Instance Farming: Ruins of Ahn’Qiraj (AQ 20)

An instance that I particularly like to farm for gold are Ruins of Ahn’Qiraj. At level 80 the level 60 raid mobs do not really pose any threat and make a quick run quite lucrative.

A typical run takes about 45 min and averages about 250 gold profit, even if you just vendor all the drops you find. Here is a little screenshot from this afternoons AQ 20 run.

Ruins of Ahn'Qiraij Profit

As you can see there is not so much gold from bosses, but the real goodies are the skillbooks for the Level 60 abilities that drop 1-2 per boss and can be vendored for 10g each. In addition, I just vendor the Blues/Epics since the value of shards is not worth disenchanting.

Further interesting drops are recipes/formulars that sell for huge prices on AH. For example the Blacksmith Patterns from Moam go for around 80g each.

Now about the mobs, here is a small list of tips that might make your gold farming a little easier!

Trash

Trash you should avoid are the Oozes, when they are low on hp they swallow you and regain hp while you lose yours … until you die … except if you have some dot that will outdamage its heal. It is best to avoid them and basically you only need to kill one if you are going for Buru.

You need to clear the anubisath trash before Ossirian. The anubisath guardians may cast meteor which hits for 10k+ damage. However there are some ways to reduce the damage taken. The damage is split by all targets it hits … if you have a pet out you only take half damage. You can resist a lot of the damage, since they are only level 62, but some kind of fire resistance is highly effective, too.

Kurinnaxx

Kurinaxx is the first boss inside. He has 2 abilities that can be quite annoying.

  1. Mortal Wound, an cleave attack that reduces healing taken by 10% and stacks up to 100%.
  2. Sandtrap, spawns under a player and if he doesn’t move out reduces his chance to hit by 75% and silences for 20 seconds

The trick to do this solo is to use your cooldowns early, try to be at a high percentage of health when you are at about 70% healing reduction and try to outlive his hits. Once healing reduction hits 100% it resets to 0% and you can heal up.

At 30% he enrages and hits a bit harder.

Also if you continually move backwards then sandtrap will not hit you and is no threat.

General Rajaxx

Before starting the fight, make sure that the reinforcements from Cenarion Circle,  Lieutenant General Andorov and his 4 Kaldorei Elite, come to help you. If you defeated Kurinaxx close to General Rajaxx they might not appear and you may need to ride back to the stairs leading down to Kurinaxx.

Lieutenant General Andorov will provide 200 hp/3 sec and an 10% haste aura (amplify magic can increase the healing)

Some people like the fight, some hate it. Since I am a friend of zerging down hordes of mobs I really enjoy this part as 7 waves of thrash come and you are to defeat them.

The 8th Wave is General Rajaxx himself. It is all tank and spank, just that his thundeclap reduces your current by 50%. do not forget to loot the corpses of the officers as they sometimes have some blue items that vendor nicely.

Moam

Moam is pretty easy to solo. If youa re a mana user he will drain 500 mana each few seconds, so you might like to avoid high mana spells and focus on your mana regeneration.

If you kill him too slow he will spawn 3 Elementals that do arcane explosions, but the elementals are only level 62 and will miss a lot with their spells. You can continue dps after you killed them.

Buru the Gorger

I am skipping Buru the Gorger because the fight takes forever, he will always chase you and thus you will not have a lot of time to actually dps the eggs that will blow him up and make him vulnerable. Definitely doable, but it takes a lot of time. If you are going for it, make sure he does not hit you, the eggs have a nice blast radius, because his hit will place a stacking dot on you which can kill you fast.

Ayamiss the Hunter

I am skipping Ayamiss aswell. the first phase is an „air phase“ and as melee that sucks. Actually haven’t even tried her as enhancement shaman or paladin.

Ossirian the Unscarred

The Ossirian fight is quite fun. He is very strong and hits for about 3-4k, if he is not weakened. If you look around the area you will notice that there are prisms on the floor. You click them when Ossirian is close he will be weakened for around 30 seconds and also become vulnerable to certain schools of magic.

Basically you pull him on mount to the first prism and then you need to locate the next prism and move him there.

He casts a cyclone spell on you, but it will break on first hit. It is just an issue if you aren’t soloing him, because he will cyclone the tank and go for second on threat, which means the tank will be cycloned for the whole duration.

Summary:

If you are getting used to the instance you can easily solo it in less than 1 hour, making it quite profitable, depending on drops. An easy 500g each week.

Video:

Garwal, Worgen Pet tameable!

To get this awesome Worgen as Hunter Pet you need to prepare a few things.

Garwal has 14k hp and he turns from wolf to worg at 50%. If you tame him before he transforms then he will stay a gray worg, if you tame him right after he transforms he will turn into the humaoid form then and then right into a worg.
You need to make sure you get him to 50% hp when the taming proces finishes. A simple way to do this is to use the ability Wyvern Sting.

A stinging shot that puts the target to sleep for 30 sec.  Any damage will cancel the effect.  When the target wakes up, the Sting causes Nature damage over 6 sec.

So you bring garwal to 52% hp (7400) and then use Wyvern sting on him. with about 15 seconds left on the Sleep start to tame. 5 seconds before the tame is finished it will start ticking and thus bring garwal to transform just in time.

  • Garwal is Level 71, so you need to be at least Level 71
  • The Quest „Alpha Worg“ (Alliance; Horde) in Howling Fjord. If you completed that quest you will not be able to see the worg and thus not be able to tame it.
  • Some way to manage damage to Garwal when the tame is being finished – wyvern sting, a friend damaging him to 50% or whatever method you choose.

