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Shaman FAQFollow

#1 Aug 24 2006 at 10:28 AM Rating: Good
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Alright, since we don't have a Shaman FAQ I've decided to make one.

It's a rough draft right now, and I'm going to need some help with this one.
You guys post things you think should be on the FAQ and I'll edit them in.
Hopefully this thread can end up a sticky.

TABLE OF CONTENTS
  • 1.0 - What is a Shaman?
  • 1.1 - Shaman's role in a group
  • 1.2 - What Race is Best?
  • 1.3 - What is the Plural of Shaman?
  • 1.4 - What are the most important stats for a Shaman?
  • 1.5 - 1-handed weapon w/ shield or 2-handed weapon, which is best?
  • 1.6 - Shaman Totem Quests
  • 1.7 - Skyfury Helm Quest
  • 2.0 - Talents
  • 2.1 - Sample Talent Builds

  • 2.2 - What new Talents/Spells do we get in Burning Crusade (Expansion)?
  • 2.3 - Helpful Links
  • 2.4 - What are some useful Add-Ons for Shaman?



  • Also, for this FAQ I will be using the following text colours:
    YELLOW = Section Title
    AQUA = Most recently updated/added (Table of Contents only)
    PINK = Something added/quoted from another member.

    ---------------

    1.0 - What is a Shaman?

    Shaman are currently a horde-only class (Until the expansion comes out, when Alliance get Shaman and Horde get the current alliance-only class, Paladin).

    Shaman are a support class (Like Paladin and Druid) and adds many things to a party, including Melee DPS, Elemental DPS, healing, buffing and their self-rez (Ankh) ability.

    Shaman are not as strong as warriors or rogues with melee DPS, not as strong as Mages or Warlocks in Elemental DPS, and not as strong a healer as a Priest, but their ability to fill several of these roles is great for a party.

    Shaman CAN do all of the above-mentioned things, but you will end up focusing on one or two of them, based on your talent selection (Which I will get into later).

    ---------------

    1.1 - Shaman’s role in a Group

    Shaman tend to start out in the Enhancement or Elemental talent trees and can play as either a caster or a melee class, but in the later levels you will be asked to heal more often, so most Shaman tend to switch to their Restoration (Healing) talent tree.

    In groups, regardless of what spec you are, you will be expected to keep your most useful totems down and you will also be expected to backup heal (or main heal).
    Be sure to always carry drinks or mana potions, Shaman have a rather shallow mana pool.
    In the later levels (once you get Reincarnation) be sure to always have a few Ankhs before leaving to go to an Instance.

    ---------------

    1.2 - What race is best?

    Shaman can currently only be played by Tauren, Orc and Troll. But with the expansion the Alliance will be able to play this class as a Draenei.

    Tauren get War Stomp (AoE Stun), Endurance (5% max health), Cultivation (+15 Herbalism skill) and Nature Resistance.

    Orc get Blood Fury (25% increase to attack power), Hardiness (25% Resistance to Stun and Knockout), Command (Pet melee damage increase, useless to Shaman) and Axe Specialization (+5 Axe Skill)

    Troll get Berserking (Increase Melee and Spellcasting speed while injured; the more injured, the larger the speed increase), Regeneration (Increased Health regeneration), Beast Slaying (Increased damage to beasts) and Throwing Specialization (+5 Throwing Skill, Useless to Shaman)

    It really doesn’t matter tho, just play what you think looks best.

    ---------------

    1.3 - What is the plural of Shaman?

    Shamans.

    "WoWwiki.com" wrote:
    Is shamen or shamans the plural form of shaman?
    The correct plural form of shaman is shamans. Unlike man, woman, the word sha•man is not derivated from the base word man, so the plural form of man cannot be used. The word shaman is actually an incorporated foreign word to the English language (like the French word bureau) and not a word (or derived from a word) from the Middle or Old English like man. Like any incorporated word, it has to follow the same standard English rule for plural forms on nouns (e.g. paper/papers, prima donna/prima donnas) unless it already has a plural form from its original language (like the Latin syllabus/syllabi).


    ---------------

    1.4 - What are the most important stats for Shaman?

    Depends on what talent tree you’re taking.

    Enhancement Shaman will want a mix of Strength, Agility and Stamina.
    Elemental and Restoration will want a mix of Intelligence, Spirit and Stamina.

