Ok just another guide.
1.2 - Overview
The shaman is a hybrid class, available to Horde only. “Jack of all trades, master of none” is a common phrase used. If you pick the shaman, you can expect to everything well, but be the best at none.
The shaman has options for melee combat, spell combat, healing and support. Totems, weapon enchancements, a shield and later mail armor make the shaman one of the better melee classes in the Horde. The only classes with more armor are warriors, paladins, and bear druids. Spell combat uses lightning based spells as well instant casting shock spells. Healing can be accomplished through the use of direct healing spells, or a healing totem. Support options include support totems, caster interruption, runner elimination and the ability to revive the party if everyone dies.
The great flexibility of the shaman is also its weakness – the shaman will not be the best at anything. Also, because of the many options, the player’s screen may become cluttered with spell buttons. The second weakness of the shaman is mana – without mana, the shaman is a poorly armored warrior with almost no special skills.
1.3 - Does race matter?
The race selected will have an impact on the game. Shaman can choose from three races: Orc, Tauren and Troll. Advantages of each race are listed below.
Orcs:
Blood Fury is good for ending the battle quickly, but weakens the Orc afterwards.
Resistance to stun and knockout is great for any type of combat, especially when spellcasting.
Orcs are able to use axes more effectively with Axe Specialization.
Tauren:
War Stomp is great for all combat, especially PvP. War Stomp used with a one second cast time Ghost Wolf allow the Shaman to easily escape when overwhelmed.
Tauren Shaman can have more hit points than other Shaman.
Nature resistance reduces the effects of nature attacks. These include lightning and poison.
Large size can be difficult to see around, but easily selected.
Trolls:
Berserking can help the Troll emerge victorious, but dangerous to use. Regeneration helps Trolls to outlast opponents.
1.4 - Important Stats
Since the Shaman can melee, be an offensive caster, or support, the stat choice depends on the situation. Shaman that prefer to melee will usually focus on melee stats, namely strength, stamina, and agility. Support and caster Shaman will usually focus on intelligence. Regardless of which role your Shaman will take, most agree that a Shaman only dies when the mana pool has been depleted.
Strength is used to raise shaman melee damage, each point of strength will increase melee dps by 1/7.
Each intelligence will increase maximum mana by 15.
Each point of stamina will increase maximum hit points by 10.
1.5 - Totems
The following comes from Wraithwulf an Orc Shaman and is all about the different types of totems.
Totems come in four different elemental flavours:
Earth - These totems are usually protective, but there is also a useful strength buffing totem here! The most used ones (at least by my lvl 60 shaman) are; Strength of Earth ( +strength in nearby area) Stoneskin (reduces melee damage) Stoneclaw (taunts mobs away - great for escapes!) and Earthbind (slows enemy move speed - stops them escaping!)
Fire - These totems are offensive, acting as a source of extra damage! These include Searing Totem (ranged fire attack) Magma Totem (area effect fire damage) Fire Nova (a one shot AE "nuke" totem) and Flametongue Totem (gives allies in area the Flametongue weapon buff)
Water - These are support totems, including Healing Stream (heals over time in an area) & Mana Spring (restores mana over time) Also in this school are Resistance totems to Poison and the Poison Cleansing Totem
Air - these totems have a range of useful effects. There is an agility buff (Grace of Air) and another weapon buffing totem (Windfury totem) There are also Fire resistance totems in this school and the Grounding totem (helps absorb harmul spells)
This list is not exhaustive, there are other useful totems as well! These are just some that I use more frequently!
You can have one totem from each school active at any one time - so up to 4 going at once!
1.6 - Tradeskills
Complementary production tradeskills include blacksmithing for weapons, engineering for increased combat options, alchemy for health / mana potions, and leatherworking for armor.
1.7 - Other Guides
2.0 - Class specific Quests
There are several Shaman specific quests available. They fall into two main categories: Totem Quests and Equipment Quests. The totem quests are those quests that grant you access to the 4 different types of totems that are available. The equipment quests are for high end items that ave very good Shaman stats and ablities.
One of our regular readers has submitted a ton of information on all of the totem quests. Wraithwulf's notes on each quest are in the boxes below.
2.1 - Totem Quests
Call of Earth
The earth totem quest is your first totem quest chain and is relatively simple. You can get the quest at level 4 and can easily complete it by yourself. The quest is given to you by Canaga Earthcaller if you are a Troll or Orc and Seer Ravenfeather if you are a Tauren. You must find a minor manifestation of earth in the area and speak to it. It will give you a earth sapta that you return to your trainer, who will turn it into an earth totem for you.
This quest is picked up in your starting camp at level 4 (Camp Narache in Mulgore for Tauren; Valley of Trials in Durotar for orcs/trolls) For the orcs and trolls the quest is the same, you are given an "Earth Sapta" which will allow you to see otherwise invisible earth elementals. Take this and go to the southwestern corner of the Valley - you will find a path leading up into the hills that is marked by a stone monument. Go up this path until you come to a clearing, then drink the Sapta. You will see a group of earth elementals appear! Talk to the big one in the middle - he will give you a shard to take back to the quest giver in the valley! Once you do you get your earth totem!
Call of Fire
At level 10 you gain access to the fire totem quest chain. Again this one is faily simple, but if you are only level 10 you may want some help, by level 12 you should be able to solo the quest chain.
This quest chain starts with your Shaman trainer sending you to find Kranal Fiss in the Barrens. He can be found just north-east of the fork in the road north of the Crossroads. If you have a location add on he can be found at 56,20 in the Barrens.
Kranal Fiss tasks you with going to see Telf Joolam in Durotar with a torch of the Dormant Flame. He is found along the Southfury River in Durotar. The path to the fire shrine is marked by a small stone obelisk near the river where the plains meet the mountains. For those with location add ons he can be found at 38, 58.
Telf says he needs two items to create a fire septa for you to summon a flame elemental. The items are 1 Fire Tar and 1 Reagent Pouch. The Fire tar drops from the Razormane spellcasters found just across the river into the Barrens. The Reagent pouch drops from members of the Burning Blade cult, which can be found in a cave above the ravines north of Razor hill in Durotar.
Once you return these items to Telf, he will create a fire sapta for you and send you to summon and fight a fire elemental at a temple just above him on the path in the mountains. You summon and defeat the elemetal to light your torch. You can then return to Kranal Fiss who will give you your Fire Totem.
