View Full Version : Are shamans a necessity for high-end multiboxing (especially PvP)?
Owltoid
02-09-2009, 12:50 PM
I've restrained myself from making this post for a couple weeks, but I have to let the QQing out. When compared to other classes, elemental shamans have too many tools in their arsenal.
A top DPS class can do the following:
1.) AoE heal
2.) heal without penalty (shapeshifting for moonkin, shadowform for priests, non-spellpower focus for ret)
3.) passive heal (totems)
4.) spell interrupt (not exclusive to the shaman but included to show it's in their toolset)
5.) passive spell protection (set-it-and-forget-it with the totem)
6.) most powerful knockback in the game (moonkin typhoon doesn't compare to the massive range of thunderstorm)
7.) arguably the most powerful protection against fear since useful for a group and is passive
many more not listed....
IMO they need to either reduce the toolset or decrease the DPS for a class with so many options.
Enough QQ... are shamans needed for high-end multiboxing? Yes, PvE content can be done with mixed groups, but not nearly as easy as with multiple shamans. Has anyone had success with 3v3 or 5v5 groups that didn't consist of mostly shamans? I'm trying to resist rolling all shamans and going with the "cookie-cutter" MB group, but knowing how powerful they are, and how I can likely progress farther than with a non-shaman group in both PvE and PvP, is making it difficult.
Feel free to insert "this belongs in the WoW forums" because for once, it probably does. I'm just trying to figure out if I need to reform my team.
Owltoid
02-09-2009, 01:01 PM
PvP is about high mobility. Totems don't move. ;)
Similar to your point, I have wished my shaman healer was a druid on occasion so I could move while healing (HoTs). And, to be fair, druid stealth is a huge advantage as well as the pally bubble (not as much anymore). However, multiple grounding totems, passive healing, chain healing... all those just seem to be abilities that only healing toons should have (from talents), not top DPS toons.
Kaynin
02-09-2009, 01:07 PM
the main thing why shamans are liked in PvP is that in a totem farm you are somewhat like a fortress. Unable to be cc'd much and pewpewpew. Bg's mainly. worked in Arena in TBC too, however due to the massive increase in AoE and DPS, it's not that easy in PvP anymore where mobility comes into play again, however, play your cards right that's too possible with shamans still. Instant ghost wolf, etc.
Why shamans? Tremor totem. If you're feared as a multiboxer, it's pretty much always game over. Tremor Totems is one of the most reliable means to counter this.
That said tho, there are other options. But with any set up it usually relies heavily on the same tactic (ie. teams can learn and counter you after beating them once or twice first). Only few set ups have enough diversity to keep them guessing imo, and shamans is one of those set ups. :P
Are shamans still the best in arena? Most likely yes. But, as opposed to TBC where shamans were the only thing that worked in arena, there are other classes with some great potential as well now. Time and multiboxing pioneers will tell. :>
gitcho
02-09-2009, 01:10 PM
I've just got a 5 shadow priest team at 60 that I ran up for PVP and have been playing for a week now. I've done some AV and AB, and world PVP. They looked so good on paper (instant heals, crazy DOT dps etc.) - but have turned out to be more difficult to play. It's my first go at battlegrounds PVP with any team, so maybe i'm just not used to multibox pvp mechanics - but the lack of burst DMG and AOE makes things difficult for my team. Priests have to stay on the fringe and have difficulty burining targets down quickly - it a target resists all fears, i'm done. I might respec discipline, but after reading this I'm thinking I should stop resisting and just go all-shaman.
Kaynin
02-09-2009, 01:11 PM
I've just got a 5 shadow priest team at 60 that I ran up for PVP and have been playing for a week now. I've done some AV and AB, and world PVP. They looked so good on paper (instant heals, crazy DOT dps etc.) - but have turned out to be more difficult to play. It's my first go at battlegrounds PVP with any team, so maybe i'm just not used to multibox pvp mechanics - but the lack of burst DMG and AOE makes things difficult for my team. Priests have to stay on the fringe and have difficulty burining targets down quickly - it a target resists all fears, i'm done. I might respec discipline, but after reading this I'm thinking I should stop resisting and just go all-shaman.
