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Old 10-28-2008, 09:54 PM
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Cool Shaman 19 Twink Guide

Tinton’s 19 Shaman Twink Guide

First I'll give a little bit about my twink background. I have twinked every single class except mage at 19 (still in progress). 3 have been since leveled, one a 39 rogue, one a 29 druid, and one a 22 lock (dunno where he's going). My shaman was the last one I made because I had no idea what to do with her. Until recently there have been very few shaman twinks in my battlegroup and there still are almost no alliance ones. I have seen about two that are actually well twinked. When I made my shaman I realized how unbelievably deadly they are, especially with spellpower change in 3.0. So I’m going to share some of the knowledge I’ve gained about one of the less popular twinks in the 19 bracket, and why you don’t need to level them higher to be viable.

Layout...

1. Skills

2. Races

3. Specs

4. Gear

5. 1v1

6. Useful Macros

7. Picking up Items




1. Skills- I mentioned at the beginning that when I made my shaman twink I found out how deadly they are. The question is what skills make them so deadly? Here are some of their best abilities.


- Shocks- There are three shocks at 19 since patch 3.0.

Flame Shock is basically useful as the only dot a 19 shaman has to keep enemies from bandaging. Its damage is about the same as earth shock but some of it is spread over time and won’t be included in a crit.

Earth Shock is a great spell interrupt. In 19 the only other non shaman interrupts are kick from a rogue and shield bash from a shield wearing warrior. This is the only one that can stop healers and other casters at a range. Also its cooldown is only six seconds, shorter than every other interrupt. The shock also has a great amount of burst damage.

Wind Shock is the only new 19 shaman twink spell. It is useful as a low cost interrupt. Instead of using the high mana earthshock when all you want to interrupt you can use wind.
Wind shock= 8% of base mana.
EarthShock= 23% of base mana



- Totems- As a twink, some totems aren’t very useful such as stoneskin or strength because those buffs are barely noticeable compared to your gear. However, there are a few totems that change the balance of a fight in the shaman’s favor.

Earthbind: As an AoE slow, Earthbind is incredibly powerful at 19. This totem will keep rogues and warriors at bay and kiteable while you run around shocking them and healing, or slow down casters so that you can use your hybrid melee/spell dps to wear them down. It also allows you to stop all of the defenders chasing the fc or the slow the efc with one well placed spell.

Searing: The fire totem that I use most is searing totem. It is a simple 20 damage per shot totem for me that simply keeps up a constant stream of light dps to slow down casters’ spellcasts and slowly drain a rogue or warrior as I kite and shock them. It’s a useful addition to a battleground as well because you can just leave it behind to annoy anyone else in that vicinity.

Tremor: There is nothing more annoying to me than a full fear while my trinket is on cooldown. If I see a priest is getting close to death or a lock starts a fear cast and I can’t shock it, I just lay down one of these the fear lasts about a second or less. It also can unfear nearby allies. My friends have thanked me many times for a timely tremor.

Fire Nova:This totem is kind of useful for finding a rogue you think might be very close. It has a great deal of burst damage too. A shaman's highest burst damage is when they drop one of these, start a lightning bolt, follow the bolt up with an immediate Earthshock and the three spells hit simultaneously. Takes some skill but...its kind of fun.

Stoneclaw: Last totem I commonly find a use for. Many lazy hunters and locks will simply put a pet on aggressive and let it loose. A simple way to get them off you is to drop one of these guys and the pet will start attacking it instead of you. Even if its master realizes that its pet is attacking a totem, it might already be stunned. Note that this tactic won’t work if the lock/hunter has specifically told its pet to attack you. The other time I use this is when I fight a totem killer. Some enemies try to destroy every totem you drop in order to lower your mana pool. While this is rarely a problem for me, I still sometimes need to drop a stoneclaw.

- Purge- Gotta love this move. One of the greatest things shamans bring to the table in warsong. It is a low mana cost spell and has huge benefits. This will basically bring a priest to its knees (read 1v1 section), reduce a paladin to an autoattack (read 1v1 section), and reduce a buffed enemy to a normal state. This is also an invaluable spell because it dispels three important things; Aura of Protection from Arena Grand Master, Blessing of Freedom from a pally, and Speed Potions.

Non-unique abilities that are still important:

- Heals: A shaman has only one heal at 19, Healing Wave. Its heal rivals that of priests and is among the strongest single heal in twinkage. However, shamans don’t have heals over time like priests and druids, they have no instant cast heal ability, and therefore in order to heal they must stand in one place for a period of time.

Lightning Bolt: This is not a specific reason to roll a shaman. It is inferior to shadowbolt and fireball from a lock or mage. It can be useful if the shaman has time to cast it but on my shaman with a decent amount of spellpower in my normal balanced set it only hits for about 100 non crit. Nothing special, just thought i'd mention it.

- Flametongue: Maybe this should have gone in the above section of abilities but I don’t think its worthy of incredible notice. It does do a relatively large amount of dps with a fast weapon . It does about 14-15 dmg per hit with a 1.8 speed weapon. This is a large addition to your autoattack. There is also something satisfying about that little explosion and sound effect after every hit =D.