You get this quest at level 10 by speaking to any Shaman trainer! Most likely for Tauren this will be the shaman trainer in Bloodhoof Village in Mulgore, for orcs/trolls the Shaman trainer in Razor Hill, Durotar! They will direct you to the same person, an orc called Kranal Fiss who can be found at Grol'Dom Farm in The Barrens. This quest is a bit more of a challenge - to do it at 10 you will likely need help, if you want to solo it you can at lvl 12 (some of the mobs you will fight are this level)
This place is a short distance north-east of the Crossroads - for orcs/trolls coming from Durotar, cross the Barrens bridge, keep following the road up the hill to the west. Just before you reach a watch tower at a road junction, turn to the north and you should find the farm buildings!
For Tauren unfortunately the trip is a bit trickier (and longer!) but head east from Bloodhoof and go up into the Barrens. Keep following the road to Camp Taurajo (keep an eye out as the thunder lizards on either side of the road will be much higher level than you at this point!) Once in camp Taurajo, don't forget to speak to the Flight master NPC there (thanks Blizzard for patching him in - the Barrens was a long walk before him!) You will then pass through and at the fork in the road turn NORTH (do not go SOUTH unless you have a death wish) and while in the Southern section of the Barrens (until you come to the bridge) keep to the road - the mobs on either side of the road will again be considerably tougher than you! Go over the bridge and keep following the road northwards until you reach the Crossroads (another flight master here to talk to) Once done here (plenty of quests to pick up here too) head on the northern fork of the road until you reach the road junction with the tower, head east a short way then turn north for the farm!
Once at Kranal Fiss he will send you to a Troll who is found up a mountain in Durotar! Go to Durotar and head south along the riverbank on the Durotar side (watch out for crocs!) The path up the mountain is again marked by a stone and winds around the mountain. Climb to the top and speak with the Troll. He will tell you he will mix the Fire Sapta for you but needs 2 reagents!
The first is Fire Tar, which is dropped by the Razormane spellcasters (quillboars) in the Northern Barrens. Look for the big hill with thorns all over it (called Thorn Hill - duh!) The quillboars are camped all around it. The spell casters are Water seekers, thornweavers and geomancers - the tar is a random drop from one of them! They start at lvl 10 but the harder hitting geomancers are level 12-13 ... also watch out for the patrolling hunters they can ruin your day in a hurry!
The second is a Reagent Pouch, carried by one of the Burning blade spellcasters inside a small cave in the hills of Durotar. Go out the back of Razor Hill past the Warlock trainer and walk northwest trhough the hills - dont drop down into the canyon. You should find the cave above Drygulch Ravine. Fight into the cave (the fighters are lvl 9, the casters lvl 10 and protected by imp pets) One of the casters will drop the pouch.
Take both items back up the mountain to the troll, who mixes the fire sapta for you. You are given a torch you will have to light. Drink the sapta - you will see a lvl 12 fire elemental. Defeat it and light the torch from the brazier. Take the torch back to the troll.. who then sends you back to Kranal Fiss who will give you your fire totem!
Call of Water
At level 20 you gain access to the quest chain to gain a Water Totem. The quest starts at your trainer who sends you to find Islen Waterseer. Islen is found along the coast of the barens just south of Ratchet. You can not see her camp from the coastal plain. It is behind the first hill that has a pirate camp at it along the coast. For those with a map or location add on, she can be found at 65, 44 in the Barrens.
Islen sends you to talk to Brine in the southern Barrens who teaches you the value of water. To do this she sends you on various collection quests. Brine is located in the mountains behind a large Quillboar camp and is very difficult to get to if you are only level 20. You should bring additional players or be a higher level. Most of the MOBs in the area are level 22-24. The camp is the one west of the road south of the camp in the southern barrens. For those with a location add on she can be found at 43,77.
She sends you on several water sample collection quests. The first is to a pool very nearby in the quillboar camp. The second is to Tarren Mill in Hillsbrad Foothills. The third is to the ruins of Stardust in Ashenvale. The ruins can be found on the island in the lake just south of the Night Elf town of Astranaar.
The last sample is from a water spirit located in Silverpine Forest. The water shrine is along the coast west of the Sepulcher. For those with a location add on it can be found at 38,44. You must kill the water element and return to Islen.
Once you return to Islen she will give you your water totem.
This quest is picked up at lvl 20 from the shaman training area in the valley of wisdom in Orgrimmar. But to solo this quest you probably want to be more like level 23-24 as you will fight plenty of mobs of this level!
You are sent to see Islen Waterseer, a female tauren who camps out at the Tidus Stair along the Barrens coast (behind the pirate camps south of Ratchet) There is a big shark hanging up at her camp! She will then send you on to see Brine, who camps up the side of a hill in the Southern Barrens. She is deep in the south (keep heading south along the road past the Field of Giants) Her hill is on the west side of the road, between field of giants and the Quilboar camps of Blackthorn Ridge, overlooking a small pool. The mobs that prowl this area though (a mix of flying serpents, hyenas and thunder lizards) are all 22-24! Getting to her at level 20 I found too difficult! I waited until level 22 to do this quest and it was hard enough then! Here Ghost Wolf is your best friend!
She needs you to collect 3 water samples for her. The first is found from the pool right below her camp - but to get at it you'll have to kill a few mobs! Take it back to Brine.
The second is from the well in the town square of Tarren Mill in Hillsbrad Foothills. Journey there via zeppelin to Undercity from Org, then on foot from Undercity, heading south, through Silverpine Forest (get the flight path at the Sepulcher if don't have it already) then further on into Hillsbrad Foothills. Watch out for the lvl 22-24 lions and bears that may wander near the road and follow the road past Hillsbrad and then take the turning for Tarren Mill. Once there draw the water... get the flight path and fly back to Undercity unless you want to do that trudge again (I do hope by now you've visited the bat master in Undercity!) Again, return to Brine.
The third is from a shrine in southwestern Ashenvale that is protected by level 22-23 water elementals! To get there go north from Crossroads into Ashenvale. At the turning, head east for a moment to pick up the flight path at Splintertree Post if you don't have it!
If you've already done the 'Warsong Reports' quest this helps a lot as you cut out a lot of walking and the need to dodge around Astranaar (the Night elf settlement in the zone that blocks the road) You should have the flight path to Zoram'Gar on the western Ashenvale coast if you have done this quest and can fly there from Crossroads! If not then keep heading west... but once your see the gates of astranaar coming up give the town a wide berth and jump into the lake around it.. then swim around the town and get back to the path on the other side.
