Totem Talk: Shamans are awesome.
Another week, another Totem Talk, a column by and for shamans and those that love us. Well, okay, you don't have to love us to read it, but why wouldn't you? Look how cuddly we are! We even provide Bloodlust or Heroism for your 5 mans and raids. Don't you want to adopt one of us and take us home right now? No? What do you mean, no? Matthew Rossi is disappointed that you haven't already made a shaman plushie and cuddled it upon finishing this paragraph.Okay, so my introductory column for Totem Talk went about like I expected, with most folks disagreeing with the idea that shamans need help. This isn't a new problem, of course, and it's not likely to go away for a while. Most players have enshrined the concept of shamans as OP and either deliberately or unknowingly exaggerate certain abilities (as an example, complaining that Grounding Totem, an ability which has a 15 second cast cooldown and which dies in one hit, is eating half of their frostbolts. How is that mathematically possible? Frostbolt has a max casting time of three seconds. You can cast five of them in the time it takes to cast one Grounding. It's just not possible for it to be eating half of your frostbolts, even assuming a one on one mage vs. shaman battle) but this happens to everyone. When I play my warrior, I see people complaining about 6k executes, and I'm sure every single class in the game has a similar ability or two that everyone complains about far more than it is actually capable of.
But this week there will be no complaining. No, this week we're going to celebrate shamans and what they're capable of and try and sell a really interesting and fun class to everyone in WoW. So read on for tales of high adventure! Or at least tales of stuff that would be good to have along on an adventure, anyway.
First up, let's take about Bloodlust. Ah, it's a shame we only get it at level 70. The alliance version is called Heroism, but it's essentially the same ability: it increases melee, ranged and spell casting speed by 30% for 40 seconds for the entire party. I think you can see the attraction right up front. It's really a smashingly good ability and the ten minute cooldown, while long, means you'll probably be able to use it on a couple of bosses in a 5 man. I pop Bloodlust at the 50% mark on every single boss in Kara and one of the hunters I run with (Hi, Vice!) says that it makes him fire like a machine gun. The duration in particular is very sweet, as a 40 second burst of increased speed has a significant effect. It's a well balanced, powerful and most importantly cool addition to the shaman arsenal. Sick and tired of that smirk on Murmur's skull-shark face? Pop this badboy off and watch him drop.
Next, let's talk about a few totems. There are some significant buffs in the totem kit bag that you may or may not know about. Shamans have totems for cleansing disease and poison, totems for regenerating mana and health, totems for buffing spell damage and adding strength and agility to a party, and of course there's the infamous Windfury totems that has positive and negative effects for melee. On the one hand, it's a great totem with a really powerful effect (20% chance of the effect of an extra attack with an additional 445 AP at level 70), but it also cleanses other enhancements off of everyone's main hand weapon, so if your rogue is trying for Wounding and Mind-Numbing poison on a boss, you may prefer to drop Grace of Air instead. Either are fine choices for the right situation... how can you say anything bad about an extra 77 agility? Of course, as a healbot I primarily drop my Wrath of Air totem in groups to get an additional 101 to my healing, plus the casters don't seem to mind it either. But I don't mind dropping another totem if asked - I generally use Windfury on the Maiden, in-between dropping Groundings every time the cooldown's up to keep from eating her nasty fire damage.
There are a lot more totems to talk about, but I don't want to swamp the post with just totems as if that's all we shamans can bring to the party. We're also walking soulstones! Okay, it's not quite that good, but Reincarnation can save a group in a couple of ways. For starters it can be used in the same manner as a soulstone, to res after a wipe, but a far more amusing use of the ability is to pop after death but while the fighting's still going on. Granted, you don't pop with full health or mana, but if you time it right and get the right totems down you can regenerate enough mana to throw heals off or resume ranged DPS, possibly turning the tide of a tight battle. I've even done both, using reincarnate to get up during a fight, dying again, and using my soulstone to get up after the fight to res and loot. Having a warlock and a shaman in your run means it's extremely hard to kill you off.
