TB-303@legacy41575098 (talk | contribs) |
Dranesis@legacy41536552 (talk | contribs) m (→Elemental: fixed crit chance from Call of Thunder) |
||
Line 73: | Line 73: | ||
| align="center" | 5 || |
| align="center" | 5 || |
||
10 Elemental<br> |
10 Elemental<br> |
||
− | || Increases the critical strike chance of your [[Lightning Bolt]] and [[Chain Lightning]] by {1/2/3/4/ |
+ | || Increases the critical strike chance of your [[Lightning Bolt]] and [[Chain Lightning]] by {1/2/3/4/5}%. Very good talent, Lightning bolt is the main nuke |
|- class="alt" |
|- class="alt" |
Revision as of 06:56, 13 June 2008
Classes | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Class races | D K | D H | Dr | Ev | Hu | Ma | Mo | Pa | Pr | Ro | Sh | W l | W r |
Quests | D K | D H | Dr | Ev | Hu | Ma | Mo | Pa | Pr | Ro | Sh | W l | W r |
Abilities | D K | D H | Dr | Ev | Hu | Ma | Mo | Pa | Pr | Ro | Sh | W l | W r |
Trainers | D K | D H | Dr | - | Hu | Ma | Mo | Pa | Pr | Ro | Sh | W l | W r |
Armor sets | D K | D H | Dr | Ev | Hu | Ma | Mo | Pa | Pr | Ro | Sh | W l | W r |
Useful macros | D K | D H | Dr | - | Hu | Ma | Mo | Pa | Pr | Ro | Sh | W l | W r |
Class Halls | D K | D H | Dr | - | Hu | Ma | Mo | Pa | Pr | Ro | Sh | W l | W r |
The three shaman talent trees roughly mirror the three roles a shaman can play: Elemental (ranged magical damage), Enhancement (melee damage) and Restoration (healing). In short, a shaman can act as mage, priest or rogue. The two main drawbacks of the class are low mana efficiency (in the two caster roles) and poor aggro management (in the two DPS roles). The talent selection process for a shaman is actually quite complex and has started quite a few passionate discussions.
This forum thread by Aryxymaraki might be regarded as the reference for detailed description and assessment of every single talent, combined with an overview and critique of several of the established templates.
Talent Overview
Selecting talents effectively is a bit more subtle than with some of the other classes.
Things to keep in mind when considering shaman builds:
- Shamans cannot main tank end game raids. They may tank in the regular instances up to level 70, but once the endgame raiding starts that's over.
- Shamans are perhaps the most versatile class which can act in three different roles with one build.
- Builds with a focus on elemental are spell DPS like mages or warlocks, with improved totems for spellcasters. Elemental is also great at kiting normal, dungeon, heroic and in rare cases raid monsters.
- Putting points in Enhancement results in a melee damage dealer somewhere in between a rogue and a DPS warrior with improved group buffs for melee.
- Restoration can turn a Shaman into a raid capable main healer, though where they truly shine is "splash healing"
The Enhancement tree is often the level grinding talent tree. Many Shamans pick this as their primary tree before level 70. It allows the Shaman to kill a few monsters, then heal to full, and repeat. While some choose to respec at 70, with reasonable gear an Enhancement Shaman can keep up with other classes in end-game DPS - although they suffer being a glass cannon without crowd control in PvP. Itemization pre-60 is quite poor for this tree, but even with mediocre gear, DPS and survivability does tend to be higher than Elemental spec. In Outland, class set items are mostly not geared for Enhancement. Fortunately, non-set items are available that allow Enhancement Shamans to perform at an extremely competitive level.