Keep heading west and the shrine is found south of the road before you turn the bend. But if you dont have the Zoram'gar flight path follow the road for a bit past Maestra's post then head west to the coast and Zoram'gar.
Go to the shrine, fight your way past the water elementals and draw your sample from the 'bird bath' in the centre! Return with the water to Brine!
No you're not done yet! You need to take the water sapta (which is made from the 3 water samples) and go back to Sepulcher in Silverpine Forest. Go to the coastal area directly west of the town and search for North Tide's Hollow and the shipwreck. Here you will find a small inlet. Drink the sapta and you will see a level 23 water elemental and his minions. Kill the big guy (it's not easy - he has a frost nova and also frost attacks that slow you down - and is immune to your frost shocks!) Loot the item you need from his body and take it back to Islen Waterseer who gives you your water totem!
Call of Air
Out of all the Shaman Totem quests this one is probably the easiest.
Once you hit level 30 you will need to head to Ogrimmar and seek out the NPC Searn Firewarder who can be located near Thrall
He will send you on a quest to seek out Prate Cloudseer in Thousand needles. You can find him Located along the North Vally wall of Thousand Needles just NE of Freewind Post
Once you find him start the conversation and he will give you the Air Totem.
This quest is obtained from Seann Firewarder in the shaman training area of Orgrimmar at level 30 - get ready for a LONG bastard of a chain quest!
He sends you to see a tauren who is just outside a small cave halfway up the wall of one of the canyons of Thousand Needles. Head south through the Barrens and down the Great Lift (if you haven't already been to Freewind post there yet) Otherwise just fly to Freewind!
From Freewind you want to head roughly east - following the path along the northern edge of the Needles Zone. The right path will take you past some cloud serpents - and you are in the right area when you start seeing Gravelsnout Kobolds as you make your way towards Shimmering Flats (the salt flats section of thousand needles).
There will be a small path that leads up the canyon wall a bit more than halfway to the flats. head up it and you will find your NPC there! She then gives you the Air Totem! (HA HA! I was only JOKING with you - compared to Fire and Water this quest is laughably easy!)
2.2 - Shaman Equipment Quests
Da Voodoo
This is a level 52 quest that you get from Bath'rah the Windwatcher in the Alteract Mountains. He would like you to collect feathers from various trolls in the Sunken Temple. The trolls in question are the 6 named trolls that guard the balconies around the center room. The trolls are Gasher, Mijan, Zolo, Hukku, Zul'lor, and Loro.
You must find and kill them and bring the 6 feathers back to Bath'rah and he will give you your choice of the following 3 items.
Azurite Fists
Mail Hands
195 Armor
+6 Agility
+7 Stamina
+6 Spirit
Passive: Improves your chance to get a critical strike with spells by 1%
Enamored Water Spirit
Trinket
Use: Summons a Mana Spring Totem with 5 health at the feet of the caster for 24 seconds that restores 27 mana every 2 seconds to group members within 20 yards.
Wildstaff
Two-Handed Staff
90 - 135 Damage
45.0 DPS
+10 Strength
+10 Stamina
+9 Intellect
Passive: Improves your chance to hit by 1%
Passive: Improves your chance to get a critical strike by 1%
The Darkreaver Menace
The Darkreaver Menace is a level 60 quest that starts in Orgrimmar at the shaman trainer Sagorne Creststrider with the quest Material Assistiance.
The first quest is to obtain and hand over an Azerothian Diamond and a Pristine Black Diamond to Sagorne. Both of these items are very expensive and hard to get. The pristine black diamond can sell for upwards of 200G on the auction house. The best way to get these items is to buy them as the time involved in finding them can be extremely long.
Once you have given Sagorne the two diamonds he gives you the second quest and a scryer to place in the Gea Ossuary in Scholomance. This is the room where Razorgore is found in the basement. Your quest is to place the Scryer on the pile of bones in the center of the room and fight through waves of spirits and then defeat Darkreaver.
This quest must be done as a 5 man group and can not be completed as a raid. Before placing the scryer it is critical that you clear the entire room. Then have everyone else in the goup stand in the corner on the large pile of bones. You may then place the scryer and summon the spirits who will come in 8 waves. The party should take time to drink and eat in between waves if at all possible. If you stay in the corner and pull to there you should be able to have rest peiod between each wave.
When all the waves are done Darkreaver will appear. You must defeat him and take his head back to Sagorne to claim your reward which is the epic helm Skyfury.
Skyfury Helm
Mail Head
324 Armor
+13 Strength
+14 Stamina
+12 Spirit
Passive: mproves your chance to get a critical strike with spells by 2%
Passive: Improves your chance to get a critical strike by 1%.
3.0 Shaman Trainers
Below is a list of Shaman Trainers, and the areas they are in. As Shaman are only available to the Horde they are shown in one table.
Trainer Name Trainer Location
Siln Skychaser
ThunderBluff
Beram Skychaser
Thunder Bluff
Tigor Skychaser
Thunder Bluff
Haromm
Swamp of Sorrows
Shikrik
Durotar
Meela Dawnstrider
Mulgore
Narm Skychaser
Mulgore
Swart
Durotar
Kardris Dreamseeker
Orgrimmar
Sian'tsu
Orgrimmar
Sagorne Creststrider
Orgrimmar
3.1 - Weapons Trainers
At the beginning Shamans have the ability to use One-Handed Maces, Staves and Fist Weapons. They can use other weapons such as One-Handed Axes, Daggers, Axes and Two-Handed Maces they just need to be trained in that skill by a weapons master.
There are weapons masters in each major city (Orgrimmar, Thunder Bluff, Undercity) . Be aware they don't teach all skills, although they do let you know the weapons masters that do.
In order to find a weapons master, just ask any guard in the city you're in. The location will be highlighted on your map. Once you have found that weapons master in that city, if they don't teach the skills you want to learn, ask them about other weapons masters. They will give the locations and skills available to be learned from each weapons master, in the other cities.
4.0 - Equipment
The shaman can initially wear cloth, leather and shields. Later on, the shaman can learn to use mail armor(level 40). Weapon choices include the staff, one handed mace, and fist weapons. Axes and daggers can be learned at a weapon trainer, and a talent point can be used to learn two handed axes and two handed maces.