2. Races


Base Stats: These are the base stats for the possible shaman classes:

Class.....Strength......Agility...Stamina.....Inte llect.......Spirit
Tauren.....26..............15.........23.......... .....16..............24
Orc...........24..............17.........13....... ........17..............23
Troll.........22..............22.........22....... ........17..............23
Draenei.....22..............17.........20......... ......22..............24

Honestly I never have found base stats to be a deciding factor in my class choice sooo… for you hordies the choice in my opinion comes down to racials. For alliance you can only choose dranei but that’s no downside because dranei are awesome. Btw I’ve never twinked a horde class so I can only tell you my experience in fighting against the different racials at 19.

Racials:

-Dranei:
• Gift of the Naaru : Heals the target of 170 damage over 15sec. The amount healed is increased based on the caster's Spell Power or Attack Power, whichever is higher. This ability does not lose casting time from taking damage.
o Amazing racial, gives the shaman a great heal over time with a short cast time that can keep them up when normal heal has been interrupted and can’t be recast. Also good when going in to pick up the flag and are about to have to take a bunch of hits from defenders before earthbind gets them off.
• Heroic Presence: Increases chance to hit with all spells and attacks by 1% for you and all party members within 30 yards.
o Eh, nice but nothing to rave about.
• Gemcutting: 5 point skill bonus to Jewelcrafting (note, this also raises the cap by 5 at each level of jewelcrafting).
o As far as I can tell worthless to twinks. I haven’t looked into any level 155 BoP items from jewelcrafting but I’m almost positive they don’t exist.
• Shadow Resistance : Reduces the chance you will be hit by Shadow spells by 2%.
o Again nice but nothing to go crazy over. It could help to resist a fear and be a deciding factor in a battle.


-Tauren:
• War Stomp : Activate to stun opponents - Stuns up to 5 enemies within 8 yards for 2 seconds. 2 minute cooldown.
o Very cool racial, it’s good in a pinch when you can’t find any other way to gain distance and earthbind is on cooldown or they resisted one pulse of it.
• Endurance : Hitpoints increased by 5%.
o Great ability. Basically, it takes away from some of the stamina needs letting a tauren shaman focus on intellect. This is actually kind of important because tauren’s have exceptionally low base intellect.
• Cultivation : 15 point skill bonus to Herbalism (note, this also raises the cap by 15 at each level of herbalism).
o This ability has finally gained some use in the twinking world by making it easier to get to 150 herbalism for the new gathering bonus. Speaking of which the gathering bonus is very good and worth getting for any race. Also kind of annoying but… herbs are selling well now that alchemy and inscription need them.
• Nature Resistance : Reduces the chance you will be hit by Nature spells by 2%.
o Useful against enemy druid's and shamans. A timely resist of a shock or root can be the difference between a win and a loss.


- Troll:
• Berserking : Activate to increase attack and casting speed for 10 seconds. Speed is raised by 10% at full health, increasing as health is lost to a maximum bonus of 30%. 3 minute cooldown.
o Good racial, who doesn’t need haste? I haven’t paid very close attention to when this is used and when it’s most effective so you’re allowed to find that out yourself.
• Regeneration : Increase health regeneration bonus by 10%. Also allows 10% of normal health regen during combat.
o Not as good as it sounds. I mean every little bit helps but health regen is a joke.
• Beast Slaying : 5% damage bonus when fighting against Beasts.
o Useful in those few situations where you want to kill that really annoying hunter pet when the hunter isn’t there. That’s about the only time.
• Throwing Specialization : Increases chance to critically hit with Throwing Weapon by 1%. (Completely Useless)
• Bow Specialization : Increase Bow critical strike chance by 1%. (Completely Useless)
• Da Voodoo Shuffle : Reduces the duration of all movement impairing effects by 15%.
o Great racial for a shaman against other slowing classes. With Earthbind if the impair ends and they’re still slowed… YAY!


-Orc:
• Blood Fury : Activate to increase attack power and spell damage/healing by an amount based on level/class for 15 seconds. 2 minute cooldown.
o This is an okay racial. It is not incredibly powerful compared to racials that scale with gear because of course but it is still a powerful move.
• Hardiness : Reduces duration of stun effects by 15%.
o Situational racial. This would be better if there were more stuns at 19. As it is there are few that are often used besides a paladin’s hammer of justice which isn’t long enough to be a huge issue.
• Command : Damage done by Death Knight, Hunter and Warlock pets increased by 5%.
o As a twink the dps done by pets isn’t significant. The problem with them is the spell interrupt. This is again nice, but by no means great.
• Axe Specialization : Expertise with One- and Two-handed Axes increased by 5.
o In general a 19 shaman twink won’t be using an axe, but if you are planning on doing so, this would be useful.





3. Specs-
Typically a shaman has three specs that are used. One can spec either enhancement, restoration, or elemental. However, at 19 there aren’t that many different talents and the best talents are basically the same for all. What I will talk about more here is the different roles in warsong, and by role discuss the talent points. Keep in mind that the skills I talked about in section one all apply regardless of your role and use them all to your advantage to fill as many roles as possible.