Elemental is typically the end-game PvP shaman's primary tree, as well the tree used by most "hybrid" players. Reduced spell costs and increased spell damage are the base of this tree. [Lightning Mastery] reduces the cast time of lightning spells to 2 seconds, but they are still affected by +spell damage as if they were a second slower. [Elemental Mastery] offers a mana-free 100% crit nuke, once every 3 minutes. When used with Chain Lightning, all three bounces will crit, and when combined with a +spell damage trinket - especially a powerful one such as [Talisman of Ephemeral Power] or [Zandalarian Hero Charm] - will land for an amazing amount of damage, even on a poorly equipped shaman. Most Elemental Shamans, as well as "Hybrid" players, will use Restoration as the secondary tree, as caster gear supports an in-combat switch to healing in emergencies. Also, by giving up [Totem of Wrath], 40-point Elemental Shaman can get [Nature's Swiftness] from the Restoration tree.
Restoration is the Healing tree. It can grant a 70% chance to not be interrupted while casting heals, increased range on totems, as well as cheaper and stronger heals. Nature's Swiftness grants an instant cast nature spell once every 3 minutes. [Mana Tide Totem] gives your group 24% of their total mana back every 5 minutes. [Earth Shield] grants a 1/3 chance that its target will be healed for a small amount when they take damage, as well as giving a chance to avoid interruption to casting, and is also affected highly by +healing stats. [Improved Chain Heal] makes the uniquely Shaman heal even better, particularly for end-game raid healing.
Good talent builders are available at WoWhead and World of Warcraft.
Elemental
The shocks are good instant-nukes with decent damage output and each has a useful side effect. The downside of the shocks is that they are horribly expensive on mana - except for enhancement shamans - and do not have independent cooldowns. Highlights include Elemental Focus and Elemental Fury. Rank 1 earth shock is a staple for shamans to interrupt casting with low mana cost.
Talent | Ranks | Requirements | Description |
---|---|---|---|
[Convection] | 5 |
none |
Reduces the mana cost of all Shocks and Lightning spells, by X%. Standard entry talent, nearly always taken |
[Concussion] | 5 |
none |
Increases the damage from all Shock and Lightning spells by X%. Another standard talent, part of every elemental build |
[Earth's Grasp] | 2 |
5 Elemental |
Increases the health of [Stoneclaw Totem] by {25/50}% and the radius of [Earthbind Totem] by {10/20}%. This talent doesn't push the usability threshold of these totems far, so it's not very advisable |
[Elemental Warding] | 3 |
5 Elemental |
Reduces damage from Fire, Frost, and Nature effects by {4/7/10}%. Marginally useful, mainly a PvP talent |
[Call of Flame] | 3 |
5 Elemental |
Increases the damage done by your Fire Totems by {5/10/15}%. Taking this talent is a matter of taste, the fire totems are only marginally useful |
[Elemental Focus] | 1 |
10 Elemental |
After critting with any Fire, Frost, or Nature damage spell, clearcasting will reduce the mana cost of the next damage spell by 60%. One of the key talents - take always |
Reverberation | 5 |
10 Elemental |
Reduces the cooldown of your Shock spells by {0.2/0.4/0.6/0.8/1) sec. Seen in many builds, usually taken for lack of something better |
[Call of Thunder] | 5 |
10 Elemental |
Increases the critical strike chance of your [Lightning Bolt] and [Chain Lightning] by {1/2/3/4/5}%. Very good talent, Lightning bolt is the main nuke |
[Improved Fire Totems] | 2 |
15 Elemental |
Reduces the delay before your [Fire Nova Totem] activates by {1/2} sec. and decreases the threat generated by your [Magma Totem] by {25/50}%. Rarely taken, these totems are only limited useful, this talent doesn't make them much better |
