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    Default [Guide] Shaman Tank Guide - Tank Shaman (talents, gear, rotation, etc...)

    Shaman Tank guide - Tank Shaman in WoW

    I'm Caperfin. Have questions? See my Livestream: www.twitch.tv/caperfin


    Intro

    Can Shamans tank in WoW? The short and to the point answer is, yes. You might be rubbing your eyes in disbelief of this answer. Perhaps conjuring a ten page manifesto about how only warriors can and should tank. Although, I can go on a long rant about how there are many other classes that can tank, today, I’ll be focusing on our totemic friend, the shaman.



    Video: Shaman Tank Race Options - Video Explanation
    You’ll be staring at your character for a long time. So, consider your character’s appearance as a key factor as it may entice you to play more. All races have assets but they’re minor compared to other aspects. See Video to learn more.

    Video: Shaman Tank - Professions - YouTube
    Engineering for: Goblin Sapper Charge, Masterwork Target Dummy, Force Reactive Disk, etc... Blacksmithing for Sulfuras, Hand of Ragnaros, disregard if Phase 5 (see weapon path), and go a high gold generating profession on your realm. Gold helps buy potions and consumables.



    We can increase threat in many ways, notably: Earth Shock, Stormstrike, Rockbiter Weapon & Lightning Shield. Install a threat tracking addon, ex: ThreatClassic2. Consumable items deal threat, ex: Major Rejuvenation Potion based on half of the Health & Mana gained. Damage items, ex: Goblin Sapper Charge deals threat equal to the damage so do reflective Buffs, ex: Thorns. Lastly, some items ex: Gift of Arthas deal threat each time their Debuff is triggered (see Threat List).

    Allies can reduce their threat, through items, ex: Fetish of the Sand Reaver. Mage have: Burning Soul. Shaman: Tranquil Air Totem. Rogue and Hunter wipe threat with Vanish & Feign Death and so can Flask of Petrification. Items prevent aggro: Limited Invulnerability Potion & redirect aggro: Masterwork Target Dummy (taunts the mob). Classes in the 30-40 yard range won’t get aggro t'ill they surpass the threat level of the mob’s current target by 30%, as opposed to 10% for melee classes. (See More)


    Totems can’t deal threat for you. Common totems: Grace of Air Totem, Stoneskin Totem & Healing Stream Totem. AoE Tanking: Stoneclaw Totem followed by Fire Nova Totem. To learn more about totems, see the Video.


    The setup: (16/35/0), has steady threat per second for raids & excels on short fights.




    1. Pre-Pull: Cast Lightning Shield. Cast Rockbiter Weapon. Place: Stoneskin Totem, Grace of Air Totem & Healing Stream Totem. Mark the mobs in front of you by right-clicking their portrait, pick Raid Target Icon, pick from either a Skull = kill first, a red X = kill second, a blue square = Hunter trap or a moon = Polymorph.
    2. Pulling: Cast Lightning Bolt, followed by as many Lightning Bolt possible to trigger, Elemental Focus. Lastly, Earth Shock.
    3. Combat: For raids, use Nat Pagle's Broken Reel to assure the first few Earth Shocks hit. In a fight, use relevant ranks of Earth Shock that suits your mana & threat. Stormstrike can’t be downranked but is also used in similar cases. If Lightning Shield expires, cast it. If you suddenly might die, equip a defensive weapon, ex: Spineshatter w/Enchant Weapon - Agility & Rockbiter Weapon, use Masterwork Target Dummy (taunts boss), use Juju Escape, possibly Major Rejuvenation Potion & Major Healthstone.




    There’s a max of 32 Buffs, avoid nearing the max as it may result in Buffs getting pushed off, the addon: Buff Cap Tracker helps. Use Buff Cap Calc to see what Buffs stack. Prioritize getting defensive Buffs, ex: Elixir of Fortitude before getting Threat Buffs, ex: Juju Might. (see a detailed List of Buffs).

    A max of 16 Debuffs can be on a mob. Reaching the max is major in raids. There’s defensive Debuffs: Insect Swarm & threat Debuffs: Faerie Fire among others. With the raid leader’s consent, suggest ideal Debuffs without overstepping.



    Cement defensive stats when gearing, threat is second. It’s advised to get 4k HP & 5k Armor unbuffed for Molten Core. Blackwing Lair, ~4800 to 5k HP and 6500-7k Armor. For reliable threat, 3% melee Hit is advised for dungeons. For Raid tanking, 6% Melee Hit. See the BiS Gear Set. You can only equip a weapon & shield in combat, enabling the swap to a defensive weapon, ex: Spineshatter, if survival seems grim.

    There are two types of enchants, defensive, ex: Enchant Gloves - Superior Agility. And offensive, ex: Enchant Gloves - Threat. See the list of Enchants.

    AoE Tanking

    Many actions can further solidify AoE cases, ex: Oil of Immolation, Force Reactive Disk, Thorns, etc… (see a Full List) It’s crucial to switch and attack another target ever so often. In combat, items & spells giving health or mana deal 50% threat divided by each mob. Items also help until a decent amount of threat is gained on all mobs, ex: Masterwork Target Dummy.




    With the raid leader’s consent, offer an ideal raid comp without overstepping. In our group, Warlock:Blood Pact, Warrior:Battle Shout, Druid: Leader of the Pack, Hunter: Trueshot Aura. For damage dealing classes, we prefer ranged classes over melee. If melee are needed, rogues are best. Groups with high threat dealers can have a Shaman: Tranquil Air Totem.


    Questions?
    Ask me live: www.twitch.tv/caperfin


    Last edited by Osop : 10-15-2021 at 07:58 AM

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