    Elemental Shaman benefit from +Spell Damage
    Restoration Shaman benefit from +Healing

    Shamans want to focus on MP/5 Gear if they are Resto or Elemental. It greatly helps our sustainability with our low MP. Also, since Shamans roles tend to have them casting alot (Totem Dropping, Shocks, Weapon Buffs/Lightning Shield, Heals) they are usually better off gaining MP/5 instead of Spirit Gear at the upper levels. - Aracelt


    ---------------

    1.5 - 1-handed weapon w/ shield or 2-handed weapon?

    I’d suggest levelling both.
    1-Handed w/ Shield is good for fast damage and added armor.
    2-Handed weapons deal the most damage, but they are slower and you lose the armor bonus from carrying a shield.

    Generally you should use a 1-handed and shield on melee-class enemies, 2-handed on squishies (caster enemies).

    ---------------

    1.6 - Shaman Totem Quests
    WoWWiki has a great walkthrough on these quests here:
    http://www.wowwiki.com/Shaman_quest

    ---------------

    1.7 - Skyfury Helm Quest
    Start out by doing Material Assistance from the Shaman Trainer in Orgrimmar. Bring him an Azerothian Diamond and a Pristine Black Diamond.
    Once that is done, do The Darkreaver Menace. Helpful guides are posted in the forum section at the bottom of the pages.


    ---------------

    2.0 - Talents

    ELEMENTAL
    Elemental increases your offensive spells like Chain Lightning, Lightning Bolt and Shocks.
    Many Shaman claim that Elemental is the best PVP build.

    ENHANCEMENT
    Enhancement increases your melee. Talents include 2-Handed Axe/Mace, Improved Ghost Wolf, Parry, Flurry.
    Enhancement is the best build for PVE / Questing / Grinding. Since you’re doing melee damage mostly, you’ll be using less mana which you can save for heals.

    RESTORATION
    Restoration is your healing tree. Increases your heals with talents like Tidal Focus, Nature’s Swiftness, Mana Tide Totem.
    You’ll most likely end up in this tree in end-game if you want to do high-end Raids, as most people will expect you to heal/totem in the group.

    ---------------

    2.1 - Example Builds

    My sample builds were out of date now that patch 2.0.1 is out.

    Theophany has posted a great Talent Build thread here:
    http://wow.allakhazam.com/db/class.html?wclass=8;mid=116668246174173596;num=2;page=1


    ---------------

    2.2 - What new Talents/Spells do we get in BC (Expansion)?

    Blizzard has posted these on the official BC website.

    New Talents:
    http://www.worldofwarcraft.com/info/classes/bc-shaman/talents.html

    New Spells:
    http://www.worldofwarcraft.com/info/classes/bc-shaman/spells.html

    ---------------

    2.3 - Helpful Links

    Wow-Loot (List of great Shaman gear, and where to find them)
    http://wow-loot.com/shaman.htm

    WoWWiki Shaman Sets
    http://www.wowwiki.com/Shaman_set

    WoWWiki Shaman TalentList
    http://www.wowwiki.com/Shaman_talent

    ----------------

    2.4 - What are some useful Add-Ons for Shaman?

    These are a few of the Add-Ons I use that really benefit Shammy.

    TotemTimer:
    http://www.curse-gaming.com/en/wow/addons-107-1-totemtimer.html
    Times the totems and lets you know when they're going to expire (Countdown).

    CT RAID ASSIST:
    http://www.curse-gaming.com/en/wow/addons-694-1-ct_raidassist.html
    this is a MUST have if you're going to do End-Game Raids.







    Edited, Dec 21st 2006 8:18am by Galanda

    Edited, Dec 21st 2006 8:19am by Galanda

    Edited, Feb 10th 2008 8:51am by Wordaen
    #2 Aug 24 2006 at 10:34 AM Rating: Decent
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    1,015 posts
    A good start I think. Needs a lot more information, but as you said it's a rough draft. I really can't add anything else to it, since I haven't played a shaman all that high.