Eye of the Storm | 3 |
15 Elemental |
Gives you a {33/66/100}% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time while taking damage. Very good PvP or solo PvE talent, basically useless in groups |
[Elemental Devastation] | 3 |
15 Elemental |
Your offensive spell crits will increase your chance to get a critical strike with melee attacks by {3/6/9}% for 10 sec. A nice talent in theory for Elemental/Enhancement hybrids, unfortunately this talent is about the only synergy for that build type |
[Storm Reach] | 2 |
20 Elemental |
Increases the range of your [Lightning Bolt] and [Chain Lightning] spells by {3/6} yards. Good talent in many situations if the two points can be spared. |
[Elemental Fury] | 1 |
20 Elemental |
Increases your critical strike damage bonus of your Searing, Magma, and Fire Nova Totems and your Fire, Frost, and Nature spells by 100%. Another no-brainer, simply take it. |
[Unrelenting Storm] | 5 |
20 Elemental |
Regenerate mana equal to {2/4/6/8/10}% of your Intellect every 5 sec, even while casting. Very good talent to help remedy the chronic lack of mana |
Elemental Precision | 3 |
25 Elemental |
Increases your chance to hit with Fire, Frost, and Nature spells by {2/4/6}% and reduces the threat caused by Fire, Frost, and Nature spells by {4/7/10}%. Signature talent for endgame PvE, both effects are extremely important in raids. |
[Lightning Mastery] | 5 |
25 Elemental |
Reduces the cast time of your [Lightning Bolt] and [Chain Lightning] spells by {0.1/0.2/0.3/0.4/0.5) sec. This talent turns the lightnings into viable nukes, it should be part of any elemental build |
[Elemental Mastery] | 1 |
30 Elemental |
When activated, this spell gives your next Fire, Frost, or Nature damage spell a 100% critical strike chance, and reduces the mana cost by 100%. Just take this whenever possible. |
[Elemental Shields] | 3 |
30 Elemental |
Reduces the chance you will be critically hit by melee and ranged attacks by {2/4/6}%. Good PvP talent. |
[Lightning Overload] | 5 |
35 Elemental |
Gives [Lightning Bolt] and [Chain Lightning] a {4/8/12/16/20}% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no additional threat. Decent for raiding, not something to be depended on for solo PvE or PVP, usually taken only as prerequisite. |
[Totem of Wrath] | 1 |
40 Elemental |
Summons a [Totem of Wrath] with 5 health at the feet of the caster. The totem increases the chance to hit and critically hit with spells by 3% to all party members if they are within 20 yards. Lasts 2 min. A very good endgame PvE talent, better than the 5% crit Moonkin aura. |
Enhancement
This tree offers the ability to dual wield, making Shamans the third highest dual-wielding class in the game in terms of damage output (when it comes to dual wielding), above hunters but below rogues and fury-spec warriors. Highlights include Thundering Strikes and Stormstrike.
Talent | Ranks | Requirements | Description |
---|---|---|---|
[Ancestral Knowledge] | 5 |
none |
Increases your maximum mana by {1/2/3/4/5}%. Very little increasing of your mana-pool. |
Shield Specialization | 5 |
none |
Increases your chance to block attacks with a shield by {1/2/3/4/5}% and increases the amount blocked by {5/10/15/20/25}%. May be useful in PvP, to stay alive during nuke. |
[Guardian Totems] | 2 |
5 Enhancement |
Increases the amount of damage reduced by your [Stoneskin Totem] and [Windwall Totem] by {10/20}% and reduces the cooldown of your [Grounding Totem] by {1/2} sec. Another talent which buffs mediocre totems, which stay mediocre after the buff. |
[Thundering Strikes] | 5 |
5 Enhancement |
Improves your chance to get a critical strike with your weapon attacks by {1/2/3/4/5}%. Key talent for any build hoping to do melee damage. |