Healer: What I think is the best role for a shaman to fill is a healing role. Now in filling this role there are several things to keep in mind. You must use your shaman’s abilities to differentiate yourself from druid and priest healers, because if healing were the only question then you would be overmatched every time. However, having twinked all three, there are many reasons why I believe shamans are better healers than priests or druids.

1) Shamans are much more effective at crowd control. The AoE ability of earthbind makes it possible for whoever is being healed to run around and attack only the intended target while the rest of the enemies around are trying to catch up to him.
2) A shaman’s tremor totem and shocks are unbeatable against an opposing warlock, priest, or any caster.
3) A shaman has a shield. This is very important because it gives the shaman a lot of survivability against meleers, which is something that priests lack, and druids must go into bear form to do which wastes mana and can’t be done while healing.
4) A shaman can purge seals off an enemy paladin, bubbles and renews off a priest, and buffs off of everyone else. This will make all enemies much easier to kill.
5) Even when healing, with shocks, flametongue, and searing totem, shamans have pretty strong dps. While I have never compared it to a priest wanding with gravestone scepter I know that shaman dps is preferable because a shaman can attack while moving, which a priest can barely do. Druid’s have no significant dps unless they use up their mana and still they don’t do enough to matter.

For talents:
5/5 Ancestral Knowledge for the extremely important intellect boost.
2/2 Earth’s Grasp for the increased Earthbind radius
3/5 Improved Healing Wave for a faster heal.

Note the two in Earth’s grasp or ancestral knowledge over imp healing wave is a personal decision. I personally prefer it because of how important earthbind and my mana pool are yet its very possible that .2 seconds on each healing wave could be better, if you want it I would take out of ancestral instead of Earth's.





DPS:
First I must say that any shaman who tries to go with a 2hand melee dps build will be VERY displeased with their twink. It is possible to put on nethercobra and agility/strength gear and get some good results but nothing compared to warriors and rogues and you will have less survivability and a low mana pool. It is a route that makes it difficult to use your best abilities, and you don’t have any melee abilities yet. In short, DON’T GO “ENHANCEMENT” SHAMAN. Such a thing doesn’t really exist at 19 because the real melee enhancement abilities aren’t on the tree.
Having said that a shaman spelldamagedps twink is viable as long as the shaman continues to use the abilities outlined at the top of this guide. A shaman won’t pump out as much dps as a mage or warlock but the ability to slow enemies and kite them around while using the rest of the shaman abilities is great. Also these twinks now have the ability to heal just as much as resto shamans. In fact, the twinks really aren’t very different anymore with the spellpower change in patch 3.0. The only difference is a slight tweak of talents leaning more into the elemental tree. Resto shamans can now dps, elemental shamans can now heal, all for almost the same amounts.

5/5 Ancestral Knowledge for the increased mana. Don’t go and get convection. All you are doing is reducing the mana cost of some spells by 10%... ancestral knowledge essentially reduces ALL spells by 10% by increasing the total mana by that number. You could instead go deeper into the elemental tree but 10% mana is a LOT on a twink.
5/5 Concussion for the increased damage. Honestly, the damage increase isn’t much. I might spec into the Earth’s Grasp again for the increased earthbind range. A preference thing not really important. If you want to go deeper in the elemental tree instead of AK you need 5/5 of this.






4. Gear-
Since it is what you should be using I’m only going to talk about spelldmg/ healing gear. It’s basically the same now with the new spellpower patch. An important thing to remember about a shaman is that every single stat helps them. Therefore, maximizing all stats instead of one particular one is important. Here is how I break down stat importance, in order, for a 19 shaman twink. You want to aim for at least 1500 hp, 1600 mp, and 75 mana regen unbuffed. Once that’s achieved put the rest into spellpower, then what you can’t get into the first 4 of the following stats put into the last 2.
1) Intellect- Slightly more important than stamina because it can be used to increase health with heals. Keep the two about even though.
2) Stamina- Keep this high because it will give you the survivability that makes a shaman better than other healers.
3) Spellpower- Along with stamina and intellect keep this high. Not at the cost of the other two, but in addition to them. Without the all of the top 4 stats shown here in large amounts a shaman twink can’t be very good.
4) Spirit- Many caster’s skimp on this one. It’s not hard to get but I would factor it in. You will be very happy to have about 75 mana regen when you run from fight to fight.
5) Agility- Relatively unimportant stat. A bit of crit and armor. Nice to have if it doesn’t cost you anything else.
6) Strength- Not necessary for a spldmg/ resto shaman but if it comes with an item its good for your white damage.

So what gear to get to maximize these stats.

Head:
[] or []- []/[]
- Most people think that the fishing hat is better. I disagree for a shaman twink, they both have 15 stats. The stamina or spirit loss can be made up in a different place. They are equal in my eyes.

Neck:
[] or []
- People say, “No it’s a caster, 1 stam on [] is better than 6 agility.” This is untrue for a shaman. The small amount of crit and armor on the medallion beats 10hp any day. The slight increase in white damage is higher than the infinitesimally small increase in survivability.