Garwal-tamed-03
Garwal-tamed-01
Garwal-tamed-02

And finally the Video here:

Good luck and have fun with this awesome pet!

P.S. I know the UI sucks and that the hutner sucks, I played her las tin 2005 in molten core and she still has some T1 😉 But when I heard of this I could not resist 🙂

UPDATE: Garwal has been fixed by Blizzard, but something jsut doesn’t seem right. His size is is extremely large as can easily been seen in the new video:

Shaman Changes for Patch 3.2 and Totem Bar

Following release of the Shaman Q&A past week Blizzard will Implement some changes already in 3.2. You can find the complete Patchnotes here.

Shaman

  • A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
  • All Shocks now have a default range of 25 yards, up from 20 yards.
  • Base health increased by approximately 7% to correct for shamans having lower health than other classes.
  • Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
  • Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
  • Talents
    • Enhancement
      • Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman’s attack power, down from 30%.
    • Restoration
      • Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
      • Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
      • Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
      • Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman’s Healing Wave by 8/16/25%.
      • Mana Tide Totem: Totem health now equal to 10% of the shaman’s health.
      • Nature’s Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30 second internal cooldown, and increases the shaman’s maximum health by 3/6/9/12/15% for 10 seconds.
        Nature’s Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
      • Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
      • Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.

Some more details on the Totembar has been released here.

Totem Bar

There comes a time in all shaman’s lives when they must learn to harness the power of nature and wield powerful totems. As they grow in power, so do the opportunities to use these instruments of healing, protection, and destruction. In the upcoming content patch, Call of the Crusade, the shaman will be able to quickly place totems of each element, aiding them in managing these powerful focuses of nature.

We wanted to provide some insight regarding the upcoming shaman-specific interface addition, the Totem Bar. Shaman will be able to utilize this new bar to manage their fire, earth, water, and air totems in a more accessible and convenient way. This bar will appear on the left-hand side above the standard toolbar, similar to warrior stances or druid forms. The bar contains space for four totems of the player’s choice, one of each element. Clicking the respective button will drop that totem. To the right of the four totems is a button for Totemic Call, which we have renamed Call of Earth. To the left of the four totems is a new ability named Call of Fire which will drop all four totems on the bar at once. The mana cost is the same as if the shaman dropped all four of the totems one at a time. However, it takes but a single global cooldown.

Questing shaman will be able to quickly move their totems of choice forward, while a shaman in an instance, Arena, or Battleground will be able to replace their totems if they have to move or if the totems are destroyed.

Shamans will also be able to customize their bar to set Call of Fire to drop less than four totems if they choose. Access to this functionality is made available at the same level as Call of Earth (currently level 30.) At higher levels, Shaman will gain two additional spells, Call of Air and Call of Water. These function exactly the same as Call of Fire, essentially giving the shaman three different sets of totems that can be placed at once. New key bindings will also be made available for all of these slots.

As with all new content under testing, we want to caution players that, as a new part of the interface, there may be additional changes during the period of the PTR until the release of the Call of the Crusade content patch. We look forward to constructive feedback once it is available for testing.

Class Q&A: Shaman 06.2009

The Q&A that you can find in Original here is all about the Shaman class and a quite interesting read. It seems that Blizzard is well aware of our issues and some fixes are incoming.

This week we’re starting our class Q&A series with Greg “Ghostcrawler“ Street and the development team. We’ll be taking a look at each class and answering some of the top questions brought forward by their communities. First up, we take a look at the most asked questions from the shaman class and find out more about the design philosophy behind the class, the expectations for the class, and what may lie in store for it in the future.

Shaman Q&A with Ghostcrawler and the World of Warcraft Development Team

Community Team: We’d like to start things off by asking a question that players often ask in regard to the very purpose of each class. In this case, we’re looking specifically at the shaman, which has seen a variety of changes since the start of World of Warcraft and perhaps doesn’t fit into the original description quite the way they used to.

Q. Where do shamans fit into the larger scope of things currently and where do you see them going from this point forward?

A: The shaman class has a pretty dynamic history. In classic World of Warcraft there was a period where everyone viewed shamans as overpowered. I remember one of my earliest experiences in the Barrens trying to group with a shaman to do a group quest. But he just told me was an overpowered shaman (Frost Shock!) and didn’t need the help.

In vanilla World of Warcraft, shamans at the end-game were healers. Period. By The Burning Crusade, we decided that all three of their trees should have viable roles in the end-game. We also decided that hybrid classes (those that can fill more than one role, such as damage and healing) should do less damage than the classes that could only fill the damage role. This philosophy generally worked, in some cases too well, because Sunwell raids were infamous for stacking lots of shamans.

In Lich King, a primary goal for raiding was to give players far more flexibility in which classes they brought and try to de-emphasize “raid stacking” as much as possible. This meant we needed to share the unique, mandatory buffs among more classes and specs so that, for example, a raid wasn’t gimped if they happened to lack a +spellpower or +crit buff. However, we didn’t want say shamans to no longer be attractive for raiding so we brought up their damage a lot. It might still not be as high as rogues or warlocks, but it’s close, and if you have the right gear and really know how to play, you can even beat those classes on some bosses. No raid worth its salt would turn down an Enhancement, Elemental or Restoration shaman for fear of bringing down the raid.

In PvP, especially Arenas, shamans have never really been a powerhouse class and we view this as a problem. Shamans have always had a place in the 5 vs. 5 bracket, where their buffs are most meaningful spread out among multiple characters. Elemental has sometimes had a niche as the “kill the wounded guy” spec. Currently, however, much of the PvP community is very focused on the 2 vs. 2 bracket, where teams that pack a lot of abilities into a single class tend to dominate. This is something we need to improve for the shaman class.

