Build Shop: Shaman 0/45/16

Every Tuesday, Chris Jahosky contributes Build Shop, which takes a look into one of the many talent specs available to players.
It's been a long while since there was a Shaman build featured on Build Shop, and I think it's time that changed. I'm looking at an Enhancement build this week that's built for raid damage yet provides a good amount of utility and group buffs. As expected, the majority of the points go into the Enhancement tree, but instead of putting the remaining points into Elemental to buff personal DPS, this build places them in Restoration in order to provide stronger utility for the raid and additional hit chance for you.
It's been a long while since there was a Shaman build featured on Build Shop, and I think it's time that changed. I'm looking at an Enhancement build this week that's built for raid damage yet provides a good amount of utility and group buffs. As expected, the majority of the points go into the Enhancement tree, but instead of putting the remaining points into Elemental to buff personal DPS, this build places them in Restoration in order to provide stronger utility for the raid and additional hit chance for you.
Enhancement (45 points)
- Ancestral Knowledge (5/5) - Increases your maximum mana by 5%. This is a stronger choice for the first tier than Shield Specialization for a few reasons: one, you won't be using a shield with this build; two, you're not a tank; and three, any increase to your mana pool is welcome.
- Guardian Totems (2/2) - Increases the amount of damage reduced by your Stoneskin and Windwall totem by 20%, and reduces the cooldown of your Grounding Totem by 2 seconds. Stoneskin and Windwall are both situational, but when you do use them it's nice to have them as effective as possible. I just feel that for the focus of this build (raiding / providing utility), talents like Improved Ghost Wolf and Improved Lightning Shield aren't worth taking. However, if you're looking for an alternative, consider dropping these 2 points into Anticipation for some additional dodge.
- Thundering Strikes (5/5) - Increases your chance to crit with weapon attacks by 5%. This is a prerequisite for Flurry, and crit chance is important to this build. Your crits proc Flurry (which increases your melee attack speed) and Shamanistic Focus (which helps with mana efficiency), both of which are important talents for dealing damage efficiently. Don't pass this up.
- Enhancing Totems (2/2) - Increases the effect of your Strength of Earth and Grace of Air totems by 15%. Another solid talent that increases the power of your totems (there are lots of these in this build). Again, if you don't want to put points in here, throw them in Anticipation (I'd still rather put 2 points in here, though).
- Shamanistic Focus (1/1) - After landing a melee critical, you enter a Focused state which reduces the mana cost of your next Shock spell by 60%. A great talent which helps conserve mana and only improves as your crit chance goes up.
- Flurry (5/5) - Increases your attack speed for 30% for your next 3 swings after dealing a critical strike. Any type of buff / gear / effect that increases your attack speed is huge, as it can dramatically increase your white damage. More attacks in less time also means more crits, which means keeping Flurry refreshed and proccing Shamanistic Focus.
- Improved Weapon Totems (2/2) - Increases the melee attack power of your Windfury Totem by 30% and increases the damage caused by your Flametongue Totem by 12%. Yet another talent that buffs your totems -- the bonus to the Windfury Totem is substantial, and your melee raid members will love you.
- Spirit Weapons (1/1) - Gives you a chance to parry, and reduces the threat generated by your melee attacks by 30%. Essential for raiding, this talent helps you manage your threat, which can be a serious concern in some fights. In addition, it's also a prereq for Dual Wielding.
- Elemental Weapons (3/3) - Increases the melee attack power bonus of Rockbiter by 20%, Windfury by 40%, and increases the damage caused by Flametongue and Frostbrand by 15%. A great talent which improves your personal weapon buffs (especially Windfury). If that wasn't a good enough reason to take it, it's also a prerequisite for Stormstrike.
- Mental Quickness (3/3) - Reduces the mana cost of your instant cast spells by 6%, and increases your spell damage and healing by an amount equal to 30% of your attack power. Additional mana efficiency and some free spelldamage make this a solid talent, especially since you're not likely to be wearing much spelldamage gear -- this helps your shocks pack a bit more punch.