Shoulders:
[] or [](H)or (Random Leather non-binding shoulders with []or [Power of the Scourge])
- Talbar is the most obvious choice until you can get the naxx enchants, you can go ghostly if you're horde for looks and spirit if you really want but I advise talbar for the stamina.

Back:
[Power of the Scourge] or [Power of the Scourge]or [Power of the Scourge] +70 armor or +12 dodge or +10 shadow resistance or +5 resistances
- With the new spellpower change the warsong reward cape gets 5 splpwr and has great stats, that would be my top choice.

Chest:
[Power of the Scourge] or [Power of the Scourge] or [Power of the Scourge] or [Inferno Robe](H) +100hp, +4 stats, [+150hp, +6stats] = Inferno Robe only
- Here is a dilemma. Blackened Defias has the most overall stats, plus its leather for improved survivability. Moccassin gives you 3 of the top 4 most important. Treebark maximizes the two most important. If you’re lacking in stamina I would go with Blackened Defias, if you’re low on intellect get Treebark, and if you’re good and both get Moccasin. In addition, the spellpower change to inferno robe makes it an extremely powerful chest with its ability to take BC enchants. If you have your other stats covered enough or perhaps anyway, this robe with 6stats or 150hp could very easily top all the rest. /sigh, poor allies.

Wrist:
[Inferno Robe] or [3/3 [Inferno Robe] Of the Eagle, or Owl.] +15 spellpower, +9 spirit, +9 stamina.
- Crystalline are the best, if you’re alliance and have trouble getting into RFC go with the scouting if you want but know that if you can get to them crystalline are better.

Weapon:
[Inferno Robe] or [Inferno Robe](H) or [Inferno Robe](A) or [Inferno Robe]+22 intellect, +30 spellpower, +29 spellpower, +20 spirit
-A neat trick is to switch weapons in combat. Get a weapon with 22int to start with, switch to 30splpwr when you use up the initial extra mana, and switch to 20spirit when you're low on mana. Put the enchants on the weapon that best adds to its stat and therefore its use.

Shield:
[Inferno Robe]or[Inferno Robe]+9 spirit or +7stamina
-If you're horde you can use the same tactic described in the weapon section. Put 7 stam on deadskull and switch to arctic with 9spirit when you get low on mana. Alliance could do the same with [Inferno Robe] +7stam but the item doesn't have enough block/ armor to be comparable to arctic in my opinion.

Gloves:
[Inferno Robe] or [Inferno Robe] or [Inferno Robe]or [Inferno Robe]of the eagle+16 spellpower
- Magefist have the best stats, but if you prefer the armor of scouting to the spirit of magefist you can go with them. Gold flecked and serpent are good if you have a lot of mana regen and stamina already and want to add to your spellpower.

Waist:
[Inferno Robe][Screecher Belt]
-Blindwatcher, there's really no doubt. Screecher is kind of cool to switch in for a bit of AP i guess but I really don't see the use in them...
Legs:
[Scouting Trousers]or [Screecher Belt] of the eagle or [Darkweave Breeches]. + [Runic Spellthread] or [Golden Spellthread]
-Sorry it won't let me link scouting for some reason but it's the same as rigid. Again like gloves its a choice between leather and spirit.


Feet:
[Golden Spellthread] or [Golden Spellthread] or ([Scouting Boots]4/4 of the Eagle) or[Scouting Boots](A) or [Scouting Boots](H) or [Sanguine Sandals]+Boar’s Speed or +7stam or Minor Speed Increase
- You want the fishing boots but until then there are a few different choices; Kimbra for Spldmg, Fang/Grizzled(H) if you need the stam, Scouting if you can get them but they often aren't on AH with 4/4 so sanguine is fine until you get your fishing boots.

Finger:
1) [Sanguine Sandals](A) or [Sanguine Sandals](H)
2) [Sanguine Sandals](A) or [Sanguine Sandals](H) or [Lavishly Jeweled Ring] or [Blood Ring] or [Blood Ring]
- Lorekeeper's/ Advisor's is the best overall slot 2 ring with stam, mp5 and spldmg. Until you get it, or if you need more of a different stat, go with one of the others. For slot 1 wrynn or sylvanas really are musts with their great stats.

Trinket:
1) [Blood Ring]
2)[Blood Ring](A) [Blood Ring](H)
- Some people like two AGMs, they share the same cooldown so you only get one aura of protection but the dodge is very nice. However, the tide changing ability of the insignia is really too much to pass up. If you want to get a second AGM to macro in after you use the insignia you can for the dodge rating, but don't forget to put back in the insignia when the CD is up. Also remember that this will cause another 30 second CD on the insignia.






