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  • 0. TBC Enhancement Shaman FAQ   09/08/2007 03:18:47 PDT
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I was looking for some good shaman info, and I came across this thread from the US forums. Thought I would share it with you.
(OP: http://forums.worldofwarcraft.com/thread.html?topicId=79203452&sid=1)

Updated for the 2.1 patch.

Windfury Weapon
- Scales with weapon DPS, attack power, melee haste, melee crit, melee tohit.
- Mitigated by armor and block, avoided by dodge, parry, and miss.
- Has a 5% special attack type melee miss chance.
- Benefits from weapon mastery for 10% more damage.
- The best enchant for enhancement shamans, on both hands.
- The two extra attacks can proc flurry, unleashed rage, and shamanistic rage. They do not consume flurry charges, and don't glance.
- The two offhand attacks are affected by the standard offhand 50% damage reduction. The WF proc's attack power bonus is not.
- The windfury totem enchant for your group will proc on ALL melee attacks except for itself, such as sinister strike, sword spec, heroic strike, etc. These attacks also generate rage. Windfury totem is the best melee buff in the game for combat rogues, ret paladins, and warriors.

The Windfury Cooldown
After windfury procs it cannot proc again on either hand for 3 seconds. Since no usable 1H weapons are slower than 2.9s (or 3.9s with flurry), this means that no 1H weapon in the entire game can proc windfury twice in a row. Note that this means that windfury will proc less than the 20% promised on its tooltip. Please read "Optimal Weapon Speeds" below for more information.
- When only one weapon has windfury, each hit outside of the cooldown has a 20% chance to proc WF. This leads to a 11-18% overall proc rate, depending on gear, weapon speed, spec, and luck. Slower is better.
- In version 2.0 the shared cooldown could be avoided by downranking windfury on the off-hand. This was removed in 2.1 and the cooldown is now shared. This change reduces overall enhancement shaman DPS by 10-18%, depending on spec, weapon speed, gear, and spell use.
- When both weapons have windfury of any rank, each hit outside of the cooldown has a 36% chance to proc windfury. This leads to a 11-14% procrate with weapons faster than 2.0s unhasted and a 14-18% procrate with weapons slower than 2.0s unhasted. Slower is better. Handy reference chart:

3.0s normal, 4.0s with flurry = no swings wasted (no 1H weapons >20dps exist at this speed)
1.5s normal, 2.0s with flurry = one swing wasted
<1.5s normal, <2.0s with flurry = two swings wasted

Flametongue Weapon
- Scales with +spell damage, +spell crit, ,+spell hit, melee haste, melee tohit.
- Mitigated by spell resist, fire resist, avoided by dodge, parry, and miss.
- Has a 4% normal spell resist chance.
- Crits at 100% damage with the elemental talent Elemental Fury
- The best enchant for elemental/restoration shamans.
- Does not benefit from the Spirit Weapons talent threat reduction.
- Useful offhand for enhancement shamans against mobs with damage shields or very high armor. Also useful if you are using pre-TBC greens.
- Benefits from 10% of your spell damage per hit. This additional damage ignores weapon speed, so if you're elemental get the fastest dagger can you find.
- When used offhand, the fire proc is not affected by the 50% damage reduction.
- FT7 adds 35dps (40.25 talented). Each proc will do 40.25*(weaponspeed) damage.
- Does not give back mana with Elemental Focus on crits.

Frostbrand Weapon
- Scales with +spell damage, +spell crit, +spell hit, +melee haste, melee tohit.
- Mitigated by spell resist, frost resist, avoided by dodge, parry, and miss.
- Has a 4% normal spell resist chance.
- Crits at 100% damage with the elemental talent Elemental Fury.
- Does not benefit from the Spirit Weapons talent threat reduction.
- Benefits from 10% of your spell damage per proc.
- Each proc does 244 damage at level 70, 280.5 with elemental weapons.
- Procs at 9 procs per minute, which at 70 is 36.60dps (42.08dps talented).
- With stormstrike, frostbrand offers somewhat more damage than flametongue and includes a free snare. However, it gets less benefit from spell damage than flametongue, it is less consistent damage, and WF is better anyway.
- Does not give back mana with Elemental Focus on crits.

