Enhancement Shaman Best In Slot Items
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天选者印记 is a pre-raid Best in Slot trinket option for Feral Druid Tanks, Warrior Tanks, Feral DPS, and Paladin Tanks. Enhancement Shaman Tier 2 - 폭풍우 방어구 The Ten Storms has most of its pieces dropping from the Blackwing Lair raid, with the exception being legs, which drop from 라그나로스 in Molten Core, and helm, which drops from 오닉시아 in Onyxia's Lair. Enhancement Shaman Tier 2 - The Ten Storms The Ten Storms has most of its pieces dropping from the Blackwing Lair raid, with the exception being legs, which drop from Ragnaros in Molten Core, and helm, which drops from Onyxia in Onyxia's Lair. Windfury Weapon is the flagship weapon enchant for Enhancement Shamans. On Molten, you don't have an internal cooldown. As a result, you should use Windfury on both weapons.There's almost no reason to not use Windfury on both weapons.
- You provide additional totems for your raid, and therefore, additional utility.- 10% Additional AP for the raid.
- Maelstrom weapon procs can be utilized to provide an emergency heal on a raid member, possibly preventing a wipe. I've seen it happen!
- Capable of providing emergency off-tanking in most 5-mans while a healer combat ressurects the tank (if possible), or while the group burns down the last few percents of the boss.
- A very involved class. Lots to watch, lots to do, lots of fun!
http://wow335.gamestool.net/shamant.php?05303005000000000000000003020503310502133303113123105100000000000000000000000000
- This is a good introductory build with a bit of leg room if you want to move talent points around, mostly depending on your mana regeneration. Let's go over some 'maybe' talents, and explain why others are 100% required.
Improved Shields & Static Shock - Improved Shields is both a DPS and a mana regen mechanics, but only one at any given time. If your mana generation is good, you can use Static Shock and Lightning Shield to provide extra DPS. The reason for this is because most of the time you'd be using Water Shield for the bonus mana regeneration. If you're really having mana trouble, Improved Shields can increase the mana generated by your Water Shield as well. If you have mana trouble, you are free to move the points in Static Shock elsewhere, but i would leave the points in Improved Shields for the extra mana.
Improved Storm Strike - This is a great mana regeneration mechanic. If you find yourself with absolutely zero mana troubles, you may take a point or two out of this and put it in Improved Fire Nova in the elemental tree for some additional DPS.
Dual Wield Specialization - You may take a point out of this and put it in Elemental Focus if you feel you have some serious mana trouble. I would highly advise against it, but if you have absolutely no mana in a fight, it's better to miss 2% of the time while constantly attacking than to not attack at all.
Elemental Fury - Pretty important because half of your damage is from spells of this nature. I wouldn't move points from this.
Improved Fire Nova - Once your gear starts to shape up and mana is less of an issue, you should move one point from Improved Stormstrike and Shamanistic Focus into this for the extra damage.
Windfury Weapon is the flagship weapon enchant for Enhancement Shamans. On Molten, you don't have an internal cooldown. As a result, you should use Windfury on both weapons.There's almost no reason to not use Windfury on both weapons.
Flametongue Weapon - Don't use it. Windfury is bugged in a good way on Molten, so there's no point in using Flametongue.
Lava Lash - A simple instant offhand attack that deals a good amount of fire damage. This is fancy because it completely ignores armor. Yep. 100% Armor Penetration. Does bonus damage with Flametongue Weapon on your offhand, but extra Flametongue damage is outweighed by extra Windfury damage.
Stormstrike - A fantastic ability that damages with both of you weapons at once. It's not normalized like most attacks, so if your weapon has higher top-end damage [e.g, is a slower weapon] Stormstrike will do more damage. It procs Windfury and Flurry. It increases the damage of your next four nature spells. Use it. A lot.
Flame Shock - A true min-max ability, this will give you a marginal DPS increase, but an increase is an increase. Using this without clipping the DoT it puts on your target will be a DPS increase.
Earth Shock - When Flame Shock is ticking on your target, you'll want to use Earth Shock as your shock of choice when it comes time to use one. It does great damage and is extremely efficient if you have Shamanistic Focus.
