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  #11 (permalink)  
Old 10-30-2008, 01:32 PM
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Quote:
Originally Posted by darzk View Post
Please edit in that rogue rotations should be just flameshock... If you ES/FS rotate a good rogue will gogue you a half second before the new flameshock and get off a bandage.

http://www.wowhead.com/?spell=23802 is 15 sd. Why do I keep seeing +13 everywhere?
Enchants before 3.0 were converted to 13 sd, fi you get them now theyre 15. Stupid Blizzard making us waste our gold...
Ugh you're right I didn't realize that. I just looked on my own bracers for the spldmg. Thx for the rogue thing. I usually don't have a problem with the rotation anymore because of my imp flame shock glyph. If you don't have one though you're absolutely right and I'll put that in there. Thx.

-KEEP ADDING PLZ GUYS <_<
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  #12 (permalink)  
Old 10-30-2008, 07:29 PM
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Thanks for the time and effort you've put into this. =) If I had to make one suggestion, it would be to tone down the language/epeen verbiage just a tad. Nothing major....but it would be appreciated.

Thanks again...looking forward to seeing the final version.
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  #13 (permalink)  
Old 10-30-2008, 09:42 PM
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Scouting Boots of the Eagle (4/4) > Sanguine Sandals

More armor and it has the same stats. Get the Scouting Boots while waiting on your Fishing Boots imo.
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Old 10-31-2008, 03:15 AM
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I agree with the above, but these boots are pretty rare, you can wait for weeks and not see them on the AH- when all they are for really is getting started with Minor Speed. I picked Sanguine's over them since I had Sanguine's available. I don't care about small armor differences if I'm not perfect yet anyway (fishing stuff...)
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Old 10-31-2008, 04:56 AM
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Hm as other stated before, some tuning would be nice.

Lol btw fire alarm just goes off here at my school,
teacher says 'yeah lets wait a sec for someone to inform us,
might be a drill' .

But uhm Ill be typing my message off then.
I would add Power of the Scourge to the guide,
as the crit rating is really nice on the shocks and it benefits melee now too.

Hm have to go out now too..
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Old 11-24-2008, 05:38 AM
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in wsg always keep a stack of shadow protection potion. you can meet a twinked lock anytime and dots are deadly !

in wsg again always keep speed potions to run away from warriors and hunters. if you have a hunter chasing you, wait for the dazed to wear off and drink yor speed pot. or else even non twinked hunters wont let you run.

if you are struck by a hamstring.. earhbind the warr.. try to make some distance (even use speed pot if he wont let you get away) use trinket and run. dont forget to drop fire totems to keep warrior in combat. so he wont charge.

warriors and hunters are most annoying when i carry flag. but a speed pot saves the day. or else only zerging would down a shammy

Use minor recomboblator trinkets when others are in cooldown. use them like potions. dont get upset when they are consumed. carry minumum 3 combolulator with you everytime.

single rogues cant kill a flag carrier twinked shammy. even 3 rogues will be stuck at earthbind. if they try to catch you by using trinkets and sprint, stun them with a bomb and use earthbind again which might be out of CD already.

La la la and for draeneis keep some elixir of giant growth also. get berserk buff then drink elixir. you are a giant mighty shammy! well i love being the terrific big girl smashing gnomez.
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Old 11-24-2008, 05:54 AM
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and interesting to see noone relies on fang set from WC.

3 part of the set bonus just fits. 7 nature spell dmg + 4 expertise rating

i find it very usefull against rogues. they still dodge a lot but i can land some hits still.

For an orc shammy, nightreaver + 3 part fang set is awesome. more expertise rating!
can there be anything more sweet then an orc with an axe^^ chopping human and nightelf parts.

i prefer Smite's Mighty hammer from deadmines with +9 weapon dmg enchant on it. as i dont have extra melee attack trinks and the weapon is slow i prefer something always on my weapon instead something that rarely procs.
and use rockbiter enchancement. normal hits are like 90-110.. crits go higher. and earthshocks are like 75-95
yes melee shammy works fine! though my mana pool gets ampty fast. but i must admit i usually avoid fights with agility bomb rogues.

the 3 fang set parts i use are. chest,gloves and belt. though i always switch them after seeing the opponents.

i also have a spell dmg set. (max 122 spell power with 2300 hp - yes i have bugged toughness) but i just cant stand behind and cast lightning bolts, i find myself running directly to the middle of the battle swinging my mace.

my 30 spell dmg enchanted weapon is ghoul hammer of the sun, lvl 13 green with 1 spell power 1 intellect 1 stamina. (cant be helped i am in deep love with hammers)
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  #18 (permalink)  
Old 12-20-2008, 03:41 PM
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inferno robes can be obtained at lvl 17. This is very important if you want both deadskull and inferno robes.

I have a mele set that I fool around with, but don't waste your time. Its aweful, it was one thing when we had the old rockbitter (120atk pwr) but it sucks really bad right now.

My shaman xpwnential has almost 160 Fire spell damage and is a wrecking ball in wsg, Flametounge hits for 26, Searing for 23-25, shields for 66, and nova for 90. its awesome.

One thing on gear...in arena conditions (2v2) and 1v1 I aways recomend Goggles with 100 hp over fising hat, the spirt is not a minor stat. In premades I also recommend the goggles for the same reason. A shaman without mana is a useless shaman imo.

that being said, if you have the hat, I suggest thinking about putting Voracity on it (8 int) instead of constitution. that should hopefully bring you close to the 97int you need to cap regen at 19.

Find yourself a pair of 3/3 owl bracers if you can, put 4mp5 or 9 spirit (my preference) on it, and get corsair's overshirt with 4 all stats. A regen set with about 80+ healing, is going to be extemely effective on defense.


On spec:

0/5/5

Dont go 5 points into extra mana, its a waste. the .2 sec on the heal is key. Being a dranai it becomes less important but horde needs it badly.
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  #19 (permalink)  
Old 12-23-2008, 06:17 PM
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Inferno Robe can be done @ 18, or even 17 if im not mistaken...

Edit: oh sry, didn't see Shockem said so untill after I posted
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Old 12-24-2008, 09:51 PM
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Quote:
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Inferno Robe can be done @ 18, or even 17 if im not mistaken...

Edit: oh sry, didn't see Shockem said so untill after I posted
oh, and I might also mention that the Robe quest is two parts. The first of which may or may not be doable before 17, I don't think it is though.

I'm trying to remember if there are any other quirky things needed to be mentioned but I think you have most if not all of it.

I like the way you presented the gear, not saying that one particular piece was any better for a given slot. You could also add Formal dengui to the chest piece list although it kind of goes without saying.
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