Rockbiter Weapon
- Scales with melee haste, melee crit, melee tohit.
- Mitigated by armor, block, glancing blows, avoided by dodge, parry, and miss.
- Has a 24% normal dualwielding miss chance, or 5% if you are not dualwielding.
- Rockbiter is the best mainhand enchant if you are an enhancement shaman wearing pre-TBC green gear.
- Benefits from weapon mastery for 10% more damage. Fully talented does 81.84dps mainhand at 70.
- When used offhand fully talented rockbiter does 40.92 raw DPS, with the offhand 50% damage reduction, but is then mitigated 20-50% by the target's armor. Rockbiter should never be used offhand.

Offhand weapon enchants
Flametongue and frostbrand don't scale with enhancement gear, so there is a breakpoint where WF5/WF5 beats WF5/FB and WF5/FT. This breakpoint is roughly at 60dps weapons slower than 2.0s and 800AP. In short, before the breakpoint offhand enchants are ranked as

FT = FB > WF5 >>> RB

Once you've got higher DPS slow weapons and gear,

WF5 > FB = FT >>> RB

Elemental Weapons Talent
The elemental weapons talent adds 40% to overall windfury damage, not just the attack power bonus. This was changed in 2.0.1. This was a huge buff and is one of the main reasons why enhancement shamans did competitive DPS in 2.0.

Ancestral Knowledge vs. Shield Specialization

Both talents are very weak and a forced waste of five points. Ancestral knowledge is somewhat better than shield spec.

Anticipation vs. Toughness
In the best case scenario wearing full tier 5 armor with a gladiator's shield, 5 points in toughness gives roughly 2.5% damage mitigation. 5 points in anticipation gives 5% damage avoidance from the front. Do not spec toughness, it is an underpowered talent.

Spirit Weapons: Does It Work?
[BUG] Intial tests showed that spirit weapons does not work. When presented to the developers in the bug report forum, they dismissed the findings saying that tracing the NPC's thread showed that threat reduction was in effect. More testing is indicated.

Unleashed Rage: Does it generate threat?

Unleashed rage used to generate threat. This was removed in the 2.0.10 patch. Still unknown how much this change will help enhancement shaman threat management. Testing is needed.

Thundering Strikes Bugs

[BUG] It's unclear whether the thundering strikes talent affects Windfury or Stormstrike attacks. If it does, they would have a 5% lower crit rate. Combined, these two attacks account for roughly 50% of shaman DPS. More testing is needed to reach consensus as results have gone either way.

Shamanistic Rage
- Early testing in January showed that shamanistic rage is a flat 35% on hit proc. More recent tests have shown it to be based upon a set procs per minute. More testing is indicated.
- Shamanistic rage causes power gain threat at the rate of 1 threat per 2 mana restored. If you get 6000 mana from shamanistic rage, it's the same as if you healed for 6000 damage.

The new Elemental Focus Talent
- As of 2.1, elemental focus procs on every offensive spell crit, giving 60% mana back. This was done to boost elemental sustainability. Level 70 elemental/resto shamans commonly have a 25-35% crit rate, so this change is very significant. Hybrid PvP enhance/elemental "suicide spec" shamans were nerfed by this change, as they have less than 10% spell crit. It does not work on heals.
- In 2.0.1, elemental focus procced clearcasting on crit. This was nerfed in 2.1 to a 60% mana refund. This hurt sustainability a great deal, both in pure mana usage and that shamans will now always be in the five second rule.
- Chain lightning does give three chances to proc elemental focus.
- Elemental mastery no longer gives 2 free spells; instead you get one free spell and 60% of the cost of the spell cast with the talent.

