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Git! Xerb Painhunter Redeye Mountain The Ultimate Shaman Guide

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Page 1: Shaman Ultimate Guide

Git!

Xerb Painhunter

Redeye Mountain

The Ultimate Shaman Guide

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Shaman Ultimate Guide 2009

Table of Contents

Introduction ..................................................................................................... 2 Shaman Mechanic ........................................................................................... 3

Path Of Mork ................................................................................................ 3 Path Of Gork ................................................................................................. 5 Path Of Da Green ......................................................................................... 6

Statistics, Resistances and Bonuses ............................................................ 8 Resistances ..................................................................................................... 9 Bonuses ........................................................................................................... 9 Spell List with Descriptions.......................................................................... 11 Tactic List with Descriptions ........................................................................ 15 Moral List with Descriptions......................................................................... 18 How to play your Shaman … PVE Build Template ..................................... 21

PVE GEAR! ................................................................................................. 22 General Healing Strategy .............................................................................. 26 RVR Strategy ................................................................................................. 27

RVR Gear! ................................................................................................... 28 Addons/Mods ................................................................................................. 30 Sample Build .................................................................................................. 32 Acknowledgements: ..................................................................................... 34

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Shaman Ultimate Guide 2009

Introduction

“Sticks 'n' stones'll break my bones, but Gork and Mork'll smash yer 'ead to bits if'n you

don't sod off you big bugger!”

- Gahzbag, Goblin Shaman telling off a Giant

The Shaman builds up the power of one kind of magic by using the other kind. That is, he

makes his healing better by using offensive spells. Because of this, he must learn to

weave the two types of magic to get the desired results. A Shaman who focuses only on

damage will do less than a Shaman who uses both damage and healing spells.

The Shaman deals elemental damage, both in direct blasts and over time, or debuff

enemies to make them easier prey for the forces of Destruction. He can buff allies against

the elements and heal them in quick bursts or in a steady trickle.

I created this document to provide a bit of help to aspiring Shaman. This guide was

created from a variety of sources but also includes a lot of my own advice from my

experiences playing healers in a variety of MMOs but also from my time playing the

Shaman.

Faction: Destruction

Race: Goblin

Role: Healer/Ranged DPS

Armor: Light (robes)

Primary Weapons: Staves

Primary Stats: Willpower, Intelligence

Strengths: Weaknesses:

Versatility to switch from

ranged DPS to healing.

Very desirable in RvR.

Skillful multi-tasking is

rewarded by game

mechanics.

Very low defenses and

health.

Easy target in RvR.

Unskilled play results in a

serious decline in

effectiveness

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Shaman Mechanic

Channeling the WAAAGH! power, Shaman can produce all types of spectacular green

magic, which he can unleash as a testament to the might of the Greenskin dieties, Gork

and Mork. Greenskins are a little unclear on exactly which god it is that they worship at

any given moment, however, so the Shaman decide to play it safe and offer up power to

both. This constant back-and-forth between Mork and Gork allows a Shaman to greatly

improve his magic, making their diminutive figures into unexpectedly powerful forces on

the battlefield.

How about in English? The Shaman class operates on a give and take, back and forth,

mechanic of two types of magic: Gork (Damage) and Mork (Healing). These two types

work together in a symbiotic relationship allowing the shaman to cast damage spells to

improve his healing and healing to improve his damage. Simple enough, right?

Now how about realistically? This give and take has little effect on the amount of

healing you can do. In fact, I rarely have time to build Gork WAAAGH! and because I

spend all my time healing, my Mork WAAAGH! build up is used to replenish my AP

pool. More often than not I find myself with little time to target enemies for damage and

if I do, then it‟s debuffs, dots and silence. My concentration is solely on the team‟s

health bars and that Sorcerer/Tank team rushing into the fray to kick off Morale 4

abilities. This whole Mork and Gork back and forth really has little to no effect on the

overall efficiency of my toon and my healing.

Path Of Mork

This path is primarily focused on healing and restoring the Shaman's allies. As he casts

spells from this path, the Shaman builds up the power of Mork's WAAAGH!, which he

can then use to fling swift and powerful offensive magic. Because of this, many an

enemy who dismissed a Morkish specialist as unthreatening has quickly learned a brutal -

and fatal - lesson.

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If you're planning on doing a lot of healing then this is the tree for you.

The core abilities of this tree that gain in strength with each point spent:

Bleed fer' Me (a DoT and Heal)

Bigger, Better, an' Greener (A large heal susceptible to setback)

Don' Feel Nuthin (Damage absorption shield)

Gather Round (Group Heal)

NAME POINTS COST RANGE CAST

TIME

COOL-

DOWN DESCRIPTION

Nuthin' But Da

WAAAGH!

Career Tactic

3 0 N/A Passive 0

Don' Feel Nuthin will also

cause your target to deal 15%

more damage as long as the

barrier is protecting them.

I'll Take That!

Ability

5 25 AP 100 ft 2s 0

Deals 26 Elemental damage to

your target, and heals your

defensive target for the amount

of damage done.

GW reduces cast time

Lookit What I

Did!

Career Tactic

7 0 N/A Passive 0 Gork'll Fix It will now also

restore 40 AP to the target.

Do Sumfin

Useful

Ability

9 35 AP 150 ft Instant 0

Your target regains 84 health

over 9 seconds. Spends Waaagh

to increase Toughness by 1 for

each point of Waaagh! built, up

to 3 points.

Pass It On

Career Tactic

11 0 N/A Passive 0s

Any time you heal an ally with

a Path of Mork ability, there is a

25% chance that another ally

within 30 feet of them will also

gain 21 health as well.

Shrug It Off

Ability

13 35 AP N/A 2s 3min

Resurrects all fallen

groupmembers within 30 feet,

and does not cause Resurrection

Sickness. Anyone resurrected

by this effect will regain 50% of

their hit points.

MW reduces cast time

Feelz No Pain

Morale

15 Rank 4

Morale N/A Instant 60s

Heals your group for 160 health

over 10 seconds and decreases

damage against them by 25%

for 10 seconds.

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Path Of Gork

A specialist in this path prefers to destroy his enemies first, and tend to his allies later. By

blasting his enemies into oblivion, the Shaman builds up the power of Gork's

WAAAGH!, which can then be used to hasten and improve his healing magics.