Shamans have three really distinct roles. Enhancement is melee DPS. Elemental is ranged DPS. Restoration is healing. Once upon a time there was a potential tanking role for shamans as well, but we have pretty much phased that out.

Q. What is it that makes them unique compared to all other classes?

A: Totems, totems, totems!

Okay, that’s the obvious answer, but it goes deeper than that. The weapon enchants are an unusual part of the shaman class, as are mechanics like the shield spells (Earth Shield, Lightning Shield) and Frost Shock. Shaman buffs and utility spells are quite powerful, including the infamous Heroism / Bloodlust, but also their self-rez ability, Reincarnation. As envisioned from the start, shamans were also the “offensive” hybrid. Things have inevitably blurred a bit since then, but they are still a counterpart and complement to paladins – paladins have cleanse, shamans have purge; paladins will let an ally move freely to escape or catch an opponent, shamans will snare an enemy to let their ally escape or catch him or her; paladins will make sure their allies’ casts aren’t interrupted, shamans will interrupt enemy casts; and so forth.

Don’t underestimate the gear either. Shamans are only one of two mail-using classes in the game, and the only non-plate wearer that can use shields. Shaman shields provide a lot of defense and stats for the Restoration and Elemental shaman.

One of the other unusual things about the class is their degree of hybridization. An Elemental shaman can easily throw out heals if a group needs a little extra help. A druid, by contrast, would need to shift forms first, possibly giving up other abilities to do so.

Community Team: There is a unique quality to shaman due to their use of totems as a means of protection, healing, and even as an offensive tool. At the same time, there is a strategic element to being able to place the right totems to do the best job and even more important to place them in the optimum possible spot.

For some players, totems’ lack of mobility and range limitations seem to be more of a liability than an element of strategy, and some shamans in PvP encounters often choose not to place any totems at all.

Q. Are there plans to look at totems in general, the way they are managed, their uses, and their benefits in the future?

A: Absolutely. One of the features we have been working on is a way for shamans to drop all four totems at once (on one global cooldown). This will hopefully make the totems more attractive while soloing and will let the shaman in a group environment quickly get his or her totems down again if the group has to move or they get destroyed. We’d like to get this feature in soon, but we want to make sure the user-interface works well and feels integrated to the rest of the game, so we can’t yet announce a date. And of course, this is still in the planning stage, and so subject to change.

In PvP, we want to make sure we end the use of “totem stomping macros” where a pet class essentially programs their pet to automatically kill any totem they see. It’s perfectly acceptable for pets to kill totems, but the player should at least have to make a decision and spend some of their attention to do so.

We want to look at the range of the buff totems and make sure you don’t regularly get out of range on say large boss fights.

Finally, as a small quality-of-life improvement, we are going to let low-level shamans trade in the four elemental totems that clutter their bags for a single totem they can equip in their totem slot. Since the four “clutter”; totems can’t be destroyed or sold, currently there is no way to get rid of them. This change will essentially give shamans their four bag slots back.

Q. And, what are the possible impacts of considering changes to a system like this?

A: Sometimes you will see the community suggest ideas that basically write totems out of the game. That’s not what we want. A shaman player should care about totems and use them often.
Obviously being able to drop four totems on one global cooldown is a pretty decent buff to the class as a whole, which will require some balance attention.

We have talked a few times about improving the health of individual totems, but if we did, we don’t want to do it by much. One of our Restoration shamans said he still wanted to be able to whack down enemy totems with his healing mace at the end of the day. The balance for totems being able to cause damage or other effects while the shaman also does is the fact that they can’t move and are relatively fragile.

One longer-term change we are considering is removing the buff totems (replacing them with normal spells) and making all of the totems do something more active, like the current damage or healing totems. We’ve even discussed letting shamans carry a totem on their back (the tauren do it already) but that may be too far out there.

Community Team: To continue down the path of totem questions, there are many different types of totems available, and at times the amount seems to be overwhelming. In some cases, there seem to be some totems that don’t have a clear, obvious use to players, such as the Sentry Totem.

Q. Is there any plan to look at the way totems are being used and either update little-used totems or consolidate totems that don’t seem to be of a particularly great strategic value individually?

A: There are still some totems that just aren’t cutting it anymore, and we want to continue to consolidate those so that shamans don’t have any totems that they just never, ever use. Sentry Totem is a possible candidate for the chopping block. It’s hard to really carve off unique niches for Magma Totem and Fire Nova Totem, so those may get merged. Stoneskin is not a terribly exciting totem, so maybe there is a way to just tack that benefit onto another Earth totem. Finally, we are exploring the possibility of the elementals coming out of any Fire or Earth totem respectively rather than to have to drop a new totem just for their temporary benefit.

We combined or cut some totems for Lich King, and you should expect another round of that at some point in the future. As always, we’re unsure of how many of these changes we will get in for the 3.2 patch. We’re trying to keep the list of class changes down compared to 3.1, where some players felt whiplash from so many frequent and sometimes substantial changes to their class.

Q. In addition, many valued enhancement totem relics are only available via random drops, which has been voiced as something that we’ve wanted to avoid in the past. Are there any plans to change this?

A: The “relics” (the items that fill the ranged weapon slot) are always tricky to hand out, since they can only be used by one class, and are often attractive to only one spec. We have typically put them on badge vendors, and that might be the way to go with them in the future. On the other hand, several “best in slot” items for every character are subject to the inherent randomness of boss loot drops. Typically these upgrades are attractive but not so mandatory that you can’t do your job without them.

Community Team: Shamans currently have the lowest base health of any class, and this often leads to concern over their survivability.

Q. Is there any reason that they start this way or is there any future change in store to address this disparity between their base health and that of other classes?