How to gear for enhancement?
Four stats are important for enhancement shamans. They are:

- Tohit: If you don't hit, you can't WF. WF procs give damage, crits for flurry and unleashed rage, and mana with shamanistic rage. Enhance/resto shamans can get 9% tohit from talents. The first 5% is absolutely essential and should be your top talent/gear priority, as 5% is required to totally eliminate misses with WF and stormstrike.
- Attack power: Measures how hard you hit. 1 STR = 2 AP.
- Crit: Crits do damage and proc flurry and unleashed rage. Enhance shamans can get 5% crit from talents, but this doesn't apply to WF or stormstrike.
- Haste: Due to the 3s windfury cooldown period, haste is less desirable for shamans than other classes. Unless it pushes you through a threshold where your weapon attacks faster than 1.5s or 3.0s, haste will still be a buff, and will still increase the number of windfury, unleashed rage, and flurry procs. Tests have shown that haste is still the most valuable use of item budget point for point, so long as it doesn't drop your weapon speeds faster than 1.5s after all haste modifiers.

Don't sacrifice too much of any one stat for another. Simulations on the EJ forums have mathematically generated the following stat values. They're only as good as the sims that created them, but the sims are quite good. Note that these haste values assume that you're not <1.5s fully hasted. In valuation (pawn) terms:

AP = 1, STR = 2, Haste Rating = 2.2, Hit Rating = 1.08, Crit Rating = 1.51, AGI = 1.3384

And in equivalency terms:

1 AP = 0.5 STR = 0.45 Haste = 0.93 Hit Rating = 0.66 Crit Rating = 0.75 AGI

[ Post edited by Spaceshammy ]


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  • 1. Re: TBC Shaman FAQ   09/08/2007 03:19:29 PDT
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Windfury Totem Mainhand
Do not use WF totem mainhand. It bypasses the cooldown but loses the second attack and the elemental weapons 40% damage increase.

Dual Wield vs Two-Handed Weapons
Dual wielding is better due to greater contribution from attack power, two procs, stormstrike hitting with both weapons, extra stats, and easily available to-hit gear. Two-handed damage is markedly lower unless the weapon is several orders of magnitude (>40%) more powerful, and damage is spiky, leading to unpredictable aggro. This applies even with the WF cooldown. Two-handers are only truly desirable for enhancement PvP, but enhancement is not a competitive PvP spec. They are decent while leveling up, before you can get 35 points in the enhancement tree. Don't use two-handers at 70.

Stormstrike
- [BUG] Not affected by the thundering strikes talent.
- [BUG] If the first attack of your stormstrike is dodged, parried, or misses, the second will never go off. This bug has been reported many times but never acknowledged.
- Can proc windfury, flurry, weapon procs, unleashed rage, shamanistic rage.

Air Totem Choice

If 2*warriors + rogues is greater than or equal to feral druids + enhance shamans + hunters, drop windfury totem. Otherwise, drop agility and flametongue. WF totem is almost always the best choice. For maintank groups, if the tank is a warrior and the fight is constrained by threat generation or rage, drop windfury. If it's limited by damage done to the tank or the tank is a bear druid, drop GoA. Of course nature resistance and grounding totems should be used when appropriate as dictated by the nature of the encounter. Wrath of air should only be used in a caster group or when AEing.

Weapon Buffs While Leveling

Talented WF buffs damage by roughly 56%. That's a gross simplification, ignoring the cooldown, extra flurries, and unleashed rages, but it's a good rule of thumb. If your mainhand's damage*0.56 is greater than the current rank of RB, use WF. Same for the offhand, except you compare to flametongue. You can find out how much base DPS your current FT does by looking at your current rank of "flametongue weapon proc" on thottbot. For example, rank6 (lvl 56) is 24.98dps.

Flurry
- If both weapons are the exact same speed, you will get four hits from flurry instead of three. This is a nice bonus but mathematically it doesn't make a huge difference as when geared properly flurry is almost always up anyway.
- [BUG] Flurry acts "weird" while dualwielding. You may get anywhere from 2-6 hasted hits with a single crit. The current theory is that it's due to server-side lag. This is very difficult to model.
- Haste is less valuable for shamans, and flurry is 30% haste. This doesn't mean that you should drop flurry. 30% haste is a huge source of white damage DPS, and all 1H weapons are faster than 3s with no haste anyway. Even if you're at the 1.5s threshold speed and can afford the respec, don't drop even a single rank of flurry. 5% haste will make up the difference in white damage. Get a slower weapon, even if it's blue or an auction hall green.

Bloodlust/Heroism
As of 2.1, testing has shown that these buffs do affect the global cooldown. Thus they are extremely powerful, as they are the only buffs in the game with this property.

