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Shaman - Enhancement/Restoration build

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WarCry Choice
Posts: 7365
Joined: 31 Aug 2003

Elemental Combat Talents (10 points)

  • Concussion - 5/5 points
    Increases the damage done by your Shock spells by 5%.

    [LI]Convection - 5/5 points
    Reduces the Mana cost of your Shock spells by 10%.

    Enhancement Talents (20 points)

    [LI]Ancestral Knowledge - 5/5 points
    Increases your maximum Mana by 5%.

    [LI]Improved Ghost Wolf - 2/2 points
    Reduces the cast time of your Ghost Wolf spell by 2 second.

    [LI]Improved Lightning Shield - 3/3 points
    Increases the damage done by your Lightning Shield orbs by 15%.

    [LI]Thundering Strikes - 5/5 points
    Improves your chance to get a critical strike with your weapon attacks by 5%.

    [LI]Two-Handed Axes and Maces - 1/1 point
    Allows you to use Two-Handed Axes and Two-Handed Maces.

    [LI]Flurry - 4/5 points
    Increases your attack speed by 25% for your next 3 swings after dealing a critical strike.

    Restoration Talents (21 points)

    [LI]Tidal Focus - 5/5 points
    Reduces the Mana cost of your healing spells by 5%.

    [LI]Totemic Focus - 5/5 points
    Reduces the Mana cost of your totems by 10%.

    [LI]Improved Lesser Healing Wave - 5/5 points
    Gives you a 75% chance to avoid interruption caused by damage while casting Lesser Healing Wave.

    [LI]Tidal Mastery - 5/5 points
    Increases the critical effect chance of your healing and Nature damage spells by 5%.

    [LI]Nature's Swiftness - 1/1 point
    When activated, your next Nature spell with a casting time less than 10 seconds becomes an instant cast spell.

  • Any input on how effective this build would be PvE/PvP would be appreciated.

    [Edited by Chi at 7:19 PM on 12/16/2004]

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    Master Looter
    Posts: 1185
    Joined: 11 Oct 2003

    How does nature's swiftness work? Do you just activate it and it lasts until you cast a healing spell?

    WarCry Choice
    Posts: 7365
    Joined: 31 Aug 2003

    Yea pretty much.

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    Adventurer
    Posts: 496
    Joined: 29 Oct 2003

    <DIV>Well one thing, you should at least spend the extra point in your elemental tree for the clearcasting... 1 point that saves me about 8 percent mana or so a fight.  Crazy not to take it especially if you already have 10 points...  Same with combat endurance.. 10% regen in combat is crazy useful and you have enough points in restoration to take it so might as well...</DIV>
    <DIV> </DIV>
    <DIV>anyway, its a pretty good build.. Nature's swiftness is great... i personally went for stormstrike (total of 35 points in enchancement) and ignored restoration altogether, and went for all shock talents and the 1 point in clearcasting thing (16 points in elemental combat ).  I'm only at 41 right now but i like it... flurry is so nice with windfury and a dagger...  Though i am thinkin of respeccin and goin for nature's swiftness, and basically a similiar build to what you have here but with those few things i was sayin</DIV>

    WarCry Choice
    Posts: 7365
    Joined: 31 Aug 2003

    I'm thinking of tweaking the build a bit, like getting Parry since I'll be using a 2-hander. I think I'll take a couple points out of Convection to get Parry and the 5th point in Flurry:

    Elemental Combat Talents (8 points)

    # Concussion - 5/5 points
    Increases the damage done by your Shock spells by 5%.

    # Convection - 3/5 points
    Reduces the Mana cost of your Shock spells by 6%.

    Enhancement Talents (22 points)

    # Ancestral Knowledge - 5/5 points
    Increases your maximum Mana by 5%.

    # Improved Ghost Wolf - 2/2 points
    Reduces the cast time of your Ghost Wolf spell by 2 second.

    # Improved Lightning Shield - 3/3 points
    Increases the damage done by your Lightning Shield orbs by 15%.

    # Thundering Strikes - 5/5 points
    Improves your chance to get a critical strike with your weapon attacks by 5%.

    # Two-Handed Axes and Maces - 1/1 point
    Allows you to use Two-Handed Axes and Two-Handed Maces.

    # Flurry - 5/5 points
    Increases your attack speed by 30% for your next 3 swings after dealing a critical strike.

    # Parry - 1/1 point
    Gives a chance to parry melee attacks.

    Restoration Talents (21 points)

    # Tidal Focus - 5/5 points
    Reduces the Mana cost of your healing spells by 5%.

    # Totemic Focus - 5/5 points
    Reduces the Mana cost of your totems by 10%.

    # Improved Lesser Healing Wave - 5/5 points
    Gives you a 75% chance to avoid interruption caused by damage while casting Lesser Healing Wave.

    # Tidal Mastery - 5/5 points
    Increases the critical effect chance of your healing and Nature damage spells by 5%.

    # Nature's Swiftness - 1/1 point
    When activated, your next Nature spell with a casting time less than 10 seconds becomes an instant cast spell.

