
    - Fire Nova > push out that extra dmg.
    - Flametongue > Boost the power of those heals and Earth Shield.
    Air Totems
    - Again very little use, ur best option and probs only option is - Wrath of Air > Slightly faster spell casts

    Shaman VS Warlock

    Earth Totems
    - Tremor Totem > Prevent some long duration fears on you, Keep a watchful eye on it, always being down and IN RANGE (if he pokes it down, put it back down Immediately)
    - Stoneclaw (glyphed) > Reduce the locks burst phases, for affliction this is when ur debuff bar is as long as ur arm. But remember to instantly replace with tremor again!
    Water Totems
    - Mana Spring > keep mana pool nice
    - Fire Resistance Totem >Alot of Dresto locks around place for incoming fire dmg
    Fire Totems
    - Searing Totem > keep dmg rolling, although likely to be out ranged.
    Air Totems
    - Grounding > Absorb those hefty hits you may take, be mindful use late in on their cast and save it for the large hits and Important spells (grounding early on will most probably catch a corruption or curse which wont benefit u much if at all)

    Shaman VS Priest

    Earth Totems

    - Tremor totem > get you out of those Psychic Screams, remember to keep it IN RANGE around your movement ( if they poke it down, place it back down immediately)
    - Earthbind > can be used to keep the priest close when psychic scream is on its 30second cd
    - Stoneclaw (glyphed) > Try to negate dmg from burst phases, Remember to replace instantly with Tremor.
    Water Totems
    - Mana Spring > keep the mana pool nice
    - Disease Cleansing Totem > can be used to remove the nasty Devouring Plague but manualy removing is an easier method.
    Fire Totems
    - Not much use here
    - Searing Totem > keep the damage rolling and the combat on them.
    Air Totems
    Grounding > alternate when interruption shocking is on global (Mana burn is a important one to stop especially in arena) If hes shadow and u have nowhere to LoS id say your ****ed tbh

    Shaman VS Paladin

    Earth Totems
    - Earthbind > attempt to slow your target ... yes attempt.
    - Stoneclaw > Use whenever possible i like to drop it during the short periods i switch to water shield.
    Water Totems
    - Not much use here but Mana Spring to keep some regen up.
    Fire Totems
    - Searing Totem > Keep the dmg rolling
    - Fire Nova > push out that extra dmg
    Air Totems
    - Grounding > Can be used to absorb a Hammer of Justice or Repentance (Scrubs always seem to open thier attack with HoJ... u'd be surprised how many people do this, learn from it and ground as u see a Paladin incoming)


    A powerful weapon in Shaman combat is the ability to interrupt spell casts, giving you a strong counter against caster classes in particular. Being able to manage the use of Wind shear in combination with Grounding Totem is often a vital technique in PvP combat. Again here is a basic breakdown of the important casts to watch out for when interrupting enemies.

    Hunter
    N/A no interruptible abilities i'm currently aware of, although possibility to prevent pet related casts is possible.
    > Lick Your Wounds Can be intterupted from experience.

    Mage
    > Evocation A mage can reset the fight in hes favor by evocating and starting from scratch again, its essential to prevent this.
    > Fireball / Frostbolt Primary offensive cast, prioritize shearing such casts as wasting a grounding cooldown could stifle you later on.
    > Polymorph Primary CC of the mage, if ur in a team that cannot dispell it, its extremely important u interrupt the cast whenever possible.


    Rogue
    N/A no interruptible abilities im currently aware of although as a last resort Shearing could be used to maintain combat on a Rogue to prevent re-stealth's.

    Death Knight
    > Army of the Dead During channel, Ghouls are summoned in pairs each second. you can interrupt the death knights cast to prevent channel or reduce the amount summoned.

    Druid
    > Starfire A powerful but long duration cast can be interrupted but grounding it with totem would be a preferred method.
    > Entangling Roots An important spell to stop especially if you have no1 with u to dispell.
    > Cyclone A Druids primary form of CC avoid at all costs and quickly make ur way to a form of LoS if u arnt already, to avoid repeat casts.
    > Regrowth One of the few healing spells u can interrupt. Do it


    Warrior
    N/A no interruptible abilities i'm currently aware of, but can still be put to good use.
    > Spell Reflection Wind Shear can be used exceptionally well to expel the Spell Reflection buff off warriors.

    Warlock
    > Chaos Bolt A powerful cast used to burst targets down. Interrupt to prevent this crazy damage.
    > Shadow Bolt A powerful but long duration cast interrupt and buy urself some time as well by locking thier shadow school.
    > Drain Mana Its easy for a lock to play dirty and just spam mana drain u Interrupt and start makin ur way to a form of LoS if u arn't near one already.
    > Unstable Affliction Interrupt to get an important lock on the shadow school especially if they open with it, in addition preventing application will allow friendly members to dispel freely.
    > Health Funnel Taking out a Warlocks pet can be hugely beneficial interrupt Health Funnel to stop transfer of health to it.


    Priest
    > Mana Burn Again it's easy for a Priest to play dirty and just spam Mana Burn u Interrupt and start makin ur way to a form of LoS if u arn't near one already.
    > Hymn of Hope A channel that regenerates Mana to the Priest. Interrupt to prevent unnecessary long fights.
    > Greater Heal A powerful but long duration cast. Essential to interrupt.
    > Mind Blast One of the few forms of shadow Priest damage u can actually avoid. Do it.