How Haste Works
Haste is not a straight speed reduction. 30% haste from Flurry does not make your 2.0s weapon attack at 1.40s; it actually attacks at 1.54s. The same formulas work for melee and spell haste. They are:

Haste multiplier = 1 / ((100 + haste%) / 100)
Hasted weapon speed = unhasted weapon speed * haste multiplier
Flurry haste multiplier = 1 / 1.3 = 0.769

So for flurry, simply multiply your unhasted speed by 0.769.

Optimal Weapon Speeds
- Fast Speed (<1.5s with haste): Average flurry/unleashed rage, Most consistently controlled damage and threat, low stormstrike damage, two swings spent in cooldown after windfury so less overall damage. Try really hard not to use weapons that attack faster than 1.5s hasted under any circumstances.
- Slow Speed (>=1.5s with haste): Most flurry/unleashed rage due to additional windfury procs and minimized WF cooldown, less consistently controlled damage and threat, good stormstrike damage, one swing spent in cooldown after windfury.

You want your fully hasted weapon to attack at >=1.5s at all costs. Flurry is 30% haste, so your unhasted weapon speed should be 2.0 or over. If your hasted weapon is faster than 1.5s, you'll waste time after the windfury cooldown waiting for the next attack, but simulation and testing has shown that this is not significant. Get your weapons as slow as possible, no matter what. Why? Because sims have shown that:

10% slower MH = +5% overall dps
10% slower OH = +3% overall dps

This is very, very important.

Earth Shield
- [BUG] Earth Shield is only affected by the Purification talent when cast upon yourself. So you lose out on 10% effectiveness.
- [BUG] Mana cost not reduced by tidal focus.
- Gets 30% of your +healing per charge. This is determined when you cast the spell, so you can blow your trinkets for a better earth shield proactively.
- Earth shield counts as the target healing, so if it heals 100 damage they get 50 threat. This is affected by defensive stance/bear form and defiance/feral instinct, so a warrior/druid tank generates 0.725 threat against all mobs per point of damage healed. It is unknown if this healing threat is affected by Paladins' righteous fury spell. It's unlikely, since the healing effect is listed as nature, not holy. Also paladins get 50% threat from healing passively, so the difference would be minimized.

Cure Poison/Disease and Totems
- The poison/disease cleansing totems are actually cheaper than casting cure poison or disease when the cost is reduced by 25% with the Totemic Focus talent.

Healing Stream Totem
- Gets 6% of your +healing per 2 second tic. Like earthshield, this is determined when you cast the spell, so include it in your post trinket spell spam.
- With 800 +healing and the restorative totems (+25%) talent, heals the entire party for 82hp every 2s for 120s. Of course most of it is overheal, and too slow to make a real dent, but it's potentially 24,600 healing for only 71 mana! (with totemic focus -25% cost)

Searing Totem
- Gets 8% of your +damage per 2 second shot.
- With 500 +damage and the call of flame (+15%) talent, does 113 damage every 2s for 60s (56dps). That's 2940 damage for only 154 mana! (with totemic focus -25% cost)
- This is the main reason why Totem of Wrath is a bad talent for group and solo play. 3% crit/tohit from ToW is less than 56dps in almost all scenarios unless you load up with multiple casters in the group attacking lvl+3 mobs for the 17% "miss" rate on spells.

Stoneclaw Totem
- As of 2.0.10, has a 50% chance to stun its attacker when hit. This stun is affected by diminishing returns.
- [BUG] Rank 3 only produces one taunt "pulse" when first cast.

Chain Heal

- Fully talented chain heal is one of the best healing spells in the game, if used effectively to heal multiple targets. It is only useful situationally, but when you can use it, it's incredible.
- Benefits from 125% of your +healing. (71%, 36%, 18% per jump)
- With purification (+10% effectiveness), tidal focus (-5% cost) and the amazing imp chain heal (+20% effectiveness) talents and 800 +healing gear, chain heal rank 5 heals 3 targets for 1888, 949, 474 respectively for only 513 mana. That's a HPM ratio of 6.45. Compare that to fully talented healing wave with a triple stacked healing way, which heals 3858 for 684 mana, a HPM ratio of 5.64. Healing wave without three previous stacks of healing way is 3270 for 684 mana, a HPM of only 4.78.
- Fully talented chain heal is the main reason why resto shamans are useful in raids. Shaman single target healing is inefficient compared to priests or particularly paladins, but we're great at keeping the rogues up.