A: This is one of those weird legacies that has been in the game forever. Nobody currently working on classes can remember why that decision was initially made, so we plan to revert it for 3.2.

Community Team: Looking into the Player vs. Environment (PvE) aspect of the game, there are various concerns that are brought up. One recurring concern among all shamans, whether they are Elemental, Enhancement, or Restoration, is in regard to itemization. For some, they are looking for better two-handed weapons. For others, they are looking for that better one-handed axe. Others wonder at the choices that are made in relation to the stats or gem bonuses that are placed on items. An example brought up regularly is concerning Armor Penetration being prevalent in Ulduar despite it not being the most desirable stat for shamans who choose to play as Enhancement. In addition, many shamans express concerns that the options for upgrades are more limited for them than other classes.

Q. When itemizing for the shaman class, what are the aspects that are looked at, and are there plans to make additional improvements to the way itemization is done for the class or for specific talent specs?

A: One of the problems we have with dropping one-handed weapons is the overlap. If we drop axes, rogues can’t use them. If we drop swords, shamans can’t use them. If we drop fists, death knights can’t use them. We are looking at changing one of these restrictions in 3.2, though it likely won’t be for shamans to use swords.

It is our basic assumption that Enhancement shamans dual-wield and Restoration and Elemental shamans go for a one-handed weapon and shield. While we don’t prohibit players from playing with other types of gear, they may not find their damage or healing output to be as high. At this point in time, we aren’t trying to support a two-handed DPS build. That would require a pretty extensive reworking of the tree, and we also want to make sure some class besides rogues are using one-handed weapons.
We got a lot of questions on specific itemization, especially in the new Ulduar tier. The designers do feel like we’ve let the value of various stats get too far apart for the classes as a whole. When some characters want armor penetration and some don’t yet they are supposed to share basically the same gear, it makes the randomness of loot drops even more frustrating. We just need to get Enhancement to where they feel like armor penetration is as valuable as other melee stats.

We’re also in the process of taking a hard look at all the stats in the game. Something that gets brought up in our meetings a lot is that haste and crit are relatively straight forward stats and most players have a reasonable intuition about what boosting those stats will do. When you start to throw something like armor penetration into the mix, it’s hard to estimate exactly what that will do for your character. We’re not sure armor penetration is a rousing success as an interesting stat (though it can be quite good for some characters).

Q. What is the expectation for how shamans choose the gear they use?

A: Players sometimes have the expectation that everything that drops that they can use should be an upgrade for them. This isn’t strictly speaking the developer view though. We want gear to be a little bit of a puzzle where you have to analyze if that piece is really an upgrade or not and how it fits with your other stats. Remember also that much of the normal versions of Ulduar is itemized at the same level as Kel’Thuzad and Malygos.

There are some pieces that are just inferior to what they should be and we are getting those updated over time. As I mentioned above, we also want to improve the situations where some stats are so superior for your spec compared to other stats that pieces with the latter on them are just perceived as junk.

While we have a lot of bosses in Ulduar, those bosses also drop an awful lot of loot. Having loot drop that is attractive to more than one spec is paramount in making the bosses feel rewarding enough. Otherwise boss loot tables are just too large and your chance of getting what you want is low. (The huge loot table works for Emalon who is easy to reach, but not Algalon.) We have to avoid the situation where say the Elemental shaman only wants one set of shoulders in the whole instance and those shoulders are unattractive to everyone else in the raid. This is why we often say that we need to fix these problems on the class side, not the item side.

This is a situation where the distinction among the shaman specs can hurt them a little. Restoration and Elemental shamans both basically want caster gear, but the healer wants regen and the nuker has no use for it. This means if there is mana regen on mail, it is pretty much only useful for a Restoration shaman. (Healing plate presents the same problem for paladins.) We don’t have a great solution for this problem yet other than just dropping three kinds of mail.

Community Team: Continuing to discuss the PvE element of the game for shamans, the introduction of Ulduar changed the strategies players had employed in the past to account for these larger-than-life encounters. Restoration shamans in particular have brought up a concern for their role as raid healer being diminished in light of their inability to effectively raid heal like they once did with the use of Chain Heal specifically. Many have taken to the role of main target heals and are concerned about their continued effectiveness in a raid environment.

Q. Where do we feel the role of the shaman is in raids now and where do we see that going in the future?

A: We want all three shaman specs to feel like they can contribute to raids, and to be honest, we think they’re in a pretty good spot certainly relative to some classes that have specs that are perceived as much more viable than other specs. Enhancement can do great melee damage. After the recent Lightning Overload change, we think Elemental can do competitive ranged damage. I know there is some concern about Restoration shamans losing their healing niche of area damage. We think that perception might exist in Ulduar just because recent talents, glyphs, and set bonuses have all propped up things like Lesser Healing Wave over Chain Heal. Chain Heal is still quite useful in some situations and with different gear in the next couple of tiers, we expect to see more shamans going back to it. We don’t want to see them return to just using Chain Heal as was the case in much of Burning Crusade. We do think Restoration shamans are at the risk of running out of mana perhaps more than any other healer right now, and in fact the seemingly unlimited mana in some healers is what leads to Chain Heal getting stomped on by other big heals. This is a problem we plan on addressing.

Q. Is the change in how shamans are used situational only as we move forward into the next encounters, or is this a shift in philosophy as to the role of the shaman in raids?

A: It isn’t a philosophy shift. We want Restoration shamans to be a strong group healer with the option of focusing on a single target with Lesser Healing Wave as needed. Restoration shamans have two distinct healing styles now that they can shift between, and we want to preserve that. We don’t want to return to the Sunwell era, where 95% of healing came from Chain Heal. It’s just a boring play style. (And yes, paladins, we hear you.) We suspect that with a new totem or set bonus that propped up Chain Heal a little more, you’d see it getting a lot more use. We’re cool with that. It’s fun when you upgrade your gear from tier to tier and it actually pushes you into a slightly different play style.