5. 1v1-


General Tips: I’m going to discuss 1v1 battles from the only shaman twink point of view that makes sense; the spelldamage/ healer shaman. Again, basically the same twink, you should get the same gear. Here are a few general shaman tips when attacking.
– Use fire as your first shock. When shock CD is up use earth. Then fire. Then earth. And so on. Because the fire shock is 12 sec and CD is 6, you should always have a fire dot on the enemy, and in the meantime be using the more powerful earthshock.
- It’s good to purge an enemy a few times at the beginning of a fight if you have time. This will take away any stat bonuses that the buffs give them and make them easier to kill. Also if there is a specific purgable ability or item they use, you can purge it off without having to go through the other buffs.
- Unless dropping a tremor or stoneclaw, it is always good to have an earthbind totem out. Even if you want to be in melee range it is always better if your enemy moves slower. As a shaman 1h dpser your melee damage comes from quick strikes and flametongues. Warriors and some other classes swing more slowly. If they can pull away between their swings they will be dealing a lot more damage than you are.
- Always have a searing out unless you use fire nova for some reason. It is a simple and annoying dps machine. No matter what you’re doing it can keep up its constant stream of damage.
- Don’t let your health get too low. As long as your heal won’t be wasted by doing too much you should always heal in combat. You never know when you’re opponent will get a big crit in, or use a damaging item, or a rogue will pop out and ambush. It’s always better to be at higher health as long as it doesn’t stop you from killing the enemy.
--"In general vs casters you should only spam your FS ES FS routine up until a certain point. From this point on it's best to watch your opponents movements to determine the best shock - wait out with your interrupt or make sure there's a dot on them etc. this is usually when your opponent is around 50%. VS a class like a warrior that should be able to get out of your range, make sure flameshock is up always, this means if you are a few secs late with earthshock due to a totem or a heal/gcd it's better to flameshock instead."- MuqMuq... good point. You need to keep that dot on to stop bandages and against non caster's that's more important than the dps routine, if you need to choose choose flameshock. Against caster's stopping spells is often more important. If the choice is between the dot and shock choose dot. However, all of this is a judgement call.

Druid: The only druids that should give you any trouble are resto druids. You still shouldn’t have too much with a problem with them. The only real problem is their root. Without trinket you have no real way to break it. If a druid can root and run around a corner they will be able to heal up again. However, they should never kill you and you're more mana efficient in general. They also have no dps. So here’s what you do.
- Start by purging any preexisting buffs so that later you can get off the HoT without a problem.
- Use earthbind to stay in melee range, they can’t shift out of the movement impair because the totem will rebind them.
- Like all fights drop a searing totem and keep meleeing them.
- With shocks I would use fire until they got below 75% then keep the shock off of cooldown. Then when they start to heal wait till the heal is nearly done and earthshock ‘em. When they stick on a rejuv or if they get a regrowth on, purge it off.
- Just heal whenever you need to, just don’t wait too long because they do have that little bash stun that can stop you and then they can moonfire spam you. This shouldn’t do more than 10% before you get a heal off but just keep yourself up.
- If they do root you and you can’t stay on top of them make sure to stick a fire shock on before they get out of shock range to prevent bandaging. If they are going to get a heal off make sure it uses up mana.

Hunter: The most overpowered class at 19. However, 1v1 a shaman is able to defeat them. The most important thing is to stay in range. A hunter will try to stand back and shoot you and if they wing clip you and haven’t earthbound then you need to just heal through it until the clip ends. Here is a layout of the fight:

-If you're inside or near a wall/post use LOS to your advantage. If you can get the pet alone and kill it first. Also you can stay out of sight to wait for CDs/ take off sting and bandage.
When in open combat:
- Try to get close to them and earthbind near them so they have to walk a long time to get out of its radius.
- Keep up the general tips that I outlined before.
- Make sure that fire shock doesn’t wear off or the hunter can conc shot/ wing clip… trinket… and bandage to full. Then you’re done for because you’re at lower mana and hes as good as new. Be aware of the possibility of him getting out of the earthbind at times. There’s not much you can do about it but stay on top of him as much as possible and place earthbinds carefully.

Mage: Don’t make me laugh. Mages are pitiful against a shaman unless they are hiding above you or out of range of your shocks.
-Keep earthbind on them and do your melee damage
- Earthshock whatever type of spell they seem to favor. Don’t do the alternating flame/earth shock thing. Save it all for earth shocks unless they nova you and try to get enough range to bandage. If they start to do that flame em and let the dot stop them.
- Once they get to low health you should keep earthshock ready for their polymorph instead of stopping their damage spells. Poly is a real can be a real pain in the neck at times.

Paladin: Paladins have no abilities that shamans can't counter. They simply have a lot of armor/hp to chew through and holy pallys can really heal. Prepare for a long tedious fight and conserve your mana, and you are very unlikely to lose.
-Just purge their seals and blessing of freedom. Keep them earthbound and do your dps thing.
-When they get low save your earthshock for heals. Keep in mind the general tips and you’ll have no pally problems.
- If they kill your earthbind use stoneskin until the CD ends. If they kill stoneskin drop a stoneclaw, the names are similar and they might fall for it and get the 3sec stun and /facepalm.
- Keep in mind the general tips and yeah… don't get bored it might end.

Priest: A priest is trouble because of their large mana pool and big heals. You should be able to win if you use earthshock and tremor totem effectively.
- Purge their bubbles and renews.
- Slow em down occasionally with an earthbind so they don't get out of melee range, also use tremor when the rpiest is likely to fear. Tremor only costs 6mana now so basically it really only costs a global cooldown. Overuse doesn't hurt much.
- When they’re wand dpsing keep running around them in circles, their wands will be nearly useless xD.
-Conserve your mana. If you think you will need to, use wind shock instead of earthshock and use mostly melee dps to take them down.