Aldor or Scryer?

Make your own decision based upon the rewards.
http://www.wowwiki.com/Comparison_of_Aldor_and_Scryer_rewards

Spell Damage/Healing Coefficients
Lesser Healing Wave - 43%
Healing Wave - 86%
Chain Heal - 125% (71% + 36% + 18% on each "jump" respectively)
Chain Lightning - 125% (71% + 36% + 18% on each "jump" respectively)
Lightning Bolt - 86%
Lightning Shield - 100% (33% per proc)
Earth Shield - 300% (30% per proc)
Earth Shock - 41%
Frost Shock - 41%
Flame Shock - 67% (15% on shock, 52% over the DoT)
Healing Stream Totem - 6% (per 2 second tick)
Searing Totem - 8% (per shot)
Frostbrand Weapon - 10%
Flametongue Weapon - 10%
Fire Nova Totem - 21.4% (untested)
Magma Totem - 66.7% (untested, across the entire DoT)

Skills, Stats, and Ratings at 70

1 Weapon skill = 3.9 Weapon Skill Rating
1 Defense skill = 2.4 Defense Skill Rating
2 Attack Power = 1 Strength
1% Melee To-hit = 15.8 Hit rating
1% Melee crit = 22.1 Critical strike rating = 25 Agility
1% Melee Haste = 10.51 Haste rating
1% Spell hit = 12.6 Spell hit rating
1% Spell crit = 22.1 Spell Crit rating = 76.4 Intellect
1% Spell Haste = 15.8 Haste rating
1% Dodge = 18.9 Dodge rating = 25 agility
1% Parry = 23.6 Parry rating (untested for 2.1)
1% Chance to block = 7.9 Block chance rating
1% Resilience = 39.4 Resilience rating = 1% less chance to be crit, 2% less critical strike damage
Mana regen when not in 5 second rule = 42.5 + Spirit/2 (per 5 seconds)

[ Post edited by Spaceshammy ]


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  • 2. Re: TBC Shaman FAQ   09/08/2007 03:20:08 PDT
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Enhancement Shaman Raid Viability
Here are some easy numbers to convince your raid leader that enhancement shamans are worthy additions to melee groups.

Strength of Earth: +86 STR, talented +98 STR

Untalented (Resto/Elemental spec)
- Rogues: 86 Attack Power
- Warriors/Shamans/Bear Druids/Paladins: 172 AP
- Cat Druids: 206.4 AP

Talented + Unleashed Rage (Enhancement spec)

- Rogues: 107.8 AP
- Warriors/Shamans/Bear Druids/Paladins: 215.6 AP
- Cat Druids: 258.72 AP

Grace of Air: +77 AGI, talented +88 AGI

Untalented (Resto/Elemental spec)
- Rogues/Cat Druids: 77 AP
-- Rogues: 1.93% Crit, 3.85% Dodge
-- Warriors: 2.33% Crit, 2.57% Dodge
-- Druids: 3.08% Crit, 5.25% Dodge
-- Shamans/Paladins: 3.08% Crit, 3.08% Dodge

Talented + Unleashed Rage (Enhancement spec)
- Rogues/Cat Druids: 96.8 AP
-- Rogues: 2.2% Crit, 4.40% Dodge
-- Warriors: 2.67% Crit, 2.93% Dodge
-- Druids: 3.52% Crit, 5.99% Dodge
-- Shamans/Paladins: 3.52% Crit, 3.52% Dodge

Totals
Unleashed Rage is +10% AP, so for every 1000 AP you have, including other buffs and potions, you gain 100 AP. Lets assume that every melee class has 2000 AP buffed, so Unleashed Rage would add another 200.