Should I use a shield or a two handed weapon?
This depends on your playstyle. A two handed weapon will allow you to deal more melee damage, but you'll have less defense. If you want to maximize your staying power, use a shield.
4.1 - Introduction to Shaman Armor
The following section will give you a detailed overview of what you need to know when it comes to the area of armor selection for your character.
Armor Types - Mail and Mail
Selecting the right armor for your Shaman depends heavily on how you are playing your Shaman. Is he a healer, DPS or caster? What stats do you need most on him at the time? Based on this you have to select the armor that gives those stats. Some people aim for high strength and stamina while others aim for intellect and spirit and still others for intellect and stamina. It's all in how you play the class.
4.2 - Early Level Shamans
One of the key factors you need to consider is how you are you going to play your class as outlined above.
In general the three types of armor early on that you will be looking for are of the Eagle, Owl and Bear. Listed below are a sample of the 3 different types of armor. Each one has stats that will benifit your Shaman depending on their role.
Item Name Armor Type Armor Value Effects
Adventurer's Tunic of the Eagle Mail 165 Armor +18-19 Intellect
+18-19 Stamina
Adventurer's Tunic of the Owl Mail 165 Armor +18-19 Intellect
+18-19 Sprit
Adventurer's Tunic of the Bear Mail 165 Armor +18-19 Stamina
+18-19 Strength
4.3 - High end armor sets
There are a total of 4 different high end armor sets specific to the Shaman Class. Each of the 3 sets have there added bonuses. Here are the 4 sets you want to look for:
The Elements
Out of the 4 high end armor sets, the Elements set is the easiest to obtain. All of these set pieces can be found in Scholomance, Stratholme, Upper Blackrock spire and Lower Blackrock spire. This armor is meant for a healing or casting shaman as most of the bonuses are to spells, Intellect and spirit.
Item Name Armor Type Armor Value Effects Drops From Drops In
Cord of Elements Mail 193 Armor +17 Intellect
+9 Strength
+6 Stamina
+7 Spirit
Rage Talon Flamescale
Firebrand Promancer
Bloodaxe Evoker
Blackrock Spire
Boots of Elements Mail 240 Armor +17 Spirit
+9 Agility
Urok Doomhowl
Lower Blackrock Spire
Binding of Elements Mail 148 Armor +10 Intellect
+10 Spirit
+7 Stamina
Crimson Monk
Crypt Crawler
Stratholme
Coif of Elements Mail 297 Armor +23 Intellect
+12 Spirit
+13 Stamina
+7 Strength
Darkmaster Gandling
Scholomance
Gauntlets of Elements Mail 218 Armor +10 Intellect
+16 Spirit
+9 Strength
+4 Stamina
Pyroguard Emberseer
Upper Blackrock Spire
Kilt of Elements Mail 315 Armor +20 Spirit
+15 Intellect
+12 Strength
+7 Stamina
+6 Agility
Baron Rivendare
Stratholme
Pauldrons of Elements Mail 266 Armor +15 Intellect
+14 Stamina
+6 Spirit
+6 Strength
Gyth
Upper Blackrock Spire
Vest of Elements Mail 370 Armor +20 Intellect
+20 Spirit
+13 Stamina
General Drakkisath
Upper Blackrock Spire
Set Bonuses:
3 pieces: +200 Armor.
4 pieces: Increases damage and healing done by magical spells and effects by up to 23
6 pieces: Chance on spell cast to increase your damage and healing by up to 95 for 10 seconds
8 pieces: +8 All Resistances
Total Stats:
Agility:15
Armor: 2047
Intellect: 110
Spirit: 108
Stamina: 64
Strength: 43
The Five Thunders Armor set
This is the next major set a Shaman can get, it is called the The Five Thunders set. The set is obtained by upgrading the Elements set pieces through quests. It is generally refered to as the tier 0.5 set. You can find our complete guide to the quests to get this set here: TenTonHammer's Guide to Tier 0.5 Armor Sets.
Item Name Armor Type Armor Value Effects Quest to Upgrade
Cord of the Five Thunders Mail 214 +11 Intellect
+10 Strength
+11 Stamina
Increases damage and healing done by magical spells and effects by up to 12
Restores 4 mana per 5 seconds.
Just Compensation
Boots of the Five Thunders Mail 266 +12 Strength
+13 Stamina
+12 Intellect
+10 Spirit
Increases damage and healing done by magical spells and effects by up to 12
Restores 4 mana per 5 seconds.
Anthion's Parting Words
Bindings of the Five Thunders Mail 167 +9 Intellect
+9 Spirit
+9 Stamina
Increases damage and healing done by magical spells and effects by up to 12
An Earnest Proposition
Vest of the Five Thunders Mail 387 +17 Stamina
+17 Intellect
+16 Spirit
+12 Strength
Increases damage and healing done by magical spells and effects by up to 14
Improves your chance to get a critical strike with spells by 1%
Bodley's Unfortunate Fate
Gauntlets of the Five Thunders Mail 223 +14 Intellect
+12 Stamina
+9 Strength
Increases damage and healing done by magical spells and effects by up to 12
Restores 4 mana per 5 seconds.
Just Compensation
Kilt of the Five Thunders Mail 339 +16 Spirit
+17 Intellect
+17 Stamina
+10 Strength
Increases damage and healing done by magical spells and effects by up to 11
Anthion's Parting Words
Coif of the Five Thunders Mail 314 +22 Stamina
+12 Spirit
+21 Intellect
Increases damage and healing done by magical spells and effects by up to 14
Improves your chance to get a critical strike with spells by 1%
Bodley's Unfortunate Fate
Pauldrons of the Five Thunders Mail 286 +11 Stamina
+11 Intellect
+10 Spirit
+10 Strength
Increases damage and healing done by magical spells and effects by up to 12
Anthion's Parting Words
Set Bonuses:
2 pieces: +8 All Resistances
4 pieces: Chance on spell cast to increase your damage and healing by up to 95 for 10 seconds
6 pieces: Increases damage and healing done by magical spells and effects by up to 23
8 pieces: +200 Armor
Total Stats bonuses:
Total Armor: 2196
Intellect: +112
Strength: +63
Stamina: +113
Spirit: +73
You can find a list of all the items in the set here: http://wow.allakhazam.com/db/itemset.html?setid=519.