I know, I know, but this is a healing guide! However, if damage is your style then Gork'll

get it done. The core abilities of this tree that gain in strength with each point spent:

Life Leaka (DoT)

Bunch o' Waaagh (Concentration "laser" nuke)

Stop hittin' Me! (Detaunt with damage reducer and disruption increase)

Scuse Me! (Conal damage with elemental debuff)

NAME POINTS COST RANGE CAST

TIME

COOL-

DOWN DESCRIPTION

Leaky Brainz

Career Tactic

3 0 N/A Passive 0

Life Leaka will now also reduce the

victim's Intelligence and Willpower

by 5 for 15 seconds.

Big Waaagh!

Ability

5 45 AP 100 ft 1s 20s Deals 60 Elemental damage.

Mork's

Touch

Career Tactic

7 0 N/A Passive 0

All of your offensive spells gain a

25% chance to remove a Blessing

from the victim. Any time that this

successfully occurs, the enemy will

suffer an additional 20 damage as

well.

Da Waaagh!

is Coming

Ability

9 50 AP 80 ft 3s 0

Deals 40 Elemental damage to your

target. Then deals 30 Elemental

damage to 2 targets near the

original target, and deals 20

Elemental damage to 2 targets near

each of the secondary targets.

Targets cannot be hit more than

once by the ability.

GW reduces cast time.

Hurts, Don't

It?

Career Tactic

11 0 N/A Passive 0

Brain Bursta will now also reduce

the victim's Toughness by 6 fro 20

seconds, and they will lose 150

points of Morale as well.

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NAME POINTS COST RANGE CAST

TIME

COOL-

DOWN DESCRIPTION

Geddoff!

Ability

13 20 AP N/A Instant 10s

Deals 39 Elemental damage to your

target and all other enemies within

20 feet of them, and knocks them

backwards.

GW reduces cast time.

Fists of Gork

Morale

15 Rank 4

Morale 100 ft Instant 60s

Deals 240 damage and knocks back

all enemy targets within 30 feet.

Path Of Da Green

Not wanting to get caught between Gork and Mork, a master of this path simply declares

that green is best, and promptly goes about making his allies even greener and better than

they were before. Naturally, anyone who isn't green must be put into their place, and a

specialist in this path is equally adept at crippling and hindering his enemies as well.

This is where all the other types of abilities that aren't damage or healing based end up.

While there are a lot of debuffs, there are several abilities that buff your team in here as

well. The jury is still out on whether or not speccing heavily in this line is worth the

points. My style of play has me splitting my points between Green and Mork that way I

am an effective healer and I also make it easier to kill mortal enemies with my debuffs. I

posted my build at the end of this guide. Many spells in 'Path of Da Green' do not

contribute to either pool so while they can be useful, they are not used as frequently in a

fight. Typically, more than 90% of a Shaman's actions used in battle will be either Gork

or Mork to keep your team up and fighting.

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The core abilities of this tree that gain in strength with each point spent:

'Ere we go! (Group buff that adds damage on next attack … excellent when paired

with Get Movin!)

Mork's Buffer (Increases resistances of group for 1 hour)

Get'n Smarter (Steals intelligence from the enemy)

Yer a Weaklin' (DoT + Strength debuff)

You got Nuthin! (DoT + Silence)

NAME POINTS COST RANGE CAST

TIME

COOL-

DOWN DESCRIPTION

Waaagh!

Frenzy

Career Tactic

3 0 N/A Passive 0

Yer A Weaklin' will now also affect

all enemies within 20 feet of the

target.

Gork's

Barbs'

Ability

5 30 AP 100 ft 2s 10s

Deals 15 Elemental damage to target.

For 10s, debuff deals 20 Elemental

damage every time the target uses a

melee action.

GW reduces cast time.

You Really

Got Nuthin

Career Tactic

7 0 N/A Passive 0 Reduces You Got Nuthin's cooldown

time by 10 seconds.

You'z

Squishy

Ability

9 20 AP 100 ft Instant 0

Your target and all other enemies

within 30 feet of them have their

Toughness reduced by 3 for 20

seconds.

Ere We Goes

Again

Career Tactic

11 0 N/A Passive 0

Ere We Go will now deal 25 damage,

and it will now affect your allies' next

2 attacks.

Sticky Feetz

Ability

13 20 AP 100 ft 3s 30s

For 10 seconds, all enemies within 30

feet of a spot that you select will have

their Elemental resistance reduced by

9 and become snared, reducing their

run speed by 60%.

Steal Yer

Thunder

Morale

15 Rank 4

Morale 100 ft Instant 60s

Reduces the stats of all enemies

within 30 feet of your target by 1

(except Wounds), and increases all

your groupmember's stats by 1

(except wounds) for 15 seconds.

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Statistics, Resistances and Bonuses

There are sixteen different stats, resistances and bonuses/attributes in Warhammer Online

but luckily a Shaman need only concern himself with a few of them. Which ones are for

me? Read on, git!

Strength: We're not a melee class so we don't care about melee damage. Ignore it.

Willpower: This increases your healing and your chance to disrupt magical attacks. If

you plan on healing (and since you're reading this guide, you DO) then this one is a

priority and should be given the most attention. Willpower / 5 = Increases Healing Per

Second. However, there is some speculation as to whether this is affecting HOTs or not.

Also, Willpower / (Level * 7.5 + 50) * .075 * 100 = +% to disrupt spells. (I hate math!)

Weapon Skill: Increases chance to parry and armor penetration. Parrying is always nice

but we have other things to worry about. Whatever you can get is good enough.

Initiative: Increases your chance to evade and reduces chance of being critical hit which

is never a bad thing. However, I find that this is just like Weapon Skill and not worth

actively worrying about.

Wounds: This increases your hit points. That's a GOOD thing you git! This is your

second priority. Wounds * 10 = Extra Health over default increase per level.

Toughness: Reduces all damage taken. That means you don't die as fast. It‟s not a bad

thing to fill this out if you can. Just don‟t give up Willpower or Wounds if you don‟t

have to. Toughness / 5 = Reduces damage by “X” amount of DPS.

Intelligence: Increases Magic Damage and reduces your chances of being disrupted.

Intelligence / 5 = Increases spell based DPS damage.

Ballistic Skill: We're not Squig Herders so ignore it.