    Paladin
    > Holy Light A powerful but long duration cast, interrupt or u might find the Paladin back at full health once again.
    > Exorcism In regards to Ret paladins unless hes casting heals and there's nothing important to interrupt u might as well stop this spell.
    > Flash of Light One of the Paladins primary Healing spells, interrupt whenever possible.


    Shaman
    > Lava Burst A powerful cast when used in conjunction of Flame Shock interrupt if need be although i would advise to ground with totem whenever possible.
    > Lightning Bolt Primary cast, Interrupt and lock the important nature school for the shaman.
    > Hex A curse form of CC, Interrupt if need be although grounding it with totem would be a much more preffered method.


    Notes: To Wind shear effectively, i strongly advise creating a modifier macro to target Wind Shear your Focus and additionally adding a Focus macro to a easy keybind. A key policy, that i follow personally is a gameplay designed with Totems as my first line of defence. I believe if a spell can be Resisted, grounded, Absorbed or dispelled with a totem then u should prioritize totem procedure over shearing to avoid the habit of wanting to shear every cast u see. A huge advantage of Wind Shear is the ability to lock the school for 2 seconds try not to waste this advantage by throwing it around haphazard.



    Thats all for now, thanks for Reading hopefully later ill include further sections to the guide in the future such as "Grounding" regards

    Impi
    Last edited by grassynole; 09-29-2010 at 05:55 PM.
    Every1 knows Jesus was a shaman, think about it the reincarnate, the waterwalking... comon he was cc'd d for days!

    Beginners Guide to Shaman Combat
  2. #2
    Leonim's Avatar Legendary
    Reputation
    609
    Join Date
    Aug 2007
    Posts
    854
    Thanks G/R
    11/17
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Great Guide! +rep

  3. #3
    Jackie Moon's Avatar Elite User
    Reputation
    407
    Join Date
    May 2008
    Posts
    923
    Thanks G/R
    0/0
    Trade Feedback
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Ice barrier is a 24 second cooldown not 30. Also mention buffs, purging down buffs is an essential. Why? because say a paladin uses Avenging Wrath (wings), you go to purge it to stop 30% damage boost burst and instead of getting that you take a Thorns buff. The paladins target is going to take alot of damage, therefore I strongly suggest purging a target down at the start of a fight. We did this in arena, our healer shaman and I (mage) would debuff there whole team before doing any major damage. The end result is that when they blow survival cooldowns such as Pain suppression, the shaman can get the purge almost guaranteed with atleast 1/3 odds rather than 1/7 etc.
    Last edited by Jackie Moon; 09-08-2010 at 11:29 AM.
    Check out my YouTube: SkeetzGaming

  4. #4
    bkk2090's Avatar Member
    Reputation
    9
    Join Date
    Jan 2008
    Posts
    57
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Epic guide +Rep

  5. #5
    grassynole's Avatar Elite User
    Reputation
    339
    Join Date
    Aug 2008
    Posts
    387
    Thanks G/R
    1/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Jackie Moon View Post
    Also mention buffs, purging down buffs is an essential. Why? because say a paladin uses Avenging Wrath (wings), you go to purge it to stop 30% damage boost burst and instead of getting that you take a Thorns buff. The paladins target is going to take alot of damage, therefore I strongly suggest purging a target down at the start of a fight. We did this in arena, our healer shaman and I (mage) would debuff there whole team before doing any major damage. The end result is that when they blow survival cooldowns such as Pain suppression, the shaman can get the purge almost guaranteed with atleast 1/3 odds rather than 1/7 etc. [/COLOR]
    I made a note about this because it wasn't particularly practical to include a huge long list of every and any active buff
    Originally Posted by grassynole View Post
    u can still improve your odds by preparing beforehand and removing any active “trash” buffs or buffs they have alongside to assist in successful purging.
    Originally Posted by Jackie Moon View Post
    Ice barrier is a 24 second cooldown not 30
    Thanks
    Every1 knows Jesus was a shaman, think about it the reincarnate, the waterwalking... comon he was cc'd d for days!

  6. #6
    grassynole's Avatar Elite User
    Reputation
    339
    Join Date
    Aug 2008
    Posts
    387
    Thanks G/R
    1/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Added a further Guide section on "Wind Shearing"
    Every1 knows Jesus was a shaman, think about it the reincarnate, the waterwalking... comon he was cc'd d for days!

Similar Threads

  1. Beginners Guide (Elwynn Forest .. How you spell it? :O )
    By Amedis in forum World of Warcraft Guides
    Replies: 0
    Last Post: 06-19-2006, 04:29 PM
  2. Beginners Guide (Dun Morgoth)
    By Amedis in forum World of Warcraft Guides
    Replies: 0
    Last Post: 06-19-2006, 04:27 PM
  3. Beginners Guide (Teldrassil)
    By Amedis in forum World of Warcraft Guides
    Replies: 0
    Last Post: 06-19-2006, 04:26 PM
  4. Beginners Guide (Durotar)
    By Amedis in forum World of Warcraft Guides
    Replies: 0
    Last Post: 06-19-2006, 04:25 PM
  5. Beginners Guide (Tirisfal Glades)
    By Amedis in forum World of Warcraft Guides
    Replies: 0
    Last Post: 06-19-2006, 04:24 PM
All times are GMT -5. The time now is 10:37 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search