Maelstrom Weapon - A great talent that you picked up at the end of the tree that you absolutely need. Each stack reduces the cast time of your next spell by 20%, up to 100% at 5 stacks. It can be used to get off an emergency heal to save the raid, or can be used to increase your DPS. Usually it will be the latter. Chain Lightning will provide more damage than Lightning Bolt in the earlier stages, but Lightning Bolt scales better than Chain Lightning. IN a single target environment, the ideal spell would be Lightning Bolt at higher gear levels, Chain Lightning at lower gear levels, if mana allows.
Feral Spirit - Summons two wolves that scale with your stats to provide additional DPS. Not much to say here other than to use this every time it's available.
Fire Nova - Does good damage, boosted by a lot of your talents, no reason not to use it.
Feral Spirit --> Shamanistic Focus [2 Piece T10 Bonus] --> Stormstrike --> Fire Shock [if no DoT] --> Earth Shock [if Fire Shock DoT up & Stormstrike buff up] --> Lightning Bolt/Chain Lighting [if 5 Maelstrom Weapon] --> Fire Nova --> Lightning Shield [if using Static Shock talent & Lightning Shield is low on charges] --> Lava Lash --> Shamanistic Focus [Low on mana] --> Refresh Totems [if free GCD & mana allows]
1. Agility : 1AP + melee crit
2. Intellect: 1AP + Spell Crit + 15 Mana
3. Strength : 1 AP
In the early stages of gear, such as before your hit is capped, you'll want to follow this priority list. The reason for this is because if you don't have a lot of haste, your Attack Power isn't going to contribute as much to your damage. The more haste you get, the more useful Attack Power will be. Haste will always outweigh Attack power, even if it's ever so slightly. Crit past cap will push glancing blows off of the table which increases the benefit of haste and your auto attacks.
1. Hit Rating to 17%(16% if alliance)
2. Haste
3. Crit past 'cap'
4. Expertise to 11 (20 - 9 from talents, 20 is the cap on Molten)
5. Crit to the 'cap', using this formula from ElitistJerks: Maximum Critical Chance (MCC) = 76 – (Chance to be Dodged) - (Chance to be Parried) – (Chance to Miss) + 4.6. If you're behind your target like you should be, Chance to be Parried is 0.
6. Attack Power
7. Armor Penetration - Don't be afraid of it.
Once you have your hit capped, but you still need expertise, follow this priority list. At this point, we assume an average amount of haste is on your gear. At least 10%. If you're under 10%, Expertise overtakes Attack Power. Crit past cap will push glancing blows off of the table which increases the benefit of haste and your auto attacks.
1. Haste
2. Crit past 'cap'
3. Attack Power
4. Expertise to 11 (20 - 9 from talents, 20 is the cap on Molten)
5. Crit to the 'cap', using this formula from Elitist Jerks: Maximum Critical Chance (MCC) = 76 – (Chance to be Dodged) - (Chance to be Parried) – (Chance to Miss) + 4.6. If you're behind your target like you should be, Chance to be Parried is 0.
6. Armor Penetration - Don't be afraid of it.
7. Hit Rating - until 25%
Once hit and expertise are capped, you'll just have to follow this order. At this point, we assume your Haste is better than 10%. At this point using Berserking & Black Magic as your enchants will still be more beneficial than dual Berserking. Once you're in the best gear you can get, dual berserking becomes a more feasible option. Mongoose will hold the same weight for much of your career, so it will just be personal preference. Crit past cap will push glancing blows off of the table which increases the benefit of haste and your auto attacks.
1. Haste
2. Crit past 'cap'
3. Attack Power
4. Crit to the cap, using this formula from Elitist Jerks: Maximum Critical Chance (MCC) = 76 – (Chance to be Dodged) - (Chance to be Parried) – (Chance to Miss) + 4.6. If you're behind your target like you should be, Chance to be Parried is 0.