    Btw, just a note, I believe the plural of Shaman is Shaman.
    #3 Aug 24 2006 at 11:16 AM Rating: Decent
    Looks good all around. It can be built on; I was thinking about offering my 2 cents but I tend to ramble, use tons of semi-colons, and have asides like I'm talking to myself (none of which are good for guides; perfect example). Instead, I'll just check back and tear apart what others say. :) Kidding, rate-up.
    Quote:
    Btw, just a note, I believe the plural of Shaman is Shaman.
    I thought the same thing. Apparently we're both mistaken:
    wowwiki wrote:
    Is shamen or shamans the plural form of shaman?
    The correct plural form of shaman is shamans. Unlike man, woman, the word sha•man is not derivated from the base word man, so the plural form of man cannot be used. The word shaman is actually an incorporated foreign word to the English language (like the French word bureau) and not a word (or derived from a word) from the Middle or Old English like man. Like any incorporated word, it has to follow the same standard English rule for plural forms on nouns (e.g. paper/papers, prima donna/prima donnas) unless it already has a plural form from its original language (like the Latin syllabus/syllabi).

    For more information about the word, please check:

    http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=shaman&x=19&y=15
    http://www.m-w.com
    http://en.wikipedia.org/wiki/Shaman.
    Guess I'll just stick to my "shammies"
    #4 Aug 24 2006 at 11:49 AM Rating: Decent
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    355 posts
    Awesome! Great addition, and I'm sure many of us can add to it. Rate up from me as well.
    #5 Aug 24 2006 at 1:39 PM Rating: Good
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    882 posts
    A few notes:

    You should mention Shamans want to focus on MP/5 Gear if they are Resto or Elemental as well as it greatly helps our sustainability with our low MP. Also, since Shamans roles tend to have them casting alot (Totem Dropping, Shocks, Weapon Buffs/Lightning Shield, Heals) they are usually better off gaining MP/5 instead of Spirit Gear at the upper levels.

    Also, you may want to offer some alternate builds with 30/0/21; 21/30/0; 0/30/21; or the Raider's 8/5/38 as those all make effective builds as well.

    #6 Aug 24 2006 at 1:46 PM Rating: Good
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    I'll edit in your mana/5 parts but note that the Talent Builds in the FAQ are only examples, not the "best" or "most popular", just examples.


    EDIT: added Aracelt's post, changed it to fit, gave credit.
    EDIT2: added the WoWWiki.com explination for "Plural form of Shaman".


    Edited, Aug 24th 2006 at 4:13pm EDT by Galanda
    #7 Aug 24 2006 at 4:27 PM Rating: Default
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    In my opinion, you should put the word "best" in normal case letters under the Elemental build part. It gives the impression that it is the only pvp option.

    A good start but it has a long road ahead of it, hope you are up to the challenge! (All though I assume you are, because you took the initiative.) : )
    ____________________________
    IDrownFish wrote:
    Anyways, you all are horrible, @#%^ed up people

    lolgaxe wrote:
    Never underestimate the healing power of a massive dong.
    #8 Aug 25 2006 at 6:11 AM Rating: Decent
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    Edit: Deleted post due to it being outdated pre expansion info.

    Edited, Sep 26th 2007 6:52am by Zornov
    #9 Aug 25 2006 at 9:48 AM Rating: Decent
    Quote:
    Maybe in here you could add in the Skyfury Helmet quest

    Might want to add the Da Voodoo quest while we're at it. I think it's level 50, and is completed in ST. I love my Enamored Water Spirit.

    Also, I'll second Zornov's build; some variation of 30/0/21 or 0/30/21 should be mentioned. Good for leveling too. I know you can't include every possible build, but I personally think those are pretty common.

    Great job so far.
    #10 Aug 25 2006 at 12:25 PM Rating: Good
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    882 posts
    Actually, you know what would be fricking awsome if you added it?

    The Class quests for Shaman Armor upgrades from factions, what is needed, and who gives the quests (Zandalar Tribe/Cenurion/Brood) all in one convenient look up. Also, what drops which pieces of Elemental Armor etc, so that shamans that are hitting 60ish and just starting the end instances/beginning to raid can have an easy to look up guide of their class specific set armors.

    #11 Aug 25 2006 at 12:44 PM Rating: Good
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    304 posts
    isn't that all in the WoWwiki Shaman Set guide I linked to at the bottom of the FAQ (2.2 - Helpful links)?
    #12 Aug 25 2006 at 1:38 PM Rating: Good
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    882 posts
    I apparently subconsciously chose to ignore that part of the post...