The Earthfury
This armor set is the Shaman Tier 1 Epic armor set. This armor is only for Shamans and is much harder to obtain then the Elements Set as it only drops in Molten Core. The item and set bonuses favor Shamans who spent their time helping the group. The bonuses are aimed at healing, totems and casting.
Item Name Armor Type Armor Value Effects Drops From Drops in
Earthfury Belt Mail 237 Armor +21 Intellect
+7 Spirit
+12 Stamina
+7 Fire Resistance
Passive: Restores 4 mana every 5 seconds
Passive: Increases healing done by spells and effects by up to 18.
Acient Core Hound
Firewalker
Flamewalker
Lava Surger
Molten Giant
Flameguard
Lava Annihilator
Lava Reaver
Molten Destroyer
The Molten Core
Earthfury Boots Mail 290 Armor +7 Agility
10 Intellect
+22 Spirit
+15 Stamina
+7 Shadow Resistance
Passive: Increases healing done by spells and effects by up to 18
Baron Geddon
The Molten Core
Earthfury Bracers Mail 185 Armor +17 Intellect
+11 Spirit
+10 Stamina
Passive: Increases healing done by spells and effects by up to 6.
Acient Core Hound
Firewalker
Flamewalker
Molten Giant
Flamewalker Priest
Lava Annihilator
Lava Reaver
Molten Destroyer
The Molten Core
Earthfury Vestments Mail 422 Armor +27 Intellect
+13 Spirit
+17 Stamina
+10 Fire Resistance
Passive: Improves your chance to get a critical strike with spells by 1%.
Passive: Increases healing done by spells and effects by up to 22.
Golemagg the Incinerator
The Molten Core
Earthfury Guantlets Mail 264 Armor +13 Intellect
+15 Spirit
+14 Stamina
+7 Fire Resistance
Passive: Improves your chance to get a critical strike with spells by 1%
Passive: Increases damage and healing done by spells and effects by up to 9.
Gehannas
The Molten Core
Earthfury Helmet Mail 343 Armor +23 Intellect
+13 Spirit
+24 Stamina
+10 Fire Resistance
Passive: Restores 6 mana every 5 seconds.
Passive: Increases healing done by spells and effects by up to 22.
Garr
Golemagg the Incinerator
The Molten Core
Earthfury Legguards Mail 369 Armor +19 Intellect
+21 Spirit
+18 Stamina
+10 Shadow Resistance
Passive: Restores 6 mana every 5 seconds
Passive: Increases damage and healing done by spells and effects by up to 12.
Magmadar
The Molten Core
Earthfury Epaulets Mail 317 Armor +18 Intellect
+10 Spirit
+17 Stamina
+7 Shadow Resistance
Passive: Restores 4 mana every 5 seconds
Passive: Increases damage done by Nature spells and effects by up to 18.
Baron Geddon
The Molten Core
Set Bonuses:
3 set pieces: The radius of your totmes that affect friendly targets is increased by 10 yards.
5 pieces: After casting your Healing Wave or Lesser Healing Wave spell, gives you a 25% chance to gain Mana equal to 35% of the base cost of the spell.
8 pieces: Your Healing Wave will now jump to additional nearby targets. Each jump reduces the effectiveness of the heal by 80%, and the spell will jump to up to two additional targets.
Total Stats:
Armor: 2427
Intellect: 148
Spirit: 112
Stamina: 127
Fire Resistance: 34
Shadow Resistance: 24
The Ten Storms
This armor set is the Shaman Tier 2 Epic armor set. This armor is only for Shamans and is much harder to obtain then the Tier 1 Epic Set. The pieces for this set drop from Ragnaros, Onyxia and bosses in Blackwing Lair. The item and set bonuses favor Shamans who spent their time healing, and casting.
Item Name Armor Type Armor Value Effects Drops From Drops in
Belt of Ten Storms Mail 271 Armor +18 Intellect
+11 Spirit
+13 Stamina
+10 Shadow Resistance
Passive: Improves your chance to get a critical strike with spells by 1%
Passive: Increases healing done by spells and effects by up to 26.
Vaelestrasz the Corrupt
Blackwing Lair
Greaves of Ten Storms Mail 322 Armor +16 Intellect
+16 Spirit
+17 Stamina
+10 Fire Resistance
Passive: Increases damage and healing done by spells and effects by up to 20
Broodlord Lashlayer
Blackwing Lair
Bracers of Ten Storms Mail 211 Armor +16 Intellect
+9 Spirit
+13 Stamina
Passive: Restores 6 mana every 5 seconds
Razorgore the Untamed
Blackwing Lair
Breastplate of Ten Storms Mail 482 Armor +31 Intellect
+16 Spirit
+17 Stamina
+10 Fire Resistance
+10 Shadow Resistance
Passive: Increases healing done by spells and effects by up to 44.
Nefarion
Blackwing Lair
Guantlets of Ten Storms Mail 301 Armor +17 Intellect
+13 Spirit
+15 Stamina
+10 Shadow Resistance
Passive: Restores 6 mana every 5 seconds
Passive: Increases damage healing done by spells and effects by up to 31.
Ebenroc
Firemaw
Flamegor
Blackwing Lair
Helmet of Ten Storms Mail 392 Armor +24 Intellect
+12 Spirit
+20 Stamina
+10 Frost Resistance
+10 Shadow Resistance
Passive: Improves your chance to get a critical strike with spells by 1%
Passive: Increases healing done by spells and effects by up to 35.
Onyxia
Onyxia's Lair
Legplates of Ten Storms Mail 422 Armor +18 Intellect
+20 Spirit
+16 Stamina
+10 Fire Resistance
+10 Arcane Resistance
Passive: Improves your chance to get a critical strike with spells by 1%
Passive: Increases damage and healing done by spells and effects by up to 29.
Ragnaros
The Molten Core
Epaulets of Ten Storms Mail 362 Armor +17 Intellect
+8 Spirit
+23 Stamina
+10 fire Resistance
Passive: Increases healing done by spells and effects by up to 31.
Chromaggus
Blackwing Lair
Set Bonuses:
3 set pieces: Increases the amount healed to targets beyond the first by 30%.
5 pieces: Improves your chance to get a critical strike with nature spells by 2%.
8 pieces: When you cast a Healing Wave with a casting time of at least 2.5 seconds, there is a 25% chance the target also receives a free Lightning Shield that causes 50 Nature damage to attacker on hit.
