Skip to Content

WoW Insider has the latest on the Mists of Pandaria!

Posts with tag grounding-totem

Totem Talk: An enhancement view of Patch 4.1

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. On Saturdays, Josh Myers tackles the hard questions about enhancement. Can we tank? Can we DPS with a two-hander? How does one shoot web? The answer to the first two is "no," and roll a hunter for the third!

There are two things on everyone's mind this week. First, it's time for the royal wedding (Thrall and Jaina, if I recall correctly?). Second, patch 4.1 hit. With patch 4.1, we've seen some pretty awesome things. For instance, the Zandalari are back and dedicating their purpose to trolling all of Azeroth; queuing as a DPSer for a random heroic now takes one-fifth of the time; and frost mages got a damage buff.

Unfortunately, enhancement was barely a footnote in the greater scheme of patch 4.1, receiving a grand total of three changes. These changes range from "complete and utter nerf" to "slight AoE buff." To be honest, I'm actually not bitter about 4.1 for enhancement, as we were already competitive in PvE, where our main concern was our abysmal and complex AoE DPS. For people who play primarily enhancement PvP, this patch was considerably more of a letdown.

Read more →

Filed under: Shaman, (Shaman) Totem Talk, Cataclysm

Several hotfixes now live

I caught this a bit late, but Bornakk wrote into the Service Status forums Wednesday night to provide a list of hotfixes concerning Jewelcrafting, Shamans, Rogues, and Death Knights that have been applied to the live realms:

Read more →

Filed under: Rogue, Shaman, Bugs, News items, Jewelcrafting, Classes, Death Knight

10 things a new Shaman should know about fighting casters

Here are some tips every new shaman player should know. Casters can be some of your easiest kills, whether in PvP or PvE because Shock is your middle name and spell interruption is your game.
  • Earth Shock, baby! At level 4 you'll get Rank 1 of this spell. Its cooldown is 6 seconds, just like all your shock spells.
  • Keep Earth Shock (Rank 1) somewhere on your toolbar in addition to higher levels of the spell. It only uses 30 mana and it still stops an enemy in mid-cast just as effectively as higher ranked versions of the spell.
  • Mages can be taken down easily if you're quick to get close to them and stop them from casting Frost Nova. Pound them quickly, continuing to shock them when casting.
  • Level 24+ Mages and level 32+ Priests can stop your Lightning Bolts with Counterspell or Silence. Although both of these spells will impact your casting for up to 8 seconds, remember that shock spells are instant cast and can't be interrupted.
  • In the case of Mages' Counterspells, their silencing effect only stops one school of casting. So if they hit you during Lightning Bolt (a Nature spell), you can still cast your Flame or Frost Shocks, but not your Earth Shock. You can also drop Searing Totem for damage.
After the jump, five more tips for shamans against casters.

Read more →

Filed under: Tauren, Shaman, Analysis / Opinion, Tips, How-tos, Draenei, Guides, Classes, New Players' Guide

SK Gaming interview: Kil'jaeden, Sunwell, and why to stack +haste


Recently WoW Insider caught up with Neg, a restoration-specced Orc Shaman who raided with Nihilum before leaving recently for SK Gaming. An experienced player who has seen all of Blizzard's raid content, from Molten Core through Sunwell Plateau, Neg's talked to us previously about high-end raiding and what Sunwell was like on the PTR. As he's become one of a small group of raiders worldwide to finish the whole zone, we've asked him some follow-up questions about guild stability during the transition to Wrath, what Sunwell was like going live, why there are so many Shaman nowadays in high-end raiding, and the best and worst raid content on offer in WoW.

If you didn't catch our first interview with Neg, you can find that here, but read on for an inside look at the toughest raiding you'll find in the game:

Read more →

Filed under: Druid, Paladin, Priest, Shaman, Patches, Analysis / Opinion, News items, Expansions, Features, Raiding, The Burning Crusade, Bosses, Classes, Interviews

Hybrid Theory: Magisters' Terrace, stomping all over your comfort zone

We've been talking about Magisters' Terrace a lot. I have been talking about Magisters' Terrace a lot. Lucky you, we're going to talk about it some more!

Magisters' Terrace is the brand new 5-man that came with Patch 2.4, so it comes across as much harder than it actually is. It is hard, sure, but not the soul-rending pain we're all feeling right now. All new dungeons require a period of adjustment. I remember when Dire Maul first came out, way back in the day. Everyone thought it was utterly horrifying.

During this period of adjustment, you're going to run into groups being far more strict about group composition. Once the community has become accustomed to the difficulty level of Magisters' Terrace, things will ease up. Currently, a lot of damage specced hybrids are having a rough time finding a group consistently due to one pretty large factor: A lack of crowd control. There are a lot of things you can(and should) do to make up for that, and knowing those things will do a lot to contribute to speeding up the adjustment period.

Read more →

Filed under: Druid, Paladin, Warlock, Patches, Analysis / Opinion, Hybrid Theory

WoW Insider Show 

Subscribe via  iTunes for our latest show.

Hot Topics


 

Upcoming Events


Around Azeroth

Around Azeroth

Featured Galleries

It came from the Blog: Occupy Orgrimmar
Midsummer Flamefest 2013
Running of the Orphans 2013
World of Warcraft Tattoos
HearthStone Sample Cards
HearthStone Concept Art
Yaks
It came from the Blog: Lunar Lunacy 2013
Art of Blizzard Gallery Opening

 

Categories