5. Armor Penetration - Don't be afraid of it.
Your choice of enchant should be either Mongoose, Berserking, or both. Black Magic is also a great enchant if you don't have an obscene amount of haste. There are a few ways you can use these:
1- Berserking on both weapons
2- Mongoose on both weapons
3- Berserking on one, Mongoose on the other.
4 - Berserking on main hand, Black Magic on off hand.
I personally prefer Option 2. Depending on your stats, if you need haste use Black Magic, if you need more attack power use Berserking. If you're relatively neutral, use one of each. If you're at lower gear levels, you'll want Berserking and Black Magic. Black Magic's effectiveness slowly wanes as you get closer to the crit cap. If you're gemming with haste rather than crit, i would advise against using Black Magic. If your crit is over the cap from above, use Mongoose on both weapons. The crit from the agility bonus will reduce the frequency of glancing blows since there's no physical cap here. If mongoose pushes your crit over the cap, use mongoose on both weapons.
Enchants on the rest of your gear should follow this list, taken from Elitist Jerks:
: Arcanum of Torment
: Greater Inscription of the Axe
: Enchant Chest - Powerful Stats
: Enchant Cloak - Major Agility or Enchant Cloak - Greater Speed
Tailoring Only: Swordguard Embroidery (25% proc rate, assuming 75 second CD (like the Darkglow Embroidery), average of ~58 AP)
: Enchant Bracers - Greater Assault or Enchant Bracers - Expertise
: Enchant Gloves - Crusher, Enchant Gloves - Precision or Enchant Gloves - Expertise
: Icewalker, Greater Assault
: Icescale Leg Armor
Should your professions have better enchants, by all means, use them. As far as glyphs go, you have a number of choices:
Windfury - No question.
Stormstrike - No question.
Lava Lash - Single-target
Fire Nova - Single-Target/AoE, no mana problems
Chain Lightning - AoE
Water Mastery - For serious mana problems
Use whatever minor glyphs you like. For gems, see this excerpt from ElitistJerks below. Personally i prefer haste over crit, however it's your preference. If you have high crit, use crit gems. If you have low crit, use haste gems. Hit is always nice since your offhand can still miss up to 25% hit. Since crits here will push glancing blows off the hit table, the more crit the better once you're past the crit cap. Although haste has a higher stat priority, you'll want to balance crit and haste if you're past the crit cap. A lot of your gear will have haste, so putting crit gems will help you out.
Copy & Pasted from
wow-one.com/forum
Retail Forum
Nostalrius Forum
Please Note that some Items are not yet Obtainable on this Server and/or will be Deleted upon Launch
Deleted some of the Early Raid Gear. Will Update on Launch
1. BIS PRE RAID GEAR
Here, once again comes another bis pre-raid enhancement shaman gearing guide. For you who don´t know enh shammys are only good for some things in 40 man raids (1 enh / raidgrp). Nightfall. The 2-handed axe which gives 15% more dmg taken on the target for 5sec chance on hit. http://db.vanillagaming.org/?item=19169 They are also needed for buffing other classes like melees with Windfury or Grace of air totem. Some guilds choose to have the OT use nightfall, but it´s all up to you.
Here goes!
