What should enhancement shamans weapons used




















Shamans can equip daggers. Dual wield in TBC. It can be fun in BGs though, back in the day BGs were infested with 0 resi noobs and it was fun oneshotting them. Dual wield will after the new talents require only 30 to learn, meaning that will be possible for resto and elemental shamans to get their 51 point ability and dual wield.

Dual Wield is a passive shaman ability learned at level 10 for those with the Enhancement specialization. It also allows the shaman to parry frontal melee attacks.

Enchanting lets you perform your own enchantments or make money from enchanting others. Blacksmithing produces mail armor and melee weapons and may appeal to an enhancement shaman. Or you might decide to just take two of Mining, Skinning or Herbalism and sell the materials you gather for gold.

You can use staves as well, without the enh talent. It allows warriors to dual-wield two-handed weapons. Dual Wield is a passive Frost death knight ability…. Dual Wield death knight. In the latest Beta build, Unholy and Frost have received a few updates to address some common concerns. The proc rate has been adjusted to bring Dual Wield and Two-Handed closer together and the Runic Power gain has been increased to 5 from 3.

Right now dual wielding is better because you have the two runeforges and Fallen Crusader is a significant damage boost but you would never want to take it on your main hand over Razorice. At level 58, two handed will be much more competitive due to the rank 2 talents we get. Frost DKs have finally gotten back their 2H weapons. A playstyle that was removed 4 years ago is now back with its old passive Might of the Frozen Wastes helping it bridge the gap between 2H and DW!

Killing Machine now makes Obliterate deal frost damage, buffing it significantly. Frost DK is good and a lot of fun. But unholy just does so much more damage. The only catch to this is dagger Rogues, who have numerous abilities to stop you in your tracks.

It is best to entirely kite them using repeated frost shocks until they are at least half health. Finally, Frost Shock is the only shock to use against a hunter.

Given the chance to Wing Clip you and run, they will do so immediately, and a Shaman will generally fare poorly against a Hunters ranged DPS. In each battleground, a Shaman can do a lot. If your group stays close to each other, totems will be an advantage. You can choose to spend your time beating face with whatever weapon you have, or you can take on a support role.

Overall, a Shaman can be really helpful everywhere you want to be. Flame Shock - any class with stealth abilities. Frost Shock - any situation where you need to slow someone. A Shaman makes an adequate flag runner, especially when you have 2 points in Improved Ghost Wolf but Druids are better. Remember that Ghost Wolf is a dispellable magic effect -- it can be removed from you, then you're left carrying the flag without being fast.

You can't shapeshift out of restraint effects like a Druid can, so you are easily rooted or slowed. Since Patch 1. This gives you more tools to use while carrying the flag, such as. If you're engaged in melee combat while carrying the flag, don't forget to put on your shield for some extra damage reduction.

You can support your team's runner by dropping Earthbind Totems and healing. Magma Totem will break Rogue or Druid stealth usually before they can get to you. Tremor Totem can interrupt fear effects, and using Purge on Priests or other cloth mobs will remove their self buffs -- dropping someone by stamina points has a noticeable, immediate impact on their survivability.

Always drop Tremor Totem when defending a node - it does not help against Rogue stuns but it will help with fear and charm effects from Priests and Warlocks. To help against sap , stay in Ghost Wolf form.

In this form, you are considered a Beast and as such are immune. You will be vulnerable to Druid sleep and Hunter fear effects, but Tremor Totem will help defend against this. Arathi Basin means small groups of people fighting in one place - your totems can make a serious difference.

Now that most totems have raidwide effects, it doesn't matter if the people defending with you are in the same group or not.

The oft-forgotten Far Sight spell can be used to great effect, particularly from the Lumber mill, to help direct traffic. If you have people defending you at that node, you can spy down to the Stables, Blacksmith, and Farm for any incoming groups or to check on the progress of your attack.

Sentry Totem can also be useful, especially at Blacksmith, Farm and Mine, where you can hide in buildings. A nice little trick for elemental shamans, is to just sit by the flag at the Lumber mill. This usually kills them unless you aren't placed right. Make sure that they are by the ledge and you are away from the ledge, and the Lumber mill will be yours for the whole round. AV can be difficult for Shaman, because it's often a ranged zerg-fest.

Tab-selecting opponents to cast Purge can be very effective, especially effective against Paladins, and anyone relying on Power Word: Fortitude or Arcane Intellect. This can be of great use in AV because you're almost guaranteed three targets for each Chain Lightning.

Using a Shock spell will often finish off your target, should it be in range. If you're hanging out of the fight to heal, using Chain Heal on the melee is very mana efficient. With three targets, it's the most effective heal in the Shaman arsenal, and everyone in the big fight below will appreciate every little bit of healing you can add to the mix.

Further, if as a Draenei shaman, you are grouped with the main tank during the Captain Galvangar fight, dropping a Tremor Totem can be invaluable, as he intermittently casts Intimidating Shout during the battle. This is especially crucial as Galvangar is usually engaged while the Enemy has no local graveyards captured, usually sending dead players all the way back to Stormpike.

Post away! Log in , it's free! An alternative version of this wiki is now operational and ready for use. WoWWiki Explore. WoW info. Gathering Production Secondary. Allied races. Useful macros What are addons? More WoW info. Events Ongoing Seasonal Micro-holidays World.

Instances Raids Scenarios Sanctuaries Worlds. Movie info. I'd recommend Chestguard of the Conniver , as while it is far worse than the T4 chest it is the second best "just a drop" item and is far easier to obtain. While worse than the Gruul belt, Girdle of Treachery is definitely superior to the Girdle of the Deathdealer and should replace it in this guide. Comment by FatSephy Based on current information, Expertise has been overvalued somewhat.

It's a great stat, but it consumes too much stat weighting on items that non expertise gear is actually better at least in the first phases. With this in mind, Skulker's Greaves are considered BiS legs, and Shapeshifter's Signet is no longer one of the best rings. Shaffar's Band of Brutality is technically better than both Signets, but in order to summon the boss that drops it , you must grind an item repeatedly for hand ins to get consumable keys or quest completion for The Consortium to get a permanent key which requires Exalted reputation.

Liar's Tongue Gloves are approximately 0. Yellow sockets should also be filled with Inscribed Noble Topaz over straight up hit gems. Comment by Genghisconn If you're going to list the Gladiator weapons, list the GM blue weapons as well. The GM axe is a slightly better offhand than Harvester.

Some pieces in the graphic BiS set aren't even mentioned in text below or are listed as Optional. It seems to have a pretty solid balance of stats and looks comparable to the Cowl of Defiance , if not better. I guess it depends if you'd have that little extra attack power instead of Crit and Hit rating.

Comment by badfreddyboy So i was looking around on 1h off-hand options, and noticed Bloodskull Destroyer exists. Is there any reason this isn't listed?



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