Elemental shamans have had a couple of opportunities to shine in Ulduar — blowing up constructs on Ignis is one example. We try to make sure the encounters are diverse enough that the same classes aren’t always in the spotlight on every encounter, but we also don’t want to constrain our encounter designers’ creativity too much. Elemental may suffer from so many fights in Ulduar requiring movement. Also, while we have given Elemental strong AoE in the form of the Magma Totem, some players feel like this comes at too high a cost to their buffs and mobility, so this is something we’ll look at.

We’re pretty happy with Enhancement shamans in raids, though we want to continue to analyze whether their DPS is where it should be and if their buffs are comparable to other classes that can bring the same benefit.

We do hope we’ve finally settled the issue of which weapon enchantments shamans should use with the now normalized Flametongue.

Community Team: Let’s shift gears a little and go into the realm of Player vs. Player. As we spoke of previously, survivability and mobility are a couple of shaman concerns that recur more strongly when in reference to PvP interactions. More specifically, shaman performance and visibility within the top-rated teams in the Arena is a much-discussed topic. Players have noticed difficulties both in being able to avoid stuns and roots as well being able to move effectively in the playing field without losing the benefit of their totems.

Q. Are there any other considerations in store for improving overall performance for shaman in PvP encounters (whether in Arena or in Battlegrounds)?

A: Mobility is a big problem. One of the designers described casting shamans the other day as “turrets,” which is very apt. You sit and spin and shoot (or heal). We need to get shamans some more mobility, and we have some ideas for how to do that without just giving everyone Blink. We want to see more shaman gladiators soon!

For Restoration shamans, we think their survivability is low, especially while stunned. Teams have learned to kill the shamans first, because if they don’t, the shaman healing output is good, especially in larger teams. In fact, shamans generally are more powerful on the larger teams because of the nature of their powerful buffs affecting more people. In general, we’d like to get the community back to being more focused on the larger Arena brackets, but we realize we have some work to do there first. Earth Shield is too easy to dispel. An idea we’d like to explore is just letting a single charge get dispelled at a time.

Elemental shamans used to have a niche of being able to blow up a wounded target on demand, but we have been trying to back off some of these really high burst moments. We do need to improve their mobility though, which includes not just the standard melee escapes, but also a way to not lose so much DPS when moving. Elemental is a caster and all casters are getting beat up a little too much by melee at the moment.

Players sometimes accuse Enhancement of being too much of a one-trick pony. It’s understandable that saying “I bring damage!” when so many classes have multiple forms of crowd-control and crowd-control breaks may not cut it these days. Players often request more anti-CC in the form of the Feral Spirits, but we don’t want to turn that ability into something that is saved only to be used as a PvP trinket. Again, mobility (both offensive and defensive) will help Enhancement. A lot of the spec’s damage come from procs and sustained effects, while PvP is more about front-loading damage at the right moment. We definitely can make some changes to give Enhancement more of that, but it requires a lot of changes to the talent tree and playstyle and not the kind of thing you can just hotfix in. On the other hand, Enhancement can offensively dispel, interrupt, and use Tremor and Cleansing Totems while still being a melee DPS. They do have a lot of utility — they just need a little help in order to bring it about. They no longer have mana problems in the longer matches.

One of the challenges of designing the shaman class is that we think it is one of the most challenging classes to play in PvP. (Players sometimes call this having a “high skill cap.”) The shaman has to think about defense and offense at the same time, while many classes can worry about one or the other. For example, a Holy paladin can concentrate on keeping his or her group alive while the Restoration shaman has to do that while also keeping totems up, offensively purging buffs from the enemy team, using Wind Shock to interrupt spell casts, etc. The challenge is making it not too difficult for the average player but also not too powerful for the guy who can master all of the shaman’s tools. (Warlocks and hunters have very similar challenges, by the way.)

Q. What considerations are being made for combating the use of totem-killing macros in PvP, and is this seen as a problem currently?

A: It is a problem. Totems are fragile by design, since they essentially can do their jobs while the shaman does other things. We’re fine with this except in the case of pets being able to target and kill totems via macro without any input from the player. We want the player to at least have to target the totem first before commanding the pet to attack. We have a technical change in 3.2 which will prevent macros from doing this while still giving macros the functionality that players currently enjoy elsewhere. Players have made many suggestions for how to accomplish this technically (a common one is to rename the totems), but the solution is a little more complicated than that. Whacking a totem with your weapon or wand is fine because you are making a choice and spending valuable combat time (similar to dispelling a buff or debuff). Using macros requires no player interaction, and is not working as intended. One totem that is just too easily destroyed is Mana Tide, for which we could see bumping up the survivability. Again, remember that while totems are fragile, they aren’t particularly expensive (especially if we get the change in to drop more than one at a time) and the shaman can do other things while the totems are doing theirs. We’re sympathetic to warlocks and hunters being the two classes most affected by the removal of totem stomping, and we do think their respective representation is low, but we don’t think the way to buff them in Arenas is by letting them be ultimate totem stompers. On the other hand, a reason to just not hotfix in more health to totems is that that change would primarily nerf warlocks and hunters, who need nerfing the least in Arena at the moment.

Further down the thread:

I do try, as do we all. A big thanks also to Ghostcrawler and the rest of the development team for taking the time to work on this. I’ll still be keeping an eye on things here and doing what I can to answer more as I can as well, but this should hopefully help. Keep in mind as always that changes depend on time and testing, but we’re working on it as we go. Our main goal was to keep you up to date on what we’re thinking and where we’re going with things.