Shaman should focus on raising their Willpower, Wounds, Toughness and Intelligence

most of all. Our two MAIN healer spec stats however are Willpower and Wounds. Which

should you focus on more? Willpower you git! You‟re a healer! Think about which

mastery you're focusing on. If you want to be more offensive then Intelligence is a

natural fit. However, I strongly believe that all Shaman should focus on willpower as

their main stat. Right now we have a hard enough time keeping a group healed up and if

you skimp on the Willpower it's just going to be that much tougher. The Wounds will

help keep you up a bit longer so a tank can peel or you can escape your pursuer.

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Resistances

There are also three magical resistances to protect against special attacks. You should do

your best to get all three as high as you can. There is a lot of gear out there that will give

you stats as well as resistances so you shouldn‟t have much of a problem getting these up

a bit.

Corporeal: is a resistance against damage that can result from special attacks involving

corporeal magic. This is different from regular physical damage, and tends to represent

acid, concussive force, extreme heat, etc. Zealot spells and Engineer special attacks deal

exclusively Corporeal damage, as do many Bright Wizard and Sorceress spells. Black

Orcs, Shadow Warriors, and Squig Herders with specific career masteries can get

Corporeal effects.

Spiritual: damage represents magical damage that affects or comes from the non-

material world, attacking your soul as much as your body. Archmages are the only class

that deals exclusively Spirit damage, but many Sorceress spells and a small number of

Magus spells are Spirit-based. Chosen, Disciples of Khaine, Sword masters, Warrior

Priests, White Lions, Witch Elves, and Witch Hunters all augment physical damage with

Spirit effects to varying degrees.

Elemental: damage refers to magical damage caused by fire, lightning bolts, and your

Shaman! Rune Priests and Shamans deal exclusively Elemental damage, and Bright

Wizards and Magi deal a mix of Elemental and other forms of damage. Both Shadow

Warriors and Squig Herders have a fire arrow attack that deals Elemental damage.

To figure out the math … Resistance Value / (level * 16.8) * .4 * 100 = % of total

Resistance

Bonuses

+ Healing Power: Go with the Willpower instead. +Healing power is just Willpower

without Disrupt.

+AP Regeneration: Can be extremely helpful in a pinch, but remember Shaman can cast

“You‟re Not So Bad” to regen our AP so this bonus can be replaced with something else

if you feel you need it.

Armor: This bonus will effectively lower the total amount of damage you receive in

battle. Do the math! Armor / (Level * 44) * 40 = +% Damage Reduction

Dodge: This bonus will determine if you avoid getting hit either by spell or melee

damage. I wouldn‟t worry about this too much, especially if you have a good tank who

can protect you.

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Parry: Shaman need not worry about this bonus. Parry is the rating at which you will

completely block any incoming damage with your equipped weapon. Both sides of

parrying are affected by the Weapon Skill stat, meaning that your character's Weapon

Skill will both increase his or her chance to parry and reduce an enemy's chance to parry.

Disrupt: Intelligence REDUCEs your opponents chance to disrupt your attacks, while

willpower INCREASEs your chance to disrupt opponents attacks. Similar for

ballistic/initiative(dodge), strength/weapon skill (block, parry). Since Willpower is your

primary attribute, your disrupt skill will follow.

Block: Shaman don’t carry shields! Block is an ability that some melee NPC mobs

have and Tank archetypes that can use shields have. Every time someone swings at you

with a melee weapon, shoots at you with something physical, or casts an offensive spell

you will have a chance to block the respective type of attack. If you block successfully,

you receive no damage. Block rating of shield / (level * 7.5 + 50)) * 20 = Block %

Willpower effect on healing at level 40:

Formulas:

15sec ('Ey, Quit Bleedin'):

1500 + Wis*0.9

1sec (Gork'll Fix It):

[247+Wis*0.15] + [663+Wis*0.15]

3sec (Do Sumfin Useful):

1260+Wis*0.8

2.5sec (Bigger, Better, An' Greener):

1125+Wis*0.6

Group (Gather Round):

540+Wis*0.6

And if you like it, here the HPS:

I calculated with 800 Willpower and full healing spec.

15sec HoT: 148/sec

1sec Heal/HoT: 127/sec

FE : 633/sec

2.5sec Heal: 624/sec

Group heal: 340/sec

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Spell List with Descriptions

NAME RANK COST RANGE CAST

TIME COOLDOWN DESCRIPTION

Brain Bursta

Path of Gork

1 30 AP 100 ft 2s None

*Gork's Waaagh! reduces

cast time.*

Deals 39 Elemental damage

to your target.

Gork'll Fix It

Path of Mork

1 55 AP 150 ft 1s None

*Mork's Waaagh! reduces

cast time.*

Your target regains 33

health immediately then

continues to gain another 87

health over 9 seconds.

Flee

Core

1 All AP N/A Instant 30s

You run away in a mad

panic increasing your run

speed by 30 for 10 seconds.

Life Leaka

Path of Gork

2 30 AP 100 ft Instant None

*Gork's Waaagh!

increases effectiveness*

You deal 65 Elemental

damage to your target over

15 seconds.

'Ey, Quit Bleedin'

Core

3 30 AP 150 ft Instant None

*Mork's Waaagh!

increases effectiveness*

Heals your target for 200

health over 15 seconds.

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'Ere We Go!

Path of Da Green

4

25 AP

N/A

Instant

10s

Everyone in your group's

next attack deals an

additional 20 Elemental

damage.

Bunch o' Waaagh

Path of Gork

5 13

AP/Sec 100 ft Instant 11s

*Gork's Waaagh!

increases effectiveness*

You concentrate on your

target for up to 6 seconds,

repeatedly dealing 46

Elemental damage to them

as long as you maintain

your concentration.

Bleed Fer' Me

Path of Mork

6 35 AP 100 ft Instant 10s

*Gork's Waaagh!

increases effectiveness*

You deal 88 Elemental

damage to your target over

24 seconds and your

defensive target is healed

for the damage done.

Look Over There!

Core

7 20 AP 100 ft Instant 15s

You Detaunt your target,

making them hate you less

and causing them to deal

50% less damage to you for

15 seconds. If you attack

anyone that you have

Detaunted, the effect will

immediately end.

Mork's Buffer

Path of Da Green

7 55 AP N/A Instant None

Increases all resistances of

everyone in your group by 6

for 1 hour.