- Weapon Mastery (5/5) - Increases the damage you deal with all weapons by 10%. An additional 10% damage to all your melee attacks is nothing to sneeze at. Doesn't effect your shocks or other spells, but will increase the damage of Stormstrike, as well as all your other physical attacks.
- Dual Wield (1/1) - Allows you to equip one handed and off-handed weapons in your off-hand. Don't skip this one.
- Dual Wield Specialization (3/3) - Increases your chance to hit while dual wielding by 6%. As dual wielding requires a lot more hit rating than a one or two handed weapon, this is an extra 6% hit that you don't have to make up for with gear. If you're dual wielding, pick this up.
- Stormstrike (1/1) - Instantly attacks with both weapons. In addition, the next 2 sources of Nature damage to the target are increased by 20%. This is the first (and only) instant physical attack available to shaman currently. Aside from a straight increase to your DPS, the debuff it places on the target increases the damage of Earth Shock (which is the source of nature damage you're most likely to use if you're Enhancement).
- Unleashed Rage (5/5) - Your melee crits increase all party members' attack power by 10% (if they're within 20 yards of the Shaman). Yet another talent that synergizes well with your crit chance, this provides both a nice buff to your own attack power as well as the group's. So, in review, your melee crits will now proc Shamanistic Focus (reduces mana cost of your next Shock), Unleashed Rage (+10% AP to you and the party), and Flurry (increases your attack speed by 30%). Fantastic!
- Shamanistic Rage (1/1) - Reduces all damage taken by 30% and gives your successful melee attacks a chance to regenerate mana equal to 15% of your attack power for 30 seconds (changes to 30% of your attack power for 15 seconds in Patch 2.4). This has a 2 minute cooldown, but is quite capable of regenerating most, if not all of your mana. In Patch 2.4, the mana regen effect doubles but the duration is halved -- I haven't tested this personally yet, but I can't see it negatively effecting the talent as it applies to PvE.
Restoration (16 points)
- Improved Healing Wave (5/5) - Reduces the casting time of your Healing Wave by 0.5 seconds. You won't be spamming your Healing Spells if you're raiding as an Enhancement Shaman, so I see this as a better choice than Tidal Focus for the first talent tier.
- Improved Reincarnation (2/2) - Reduces the cooldown of Reincarnation by 20 minutes (down to 40 minutes, from 1 hour), and increases the amount of health / mana you reincarnate with by 20%. I'd file this one under "Raid Utility." A lower cooldown on Reincarnation means that you can prevent a wipe (or rez mid-fight) that much more often.
- Totemic Focus (5/5) - Reduces the mana cost of your totems by 25%. Since you will be using totems often, this will help greatly with mana efficiency. I wouldn't pass this up.
- Nature's Guidance (3/3) - Increases your chance to hit with melee attacks and spells by 3%. This talent brings your chance to hit with melee attacks up to 9% from talents alone. As mentioned before, more hit from talents means less hit needed on your gear (though I wouldn't ignore it on gear, this just means you don't have to worry about it as much as other melee classes).
- Totemic Mastery (1/1) - Increases the radius of your friendly totems to 30 yards. This helps quite a bit in fights where you constantly shifting positions -- since your totems are not mobile (and cannot provide their buff to those out of range), this talent makes it easier for everyone to gain the benefit of your wonderful totems.
Filed under: Shaman, Build Shop
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Reader Comments (Page 2 of 3)
Manatank Mar 18th 2008 3:45PM
GW is only useful for PvE if you are outside. I guess it would be nice in the troll instances, but other than that...
Angus Mar 18th 2008 3:55PM
I have to get money to buy consumables or farm the mats myself. I recently spent a long time being friendly with a bunch of mummies holding Zaxis Insignias I wanted. I used that all the time to get out of dodge if things went bad and SR was on CD.