    Nevermind then!
    #13 Aug 25 2006 at 2:59 PM Rating: Default
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    366 posts
    I think you should add a subsection explaining ghost wolf (imo one of the shamans greatest abilities in the early game). An early travel power is definatley noteworthy.
    #14 Aug 25 2006 at 3:25 PM Rating: Good
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    304 posts
    Quote:
    I think you should add a subsection explaining ghost wolf (imo one of the shamans greatest abilities in the early game). An early travel power is definatley noteworthy.


    What's there to explain?
    You get it at 20 and when you use it you change into a ghost wolf with 40% speed increase.

    I'm not going to be listing all of Shaman's spells/abilities on the FAQ when there is a list linked on the main Shaman page on these very boards.

    Edited, Aug 25th 2006 at 4:26pm EDT by Galanda
    #15 Aug 27 2006 at 1:44 PM Rating: Good
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    Bump because this is getting buried beneath useless posts
    #16 Aug 27 2006 at 2:15 PM Rating: Default
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    Warchief Galanda wrote:
    1.2 - What race is best?

    Shaman can currently only be played by Tauren, Orc and Troll. But with the expansion the Alliance will be able to play this class as a Draenei.

    Tauren get War Stomp (AoE Stun), Endurance (5% max health), Cultivation (+15 Herbalism skill) and Nature Resistance.

    Orc get Blood Fury (25% increase to attack power), Hardiness (25% Resistance to Stun and Knockout), Command (Pet melee damage increase, useless to Shaman) and Axe Specialization (+5 Axe Skill)

    Troll get Berserking (Increase Melee and Spellcasting speed while injured; the more injured, the larger the speed increase), Regeneration (Increased Health regeneration), Beast Slaying (Increased damage to beasts) and Throwing Specialization (+5 Throwing Skill, Useless to Shaman)

    It really doesn’t matter tho, just play what you think looks best.

    Need to add the parts in bold. Glossing over facts in an FAQ isn't a good idea.
    #17 Aug 27 2006 at 3:21 PM Rating: Decent

    If you feel this should be stickied sign here
    #18 Aug 31 2006 at 12:57 PM Rating: Default
    I see the Shaman as an all-rounder. I can't say that a Shaman excells in any aspect ( it doesn't have as much armour as a warrior or paladin, neither does it have the melee damage of a rogue for example ) but most certainly it doesn't have the weaknesses that other classes have.
    #19 Sep 01 2006 at 7:01 AM Rating: Decent
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    Hey dude!
    - great post, loving the work in it.

    One thing I would like to have added is the exact numbers for enhancement shammies pertaining to AP and critical strikes.

    In other words:

    How much Str equals 1 Ap and does that convert into dps in the same manner as for example for Druids?

    The same goes for Agi ---> Critical strike. How much agi = 1 critical strike?

    Maybe it is somewhere around these forums, but I just haven't been able to locate it yet - then again I am a noob sometimes.

    Hope you read it as it is intended, as a way to improve an already great sticky.

    Cudos

    /Imradil
    #20 Sep 01 2006 at 11:04 AM Rating: Default
    SHman's are alsoe known as witch doctors. The role in group back when I was in eq was enhancement Like a bard. And in wow they have that talent.
    Best race is any kind. I like to do tihng's defferent and play thing's that are rare to see. And in wsg I put my point in the talent that people don't usuall put in to pvp. And still own =D
    #21 Sep 02 2006 at 4:13 PM Rating: Decent
    Quote:
    How much Str equals 1 Ap and does that convert into dps in the same manner as for example for Druids?


    1 STR = +2 AP for Shamans (also warriors, druids, paladins; +1 AP for rogues and hunters in melee)

    14 AP = +1 DPS for all classes

    Quote:
    The same goes for Agi ---> Critical strike. How much agi = 1 critical strike?

    "The amount of the increase is dependant on both class and level. For most level 60 character classes, approximately 20 points of AGI will increase your critical hit chance by approximately 1%. Rogues require 29 AGI for an additional 1% critical hit chance, and Hunters require 53 AGI for an additional 1% critical hit chance, but both of these classes also gain attack power from agility and the items available to them typically have much higher amounts of AGI." Source: http://www.wowwiki.com/Formulas:Agility There's also a scale there for under-60, but I cannot vouch for its validity.
    #22 Sep 12 2006 at 10:02 AM Rating: Good
    Maybe it would make sense to explain some of the little tricks that Shamans get as well. Things like Ghost Wolf, and how much that helps if you've picked a gathering profession, and being able to cover so much more ground to get to the nodes to gather. Plus the fact that you can cast ghost wolf while you're in combat, in the event that you have to head for high ground. Far Sight; helpful if you're scanning the landscape looking for a particular mob or the alliance. Water Walking; helpful for when you have to cover any kind of distance over water, sure beats swimming the whole way. Water Breathing; good for when you have to do quests underwater, the shellfish quest in Desolace, the quests off the coast of STV, the relic quest outside the Sunken Temple. Tremor Totem; how that can break sleep spells, etc.