Untalented Totals (Resto/Elemental spec)
- Rogues: 163 AP
- Cat Druids: 283.4 AP
- Warriors/Shamans/Other Druids/Paladins: 172 AP
-- Rogues: 1.93% Crit, 3.85% Dodge
-- Warriors: 2.33% Crit, 2.57% Dodge
-- Druids: 3.08% Crit, 5.25% Dodge
-- Shamans/Paladins: 3.08% Crit, 3.08% Dodge

Talented Totals (Enhancement spec)
- Rogues: 204.6 + 200 = 404.6 AP
- Cat Druids: 355.52 + 200 = 555.52 AP
- Warriors/Shamans/Other Druids/Paladins: 215.6 + 200 = 415.6 AP
-- Rogues: 2.2% Crit, 4.40% Dodge
-- Warriors: 2.67% Crit, 2.93% Dodge
-- Druids: 3.52% Crit, 5.99% Dodge
-- Shamans/Paladins: 3.52% Crit, 3.52% Dodge

The attack power bonus will scale perfectly with gear. As a basic rule of thumb, enhancement shamans provide around 250 AP, 0.5% crit, and 0.5% dodge over resto/elemental shamans. Keep in mind that a flask of relentless assault is 120 AP. You can't stack pots in 2.1, so that attack power is proportionally more valuable.

These calculations are all before bloodlust or especially windfury which scales dramatically better than agility with warriors, paladins, and combat rogues.

Original Credit: Unaz <Shadow Syndicate>, Mug'Thol. US

[ Post edited by Spaceshammy ]


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  • 3. Re: TBC Shaman FAQ   09/08/2007 04:14:17 PDT
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Nice thread, learned some stuff from it =]
Thanks!
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  • Burning Steppes
  • 4. Re: TBC Shaman FAQ   09/08/2007 04:16:01 PDT
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Thanks for this thread, very informative, and answers alot of the questions floating around in this forum.

I put on my robe and wizard hat...
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  • 5. Re: TBC Shaman FAQ   09/08/2007 04:30:51 PDT
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Yeah, It was really informative for me too. Couldn't find all the answers here on this page, that's why I reposted it

Duppetidup we all run around like headless chickens.
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  • 6. Re: TBC Shaman FAQ   09/08/2007 06:08:21 PDT
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Noone else feels like this should be a sticky? If I could report my own post I would

There is alot of help and information in here for new and not so new shamans^^

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  • 7. Re: TBC Shaman FAQ   09/08/2007 06:16:52 PDT
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Stick it then! :P

Naw it's an excellent post Matey

Use your logic! I'm throwing snowballs ffs!
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  • 8. Re: TBC Shaman FAQ   09/08/2007 06:45:33 PDT
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It's a nice guide, but should be re-named to 'Enhancement shammy FAQ' really, as there's not much for the other 2.

I read it all with interest, and really liked this part...


Q u o t e:
Simulations on the EJ forums have mathematically generated the following stat values. They're only as good as the sims that created them, but the sims are quite good. Note that these haste values assume that you're not <1.5s fully hasted. In valuation (pawn) terms:

AP = 1, STR = 2, Haste Rating = 2.2, Hit Rating = 1.08, Crit Rating = 1.51, AGI = 1.3384

And in equivalency terms:

1 AP = 0.5 STR = 0.45 Haste = 0.93 Hit Rating = 0.66 Crit Rating = 0.75 AGI


A big shame there wasn't an equivilent section for the resto shammy. Would be nice to see if my very rough ratios are about right.

In general I say 1mana/5 = 8+healing, and that I should aim for Total mana/5 = Total +healing / 10

But I don't know that for sure.

I know nothing of the ratios for intel, and stamina in there.

"Never argue with an Idiot. They'll drag you down to their level and then beat you with experience."

*** You "lose" the game. Loose, means 'not tight'. Why does everyone make this mistake?***
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  • 9. Re: TBC Shaman FAQ   09/08/2007 07:13:36 PDT
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Q u o t e:
It's a nice guide, but should be re-named to 'Enhancement shammy FAQ' really, as there's not much for the other 2.