Bigger, Better, An'

Greener Healing

Path of Mork

8 45 AP 150 ft 2.5s None

*Mork's Waaagh!

increases effectiveness*

Heals your target for 150

health.

This is a fragile spell, and

will always be set back by a

large amount if you are

damaged while casting it.

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Yer Not So Bad

Core

9

40 AP

100 ft

2s

20s

*Gork's Waaagh!

increases effectiveness*

Steals 180 Action Points

from your target over 9

seconds.

Gedup!

Core

10 20 AP 100 ft 6.0s 3s

*Mork's Waaagh!

increases effectiveness*

Resurrects your target with

20% health.

Get'n Smarter

Path of Da Green

12 30 AP 100 ft Instant 10s Steals 3 Intelligence from

your target for 15 seconds.

Don' Feel Nuthin

Path of Mork

14 35 AP 150 ft Instant 20s

*Mork's Waaagh!

increases effectiveness*

*Only usable on group

members* Surrounds an ally with a

magical barrier that absorbs

up to 125 damage for up to

9 seconds.

Greener 'n Cleaner

Core

16 25 AP 150 ft Instant 5s

*Target must be Cursed

or Ailing*

You cleanse an ally,

removing one Curse or

Ailment.

Yer A Weaklin'

Path of Da Green

18 30 AP 100 ft 2s None

*Gork's Waaagh! reduces

cast time.* Your target takes 33

Elemental damage. Your

target's Strength is also

reduces by 3 for 20 seconds.

Gather Round

Path of Mork

20 65 AP N/A 3.0s None

*Mork's Waaagh! reduces

cast time.*

Heals your entire group for

72 health.

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NAME RANK COST RANGE CAST

TIME COOLDOWN DESCRIPTION

Eeeek!

Core

25 55 AP N/A Instant 60s

You, and all enemies near

you, are blasted with

Waaagh!, knocking away

players and knocking

monsters down.

Stop

Hittin'

Me!

Path of

Gork

30 40 AP N/A Instant 30s

Your chance to disrupt

attacks is increased by

5%, and you Detaunt all

enemies within 30 feet for

10 seconds, making them

hate you less and causing

them to deal 50% less

damage to you. If you

attack anyone that you

have Detaunted, the effect

will immediately end.

You Got

Nuthin!

Path of

Da

Green

35 25 AP 100 ft 1s 30s

*Gork's Waaagh!

reduces cast time.*

Deals 25 Elemental

damage and silences your

target, making them

unable to use magic for 5

seconds.

Scuse

Me!

Path of

Gork

40 45 AP N/A 2s 10s

*Gork's Waaagh!

reduces cast time.*

A cone of energy strikes

enemies in front of you,

up to 65 feet away,

dealing 33 Elemental

damage and reducing

their Elemental resistance

by 4 for 20 seconds.

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Tactic List with Descriptions

Tactics in WAR are abilities that you can buy with the points that you gain for leveling.

They provide small gains (typically +5%) in various skills or aspects of your character.

You can change them when you're not in combat. Choosing the current set of active

Tactics allows you to specialize your character for an expected situation at hand, for

example: Ironbreakers can use Ancestral Hatred which increases damage against

Greenskins, while Black Orcs have access to I Hates Stunties which increases damage to

Dwarfs.

Before entering into a battle, tactics are chosen and slotted into the Strategy bar according

to what you feel will be most useful in the upcoming fight. This gives a little more ability

to make your character how you want it to be, and also adds more strategy. It also allows

you to have, say, one tactics-load out that is tweaked for performance in solo play, and

another that you switch to when you group up to perform a certain task.

Switching tactics load out is done through a simple drop down menu in the UI.

NAME RANK COST RANGE CAST

TIME COOLDOWN DESCRIPTION

Whazat behind

you?!

Tactic

11 None N/A Passive None

Any time you are hit, there is

a 25% chance that you will

Detaunt the enemy, making

them hate you less and

causing them to deal 25%

less damage to you for 5

seconds. If you hit anyone

that you have Detaunted, the

effect will end.

Divine Fury

Tactic

13 None N/A Passive None

You deal 25% more damage,

but all of your healing

becomes 20% less effective.

Burst O'

Waaagh!

Tactic

15 None N/A Passive None

Any time you critically hit

with a spell that grants

Waagh!, an additional

Waaagh! will be granted as

well. Tactic cannot trigger

more than once every 3

seconds.

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Too Smart For

Dat

Tactic

17 None N/A Passive None Increases Spirit resistance by

6.

Discipline

Tactic

19 None N/A Passive None Increases your Willpower by

4.

NAME RANK COST RANGE CAST

TIME COOLDOWN DESCRIPTION

Green Cleanin'

Tactic

21 None N/A Passive None

If Greener 'n Cleaner

successfully removes an

effect from an ally, then

they will also regain 36

health over 9 seconds.

RUN AWAY!

Tactic

23 None N/A Passive None

Any time you are hit, there

is a 25% chance that your

movement speed will be

increased by 30% for 5

seconds.

Subtlety

Tactic

25 None N/A Passive None

All of your heals will

cause enemy monsters to

hate you 25% less than

normal.

Extra Special

Mushrooms

Tactic

27 None N/A Passive None Increases your chance to

critically heal by 10%.

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Restorative Burst

Tactic

29 None N/A Passive None

Any time one of your

direct healing effects

critically heals an ally, you

will regain 160 Action

Points over 3 seconds.

Dat Makes Me

Dizzy

Tactic

31 None N/A Passive None

You can now resurrect

allies instantly, but you are

stunned for 3 seconds after

casting.

Mork Is Watchin'

Tactic

33 None N/A Passive None

Increases your chance to

critically hit enemies by

10%.

Ain't Done Yet!

Tactic

35 None N/A Passive None

Spells that spend Waaagh!

have a 10% chance to not

expend when used.

Get Movin'!

Tactic

37 None N/A Passive None

Any time one of your

groupmatess damages an

enemy with "Ere We Go,

they will gain 150 points

of Morale.

Git Outta Here!

Tactic

39 None N/A Passive None

Reduces Eeeek!'s

cooldown time by 40

seconds.

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Moral List with Descriptions

Morale is a combat resource gained while attacking that can be spent to activate various

morale abilities.