Head: Skyfury Helm http://db.vanillagaming.org/?item=20134 Sagorne Creststrider (Questgiver)
Neck: Medallion of the Dawn http://db.vanillagaming.org/?item=22659 Argent Dawn turn-in q
Amulet of the Darkmoon http://db.vanillagaming.org/?item=19491 Darkmoon Faire, Gelvas Grimegate - 1200 Tickets
Shoulders: Black Dragonscale Shoulders http://db.vanillagaming.org/?item=15051
Cloak: Cape of the Black Baron http://db.vanillagaming.org/?item=13340 Stratholme - Undead side, Baron Rivendare
Chest: Savage Gladiator Chain http://db.vanillagaming.org/?item=11726 Blackrock Depths - Ring of Law, Gorosh the Dervish
Bracers: Windtalkers Wristguards http://db.vanillagaming.org/?item=19582 WSG Exalted
Gloves: Chromatic Gauntlets http://db.vanillagaming.org/?item=19157 LW Skill 300
Belt: Warpwood Binding http://db.vanillagaming.org/?item=18393 Dire Maul West, Tendris Warpwood
Legs: Black Dragonscale Leggings http://db.vanillagaming.org/?item=15052 LW Skill 300
Boots: Black Dragonscale Boots http://db.vanillagaming.org/?item=16984 LW Skill 300
Ring 1: Don Julio´s Band http://db.vanillagaming.org/?item=19325 AV Exalted, Grunnda Wolfheart
Ring 2: Myrmidon´s Signet http://db.vanillagaming.org/?item=2246 Random World Drop, AH
Painweaver Band http://db.vanillagaming.org/?item=13098 Upper Blackrock Spire, General Drakkisath
Trinket 1: Hand of Justice http://db.vanillagaming.org/?item=11815 Blackrock Depths, Emperor Dagran Thaurissan
Trinket 2: Blackhand´s Breadth http://db.vanillagaming.org/?item=13965 Lower Blackrock Spire mob drop - Quest chain
Weapon: Nightfall-2h Axe http://db.vanillagaming.org/?item=19169 Blacksmith 300 Skill
Relic: Totem of Rage http://db.vanillagaming.org/?item=22395 Blackrock Depths, Magmus (currently not working)
Another Item Guide (Easyer to Obtain)
Melee based
* Head: Backwood Helm
http://web.archive.org/web/20060323021950/http://www.thottbot.com/?i=35700
(DM West - quest reward)
* Chest: Ogre Forged Hauberk
http://web.archive.org/web/20060323021950/http://www.thottbot.com/?i=35970
(DM North - tribute)
* Wrist: Lordly Armguards
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=5401
(random world drop)
* Waist: Warpwood Binding
http://web.archive.org/web/20060323021950/http://www.thottbot.com/?i=35656
(DM West - first boss)
* Legs: Leggings of Destruction
http://web.archive.org/web/20060323021950/http://www.thottbot.com/?i=35789
(DM North - king)
* Feet: Bloodshot Greaves
http://db.vanillagaming.org/?item=10846
(ST - avatar)
Timmy's Galoshes
http://web.archive.org/web/20060323021950/http://www.thottbot.com/?i=13410
(drops from 'Timmy the Cruel' in Strat Scarlet Side)
* Finger:
Tarnished Elven Ring
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=35972
(DM North - tribute)
Painweaver Band
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=19405
(UBRs - Drakkisath)
* Trinket: Blackhand's Breadth
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=9464
(UBRS - Rend quest reward)
Eye of the Beast
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=13106
(shared quest with Blackhand's Breadth. Imo this one is best even with a melee build)
Pieces from the Beaststalker set can be very good additions, however make sure to ask any hunters before rolling on it!
Beaststalker set
http://web.archive.org/web/20060323021950/http://wow.allakhazam.com/db/itemset.html?setid=186
* Shield:
Crest of Supremacy
http://web.archive.org/web/20060323021950/http://www.thottbot.com/?i=5272
(the drop rate is lousy but the shield is awesome)
* Weapon:
Arcanite Reaper
http://web.archive.org/web/20060323021950/http://www.thottbot.com/?i=14268
(crafted, but expensive)
Bonecrusher
http://db.vanillagaming.org/?item=18420
(DM West - quest reward, but shared with Backwood Helm)
Unyielding Maul
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=36117
(DM North - tribute)
Timeworn Mace
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=35823
Iceblade Hacker
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=14033
Hammer of the Vesper
http://web.archive.org/web/20060323021950/http://www.thottbot.com/index.cgi?i=37179
Mass of McGowan
http://web.archive.org/web/20060323021950/http://www.thottbot.com/?i=10606 (hard to come by but you might find it in AH)
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List of hit gear
Head: http://db.vanillagaming.org/?item=21455 - AQ20
Neck: http://db.vanillagaming.org/?item=22340 - UBRS
Cloak: http://db.vanillagaming.org/?item=19907 - ZG
Chest: ?
