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View Full Version : Shaman Build - The Shocking Warrior Healing build.



JustLostOne
02-10-2005, 05:04 PM
Basicly this build is picking and choosing spells and skills to meet the frontline melee but with the added shocks and the ability to heal. Ok tell me what you think...

Elemental Combat Talents (16 points)


Concussion - 5/5 points
Increases the damage done by your Shock spells by 5%.


Convection - 5/5 points
Reduces the Mana cost of your Shock spells by 10%.


Reverberation - 5/5 points
Reduces the cooldown of your Shock spells by 1 second.


Elemental Focus - 1/1 point
Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%.




Enhancement Talents (14 points)


Ancestral Knowledge - 5/5 points
Increases your maximum Mana by 5%.


Thundering Strikes - 5/5 points
Improves your chance to get a critical strike with your weapon attacks by 5%.


Improved Lightning Shield - 3/3 points
Increases the damage done by your Lightning Shield orbs by 15%.


Two-Handed Axes and Maces - 1/1 point
Allows you to use Two-Handed Axes and Two-Handed Maces.




Restoration Talents (21 points)


Improved Healing Wave - 5/5 points
Reduces the casting time of your Healing Wave spell by 0.5 seconds.


Tidal Focus - 5/5 points
Reduces the Mana cost of your healing spells by 5%.


Improved Lesser Healing Wave - 5/5 points
Gives you a 75% chance to avoid interruption caused by damage while casting Lesser Healing Wave.


Tidal Mastery - 5/5 points
Increases the critical effect chance of your healing and Nature damage spells by 5%.


Nature's Swiftness - 1/1 point
When activated, your next Nature spell with a casting time less than 10 seconds becomes an instant cast spell.

hellion
02-10-2005, 09:33 PM
holy shit that's the build i've been trying to come up with for a while. didn't think i could go without flurry but mabye so.

XxEnderxX
02-11-2005, 01:41 AM
Take 1 point from 2 handed axe/mace and put it into flurry. Also I'd put first 5 points in increased block. Use a one hand/block. That will give you better protection, allow you to get flurry, and maintain your shocking/healing. Problem is that the shocks will deplete your mana so when your heals ARE needed you'll have no mana to spare.

hellion
02-11-2005, 02:13 AM
Take 1 point from 2 handed axe/mace and put it into flurry. Also I'd put first 5 points in increased block. Use a one hand/block. That will give you better protection, allow you to get flurry, and maintain your shocking/healing. Problem is that the shocks will deplete your mana so when your heals ARE needed you'll have no mana to spare.

it would be neat to play a shaman with a paladin with some extra tricks though ....

dunno.

Inconsiderable
02-11-2005, 02:30 AM
I played my shaman in eu beta like this..

21 resto for NS, 11 elemental for clearstate and rest in enhancement for flurry
i was using str/sta for solo and small grp pvp, raids and instances int/sta gear.

Works fine if you are the kind of Horde-Paladin (big weapon and some heals) and not a caster-shaman.

Palmen
02-11-2005, 02:57 AM
Take 1 point from 2 handed axe/mace and put it into flurry. Also I'd put first 5 points in increased block. Use a one hand/block. That will give you better protection, allow you to get flurry, and maintain your shocking/healing. Problem is that the shocks will deplete your mana so when your heals ARE needed you'll have no mana to spare.


Imp block sux imo.. blocking is not the reason you are useing the shield anyway. On the other hand +5% mana isent that good either :P, but i would go whit +5% mana over +block anyday

JustLostOne
02-11-2005, 02:51 PM
I mean the 2 handed weapon thing is bassed on play style and equipment. So thats something i was probably going to change depending on what i wanted later

JustLostOne
02-11-2005, 04:57 PM
Ok ok I re worked it a bit... lets try this.. i got flury but only 4/5 so i can spare a point for NS and i got rid of Reverberation. Also what spells are under the effect of NS? cause if its just elemental shocks are already instant cast and i dont need this. But if it effects healing spells then this build is a go.



Concussion - 5/5 points
Increases the damage done by your Shock spells by 5%.


Convection - 5/5 points
Reduces the Mana cost of your Shock spells by 10%.


Elemental Focus - 1/1 point
Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%.




Enhancement Talents (19 points)


Ancestral Knowledge - 5/5 points
Increases your maximum Mana by 5%.


Shield Specialization - 5/5 points
Increases your chance to block attacks with a shield by 5%.


Thundering Strikes - 5/5 points
Improves your chance to get a critical strike with your weapon attacks by 5%.


Flurry - 4/5 points
Increases your attack speed by 25% for your next 3 swings after dealing a critical strike.




Restoration Talents (21 points)


Tidal Focus - 5/5 points
Reduces the Mana cost of your healing spells by 5%.


Improved Healing Wave - 5/5 points
Reduces the casting time of your Healing Wave spell by 0.5 seconds.


Improved Lesser Healing Wave - 5/5 points
Gives you a 75% chance to avoid interruption caused by damage while casting Lesser Healing Wave.


Tidal Mastery - 5/5 points
Increases the critical effect chance of your healing and Nature damage spells by 5%.


Nature's Swiftness - 1/1 point
When activated, your next Nature spell with a casting time less than 10 seconds becomes an instant cast spell.

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