    Obviously, none of these are huge things, but I never found them to be explained overly well anywhere, but in the instances where you need them, they come in very handy.

    Very good guide. Thanks for putting it together.
    #23 Oct 18 2006 at 9:39 AM Rating: Decent
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    1,233 posts
    You might want to add an analysis of the totems and strategies for using them, particularly in PvP.

    Edited, Oct 18th 2006 at 10:42am PDT by AddictedFanatic
    #24 Oct 18 2006 at 6:25 PM Rating: Decent
    if you can't figure how totems help in PvP/PvE you shouldn't be playing WoW
    #25 Oct 19 2006 at 5:21 AM Rating: Decent
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    304 posts
    I could do that with the totems, but like I said previously I don't think I need to list every spell/totem and explain their uses.

    However, if there is a strong demand for them to be included I will of course follow through and include it in the FAQ.
    #26 Oct 22 2006 at 12:10 PM Rating: Good
    Stoneskin Totem:
    This totem is not particularly useful in PvP nor that much in PvE situations, but it does have some spots that it works very well in. For raiding, there is no very beneficial earth totem for a caster group, and dropping this will protect the squishies from a stray mob or something. It doesn't do much, but it is added security for your group. I mean what caster group is going to want Strength of Earth totem.

    Strength of Earth Totem:
    Oh boy, this totem is one of our best. It increases the strength of the party, and with this totem, a shaman is usually in the main tank group of a raid. Strength not only increases damage output for the melee classes, but also allows the tank to block more damage. Hence this totem is just priceless in groups.

    Earthbind Totem:
    Wow. This totem is what makes shaman a beast to duel or anything. The low mana cost, and the fact that it affects everything in its area, not just up to 5 or anything, means that this totem is invaluable in PvP situations. It is also very handy for certain PvE encounters (Razorgore) and up until you get Frostshock, this will be a shamans snare effect on running mobs. It's just a great totem, and it's one of the things that alliance hate.

    Stoneclaw Totem:
    If you get an add or something when you are grinding, you can drop this to take the add off you. I personally use this if I am running and I wish not to be interupted by a mob and become dazed. I drop it so they attack it and I just go on my merry way. It is also useful if you have a pet attacking you, as they will attack the totem if you have not damaged or taunted them in any way, lightning shield included.

    Searing Totem:
    A good solid totem to use while grinding, as it provides a steady extra boost in DPS for you. It's a turret totem, but the bad thing is, you do not have controll of it. It's very nice, and a good thing to have in your ********

    Fire Nova Totem:
    This is an AOE totem, much like a mages blast wave spell. When dropped it will not go off right away, and it will wait for 4 seconds, so position the totem where you know the mob will be and it will do a huge amount of damage. The drawback is that the totem costs an arm and a leg to cast mana wise. Very good vs rogues or druids in stealth, as the nova will hit them and knock them out of stealth.

    Tremor Totem:
    This totem knocks off fear, charm, and sleep effects of nearby party members. Not something you will use every day, but when you fight a mob that has one of those skills, it really helps to drop it. Also, this totem is very good when fighting warlocks. In fact, warlocks hate this totem more than they hated themselves before they got buffed up to the PvP gods they are today.

    Poison Cleansing Totem:
    This stays up for 2 minutes and clears any poison effect that goes on your party. Very handy in mass poison situations, like Zul'Gurub (can't think of a lower instance or situation where mass poisoning occurs.) Also, when fighting a rogue, in a duel or something, cause you probably won't get this off if you don't know the rogue's coming, but in a duel drop it and it will take off cripiling poison effects and the like. Very nice.

    Healing Stream Totem:
    It's the shaman classes only Heal over time spell, and it's rather useless. It does not heal enough, even with the talents, to merit using it. I mean, until you get mana spring, drop this in a group, but other than that, your main heals are way better.