Bracers: http://db.vanillagaming.org/?item=13211 - LBRS
Gloves: http://db.vanillagaming.org/?item=13963 - LBRS Q
Belt: http://db.vanillagaming.org/?item=20216 -ZG Island q
Leggings: http://db.vanillagaming.org/?item=15052 (hit bonus)
Boots: http://db.vanillagaming.org/?item=16984 (Set bonus)
Ring 1: http://db.vanillagaming.org/?item=17713 - Maraudon
Ring 2: http://db.vanillagaming.org/?item=19325 - AV Exalted
Trinket: http://db.vanillagaming.org/?item=19120 - Hinterlands q
A tip: Never throw a piece of hit item away, keep it in bag for switching around.
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2. TALENT SPEC
There are several talent specializations that vanilla enhancement shamans use. Below are the most common builds, but most are able to be tweaked to your liking and playstyle. I'll explain the reasoning behind my chosen spec, but feel free to try any of the other styles and change as you see fit.
Enhance / Elemental 18/33/0
Enhancement tree: 33 Talent points.
Ancestral Knowledge - Useful. Shamans can struggle with mana, but if you feel that ranged classes are kiting you too easily pick up shield specialization instead.
Guardian Totems - Useful. Increases your survivability further. Very useful against any burst classes.
Thundering Strikes - Essential! Critical attacks are always welcome, if they proc at the same time as a windfury proc you can oneshot cloth users with some luck!
Improved Ghost Wolf - Useful. Shamans have no gap closer so having ghost wolf on a 1 second cooldown is almost essential
Improved Lightning Shield - Useful. Punish anyone attacking you with a nice boost to lightning shield damage.
Two Handed Axes and Maces - Essential! Enhancement relies on big, slow two-handers for their huge windfury damage.
Flurry - Essential! The problem with two handers is they are slow, and windfury only has a 20% chance to proc anyway. Synergises well with Thundering Strikes
Elemental Weapons - Essential! Raises the Windfury attack power bonus by a further 40%.
Parry - Essential! Your parry chance might not be astonishingly high, but a parry can easily be the difference between life and death.
Weapon Mastery - Essential! A solid 10% damage boost to your white hits, stacks wonderfully with crits and Windfury
Stormstrike - Essential! Gives you an extra white hit, which has the chance to crit as well as proc windfury. Boosts your next two damaging nature spells (shocks, lightning bolts) by 20%.
Elemental Tree: 18 Talent points
Enh Shaman Best In Slot
Concussion - Useful. Taken for the bonus damage to our shocks mostly, the lightning bolt damage helps if you catch a melee class at range however. Convection can be taken instead if you need the mana, but hopefully you chose Ancestral Knowledge in the enhancement tree to help with your mana issues.Earth's Grasp - Extremely useful. Stops people from simply killing your stoneclaw totem instead of letting you soak up their hits and increases the slowing range of your earthbind totem.
Elemental Warding - Extremely useful. Boosts your fire, frost and nature resists by 10%. Seriously helps against mages, druids as well as other shamans.
Reverberation - Essential! Reducing the cooldown of your shock spells means you have more interrupts to deal with those pesky kiters and a ton more burst potential.
Eye of the Storm - Extremely useful. Every time you suffer a critical hit you benefit from 6 seconds of focused casting which prevents your cast time from being slowed by hits. Makes it ridiculously easy to heal yourself after taking several nasty hits while making unprepared rogues trivial. Quick note, many people choose Elemental Devastation instead and while it is a valid choice you'll find spell criticals either too rare to benefit from, or you'll be throwing lightning bolts outside of melee range anyway.
Enhance / Restoration 0/33/18
Very similar to the 18/33/0 spec, however instead of moving down the elemental tree you instead focus on defensive talents such as Shield Specialization while aiming for Healing Focus in the restoration tree. It mainly boils down to whether you want a 100% reduction in spell pushback upon being crit for 6 seconds in the 18/33/0 tree, stronger offensive spells but weaker heals or a passive 70% chance to avoid spell pushback with stronger heals, higher hit rating but weaker spells.
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3. TOTEMS & ROTATION
1st. Placing the totems is important ;P There´s Earth, Fire, Water & Air totems. The ones u will be using are;
Earth: Strength of Earth Totem (make a resto shaman do stoneskin instead)
Fire: Searing Totem (Not flametounge because it will not work with Windfury up also) don´t use searing so cc breaks.