Morale is represented by a blue bar in the center of the UI over the top of your character's

facial animation that slowly fills up. Once combat has been entered a character's morale

meter rises when they start killing opponents or if their group is fighting well. A portion

of the morale gained by a group member will be fed to everyone else in the group, and in

return all the members of the group will be feeding him a portion of the morale that they

gain. As the morale meter builds up, it takes more and more effort to build it further up,

so the longer you try to save morale, the harder it is to gain. The morale meter starts to

decrease once a character is no longer fighting, and it can also decrease if a fight is going

badly.

Morale abilities have four ranks, with each rank providing an ability of increasing power.

At the lowest rank, abilities use 25% of the morale meter, then 50%, then 75%, and

finally 100%. As the morale meter fills up, players can choose to use their lower level

morale abilities, or wait for the meter to increase further so that they can unlock their

more powerful abilities. It is expected that the highest rank morale abilities will only be

used rarely, when players gather in large groups and they can take advantage of group

morale mechanics. The most powerful abilities shouldn't provide one-shot kills, but they

will look impressive, they will have a significant effect on a combat, and they could

determine the outcome of a fight if used at the right time.

Acquiring morale abilities

Morale abilities can be learned as characters advance. Players will have to choose from

the morale abilities that they have learned to fit into each slot on their morale meter

before entering combat.

There are three different types of morale abilities:

Career morale abilities. These are available only to your specific career.

Archetype morale abilities. These are available to everyone of your archetype.

For example, the tank morale abilities are available to Swordmasters,

Ironbreakers, Black Orcs and Chosen.

Racial morale abilities, that are specific to your race, regardless of career.

Meaning, for example, the same of these are available to all Dwarfs, be they

Runepriests, Engineers or something else.

With the points available, you will be able to mix and match between these three types as

you see fit.

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NAME RANK COST RANGE CAST

TIME COOLDOWN DESCRIPTION

Divine Favor

Morale

8 Rank 1

Morale 150 ft Instant 60s

A strong heal that will

restore 240 health to your

target.

Rampagin‟

Siphon

Morale

12 Rank 2

Morale N/A Instant 60s

Deals 80 damage to all

enemies within 30 feet, and

heals your entire group for

the full amount of the

damage dealt.

Steal Life

Morale

16 Rank 1

Morale 100 ft Instant 60s

Your target suffers 120

damage over 9 seconds, and

you are healed for a half of

the damage dealt.

Focused Mind

Morale

20 Rank 2

Morale N/A Instant 60s

For the next 10 seconds,

you will remove and ignore

any silencing, disarming,

rooting, and snaring effect

and your abilities will build

50% faster and may not be

set back.

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NAME RANK COST RANGE CAST

TIME COOLDOWN DESCRIPTION

Divine

Protection

Morale

24 Rank 3

Morale N/A Instant 60s

Everyone in your group is

surrounded by a protective

shield which will absorb a

large amount of damage

from melee abilities.

Gork Sez Stop

Morale

28 Rank 1

Morale 100 ft Instant 60s

Your target suffers 80

damage over 2s. If the target

moves, the duration is

restarted.

Breath of Mork

Morale

32 Rank 2

Morale 150 ft Instant 60s

Heals your target for 66

health every 3 seconds over

9 seconds. Each pulse also

heals those around the target

within 30 feet.

You Weren't

Using Dat

Morale

36 Rank 3

Morale N/A Instant 60s

Removes 100 AP from each

enemy within 30 feet, and

gives 50% of the stolen AP

to you.

Alter Fate

Morale

40 Rank 4

Morale N/A Instant 60s

Resurrects all groupmates

within 30 feet. Anyone who

is brought back from the

dead will also be healed for

160 health over 9 seconds,

and they will deal 20% more

damage for 10 seconds.

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How to play your Shaman … PVE Build Template

Shamans are welcome to any group because of their versatility. They can provide the

extra heal that keeps the tank alive when the main healer's skills are stretched to their

limits. They can add the extra bit of damage that drops a foe when another healer would

not be as effective.

There are a few things you should know about PVE to be competitive and reliable as a

Shaman healer.

Aggro

"Aggro" (Aggression), or Threat, which is referred to by Warhammer Online and the

player abilities in the game as "Hate" or "Hatred", is a game mechanic which determines

who an enemy Non-Player Character will attack at any given time. The player who has

built up the greatest amount of "Hatred" with the NPC is the one on whom the NPC will

focus its attacks. Many abilities in the game allow a player to control the amount of

"Hatred" he generates, to ensure that the enemies focus on the Tank and not on the

healers and damagers. Tanks are given abilities to increase the amount they generate, or

reduce the amount their companions generate, while DPSers are given abilities to reduce

the amount they generate, or the amount that the NPC currently has towards them. There

are also Tank specific abilities which cause the enemy to temporarily ignore "Hatred"

levels and focus on the tank no matter what.

"Aggro" is also sometimes used as a verb, synonymous to Pull, in which case it refers to

the initial act of being spotted by an enemy NPC (intentionally or otherwise), causing

them to begin attacking you.

When someone attempting to Tank loses the creature they are tanking, that is sometimes

referred to as a Peel. As in Dark Age of Camelot, by the same publisher (Mythic), the

number of creatures you pull when attacking a group is said to be determined by the

number of members in your party, but the specifics of this system have yet to be clarified.

There is one main tactic every Shaman should be using when in PVE and that‟s

“Subtlety.” With each heal you cast you lose 25% of the hate generated. This is a must

use Tactic.

Healing priorities – who should you let die! Muahahaha Your priorities are different in PVE than in RVR. In PVE your priorities are as follows:

Tanks

DPS Casters

All others

Just remember that when the tank falls, all others will follow.

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Primary PVE spells

Solo

When soloing I find that killing mobs can be a long drawn out process. To do this as

efficiently as possible so that you can make back to back pulls with little to no down

time, I have found that this spell combination is the best for me.

Life Leaka - 100 AP - 100 ft - Builds Waaagh! - Causes moderate damage to your target

over 10 seconds.

I’ll Take That – 25 AP – 100ft – Causes damage to offensive your target and heals your

defensive target.

Don’ Feel Nuthin – 35 AP – 150ft – Surrounds and ally with a magical barrier for 9

seconds.

You‟z Squishy – Everyone within 30ft of your target has their toughness reduced for 20

seconds

Bunch o’Waaagh – 13 AP/sec – 100ft – Concentrate on your target dealing elemental

damage for up to 6 seconds.