Rogue: Practice this as you will have to do it a lot.
- Don’t use your melee dps at all. They will pwn you when you’re close. Use earthbind and run around shocking them and using searing totem. If you’re sure you have enough range throw a lightning bolt at them.
- Use the general shock dps tip.
- When they use their sprint you will probably not be able to get away completely. Start a heal then jump, they will likely waste their kick. Otherwise just eat the interrupt and the dps then heal after it’s over. You should still be ok. Once their sprint/ trinket is done there’s nothing left. Just keep kiting them and they will probly sit to help you just end their misery faster.
-You should mainly use fire shock against rogues to prevent them gouging you right before the CDis up and bandaging right after the dot ends. I personally use flame shock glyph to give my dot an extra few seconds so this is less of a problem and I can keep up my Flame/Earth cycle.

Shaman: Hmm, facing other well-twinked shamans 1v1 is something that I must admit I’ve only done once. My friend and I had some duels outside the warsong place a few times. It was pretty close. I’ll tell you how the person who won, won.
- You can keep earthbind up, it didn’t really matter for us but it was annoying enough to our opponent to warrant its use.
- Keep up searing totem and your normal dps.
- The most important thing, and probably the only important thing was shock and heal use. If you start a heal directly after they use a shock you should be able to get it off before their shock is back again. Visa- versa don’t use your shocks until they are healing. If you shock a heal your interruptions should be enough to slow their heal enough so that before it goes off your earthshock is back. Doing these two things should eventually win you the battle.


Warlock:An extremely annoying class. They have instant dots that you can't stop with shocks, and their fear is a pain.
- If they have an imp kill it with a tremor totem out before you attack the lock itself. If they are using VW just don’t worry about it unless you think its just on aggressive and not specifically on you in which case drop a quick stoneclaw to see if you can stun it. Otherwise just ignore it because killing it is not worth the amount of time the task will take unless you can get out of lock line of sight and have time to take it out.
- Drop a tremor when their fear cast starts or shock it. Keep earthbind totem up at all other times.
- Do your normal dps and heal whenever you get below 50%.
- Stay right on top of them and don't let them shake you with corners and quick turns. If they get away from you and earthbind things are going to get ugly and frustrating.
- Purge it when they sacrifice their voidwalker.
- The key is staying on top of them during this fight good luck.

Warrior: A lot like a rogue except they have a slow , a lot less dps, slower attacks, and only can interrupt if they have a shield. If they get in range once they can hamstring if you let them get rage. A few specific things to keep in mind.
- Use the fire/earth shock cycle. If the dot ever goes off and your not directly attacking the warrior they can charge and hamstring you.
- Kite them like a rogue unless you want to finish it quickly and fight them a little more dangerously in melee range. They are unlikely to be doing enough dps to overcome your healing ability, but those lucky crits are possible.
- If you are caught close while trying to kite them don’t melee dps too much or they will get enough rage to hamstring. If they only get one swing off or if not enough hits hit then they wont get the rage to hammy. If they do get it off you're pretty much stuck, just melee dps them and keep healing yourself.


6. Useful Macros-


1) Instant earthshock regardless of what spell you’re currently casting. This is important if you need to get off that earthshock before enemy finishes their spellcast. This can be copied with windshock for the same effect.

/stopcasting
/cast Earth Shock

2) If you need to heal yourself and don’t have time to untarget your current target and just want a button to do that instead of pressing alt and healing.

/cast [target=player] Healing Wave

3) If you don’t have time for the full length highest rank heal you can right click this to use the faster lower rank one. For the normal heal just normal click it. Note that after 3.0 this costs the same amount of mana but might still be needed for speed purposes.

/cast [button:2] Healing wave(Rank 3); Healing wave

7. Picking up Items
- The worst thing is to be at 19 and realize that you can never be the perfect twink because there's that damn quest item you forgot to get and now it costs too much experience. Some of these you will probably never use but at MuqMuq's request I decided that this might be an interesting section to add. Remember there is no guarantee that you will be able to do all of these quests without leveling past 20. I have ranked the quests in order of importance in my opinion. Pick the items that you most want first and then see what leftover experience you have. In most quests you can lower the experience gains by discovering the areas before that level and dying and completing quests as a corpse with a high level friend for no experience gain or waiting outside an instance and only coming in for the necessary boss. Also when getting instance items enter the instance at the minimum level and get all of the items you might want from that instance. 8 for RFC. 10 for WC/DM, 15 for SFK/Stocks.