If you spend all your time inside an instance in WOW, you are missing a lot of stuff, gold being pretty high up on the list. Enhancement Shaman are one of the best daily quest toons I have played. So, yea, IGW is nice to have. Some people swear they haven't used it since level 40. I use it whenever something unexpected goes on like a Ninja T-rex, Ninja Ascendant or a pull goes badly and I don't feel like losing 1.5 G in durability.
Koren Mar 18th 2008 12:01PM
there was a Shaman build featured on Build Shop, and I think it's time that changed. I'm looking at an Enhancement build this week that's built for raid damage yet provides a good amount of utility and group buffs
This is exactly what he said in the opening of his article, yet the only comments up untill now are about PvP and stating that the poster should take points in talent X which he did...
Im quite baffled about the stupidity of some people commenting. Esp. the "if you get hit" part in context with raiding and such...
Anyway, Im not that much of a shaman expert but I guess raid builds nearly always build themselves, as do pure PvP specs. It's the "I want to PvE + PvP + solo" specs that are really worth discussing imho.
mark Mar 18th 2008 12:03PM
Since Water Shield, I never need to use Shamanistic Rage for Mana regen. I only need to use it when I am taking on an elite or I get a couple of adds, so the change in 2.4 from 30 seconds to 15 seconds is a huge nerf in my book. 15 seconds less damage reduction equals dead Shaman.
The mana cost of totems is minimal in comparison to other magic strikes, so the 5 points in Totemic Mastery is a waste in my book, so its easily passed up. You will get better mana efficiency taking the 5% reduction from the elemental tree.
Angus Mar 18th 2008 12:07PM
yea, but then he can't get Nature's Guidance and Totemic Mastery.
Those are much needed talents as the cheaper shock doesn't matter if you don't hit.
You are right though, the 2 extra points aren't needed.
Balasan Mar 18th 2008 12:21PM
Oh wow Angus you contradicted yourself. But since this post came later I assume you corrected yourself - Enhancement shamans need nature's guidance, and if you're raiding, totemic mastery helps a lot too. So you still need to stuff in 3 more points to reach those talents, and I really think totemic focus is more beneficial than ancestral fortitude as an enhancement shaman.
Balasan Mar 18th 2008 12:22PM
Apologies, Angus. You didn't contradict yourself. My bad.
Angus Mar 18th 2008 2:34PM
No, I didn't contradict myself.
I said you don't need 5 pts.
I use 3 pts. ;)I should have been more clear, I suppose.
Hell, I'll come out and put my money where my mouth is.
http://www.wowarmory.com/character-sheet.xml?r=Echo+Isles&n=Angusmcsteak
pudds Mar 18th 2008 12:19PM
Its a minor point, but I prefer 5 points in Tidal Focus vs Improved Healing Wave. Since Tidal Focus affects LHW, and I'm often close to OOM when I need a heal, I feel I get a bit more mileage out of the mana reduction.
VladMadoran Mar 18th 2008 1:29PM
I have a question of enhance shaman, I play 4 healers (2x pally and 2x priest) and I dread healing any PUG with an enhance shaman as I have never met one that did not pull aggro and end up tanking at least 1 mob. What are these shaman doing wrong? What can I say to them to correct this behaviour or do I need to just stop healing groups with enhance shaman?
I also have a pally tank and sometimes have a problem with enhance shaman pulling aggro but then I can typically just Righteous Defense and get the mobs back, I do not see PUG tanks doing anything about it.
Angus Mar 18th 2008 2:40PM
Vlad:
Next time make a reply to the main point and you will get e-mail when you get a response.
The Shaman needs to do the following:
1: Get a threat meter.
2: USE IT
3: See 2.
4: Allow the tank time to get aggro. A tankadin should require almost no time to start and should be able to outpace an equally geared shaman for aggro. If the Shaman outgears the tank, the shaman needs to learn restraint.
5: See 4. I usually let the tank start, drop the appropriate air totem, drop strength, drop mana, and then I go in. after looking at Omen. If they are not above 3K threat, it will be a long day. If they are at 5K by then, go full bore.