Let's not forget the healing spells... even an enhancement shaman can throw a few of these around to help with tough fights, especially my favorite heal, Chain Heal. Oh, how I love chain heal. Back when I was enhancement I would often use chain heal, self-targeted, to heal myself and 2 other melee in the middle of cleaves or AoE, since a meleeing shaman has various other ways to regenerate mana and can afford to throw a few heals around. And as a main healer it's an invaluable tool. I personally love a nice downranked chain heal to help keep the melee on their feet when fighting annoying bosses who love to cleave... just fire a few ch's into the main tank and watch the rogue's health stay up without you having to do much at all. It's a very mana efficient spell if you manage to heal three with it (it's also good for keeping up hunter pets and warlock minions for the same reason) and seems to benefit the most from sensible downranking, in my opinion.
Time to discuss an ability that enhancement brings to the party, the ever popular Unleashed Rage. If you don't love unleashed rage then you're obviously not melee. A 10% boost to everyone's AP for 10 seconds when the shammy crits? With the right buffs this could well be up for half a fight, and that means solid gains in DPS. You have to be within 20 yards of the shaman to get the benefit, admittedly, but that's usually not a problem when you're all crowding under someone's giant legs doing the old slice and dice anyway. For casters, there's the elemental talent Totem of Wrath, which adds to crit and spell hit and uses up a fire totem (which, to be honest, is often not used in an instance as most fire totems are like Searing Totem or Magma Totem, likely to break CC) but most elemental shammies I know tell me it's not that great. Still, combined with Wrath of Air it seems like it would have a nice synergy.
This is just a sample of what's good about shamans. I encourage you to run out and group with one immediately! And if you happen to be a shaman and you think I left out your favorite ability, please comment, we want to present as much positivity about our class as we can today.
Note - I edited my reference to the warrior ability Execute, as I could not find a way to make it clearer than I did, and it was making people focus more on it than on shamans. Comment #7 in this post spells out what I meant as well as I am able to do so, and it is out of the scope of the post.
Filed under: Shaman, Analysis / Opinion, Features, Classes, Talents, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
drakar24 Aug 30th 2007 1:46PM
Lvl 70 rogue here. I've been dying to get a shammy in my group for WF and heroism. So I completely agree that the buffs a shammy can provide are awesome.
The people who complain about shammys are probably from the 60 PVP days when they were the kings of PVP. Well, those days are gone. Go play a shaman and see. THe class needs some serious love. My shammy is only lvl 30 and I can already see where some of the problems are starting to show.
mkrempasky Aug 30th 2007 2:03PM
Totem of Wrath not that useful? Pshaw. Well, ok - maybe its true utility doesn't shine until you're raiding - but that totem is worth what - 38 points of spell hit rating? Not to mention the spell crit rating on top. Keep it in a group with 4 other casters and you're talking a serious increase in raid dps.
Cosmic Aug 30th 2007 2:24PM
Great article, I enjoyed reading it. Makes me want to start up a shamen
Aurdon Aug 30th 2007 2:22PM
"When I play my warrior, I see people complaining about 6k executes, which always made me wonder if they actually had 30,000 health since execute only lights up when you're below 20%..."
Ok you got your math way wrong here... and I'm surprised because you even linked to an explanation of execute..."When used, it causes a base amount of damage, and then uses all the remaining rage a Warrior has to cause extra damage on top." Add in imp execute talent and you can boost that by even a bit more.
Your logic was stating that execute causes 20% damage of their entire health pool. If you’re a clothy and get smacked in the face by Hinamori with her Soul Cleaver when topped off with rage… 6k might be on the low end.
Queuetip Aug 30th 2007 2:22PM
"as an example, complaining that Grounding Totem, an ability which has a 15 second cast cooldown and which dies in one hit, is eating half of their frostbolts. How is that mathematically possible?"
Haha that was me :) And it is indeed quite possible when you can only cast 2 frostbolts every 15 seconds. Earthshock, Silence, Counterspell, Fear, and more earthshock definitely keep me from spamming frostbolt. That in addition to CCing and CSing keep the time I get to actually do some casting on the low end in 3v3 and 5v5. And thats assuming im not the focus target.
That being said, Heroism and Wrath of Air are a mage's best friend.
