Totem Talk: Too versatile?
Totem Talk is the column for shamans. This week, Matthew Rossi examines the great flexibility of the shaman class and whether it causes difficulty for the design and play of the average shaman. He's also trying desperately to come up with a joke for the header paragraph but aside from a 'It's over 9000' reference, he's got nothing. But hey, at least it's being posted on the right day this week.This week, on our way into Hyjal after having given Vashj her dirt nap, I noticed our guild's shamans doing some awesome work for us kiting striders, healing through massive DoT's, and putting out incredible damage on naga's.One of the top DPS on our Vashj kill was an enhancement shaman. An elemental shaman used frost shock to kite the striders and did very well holding aggro. All in all, without our shamans, we wouldn't have gotten her down, and wouldn't have been able to go kick Winterchill and Anetheron in the groins. I've talked before about how important the shaman is for raiding and this week I've really seen it in action. Grounding totems to eat damaging stuns before Vashj can apply them to me, windfury totem to boost our melee (one of our rogues gets very cranky if he has to raid without the enhancement shaman in his group), a variety of boosts to our healing and ranged DPS... shamans bring a huge toolkit to dungeons and raids.
In fact, I'm starting to wonder if the problem is that very versatility. Sometimes, it's as if people just don't know what to ask a shaman to do for them. Groups even seem to skip taking a shaman over another class because they don't understand that yes, a shaman specced for it main heal your Slabs run, or does have the ability to dps effectively. For that matter, at times they don't even care if the shaman can do the job or not: they just want someone who can crowd control.
We've discussed mistakes people have about the shaman class before. One thing that's not mistaken is that there are specific things that shamans cannot do. They cannot cc a mob. No seduce, no banish, no sheep, no sap, no cyclone, not even a stun. This may or may not change in the future... my crystal ball's been broken ever since I used it to predict that World of Warcraft would be a solid presence in the MMO field, solidly second place behind Ultima Online.. but for now it is the reality of the game. Are shaman broken? I don't think so. I think players have long memories and are slow to change, and when changes in gameplay happen they tend to trickle down from top raiding guilds (who are always looking for an edge to kill a new boss) to average raids, to smaller guilds in the ten mans, and finally into the community at large. This isn't due so much to any supposed superiority of raiders over non raiders but rather to the simple fact that the raiders are beating their heads against the metaphorical brick walls of new content.
This means that from a top down view, shamans are awesome and there's nothing to complain about, if you take 25 man raiding as the 'top'. Two problem enter into this, however: what happens when you paradigm shift from raiding to PvP or 5 man instances?
Much of a shaman's versatility comes from the multiplicative effect they have on large groups. In a raid, where other classes will already handle the CC, shamans are free to provide DPS and healing and totems to buff performance of other classes. Much like Shadow Priests, part of the reason you want to bring a shaman is how good she makes you. With three shamans, you can tune groups to take advantage of their abilities (the melee group, caster group and possibly a healing group - we often stick our hunters in with a shaman and have him or her GoA them up) and can even rotate shamans into a DPS group to provide multiple bursts of Bloodlust or Herosim.
You can't do any of this in an Arena match or a five man instance PuG. You have five people at most, as few as two or three depending on bracket. Very rarely will you have two shamans to take advantage of two air totems, and if you do, you have even less options for CC. And crowd control can tip the balance of a PvP match in seconds: take the healer out of the equation with a stun and burn down the DPS, for one example. Meanwhile, most five man instance runs depend on either mass AoE tanking (which can be very rough on an undergeared healer) or meticulous CC. It's not uncommon for a PuG instance run to bring up to three possible CC's in order to reduce the amount of trash they have to deal with on a pull. It's not just that these players are often unaware of how awesome shaman totems can be... even Horde side, you can often find groups that just have no idea what shamans are and what shamans can do... but when they're trying to ensure that they can keep three of the six mobs in a pull locked down, they often are willing to forgo totem buffs.