Yer Not So Bad – Steals AP from your target over 9 seconds.

Redot – By the time your done casting all of the above it will be time to reapply your

dots.

Bunch o’Waaagh – if your fighting a regular mob this spell should finish them off.

Dead

HoT – Easiest way to heal yourself after the fight. However, if you have Waaagh! built

up, it is more efficient to use the Waaagh! to instant cast your big heal on yourself instead

of wasting in on your HoT. This is most beneficial in very long fights against tougher

mobs.

Rinse and repeat.-- If you are fighting a high level mob or a champ, then you will likely

want to mix a strength, toughness and elemental debuff in amongst the other spells I

listed. This will help out immensely and keep the fight from lasting too terribly long.

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Grouped

If you are fighting while in a PVE group during a dungeon instance, your spell choices

are going to be a lot different. In this case you are going to be casting your heals a lot

more and you likely won‟t be casting many direct damage spells at all.

Life Leaka - 100 AP - 100 ft - Builds Waaagh! - Causes moderate damage to your target

over 10 seconds.

I’ll Take That – 25 AP – 100ft – Causes damage to offensive your target and heals your

defensive target.

Don’ Feel Nuthin – 35 AP – 150ft – Surrounds and ally with a magical barrier for 9

seconds.

Yer Not So Bad – Steals AP from your target over 9 seconds.

Yer A Weaklin‟ – 30 AP – 100ft – Target takes elemental damage and reduces their

strength for 20 seconds.

You‟z Squishy – Everyone within 30ft of your target has their toughness reduced for 20

seconds.

'Ere We Go! - 100 AP - N/A - Each of your group members' next melee attacks will cause

additional damage. When paired with the two tactics for this spell, you will deal an

additional 300 points of damage and regain as much AP. This is a great combo for PVE

and dungeon runs.

Bigger, Better, An‟ Greener Healing – 45 AP – 150ft – This is your biggest, most fragile

heal. This heal takes 2.5 seconds to cast and if you take damage while casting it, the spell

is set back making it take longer to cast.

Ey, Quit Bleedin‟ – 30 AP – 150ft – 15 second heal over time.

Do Sumfin Useful – 35 AP – 150ft – 9 second heal over time and increases your targets

toughness.

Gather Round – 65 AP – Heals your entire group. This is good when your tanks over

pull and everyone is taking damage.

The main thing to look at here are the heals. However, you can help the group out a lot

with the debuffs, shields and „Ere We Go! All of these extra spells help keep your

healing under control so you aren‟t spamming them to keep your party up and also helps

tear through those mobs.

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PVE GEAR!

There are 19 sets of armor available for each Warhammer career. These armor sets can be

found throughout the Warhammer world, and at higher levels can be incredibly helpful (if

not imperative) for certain encounters. For example, the highest end sets feature special

resistances called Wards. On these high end sets, there are five pieces of armor which

grant a 10% reduction in damage per piece when worn in specific endgame encounters,

for a possible cumulative of around 50% reduction. With these set pieces, players can

emerge victorious from what would otherwise be much more difficult battles. The five

pieces of armor in these high end sets which feature the Wards are: chest, boots, gloves,

helmet and shoulders.

Though mythic said we wouldn‟t need to PVE for gear to be competitive for RVR (yes

they lied), we do need to spend some time in a few dungeons so that we can earn those

Wards that you‟ll need for those Fortress and King raids once you start locking down

zones for City Sieges. I have included a list of gear that are must haves as you make

progress towards end game.

Redeye Armor Set

Redeye Armor is a 4-piece set found in Mount Gunbad. The pieces are dropped by the

Wing Bosses and overall Dungeon Boss of Mount Gunbad. These do not have Wards,

but they are still valuable gear for Tier 2 RVR and PVE.

Gloves are dropped by Masta Mixa, the Alchemy Wing Boss.

Boots are dropped by Glomp da Squig Masta, the Squig Nursery Wing Boss.

Shoulders are dropped by Wight Lord Solithex, the Barracks Wing Boss.

Body is dropped by 'Ard ta Feed, the overall Dungeon Boss.

Helm is a random drop from any of the Wing Bosses or the over all Dungeon

Boss of Mount Gunbad.

Blood Lord Armor Set

Lesser Ward Bloodlord Armor Set

Found in: Bastion Stair

Requirements: Ranks: Ranks 37-39

This set offers the Lesser Ward, which is required for City High Level Dungeons and

Fortress encounters. There are five pieces of armor in this set.

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Bloodlord armor is a 5 piece set of armor, consisting of Helm, Shoulders, Chestpiece,

Boots, and Gloves, and dropping in the Bastion Stair. Specific drop locations;

Gloves; Thar'Ignan, Lord Slaurith, Kaarn the Vanquisher, Skull Lord Var'Ithrok

Boots; Thar'Ignan

Helm; Kaarn the Vanquisher

Chest; Skull Lord Var'Ithrok

Shoulders; Lord Slaurith

Wearing even a single piece grants the user a buff called "lesser ward". This reduces the

damage taken in grade 6 instances in capital cities by 10% each ward. A maximum of 5

pieces can be worn to grant the wearer 50% reduced damage taken in these dungeons.

Sentinel Armor Set

Greater Ward Sentinel Armor Set

Found in: City High Level Dungeons

Requirements: Rank 40

This set offers the Greater Ward, which is required for both the Lost Vale and the City

Invasion PQs. The Sentinel set also provides the effects of the Lesser Ward. There are six

pieces of armor in this set.

Bilerot Burrow

Shoulder - Ssyrdian Morbidae (Left Wing)

Gloves - Bartholomeus the sickly (Right Wing)

Chestplate - Bilerot Lord (Last boss)

Bloodwrought Enclave

Helmet - Barakus the Godslayer

Boots - Korthuk the Raging (Left Wing)

Belt - Since patch 1.1a any boss from "Bilerot Burrow"

or "Bloodwrought Enclave" can drop it and its now BoE.

Darkpromise Armor Set

Superior Ward Darkpromise Armor Set

Found in: Lost Vale

Requirements: Rank 40

This set offers the Superior Ward, which is required for Sub-

Boss PQs. The Darkpromise set also provides the effects of the

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Lesser Ward and Greater Ward. There are six pieces of armor in this set.

Gloves and Belt – Any other Boss in the zone has a chance to drop.