[Improved Ghost Wolf] | 2 |
5 Enhancement |
Reduces the cast time of your [Ghost Wolf] by {1/2} sec. Nearly a must-have now that it makes Ghost Wolf instant-cast. |
[Improved Lightning Shield] | 3 |
5 Enhancement |
Increases the damage done by your [Lightning Shield] orbs by {5/10/15}%. Good solo/PvP talent. |
[Enhancing Totems] | 2 |
10 Enhancement |
Increases the effect of your Strength of Earth and Grace of Air totems by {10/20}%. Good for buffing the melee group in raids (SoE only) |
[Shamanistic Focus] | 1 |
10 Enhancement |
After making a melee critical hit, you enter a Focused state, which reduces the mana cost of your next Shock spell by 60%. A potentially huge mana saver in solo play. |
Anticipation | 5 |
10 Enhancement |
Increases your chance to dodge by an additional {1/2/3/4/5}%. May be useful in solo/PvP. |
Flurry | 5 |
15 Enhancement |
Increases your attack speed by {10/15/20/25/30}% for your next 3 swings after dealing a critical strike. One of the reasons to spend 15 points in this tree is to be able to spend these five. |
Toughness | 5 |
15 Enhancement |
Increases your armor value from items by {2/4/6/8/10}%, and reduces the effect of movement slowing effects by (10/20/30/40/50)%. Solo/PvP - Shamans will never tank, and Anticipation gives you more total damage reduction overall. |
[Improved Weapon Totems] | 2 |
20 Enhancement |
Increases the melee attack power bonus of your [Windfury Totem] by {15/30}% and increases the damage caused by your [Flametongue Totem] by {6/12}%. Must-have for the shaman which wants to buff the raids melee group. |
[Spirit Weapons] | 1 |
20 Enhancement |
Gives a chance to parry enemy melee attacks and reduces the threat generated by your melee attacks by 30%. Very cheap, and the aggro reduction is a must-have in group situations. |
[Elemental Weapons] | 3 |
20 Enhancement |
Increases the melee attack power bonus of your [Rockbiter Weapon] by {7/14/20}%, your [Windfury Weapon] by {13/27/40}%, and increases the damage caused by your [Flametongue Weapon] and [Frostbrand Weapon] by {5/10/15}%. Highly recommended - this should be taken whenever possible. |
[Mental Quickness] | 3 |
25 Enhancement |
Reduces the mana cost of your instant cast spells by {2/4/6}% and increases your spell damage and healing by {10/20/30}% of your attack power. An attractive choice for a hybrid class like Shaman. |
Weapon Mastery | 5 |
25 Enhancement |
Increases the damage you deal with all weapons by {2/4/6/8/10}%. Must-have for all melee builds. |
Dual Wield | 1 |
30 Enhancement |
Allows one-hand and off-hand weapons to be equipped in the off-hand. |
Dual Wield Specialization | 3 |
30 Enhancement |
Increases your chance to hit while dual wielding by {2/4/6}%. Essential for dualwielders who hope to hit their targets. |
[Stormstrike] | 1 |
30 Enhancement |
Instantly attack with both weapons. In addition, the next 2 sources of Nature damage dealt to the target are increased by 20%. Lasts 12 sec. Signature move of enhancement shamans - just take it. |
[Unleashed Rage] | 5 |
35 Enhancement |
Causes your critical melee hits to increase all party member's attack power by {2/4/6/8/10}% for 10 sec. if within 20 yards of the Shaman. Universally highly useful talent. |
[Shamanistic Rage] | 1 |
40 Enhancement |
Reduces all damage taken by 30% and gives your successful melee attacks a chance to regenerate mana equal to 30% of your attack power. Lasts 15 sec. The solution to the mana problem for enhancement shamans - great talent. |
Restoration
Restoration leans heavily towards turning the Shaman into a healer. Nature's Swiftness is an extremely useful talent for any build, Mana Tide is of nearly legendary fame, and Earth Shield is a very good 41 point talent.