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    Adventurer
    Posts: 278
    Joined: 16 Dec 2003

    1) why put any skill points into ghost wolf?  it is a travel form, and you cannot cast spells while in ghost wolf form.  you do not get any attack bonus either.  speeding up the casting speed of ghost wolf does not benefit you at all like many of the other things that you can invest into do.

    2) if you are looking for a pvp char you will want to invest much less into enhancement then you believe.  the focus of a shaman is on the shock spells and also the totums.  the totums should be your main focus as a shaman.  the reason for this is that they either raise yoru defence your strenght agility etc etc also they do heavy damage when using the correct totum.  also totums can serve as a way for the person that your facing to lose the focus off of you for an attack or 2 to destroy the surrounding totums so they may even save you.  investing into things such as parry, and + crit stike and even 2 handed weapons waste skill points that you could use investing into things like mana spring totum or other restoration or elemental skills.  the only reason why you would want to put skill points is if you were a tauren.  the reason is they have more HP then orc and troll do and higher strength and built in defence so they can take more hits and deal more damage.  but other wise ancesteral knowledge and improved lightingshield are really the only 2 things that will benefit you for pvp.  remember orc and troll have much less hp than a tauren has and a shield adds a lot of def.

     

    WarCry Choice
    Posts: 7365
    Joined: 31 Aug 2003

    1) For escaping, the 2sec taken off makes it a 1sec cast, and a very easy way to get out of trouble.

    2) If I were to ever fight a Shaman, I would ignore the totem, just as I'd ignore the pet of a Warlock or Hunter, as the character is much more dangerous than the pet/totem. And oh yea, I'm a Tauren. ^^

    Thank you for all of your input and I may reconsider some parts of my buil d, but I want to be mostly healing/melee/totems, and not so reliant on the shocks for damage. As soon as I can I'll be using Windfury, coupled with Flurry proves to be very dangerous when they proc. I know and agree that those both having somewhat low percentages to proc (20% Windfury, 30% Flurry).

    Anyways, I just lost myself in my rabble, so thank you again for your input.

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    Power Leveler
    Posts: 3675
    Joined: 22 May 2003

    I wouldn't ignore a earthbind totem as they would slow you down considerably.

    Adventurer
    Posts: 278
    Joined: 16 Dec 2003

    yes advancing your skill into ghost wolf making it a shorter cast is nice but it is only a benefit.  as a shaman just throw a frostblast at your opposition, get some space between you and him and then cast your shadow wolf.  you may get hit once or twice but by then you will have casted and turned into wolf form.  also in a duel most people that are smart when dueling or pvping vs a shaman will go for the totems to blow out there buffs.  remember w/ stoneskin totum you can make a good amount of damage that your opponent or opponents null and void.  if your enemy takes out your totem, all you have to rely on are your spells.  shaman dont have the greatest defence attack and health in the world.  making it easy for them to be taken out unless using the totums

    WarCry Choice
    Posts: 7365
    Joined: 31 Aug 2003

    Since posting, I have altered my talent build quite a bit:

    Elemental Combat Talents (18 points)

    # Concussion - 5/5 points
    Increases the damage done by your Shock spells by 5%.

    # Convection - 5/5 points
    Reduces the Mana cost of your Shock spells by 10%.

    # Reverberation - 5/5 points
    Reduces the cooldown of your Shock spells by 1 second.

    # Elemental Focus - 1/1 point
    Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

    # Improved Fire Nova Totem - 2/2 points
    Reduces the delay before your Fire Nova Totem activates by 2 seconds.

    Enhancement Talents (11 points)

    # Ancestral Knowledge - 5/5 points
    Increases your maximum Mana by 5%.

    # Improved Ghost Wolf - 2/2 points
    Reduces the cast time of your Ghost Wolf spell by 2 second.

    # Improved Lightning Shield - 3/3 points
    Increases the damage done by your Lightning Shield orbs by 15%.

    # Two-Handed Axes and Maces - 1/1 point
    Allows you to use Two-Handed Axes and Two-Handed Maces.

    Restoration Talents (22 points)

    # Tidal Focus - 5/5 points
    Reduces the Mana cost of your healing spells by 5%.

    # Totemic Focus - 5/5 points
    Reduces the Mana cost of your totems by 10%.

    # Improved Lesser Healing Wave - 5/5 points
    Gives you a 75% chance to avoid interruption caused by damage while casting Lesser Healing Wave.

    # Combat Endurance - 1/1 point
    Allows 10% of your Health regeneration to work while in combat.

    # Tidal Mastery - 5/5 points
    Increases the critical effect chance of your healing and Nature damage spells by 5%.

    # Nature's Swiftness - 1/1 point
    When activated, your next Nature spell with a casting time less than 10 seconds becomes an instant cast spell.

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    Apprentice
    Posts: 2
    Joined: 29 Mar 2005

    When you get a mount how useful is imp ghost wolf?  I mean cast time for horse is not that much more?  I think it's wasted points after that...

    WarCry Choice
    Posts: 7365
    Joined: 31 Aug 2003

    You can't cast mount in combat, and mount is a much longer cast than 1 sec. (imp. ghost wolf). So you just GW, run away, mount up.

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