Here is a list of quest items and the level requirements to get them:

Alliance

9- [Kimbra Boots]or [Kimbra Boots] http://thottbot.com/q256
15-[Kimbra Boots]http://thottbot.com/q3370
16- [Seal of Wrynn] http://thottbot.com/q396
16-18 [Seal of Wrynn]http://thottbot.com/q1096
18- [Arctic Buckler]http://thottbot.com/q1200
18-19- [Gutterblade]http://thottbot.com/q1046


Horde


15- [Gutterblade] http://thottbot.com/q3369
15- [Dawnblade]http://thottbot.com/q9167'
16- [Grizzled Boots]http://thottbot.com/q1013
17- [Inferno Robe] http://thottbot.com/q566
18- [Seal of Sylvanas]http://thottbot.com/q1014
18- [Arctic Buckler]http://thottbot.com/q6561
18- [Ghostly Mantle]http://thottbot.com/q1098
18- [Screecher Belt] http://thottbot.com/q6283
19-[Screecher Belt]http://thottbot.com/q550


Good luck .
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Old 10-28-2008, 09:56 PM
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Please tell me how to improve this guide and any corrections or other issues you see with it. Thanks for your help, it's my first attempt at a guide.
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Old 10-28-2008, 11:29 PM
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Nice job

I just did a quick look over and the only real mistake I found was this:

Orc racial does not have the decreased healing debuff any longer.

Other than that, looks ok
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Old 10-29-2008, 03:34 AM
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First of all it's great that you're trying this but I wasn't really impressed by the guide. I'm under the impression that you're a pretty unexperienced, new shaman (after looking at your armory I'm pretty sure of this) and that this might be a little out of your league. But with a lot of help this can be made into a nice guide.

The guides notes a lot of false facts. I'm not gonna mention them all but it's important that you get rid of these:
- 2% nature miss being useless - not true, missing purges and roots and eb totems is very valuable (counts for all racial resitances, missing a fear will often ditermine the outcome of a fight)
- moonfire being nature .. it's arcane >_>
- aggro in pvp... - ??? what??
- 3/3 scouting bracers - they don't excist.
- Magma totem - It's called fire nova totem and it's one of your most burst friendly skills and it's a major buff to general shaman dps, jsut requires skill to use it.
- hardiness reduces duration of stuns.
-...stuff i can't remember anymore >_<


I don't agree with the specs either if you don't get 5 imp healing wave, then you're just gimping yourself. it beats those few %'s mana increase by a long shot.

A lot of incorrect facts when it comes to 1v1's, hunters for instance:
A very useful tactic is abusing LOS and killing the pet. Going out in the open like you suggest is exactly what they want. Some hunters will even save their pets for times where they need them.
- Resto druids aren't hard at all your shocks and purge will utterly destroy them, a looot of room for mistakes here. your mana pool should be able to kill 2 of them..
- Paladins are hard to beat because a good paladin can outlast a lot of your mana - you're not allowed to make mistakes, with pushback buff they can easily get heals off if you're doing flameshock routines.
- Warriors won't let you out of melee range even if you trinket.
- 1v1's vs a priest won't (easily) be won by you, don't flameshock, limit earthbinds to when you really need them, always keep tremors and searing up. mana efficient dps.

Also in general vs casters you should only spam your FS ES FS routine up untill a certain point. From this point on it's best to watch your opponents movements to determine the best shock - wait out with your interrupt or make sure there's a dot on them etc. this is usually when your opponent is around 50%. VS a class like a warrior that should be able to get out of your range, make sure flameshock is up always, this means if you are a few secs late with earthshock due to a totem or a heal/gcd it's better to flameshock instead.

Another thing: Saving earthbind is vital, that's what separates squishy-shaman from nimble-'can't caaatch me!'-shaman. you suggest randomly dropping it but there's more to it.


- Wind Shock is the new earth shock rank 1 - pretty important spell
- rank 3 healing wave is a very important clutch heal, has lost most use besides this after 3.0
- wc/dm gloves aren't viable for any serious shaman, your choice is magefists (combined with dwb) for stats/MP5 or 4/4 eagle scouting gloves (combined with 5/5 scouting legs) for durable more stable set.
- Gutterblade is a very nice weapon for alliance shammies.
- vs totem destroyers drop stoneclaw and use /facpalm.

tip: add a list with all quest items for A/H in order of lvl, include all items possibly usefull to a shaman like engineer's cloak kimbra boots, for horde infirno robe, screetcher belt, etc etc..


Sigh there's so much stuff I could still add to / change about this guide.. but i'll leave it at this for now.
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Old 10-29-2008, 04:36 AM
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Tauren bonus only gives 5% base health.
Earthbind range and imp healing wave is a must in any spec nowadays.
Talbar mantle is not an obvious choice, what about naxx?
Wrangler's wristbands, not scouting.
You -HAVE- to change weapon, might want to add something about that? 30 sp on evocators, 20 spirit on razors edge and 22int on dawnblade / gutterblade aswell as 9spi on arctic and 7stam on Deadskull / Forest buckeler.

Oh, and I am sure my paladin could give you quite a fight, Pallys dont die that easy as you make it look.
Vs priests never use flame shock because they will dispell it, just keep ES ready and use mana efficient dps.
Locks can actually win unless you are very, and then i mean VERY careful vs fears. Whenever you are trying to heal, you will be feared or they will bandage between flameshock.
Only flameshock is prefer against rogues, because then they cant gouge you 1 sec before the dot expires.

