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My Super Shaman buildFollow

#1 May 03 2007 at 10:01 PM Rating: Decent
I think this is the best possible build for a Shaman that wants to do melee and survive. What do you guys think?
http://www.worldofwarcraft.com/info/classes/shaman/talents.html?0000000000000000000050252011050213053110050205051050010000000

Nature's Swiftness to get your self out of a tight spot, plus all the healing improvements to make sure you can get off that heal you so desperately need. You also get the added benefit of dual wielding+Storm Strike and you even give your party a better WF buff.
#2 May 03 2007 at 11:02 PM Rating: Decent
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286 posts
Hmm...5 points in restorative totems and none in nature's guidance? That seems a little off to me. And if you want any hope of getting a spot in a raid, you pretty much need to have unleashed rage. Two points in guardian totems is fairly worthless as well, you're much better off finishing off enhancing totems, because you're going to be dropping strength of earth way more than stoneskin in any group.

I suppose it might be okay if you're going to solo, but you're really going to miss the mana regen from shamanistic rage, unless of course you like to drink every couple of fights.

If I wanted a shaman that could do melee and still survive (rather, live as long as possible) I'd probably do something like this although you're not going to be terribly mana efficient, but you'll still be able to do respectable damage and mana tide will help with your mana efficiency. Granted, I've never actually specced resto (and this certainly wouldn't be a raiding build) but with basically 100% uninterruptable heals, earth shield, and nature's swiftness, I can't imagine many things being able to kill you while soloing.

Edit: Wrong link

Edited, May 4th 2007 3:04am by Vaeliorin
#3 May 04 2007 at 5:39 AM Rating: Decent
I have a question on "Unreleased Rage". In-game it says it has a "chance on hit" to do it, but in the talent calculator, it implies that it will always do it. Which one is correct, because "Unreleased Rage" would seem a lot better if the talent calculator is correct? Also, why is "Nature's Guidance" important? 3% more hit rating doesn't seem all that great. If I'm understanding hit rating, it will give me 3% more chance to hit rather than miss right? Thanks for all your help guys. This is my new build, I really like dual wield.

http://www.worldofwarcraft.com/info/classes/shaman/talents.html?0000000000000000000050052021050213053115150205250000000000000

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Edited, May 4th 2007 9:44am by Skategodindy
#4 May 04 2007 at 10:24 AM Rating: Decent
Currently I use this build, it gives me the highest amount of pure dmg than any other build.

http://www.wowhead.com/?talent=uE0zx0hZxV0dy0sVuqo

Edited, May 4th 2007 1:26pm by Jjerk
#5 May 04 2007 at 10:31 PM Rating: Decent
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286 posts
Skategodindy wrote:
I have a question on "Unreleased Rage". In-game it says it has a "chance on hit" to do it, but in the talent calculator, it implies that it will always do it. Which one is correct, because "Unreleased Rage" would seem a lot better if the talent calculator is correct?

The talent calculator actually says chance on hit as well, which is what the talent is. It may not sound that great, but the chance is rather high, and the reason people tend to favor a quick off-hand is to increase this chance.

Skategodindy wrote:
Also, why is "Nature's Guidance" important? 3% more hit rating doesn't seem all that great. If I'm understanding hit rating, it will give me 3% more chance to hit rather than miss right? Thanks for all your help guys. This is my new build, I really like dual wield.


Nature's Guidance is important because it increases your chance to hit. Let me explain. When you dual wield, your chance to hit goes down to 75%. With dual-wield specialization, this comes up to 81%, with Nature's Guidance 84%. Unlike a rogue, who has a bunch of instants that you can for all intents and purposes spam to do damage, shaman are reliant on our auto-attack hitting in order to do damage. After all, if you don't hit, windfury can't proc. The only instant attack we have is on a 10 second cooldown, unless you're spamming shocks, in which case you'll be OOM after fighting maybe one mob (if not sooner).

So basically, increasing your chance to hit as a dual-wield shaman is very important. You'll probably want to get as much hit rating as you can on gear as well (obviously without gimping other important stats) because otherwise your damage will not be what it should be.

I guess that's really the major difference between dual-wielding as a shaman and dual-wielding as a rogue or fury warrior. Shamans are absolutely dependant on their auto-attack hitting, whereas rogues and fury warrior have a lot of instant attacks they can spam to make up for their lower chance to hit.

Hopefully, this will help.
#6 May 04 2007 at 11:08 PM Rating: Decent
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1,121 posts
Ya you have 24 points in resto yet you dont have healing way?
I dunno and the restorative totems gotta go bro.
Nature's guidance is just too much to be denied too...

try something like thism if you want some dps and healing potential

http://www.worldofwarcraft.com/info/classes/shaman/talents.html?0000000000000000000050052021050113053115005005351100010000000

You get all the important DPS talents for DW and all the important hybrid healing talents you want from resto.

If you dont mind passing up some points and dont mind loosing DW try

http://www.worldofwarcraft.com/info/classes/shaman/talents.html?0000000000000000000050052021050113050010055200351000310500000

Hope this helps bro because that last build was not quite "Super"

#7 May 04 2007 at 11:39 PM Rating: Decent
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286 posts
Hmm, yes, I guess I could suggest a build as well...I'd go something like this personally, but if you want nature's swiftness, that works as well. I like having shamanistic rage for the mana regen (I hate stopping to drink) but that's entirely up to you.
#8 May 05 2007 at 9:45 AM Rating: Decent
Yeah I really like this build. http://www.worldofwarcraft.com/info/class...00010000000

Thanks for you help guys. Right now my talents are in place to where I can just start putting them in "Unreleased Rage" and then go down the resto tree.
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