[…]

We’re working on a lot of updates right now in light of all the new things that will be coming with the next content patch. We also plan to work on continuing dialogue in the class forums as much as we can aside from these large Q&As. It’s a lot of work, but we think it’s worth it and we’ll keep finding ways to keep everyone informed as much as possible.

How to play Enhancement Shaman and use Rotations

This Guide has been written in 2009 when Ulduar was the highest Instance. Now that Cataclysm has been incoming I suggest you take a look here for updated Information:

 

The Enhancement Shaman Guide 4.0

 


A lot of search queries here seem to be related to questions about how to play an Enhancement Shaman and which Rotations to use. I will try to summarize this from my own experience, so do not expect any scientific approach and trust my gut feeling 😉

With 3.0 Developpers promised to make Enhancement Shaman „less mathy“, but the opposite is the fact. Noone knows exactly what is best at the moment, everybody has a different statweight for his character and his playstyle. No simulator can actually help with that. While we believe to know all theories on how our strikes and spells are being calculated, simulators are only as good as their programmers. They also do not take things in count like tanks moving out of totem ranges, or the occasional offheal, placing totems new situational totems. I guess not even for a static fight like Patchwerk they are 100% accurate. However if you have no idea which stats you should be looking for then you should use one of the known Simulators which will give you a rough estimate how many points each stat is worth for you!

Statweights:

Personally I go for:

  1. Attack Power
  2. Crit Rating
  3. Hit Rating
  4. Expertise

All other stats I take as they come. I prefer longer lasting proc effects than short ones, due to the nature of our spells. If our wolves last 45 seconds then a trinket like Fury of the Five Flights will make them stronger for the whole duration while mirror of truth will only boost them for a short time.

Except for Attack power, which will never cap, these stats become less powerful the higher they are for you.

I prefer slow weapons in main and offhand, and imbue the offhand with Flame Tongue Weapon. I simply like the burst these weapons give, but a bad slow offhand is worse than a good fast one. Just test it out on a target dummy what works best for you!

Let us look at some Talents:

Elemental Devastation:

Elemental Devastation Talent

This is the reason I prefer crit rating over Agility. While Agility will only benefit our melee crit rating (and Attack Power), ciritcal strike rating will also rovide us with spell crit, which we need to get Elemental Devastation running.

Personally I aim for at least 25% spellcrit and use Glyph of Flametongue Weapon as third major glyph, because I think in the end we will benefit a lot form this.

Since we cast about 3-4 Spells per 10 seconds we should have a buffed spellcrit chance of 33% or more.

Often overlooked is the benefit of focus magic, if you have a mage in your raid/group have it cast on you.

Focus Magic

Focus Magic

Each time you critically hit with melee weapons, totems or spells he will get a 3% spellcrit buff. In a 12 second timeframe we are – even with slow weapons – talking about ~7 melee auto attacks, ~2-4 stormstrikes, ~2 shocks, ~2 Lava Lash, ~1-2 Lightning bolts, ~4 Flame Tongue hits, ~6 Magma Totem pulses. This averages out at 2 possible procs per second, which I doubt any other class can provide, especially not with our average physical critical hit chance of 45-52%.

On the other hand, the benefit of crit chance is also limited, too much of it is as bad as too little. I think at around 28% spellcrit chance (selfbuffed) you can stop using enchants like Icewalker and replace them with Attack Power.

Maelstrom Weapon:

Maelstrom Weapon Talent

This talent scales very nice with Haste and Hit Chance, it can proc also from Windfury Attack, Lava Lash, Stormstrike. Sometimes you see it stack up in less than 5 seconds, while it takes a lot longer at other times. This talent makes shaman very fun to play, but its randomness also destroys any kind of rotation we may have.

Enhancement Shaman Rotation:

So how are we going to priorize our abilities?

  1. Five Stacks of Maelstrom Weapon -> Lightning Bolt, Chain Lightning
  2. Stormstrike
  3. Shocks
  4. Lava Lash
  5. Renew Static Shock

This seems to work out best for me.

Lightning Bolt has a better coefficient than Chain Lightning, which means that with more spellpower it will hit harder than chain lightning. Ofc if there are multiple targets you use chain lightning, as each target may be critically hit and proc elemental devastation.

The difference between a good and a bad shaman?

It is kind of hard to say and people have different views on this. In my opinion as Shaman we are still support characters and there are plenty of situations where we can help out.

Place totems, change totems situational, don’t be shy to throw a heal here or there, If you can interrupt or purge abilities, then do it. I think in general we should have a broader overlook over the whole situation.

With all our buff and proces we need to be aware of this might prove hard, so how can we make enhancement easier to play?

How to easen up the burden of 10000 abilities.

Combine senseful abilities into 1 key. For example Lava Lash and our Shocks have a 6 second cooldown. This makes it kind of easy to macro.

Earth Shock, Lava Lash macro:

#showtooltip
/stopcasting
/cast [button:2][modifier:shift] Flame Shock
/castsequence reset=6target Earth Shock, Lava Lash, Earth Shock, Lava Lash, Lightning Shield, Earth Shock, Lava Lash

If you hit Shift or use the right Mousebutton, the macro will cast a Flame Shock, in any other case it will cycle, between Earth Shock, Lava Lash and after like 18 seconds renew the Lightning Shield – and each 30 seconds after.

I love this macro, since it removes all the need to look for cooldowns, to check if your Lightning Shield is still active. You can just spam the button and focus on more important stuff.

How to set up this macro:

Ingame type „/macro“ in your chat window, then the macro window appears. click on „New“, type in a name for the macro and select the „?“ as Icon.

