World of Warcarft Shaman Guide
TD { FONT-SIZE: 10pt; FONT-FAMILY: Black } Roles: Damage, Healing
Notes for WotLK Expansion
A lot of the Shaman’s class tweaking has been focused on their signature totem summoning abilities. Gone are the overpowered days of Windfury – now it is strictly a melee haste totem
The Tranquil and Windwall rotems have been completely removed and the strength and agility totems have now been combined. Restoration (the healing specification) Shamans finally get their Heal over Time and a viable weapon imbuement (Earrhliving Weapon). Elemental (damage) Shamans have a killer Thunderstorm knock back spell now, while Enhancement (utility) Shamans get their wolves.
A welcome ability fur the Shaman is Hex, which is available at level 80 and turns the target into a frog. Finally, Shammies get a crowd control ability besides the Sroneclaw Totem! Another much needed ability is Wind Shock, which when cast on an enemy mob lowers our threat and interrupts spell casting. Prior to WorLK, Shammies had serious difficulties dropping aggro.
Enhancement has been the most adjusted of the talent specifications. Previously, agility had almost no bearing on attack, whereas now it does. Intellect also can add attack power via talents for Enhancement Shamans, thus allowing for a greater array of gear options.
Another noteworthy change has been to the Maelstrom Weapon buff. It is no longer based on critical chance rates- Rather, it acrivates as a chance on a melee hit instead, making it far more frequent and useful as a result.
For Restoration and Elemental Shamans it’s otherwise business as usual with some new spells and talents to help strengthen their excellent healing and damage capabilities.
The most effecting change here is the combined spell power statistic – ir makes for switching between healer and damage roles as needed even easier.
WoW Shaman Class Overview
Shamans represent one amongst three hybrid classes, and much like the others, they possess numerous abilities within three primary paths, capable of excelling within one whilst remaining viable for support within the others. These would be Healing, Damage, and Buffing.
Totems gift all shamans with the ability to bring along a slew (4) of helpers, each emitting dramatically helpful increases to damage, mana regeneration, and much more, all dependent upon what the shaman requires for each encounter.
With totems comes the shamans adaptability, although they are forced to remain in one spot, unlike a paladins aura, as I said above we can have four going at any one time, and with a bit of learning possibly even more buffs.
However we have more than just totems to enhance our effectiveness, shamans also possess numerous pseudo-enchants for melee weapons, each providing a separate style of buff such as a chance for extra attacks (windfury,) or additional fire/frost damage.
These spells represent a massive boost to melee DPS for enhancement shamans, and with use of dual-wield you gain and even higher chance to proc the effects, being able to apply them to both right and left hand weapons.
Beyond melee abilities, Shaman possess elemental attacks giving them the ability to play the role of ranged caster, elemental shamans being quite versatile and capable in PvP and playing a lesser role if at all in raiding.
Finally, the crown jewel per say, healing. Shamans with totems and healing capabilities represent one of the most desired healers for all endgame raiding, chain heal brings massive amounts of health back to multiple raid members and renders us one of the best instance healers in the game.
With the combination of all these facets, Shamans become an immensely powerful class for any situation conceivable with the added bonus of being great soloers to boot.
Race doesn’t factor all that much into a shaman, all of our viability coming from spells and talents plus our variety of abilities make any racials almost pointless. However should you go enhancement an Orc’s bloodfury is a nice amount of added DPS as well as a Tauren’s warstomp for interrupting nearby spellcasters.
Strengths:
- Can heal and resurrect after battle
- Can transform into a ghost wolf for faster travel
- Can use totems of earth, air, fire and water
- Can walk on water
- Instant cast damage spells
Weaknesses:
- Most totems are easily destroyed when attacked directly
- High dependance on mana pool for offense and survival
- No long duration party buffs available
Allowed races: Orc, Tauren Troll, Draenei
Equipment: Cloth, Leather, Shields, Mail (with training)
Weapons: One-Handed Maces, Staves, Fist Weapons (Draenei with training), One-Handed Axes (with training), Daggers (with training), Two-Handed Axes (with training), Two-Handed Maces (with training)
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