Aurdon Aug 30th 2007 2:23PM
forgot to add link to
http://wowarmory.com/character-sheet.xml?r=Korgath&n=Hinamori
Matthew Rossi Aug 30th 2007 2:28PM
#3 - No, that's not my logic. My logic is, since I can only USE execute when you're at 20% health, any damage it does over the amount of health you have LEFT is wasted damage. So if someone hits you for 6k with an ability that is only going to be useable when you're at 20% health, then unless you have 30,000 health, it's not like you were going to survive it even if it hit for 2k.
Execute does not do 20% of your target's total health, it only lights up when your target is under 20% of their total health. That's what I'm saying, that's what you're ignoring.
In other words, it only matters when you're dead anyway. You're not even close to what I was talking about. Complaining about a full rage execute is like complaining about a green cow: how often will a warrior in PvP HAVE a full rage bar when he executes?
Tiforix Aug 30th 2007 2:37PM
Wrath of Air totem is HAWT. I play a Moonkin, and I loooove having a Shaman in my group. The Shaman loves my crit aura too, so it's a very nice synergy.
Rob Aug 30th 2007 2:58PM
Hmmm... I'm pretty sure that WF Totem only takes effect if you don't have a temporary effect on your weapon (like poison).
But it does not REMOVE temporary effects.
Matthew Aug 30th 2007 3:48PM
@#7, If that is what you were trying to say then I think the original wording could use a little clarification, since I read it in pretty much the same way as #3 did.
Warrior_Tess Aug 30th 2007 4:26PM
@#s 3, 7 and 10. I read the comment the way it was intended, that warriors can only use the ability when you, the person getting hit, are below 20% health. Maybe it's beacuse I play a warrior and already knew this, but I had no problems following his logic; that 6K damage is not 20% or less of a person's health and that the 6K is nothing but a fun number, since most of it is wasted damage.
Now that I go back to re-read the post, I can't find that quote so I guess it was changed. Anyway the original wording was fine. Good article, I never knew much about the utility of the totem. I'll make sure to /highfive my shammy friend next time I run with him.
Matthew Rossi Aug 30th 2007 4:31PM
@11 - yes, I edited the post because people were distracted by that one part, which had nothing to do with Shamans and which I explained in more detail in a later comment. It just seemed prudent to move the discussion along.
innajunglestylee Aug 30th 2007 4:33PM
Totem of Wrath is pretty essential to any raid build for elemental -- it pushes your whole party closer to the spell hit cap and frees up space on your gear for crit, damage, mp5 or any other stat that can min-max damage.
Is it useful for PvP? Not at all. Is it essential for 5-person runs? Not necessarily. But when you need to get to 16% hit, an extra 3% buff is nice.
Plus the added crit. With Moonkin Aura, ToW pushes me up to 44% crit with lightning bolts in full raid buffs. I'm not complaining on that.
Scruffy Aug 30th 2007 4:56PM
So... are other classes gonna get this reach-around affair or is this strictly a Shaman experience?
blacksack Aug 30th 2007 8:06PM
I'm glad someone pointed out that dropping a windfury totem doesn't strip off existing weapon buffs like poisons. Weapons with buffs simply ignore the totem. I ran Steamvaults with 2 rogues, a warrior and a warlock last night (as a resto) and decided it was better to throw down SoE, GoA and FT totems because they both were using poisons. Since I generally don't put down a fire totem because of CC factors, I figure everyone getting the agility buff and letting the warrior pick up on the flametongue was a better situation than throwing down WF for the warrior. Thoughts?
As for the state of the class, I've said it before and I'll say it again. Give us a deaggro and we're golden. I'm dedicated to remaining resto now, but my intention had been to play enhancement. The burst damage and unbelieveable amount of threat we generate as a result is just too much to bear. You need to be upwards of 1500AP, 30% crit and dual-wield 85+ dps maces to effectively thottle your attacks to a point where you're generating acceptable threat. You're gimped and at that point rogues are a more viable solution. The rest of the class is great in every way and completely reasonable. We don't *need* a CC. We don't *need* a trainable mana-tide totem. We need a deaggro, plain and simple.
exit stencil Aug 30th 2007 8:36PM
LOLZ@casting 5 anything in fifteen seconds in pvp.
tython25 Aug 30th 2007 11:22PM
I honestly think the majority of the people that reply to these articles have no idea what they are talking about.