Helmet – – Sechar the Darkpromise Chieftain, North Wing (2nd to last boss)

Boots – Dralel, West Wing Lord

Chest – N'Kari, Keeper of Secrets, North wing Lord (last boss of vale)

Shoulders – Sarthain the Worldbearer, East Wing Lord

General Healing Strategy

Keeping your realm mates alive is one of your most important roles as a Shaman. I want

to reiterate how important it is to remember that we ARE healers even though we can

deal damage. Here are a few basic tips that you may find useful when you find yourself

responsible for another life:

Dealing damage makes you heal better, so why not deal damage when you aren't

healing? Dots and debuffs for the win.

Don't let the health of the person you are healing get too low before you begin

healing. You will find it hard to play catch-up as a Shaman.

Heal early with your HoTs. It will make the difference between life and death

most times.

If you find your team mate taking a lot of damage then use the BIG heal as long

as you aren't being hit yourself. In the low to mid levels this is the only way to

keep someone alive if they're taking a lot of damage. Your 2 HoTs won't be

enough by themselves, but when mixed with your big heal things get a bit more

manageable.

After healing, toss your instant cast HoTs on to take advantage of its healing

while you queue up the next spell. It's never a bad thing to always have HoT's up

on targets who take damage (Unless they are pulling - in which case you will

want to hold off until they establish aggro).

Use your damage absorption shield to help you keep up with heals - it's not much,

but it helps in a pinch. It‟s also very useful to save your DPS casters life since

they can go down pretty fast.

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RVR Strategy

Hopefully you understand your role as a Shaman by now. Well, I have some bad news for

you. Your enemies probably know your role as well and that means you are now a

primary target during RvR encounters. Shaman are VERY squishy little guys and unless

we're careful we can find ourselves running back to the fight more than actually

participating. Here are a few basic tips that might come in handy:

Do not draw unnecessary attention to yourself! If you stand off to the side you're

going to get noticed. Blend in with the pack by hiding behind the bigger guys.

Don't stand in the front. This is the absolute best way to get focus fired to death.

Have your damage absorption shield up if you're going to be taking damage. This

spell SAVES LIVES!

Know your enemy. Tanks are going to have a lot more HP than casters. Pick your

battles and do not expose yourself to an enemy that will survive long enough to be

aided by friends.

Bug your tanks to protect you. Guard or Save Da Runts can be of great help to

you.

In my opinion, the role of the Shaman in RvR play is to cause as much chaos as possible.

The Shaman can debuff toughness on Order tanks to make them die faster. He can steal

Intelligence from Order casters to reduce their damage while increasing his own. He can

add extra heals to supplement other Destruction healers and frustrate the enemy. He can

even help kill foes with his elemental magic. Don‟t get stuck into that heal niche some

people like to get themselves into. You‟re Shaman has a butt load of tools available to

them, it just makes sense to use what you have to the best of your abilities.

Shaman should be some of the busiest characters in the battle, mixing debuffs and

damage with heals and buffs. The most important thing is to stay behind the front line

and be a total pest.

Presuming as an organized group that you are using assist trains etc, and coordinating

focus, Ere We Go Again means that your Ere We Go skill is giving your dps an extra

350ish damage every 10 seconds!! and in addition, couple this with the core tactic Get

Movin' .. means that they will each gain 300 morale points for doing so... every 10

seconds!!

You'z squishy, your AOE toughness debuff, gives a really nice boost in DPS against

affected targets and costs ONLY 20 AP. It‟s instant cast so the spell can obviously be

kept up indefinitely on the entire zerg with carefully placed casts!

Gorks barbs is pretty much self explanatory and can do serious amounts of damage to

careless Which Hunter‟s and will pretty much kill a White Lion‟s pet unless they retreat

it.

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Now give yourself Discipline and Extra Special Mushrooms to balance up your heals and

possibly Git Outa Here which can turn you into a pretty offensive knockback machine or

help you get out of sticky spots (coupled with Sticky Feetz, Gork Sez Stop, Gorks Barbs

why would any melee jump you?!?) Course, you must be proficient with these spells and

know when to use them to make them beneficial to you and a pain to your enemy.

Priority Healing List

What should your healing priorities be? If multiple members of your team are getting a

beat down at the same time, how should you split your healing time up to ensure you can

still be competitive if one or two of your team should fall? Remember, you have battle

rez!

DPS – Healers – Tanks – Everyone else. Get these people up as fast as you can so that

you can stay in the battle and remember battle rez roots you for 3 seconds after you cast it

so ensure you have the opportunity to get them up and out of there before the enemy over

runs you. You, as a healer, do no one any good if you are face down in the dirt.

RVR Gear!

Annihilator Armor Set Found in: Tier 4 RvR

Requirements: Ranks: Ranks 35-39 and Renown Ranks 31-35

This set offers the Lesser Ward, which is required for City High Level Dungeons and

Fortress encounters. There are five pieces of armor in this set.

Helmet – Any Keep Lord //Gold Bag

Chest – Any Keep Lord //Gold Bag

Shoulders – Any Keep Lord //Gold Bag

Boots – RVR Drop

Gloves – Renown Merchant

Conqueror Armor Set Found in: Fortresses

Requirements: Rank 40 and Renown Ranks 45-50

This set offers the Greater Ward, which is required for both the Lost Vale and the City

Invasion PQs. The Conqueror set also provides the effects of the Lesser Ward. There are

six pieces of armor in this set.

Helmet – Any Fortress Lord //Gold Bag

Chest – Any Fortress Lord //Gold Bag

Shoulders – Any Fortress Lord //Gold Bag

Boots – RVR Drop

Gloves – Renown Merchant

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Invader Armor Set Found in: Invasion PQs

Requirements: Rank 40 and Renown Ranks 55-60

This set offers the Superior Ward, which is required for Sub-Boss PQs. The Invader sets

also provide the effects of the Lesser Ward and Greater Ward. There are six pieces of

armor in each set.

Helmet – City Siege PQ Gold Bag

Chest – City Siege PQ Gold Bag

Shoulders – City Siege PQ Gold Bag

Boots – RVR within a City Siege

Gloves – Renown Merchant

Excelsior Ward

Warlord Armor Set Found in: Sub-Boss PQs (in cities while contested)

Requirements: Rank 40 and Renown Ranks 64-70

The Sub-Boss PQs are the only means of acquiring the Excelsior Ward which is required

for the King Fights. The Excelsior Ward includes the effects of all previous armor sets.