Shamans have found ways to produce results in competitive PvP, of course. One such way is the elemental shaman strategy which calls for an instant cast, guaranteed critical chain lightning burst in the face of the entire opposing party, also known as the gib everyone strategy. In effect, it's the entire opposite of focus fire. Properly geared enhancement shamans can still deal out impressive one on one damage and with resilience become more resistant to crits and dots, although this level of resistance can be difficult to come by. Restoration is still a strong healing spec and the recent changes to abilities like Earth Shield don't seem to have made them less so... but shamans are hardly dominating arenas, either. In my own experience with shaman PvP I've come to believe that shamans are stronger in battlegrounds than arenas until their gear starts to hit the Season 2 or better level, which is no surprise, since battlegrounds tend to have more people to buff and less chance to pick out one guy and turn him or her to paste. Unless he or she is carrying a flag. Then yeah, paste time.
The issue here is, you don't want to risk losing that enormous variability that makes shamans so useful for large scale content. One of the hallmarks of the shaman class is their versatility and group utility, their ability to enhance a group for whatever role that group is intended to play. Whether it's a 10 man raid with a shaman who can choose the proper totem for spell dampening, poison or disease removal, or DPS increase or a 25 man with its tailored groups, shamans are incredibly strong and useful for these aspects of play and I'd hate to see them watered down. Frankly, I'd say it's not even necessary. Five man groups will come to learn that shaman totems provide some of the best buffs in the game, and hopefully DPS shamans will make inroads in PuG's, where a lot of the necessary tuning of a character to be raid ready takes place.
I'm not blind to the difficulties shamans can have in PvP, especially arena. Frankly, after long thinking about it, and getting my head turned into jelly by a blood elf ret paladin with a whopping great mace on a few occasions, I'd have to say that I believe shamans need not a CC, but a limited form of anti CC that gives them time either to close the gap (for enhancement shamans) or get the heck out of Dodge rather than forcing them to stand still and be unable to hit anyone while four people turn them into vegemite. To a degree the recent changes to shamans seem to be heading in that direction, at least to a limited extent. I suppose only time can tell us whether that continues.
So in the end, shamans are of course awesome and hopefully will remain so, and the issue that makes life hard for them in smaller groups will hopefully ease with the coming expansion. From my perspective, as it stands shamans are in excellent shape in PvE, especially in raiding, and I want to see them remain so, I just also want to see barriers that keep them from achieving their full potential in PvP removed and more new shamans finding their way into five man instances.
Filed under: Shaman, Patches, Analysis / Opinion, PvP, Instances, Expansions, (Shaman) Totem Talk, Battlegrounds






Reader Comments (Page 1 of 2)
Milktub Apr 17th 2008 3:14PM
I don't understand Shaman (I'm slowly, very slowly, leveling a shaman of my own), but I do love Shaman. As an example, I don't know what grounding totem does except that it sometimes keeps me from getting feared. I know that Windfury totem makes my tank dps almost as well as some dps classes, but that when I'm grouping with a hunter, they always ask for agility.
For the record, my favorite H Mech run of all time was me and four shaman. If I could do all my heroics with four shaman, I'd be a happy warrior.
Maybe I'll get myself laid off from work so I can go level my shaman up and get an understanding for what it is that makes them sooo sweet.
ANeM Apr 17th 2008 3:31PM
Tremor totem stops fears. This is a common misconception, if not the MOST common misconception, and I was surprised that it didn't show up anywhere on the "Common Misconceptions" post.
Grounding totem redirects 1* harmful spell from the party to itself. While it can stop fears, it can only stop MAGICAL fears, and no AOE fears. Most fears in raids are PHYSICAL fears, and AOE, so grounding totem is useless against them.
TREMOR totem pulses every 3 second breaking any fear and most charm and sleep effects on party members within 40 yards.
* it can sometimes eat more than one if they are cast at the same time. I once had 3 AP POM Pyros eaten by the same Grounding totem. Best 3v3 arena ever.
Naix Apr 17th 2008 4:26PM
I always knew Shamans were OP.
Nick S Apr 17th 2008 3:51PM
no offense to shammies, i love ya and your buffs, but i'll take a rogue, mage, hunter, or warlock in heroics any day.