Pllay the box you enjoy the most and stick with it. Work on improving that. Nothing works from the get go! I remember when I started my shamans in arena, I sucked, terribly! Took me 3 weeks of a ton of games per week for practice until I started to turn things around. Eventually reaching 1900's just before 3.0 came out. (I would've so reached 2k+ too if I had 2/3 more weeks. :< at the rate I was climbing. :< ). But anyhow, like I said. With practice and patience I'm sure most set ups will have potential, high ratings will never be given to you on a platter. :>
Owltoid
02-09-2009, 01:19 PM
Heh, I knew that multiboxing group composition was the proper forum (although PvP is a close second) but there is generally more discussion that happens with posts in the general forum. Not many scroll down to see what's going on :)
Ellay
02-09-2009, 01:47 PM
Shamans have a great set of utility and agree it helps a lot in PvP :)
If your looking for another option, I feel DK's come in second. Although they won't do that well in high end PvE due to needing to be up close and personal in matches, they offer some really nice burst in PvP with good short term utility against incoming damage / fear resistance / and spell immunity if you want it. I have a set at 80 but they can also be quite frustrating :)
Vêrst
02-09-2009, 02:14 PM
I have tried 4 druids in arena and it was though. I didnt play extensively due to my healer had to leave but I got a few tries in. Initially I started out fights in stealth and then opened on the opposing group with typhoon and the trees+starfall. I felt I wasted too many GCDs in the start so I had more luck starting out fully hottet on each druid and pop trees before i engage. When starfall still had the stun effect this setup had a lot more viability because the incoming damage from the opposing team would be greatly reduced but after the nerf i really lost motivation. Maybe things get easier with gear but Im not sure. My gear is really crap (only blues and the titansteel guardian weapon) so that could be the reason why I lost most of the games. If anyone has had any luck with this setup I would love to hear som tips/tricks :D.
I was playing with a paladin healer, but ofc a resto shaman would be a better complement to the 4 druids. Tremor totem is really needed as fear really killed me. Chain heal coupled with riptide/earth shield on the focused target would probably also give me enough survivabilty to take down more of the opposing team and land a win. I was also a little unsure of what targets should be killed first. I felt it was best to try and kill a dps player first so the incoming damage on me wouldnt be too high but that could be a mistake ofc.
The positive side about druids is of course the trees and starfall that do damage independently of you so can focus more on the targets that get low.
What happen to Xzin and his mages?
I hope this new patch 3.1 brings more options in arena.
I run 2 warriors and 3 shadow priests which is quite a laugh at times but i wanted the best of both worlds.
Stealthy
02-10-2009, 01:11 AM
I recently leveled a druid team to 80 as an alternate team to my shams - have done a bit of PvP with them, but only in BG's - no arena's so far. Here are my thoughts:
Pro's:
- spammable instant direct damage spell (moonfire)
- great AoE damage (hurricane) that also reduces incoming damage - increases the time between melee, ranged attacks and spells by 50%, reduces movement by speed by 20% when glyphed and an instant non-channeled AoE every 3 mins (starfall)
- hard to lock down as shapeshifting renders you immune to poly and breaks movement impairing effects
- stealth
- great CC (roots, cyclone)
- 3 HOTS, 2 direct heals
- 15 treants smash targets
- instant flight form makes farming a breeze
Cons:
- vulnerable to AoE fear
- have to drop shapeshift to heal
- no "oh crap" options
- 2 or more rogues / feral druids working together will own you.
Overall they are a fun class to play, very strong in PvE but only mediocre for PvP.
Cheers,
S.
blast3r
02-10-2009, 08:13 AM
PvP is about high mobility. Totems don't move. ;)
wtb totem hat. (kinda like a beer hat cept holds totems). :)
vBulletin® v4.2.2, Copyright ©2000-2025, Jelsoft Enterprises Ltd.