    Magma Totem:
    An AoE fire totem that pulses its damage instead of a nova. It's handy, becuase the fire nova totem has a high aggro towards it, and magma has less of one, so you can get it off in a PvE situation. Very nice totem to have.

    Mana Spring Totem:
    This totem regens mana for your party. While it may not seem like a lot, and to be honest it isn't, it still helps. Let's just say, in raid situations, casters want to see this all the time in their buff bar. Even with talents, it does not increase the regen enough to really be worthwhile, but always use it if theres a caster in your group.

    Flametounge Totem:
    Ahh your first weapon totem, and a fire one at that! What a good thing to have in a main tank group, or hunter group with a melee. It gives the tank aggro since he is inflicting more damage, and it gives more damage for the melee in the hunter group as well. It's good in those situations since a shaman will be dropping Grace of Air Totem instead of Windfury Totem.

    Grace of Air Totem:
    This totem raises the Agility of your party and should always be down on a boss fight if you are in the main tank group. Also, use this totem with rogues in the group or hunters, as Windfury will not help as much for a rogue with poisons, or a hunter who doesn't melee. Pretty obvious actually. Yeah, but it's a great totem for PvE purposes.

    Grounding Totem:
    Another very good totem for PvP. This totem will absorb one direct damage spell, and mulitple DoT's that do not inflict damage when applied. When hit with a direct damage spell, the totem will disappere, but saving you a lot of health. It will "turn off" for a bit if it absorbs a DoT and then will come back on for the next DoT. Very hand verses casters, and great in PvP.

    Windfury Totem:
    Amazing. Yes, very very amazing. This totem gives a lesser version of our personal windfury buff to our whole group. They gain a 20% chance to proc one extra attack, not two like ours, with increased AP. Two handed sword wielding warriors love us. Yep. I can think of great times in AB when I get put into a group of all warriors, and I just run with them to heal and drop Windfury totem and Strength of Earth. Call us team windfury, things die fast... very fast.

    Sentry Totem:
    This totem is like a second eye for you, and it lasts for 5 minutes. It puts an icon in your buff bar that you click to switch from your character to the totem. It's like a security camera for the shaman, but you have to be looking at it in order to know somethings coming. It doesnt warn you. Nice for defending stuff with more than one place for and enemy to come in a Battle ground.

    Windwall Totem:
    Utter crap. It reduces the damage you take from projectiles. Only used for fighting hunters in PvP. And even then, it's not enough. Practically a waste of a slot in your hot bar.

    Disease Cleansing Totem:
    Does the same as Poison Cleansing Totem, but for diseases O_o

    Mana Tide Totem:
    Ok, this is why we're allowed to raid. Mainly why anyways. It gives a good amount of mana back to your party. 290 a tick, so it is really worth it, and makes raiding life a lot easier. The only problem is that is a Talent, and not a trainable spell. Hence we have to be pure resto to get it.

    All the resists totems:
    They do what they say, summons a totem to give +resist to given element. Very handy in Molten Core and Ahn Quirage, or any resist fight, but not something to use verses mages like my friend thought when he played my shaman.

    Hmm... Well, I am speccing into Elemental today to test out the Burning Crusade Elemental talent totem. So I will give a preview of that before the expansion is released, and I will also have a grasp on the new totems implemented in the expansion to write about. But for now, this can go in the tutorial, as i saw the request for it and I'm here in my schools library doing nothing. I know i forgot to add cooldowns on the totems, but come one its pretty obvious since it says it in the tool tip. Well I hope its good enough and it gets added to the FAQ so I can have had my part in helping fellow shamans.

    Edit-
    So seeing as I got flamed for this, I changed two words in my description of Strength of Earth Totem.

    and I am going to add Totem of Wrath as I have been playing around with it for a day now.

    Totem of Wrath:
    This is a fire totem that helps oh so much in a caster group for raids. With this, your group gets a healthy buff to their crit chance and can in turn dish out more damage. It last for 2 minutes with no cooldown. The +3 crit works wonders, and is worth dropping for pure grinding purposes, over searing totem.

    Edited, Oct 22nd 2006 at 1:13pm PDT by Folanthas

    Edited, Oct 23rd 2006 at 7:10am PDT by Folanthas
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