CC is the name of the 5-man game, and that fact isn't getting any less true - heroic MrT is one of the biggest tests of CC in the game so far.
i'm not saying i like it that way... or that shamans are bad... just that when you're pulling 6 mobs who swing for 2k, you'd better have 3 CC.
Milktub Apr 17th 2008 4:02PM
You need more Armor and Avoidance!
innajunglestylee Apr 17th 2008 4:21PM
No offense to you, but the poster above me is correct. 2 CC is adequate for MrT if the DPS knows how to FF, the tank is geared and the healer is awake.
Othey Apr 17th 2008 4:34PM
While CC seems vital for 5 mans nowadays, most people have become too CC focused that they can't live without it.
Shame really, cause Magister's Terrace and other heroics can be easily done w/o CC. I was in MGT just recently with a Elemental shammy, enhancement shammy, prot warrior, ret pally (me), and Disc Priest. This wasn't a tier 5 group at all (mostly PvP/Kara gear), and there wasn't a single death save for our poor warrior near the end.
Lazy seems to be what many tanks are nowadays, and people write off multi-mob tanking as the talent of only prot pallys. What's easy for them just takes a little (not a lot) skill on other tanks parts.
Matthew Rossi Apr 17th 2008 6:42PM
I often tank heroic MT with no CC at all. If you have a rogue and an enhancement shaman, you can effectively have them 'double team' a caster add, stunlocking and interrupting it to death, while as a warrior I can probably hold at least two more casters with Spell Reflect.
I won't pretend it's not challenging, but it's quite doable.
Angus Apr 17th 2008 6:48PM
Let me counter what you said as follows:
"no offense to warriors, i love ya and your boss tanking, but i'll take a paladin, or druids in heroics any day.
Multi-mob tanking is the name of the 5-man game, and that fact isn't getting any less true - heroic MrT is one of the biggest tests of Multi-mon tanking in the game so far.
i'm not saying i like it that way... or that warriors are bad... just that when you're pulling 6 mobs who swing for 2k, you'd better have a Paladin or Druid.
FYI: I can't think of a single pull in the game where they are melee based and hitting for that much. Most have a good number of casters and for that an Enhancement shaman is as good as CC. Grounding totem, earth shock and most of their damage is gone, while their armor is crud so we demolish them in melee.
Note: Rossi knows how to multi-mob tank as a warrior. A rarity. I would accept him as a substitute for a Paladin, but only because he isn't a noob. Your comments show me exactly where you fall. Have fun in your 3hr heroics while I get 3 done with one CC and a Warrior tank that knows his stuff.
vildand Apr 18th 2008 10:32AM
"I often tank heroic MT with no CC at all. If you have a rogue and"
Sap, stun and blind are some of the best CC in the 5man game, they all come in form of a rogue so I'm not sure I follow this.
Nick S Apr 18th 2008 1:30PM
i've done lots of heroics with shammies and other hybrid classes. i'm not saying it's impossible, it's just not as easy as if you bring more CC.
heroic MrT with 3 CC is not hard. with 2, it's a bit more exciting. with 1, it's very difficult. with 0? i haven't tried that, but i suspect it's not fun. you can't deny that CC makes life easier in heroics. show me a CC-less run of heroic MrT in T4/badge gear and i'll show you one very impressed dude.
and part of the reason for my post was to point out the design direction blizzard is taking with new content - CC is becoming increasingly emphasized, i believe. i personally think that if they're going to do that, they need to give shammies some form of CC. shammies in my guild are being denied spots in PuGs for heroic MrT, and that's just sucky.
all of your rebuttals are valid - i particularly like the warrior one. pally tanks ARE awesome for 5-mans, though, no doubt about it.
sautz Apr 17th 2008 4:09PM
CC is very important, but Shamans bring DPS and backup heals and great buffs. I would go with 2 CCs and a nice chain heal over just a freeze trap any day.
Kal Apr 17th 2008 4:11PM
Is this like the old answer to the interview question "what do you feel is your biggest detriment?"