6: Once at about 95%, hit escape. Seriously, stop all DPS. You can Windfury and spike above the tank enough to pull. Go get a sammich or something.
7: Once the tank has another 3K lead, start up again, don't bother shocking, ride his threat like a surboarder in Maui.
8: Profit? Hmmm, too many steps.
AlmtyBob Mar 18th 2008 3:38PM
I remember shortly after hitting 70 on my shammy and having the hardest time no tearing from the tank. Even with Omen and waiting a good 5 seconds, 3 sunders, whatever, I'd have so many "Oh s***" moments. All it takes is one good windfury.
PhyerFly Mar 18th 2008 12:41PM
Free chance to plug the Enhancement Shaman Bible. Taking the 15 minutes to read the first post in this thread will up your DPS, make you survive longer and win you free goldz and epic lewtz.
http://elitistjerks.com/f31/t13297-enhance_shaman_collected_works_theorycraft_vol_i/
In all seriousness, I think that the 2 points in imp guardian totems is only useful for all out PvP. If you're going for raiding / utility or are still leveling you'll get a lot more mileage out of ditching 2 points in totemic focus (I have 4k mana and NEVER run out) and 1 point in guardian totems and pick up imp ghost wolf and healing focus for those dire LHW's.
Here's a modified version of the build posted that i think fits the raiding / utility description better.
http://www.wowhead.com/?talent=hZxi0dVMsAuqoxbez
If you really love your raid, or have lots of DPS warr's and sword rogues - pick up improved weapon totems. That alone has gotten me many a raid spot.
Aerandi Mar 18th 2008 1:07PM
Personally as an enhancement shaman I find absolutely no value at all in putting points into the restoration tree, healing buffs are not needed, all you totems affect melee, which by commen sense are not only within 30 yards of you but usually within three feet of you from the fact that standing behind the mob is the best choice for melee DPS, as far as the reduced mana totem, improved reincarnation and
nature's guidance go, enhancement shamans never run out of mana, who cares about less time on rebirth and there is plenty of hit rateing on gear out there that shamans have acess to and as far as improveing shock damage is concerned dropping 15 points into enhancement for imp shock damage, less shock mana cost, and reduced
cooldowns on shock spells is going to increase shock damage a hell of alot more than 3 percent, in fact concussion increases it by 5% flat and the 1 second off the cooldown
increases it again by another 16% which is a hell of alot more than three percent last time I checked. And as i stated earlier there is plenty of hit rating on the gear out there in the form of either sockets or straight up on items, and even with jsut badge gear and gear from kara, and gruul's i found it extremely easy to raise my hit rateing to a nice agreeable value of 300. so from my point of view resto as a secondary tree for enhancement is completely laughable from a raiding standpoint and with elemental and shamanistic focus being able to stack in the next patch 16 points into elementals is what Im going with. all that said the build that i use for raid
DPS is the following:
Elemental Talents - 16 point(s)
Convection - rank 5/5
Concussion - rank 5/5
Elemental Focus - rank 1/1
Reverberation - rank 5/5
Enhancement Talents - 45 point(s)
Ancestral Knowledge - rank 5/5
Thundering Strikes - rank 5/5
Improved Ghost Wolf - rank 2/2
Enhancing Totems - rank 2/2
Shamanistic Focus - rank 1/1
Flurry - rank 5/5
Improved Weapon Totems - rank 2/2
Spirit Weapons - rank 1/1
Elemental Weapons - rank 3/3
Mental Quickness - rank 3/3
Weapon Mastery - rank 5/5
Dual Wield Specialization - rank 3/3
Dual Wield - rank 1/1
Stormstrike - rank 1/1
Unleashed Rage - rank 5/5
Shamanistic Rage - rank 1/1
Ghantu Mar 18th 2008 1:29PM
Your job in a raid is to keep Unleashed Rage and Windfury up. Enhancement damage is good, but the real reason you're there is to help the warriors and rogues you should be grouped with. The 3% hit talent in Resto gets you closer to that optimal 100% uptime on Unleashed Rage, and I'm pretty sure it's actually a bigger personal DPS increase than what you get for your shocks from Elemental.