Total Stats:
Armor: 2773
Intellect: 157
Spirit: 105
Stamina: 134
Fire Resistance: 40
Shadow Resistance: 30
Frost Resistance: 10
Nature Resistance: 10
5.0 - Skills
Table of Endgame Shaman Skills can be used to view the skills a level 60 Shaman can use, as well as when it becomes available.
This Skill level reference table will show you when skills are available at the trainer.
5.1 - Totems and Spells
For the complete list of Totem spells and Regular spells click here!
5.2 - Talents
Talents are used to improve existing Shaman abilities, or to gain new abilities. The following is a list of Shaman talents.
A Condensed Talent Reference Table is included for those who prefer table format.
5.3 - Talent Calculator
6.0 - Roles - Tactics - UI
As with all the hybrid classes in the game, the Shaman can play many different roles. Here are some of the main ways to play a shaman.
Tank - A tank shaman is built to absorb punishment! They are there to soak up the aggro and damage from all the mobs that come inbound at the group. With good armor, a shield you are off to a good start.
Healer - While not as good a healer as a priest, a shaman can still heal as a secondary healer.
Solo - You can also develop your shaman to solo fairly well.
PVP - Shamans make excellent PvP characters
6.1 - Tactics + Techniques
Simple tanking: If the shaman is the main tank in the party, use lightning shield and rockbiter. Save the shock spells as the emergency taunt – npcs really hate shocks. A shield is recommended for the extra damage reduction.
Simple support: The shaman stands back and heals as needed. Runners can be dealt with using frost shock and earthbind totem. Lightning bolt if the npc is out of range of the shock. Stoneclaw totem can be used as a very limited form of crowd control – it might buy the extra time needed for the party to survive. If the battle is going poorly, the shaman should run back to a cleared area and self revive after the battle to save the party from a corpse run. Cast other totems as required.
Priest guard: The shaman stands back and casts spells as needed. The shaman will not melee unless something is targeting the priest since rockbiter will be used to quickly grab hate from the priest. A shock combined with a few melee hits should be enough to save the priest from one npc, and the shaman's mail/leather armor combined with the ability to heal should enable the shaman to survive.
Rear guard: When the party wants to run instead of fight, the shaman can stay near the end of the party and drop earthbind totems. These totems will prevent effective pursuit. The shaman should not be leading the run, since any pursuit ahead of the shaman can be slowed with a frostshock followed by a fresh earthbind totem.
6.2 - Totems n00bs - what to use, when to use it and why!
This excellent guide is thanks to Wraithwulf (Doogmeister on our forums):
A) Earth
Strength of Earth - A very commonly used totem, as it gives a sizable boost to strength for friendlies within a 30 yard radius of it. You'll use this in solo/grouping/PvP play very often. In fact, it's my earth totem of choice unless the tactical situation calls for a different one! Improves melee fighting power substantially (good both for you and the tanks in your party - drop it where it can cover all of you!) If using a shield, it also allows you to block more damage because of the +str bonus!
Stoneskin - this totem reduces the melee damage you (and friendlies within 30 yds) take from melee mobs. Again is quite commonly used, and some shaman use this in preference to strength of earth a lot of the time.
It's your choice between you (or your party) dealing more melee damage or taking less of it - but remember it's only effective against melee mobs. If the threat is from ranged attackers/casters this totem does nothing!
Stoneclaw - Sometimes it all goes BAD - even HORRIBLY WRONG - and a fast exit is needed! The Stoneclaw can allow you (and your party) to escape in true Houdini style! Simply put, it taunts mobs to attack it instead of you or your friends! As long as you all stop doing anything to generate further threat and RUN - the stoneclaw will stand fast and die gloriously for you giving you breathing space! Note: it is somewhat less effective against ranged attackers as it only has a limited radius in which it generates threat - and those attackers might be outside that! It can also be resisted sometimes - and if being chased by a whole crowd of mobs it won't pull them all off you! Still it's very helpful in many PvE situations where escape is needed! You won't use this in PvP though as players will just ignore it!
Earthbind - This totem slows enemy move speed within its radius (similar to that of the stoneclaw's hate radius!) This can be used solo/group/PvP to stop runners (damn I have owned flag runners in WSG with this baby!) but shines in PvE instance runs where you are up against humanoids that run in fear - eg. Scarlet Monastery/Zul Farrak/Sunken temple/Strat Live. The last thing you need here is adds brought in by their friends - slow em down and chop em down before they get too far! Combine this with a Frost Shock for even greater effect! Also of course highly useful in stopping Alliance escapees in PvP! It can also be used to cover an escape - as it slows down what's chasing you and friends hopefully allowing you get away! I often combine this with a stoneclaw in PvE - first the stoneclaw to taunt the melee chasers, then as the stoneclaw dies, an earthbind to further slow them when they start chasing you again!
B) Fire
These totems all create damage. Be warned - they can pull additonal hate you don't want - so in some parties in tightly packed instances you may be asked to watch what you're doing with them or even lay off using them!
Searing totem - A good early totem as it throws a ranged fireball attack up to 30 yds. But once you get access to the Magma Totem I would advise using that more often - this totem does have the annoying habit of blasting ANY hostile in its radius even if that mob was ignoring you at the time! This means using this totem can often pull in extra adds you don't want when you're trying to take a breather to heal/regroup! Still has it uses in later game though - as because of its range it's more helpful when you are in a shooting war with just ranged attackers! Also there are certain times in instances - when you've cleared everything else in the area and are pulling a named/boss mob that it will dish out more damage than the magma totem! Of course it's more used in PvP because there range is your friend and you're not really worrying about adds!
Fire Nova totem - this totem "nukes" an area with an AE fire attack 5 seconds after it's laid! The damage is impressive! What isn't so impressive is that it creates a MASSIVE amount of threat as soon as you drop it and is quite often taken out before it detonates! To use it well means waiting until all the mobs in the area you want to "nuke" have their attention well and truly occupied and won't kill your Nova totem as soon as you drop it! So in solo I've found it pretty useless - but it can be used in groups if you have good tanks/DPS who are keeping themselves high on the threat list! Also of course it can be used in PvP if the enemy doesn't realise you've dropped it - just a little smart positioning is all it takes! Then sit back and marvel at the "warmth" you bring to your targets' lives - ahhhhh I love the smell of napalm in the morning! MUHAHAHAHA!