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Old 10-29-2008, 04:52 AM
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Quote:
Originally Posted by Tinton View Post
Paladin: Even funnier than a mage. Paladins have NOTHING on shamans. If they have any good sense they will hammer of justice us then run. Unless they are holy and twinked this fight simply can’t be interesting, even then its just a matter of time till they oom. If they are a well made fc twink it could take a while, but they will never beat you.
-Just purge their seals and blessing of freedom. Keep them earthbound and do your dps thing.
-When they get low save your earthshock for heals. Keep in mind the general tips and you’ll have no pally problems.
- Keep in mind the general tips and yeah…
Are you serious? I'd smack your shaman up EZ with my godmode paladin. You're a joke omg.

We simply dont Oom, we have almost the same dps output as you and Our heals does Wtfpwn yours.
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Old 10-29-2008, 01:53 PM
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Thanks for your erm... mostly... constructive replies. I don't agree that a paladin's heals rival a shaman's in any way and I have never had a paladin give me much trouble in a 1v1 situation. They are incredibly difficult to kill and definitely got buffed in 3.0 but I don't see how they can kill a shaman 1v1 when their seals are being purged, heals earthshocked, and they have no real interrupts and can't stop heals as long as the shaman conserves their mana pool. It's completely true that my shaman is my newest twink and I'm still learning the more advanced techniques, but it's the class I see the least guides about. From the fights that I have had since I made her, I believe I have learned a lot about shamans and wanted to share the information so that we can see some more shamans being made. I did the best I could with this guide so bear with me and keep giving me your ideas and corrections so that we can make a truly effective 19 shaman guide.
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Old 10-29-2008, 02:03 PM
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I find Warlocks/Paladins to be the harder duels, warrior to be the easiest. I usually don't kite warriors, now with the buff to healing I doubt I would ever have to move unless the warrior was running to bandage.
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Old 10-29-2008, 09:03 PM
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Quote:
Originally Posted by muqmuq View Post
First of all it's great that you're trying this but I wasn't really impressed by the guide. I'm under the impression that you're a pretty unexperienced, new shaman (after looking at your armory I'm pretty sure of this) and that this might be a little out of your league. But with a lot of help this can be made into a nice guide.

The guides notes a lot of false facts. I'm not gonna mention them all but it's important that you get rid of these:
- 2% nature miss being useless - not true, missing purges and roots and eb totems is very valuable (counts for all racial resitances, missing a fear will often ditermine the outcome of a fight)
- moonfire being nature .. it's arcane >_>
- aggro in pvp... - ??? what??
- 3/3 scouting bracers - they don't excist.
- Magma totem - It's called fire nova totem and it's one of your most burst friendly skills and it's a major buff to general shaman dps, jsut requires skill to use it.
- hardiness reduces duration of stuns.
-...stuff i can't remember anymore >_<


I don't agree with the specs either if you don't get 5 imp healing wave, then you're just gimping yourself. it beats those few %'s mana increase by a long shot.

A lot of incorrect facts when it comes to 1v1's, hunters for instance:
A very useful tactic is abusing LOS and killing the pet. Going out in the open like you suggest is exactly what they want. Some hunters will even save their pets for times where they need them.
- Resto druids aren't hard at all your shocks and purge will utterly destroy them, a looot of room for mistakes here. your mana pool should be able to kill 2 of them..
- Paladins are hard to beat because a good paladin can outlast a lot of your mana - you're not allowed to make mistakes, with pushback buff they can easily get heals off if you're doing flameshock routines.
- Warriors won't let you out of melee range even if you trinket.
- 1v1's vs a priest won't (easily) be won by you, don't flameshock, limit earthbinds to when you really need them, always keep tremors and searing up. mana efficient dps.

Also in general vs casters you should only spam your FS ES FS routine up untill a certain point. From this point on it's best to watch your opponents movements to determine the best shock - wait out with your interrupt or make sure there's a dot on them etc. this is usually when your opponent is around 50%. VS a class like a warrior that should be able to get out of your range, make sure flameshock is up always, this means if you are a few secs late with earthshock due to a totem or a heal/gcd it's better to flameshock instead.

Another thing: Saving earthbind is vital, that's what separates squishy-shaman from nimble-'can't caaatch me!'-shaman. you suggest randomly dropping it but there's more to it.


- Wind Shock is the new earth shock rank 1 - pretty important spell
- rank 3 healing wave is a very important clutch heal, has lost most use besides this after 3.0
- wc/dm gloves aren't viable for any serious shaman, your choice is magefists (combined with dwb) for stats/MP5 or 4/4 eagle scouting gloves (combined with 5/5 scouting legs) for durable more stable set.
- Gutterblade is a very nice weapon for alliance shammies.
- vs totem destroyers drop stoneclaw and use /facpalm.

tip: add a list with all quest items for A/H in order of lvl, include all items possibly usefull to a shaman like engineer's cloak kimbra boots, for horde infirno robe, screetcher belt, etc etc..


Sigh there's so much stuff I could still add to / change about this guide.. but i'll leave it at this for now.
lol... please if you have more time, say all the things you can about the guide. I'll do my best to add to it/ change it and I welcome any advice you have to give.
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Old 10-29-2008, 11:02 PM
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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...
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