Renamed it, Didn't think of it since i'm only interested in Enhancement atm^^

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  • Ghostlands
  • 10. Re: TBC Shaman FAQ   09/08/2007 07:33:04 PDT
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Nice guild lil blue brother

*high five*
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  • 11. Re: TBC Shaman FAQ   09/08/2007 08:40:43 PDT
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Quite nice indeed :-)

Adding this guide to the compilation sticky thread:
http://forums.wow-europe.com/thread.html?topicId=305841000&sid=1

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  • 12. Re: TBC Shaman FAQ   09/08/2007 08:41:41 PDT
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Q u o t e:
Quite nice indeed :-)

Adding this guide to the compilation sticky thread:
http://forums.wow-europe.com/thread.html?topicId=305841000&sid=1


Thank you, now it will be easier to find in the future^^

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  • 13. Re: TBC Enhancement Shaman FAQ   11/09/2007 06:19:24 PDT
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Wish to make a point about windfury:

Slow mainhand, and DEFINATLY!!! not on your offhand!

All AP and damaged on your off is halved, Including your windfury. why waste a proc (with the 3 second cooldown) on your off. Coutnless times as my damage meters increased (for the shaman) when he switches his offhand from Windfury to -Ether- Rockbiter of Flametongue (as repsective to weapon speed and level)

Faster weapon: Rockbiter, gives more set damage compared to Flametongue. Though, it is still halved when on your offhand (i.e. Nice quick 'rogue' offhand dagger : Rockbiter)

Slower weapon: Flametongue, unless fighting mobs resitant to fire *nod nod* Flametongue isn't halved liek other forms of damage.

My shaman Uses Dual axes of the Legion at the moment with -usualy- windfury and flametongue. My damage outstrips thouse with dual windfury, as they waste Vitale Procs on there Offhand.

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  • Bronze Dragonflight
  • 14. Re: TBC Enhancement Shaman FAQ   11/09/2007 06:21:30 PDT
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We all know WF/WF is the way to go if your gear is good simply because it scales.
If your gear isnt #@%*ty, WF offhand procs still beat anything else.
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  • 15. Re: TBC Enhancement Shaman FAQ   11/09/2007 06:23:07 PDT
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Q u o t e:
We all know WF/WF is the way to go if your gear is good simply because it scales.
If your gear isnt #@%*ty, WF offhand procs still beat anything else.


wf/wf is not the way to go. Maybe form level 40-50.. but level 70 Start p;aying with Weapon buffs..

Though what do we expect. You're a dreanei Shaman and probly not played horde

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  • 16. Re: TBC Enhancement Shaman FAQ   11/09/2007 06:27:08 PDT
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Youre probably implying I havent played a shaman as much as our horde counterparts.

But I dont think you played your shaman any more, you see, if youre using dual axe of the legion that must mean youre not lvl 70 yet and have not played a shaman as long as I have, aka gtfo
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  • 17. Re: TBC Enhancement Shaman FAQ   11/09/2007 06:29:34 PDT
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Q u o t e:
Youre probably implying I havent played a shaman as much as our horde counterparts.

But I dont think you played your shaman any more, you see, if youre using dual axe of the legion that must mean youre not lvl 70 yet and have not played a shaman as long as I have, aka gtfo


70. But getting as soon ashs eh hit it getting my "Alts" up to 70, mainly Taz first.

Etherway. When we could get round the WF cooldown or when there wasn't one, Woot! sure Dual WF FTW! but not now. Play more, push out mroe damage, Outstrip those Locks, Shadow preists and mages

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  • 18. Re: TBC Enhancement Shaman FAQ   11/09/2007 06:32:13 PDT
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It has been said time after time after time after time again that WF/WF is better because i't scales with gear yet you, having dinged 70 only yesterday or so, come in and tell us the entire forums are wrong and you are right and that other combos are better?
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  • 19. Re: TBC Enhancement Shaman FAQ   11/09/2007 06:38:02 PDT
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lol

[sarcasum] wonder why draenei shamans have a bad rep [/sarcasum]

Not the whole forums. Ever since the Windfury CD crap it's never been WF/WF. as said above. stick to that FTW. Or, Play around, find New Combo's with new weapons. But WF/WF Sucks in any aspect Numberwise

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(¸.·´ (¸.·` GIVE US SWIRLY BALL, OR I'LL GIVE YOU DEATH!!
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