Magma Totem - My fire totem of choice once you get access to it - level 24 from memory! It burns all hostiles in an 8 yd radius for fire damage - while the amount is not as large as Searing totem it does that damage to ALL within the area of effect - excellent if facing multiple melee mobs! As it doesn't have a long reach it doesn't have the add drawing problem of the Searing totem either - so is safer to use in many situations! And if you like getting up close and personal in big PVP tussles - then you can get 2 or 3.. or even 4.... Alliance for the price of one! Of course it's best used once you close to melee range!
Flametongue Totem - The shaman can imbue his own weapon with Flametongue for added fire damage on each hit - this totem grants the effect to your nearby allies! This effect does not stack on your own weapon though if you are using Flametongue or another buff like Rockbiter/ Frostbrand/Windfury - sorry! Because of this I don't use this totem in solo - I just use the buff spell! But in groups/large-scale PvP battles it is useful - especially in PvE instances where other fire totems are creating too much hate - this allows you to dish out the fire damage indirectly (and in a far less threatening way) through the melee attacks of your party/raid members!
C) Water
Healing Stream - Heals all friends in a 30 yd radius over time! Whilst primary healing classes like the Priest/Druid have better heal over time spells this one works in an area! The totem also produces little threat in PvE! It can provide the small edge in damage mitigation needed to overcome a tough fight! Usuable in solo/group/PvP. You will use this one a lot - it is the most common water school totem I use! Multiple heal totems (from multiple shamans) will overlap and stack their effects!
Mana Spring - restores mana in 30 yd radius over time! It's just a small amount but can help! As you will probably have Healing Stream up during battle - this one is more used "post battle" when you (and your party) are resting and trying to recover mana! The mages and primary healers in your group will love you if you drop this totem near them every time the group pauses to rest/replenish, as it helps them conserve their mana drinks if they have the opportunity to rest near the totem long enough! Also if in a large raid there is more than one shaman - if you are the one on "priest guard" use this totem to extend their healing usefulness!
Poison resistance/poison cleansing - The first raises the resistance of you and your allies to poison damage within the totem's radius - the second cures poison effects from allies in that radius. Both accomplish the same end - saving you (and your allies) from mobs that deal large amounts of poison damage! This is especially true against those green dragons and in Zul'Gurub - along with other high end battles! You will only use these totems when the tactical situation calls for it - but at that time they will become your best friends! I wouls suggest using the poison resistance totem more - as you can then use your Cure Poison spell to lift the effect - but posion resistance reduces the damage somewhat until you do that!
D) Air
Grace of Air - This is my most commonly used (and the same for many other shaman) air totem. Available at level 42 it confers a large Agility buff to allies within 30 yds. This buff of course adds to armor, increases crit chance and increases dodge chance- useful for all the melee fighters in the area! You can also drop one near your party hunters (if you have a few) to max out their ranged DPS! Used in any type of play!
Windfury Totem - Also is used quite a bit in groups/large PvP battles! Windfury weapon buff is my weapon buff of choice - as it grants a chance for 2 extra attacks (with increased attack power!) on each swing! This totem grants the effect in a more limited way to all nearby melee fighters! If you choose so you can drop this one instead of Grace of Air and watch the melee damage numbers of your party go berserk! It can be a tough call which one - but I see it used more in groups where there are 2 (or more) shaman - one drops Grace of Air while the other uses Windfury Totem - true melee carnage is the result here - MUHAHAHAHA!
Grounding Totem - This totem will (every so often) absorb a harmful spell directed at an ally in the area. If you are in a spell slinging war - this totem can come in handy! It's one less DD spell you are hit by - and if facing casters that use nasty debuff/DOT spells it's one less of these you and your party will have to worry about dispelling/enduring! Useful in solo/group/PvP - but would probably only be used where the threats are all spell based! If facing any melee threats most shaman will choose one of the two listed above. Again, seen used more in large raids with more than one shaman - as one shaman can use his air totem for some magic protection whilst others drop Grace/Windfury!
Fire Resistance - Molten Core... Onxyia... need I say more?
There are some other useful totems too that are not used that often - but in certain situations are extremely useful! Here are a couple more you'll probably want handy on toolbars for when you need them!
Tremor totem - earth school - this totem shakes the ground in an area - "waking up" any friend nearby who has been hit with a sleep effect! It can also help dispel Fear and Charm effects as well by shaking some sense into those affected! Useful in any situation where these spells are cast - but in solo you won't use it as if you are sleeping/feared/charmed you can't drop a totem! You'll use it in groups/PvP support
Windwall totem - air school - if you and your allies are taking a lot of damage from ranged attackers (not spellcasters) this totem creates a 'wall of air' in front of you that absorbs a part of the ranged damage being dealt to you! If you're not facing any real threats other than ranged shooting - you may choose to use this one to reduce the damage you (and your friends) will take! Best used against those damn Alliance hunters in PvP!
6.3 - Totem Tactics
Wraithwulf (aka Doogmeister) our resident Shaman expert in the forums has compiled a ton of information regarding totem tactics. Here is a clip from the tactics article, the complete article can be found and commented on in our forums.
A) Communication
This is very important for all party characters of course - and doubly so for the shaman as he may be fulfilling more than one role much of the time! Commonly I find myself doing 2 or even 3 at once - acting as a secondary healer, providing support with my totems and even off-tanking!
You need to both maintain awareness of the situation and keep up communication with your team members so that you are doing what the party needs you to be doing!
For example you may have been off-tanking, but then your party's primary healers announce they are low on mana! You have to step up here and start casting more heals until they are back on-line!
Your party may also ask you to drop certain kinds of totems, or refrain from using others. You may also need to change which totem you are using if the situation calls for it!
And another way communication comes in important is if you are in a party/raid with multiple shaman! Now remember, each shaman can only have ONE totem from EACH of the four elements active at once - but you shouldn't all be dropping the same one! (unless you have to!) As you have more than one shaman you want to combine support effects!
B) Totem Combos
(in order earth/fire/water/air)
Melee support - Strength of Earth/Magma Totem/Healing Stream/Grace of Air
(this is my most frequently used combo as being a shaman with a shield and fair enhancement spec I'm near the front line usually!)]
Alternatives for melee support include using Stoneskin totem, or one of the weapon buffing totems - either Flametongue (fire) Windfury (air)
Caster/priest support - Stoneskin/Searing Totem/Mana Spring/Grace of Air
Here Stoneskin affords some protection for your cloth wearers if they are meleed, while grace of Air does the same through some increase in armor and dodge chance. Mana Spring is better here to keep their mana levels up.. and as you are out of melee range here use your ranged fire attack totem!