Water: Mana Spring Totem/healing stream totem. Use poison cleansing totem at bosses like Hakkar if you want to. Not every tactic includes it.
Air: Windfury Totem to buff tanks & melees, Grace of Air to hunters. Depends on who is in your grp.
You can basically drag away every other totem not listed here, in case youré not doing pvp.
Of course we have the resistance totems: Fire res, frost & nature. They will come in handy for MC, bwl, AQ40 & Sapphiron in Naxxramas.
2nd. Now we come to the basic spell rotation. Its freaking easy imo:
Single target: Stormstrike (use everytime cd is down) > Flameshock (Keep up, will not work in mc & bwl due to mobs fire resist, will work in zg,aq & naxx) > Frostshock (Use when flameshock is up), remember to use Stormstrike 1000% prio over other spells. Cake. Be careful with earthshock, high threat. But if you know you can use it, do it. Awesome dmg if used with storsmstrike.
Aoe: Put down Fire Nova Totem for the instant fire dmg, and then a Magma Totem. Start spamming Chain Lightning at this point.
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4. ENCHANTS & CONSUMABLES
Enchants
Head: Libram of Constitution, q guy: http://db.vanillagaming.org/?npc=9836 . Lesser Arcanum of Constitution (+100hp)
Shoulders: Zandalar Signet of Might (+30 ap) ZG Exalted.
Cloak: Greater fire resistance (+15 fire res) / 5 to all resistances when you get to AQ40
Chest: Greater stats (+4)
Bracers: Strength +9
Gloves: Agility (+15)
Legs: Libram of Constitution, q guy: http://db.vanillagaming.org/?npc=9836 . Lesser Arcanum of Constitution (+100hp)
Boots: +7stamina
Weapon: WF Weapon enchantment & Crusader enchant
Consumables:
Flask of Titans (1200hp, to reduce pressure for healers)
greater fire prot potion (absorbs fire dmg, for raggy etc)
Elixir of the Mongoose (25 agi & 2% crit for 30min)
Mageblood Potion (12mana/5sec for 30min)
Elixir of Giants (25 strength for 30min)
Elixir of Brute Force (18 str & stamina for 30min)
Greater intellect (25 intellect for 30min)
Juju Power (30 strength for 30min, q in everlook)
Smoked Desert Dumplings (20 strength for 15min)
Winterfall Firewater (35 AP for 20min)
Rumsey rum black label (15 stamina for 15min)
Enhancement Shaman Best In Slot Items For Sale
Darkmoon Faire buff (10% dmg increase)--Slay your friend-Execute ur friend painfully-Major mana potion ~15/raid
Dark runes/demonic runes ~15/raid--Bring all that to the raid and u will be fine http://www.wow-one.com/forum/public/style_emoticons/default/smile.png As u may see, being an alchemist is a necessity.
(Mana oil on wep wont stack with windfury)
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5. USEFULL ADDONS
CEnemyCastBar, MobInfo2, PowerAuras, SuperMacro, RangeColor, Spellalert: http://www.wow-one.com/forum/topic/3573-vanilla-112-addons-download/
coolDown: http://www.wow-one.com/forum/topic/12183-the-addon-index-1121/
Enhance Shaman Best In Slot
TrinketMenu: http://www.wow-one.com/forum/topic/26513-trinketmenu-fixed/EnemyBuffTimersVanilla: http://www.wow-one.com/forum/topic/76308-introducing-enemybufftimers-for-vanilla/
Enhancement Shaman Best In Slot Items Near Me
Enhancement Shaman Best In Slot Items On Amazon
TotemTimers: http://addons.zerf.moon.lv/addon/totemtimersEnhancement Shaman Best In Slot
----------------------------------------------------------------------------------------------------Enhancement Shaman Best In Slot Items List
Edit: Fixed Valkyre Links, Added Talent Tree from Nos forums, added Addons, copied gear list from retail forum, copy hit gear list & fix links