19 Enhancement Shaman
This Shaman fights up close with an axe and a shield: around 250 attack power, 16% crit and almost 1300 armor.
This Shaman fights up close with an axe and a shield: around 250 attack power, 16% crit and almost 1300 armor.
Blood Fury — Short cooldown, large burst window. The best Rogue racial here.
Hardiness — Passive stun resistance — always on, nothing to forget.
Berserking — Attack speed when things are going badly.
Regeneration — Real survivability, better paired with a regen buff.
Will of the Forsaken — One of the best PvP racials in the game for a CC target.
Shadow Resistance — Blunts Priests and Warlocks.
Cannibalize — A weak free bandage — usable in stealth.
Stoneform — Counters bleeds from Rogue, Warrior and Hunter, and adds armour briefly.
Frost Resistance — Useful against Frost Mages, little else.
Find Treasure — Twinking is expensive; every edge helps.
Escape Artist — Counters the CC of four other classes.
Engineering Specialization — Access to gadgets other races can't reach yet.
Perception — Spot other Rogues and Druids while they can't spot you.
Sword Specialization — Passive hit chance if you run swords.
Quickness — Flat dodge increase.
Shadowmeld — No cooldown share with Stealth — restealth instantly, and eat or drink safely.
The Totemic Leather Armor binds on pickup, so only a Leatherworker can wear it.
Needed to use the Minor Recombobulator, which heals, restores mana and breaks Polymorph on a teammate.
Fishing — The Lucky Fishing Hat needs a point of Fishing to wear, and it comes from a rare fish hand-in.
First Aid — Bandages heal without mana between fights.
Cooking — Only for the Curiously Tasty Omelet's Well Fed bonus.
Fifteen points with the Talented legacy perk: Earth's Grasp, Thundering Strikes and Mental Dexterity, then Elemental Weapons for Flametongue and Shamanistic Focus for cheap shocks.
For a character without the Talented perk, who has ten points at 19: the same start, Earth's Grasp, Thundering Strikes and Mental Dexterity.
One battle and one guardian elixir at a time.
One potion per fight; they share a cooldown.
This Shaman fights up close with an axe and a shield: around 250 attack power, 16% crit and almost 1300 armor. Flametongue Weapon adds fire damage to every hit, shocks interrupt and finish, and totems shape the fight around you.
Flametongue Weapon scales a little with spell power, so the weapon and neck enchants still add damage. Elemental Weapons raises Flametongue's damage by 15%, and a Minor Wizard Oil now stacks with the imbue.
Four pieces are the Fang set from Wailing Caverns (the 4-piece bonus restores health and mana when you drop low). The Totemic Leather Armor binds on pickup (Leatherworking), and the Minor Recombobulator needs Engineering.
#showtooltip Earth Shock /startattack /cast Earth Shock
#showtooltip Purge /cast [@focus,harm,exists] Purge; Purge
| Situation | Use | Why |
|---|---|---|
| Before the gates open | Flametongue Weapon and Lightning Shield | Damage on every hit and on every hit taken. |
| An enemy casts a heal | Earth Shock | Interrupts and locks that school. |
| A runner or flag carrier | Earthbind Totem | Slows everyone near it. |
| An enemy has a buff | Purge | Strip shields and heals over time. |
| Low on health | Healing Wave | Step back and heal; your armor buys time. |
| Fear or sleep on the team | Tremor Totem | Removes it every few seconds. |
You hit hard in melee, but shocks, Purge and totems all cost mana and you have little regeneration. Shamanistic Focus makes Earth Shock and Lightning Shield much cheaper, so lean on those.
Keep Earth Shock for interrupts and kills rather than casting it on cooldown. A low rank still interrupts for a fraction of the mana.
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