DPS combo (when tanking) - Strength of Earth/Flametongue/Healing stream/Grace of Air -
This gives the strength (for power) and agi (for more crits) buffs.. as well as a weapon buff that further adds to DPS. Another combo that does the same thing is SoE/Magma/Healing/Windfury... Windfury totem gives the chance for extra attacks with more power, and Flametongue is replaced here by Magma for AE fire damage. Note: You should never use two "weapon buffing" totems together... it's a waste of a totem as weapon buffs cannot stack! This also applies if you have more than one shaman working close together.. only one of you should use a weapon buff totem.. choose who will be dropping it (and which one it will be!) beforehand!
Protective Combos
Stoneskin/Healing/Fire resist (earth/water/air)
This would be a Molten Core combo! Reduced melee damage, healing and fire resistance! I have left out a fire totem here as most mobs in the Core are resistant to fire - save that mana for an extra heal or two!
Stoneskin/Magma/Posion resist/Grace of Air
This is for those fights against the Green dragons and also in Zul'Gurub where poison is a problem! Protection thru reduced melee damage, higher armor and dodge chance, more damage thru magma and higher crit chance.. and poison resist to protect you from poison!
Of course there are many possible combos - I've just outlined a few here that are effective! Experiment and come up with your own!
6.4 - Your U.I. Setup
Coming Soon...
6.4.1 - U.I. Mods
Coming Soon...
6.5 - 1 Hand vs. 2 Hand weapon debate
There is a huge debate on which is a better option for characters. To me it all comes down to character role. If you play a tank role then you should use a single handed weapon and a shield. If you are aiming to do damage then a two handed weapons is the way to go.
One big factor with 1 handed vs. 2 handed weapons is that in general 1 handed weapons are significantly faster than 2 handed weapons. While their damage per hit may be significantly less, this is sometimes not the whole picture. Especially once you start playing with buffs and other damage bonuses. Any buffs or bonuses (like sharpening stones or weight stones) generate bigger bonuses on single handed weapons due to generating additional hits with them. While you do not get the satisfaction of seeing huge damage numbers on the screen, you see more damage numbers come up more often.
6.6 - Shaman Talent Builds
This section will cover the many different ways that you can specialize a shaman through talents.
More Talent Builds are coming Soon.....
If you have any that work well please submit them to us!
6.6.1 - Restoration / Enhancement Build
"Jack of all trades" Build - Submitted by Wraithwulf on Windrunner
Seeing my main character is a level 60 shaman (I've just reached these heights and I'm starting to raid instances for my good gear - thanks for the info on where I'll find the armor sets!) I thought I would share the talent build I've used for him - as I've found it very effective in building a good, all around shaman who is useful in many situations, grouping, soloing and PvP (I'm about to find out how good he is in full-on raids!)
This build is based on the premise that the shaman is a hybrid class "Jack of all trades, master of none" In keeping with this philosophy, this talent build has not gone to the bottom of any talent tree - but instead has built up 2 fairly well! The two trees I've used are Restoration (for healing/totem support) and Enhancement (to increase melee toughness/survivability).
So here it is:
Restoration (28 of 51 Talent points)
5/5 Tidal Focus - Mana cost of heals down 5%
5/5 Totemic Focus - Mana cost of totems down 10%
5/5 Ancestral Healing - Increase armor of your heal target by 25% for 15 sec after a critical heal
5/5 Improved Lesser Healing Wave - 75% chance to avoid interruption of this spell when attacked
2/2 Improved reincarnation - Cool down time of reincarnate down 20 min - great for instance runs if you carry a few ankhs and your party is having a hard time
1/1 Combat endurance - 10% of health regen works in combat
5/5 Tidal Mastery - Increased critical chance with heals and lightning spells by 5%
Enhancement (23 of 51 talent points)
5/5 Ancestral Knowledge - max mana increased 5%
4/5 Shield specialization - Increase block chance by 4%
5/5 Thundering strikes - Increase critical chance of melee attacks by 5%
2/3 Improved lightning shield - damage of your L.Shield +10%
4/5 Flurry - Increase attack speed by 25% for next 3 swings after getting a critical strike
1/1 Parry - grants a chance to parry melee attacks
2/2 Improved Windfury Weapon - Increases attack power bonus of this spell by 22%
Note: the talents not maxed out here are going to be maxed when level cap increases to 70 - also there is some room here to play around a little with them if you wish.
This talent build - as stated earlier - does not make the shaman a specialist in any one role - but improves his ability in several roles - allowing him more melee damage, increased effectiveness with heals and more use of totems as he has higher mana and they cost less! I have used shield specialization here as my shaman uses a shield - if you wish! you can drop this for 2h weapon talent and rockbiter weapon improvements!
The attributes to focus on with this build are Intellect and Stamina (for increase mana reserves and increased HP) However Strength and Spirit do remain useful - but Int and Stam should be given priority.
6.6.1 - Elemental Build
Elemental Secondary Tank / Healer Build - Submitted by Karnash, Tauren Shaman, Hellscream server
I have a lvl 60 Tauren shaman on the Hellscream server, I have only just hit 60 and I am currently farming for better gear. Throughout my time playing I have used an elemental build shaman. This has been great for solo, team work/instances and pvp. Although I have found now that I have got to 60 no-one seems to want a elemental build shaman, they want healers. The answer I have found it that I say I will be the secondary tank and secondary healer. I have made this build as I wanted the most damage available in the shortest time available.
Shaman Talents
Minimum Required Level: 60
Required Talent Points: 51
Elemental Talents - 35 points
Improved Lightning Bolt - rank 5/5
Concussion - rank 5/5
Convection - rank 5/5
Elemental Focus - rank 1/1
Call of Thunder - rank 5/5
Reverberation - rank 5/5
Elemental Fury - rank 1/1
Improved Magma Totem - rank 2/2
Lightning Mastery - rank 5/5
Elemental Mastery - rank 1/1
Enhancement Talents - 11 points
Ancestral Knowledge - rank 5/5
Shield Specialization - rank 5/5
Two-Handed Axes and Maces - rank 1/1
Restoration Talents - 5 points
Tidal Focus - rank 5/5
Ok well there it is PLZ give me rep for this.