Earth Shock and Lava Lash Macro

Then simply click „Okay“ copy & paste the text into the macro window and put it on your action bar.

Earth Shock and Lava Lash Macro

If you properly selected the red „?“ as Icon you will always see which spell is cast next.

Other Shaman Macro’s I use:

Stormstrike and Fishing in 1 Button:

#showtooltip
/equipslot [worn:Fishing Poles,combat] 16 Calamity’s Grasp
/equipslot [worn:Fishing Poles,combat] 17 Angry Dread
/cast [worn:Fishing Poles] Fishing
/stopmacro [worn:Fishing Poles]
/startattack
/cast Stormstrike

It will cast fishing if you have a Fishing Pole equipped and should you get into combat, equip your weapons. If you have weapons equipped you will start to attack and cast Stormstrike.

Lightning Bolt and Lava Burst:

In relation to the Flame Shock from our cycling Lava Lash and Earth Shock Macro above here is the Lightning Bolt/Lava Burst Macro.

#showtooltip
/stopcasting
/cast [button:2][modifier:shift] Lava Burst
/cast Lightning Bolt

When you press shift you will see that Flame Shock and Lava Burst are easily available in those rare cases where you need it as enhancement Shaman.

Ghost Wolf Macro:

#showtooltip Ghost Wolf
/cast [nostance,nomounted,nobutton:2] Ghost Wolf
/use [nostance,nocombat,nomounted,noflyable,button:2][modifier:shift] Raven Lord; [nostance,nocombat,button:2] Plagued Proto-Drake
/dismount [mounted]
/cancelform [stance]

It will use Ghost Wolf if you press it, use Reins of the Ravenlord as ground mount and Plague Proto Drake and Flying Mount if you right click the macro. Notice that Wintergrasp and Dalaran are marked as Flyable, even though they are not. Also if you do not have Cold Weather Flying the area is still tagged as flyable and the macro will try to use the flying mount. If you right click the macro while holding shift it will always select the ground mount.

Windfury. Flame Tongue, Frost Brand and Earthliving Weapon

#showtooltip
/cast [modifier:shift][button:2] Flametongue Weapon;[nomodifier] Windfury Weapon; [modifier:alt] Frostbrand Weapon; [modifier:ctrl] Earthliving Weapon

Totem Macro

#showtooltip
/castsequence reset=combatshift6 Strength of Earth Totem, Windfury Totem, Magma Totem, Mana Spring Totem

SCT /Scroling Combat Text) and Maelstrom Weapon:

If you use SCT, you can easily set up a more visible Notification for Maelstrom Weapon. In the configuration Window, under Custom Events creater a „New Event“

Maelstrom Weapon Config SCT Scrolling Combat Text

Give the Event a Name, Maelstrom Gain, Event Type: „Aura Gains“, Display „*1“, Target „Player“, Search „Maelstrom Weapon“, select the Frame you want to see it in, and set the Aura Count to „5“. If you also select „Make Critical“ it will show larger and longer.

Maelstrom Weapon Gain SCT Scrolling Combat Text

And create another Event to see when you lose the Aura again (after a spellcast, e.g.).Name „Maelstrom Fade“, Event Type „Aura Fade“, Display „*1“, Search Maelstrom Weapon, Aura Count „0“

Maelstrom Weapon Fade SCT Scrolling Combat Text

Now you have a nice big green Message, when you gain 5 Stacks of Maelstrom Weapon clearly visible and easy access to your key spells. You no longer need to constantly loot at buffons and buffs and can easily focus what is happening around you.

Here is a great website that has more indepth information and a more mathy approach to the subject. It is a great place for information, just follow this link.

Most recent Borked Patchwerk Kill

Since I get asked a lot I have uploaded the most recent Patchwerk kill. It wasn’t our best kill, but nevertheless with 2:10 minutes a pretty decent one. Here is a link to the WWS.

As you can see I wasn’t prepared well and spent the first 10 seconds by putting up Totems, Heroism and wolves. I’ll upload a new Patchwerk kill if we have a faster one 🙂

We were going for Immortal, so the fight had an exciting start with one of the Tanks nearly dieing. Soon enough we got enough focus and made quick werk of him.

Enjoy!

Getting Halaa Marks easy

These days when Halaa is abandonded and you are still need to get Halaa Battle Token, to get the Halaa PvP Talbuk Mounts for example, there is an easy way to get these Marks.

Alliance has it much easier since equipping the Crystal of Zin-Malor (Alliance Quest that starts in Winterspring) will damage and kill you. The Crystal of Zin-Malor „Deals damage and drains 100 to 500 mana every second if you are not worthy.“ If you die from this item you, and everyone else in your party, will get a Halaa Battle Token.

Alternatively you can bring a warlock who can lifetap and die to his own Hellfire, which will also result in a Halaa Battle Token for the warlock and everyone else in the party.

To speed things up I have a macro that will help with this. It will release your corpse and accept the Spirit Healers Spirit Resurrection.

/tar Spirit Healer
/script RepopMe();
/script RetrieveCorpse();
/script AcceptXPLoss();

Here is a little Video:

enjoy

Which is the best Enhancement Shaman Off Hand?

There are a lot of discussions about the current available best Off Hand for Enhancement Shamans. Honestly I was expecting a totally different one than the one that made it in the end.

I used the usual testing method, autoattacking a test dummy. In a previous post I used Calamity’s Grasp and The Stray with autoattack to show that Totem of Splintering is not working and ended up with 1650 DPS.

I was hinted to test out Brunnhildar Axe as Off Hand with Flame Tongue. to be honest I was a bit startlet and did not consider even trying it. But in the end my curiosity won.