Talent | Ranks | Requirements | Description |
---|---|---|---|
[Improved Healing Wave] | 5 |
none |
Reduces the casting time of your Healing Wave spell by {.1/.2/.3/.4/.5} sec. Good talent for healing builds |
[Tidal Focus] | 5 |
none |
Reduces the Mana cost of your healing spells by {1/2/3/4/5}%. Default entry point to this tree for all builds. |
[Improved Reincarnation] | 2 |
5 Restoration |
Reduce cooldown of Reincarnation by {10/20} min and increase the amounts of health and mana after reincarnation by {10/20}%. Recommended for raiding builds, less useful for small groups, solo or PvP. |
[Ancestral Healing] | 3 |
5 Restoration |
Increases your target's armor value by {8/16/25}% for 15 sec after getting a critical effect from one of your healing spells. Nice proc for healing builds. |
[Totemic Focus] | 5 |
5 Restoration |
Reduces the Mana cost of your totems by {5/10/15/20/25}%. Universally useful talent, but not mandatory. |
[Nature's Guidance] | 3 |
10 Restoration |
Increases the chance to hit with melee attacks and spells by {1/2/3}%. Great talent, early in the tree, highly useful for all DPS builds (exc. endgame elemental which has enough +hit by itself). |
Healing Focus | 5 |
10 Restoration |
Gives you a {14/28/42/56/70}% chance to avoid interruption caused by damage while casting any Shaman healing spell. Very good PvP/solo talent, marginally useful in group environments. |
[Totemic Mastery] | 1 |
10 Restoration |
The radius of your totems that affect friendly targets is increased to 30 yd. Just take it. |
[Healing Grace] | 3 |
10 Restoration |
Reduces the threat generated by your healing spells by {10/20/30}%. Essential for all healing builds. |
[Restorative Totems] | 5 |
15 Restoration |
Increases the effect of your Mana Spring and Healing Stream Totems by {5/10/15/20/25}%. Marginally useful, usually only taken as prerequisite for Mana Tide. |
[Tidal Mastery] | 5 |
15 Restoration |
Increases the critical effect chance of your healing and lightning spells by {1/2/3/4/5}%. Good talent for healers with Ancestral Healing, and for elemental DPS builds too. |
[Healing Way] | 3 |
20 Restoration |
Healing Wave gains a {33/66/100}% chance to increase the effect of subsequent Healing Waves on that target by 6%, effect can stack up to 3 times. Mandatory for all raid healers, although it works only for Healing Wave (not LHW). |
[Nature's Swiftness] | 1 |
20 Restoration |
When activated, your next Nature spell with a casting time of less than 10 sec becomes an instant cast spell. Considered by many to be the best Shaman talent overall, the universal panic button. Invaluable in PvP. |
Focused Mind | 3 |
20 Restoration |
Reduces the duration of Silence and Interruption mechanics by an additional {10/20/30}%. Good PvP talent, only marginally useful in PvE. |
[Purification] | 5 |
25 Restoration |
Increases the effectiveness of your healing spells by {2/4/6/8/10}%. Must-have for all healing builds. |
[Mana Tide Totem] | 5 |
30 Restoration |
Summon a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 6% of total mana every 3 seconds to group members within 20 yards. Highly valued talent in all grouping environments, in raids in particular. |
[Nature's Guardian] | 5 |
30 Restoration |
Whenever a damaging attack is taken that reduces you below 30% health, there is a {10/20/30/40/50}% chance to heal for 10% of total health and reduce your threat level on that target. 5 second cooldown. Great PvP/solo talent, it makes non-raiding builds very hard to kill. |
[Nature's Blessing] | 3 |
35 Restoration |
Increases your spell damage and healing by {10/20/30}% of your Intellect. One of the best talents in this tree. |
[Improved Chain Heal] | 2 |
35 Restoration |
Increases the amount healed by your Chain Heal spell by {10/20}%. Many player believe that this turns Chain Heal into the best healing spell in the game. |
[Earth Shield] | 1 |
40 Restoration |
Protects the target with an earthen shield, giving a 30% chance of ignoring spell interruption when damaged and causing melee attacks to heal the shielded target for 270, once every few seconds. 10 charges, lasts 10 min. It can only be placed on one target at a time. The healing aggro goes to the person wearing the shield, not the shaman (unless he casts it on himself). The only drawback is that the insane amounts healed by this shield are awarded to the tank, not the shaman in the healer meters. Highly useful. |
Links
- Shaman Talent Calculator at the Official site
- Shaman Talent Calculator at WorldofWar.Se
- Shaman Talent Calculator at Wowhead
- Shaman Talent Calculator at Thottbot.com
- Shaman Talent Calculator at merciless-gilde.com
|