"Well...sometimes I'm just TOO perfect".
Matthew Rossi Apr 17th 2008 6:43PM
Well, not exactly... all that versatility comes at the price of focus. Spec only takes you so far, and in the end, all shaman totems and abilities provide a wealth of options but these options need larger groups to really be felt.
It does kind of sound like that, though, I admit.
Arc Apr 17th 2008 4:12PM
I have had my 70 shaman since a couple of weeks after BC was released. It is my main toon specced as resto. I actually levelled as a resto shaman before the spell damage was added to healing gear. Its not hard to instance grind as a healer. I found for a long time that shamans were misunderstood by players who had never played them. Initiall I was told that best healing classes were Preists, Druids, paladins, then shamans. The day I read "Chain heal" in release notes i wanted to pwn that ridiculous statement about who's best at healing. I mean lets face it, each healer has its place in a raid, HoT's for Druids, CoH for priests, Chain heals for Shamans, and Pally's.. well flash of light. I think the +heal requirements for a resto shaman are alot less that the other classes. Chain Heal rank 2 is ur best friend until T5/T6, then u can uprank to 3 or 4. I have always out healed every other class as a shaman with ease. Enough to make up for no HoT's, and no CoH. I have seen Enchance Shaman's in greens and blues out DPS rogues warriors and mages. I know of one specific enchance shaman who was out dpsing lvl 70 toons and lvl 65. I see alot of shamans who rarely drop totems. And if they do they are mostly to enchance the shamans abilities, not the group. I myself drop totems every pull, and are always to better the group over myself. +101 heals from Grace of air isnt going to make as much a difference compared to say an extra 70 agil for hunter/druid/rogues. Considering most resto shamans overheal 30% upwards to 60% each run +heals after 1500 are much less important.
I think what sticks out to me at the end of the day with shamans, is the skill behind the toon. Manage threat as all 3 specs, drop the right totems in teh right place ALL the time. Spec correctly (for resto focus on mana longevity), and put that damn earth shield on the tank! :D
Arc Apr 17th 2008 4:18PM
btw in my S3 gear I have 448 Resil, 13k HP, 12k Armor, 13k Mana. Its no big deal to frost shock and OT mobs as a shaman. Earth shield, strength of earth, gift of naaru, natureswiftness+greater heal, earth elemental, are all great toold to OT mobs. I find myself OTing mobs in SSC alot from chain heall agro / crappy pulls. Again to those that mock us Shamans, go play one for a while before u pass ur uneducated judgements. We own joo!
innajunglestylee Apr 17th 2008 4:22PM
In before "I said Heroic MrT." Same rules apply.
Arc Apr 17th 2008 4:28PM
Shammy's in Heroic MgT do alot. Tremor totem breaks sleep effects, poison cleanse totem for poison cleanse, grounding absorbs those horrrible stray icebolts and warlock aggro. All those benefits over a single CC.. u decide. I think we would all agree if ur tank does the trick, then less CC is required. CC is a safeguard for nubness. L2Omen
Murmillos Apr 17th 2008 5:16PM
"L2Omen"
Omen doesn't help the group when the tank doesn't know how to hold 2+ mobs. If a tank can only hold one mob, then the other ones are going to have to be CC'ed. I've ran Heroic MrT with a Ele Shaman, SPriest, Prot Warrior, Mage and myself as a Tree Druid. Other then the one CC for sheep, the Warrior was able to tank and taunt and hold everything else. We killed the targets as called out and the Warrior even was able to keep healing aggro at bay.
Omen isn't the "cure all fix" for raiding for DPS'ing and CC'ing. To many people have run into lazy or low played tanks and exects that every mob over 1 requires a CC.
It's not that Shaman NEED a CC, it's just they need one because the majority of the player base "wants" one. You can't fix the player base as easily as you can give Shaman a short CC.
Angus Apr 17th 2008 6:50PM
I just shut down the warlocks. They get maybe 2 spells off at me and are dead. The imp went first.
CC isn't necessary when you can just take out casters like that and they melee like kittens on leather.