I played a Shaman for over 2 years and I can safely say, the class is the weakest right now. I've also played the other classes to some degree (some on the ptr only) and know Shaman have the worst mana regen/ efficiency of any caster. They have the worst buffs (no timers, easily destroyed, easily dispelled, etc) and have no survivability.
Even Resto (the strongest spec) suffers from the above problems- mana inefficiency and low survivability (purge/ dispel the earthshield and they are dead).
The Paladin class is similar in that only its healing spec is strong but the Shaman have had issues since release as far as pve utility. When they lost their pvp strength, the class became a joke.
Most Shamans have rerolled or quit which is why it's the least played class. The class needs a complete review (one it didn't get) but Blizzard is too busy with the next patch and the expansion to bother fixing this class. They will throw a few minor changes but nothing substantial.
The Shaman will fall even further off the radar when Death Knights arrive. It's sad really. The class is fun to play and could have been so much.
RIP Shaman...
chinchin Aug 31st 2007 2:50AM
#17 is on the money....
i am in the process of rerolling a viable class right now.. lvling up a warrior and also a priest.
I loved playing my shaman for the last few months.. (yes i have done enough on him.. 5 mans.. heroics.. kara... ) but the more i play him the more disappointed i am.....
good bye.... back to my other alts
mac Aug 31st 2007 7:24AM
I m a shaman, and proud to be. ? I do pve mostly even i m more a pvp player. And i must say i enjoy my shammie in both situations.
First there is no healer who can keep a group alive like a shammie, i always take the melee with me when we raiding and on Voidreaver, Lurker. And only a shmmie with his chain heal can keep them up alive. You say our mana regen isn't good, well its true i use 3 mana pots by boss fights but so are the other healers, best is to use a shadow priest in your group and voila.
In PVP u say we dead without Earthshield, i must say its wrong again, maybe u dont have resiilience ? with my 10 k armour earthshield or not, rogues do tickle on me, casters i just get away from them. And when i m FC in WSG believe me they have a hard time killing me :-)
Shammie owns end of it.
Jusk Aug 31st 2007 9:44AM
There are a few inaccuracies in the article. Thats ok though. Its still nice to see a happy shaman post.
WF totem doesnt cleanse temprary buffs from a weapon. If a rogue uses a poison, they simply dont get WF.
Also, as long as you arent in all greens, unleased rage will stay up 90+% of the time. So its even better :)
@17/18
The class DOES have some glaring weaknesses, but it is definately not weak.
Resto is not mana inefficient. No clue where you get this from ( too much listening to forum whining?). Mail has tons of mp5 on it, and healing wave gets an 18% bonus to healing with healing way, gets the 3 sec +heal coefficient, and costs less than any other classes big heal. Shamans are only 2nd to paladins when it comes to single target efficiency, and noone even comes close to a shamans raid healing efficiency.If you are complaining about resto efficiency, you are obviously not even wearing 5 man greens. Earth shield is the most efficient "HoT". I say hot because it serves the purpose of a HoT, but without the overhealing and upkeep cost. Mana Tide gives us 24%-48% more mana(depending on how many times you use it in a boss fight), and affects the whole group. And we have the best survivability of any healer in an AoE environment.
Next, your a SHAMAN. You are the #1 "ima get rid of your buffs" class. Almost every buff in the game is dispellable... and we are the best at dispelling them. Totems are easily destoyed, but thats fine. It basically makes every totem a grounding totem if they wanna kill them all. Wanna screw someone up? Drop Earthbind. If they turn to hit it, drop stoneclaw. 90% of the time, they will attack that too. Then they waste 2-3 swings, and get stunned. I cant tell you how many times that has worked for me.
Shamans are lucky. We have 3 viable specs. If you think only resto is viable, you are a tool. Many guilds actively recruit enhancment, elemental, and resto shamans for high end, end game content (SSC/TK through BT). In PvP, resto has incredible surviability, and enhancment/elemental are devastating ( with proper gear).
And why would death knights affect the shaman population more than the others? The classes arent similar.
Shamans do have weaknesses. We have threat issues as enh/ele. We are somewhat easily kiteable in 1v1. we have no CC. Thats pretty much where the weaknesses end, and they by no means break the class.