The Ironsong Tribe

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It was in a conversation i was having with him. I was just totally confused with him claiming it was increasing his dps. Claimed he could throw rockbiter on his axe drop a windfury totem and go. I was pretty sure that he was imagining it all but I had to make sure. Just incase there was one of those little tricks I had missed in my leveling.
Rockbiter Weapon takes up the same 'slot' as Windfury Totem on your weapon (the same slot that's taken by sharpening stones, poisons, etc.) So it isn't possible to stack them, unfortunately.

Guest

Now if you were, say, teamed with a paladin...

They could key up one of their seals, such as crusader, and you drop your windfury. The two would then stack. But since everyone on the server is rerolling as a blood elf paladin, it makes that a moot point :p
So, thinking about the talents again, it looks like I'll probably be using a big two-hander for PVP still, but for groups/raiding I'll likely be switching to dual-wielding fast one-handers (daggers or fist weapons, maybe) - if Unleashed Rage buffs the party for 10 seconds when I crit, I'm going to want to make sure I'm hitting (and critting) as much as possible.
*nod* Felstriker and Eshkander's... clearly, shaman weapons. :twisted:

Actually, I'm quite hoping they'll put in some fist weapons with +crit and spell damage. That could be a lot of fun.
Indeed, would be good to see shaman going for fist weapons as a choice in gear. Course, it would take a edict from god to put down my heal stick now. Other thing I was thinking of, shamans with the kitty fists from ZG. Might not be the best for us, but would be a funny thing to see one of us turn into a cat in the middle of the fight Smile
Can you parry w/ fist weapons?
Pretty sure you can, as it seems that its an ability not based off of the weapon. IE: I have seen my warrior parry while disarmed. So should be able to parry with fist weapons.
akora Wrote:Can you parry w/ fist weapons?
Yes
Now I have a question of my own. Seems everyone has been talking about the enhancement stuff, but whats everyone thinking about the restoration stuff? I have been battleing in my mind if some of the stuff is worth keeping or not. Right now this is what I am looking at for a build, mostly a small advance on what I am running now.

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The one thing I have been fighting is if Nature's Guardian is really worth it. I mean, relativly low chance for proc, and no idea how much of a reduction it is on threat. Also, Earth Shield seems like a no brainer take, but is it really? Do you think it would conflict with any buff slots? Seems like a tank, subtank buff...but still trying to figure out effectiveness on it for healers, after all it does have the spell time reduction as well.

Opinions? (yes I know I am to gung ho for resto :p )
Zeengo Wrote:Now I have a question of my own. Seems everyone has been talking about the enhancement stuff, but whats everyone thinking about the restoration stuff? I have been battleing in my mind if some of the stuff is worth keeping or not. Right now this is what I am looking at for a build, mostly a small advance on what I am running now.

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I've been resto for about six months of raiding now, and I've been very pleased with how effective I can be as a healer in a raid setting. Many of the new talents will only improve our healing effectiveness (Nature's Blessing is huge) and the redesigned Mana Tide is much, much better.

Nature's Guardian has the potential to be very good, especially in smaller (5- and 10-man) settings. There are very few passive threat reducers available to the shaman, so everything helps -- but, if the threat reduction is actually significant, this one could help a lot. The emergency heal is just gravy as far as I'm concerned.

I'm actually not sold on Earth Shield. It's fairly expensive (900 mana) for a 2700 point heal-over-time that basically only works on melee DPS (because nobody else should be getting hit) That said, it's our only HoT, and I'm glad to have one. My opinion is that you should definitely think of it as an HoT, not a buff. And I wouldn't worry about buffs slots; they've bumped the number up a lot.

I have been using a 0/13/38 build for a long time now (enhancing totems and 2-handers, then resto) and I am quite pleased with it. I honestly don't know what I'm going to do in the BC at this point.
Oryx Wrote:I have been using a 0/13/38 build for a long time now (enhancing totems and 2-handers, then resto) and I am quite pleased with it. I honestly don't know what I'm going to do in the BC at this point.

Go Elemental and we can partner up for arena PVP, with the Stormstrikin' and the lightning'n and such.

Guest

I've been waging a constant war with Cleeyo, trying to decide which spec I like best... I love enhancement for soloing as well as the occasional windfury crit of aggro stealing. Its also nice to not be reliant on mana as much, leaving me a lot of extra blue for emergency healing. In BC it looks like enhancement shamans are going to be even more nasty.

But I also like elemental spec for the big crits in raiding and PvP. Nothing says power like two shotting an enemy. But I can't solo as elemental as well as I would like to. I can't shield like Efluvia and let the creature pummel me while I cast another spell. She doesn't have aggro reduction of any kind, though, so when she crits 3 times in a row Cleeyo becomes dinner for the mob. Plus mana is a serious pain... I don't have the 10k mana that Hotaur has so long fights end at about 2 minutes for me and then Cleeyo has to barrel into melee with her subpar dps.

In either case I still spec all the way to Nature's Swiftness in resto (greatest spell ever!) and heavily rely on it and my 70% interupt ignore talents. Were it not for those two I'd free up a lot of points there and be able to be elemental/enhancment and be happy all around...

Any thoughts?
New changes today:

Quote:Shaman Enhancement Tree

* Parry - Renamed Spirit Weapons. Now "Gives a chance to parry enemy melee attacks and reduces the threat generated by your melee attacks by 15%."
* Mental Quickness - Moved to Unleashed Rage position.
* Unleashed Rage - Moved to Dual Wield Specialization position.
* Dual Wield Specialization - Moved to Mental Quickness position, reduced to 3 ranks for 2/4/6% hit chance. Still requires Dual Wield.

Shaman Elemental Tree

* Totem of Wrath - Now "...increases the chance to hit and critically hit with spells by 3% to all..."
* Elemental Precision - Now "Increases your chance to hit with Fire, Frost and Nature spells by 1/2/3% and reduces the threat caused by Fire, Frost and Nature spells by 4/7/10%."

Slight nerf to enhancement dual-wield DPS, which previous blue posts had suggested was a bit TOO good. Aggro mitigation in both the elemental and enhance trees, yay! And a buff to Totem of Wrath, adding +spell hit; I assume that will mostly increase its effectiveness against raid bosses.

Nothing that would change the essential decision, but some interesting tuning.

Guest

Hehe. I saw an 800dps dual weilding shaman that made me shout nerf :p I wouldn't mind being able to do it myself, but it was still insane.

Threat reduction is nice to see finally.
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