There are seven pieces of armor in this set.

Okay, this set seems to have jumped back a step. We get this set, which is higher tier than

the one before it by competing in an earlier stage of the city siege? Hey, not that I‟m

complaining. This is actually RvR-related as opposed to the previous step! Still… this set

is REQUIRED for king fights? How much freaking grinding do they expect us to do? Or

do they mean it will be “helpful” instead?

Helmet – Sub-Boss PQs (in cities while contested)

Chest – Sub-Boss PQs (in cities while contested)

Shoulders – Sub-Boss PQs (in cities while contested)

Boots – Sub-Boss PQs (in cities while contested)

Gloves – Sub-Boss PQs (in cities while contested)

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Supreme Ward

Sovereign Armor Set Found in: King Fight (in cities while contested)

Requirements: Rank 40 and Renown Ranks 73-80

The Sovereign armor set is the highest level armor set, and includes the wards from all

previous sets. There are eight pieces of armor in this set.

Helmet – King Fight (in cities while contested)

Chest – King Fight (in cities while contested)

Shoulders – King Fight (in cities while contested)

Boots – King Fight (in cities while contested)

Gloves – King Fight (in cities while contested)

So here we have the culmination of your item set grind - er, journey. According to

Mythic‟s wording, you will be required to gain all the previous sets before you can ever

dream of achieving this one. And let‟s face it, how many times do we get to kill the king

per siege and how many sieges does Mythic want to see per month? Last I heard, they

anticipate it will take 1-2 months per city siege starting from a complete campaign reset.

This is one giant grind, sheesh… Enjoy!

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Addons/Mods

There are some very helpful Mods or Addons out there that can help you be a better

healer. I will list a few that I have here but get out there and look around. The game is

still very young and people are coming up with new programs all the time.

Squared – Squared is a highly-customizable unit frame addon similar to the widely-

known WoW addon "Grid". It provides a very compact view of health for you, your

group, your warband, or your scenario. Clicking on a square will target the associated

player.

Auction Assistant – AuctionAssist provides a number of shortcuts for auctioning while

using the Auction house window.

Tomb Titan – This add-on is designed to display data in game in an easily readable

format. It includes sections for Bestiary, Lore/History, Noteworthy Persons, Cultivation

information, Lair Locations and Exploration/Pursuits information –and more! In short:

Tome Titan is to help keep you from having to alt tab.

WarEffort – War Effort provides a quick and easy way to monitor the Tier 4 campaign.

War Effort displays the current zone status, the status of every unlocked keep in Tier 4,

and the percentage of victory points each side has for each unlocked Tier 4 zone.

Currently War Effort will update the keep and zone status once every 5 seconds to ensure

that this Addon will not cause any extra lag or performance issues.

SpamMeNot – Spam Me Not intelligently detects, blocks and reports commercial and

annoying spam messages before you even see them, without relying on an extensive list

of blacklisted domain names.

LibSlash – A basic library for registering slash commands in the WAR interface. With

LibSlash installed, you'll also be able to use /addon or /uimod to open the Addons

window in-game.

Black Book – Who should we hunt down and kill today?? Better check the little black

book. The Little Black Book is a record of players that have killed you and your

Win/Loss record against them.

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Sample Build

This is how I chose to spec my Shaman. I decided to go with Da Green a bit to get the

ability called Ere We Go Again. You‟re healing numbers won‟t be as high as someone

specced full healing, but you will be able to do so much more to help your group with

debuffs, buffs, DoTs, HoTs and heals. Be prepared, because by using this spec you are

going to be very busy.

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One last comment! This one provided by Dont over at Blame the Healer

(http://blamethehealer.awardspace.com/category/guides/). This is a pretty good guide to

help you set up your actions bars and why. It‟s pretty rudimentary to me, but you might

find it helpful.

Action Bar Compression Written by Dont

When you start a new career, it‟s all good - you have only a several abilities, easily

accessible by pressing 1, 2, etc. But as you progress through the ranks, there‟s less and

less space for the new abilities. In this article I‟m going to share some tips about how to

compress your action bars in order to achieve higher efficiency.

Number of action bars

Find the golden mean. One action bar is barely enough, but four might be too much. I‟m

currently using two, and it is ideal for bar compression. Whether you stack or diplay them

side-by-side is your choice, I prefer stacking them. (This way I can check all my abilities

with a glance.)

Plan its layout

This is the most important step. First, it‟s good to separate offensive / defensive abilities.

For example, if you are playing a Rune Priest, you should fill the primary action bar with

healing spells, and the secondary with the damaging / support ones. But if you‟re playing

a DPS specced Warrior Priest, offensive abilities should go first.

Now experiment with the hotkeys while playing. Observe which ones are comfortable for

you to reach / press. For me, from number 2 to 6 are the best, so I put my most used

abilities there. It‟s good to arrange them based on their cooldown and / or frequency of

use. You will probably just click the right side of the action bars, so place those abilities

there that you use out of combat (like crafting, flee, mount, etc.) there. You will also need

easily-reached hotkeys for bar #2. Shift / Alt + numbers combinations are just pain, in my

opinion, so I rebinded the second action bar to start with F1.

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Weeding out

Starting with T2, you are starting to specialize in a path. The more points you allocate in

one of them, the more useless the others get. There will be probably at least one path that

you won‟t have points in, so when it comes to bar compression, those should be the first

to fall out. Also, at higher ranks consider leaving out your basic attack ability. You will

have plenty of others to choose from by that time, and it also helps your AP management

if you don‟t waste it by spending it on a basic attack.

Emergency hotkey(s)

Sometimes, you have to use an ability very quickly. Your life depends on how fast can

you hit that button, so you should create at least one “emergency hotkey”. It‟s a Detaunt

for me, but it can be anything that can save your life, like a stun, disarm, knockback or

even a morale ability. Find a place at the right side of your bar, and place the emergency

ability there. Then bind that slot to a key you can easily press (it‟s V for me). Proper

safety is half the victory!

Acknowledgements:

Thanks to Warhammer Vault, Warhammer Alliance and Ten Ton Hammer posters,

WARWiki, Syp, Blame the Healer, and the many more postings from Warhammer

Online gamers everywhere for helping build this compilation of information for aspiring

Shaman. We need more of them for sure.