I tested it with Flame Tongue and to my surprise it was a 300 dps gain on autoattack. Suddenly my Flame Tongue damage was higher than the Windfury damage, even though the Weapon was so slow.

I tried to figure out why this is happening atm. It seems the extra frost damage the weapon does, chilling blow, also triggers flame tongue damage and that it can proc of itself.

Brunnhildar Axe Offhand.

As you can easily see I did 1144 melee attacks and 1432 Flame Tongue attacks, more Flame Tongue hits than melee. Also Chilling Blow hit more often than anyhow possible, since less than half attacks should come from offhand.

I bought 3 Brunnhildar Axe and enchanted them with Mongoose, Ice Breaker, and Fiery Weapon. I am not really sure if I was just unlucky but Mongoose came out last, while I reached 2250 DPS just autoattacking with Fiery Weapon, this is a 600 dps increase from The Stray.

The idea behind fiery Weapon is that it might also be able to proc more Chilling Blows and thus Flame Tongue.

Best combination seems to be Off Hand only (dual wielding those weaposn I ended up with 1600 DPS) and Fiery Weapon as enchant. I have included a WWS for your convenience here.

This has been reported so enjoy it while it lasts.

Edit: This has been now hotfixed 07.01.09 around 19:00

Enhancement Windfury Glyph 3.08

Patch 3.08 will bring the following Enhancement Shaman changes:

  • Static Shock has been swapped with Mental Quickness and moved to Tier 8.
  • Mental Quickness has been swapped with Static Shock and moved to Tier 9.
  • Mental Quickness PTR changes have been reverted and now properly scales from attack power again, increases your spell power by an amount equal to 10/20/30% of your attack power.

Glyph of Windfury Weapon changed from:

  • The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.

to

  • Increases the chance per swing for Windfury Weapon to trigger by 5%.

Since we are all wondering what this change will mean for us I decided to do an approximately 1 hour long fight, only autoattacks on a target dummy on Live and on PTR, using the same gear and only the same totems.

Live: http://wowwebstats.com/altn2rmj45rea?a=xade4a3

Swing (Physical) 4056153 damage 62 %
Windfury Attack (Physical) 1391211 damage 21 %
Flametongue Attack (Fire) 1059910 damage 16 %

Number of Windfury Attacks: 683

PTR: http://wowwebstats.com/skoeu4gujfqza?a=xb4662e

Swing (Physical) 3783135 damage 58 %
Windfury Attack (Physical) 1732833 damage 27 %
Flametongue Attack (Fire) 985742 damage 15 %

Number of Windfury Attacks: 854

As you can see the percentage of Windfury attacks has significantly increased. While on live realms Windfury procced only 683 times, the number of proccs raised to 854 on PTR with 3.08.
The overall damage was a bit lower, due to a higher missrate. This resulted in less normal melee damage and less Flame Tongue damage.

Another thing I noticed was the damage of Windfury Attacks:

Live Windfury Damage:

Avgerage hit: 1556; Max hit: 1850
Average crit: 3203; Max crit: 3788

PTR Windfury Damage:

Average hit: 1564; Max hit: 1906
Avgerage crit: 3212; Max crit: 3815

The glyph should lower the damage, but apparently the damage is exactly the same. This implies that the WF Glyph is currently not working on live Servers.

If these changes come live we can actually look forward to them.

Here are some more undocumented changes and hopefully incoming fixes:

  • Spirit Wolves
    „Just wanted to post a thanks and an update to the Shaman community that Feral Spirit is indeed scaling now with Attack Power and Crit in the PTR.“
    The patch notes tend to record larger changes to the way things work. We fix literally hundreds of bugs that don’t get incorporated into the patch notes. This one was just a bug.
    (Source)
  • Spirit Walk
    Spirit Walk is supposed to break roots and snares on the wolves and the shaman. I know we’ve had a bug on that. I’ll need to do some research to know if it’s fixed. (Source)
  • Mental Quickness
    Shaman talent Mental Quickness is currently bugged, it corretly works for spell damage (the tool tipway of 30% ap to sp conversion), but for bonus healing it is still calculating from 70% of the shaman’s agility (the old build’s model).
    We’ll look at it. Thanks.
    (Source)

Feral Spirit, Spirit Wolves at Level 80

I just finished uploading a new video of Spirit Wolves at Level 80. I am fighting 3 Elite Mobs, to show their DPS, Taunt and Spirit Hunt (heal on hit).

The last mob Kreug, in Dragonblight, is the target in a 5 man kill quest, with 120k hp and hits up to 5k.

http://de.youtube.com/watch?v=HhpQneM9enQ

All in all the talent is really awesome now. I love it. I aways hated, how other classes were able to solo some of the more difficult quests, while I had huge issues. This has been fixed and the wolves are a really amazing, in PvE and PvP. A nice change after all the recent nerfs.

On a sidenote, the Wolves did about 450-600 DPS, selfbuffed with totems and heroism on my tests.

„The last numbers I saw, the wolves did fairly nice dps. They do scale their strength, stamina and resistance from yours and inherit your hit. We can make sure nothing broke though.

They are intended to be burst damage, like the elementals. The root breaking is useful and the healing is a little bonus. The taunt will probably always be pretty situational, but the idea was you might be able to save the day sometimes if adds are running amuck.“

„From a quick glance, it looks like the wolves are not set up to scale the way the elementals are. This is a bug and we can get it fixed. And yes, it should be AP, not Strength.

Pets always showing up in autocast is annoying especially with so many pets now. We’re trying to decide whether to fix it or overhaul the whole autocast system.“Ghostcrawler

Thanks for reading.