Also, don't gear for hit. 300 hit rating is way too much.
And, um, try using capitalization and punctuation once in a while.
Isambaard Mar 18th 2008 1:41PM
Or you could gear for crit and str and see your dps increase while dropping the useless points from Ele and putting them back in resto where they belong.
All of this has been both theorycrafted and playtested to prove that the raid will see more DPS from an enh/resto shaman. Most of the time shaman themselves will see more dps from enh/resto than enh/ele. I've played both builds and while enh/ele is more "fun" in that you get more numbers more often I didn't see a measurable DPS increase to make giving up those resto talents worth it.
Angus Mar 18th 2008 2:45PM
Selfish shaman have no place in a raid.
+ hit rating isn't that common in the very best gear, I am seeing a lot of upgrades down the pipe with haste, armor pen and very little hit rating. So having my yellow attacks automatically not have to worry about hit rating is a blessing.
30 yards means the healer in a heroic gets mana spring and I do too. Mobile fights means you aren't spending every available CD on a totem. You say you don't need efficiency yet took elemental focus, which with a 5% spell crit is about worthless. +3% hit is more important.
Take your suicide spec home please.
heartless_ Mar 18th 2008 2:19PM
Finally, a build shop chasing after my heart. I have played an enhancement shaman since beta. I will never cop out and go resto or elemental. I just love to get in yo face, and be a gimp while doing it :P
Anyways, the ElitistJerks thread is a great starting point for any enhancement shaman. Unfortunately, there is literally no wiggle room in our talent specs and in 2.4, we'll be divided even farther into a PvP spec or a PvE spec. In 2.3, it is perfectly valid to use the same spec in PvE and PvP, which I currently do (Tanglefoot - Azgalor).
However, in 2.4, I can't imagine any enhance shaman passing on insta Ghost Wolf or the 50% reduction to slow effects. Sure it doesn't effect all effects, but ANY HELP WITH CC is needed for enhance shamans. Sadly, this means giving up enhanced totems, which kind of bumps a PvP enhance shaman from being great for PvE groups.
Shield spec is a pretty easy talent to get confused on. Damage mitigation is a good idea in theory, but if you look at the way PvP and PvE is headed, you will notice that more and more "ignore armor" effects are cropping up. This makes swapping in a shield worthless. Prior to the TBC, a shield/1 hander was very useful. In PvP post TBC, leather or mail, Shamans get owned if they get caught by melee or casters. We have almost no defense against either built into our armor. It just is not the level 60 fun house it used to be for enhance shamans.
NOTE: I do not play arenas, don't care about them, and generally think anyone arguing for a talent's validity based on arenas is wrong. This game was not designed for Arena PvP, Blizzard has admitted this, but will still destroy the game trying to retro-fit it in.
Angus Mar 18th 2008 2:48PM
that reduction in toughness is BS. It only halves things that can be spammed anyway, so no real issue to them. Well, except frost shock... yippee we are better at killing other shaman specs.
Toughness would have been actually useful if it worked on roots and frost nova. It doesn't so it is pretty much still a wasted bunch of points.
heartless_ Mar 18th 2008 3:04PM
But you get the 50% reduction every time it is applied to you, while the actual effect is subjected to diminishing returns. Added on top of insta Ghost Wolf, I think it will be worth the points.
I agree that Blizzard could of done so much more to ensure it was universal to all slowing effects, not just a select few. Blizzard does have a huge issue of spammable CC in this game and is probably my biggest gripe in PvP.
Regardless, as a veteran enhance shaman, this is the first time I'll have ANYTHING that combats CC. After years of taking it in the ass, I will be more than happy to spend some time playing with the 50% reduction.