Quote Originally Posted by 'Naysayer',index.php?page=Thread&postID=102054#pos t102054
Quote Originally Posted by 'mitoshy',index.php?page=Thread&postID=102051#post 102051

Quote Originally Posted by 'DrZ',index.php?page=Thread&postID=102026#post1020 26
that vid just sold me on actually creating a shammy 5 man team
I was sold when someone mentioned that had already reviewed Thunderstorm and increased the range (not that the range mattered to me, but that they had reviewed and not nerfed.

The one major weakness of shammys is simply.. melee. Now with the ability to remove them by 20 yards and a good 5-6 seconds (x number of shammies you have) I feel it will make shammy multiboxers unstoppable.
Don't forget about new skills like psychic horror, which tremor totem will not remove, and deathgrip. Abilities like Anti-Magic Zone and the warriors leap, as well as Living Bomb and Blastwave knockback, and all kinds of things to give a multiboxer a headache. Plus, you have to give up NS to get Thunderstorm, which will hurt your burst.
All of those things could be a bit of pain in the backside... however, unless things change fairly drastically we will continue to see a lack of fury warriors, fire mages and shadow priests in PVP. Given that you may run into one.. it'll be merely an 'inconvenience', rather than a 'throbbing headache'

I'll give up NS in a heartbeat to gain an AOE knockback

Disclaimer: I've neither played the beta of WOTLK or had experience with multiboxing high level shammys, so I could be entirely wrong here.